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Dreamer v. Asami Battle Report: Summoning's good for Ours, right?

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Today's post (well, technically Friday's post. I'm late. Sue me) will be a battle report from Vassal where Phiasco and I continued working through Gaining Grounds 2018's January-March rotation, playing Ours. As an aside, we meet regularly for Vassal games Tuesday. You should come join us!

First, some cool Mini-Musings!

Mini-Musings

-Alt Lazarus is here! Sort of! You can't buy him though! But it gives you a new thing to spend your Guilders on! Exclamation marks!!! I want one!!!!

-We mentioned the Wyrdscapes line in a previous post, showing an image of a building they were going to do. Now, they've sent us an image of a much larger span of stuff that could be used to make a whole board. Hopefully it's modular, as this board might be a bit sparse on terrain for an average game, but it definitely looks cool! And expensive. Very, very expensive.

-Fire in the Sky released as a PDF on Drivethru RPG for $15. I recommended it before, and I think I'll do a review of it in the near future, but I like this module a lot. First of all, it takes you Earthside to San Francisco in 1906, integrating a significant incident that happened in the real Earth with The Other Side's fluff in a very cool way. Also, this module has by far the coolest Ongoing Skill Challenge of the game's history, which I cannot recommend enough. It's so cool. Check it out! 

First game of 2018


Strategy: Ours
Deployment: Corner
Schemes: Guarded Treasure, Covert Breakthrough, Show of Force, Search the Ruins, Take One for the Team.

My Crew
Dreamer-Dreams of Pain, Otherworldly, On Wings of Darkness, 7SS
2xDaydreams
Serena Bowman
Mr. Tannen
Hooded Rider-Warped Reality
Bultunginx2
Theory-While summoned models don’t count for Ours, their deaths don’t hurt our side either. As such, I can send them as sacrificial troops, while I use my stuff to score and lay some hits down. The Hooded Rider with Warped Reality makes for a good backfield defender early on and attacker on later decisive turns. Bultungins work well with D and Empty Night, and can make for good cheap flankers on their own. Tannen is there not for the Teddies (though, we’ll see how that goes)
My schemes: Guarded Treasure, Take One for the Team on Tannen

Phiasco’s Crew
Asami Tanaka-A Heavenly Design, Nef. Pact,
Amo No Zako
Ohagaru Betari-A Taste for Flesh
Sun Qiang
2x Ten Thunders Brothers
Chiaki

T1-My opening hand is pitiful. I’m going to have to use Tannen’s ability just to summon a single Stitched Together. Serena made the Hooded Rider and a Bultungin have Black Blood. We spent most of the first turn positioning and setting up for trouble in later turns. I’ll just throw in the screenshot.
Now, that's what I call a control hand.

T2
-Serena and a Bultungin move around a flank away from where the combat is brewing to go and set up for Guarded Treasure. More positioning happens, as I’m trying to cagily avoid the devastating 1 turn charges that Asami’s crews can dish out. I did, however, have an amazing hand including the Red Joker and the 13 of Masks. Dual Teddy summoning? I mean, when was I ever going to have a chance again? Turns out it was probably the wrong choice, however, as Ohagaru Betari then proceeded to charge through both of them and maul them to death before I could heal them up. Whoops. We both score for Ours, so it’s 1-1


Not pictured, 2 Teddies. Sad face.
T3-The Nightmare Bultungin is in a good spot to eat a scheme marker, but can’t do that since the Ten Thunders Brother is there to block it, reaffirming to me how absurdly powerful they are. Bettari wins initiative and attacks my Hooded Rider, causing me to hold my breath in terror before he, instead, threw my Rider away and charged Tannen (clearly trying to make sure that I didn’t summon any more Teddies.) He kills Tannen. I score 2 for Take One for the Team. The Hooded Rider charges the aforementioned Ten Thunders Brother standing in the middle of the scrum, but fails to kill him on the first swing, so I can’t pick up a scheme marker to remove him. The 2nd attack flips a Red Joker, however, so then the scheme marker gets tossed. I congratulate myself on blocking his Guarded Treasure scheme, which I figure is probably a good and useful thing (I was only partially right.) The Dreamer hauls ass to get away from Betty and drops a scheme marker next to the center line for Guarded Treasure. At the end of the turn, only I score for Ours, so I go up 5-1.


We take a one week break. Over the break, I convince myself he’s trying to complete Search the Ruins and Guarded Treasure. I’m half right, as I’ll find out.

T4-The plan for bringing Serena Bowman takes effect (which is good, because I felt kinda dumb for sending her off on her own to score Guarded Treasure uncontested but also not use any abilities. Whoops.) Dreamer now starts using Empty Night to control the Dead Rider and the Bultungin, followed by accomplishing into the Rider, to devastating effect. The two of them take down Amo No Zako and Sun Qiang. Asami, no longer required for handing out 1 AP charges, summons ac ouple of Yokai and uses one of them to bounce Bettari up onto a rock, to prepare for more charging on my master and/or beaters. To try and block him, I walk the Bultungin up onto the rock to engage him (and prevent him from charging away. Some more fiddling happens. Jon opens markers for Search the Ruins, confirming my prediction of his schemes (in my mind.) We both score Ours, so it’s 6-2.


T5-The Dreamer summons Lelu and Lilitu (probably what I should have done instead of the Teddies.) I then Accomplice the Hooded Rider to charge Asami and knock her onto her Hard to Kill and remove a pair of Search the Ruins Markers. Bettari, however, proves that I am wrong about his schemes and escapes from the Bultungin to go drop markers for Covert Breakthrough, rather than Guarded Treasure. I should have seen this coming, since he had 2 Ten Thunders Brothers for scheme runners.) Lelu and Lilitu were summoned in a way to try and block the Guarded Treasure I thought he was doing, so their attempts now to Lure and Pounce on her to finish her is no longer relevant. Jon’s other 10T Brother runs into the backfield to drop another marker. When we total the points up, we see that he’s managed to catch up to me, and the game ends in an 8-8 tie. So, yeah. That kinda sucked.But it's Phiasco and I, so who was surprised? Not me. This is what happens when we play.

But, but...Guarded Treasure?

Lessons

-Summoning Teddies is cute. And super greedy (if you’re familiar with CCG terminology.) It’s not the most efficient use of cards, though. Lelu and Lilitu summons would probably have been better on that turn, and in general.

-The experiment of whether Tannen’s ability to smooth out the “mana curve” of summoning by buffing masks is ongoing. I wouldn’t have been able to summon at all on turn 1 without him, and it let me summon two stupid Teddies. Both are outliers, and the experimentalist in me says that means I should throw those results out. More testing is needed.

-Trying to spot the enemy’s scheme choices mid-game are what you need to do. However, don’t marry yourself too hard to your prediction, as you can be wrong. There was literally a space of this game where it legit looked like Phiasco was going for Guarded Treasure (it was a Search marker and I misread his intent.) And, if you don’t know what the enemy’s schemes are, no lead is safe. Be prepared. Hood



Mali Gras: Pre-Tournament Planning

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               This week’s topic…is something I’m saving for next week. I am going to introduce a new type of post taking a look at particular crews that are powerful in the meta and how best to approach them. However, the fellow I was going to interview about it is a bit busy with UK Masters this weekend, so I’m taking a detour. Let’s have a quick convo about a tournament that’s coming up, and something that occurred to me for how I can approach it.

***

               On the third, I’m taking a trip up to Bristol, TN for a tournament at DeWayne’s World Comics and Games. I’ll be able to do this in part because of funding that you, the MM community have delivered through our Patreon account. Oh, what’s that? You don’t know about Patreon?
               First of all, I know you’re lying, because I’ve written about it on here before. But I’ll do the spiel anyways. Patreon is a way for fans like you to support content creators like Malifaux Musings by donating some money every month. In exchange, you get to unlock individual and group rewards levels. Higher donations mean higher rewards, but all I really want from you, humble reader is $1 a month. I know you’re good for it. If you feel like chipping in more, that’d be great, but let’s get start with $1. Just head over to www.patreon.com/malifauxmusings
               Ahem. Spiel over.
               Anyways, as far as I know this upcoming tournament is going to be Gaining Grounds 2018 with standard rotation. I’m pushing to get rid of the close deployment in Round 1, but for the time being let’s assume it’s staying. That makes the three round tournament 1) Close Deployment + Public Executions, 2) Standard + Ply for Information 3) Corner Deployment + Ours. I don’t believe we have scheme pools yet, but let’s take a look and do some pre-planning.

Round 1

               So, obviously this first round game is going to be about applying a bit of the old ultraviolence, as they say. I’ll probably be playing Collodi a lot this tournament, and this round will be no exception. It’s the killiest Neverborn crew I have, and the one with which I’ve had the most experience. They’re pretty close to finished being painted, and fittingly it’s almost Mardi Gras season. They’ll be able to bring a bit of the festive fun to Bristol this round.

Just point them towards the second line.


               I think the main thing here will be to stay back a bit from the front lines, depending on my opponents. I don’t want to get charged straight off the bat. I can handle a bit of melee, but there are limits. It’s possible I may just deploy per a normal game’s range. In any case, the point of this game will be to bring in the hard hitters and leave the opponent with a trio of unpleasant options to face. Nekima is the first threat. Normally I would pair her up with the Hooded Rider as the other hitter, but we’re going to be in combat early on here and I don’t want to risk losing him early. This may be a good game to break out the Mysterious Emissary, as his condition removal can help to knock some of the Blood off of the enemy crew’s hands to balance out the numbers. Maybe some Stitched can go in that slot instead, or Graves. I’ll have to look closer for what works best when the game comes around. If I do use Stitched I’ll stick with Fated, but if not this may be a game to think about using Bag of Props instead. The Marionettes handing out some Focus to Collodi may help with wrecking the opponents’ crew.

Round 2

               This round’s more about activation control and scheme running than round 1, but a healthy dose of killing is important for defense as well. Killing a model with Ply (or dealing severe damage) knocks the condition off, so that’s a good way to even things up if I fall behind. Getting a few more activations in here than my opponent will be important. The Emissary’s summoning of Changelings (hopefully, though every time I want to summon with him the cards are not there) will help with this, and he can clear the condition with his attack. I’m going to try and come out shooting here, but this one will require playing cagily and killing models before they can get over to me. It’ll be much more about out-activating the opponent early on, then surgically swinging the strategy around with the latter turn activations. So, yeah, more Collodi. Not much else to say. Let’s move on to the next one.

Round 3

               Now, I’ve got a couple of ideas here. One of them is to just keep playing Collodi. There’s nothing specifically about this that he’s not good for, though without Vasilisa or some speed I’ll have a harder time spreading up field and attacking. On the other hand, I have an idea to come at it from a different angle. One of the quirks that happened between later in the playtest process to the final version of GG2018 was the reintroduction of 0SS henchmen counting as 10ss for the purpose of this strategy. That means that a Jacob Lynch crew gets a free 10 stones in Ours. Plus, since he can be buried and then return after being killed, that makes it even tastier. Seems like a pretty good option to me. So, it’s time for some more…

I will literally use any opportunity to put this banner back out.


               I’m thinking a crew with four smashy models is going to be pretty clutch in the current version of GG2018, and this crew’s got it. We’re talking Nekima. We’re talking Hooded Rider. Throw in Lynch and Hungering Darkness for flavor, and it’s gonna be a rough time for whoever comes up against it. I’m planning on working in some cheap activations to get the model count up a bit. Depleted may be a good choice for this, as they count towards the strategy and give us more ways to get Brilliance into the crew. And, of course, Changelings are always a good inclusion. Plus, with this many big beaters, there will be a lot of models to borrow nasty attacks from in my crew.

               So, that’s the game plan. We’ll see how much of it survives the crew building portion of the tournament, but it’s a start. 

Wanted: Nicodem.

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Name: Nicodem

Aliases: Nico, The Necromancer, Amelia Bathory
Known Crimes: Grave Robbery, Gross Necromancy, Drawing obscene numbers of cards
Associates: Mortimer, Phillip Tombers, Asura Roten, Morgue Assistant Sebastian

               I had an idea for a series of articles detailing the top crews in the Malifaux meta at any given point in time. I’d call them “Wanted Posters” (since Malifaux’s Most Wanted was already taken,) and they’d give me a chance to take a look at the crews that are dominating right now and give players tips as to how they worked, what the key pieces were, and how best to overcome them. I recalled, specifically, the so-called “Rat Bomb” Outcast crews from 2016 that plagued the meta (pun unintended) before they were errata’d out of existence. The community scrambled to try and discuss how to keep from getting rolled by this toxic build, but they still ran wild and the "how do I beat this list?" posts were more or less constant. Articles like these Wanted Posters could have helped save some folks from a Negative Play Experience back in the day and given them a fighting chance, and I thought maybe I could try and get something like that ready now. Plus, it would give me a chance to learn some things about Malifaux as a whole. At first, I was planning on doing one of these for a Misaki crew with the original version of her Thunder upgrade, especially after the havoc it caused at the UK Nationals. Then, of course, it ended up being nerfed in January, bringing that particular nightmare to heel a bit. So I had an idea for a cool style of blog post, but no subject. And then I remembered the crew that’s induced the most moaning and groaning in the podcasts I listened to historically, particularly those recorded in the UK. One answer jumped out: Nicodem.
               This was an intriguing subject to me for a couple of reasons. For one, I don’t have a ton of experience playing with or against him. Phiasco experimented with him early on in M2E, and the main thing I learned was to knock him out of his little circle of summoning to disrupt him (Mr. Graves literally threw him out the door of a building, which was very satisfying). Seemed simple enough, and it explained to me why I didn’t see him all that often if that was all it took to stop him. Contrasting my own experiences, however, were the horror stories out of the UK meta of him taking down tournament after tournament, seemingly without stop. The modern Nicodem crew has been the boogie-man of the UK Meta for many years, now. You can’t go five minutes on the Flippin’ Wyrds podcast without some mention of how Nico is filth (though one of the hosts probably has a lot to do with that). And yet, here in the US he doesn’t seem to have the same infamy. If you talked to certain people in the US, the thought of spending almost three quarters of your crew’s points on models to drive your summoning engine was laughably slow, the sort of thing players did in the old days of 1stedition (ah, remember that? Hiring dogs and/or desperate mercs to murder on the first turn? Memories…)
               So what is a Nicodem crew? What does it look like? What makes the crew work and, if it’s as bad as the UK meta seems to think, what can players do to beat it? Well, I knew I wasn’t the one to answer, so I went looking for outside help. Asking around the internet, I made contact with Travis Weyforth, host of the Max Value podcast and recent Nicodem convert. Max Value in particular has scoffed at the practice of spending so many points on things that don’t actually go out and score VP, though Travis has changed his tune a bit recently. His opinion, I thought, would be very informative. But, to get the inside scoop on the infamous UK Nicodem crew, there was really no one better to get hold of than the source of all this strife and woe, *sigh* Jamie F’N Varney (we’re contractually required to refer to him that way. Yes, even the sigh.) That, paired with some first-hand demonstrations and insight from a friend of mine, Rich Nave, led to the monstrosity below.

Profiles in Necromancy: How does the Nicodem crew work?



               
                      Put simply, the strength of this crew comes from its access to cards. One of the balancing factors for summoning crews is that they have to expend their resources (in the form of cards and soulstones) to do what they do and get new models out onto the board. Resurrectionists in general have ways of getting around this, and Nicodem is particularly effective at it. But, before we get down to that, let’s take a look at the important pieces of the crew and discuss how they work.



Nicodem-The man. The myth. The top hat. I mean, his name’s on the Wanted poster, so of course he’s the engine that makes this car run. His summoning is, obviously, the defining characteristic of the crew. The TN for Re-Animator (the Summoning spell) is 10 Double Crow plus the soulstone value of the undead minion he’s summoning, so cards and/or stones are the only way to make this spell work (he has one crow built in.) Like most summoners, he has some perks and some costs for his newly summoned troops. They comes in with only half of their wounds (assuming Nicodem doesn’t trigger and use some additional corpse markers to heal them), but any undead model within 6” of him gets a + to Ml and Df duels and undead models don’t gain slow within the same bubble, which takes away one of the main costs of summoning. Once the Undead are on the board, he can heal them with Decay and/or use Rigor Mortis to make them Fast. He’ll often bring the upgrade Maniacal Laugh, allowing him to take a (0) action and turn any corpse marker within 8” into a Mindless Zombie, granting a degree of mobility to his summoning. And last but not least, he draws a card whenever an undead model is killed or sacrificed within 6 of him. This is just good in general, but the crew exploits this with a few…we’ll say “loopholes” in the rules where mindless zombies and Sebastian come into play, resulting in an obscene amount of card draw that effectively lets Nicodem do what he wants on his turn, regardless of what cards he has in his opening hand. As someone who tried summoning Dreamer and, on the first turn of the first game, found himself looking at a hand with nothing bigger than an 8 in it, I can truly appreciate a summoner who is effectively agnostic to the twists and turns of deck randomization.


Asura Roten and Sebastian- These two are vital parts of the engine, functioning essentially as the fuel injectors. Asura can create a Mindless Zombie every turn, and Sebastian uses “Those Are Not Ours” to sacrifice it, drawing a card and gaining a soulstone. Because this is often done within 6” of Nicodem, that results in the drawing of another card. Two cards and a soulstone in exchange for basically spending no resources at all is a pretty good trade. Sebastian’s Under Cover action allows you to protect the summoning bubble from attacks that have gun symbols, and he isn’t completely useless in melee as a countercharger if it comes down to it (though, if it DOES come down to it, you’re probably in a lot of trouble). He’s also one of the models that can drop a scheme marker for Phillip to chew up on his activation for more cards. Asura, meanwhile, has an ability similar to Sandeep, allowing undead models within 12” to use one of her melee attacks. The worst of these, by far, is Grasping Hands, as it applies a condition that reduces your Df, Wk, and Cg by a point based on how many times you’ve been hit with the attack. That is, frankly, crippling, and adds a ton to the defensive abilities of the crew. The best way to stop a charging melee beatstick is to shorten his Cg down so he can’t reach you in the first place.



Phillip and the Nanny- The joke of this model is that it’s basically just here for “Lost Knowledge,” a tactical action that lets P+N discard a friendly scheme marker within 6” to draw two and discard one. Now, it’s fast and, if used with things that can push it, can function as a very good scheme denier. But, come on. #realtalk, the cards are the reason you’re bringing Phillip.



Corpse Bloat (aka Mortimer)- The assistant Gravedigger has been a staple in Nicodem crews from the beginning. However, he’s one of the few parts of this crew where you see variation. Jamie and several other Nicodem players I spoke to use him essentially every game. Travis, by contrast, considers him “trash” and just puts Corpse Bloat on Phillip to do the job of corpse generation, making them responsible for starting the engine and getting the car moving (to keep belaboring the metaphor.) The advantage to doing it this way, of course, is that Nicodem can then use Decay to heal him up for more corpse generation later. The disadvantage is that you’re putting your eggs in one basket and, presumably, that means killing P+N early could be a way of slowing the engine down. Plus, Mortimer has a tactical action on his card that costs 2 AP to summon a corpse, and so can summon 2 a turn (3 with My Little Helper which, let’s be honest, of course he’s bringing.) In other crews, I’ve seen the upgrade placed on Asura instead. YMMV. Either way, this piece’s job is, in the early part of the game, to generate the raw materials needed for Nico’s summoning. If you do bring Mortimer his other job is to provide a little bit more defense for the bubble. His shovel doesn’t do a ton of damage, but he is Ml7. Assuming he’s still alive later on, he also has Chatty to block interactions (so good luck doing Dig Graves.) Obviously, the advantage to consolidating and cutting Mortimer is that those points are then available for buying other models. Mr. Weyforth recommends putting them in for the Emissary. I would say, if you’re looking to try it out, try both and make your call based on your own experience. If nothing else, you’ll have the Mortimer model anyway from buying the boxed set.


The Summons­ (and the non-engine stuff)So if you’re spending so many points on the engine, you’re going to end up relying on Nicodem’s summons to do a lot of the work for you. The meat and potatoes summon is the Punk Zombie. Ml 6 2/4/5 with Flurry that you can plop out of thin air wherever you need it is nothing to turn up your nose at. Their attacks have a built in + to the flip, and Nicodem throws another one on, so these guys will routinely turn your deck over for you in a turn when they really get going. The new hotness, of course, is the Kentauroi. They add a degree of force-projection that was missing before (because, really, it just wasn’t fair that Nicodem couldn’t drop a Lampad in the opponent’s DZ turn one.) Also, they drop corpse counters all over the place when they move and are respectable in combat in their own right. Rotten Belles are still gross and good for summoning the enemy out of position and/or into the death bubble. In a pinch, he can summon the Students to specifically target a creature type if something particularly troublesome is coming for him. Also, there’s Hanged, and Dead Doxies, and Necropunks…you get the picture. As an aside, the problem with Nicodem is that, every time a new Undead minion comes out, the designers have to keep in mind that he can summon them and cost them accordingly. So, in case you ever wondered why most of them are bad for their points cost, blame him. I mean, Molly and Kirai have something to do with it to, but Nicodem is a good target.

The non-engine stuff (IE what you might hire from the beginning) have some flexibility as well, but mainly it’s to put some more attack and/or utility on the board to supplement the engine. A big counter-charger to keep Nicodem safe is usually not a terrible idea, so you might see Archie or a Valedictorian. The Emissary fits nicely, because the Death Puffin can either help the engine get running and/or go support the rest of the crew independently from the bubble (shards blocking LoS is still good.) Starting out with some Rotten Belles is usually not a bad choice either, and if you’re worried about something alpha-striking you (more on this later) the Belles can be a good counter-choice to pull the pieces out of position/into your death bubble to be killed safely. The new hotness (pun-intended) is the Lampad. Making them fast so they can push onto you, set you on fire, then knock you down to let you die from burning and summon a new one is very strong, as a 4 AP swing between crews is always one of the best power plays in Malifaux.

Putting it all together



I mean, you have some of the pieces at this point, but how does it all work on the board? Well, I could tell you, or I could just let Jamie do it. If you don’t know Jamie Varney, he’s won…all the UK tournaments? I don’t know. Most of them. He’s been the UK Master a couple times and came in second this year. He’s won Nationals. He’s won the GT. He’s the number one ranked player. He’s won all their stuff, basically, usually with some version of Nicodem/Kirai/Molly (so summoning Rezzers.) Let’s see what he’s got to say on how to play the crew, shall we?


So I see Nico playing as an engine that is all about him. He buffs everything. +flips to DF and ML mean anything around him becomes much harder to kill and much better at killing. He is amazing at resource generation and at depleting your opponents. With your models on positives your opponent will often need to cheat to make a hit count and Nico's models won't. If/when you do kill his models it's generating cards and corpses for him.

Being anywhere near Nico's bubble is a toxic place to be where you're really up against it and Nico takes it in his stride. He can pull you in with belles and reach out with Kentauroi, he is super versatile since Kentauroi and can seriously threaten almost anywhere on the board or just bring you where he needs to be using lures. Kentauroi and his/your models dropping corpses just makes his next turn stronger and if he has enough corpses to sacrifice 2 when summoning (usually late turn 2 or turn 3 with Kentauroi dropping and stuff dying) you're in a really bad place as he will bring in models fully or near fully healed and draw multiple cards for each summon. Good cards or bad cards it doesn't matter as you either use them or discard them end of turn.

Black joker. Always keep it. Always. With all the +flips especially punk zombies (a flurry PZ can easily flip 18 cards in an activation) get it out your deck and likewise always get the red back in there. Use it to summon or make an attack hit. Just get it in your deck where it can have the biggest impact. Protect Nicodem. Don't put him in danger. Always be on the lookout for threats to him and try to stop them. Anything else is expendable. Think ahead. Nico needs set up. He usually needs to think a turn or 2 ahead, he has an answer to everything but if you need interacts for example you need a summon or model that didn't arrive that turn.





Turning the Tide: How to Defeat the Undead Horde


So, is it hopeless? Sure sounds like it, and when you see the size of Nico’s hand at the end of turn one and realize that he has specially crafted his hand to make it borderline unstoppable, it can kinda feel like it. To give you an idea of how obscene this gets, I started a game with a Nico player recently on Vassal just to see the engine in action, and I watched him discard a 13 from his hand to activate an ability. It wasn’t that his hand had all high cards (there were, like, 10 cards in his hand at this point, and it was late in the turn.) It was because he wanted to hold the bad cards in his hand and stack his discard pile for next turn with severes. If he kept the bad ones, they’d be in his discard pile turn 2 and, thus, couldn’t affect his flips when he was going to be coming in to murder my face. And, of course, because he had SO MANY HIGH CARDS IN HIS HAND HE COULD AFFORD TO DISCARD ONE OF THEM.

This was on turn one, it’s worth repeating.

Well, here’s the good news. Nicodem isn’t unbeatable. Despite what some people think, Aaron does understand that Nicodem is very good and would have taken steps to nerf him in the 2018 errata if it was necessary. I’ll let Jamie throw his two bits (pence? quid? I don’t know UK money) in first.


The weakness. In my opinion there is one. And it's Nico. He is DF 4 with no +flips. Get into him and attack him. Attacking stuff around him just uses your resources and gets him more and he can easily replenish his crew. It's not easy, especially with Kentauroi to get him out of harm’s way. Not much in the game can kill him in an activation and he has an amazing heal and a solid buffed crew around him to protect him, lure, slow, kill any threats. But it is the best way to attack his set up. He will punish you for it if you can't make it count when you go in but otherwise there is no hiding from him. He will lure in or use Kentauroi to get to your models and kill them piece by piece. If you play Nico poorly he is easy to defeat but played well he has insane board control, crazy resources and snowballs into an unstoppable force.


Ok, that doesn’t sound super hopeful, but the idea is that the best day to deal with a Nicodem crew is kill Nicodem, and it’s not impossible to do so. Fighting his crew is like punching a huge marshmallow:  it’ll yield and squish down, but it’ll just spring back to shape just as quickly and leave you tired (and a bit sticky…nevermind. Ignore that part.) If you can launch a decisive alpha strike on him in the first or (maybe) second turn and kill him, threat averted. The slingshotting Viktorias probably have the best chance of pulling this off consistently, plus their whirlwind lets them damage the rest of Nico’s crew while they’re at it. And, of course, once the man in the hat is dead there’s nothing else in his crew that can really do any damage to you.

The trouble is, the crew is very good at surgically neutralizing threats early on by drawing you in and killing you or launching a Fast Lampad and/or Kentauroi into the threat’s face. And worse, if you die in the process of taking him down, you’ve most likely given him more corpse markers with which to fuel his engine, which is some major salt in the wound. As Omar from the Wire put it “You come at the king. You best not miss.” But how to ensure that? Back to the main man I went, with a more pointed question. “You’re sitting down to a game of Malifaux, and you’re playing against Doppleganger Jamie Varney, and you know he’s playing your Nico. What crew do you bring?”


Anything that can bring multiple points of pressure onto Nico turn 1. One model is not enough, he will just kill it or tie it up. Or something that can take out a lot at once, Viks, Misaki etc or something that can pull nico out (not easy at WP 7) so Zipp or Asami.

But tbh Asami is the ultimate nico counter. She can pull him out or just summon off his corpses and she's super quick and can put summons and Yasunori in his face turn 1


*breathes a quick sigh of relief that he didn’t just say “I would play Nico also.”*

That makes it a bit clearer. Your alpha strike needs to be able to bring several threats to bear at once. Yasunori+Misaki, perhaps, or Viktorias and…some other fast thing from Outcasts (I don’t play Outcasts.) If you’re playing Rezzers, you can always give him a taste of his own medicine and Lure him out to take him down (not easy, but at least possible) or maybe some combination of Seamus plus a beater that gets lured forward and then charges in. There are options. The point is, bring multiple threats and jump on him early. If you wait until later in the game, the engine will be running and there will be no stopping him.

Now, not every crew can pull off a turn one multi-front blitzkrieg (shocker.) Also, it may not be the right gameplan for every Rezzer crew your opponent might bring, so you’re gambling in a tournament situation bringing an “anti-Nico” crew that you might end up wrong-footed with an inappropriately suicidal crew. So what happens if you don’t have the perfectly crafted anti-Nico crew, but find yourself squaring off with the master Necromancer? Well, for that one, I turned to Travis, who just finished up coming in second at CaptainCon with Nicodem this previous weekend.
This is more of a paraphrase, as I asked him for bullet points to save him time, but…

Going for kills on nico isn't bad but it needs to be something that can kill him on one activation or very close. You aren't going to chip him down slowly. Any 3/4/6 type beater is scary because one red joker and he's in danger of dying. But even then you are just fishing for the joker and hoping, which isn't the best plan.
So alpha strikes are always good if you have access to good ones and do it right, but don't alpha strike with some mediocre model. You’ll just be feeding him corpses. Instead, you can win with your scheme selection.
You don't want to take any end of game schemes vs nico. You are always going to be out activated late in the game, and he just powers up over the game so things like take prisoner or covert breakthrough are super easy for him to deny late. You want schemes that score all at once (before end of game) if possible or alternatively ones that you score per turn like Dig Graves.
You also need to focus on scoring points not trying to win the brawl. Unless you get an alpha strike early and get way ahead or manage to kill nico you are always going to lose the brawl, so instead focus on scoring what victory points you can early on. Any killing you do should be done to accomplish this goal, aid you in scoring VP, or to block him from scoring.
Biggest thing is scheme selecting.
Score points as quick as you can. By turn 4-5 you will almost certainly be at a huge disadvantage.



The key thing that every Nicodem player I spoke to for this article repeated is this: he is beatable, it’s just that people don’t know how to do it. Play your strategies and schemes (since, you know, that’s how you win.) Don’t get intimidated by what he’s doing, and don’t try to knock him out unless you’re confident you can get it done in one clean blow. Instead, focus on getting as many VP as you can in the beginning of the game and denying him later, if possible.

In a way, it’s narratively fitting to play against Nicodem if you think of it like a zombie horror movie. Your crew are the group of plucky survivors, trying to hold their ground against a relentless tide of the dead. You’re going to get overwhelmed. You’re going to get overrun. A big, grey tide of the dead is shambling your way, and you have a turn or two to prepare for their arrival. Make those turns count, because when the horde gets here your models are going to start dying. By turn 5 there may not be very many of them left. Understand that from the beginning, and keep your head about you. Keep your eye on the prize and play the scenario, and that will give you the best chance of winning in the end. Remember, Nicodem’s crew isn’t going to be trying to score points early on. It’s busy revving the engine up on turn 1. The Kentauroi being added to the crew means he’s at least going to be able to threaten you early on, but that’s nothing compared to what you’ll face later, and chances are he’ll have to send them out of the bubble to reach your key stuff. Grab your VP as fast as you can, and hang on as hard as possible until the final whistle. It’s not going to be easy, but the point is that it’s POSSIBLE to win, and this gives you the best shot at doing it.

***

I hope this was informative and somewhat entertaining. Many thanks to my contributors. You can find Jamie on Twitter being relentlessly hounded about how broken Nico is @FlippinWyrds. You can also sometimes hear him on a podcast, the Flippin Wyrds Malifaux Podcasts, though they’ve put out two episodes in three months, so don’t hold your breath (we tease because we love). Travis can, of course, be heard on the Max Value podcast, likely telling you why Larry, Roger, or Alex are wrong (today.) He wants to invite people to register for the Capital City Meltdown tournament, May 5-6 in Laurel, Maryland. If you don’t go, you’re a bad person and you should feel bad about yourself. Lord knows, I do. And, of course, thanks to Rich, who’s on FB and usually on Vassal Tuesdays making Phiasco or I sad by summoning far too many things.

January/February Hobby Round-Up: BFF Edition

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After the big Nicodem post from last week, I was excited by all the new traffic (hello to you, if you're a new fan,) but ready for a bit of a break. Thankfully, it's hobby week. Pretty pictures time!

To start with, some of my own work. I'd been preparing my Collodi crew for a tournament in Tennessee. Unfortunately, my wife's car needed new spark plugs and ignition coils, so that pretty much killed the travel budget. My patreon supporters are appreciated, but right now I don't make enough from there to cover the costs of a trip like that. (Of course, you could be a part of changing that. Doesn't that sound exciting? Go to patreon.com/malifauxmusings and you can!)

But, they're painted now at least, and I'm pretty happy with them. Here's how they turned out.


I'll just have to wait for another opportunity to Laissez les mauvais temps rouler.

I've also been working on some buddies to run with them (and other NB crews. Here's a pretty much done Iggy and a still WIP Mysterious Effigy.

I've really gotta get some better light for these. 
***

Our feature artist this week is Marina Ainagoz from Serpentarium Painting. She caught my attention because she has been posting finished work from a pair of Malifaux Masters in A Wyrd Place, the Resurrectionist BFFs Kirai and Molly. I think the work is stunning, and I think you will too. Plus, those two turning into friends was one of the funniest and coolest things to come out of M2E.

First, here's Kirai.

The freehand and the patina on the Komainu are especially impressive.

Next, here's Molly.


She's looking pretty good, with an impressive sheer material dress and some spooky ghostly effects in her hand and coming up through the floor. Very, very cool.

***

And we'll finish up with a few odds and ends.

First, Kirill Kanaev did a version of the Evil Baby Orphanage Jack the Ripper model. I was very impressed with the lighting on the felt hat.

Next, Alan O'Brien had a cool Dia de los Muertes version of the alt performer. Could work for a Domadore de Cadaveres.


Finally, Enrico Laura had a cool diorama with Archie.

There are some weird things on the other side of the looking glass.
Thanks for our contributors this week. See you next week, when I'll probably be writing stuff. Maybe. We'll see.

God, that Nicodem thing was long...

Pandora Potpourri

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I'm stricken with a bit of writer's block recently for...reasons. IRL I'm in the midst of a job hunt and am that's taking up more and more of my attention (pending unemployment will have that effect.) Also, there's playtesting going on, which means much of my gaming time is being spent on things I can't discuss. So, this will be a bit more top of mind than usual. Apologies.

***
Mini-Musing



Just one mini-musing today, mostly introducing products coming soon. There are a couple of new encounter boxes on the horizon. One is The Undying, a box set revolving around a conflict between the Ten Thunders and the Resurrectionists. The story behind it is an order of warriors bent on hunting down wizards that feed on soul energy to stay alive like Yan Lo, led by Minako Rei (the masked lady in the picture above.) She's hunting down an eternal assassin named Manos who used to be one of their order, but who adopted the unnatural abilities to extend his own life and become Manos the Undying. He uses Chi to power his abilities, while Minako can put some sort of Kharma condition on models to have them take the damage she gets hit with. Along with them, they bring a set of minions. Manos uses a new type of Belle called Mourners who act defensively. Minako has Katashiro, some origami constructs that also count as Oni, and a Flaming Wheel of some kind. There also appears to be some kind of big resser...something in there. It looks cool. But, I must reiterate, if you are painting Manos, there is one acceptable paint job. One.

I'm just disappointed his boxed set doesn't come with Torgo. 

***

So I've been interested in summoning Pandora since I first saw it in book 4's playtest. That said, I didn't play it a ton, mostly because I haven't played a ton in general and when I have, it's been focused on things like Collodi recently. This complicates things even more, because there is a ton of overlap between what Collodi and Pandora do well: namely short to medium range murdering. It didn't make a ton of sense to do one while going with my goal of learning Collodi. But, I'm kind of over that now. It's not that I hate Collodi. He's fine. It just doesn't inspire me to play it the way other crews do.

Enter: podcasts. These are probably the biggest source of my Magpie syndrome. Recently, Max Value did an episode on summoning Dora and Alex Schmid did a Youtube video on the lady of sorrows as well. I've had a Pandora crew since 1st edition. I like the idea of her, and I like the idea of the summoning, so you'll probably see some more of her coming along shortly.

So let's take a look at this crew and what makes it different. First of all, don't go look at any of the stuff about other Summoners. Woe is Me does not make her work like them. She can only summon two models: Sorrows and the Poltergeist. That's it. And, little secret, from what I've heard you're doing way more of the latter than the former. That is, in part, because you don't have a ton of control over the former summons, as it requires you to cast off of an enemy model which has a condition, and the enemy model can then remove said condition. So, you don't have control over it, which means you can assume that your opponent will make the worst choice possible for you in any given situation (as they should be) and, even if you're summoning off of their Fast or Reactivate, they may just choose to drop it anyways to stop you. That said, there are two strategies that require conditions on the enemy crew's models to score VP, so they have to weigh losing points vs. letting you have more models, which is delicious.

Sorrows and Poltergeist have always been "good" models. The problem with them was that they were 1) Fragile and 2) Expensive. Summoning them gets around this problem. Now they're disposable, and if the opponent kills them they can just be brought back, which is great. The Poltergeist's - to WP flips is just debilitating. Sorrows can be really good, and you all know how much I like automatic damage.

One of my questions with this crew is how to focus the action. There's kind of two ways to go about it: take the battle to the enemy or bring the enemy to you. Basically, do I build the crew around advancing aggressively into the enemy, or do I use Lures and the like to bring the enemy in and kill them on my terms. Both have their pluses and minuses. Obviously, if you're drawing them to you and killing them, it's a lot safer. You don't overextend. You don't have to waste AP on your movement. You're separating pieces of the enemy's crew from each other so they can't support each other. Also, a lot of the stuff that works well with Pandora helps make this happen. Things with Lure like Lilitu, Beckoners, Baby Kade etc. all attack Willpower to do what they do (less so Kade, but he has other synergies.) However, if you're using a more passive/Lure based crew, you're also letting the other crew do what they want early on for the most part. You're reacting to their gameplan as opposed to enforcing yours on them. This can end up leaving you too passive and can cause you to fall behind and have to play catch-up to win games. Also, in a game situation where you CAN'T sit back and have to advance, you can end up with a crew that can't get the job done and is severely underpowered.

On the other hand, a more aggressive, attack based crew is going to avoid this problem. You're enforcing your will on the enemy and making them play around you rather than the other way around. This style of play works best in game scenarios where you have to move into the enemy half of the board and accomplish objectives (for instance, Symbols of Authority). Plus, Pandora's numerous auras and those of her summons, particularly the Poltergeist, are being used to their best effect when numerous enemy models are trapped within them. The risks, of course, are that you'll find yourself on the opposite end of the advantages to sitting back and pulling them into you. Worse, you're spending YOUR AP to get into contact with the enemy, so they don't even have to cast Lures or anything like that to get you into their trap. But, bottom line, sometimes the best defense is a good offense.

I don't entirely know the answer to this. I know this crew doesn't have the force projection to deal with an enemy that hides if they don't at least advance to some extent, but I may just have to build to the scenario and go from there. Still, I see a lot of potential here, and the successes I've heard the crew having of late in tournaments is encouraging.

One of the things I like about it is the flexibility of attack methods Pandora can bring in this build. The Max Value pod was very illustrative of this. Some games, Travis played her like the Pandora you know and loathe: moving up into range, smashing you with her attacks, and killing what she needed to kill to disrupt your crew, with Incite in place to help ensure activation order. In another game, however, he ran up against a Mei Feng crew that was using Vent Steam to block the attacks. In that game, he switched to more summoning and use of Incite as the primary offensive tool (cut to a shot of sad Iggy, whose Incite is a Ca instead of Wp, for whatever reason.)

One of the most important things to remember is that Pandora's brittle (like many of her Neverborn compatriots.) To mitigate some of this, I've converted to use of Aether Connection in more crews, particularly with her. I initially wasn't that impressed with just adding one more point of damage mitigation, but in truth that's huge. Pandora has 10 wounds. Mitigating an additional point of damage is saving 10% of her life. That's pretty awesome.

Perhaps because of that lack of wounds, I haven't used Martyr a ton when I've played her. That said, prior to book 5 most of my Pandora crews were the smashmouth version with Box Opens and Fears Given Form, usually supported with a couple other big beaters. As such, there weren't many Woes for her to use it with. I think figuring out when best to use it will be a key part of mastering this crew.

I think that's most of the thoughts I've had so far. Thanks for sticking with the random blur of nonsense. Usually I'm more focused than this, so if this is your first time at the blog, well, Welcome! and go check out the Nicodem wanted poster article to get a better idea of what I'm shooting for most of the time.

Also, if you're an old reader (or a new fan), please go support us on Patreon! All I want is a dollar a month from you. A dollar! You don't have a dollar? You're a liar! Gimme your dollar!

Faux Pas 2: How not to Summoning Pandora

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In what’s becoming a bit of a recurring theme on Malifaux Musings, I thought I’d write about how not to play a new crew, in this case Summoning Pandora. And, as obvious as the name may be, I think we’ll call these articles Faux Pas from this point forward. Go ahead and groan, that’s the title. 

Deal with it.

But first, mini-musings.

***

-There’s a new issue of Chronicles on DriveThru RPG. It has a tactics article by me, as well as some discussion from Rathnard regarding starting Outcasts on a budget and a lighter Through the Breach module where the Fated help a bride put her wedding together after their wedding planner gets arrested for being an Arcanist sympathizer. You know, that old chestnut ;).

-The February newsletter announced that there’s another Through the Breach worldwide event coming soon. There aren’t a ton of details, yet, but these are always pretty exciting. Previously, we helped release Titania from Nythera and travelled back in time to old Malifaux in the time of the first Breach. Let’s see what’s coming soon.

-There hasn’t been an official preview yet, but Game Trader magazine had a picture of the other story box coming for Malifaux. It’s called Backdraft, and seems to feature a fight between Arcanists and Gremlin moonshiners. Sounds…flammable?

***
 
Pictured: Incorrect Deployment
So I took summoning Dora out for a spin and, per usual, played it terribly and got crushed. There are probably people out there that put their models on the board and are successful the first time out of the gate, but I am not that person. Hopefully, my failure can be educational for others, at least.
Pandora, specifically a Pandora crew oriented around her book 5 summoning upgrade Woe is Me, is sort of a topic du jour in the Malifaux community right now. Several weeks ago, Travis did an episode of Max Value with a tournament report featuring a version of the crew. Over the course of the last week, Alex posted about it on his Youtube channel and Arcane Reservoir did an episode with Luke Cocksedge detailing the crew, since he’s been having a lot of success with it. Also, some blog started writing about her too. It’s a heavy synergy crew that relies on spreading conditions and a swarm of Willpower duels to start spreading misery (literally) through the enemy. I built a version for myself and gave it a test drive, and promptly got pummeled.

They say we learn the most from our failures. If that’s the case, I should be the smartest person alive.


So, here’s a quick list of things I learned not to do when playing this crew. Hopefully it’s useful.
1)     Don’t spread out. We were playing Ours and my opponent Rich had deployed models on both flanks and in the middle. I tried to fan my own crew out to contest him. This was a big mistake. As I said, this is a crew oriented around synergy. They support each other, as none of them are particularly tough or damaging in and of themselves. The whole idea behind the crew is that the enemy can easily pass some of the Willpower tests you’re throwing at them, but by combining them together the combined threat paired with Misery auras overwhelms the enemy and drains their resources. Iggy out on a flank by himself is going to get killed by most things the enemy throws at it (in this case, a Bone Pile and Chiaki.) Iggy in with the rest of your crew is able to put Burning for Pandora to use for summoning, Incite to help control the enemy’s activations, and can hide among bigger, scarier threats.

2)     Speaking of Ours, it’s a slightly tougher strategy than some of the others for this crew. Since they want to stay together in support, it’s harder to fan out and cover multiple quarters. It’s not that she CAN’T handle this, but you definitely can’t do it the way I did, by putting the focus of the assault in the middle. I think a much better plan would have been to choose a flank and roll up it in force, knocking out one side of the enemy’s crew and then making them come to us to try and dislodge us from the enemy quarter.

3)     The best strategies for summoning Dora are Ply and Public Execution, because you can theoretically summon off of the enemy’s strategy conditions. There’s nothing like that in Ours. I was playing against a Yan Lo crew, with the old man hiding in the backfield to build up his Chi and refusing to engage until turn 3, when he was effectively unkillable and was going to wreck my whole board. There were no other conditions in the enemy crew to use for summoning. I had brought along the Emissary with Dora’s conflux to copy Misery and put another aura into the board. Thing is, that’s 10 points that can’t generate conditions. I brought Lilitu for Luring, but she also doesn’t put out conditions. And I brought Baby Kade, who also doesn’t put out conditions. As such, when we called it on turn 3 I had no Sorrows in play, and no obvious way to get one out there. Gotta get more conditions in the crew, because I can’t count on the enemy to provide some. I blame playing so many games against the Ten Thunders for this one.

4)     In a similar vein, Pandora does most of the heavy lifting for this crew, but she can’t do all the lifting on her own. When I was grumbling about card flips, my opponent pointed out that I killed Izamu twice in that game. That was cool and all, but here’s the thing: that was all I got done all game. The crew needs the Poltergeist to do what it does, and I couldn’t get the damned thing into play because of the dearth of misery auras and the fact that I had to have Dora kill Izamu personally. That’s a lot of AP to get him down, and it feels pretty bad when Yan Lo just resummons him the next turn to make me do it all over again. I got him down, but by the time I did the game was basically lost. I think the crew would do better focusing on bringing down softer targets earlier to get its summons on the board and get the ball rolling, then shift to bringing down the heavies. Also, have to keep in mind that this version of Dora isn’t The Box Opens Pandora. She is more effective with the team, not rocketing up the board on her own. The summons are a lot trickier when she has to do it all by herself.

So, in retrospect, I needed to keep the team together, bring more conditions for summoning, and roll up a flank first then try to turn it to chew through the army from the side. I’ll try and reload, recalibrate, and give it another go next game. Here’s hoping it works out better.

Wanted: Sandeep

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Wanted: Sandeep Desai

Crimes: Conspiracy with known Arcanist terrorists, unsanctioned magic use, being too good at everything

Known Associates: Oxfordian Mages, Wind Gamin, Kandara, Pretty Much Anything Else

Considering how popular the Nicodem article was, I wanted to keep this idea going. For those who are maybe new to the blog or didn’t see the previous Wanted Poster, the goal of these articles is to take a look at the archetypal “top tier” lists in the meta at any given moment. Malifaux’s a complex game with a lot of different models, and it’s impossible to know all of them in depth. So, the objective was to present the crews players should be looking out for if they’re attending tournaments at the top level. The articles will familiarize you with the crews and masters of the top lists, give you an idea of how they run, let you know what to watch out for, and give you an idea of how to beat them. And, since I’m just some shlub living in the Malifaux desert of Southwest Virginia, I would hunt up some top-level Malifaux players to contribute their knowledge with the community.

               When released in Wave 4, Sandeep Desai’s design/theme was pretty clear. He was intended to be an all-rounder: not the best at any particular thing, but pretty good at everything. I don’t know if this analogy still works, having not played any of the newer versions of the game, but he was supposed to be like Mario from Mario Kart. Not the fastest driver, not the heaviest hitter, but right in the middle. That’s what Sandeep was supposed to be. He could summon a little bit, but not to the extent that Nicodem or (at the time) Dreamer could do it. He had attacks that were ok, but nothing that set the world on fire. He had a little bit of mobility, and a bit of toughness. He would be a great starter master or a very solid choice for a single-master style tournament, but you would probably see others for the top-end games, simply because their ability to specialize would make it so a better choice would probably be available for most games.

               Then the first tournament he was legal (Gencon Masters), he won. That probably should have told us something.

Fast-forward to 2018, and a very different state of affairs is in place. If you play against an Arcanist crew in most competitive settings, you need to expect to play against Sandeep regardless of the scenario. The All-Rounder has turned out to simply be the best choice in most games. They’ve almost become a one-master faction, as he can do almost any job in the game as well or better than any of the other masters. It’s not that the other Arcanist masters are bad, it’s just that he’s at least as good if not better for…just about everything. Ramos is a great summoner and Rasputina’s a great damage dealer, but their crews are usually on the slow side and can’t reposition efficiently. Marcus is fast and can use resources to hit hard, but the damage isn’t as reliable, and he and his beasts can be a bit fragile. Ironsides doesn’t have the speed or ranged projection. And Kaeris…well, she’s Kaeris. And, even if you get a game with a pure enough scheme pool that you can specialize with one master so completely that it makes them a better choice than Sandeep, he’s still likely to be a close second, and there’s something to be said for focusing on one crew to the point of mastering it rather than switching between very different pools of models to use for different games.

So what makes Sandeep such a solid choice in most games? What is it about him that makes him such a solid choice in most games? Well, I don’t know. I’m an idiot. That’s why I contacted Ben Sime, host of Arcane Reservoir and long-time Sandeep player, and Erik Lodal, better known as Grrn, an American Sandeep expert and occasional guest on the Max Value podcast. We’ll start by taking a look at some characteristic elements of Sandeep’s crew, right after this word regarding our Patreon account.

***

Do you know that we’re supported by Patreon? You should, I mention it every week. But, in case you’re new, here’s the deal. I’m not rich. I’d like to be, but I’m not. I also don’t have an excess of free time, and what I do have I dedicate in large part to writing this blog. I’m not asking for sympathy…I’m just asking for a little bit of money. $1 a month, to be precise. For $1 a month (.25c a blog post, in most months) you can be a part of making Malifaux Musings into the world’s premiere Malifaux information source. We discuss tactics. We discuss model releases. We discuss fluff. And, if we get enough new donors, we’ll start to have our monthly raffles for Limited Edition Malifaux stuff again. You can’t beat that. So why not throw us a shekel or two? Just head over to patreon.com/malifauxmusings and donate today!

***

 Rolling in the Deep

As stated, Sandeep doesn’t immediately jump out at you as a world-beater. His stats aren’t bad, but they’re not amazing for a master either. None really stands out other than his 12 wounds, and even that is starting to become par for the course (for context, he was smack in the middle for number of wounds in Book 4, where he was introduced.) Impossible to Wound and Arcane Shield gives him some survivability, and he has good mobility tricks to get him out of tough situations. As Grrn put it, most Sandeep deaths are due to player error, rather than the opponent doing something clever. However, he has a completely forgettable melee attack, a decent ranged cast with a 2/4/5 damage flip that can use a Ram to get a + to damage, and some utility actions to push things towards him, give him a (0) action Leap, and/or to interact as a (0). He’s very vanilla, so what makes him so great?

The first things are his Beacon and Student of All abilities. Beacon lets other friendly non-peon models within 12” and LoS use his cast actions. They can each only be used once per turn, but this effectively gives Sandeep a potential for 2 extra (1) actions, as well as spreading around the use of his (0)s as well. Better, the spells are cast by the other members of the crew, creating the potential for force projection. Cast 6 2/4/5 is an ok attack for a master, but for a 4 soulstone gamin it’s pretty solid, even at -1 Ca! Second, Sandeep can take a free (1) action after one of his crew uses his CA actions and ends with a tome in the final duel total (once per turn.) That’s like an out-of-turn Fast, in exchange for doing what you want to do anyways, borrow Sandeep’s spells. He has 4 Ca actions on his card, so chances are you would get the free AP every turn just from flips, even without Arcane Storm having a Tome built in!

Next, and possibly the thing for which he is most infamous, is Deep’s summoning. It isn’t built in, instead coming from his Limited Upgrades (other than the Book 5 one, but most don’t give that one much love.) Both allow him to summon gamin, including his totem Banasuva, while attaching one of three Rare 1 upgrades that give them a buff in exchange for a hindrance of some kind. Thus, he’s only ever able to have at most 3 summons in play at a time (a system some have advocated adapting for all of the summoning masters in the game, though that’s neither here nor there.) The two flavors of his Limited favor either scheme running/interacting (To Behold Another World) or combat (To Command Another Plane.) Opinions fluctuate on which of these are better, though both Ben and Grrn prefer Behold. Both have their merits. One of the upgrades from Commands hands out + to attacks for friendly models within 3, which you can summon wherever you need it. A mobile + to attack bubble is pretty handy, as most Nicodem players could tell you. On the other hand, Behold Another World has the utility of a model that can drop scheme markers on the turn it is summoned or another that comes in with a weak version of Chatty is often more important. Probably best to try both and see which you prefer. As for what they’re summoning, well, the answer is usually Wind Gamin. Their speed and the flurry of attacks they can unleash outclasses most of what the others can do. Of course, Banasuva is a Gamin, so you can summon him, but that can be pretty card intensive. Some of the others can be useful as well for certain situations, but he Wind Gamin are really what you need to look out for.

His other biggest strength is probably the difficulty in teching to beat him. When writing about Nicodem, there are models you expect to see and you have an idea what’s going to be coming for you. With Sandeep, it could be almost anything. When I asked Grrn what he considered a “typical” Sandeep build, he offered this:

Sandeep
Arcane Reservoir
One of the legit summon upgrades
Maybe another upgrade as you like it?
Some tanky model like Anna Lovelace or Joss or Carlos
The mages
Someone carrying Well Rehearsed (could be a mage, could be another enforcer)
Fill (common choices atm are the Medibot and the Steamfitter, but I think these have a veneer of newness to them that may go away)

With the follow-up:

Part of his major strength is you don't really need other models for him to do his thing and do it well.

Ben had some thoughts as well:

I think a typical Sandeep list is going to include mages, some smaller models such as wind gamin for schemes, a big hitter in Howard or the Valedictorian.
Then finishing off with something like either a Practiced Production user and/or these days Kandara.
How it plays is always dependent on build, scheme pool etc. but typically some nice synergy between the academics getting the most out of the Oxfordians.
Little things running objectives and taking advantage of borrowing Sandeep's (0) interact, while another probably uses the arcane storm.
If these models aren't in it'll typically be the summoned ones that can take advantage.
A Mage list will probably see "Commands" making a fully powered Oxfordian weapons battery whilst a "Visions" list is taking full advantage of the expendable nature of some of the gamin.
Other than that, expect little suprises, things like Sandeep getting his free AP via Student of All to summon out of activation and other nice little things.

Sandeep crews often bring the Oxfordian Mages, because their new discount upgrades and the old wards turn them into a 15 stone hard-hitting, furious casting, tough to kill unit. Usually you see something Tanky like Carlos Vasquez, maybe a hard hitter like Howard Langston. The new hotness is to spam Slate Ridge Maulers for their toughness and ability to spam Slow, though the jury is out on whether that build will have staying power or if it’s just a meme list.

Essentially, you can pick the best models from the faction, without concern for a theme, and get the tools to complete the schemes and strategies. Another one of his upgrades even allows you to hire academics from outside the faction, so you can bring in the Valedictorian if you want. More recently, Sandeep crews have splashed in the Medical Bot and Engineer for their added utility. And, of course, Kandara from Book 5 is a clutch addition, as she has offense, survivability, mobility, and can free you from the summoning cap by transferring the upgrades from Gamin to herself and then discarding them (probably not useful every game, but interesting nonetheless.)

Off the Deep End: How to take down Sandeep

               This is probably the hardest part of this article, and the thing that I’ve struggled with the most (outside of fighting off a bout of writer’s block) when putting this thing together. I really don’t want to write “play the schemes and strats, and do it better than your opponent,” but that’s really what it comes down to.  There are no glaring weaknesses in Sandeep’s game. He doesn’t have a hole in his swing. And, moreover, there’s no formula for what his crews bring to the table. If you tech to kill the Mages and play against Ben, that tech is worthless since he doesn’t use them. To beat him, you have to try and be as flexible as him and play the game to the bets of your ability. Let’s see if our contributors have any other tips.

Ben) The main anti-Sandeep thing I can think of is the same case for a fair few masters and that is to pressure them and their resources.
Sandeep is Impossible to Wound but he's easy enough to hit. Resource wise it's just the hand he needs but to take advantage of 'deep and his crew there's discards, 12's for Banasuva and 8's for other gamin.
On top of this there's Furious Casting in the mage list which can be aided with the Unalligned Sage upgrade but that's a cost in itself or even stuff in my own lists like Flurry from Howard and healing from Carlos.
A few cards down and it's a much harder time for him.
Also, it's maybe cliche but anti armour is decent vs Sandeep too, the little gamin all have armour and you're bound to see something else with it.
It isn't a major deal but if that's your decider for the last model in your list vs Sandeep lean towards it.

               So discard can be useful against him. That’s a good tip. What about Grrn?

Grrn) Sandeep has a lot of Ca actions.  Sue is pretty decent into him.  Things that ignore damage reduction and can smoke the Oxfordians are also worth considering.  I think another part of what makes Sandeep really good is that there's no "oh well you took the counter model, I guess I lose" thing going on.  In general you have to play Sandeep's game and beat him at it.
               So Sue to disrupt casting and anti-armor. Probably a good idea against Arcanists in general (he said, right before playing Ironsides). And a reiteration that there is no catch-all solution.

               After my interview with Jamie, I’ve started asking players what they would bring to a game if they were playing against their Doppleganger who was bringing their list to play against them. When I asked the fellas this question regarding their Sandeep crews, this was what they had to offer.

Ben) I think the strats and schemes will always matter, I think luck is still always a factor but overall it's the player not the crew usually.
Versus my kind of list if I have to answer though I guess it would be any of the top summoners, obviously Nicodem is up there, but even solid Som'er crews.Whilst Sandeep summons his crew can't get beyond a certain size, even with Kandara upgrade shenangians.
The others can press the numbers advantage and get activation control which is not only one of the most important things in the game full stop but vs my interact shenanigans it's even more of a pain.

Grrn) Hah, yea I've actually done this a few times.  Well that's complicated.  First, I think Sue is a good consideration.  Past that I have several branches of thought.  I would definitely not take models that rely on armor and/or are slow as mages are common.  I would also try to take more models rather than fewer as activation control is a big, big deal.  Cards are going to be fairly important in the matchup, so either looking at really efficient models or models that put pressure on cards would be another consideration.  I have run a December Acolyte/Silent One gunline out of Sandeep in the mirror that worked out meh I guess?  The biggest single factor in what crew I took would be the strat/schemes though, so it’s kind of hard to answer from just a general point of view.  There's no one model I'd always consider.

               So, it seems there are some tricks that might help you. Pressure his resources. Bring some anti-caster tech, and things to help you deal with Oxfordian Mages. Don’t get out-activated if you can, obviously. And play the objectives more effectively than he can. That might be the most important bit, looking at the game and trying to figure what the rest of the crew will look like, and moving to counter that. Sandeep is a known commodity, but But the main thing is to know what to expect and be ready for it. Probably the best thing you can do to learn to beat Sandeep is play against him, so you can see his tricks first hand and know what to expect. Summoning a gamin that can interact that turn during a different model’s activation is tough to prepare for, but you’ll have a better shot at seeing it coming if you’ve seen it before. Practice, practice, practice, and be ready to play your game.

               Until next time, Musers. Remain vigilant for Arcanist terrorism. Keep an eye out for Wind Gamin. And play your friggin' stats and schemes, already! 

For more from Ben, check out his work at ArcaneReservoir.com and the Arcane Reservoir podcast. For more from Grrn, check out old episodes of Max Value. 

How to Cheat at Malifaux

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Mini-Musings


-A worldwide Through the Breach campaign starts on Monday. It’s titled The Obsidian Gate, and seems to be either set earthside or at least related to The Other Side, as the pregenerated characters are representatives of each ToS faction (including Kimon and the Three Kingdoms. Did we know those were factions? Is this news?). Participants play through a free four act adventure, reporting the results on Wyrd’s website. Additionally, the character that is played the most will become an adjunct for their faction in ToS. Sign up at this address and play in some Asian themed Through the Breach action.

- An FAQ was released for March with clarified some of the issues that have come up since Gaining Grounds 2018 released. Follow the link to read through them, including clarifications of the Supply Wagon, Inescapable Trap, and Surround Them questions.

Under Quarantine

The Lion King was really different in Malifaux...

I recently bought and read through the PDF version of Under Quarantine, the Through the Breach supplement detailing the Resurrectionists and other hazards of the quarantine zone in Malifaux. The background/fluff section goes through each section of the Zone and discusses their unique qualities, including the plague warrens, a section overgrown by Knotwood trees (and the Neverborn that come with them), and a mostly flooded/bayou like zone that would be a good homebase for down-on-their-luck Fated, as it serves as a literal and cultural estuary where humans, gremlins, stitched (undead characters), and even Neverborn can intermingle. Did you know Parker Barros’ brother is the de facto mayor of one section of the QZ, and ripping off his family to take over part this part of Malifaux city is what drove Parker to banditry in the first place? You can read about it here. Additionally, it provides information about the Necropolis beneath the city and tunnel environments in other parts of Malifaux. The Lampads, a current flavor du jour of many Resurrectionist crews, were first introduced in this book as creatures from a city in the Northern Hills that is perpetually on fire!
For rules content, the book introduces a new character generation tarot, the Lifeline Tarot, that includes a character having a brush with death (from which they may not have escaped), allowing you to play a character with a close tie to the energies of life and who may, in fact, be an undead creature. It also contains a number of new pursuits. The Alchemist is a pursuit that gives you some of Rafkin and/or Sebastian’s abilities to manipulate the Poison condition. The Ghost Eater lets you manipulate Chi ala Yan Lo or the forthcoming Manos. And, of course, you couldn’t do this book without a Necromancer pursuit, in this case one inspired by Nicodem that includes elements of magic using and commander style pursuits to let you summon and order around a horde of the Undead. For those who don’t necessarily want to go that dark with their character, the Bully lets you use intimidation magic to strike fear in opponents during combat and the Sawbones is a doctor that you’ll be seeing in action if you play in the Obsidian Gate campaign, being used by a character with a very familiar name.
Later, the book introduces some additional rules for Through the Breach. There are a handful of new Magia and Immuto for spellcasters, per usual for these books, as well as some new unique Grimoires (one of which is a zombie who follows your character around and tells you the spells, which amuses me greatly.) A section details alchemical compounds that can be made with the Alchemy skill. There are a lot of General Talents to try out, including one that lets you remove a card you don’t want from your Twist Deck (take that, Ace.) Fittingly for a book titled Under Quarantine, there are a number of new diseases introduced in this book. Some of them are relatively mundane (want to know what it’s like to catch tuberculosis or polio in Malifaux? There’re rules for it here!) Others are more exotic and iconic for the world. Specifically, rules for corruption and slow transformation into a Nephilim by Black Blood are introduced here, rules for Fated who are addicted to Brilliance (ending in the Hungering Darkness coming to find you and turn you into a Depleted, fun times!), and finally a condition called Haunted for characters that spend too much time around ghosts or other angry spirits. Finally, the book finishes off with a great big pile of Fatemaster characters from all the different thematic elements in the book, from the expected (undead, undead, and undead) to some of the less obvious (various rat-related things from Hamelin’s oeuvre, employees and clientele of the Honeypot casino, and some miscellaneous tunnel dwellers from the Northern Hills.)
This book is solid. The maps of the city from the core book or other Malifaux products show that here are multiple Quarantine Zones, but this is the first product I’m aware of that goes into each of them in detail. There are a lot of cool new character options for players and new threats for the Fatemasters to throw at them. If you’re into Through the Breach, I’d definitely recommend giving this one a look.

Cheating Bastard

Oh yeah. You knew the banner was coming out...

               I’ve always liked Lynch. That’s not a secret. Partially this is because I’m a fanboy of his, and partially because I like having better cards than the person I’m playing against. I’m a little more reckless than most with my hand, so it’s nice being able to do that with the knowledge that I have Woke Up With a Hand and Mulligan waiting at the end of the turn. Picking up the Aces. Getting the free henchman. They were all good stuff. I come from a CCG gaming background, so card manipulation appeals to me. But still, he’s not super fast. He deals a lot of damage, but that’s about all he does well. Huggy is good, but his defense of 3 is a real liability even with Incorporeal. You could get around it by using him as a disposable missile and bringing him back via Rising Sun, but the bottom line was there were probably better options in Neverborn that could do similar things.
               Enter Book 5, and along with it the upgrade Cheating Bastard. It gives Lynch two abilities. One is kinda cute, where you reveal one to three masks from your hand at the beginning of his activation. One mask lets you hand out Brilliance automatically to a model within 8” of Lynch. That is not insignificant, as much of his activations revolved around forcing a model to be hit by Play for Blood to set up the finishing blow Final Debt prior to this, which of course always leaves the possibilities of getting screwed by the deck. Two masks lets you drop a pair of scheme markers, one in base to base with Lynch and one with Huggy. The third lets you heal everybody in your crew. It’s not likely to that you’ll have the three (hell, two has been tough in some of the games I’ve played) but it’s useful for the auto-Brilliance if nothing else.
               The reason you would bring it (it is a limited upgrade, so it means no Rising Sun or Endless Hunger), is the other ability. This allows every friendly model within 6” of Lynch of HD to cheat second regardless of the initial flip. This is major. You haven’t lived until you flip a deuce on the initial flip of a Lure from one of your Beckoners, your opponent asks if you want to cheat, and you reply “I don’t know. Do you want to?” If you make a little smug smile while you do it, I think you get extra points. It throws opponents off base, breaking one of the fundamental rules of Malifaux. It is VERY strong. And, it’s a 6” radius aura. From BOTH OF THEM. That’s 24” of aura, plus an inch for Lynch’s base and 2” for Hungering Darkness. That’s a pretty good chunk of the board covered. I’ve always bumped up against bubble crews, because they tie your movement up too much and make it difficult to function. If, however, you have a pair of them, your crew is a lot more free to spread out and do what it needs to do. I like this upgrade quite a bit, and it’s made me want to get my Lynch models out.
               I’m still not sure that he’s better in the Neverborn than in Ten Thunders. Recalled Training is just so good, and the support models in 10T are better overall. The Neverborn tend to function more independently, and like I said, Lynch isn’t going to break any speed records anytime soon. However, Lure is an effective way to get around this problem, and it just so happens that Mr. Lynch has some pretty solid Luring options with his Beckoners. I’m not sure if Lilitu isn’t still a better option even after the reduction in cost to the Beckoners, but they can hand out Brilliance to support the Lynch/HD attacks while they’re at it. I’ve got some experimenting to do to find out which way I prefer it, but a crew that is designed to drag an enemy out of position across the board and kill them. It’ll work well for some games, but maybe won’t be great for games where you have to move rapidly across the board. Symbols of Authority is going to be a struggle for them, for sure. But still, I’m interested in it, and I thought I’d share with you guys. And also, it let me dust the banner off again.

Until next time!


The Power of KISS

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Mini-Musings

The March Newsletter has come out, and it has a lot of interesting announcements. 

-First of all, it mentions the Obsidian Gate Through the Breach event, which is now in progress. 

-Additionally, it's time for the spring sale and the onslaught of alternate sculpts that come with it. This year, there's a Viktorias alternate with an Easter theme that are...interesting. Additionally, there's a slop hauler Bob Ross. So that's a thing. If you spend $100, you get an alt Lazarus. 

-During April, Wyrd is running a painting contest called Creature Feature, where you put together a clearly non-humanoid model and paint it. 


***

Pictured: Not the subject of this article.

              I don’t know about you, but my free time comes at a premium. I have a job. I’m looking for another one once this one finishes up. I have three kids, two of which are in middle school. The eldest is in track and plays the violin. My wife works and is going to school. And I also occasionally sit down and write this blog, as well as articles for Wyrd Chronicles. I’m lucky if I get one whole game of Malifaux in a week, and that usually requires playing over Vassal with Phiasco or my friend Rich, both of whom routinely pound me. If you wonder how somebody who writes a Malifaux blog could make all the mistakes I do when writing about the game, it’s because I just flat-out don’t get to play that often. Case in point: Show of Force has been a scheme since 2017 and is still in 2018. I somehow missed the fact that it only scores if you’re within 6” of the center of the board, not within 6” of the centerline. How has that not come up before now? I have no idea. But it’s kinda ridiculous that I’d never put it together (and I’m now mortified that I have likely cheated some opponents prior to this revelation.)
               Why do I bring this up? It’s not out of some weird need to debase myself. It’s to illustrate a point. When a new crew idea comes along, not everyone has the opportunity to play three or four test games a week to try and learn its intricacies. Malifaux is complex, and there are a lot of models with a lot of complicated interactions you have to learn to master it. Recently, I posted about summoning Pandora, a crew built around interactions between models. All of the models in it are WP based and somewhat suboptimal  on their own, but gain strength through the synergy of the crew. And, when I played it the first time, I played it very poorly. I haven’t gotten a chance to go back and try it again, and I certainly wouldn’t break it out for a tournament, despite the fact that I like Pandora and I think it’d be a cool crew to play. It’s just…honestly a little intimidating. When I only get one game a week, I don’t like spending it in a losing effort, though I should probably get over that. But still, the bottom line is that it’s very rare when I go up against an opponent and am as experienced with my crew as they are with theirs. More often than not, I’m having to learn on the fly, as there’s only so much theorycrafting you can do in your head before the game. And if it’s a really complicated crew with a lot of moving parts, that just makes it harder.
               I’m starting to feel that I should gravitate more towards simple crews. The fewer complex interactions I have to keep track of, the less chance there is that I’ll screw them up. And, to be honest, I think there is something to be said for just playing a crew full of good models that do what they do without a lot of support. The prototypical Lillith crew is one example of this, since it basically consists of the master, some hard hitting enforcers/henchmen, the Primordial Magic, and some other stuff like Iggy or the Mysterious Effigy that provide direct, simple benefits to help the rest of the crew. You can do something similar with Collodi, especially if you have a Bag of Props build that doesn’t revolve around handing out a bunch of buffs to the crew.
And, to risk propagating a stereotype, my other faction is the Guild, who tend to be a bit simpler in and of themselves. There are more complicated Guild crews (Nellie, some McCabe crews), but in general they tend to be a bit simpler to play. I like Perdita, but there isn’t a ton of subtlety in that crew if we’re being honest. One of her best upgrades is Fastest Draw in Malifaux, and all that does is give you a +2 to initiative and a card draw if you lose. The closest thing you have to “synergistic activations” is deciding when to have the Brutal Effigy activate and give her the (0) action buff, and when to have her totem shove somebody upfield. Otherwise, it’s just a matter of activating models, pointing them at the enemy, and pulling the trigger. Simple as that.
Don’t get me wrong, there are things to master with these crews that will separate a good player from a great one, but it isn’t like learning the interplays of a top-end Nicodem crew. And, if I’m being honest with myself, I probably need to stick to something more like that if I want to improve my win rate.
Also, I need to stop playing against Rich. Because he cheats. I don’t know how, but he does.

Wanted: Bear Force One

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             Citizens of Malifaux, we at Malifaux Musings come before you today to inform you of the greatest threat our fair city has ever faced. This enemy has come down from the northern hills, leaving panic and chaos in its wake. This furred foe represents an unprecedented level of danger, violently smashing through all who oppose it while simultaneously distracting them with obscene, strangely alluring dancing. No pic-a-nic basket is safe until this crisis passes. We urge, we IMPLORE, all who read this to stay in your homes. Lock your doors. And, for the love of god, don’t let them give you a hug!

               We are speaking, of course, of Bear Force One.

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He tried to warn us, but did we listen?
               First presented in A Wyrd Place over a month ago by Max Value host Travis Weyforth, Bear Force One is a crew list featuring the Slate Ridge Mauler with their 0 stone upgrade, Circus Bear. It’s half a real, powerful crew list, and half meme. It was further discussed by Alex Schmid on his youtube channel, who went on to run it through an acid test in a tournament which he won, demonstrating the viability of the list as a concept. I actually assumed this was just a joke when it first came out, but I assure you the threat is real. Let’s take a look at it, because it very well could be something you could run into during a tournament game and, if you don’t know what you’re seeing or how to approach it, you could very well get wrecked.

               When I say that this list features the Slate Ridge Mauler, I mean that you’re going to spend something like 80% of the points in your crew on them. This is a spam list. The recent soulstone reduction the bears received in the January errata made this possible, as you can now cram 6 of these brutes into your crew. They must be world-beaters, right? Well, don’t get too excited. Their crushing claws are a Melee 5 (6 with the upgrade) attack that deal 2/3/5 damage. They have a (0) action to give them a little extra speed, but their walk is nothing to write home about so they aren’t going to set any speed records. The reason you’re using them is for their (0) action, Bear Hug. It’s a Rg 4 attack action that gives out the Slow condition and, with a trigger, pushes the bear’s target into base-to-base contact with them. 

Avoid at all costs.


                 It’s easy to see the appeal of spamming slow, especially if you’re familiar with a similar Weyforth creation, the Voidspam list which featured a half-dozen void Wretches for a similar purpose. The advantage these bears have over the weird void parrots is that they’ve got serious staying power. They have 10 wounds, Impossible to Wound, and Hard to Kill. You can’t use blasts or pulses on them, either, because they have Bearskin Armor (literally) that makes them immune to those effects. And, if you knock them below half wounds (so down to 5 or fewer) their Melee attacks deal +2 damage. 4/5/7 is a pretty scary damage line. You don’t want to be on the receiving end of that.
            
               Five or six of these coming across the board at you makes for a nasty wall of wounds. They’re only Defense 4, so you’ll have no trouble hitting them. But the question is, can you kill them? Because the worst thing you can do is knock their wounds down to the point that they get the bonus to damage and then let them hit back. Worse, when playing against the bear spam AP efficiency is critical, and wounding them would make their AP more efficient and give them the ability to slow something in your crew, making you less efficient. The rest of the crew is built around either improving the efficiency of the bears or taking care of the jobs they can’t do. The bears aren’t fast, and they’re no more effective at completing schemes than any other model. The obvious master to pair with them is Marcus, and one of his more important jobs is to move quickly around the board and grab Symbols of Authority or complete a Breakthrough or Entourage style scheme. In the most committed bear crews, one that brings the full complement, the only models you bring with Marcus is something like a Malifaux Raptor and the Jackalope. Some of the other crews will drop one bear to give them a bit more flexibility in crew construction, letting them bring in some utility players with Well Rehearsed to help balance it out.

               While Marcus is the obvious pairing, due to his beast synergy, they don’t interplay as much as you would think. It is nice, however, to keep him with a bear so he can pass attacks off to them and let them soak the damage, improving his survivability. Ultimately, the master at the top isn’t as important as long as they can do their job without relying on crew synergy. Sandeep is one obvious choice, as he is just good on his own and can summon Wind Gamin to round out the crew’s capabilities. Ramos is an interesting choice, as his summons can help to offset one of the crew’s weaknesses (spamming 7 stone minions means activation control is going to be an issue in a lot of games.) Additionally, his new upgrade Vox Populi allows him to place Hazardous Terrain that does 3/4/4 damage on the board. The bears can then use their Bear Hug to drag targets through the Strike Markers, which will usually end up dealing 7 damage. Other Arcanist masters may work, though I think those three have the most obvious synergy. Ironsides could get in and mix it up along with the bears, though that seems more like a win-more situation rather than adding in someone who could complement the bears. Colette could actually be pretty interesting with them, using Prompt to push the bears into position and give a free swing, shuffle them around with Disappearing Act, and let them perform some interactions with Rehearsed (though the latter means not using Bear Hug, which is obviously not optimal.) Rasputina, Kaeris, and Mei Feng don’t have incredible synergy with the bears, so you’ll probably want to avoid them, though a splash of, like, 3 bears into their normal crews could make for a decent sledge hammer.

               So, when this unstoppable wall of bear flesh is…bearing down on you, what do you do? Well, you have one pretty clear advantage when you run into Bear Force One: you aren’t going to be surprised by what they’re going to do on the table. They’re going to come at you relentlessly with the bears leading the way, absorbing your attacks and draining your AP with their (0) action. While you’re tied up/getting mauled, the other parts of the crew will likely be scoring VP in the background and/or supporting them. So what do you do to counter it? First, you have to focus your fire. Put your whole crew’s attacks into key bear models, kill them, then move on to the next. The more hard-hitting min 3 damage you can bring along, the better. Additionally, if you can use terrain to make them come at you piecemeal rather than all at once, that is much better and will let you deal with the bears individually. Keep your crew together (though, obviously, not if the leader of the Bear crew is Raspy) so they can support each other and employ combined arms. And, obviously, figure out what the enemy crew is going to do and how to counter it. The bears aren’t experts at scheme running, so the models the opponent brings in the rest of the crew should telegraph how they intend to approach completing their objectives. If you can figure out what they’re doing, you can figure out how to counter it.

               Ultimately, the bear list is real. It seems ridiculous, especially given that the Slate Ridge Mauler was considered an almost laughably bad model prior to the January Errata (what a difference one stone makes, eh?) but this is a legitimate threat on the board, and if you don’t approach it the right way you will get rolled up and crushed by models one can only assume are wearing silly red fezzes. You don’t want that, do you?

Look into the face of fear.


               That said, this crew isn’t a set-list, take-on-all-comers army. In the right scenarios (Public Execution, Ours (though not with Guarded Treasure), Supply Wagon, etc.) they’ll be a force to reckon with (a Bear Force, that is...I'll stop, I promise). However, they’ll struggle in other games that require more finesse. The analogy I used to describe it is that they’re a great sledge hammer: awesome for knocking down walls, not so great for putting together an Ikea wardrobe. I think the real danger of this crew is that it can be sprung on you when you’re not expecting it. It’s one thing when someone announces they’re playing all bears every round of a tournament. When you know it’s coming, you can build to counter it. When you aren’t ready, though, you may not have the hitting power to take down the bears efficiently and may end up having to work around them instead. Additionally, they can function as a modular unit, especially if you go down to three or four bears rather than the whole crew, so there likely won’t be many clues that the bears are coming until you reveal crews. If you have a Guild crew of heavy hitters, you’ll be ok. If you’ve brought something like Shen Long that focuses its attack potential into a couple of elite models, you may end up swamped. As always, you have to read the game state and make a plan for how best to approach it.


Back to hell, abomination.


The Two Crews You Need for Tournament Play

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I owe you a blog post for this and last weekend, but I'm a little light on content and time at the moment. Here's some random thoughts, and a look at the Through the Breach worldwide event.

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I’ve had the idea kicking around in my head that there has to be a compromise between “Build a new crew every game for the strats and schemes” and “Play fixed list every game, regardless of the set-up.” Both have their merits. Going with the former philosophy puts you in a position to minutely tune your crew to the game you’re going to play, while the latter lets you master the operation and synergies of each model in your crew. They both have drawbacks as well, though. If you change your crew completely every game, you run the risk of becoming a jack-of-all-trades master-of-none type player, while if you stick with one crew to exclusion you become predictable to opponents and leave yourself inflexible when the strategy and scheme pool strongly favor a different crew than what you brought. As an example: I’ve been playing a lot of Cheating Bastard Lynch recently. I don’t like it when the cards turn on me, so I like his manipulation of your draw and ability to stretch the value of the cards in your hand by forcing the opponent to cheat duels they don’t have to. This crew works well in a lot of scenarios, but its reliance on a bubble (well, two bubbles) means that Symbols of Authority, for instance, is a tough strat for that crew.
So, to find a compromise between the two, I’ve been refining a theory that the best way to approach tournaments is to have two crews pre-built: the one you like and the one that fixes the bad matchups of the crew you like. Since most of the time this split falls along one specific access for me, it tends to come out as “One crew that focuses its strength in one place, punching into the enemy in one specific location and then holding it” versus “A crew that can spread wide around the field and operate relatively independent from support.” There are obviously elements of both in most games (the strategy is something like Turf War, for instance, but the scheme pool is full of stuff like Undercover Entourage), but usually you can focus on one plan of attack and then make up what’s necessary from the other points after executing it.
As mentioned above, one of the options for my close-together crew is Jacob Lynch. You don’t have to be completely bunched together with them, of course, since the cheating aura comes out of both Hungering Darkness and Mr. Lynch, but this crew still works better when operating in tandem. If half the crew is outside the cheating aura on a given turn, you aren’t getting all of the value from the upgrade that you should be. Some other options with which I’m toying are Summoning Pandora and Fated Collodi. Collodi is more mobile than some of the other options on here, which means he’s actually one of the few examples of a master that can run both types of crews, but the Collodi playstyle with which I’m most familiar keeps him close to the rest of his crew to provide mutual support for most turns of the game. I’ll fiddle with them to decide which I want to use for if/when I go to a tournament next, but at the moment Lynch is in the lead, if only for sentimental reasons.
My spread out crew is in a bit more flux. As an unintended glitch, most of my games lately have been involving the bubble crew, so I haven’t had as many opportunities to try new ideas here. Lilith has classically been my go-to here, and that hasn’t changed much. Bringing her along with a crew of heavies (Nekima, Hooded Rider, etc.) that can spread the offense and interference around the board while the rest of the crew either lends them a hand or runs objectives is a pretty simple strategy for this one. Mama Monster’s biggest competitor in my head at the moment is Zoraida. Lilith is good at interfering with the enemy team between her root and tree-summoning abilities, but she’s surprisingly fragile in close combat and her primary trick, Tangled Shadows, has a CA value just low enough to be unreliable as a means of disrupting the enemy. Zoraida’s Obey actions, on the other hand, can provide both disruption of the enemy plans as well as offensive attacking power by triggering a charge by the aforementioned heavy hitters in exchange for 1 master AP, a pretty good deal. While Zoraida’s never going to kill anything on her own, the Will o’ Wisp summoning and condition shenanigans plus stealing the opponent’s heavy hitters to use against them can substitute for some of this. For some more direct interactions, I’ve considered Titania, as a recent test game underscored just how much more survivable she’s become. And then, of course, there’s Collodi, possibly with Bag of Tricks or possibly still with Fated but letting the crew spread out a bit more. He has no shortage of mobility due to friendly crewmembers being able to push him with his defense trigger, and his attack is the definition of disruptive.
The point is, I think there is a sweet spot between the two extremes of tournament crew building. You don’t have to lock yourself in and master one crew to the exclusion of everything else, but you don’t have to learn the whole faction to do well either. Find some middle ground, master two crews that complement each other, specifically one crew that excels on doing their work up close and one that does better operating as individual models rather than a unit. Then you just have to tweak things here and there to reach a high level of mastery and tactical flexibility.


***


The Obsidian Gate worldwide Through the Breach event is in full swing. Fatemasters are leading crews of Fated Earthside to try and stop a plot to weaken the barrier between the material world and the realm of the Oni. A crew of misfits (what else could pregens be, really) including a shapeshifted Siren, a former compatriot of Sherlock Holmes, an Abyssinian engineer and his companion Redati-5, and a Japanese version of Michael Scott from The Office, along with a slew of other possible characters for fated to play, enter a Buddhist monastery just as disaster is about to strike, and are wrapped up in a plot to stop a cult's evil plans, facing enemies that defy comprehension. Sign-ups are still going on for new Fatemasters, and the Fated character that receives the most play will become a character in The Other Side! Plus, quick-play rules are included to help those unfamiliar with the RPG to learn and get playing as soon as possible. What do you have to lose? Sign ups continue for another week or so, I think. So sign up! 

State of the Blog, and How I Would Win The Iron Scorpius

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It’s been too long since the last time I put something out. This makes the 2nd time in a row I’ve skipped a week between posts, and that’s not the commitment I made to my patreon backers, and that’s not acceptable. The underlying reason is the same one that most people have: life happens and you get busy. I’m in the process of interviewing for a new job at the moment and my wife is in the final stretch of finishing her nursing degree. Things are a little busy around Malifaux Musings HQ. But still, people are giving me some cash to put these things together, and I have a commitment to making it happen. That said, part of not having a lot of time is also not having a lot of bandwidth in my life for playing multiple games of Malifaux, which also means not having nearly as many good ideas for content. So, bear with me if you see more Through the Breach material or hobby posts in the coming weeks. I promise things will settle down at some point in the very near future and the blog will go back to “normal.” It's also likely that you'll see the day of publication pushed to Sundays, as I have more time to work on the posts over the weekend. 
Those of you who are Facebook friends with me may have noticed that I deactivated my account last week (though I posted to it so infrequently that it may not have made much of a difference, to be fair.) I have several reasons for this. First of all, as a researcher I know what is required to conduct psychological experiments on human subjects ethically, and I don’t consider a waiver buried on page 10 of a 12 page EULA to be “informed consent.” Facebook tinkers with their algorithm to try and find the right content to ensure you stay on it for as long as possible, collecting data on their users’ viewing habits and optimizing from there. This is unethical research, and I’m done supporting it. It doesn’t help that more and more they’ve tweaked it to show things that make the user upset, either. That “trending” column in the upper right links entirely to stories that make me angry, and I’m willing to bet the same is true for most of you. If you’re a gun control advocate, you can bet that all of your friends’ posts in favor of the second amendment will be shuffled to the top of your feed and vice versa.
None of that was news to me, however, and I’d put up with it for a long time. A couple of weeks ago, however, the Cambridge Analytica scandal broke, revealing that 1) they were collecting browsing data not just on you, but also on the people on your contact lists regardless of whether they had signed the EULA or not and 2) that they had started selling that information to political and advertising agencies. Even that may have just been another piece of aggravation, but shortly thereafter my grandmother was contacted by some scumbag in Ohio who told her that I had been thrown in prison in Cancun, and that she needed to send them $2000 and not tell anyone about it, or I’d never be seen again. So, yeah, informational security is kind of forefront on my mind at the moment. Deactivating facebook doesn’t immediately fix that problem, but at least it removes an entity that has repeatedly shown itself to be unworthy of trust.
There’s a problem, of course. I promote this blog through Facebook. Most of my post traffic comes from people clicking in from A Wyrd Place. If I want to keep this thing growing, I need to maintain some level of access to this tool. To address this, I created a dummy account for Malifaux Musings and gave it administrative control of the blog’s facebook page. So, any content I produce from here will still be available on FB as usual (though I would still encourage as many of you as are willing to shut their FB down as well. Nothing would make me happier than to decide it isn’t worth my time to cross-post my links to three different FB groups every week.) Nothing should change, but I don’t check FB with any kind of regularity. If you want to talk to me, use @MalifauxMusings on twitter. Slide into my DMs, and I’ll be happy to chat. Or look for Agentrock on Wyrd’s forums.
Anyway, enough about that shit, let’s talk about silly plastic toys.

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Mini-Musings
1)     Congratulations to friend of the blog Jamie “The F’n Red Dragon” Varney for his victory at the Welsh GT a few weeks ago. The organizers of the UK GT events had the cool idea to theme the prizes and trophies around the various nations’ national symbols/animals. The Welsh flag has a Red Dragon on it. Given Jamie’s proclivities for faction selection, I can only imagine that the results looked something like this.



2)     The Obsidian Gate Through the Breach event is still chugging along. Fated around the world are pooling their efforts to keep the Oni sealed away for the good of mankind. Are you doing your part? If not, sign up here (or get your Fatemaster to do it), grab a Fated and join in. No experience with the rules are required, as quick-play rules have been included for people new to Through the Breach.
3)      Finally, a fond farewell to Aaron Daarland, the mecha-tyrant of Virginia and lead designer of Malifaux for the past couple of years. He's moving on to greener pastures (or at least one with less Gremlins in it.) I'm sure we all wish him the best. 

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Next weekend, friend of the blog Travis Weyforth of Max Value fame will be running his Capital City Meltdown tournament in the DC area. They’re sold out, but they have a waiting list and people always drop from these things, so if you’re still interested I would consider contacting him.
One unique thing Travis has introduced for this tournament is the Iron Scorpius prize. This is a prize for the player in the tournament with the best record who plays a different master all five rounds, and it’s one of the smartest prop-bet style prizes I’ve seen in a Malifaux tournament. I doubt even he expected the number of participants going for it to be as high as it seems will happen, but just about everyone I’ve heard from whose attending is at least mulling over going for the prize. Of course, it doesn’t hurt that the trophy for winning is this fabulous model painted by Craig Shipman.


So in lieu of having real games to tell you about, I thought I’d have a go at theory crafting how I’d approach each round if I was playing for the IS. I won’t be able to attend for reasons mentioned above, and even if I did I would be in no danger of actually winning the thing, so I’m not spoiling anything for myself. So let’s get to it.



Round 1) Standard, Ply for Information, Surround Them, Show Of Force, Set Up, Vendetta, Inescapable Trap



               My thought for this round is summoning Pandora. That crew typically brings a wide swath of enforcers who can carry cheap upgrades to score Show of Force, and Baby Kade is a dream model for Vendetta with his Lure to score the first point, high combat ability, and low soulstone cost. Models that want to Ply my models will have to walk into the bubble of badness that is overlapping Tannen/Widow Weaver/Tuco/Pandora/Poltergeist/Sorrow auras, which helps the crew out. I think this gives us a good groundwork to build from. Plus, Pandora can bring her Fugue State upgrade to penalize the models that do come in and take interacts.





2) Corner, Squatter’s Rights, Eliminate The Leadership, Take Prisoner, Set Up, Covert   Breakthrough, Dig Their Graves



               It’s been well over a year since I played Squatter’s Rights, and I’m struggling to remember the last time I did it with Neverborn. It may be reflective of this, then, that my first thought is “Ok, well, that means time for Sillurids.” I know they’re expensive and fragile, but they have Leap and they can handle their business for this strategy. Gupps supposedly can do the same job for cheaper, but 1) They also are even easier to kill and 2) I don’t own any of them. I’m tempted to try and lean into this even further, bringing a swamp fiend list with their From the Shadows upgrade. Maybe I could get a McTavish to carry the upgrade? Idk, that may be overkill since this is Flank Deployment. This is the one where I’ve got the least initial ideas. In any case, the Master and the other crew members will probably be busy fending off the enemy crew. I’m thinking the Titania and Barbaros crew, with Hoody as back-up. She’s free points for Dig Graves. Since Eliminate is in the pool, I’m thinking Pact with the Grave Spirit to help bring down the enemy Master.



Round 3) Flank, Headhunter, Eliminate The Leadership, Recover Evidence, Vendetta, Take One For The Team, Hold Up Their Forces



This one’s a pretty easy call, as Lynch with Cheating Bastard is made for Headhunter. Bringing in Beckoners who are able to cheat second on their Lures means, chances are, you’re not going to have to come far out of your comfort zone to drop some heads from the enemy. The rest of the crew would be hitters like the popular Hooded Rider/Nekima combination, or perhaps Stitched Together if my opponent makes me worried about shooting. Vendetta is in the pool again, so a Beckoner-Lure to get an easy 2 points at least is in play. I’m leaning towards Eliminate for the second scheme since I’m planning on doing a lot of killing anyways, though that would be dependent on who I’m facing. Dig Their Graves is also a strong option, since Cheating Bastard potentially lets you get some easy scheme markers down.





Round 5) Corner, Symbols of Authority, Punish The Weak, Dig Their Graves, Show Of Force, Search The Ruins, Take Prisoner



This one is going to require mobility and defense, so I’m thinking Lillith here. She and the Hooded Rider are there to play defense, using Root and oversized swords to discourage runners from getting to my Symbols markers. I haven’t had a chance to get Tuco back out since he became cheap enough to consider using, so he may be just as useless but for one stone less. However, placing him with From the Shadows behind a symbol that’s distant from the enemy crew seems like it could be useful to get one symbol down. The others will have to be acquired with a combination of crew mobility and/or Tangled Shadows. The crew typically brings a lot of enforcers and henchman, so again Show of Force is likely to be a good scheme choice. Lillith and Nekima are more than capable of scoring Punish the Weak if the enemy crew is vulnerable to it. I’m not a huge fan of Take Prisoner, as there just seems to be too many ways for it to go wrong during the game, but it’s probably my back-up plan if I don’t think Punish is going to work.



Round 4) Will be announced prior to Round 4 on Sunday.



You’ll notice that I skipped round 4, and that’s because we don’t know anything about it yet. part of Travis's personal plan to make Alex Schmid crazy (and I suppose test people's crew building abilities) is to make folks wait until Sunday morning to learn what the fourth round game will be. I left Collodi for this round, because he can be built to do most scheme pools and strategies and because he’s the master I know best out of the faction (outside of Lynch, I suppose, but I’ve had more recent experience with the Puppetmaster.) For the time being, I’ll leave the post like this with a blank here. Next Sunday, I’ll add an addendum here and in a new blog post updating it with how I would build a crew to respond to the actual scheme pool.


              



Through the Breach Bits: Introducing Soulstory and Presenting Three TTB FM Characters For Your Campaign

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In honor of the launch of, to my knowledge, one of if not the first Through the Breach actual play podcast, I decided to go through some random bits and bobs I’ve been tinkering with for the roleplaying game. But before that, let’s mention the thing that inspired this, the Soulstory podcast.
Soulstory is, at first blush a standard Through the Breach game (I haven’t listened to all of them yet. They’ve put out a lot of content in the first couple weeks of life to try and push themselves up on itunes new podcasts ratings.) There are four Fated, whose stats are not currently revealed to the listeners, including a bounty hunter who fancies himself a ladies man, a guild fighter with a dark past, a doctor with PTSD and an ability with fire magic, and a murderer on the run. They are thrown together in the initial game session by being tied to the same mission to cleanse Malifaux rats from the city. If you’ve never heard of an actual-play cast, the crew runs an RPG session and records it before publishing it to the wide world. Some of them can be just raw audio, but SoulStory is edited and produced to make for a smoother listening experience. Also, they’re putting the rules behind the story for the time being, particularly the intricacies of the + and – flip mechanics which can be a bit intimidating for newer players.
I’ve been listening to actual-play pods for a very long time. They’re a good way to hear new adventures and pick up some game mastering tips. Since then, the introduction of the wildly successful Critical Role Dungeons and Dragons show and the advent of twitch streaming has caused them to explode in both quantity and quality, which thrills me to no end. I have been thinking for some time that Wyrd needs a Through the Breach version of these, and had considered throwing my hat in the ring, but ultimately decided that I didn’t have the time or technical knowledge to make it happen. I’m excited, then, to see Soulstory making the first moves into this venue. If you’re interested, go to soulstorypod.com and give them a listen and, if you like what you hear, give them a rating on itunes or whatever pod rating things are out there.

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So, some Through the Breach quick hits. A while ago I started tinkering with ideas to put into a Through the Breach game at some point in the future. As of this writing, most of my time playing the game is spent playtesting upcoming Through the Breach stuff (wait till you see what’s coming in part 4 of the worldwide event, folks. It’s pretty cool.) This, of course, is not something I can write about. Also, Phiasco’s using the rules engine to run a game of Firefly, but that doesn’t always make for great fodder here either. As such, the detritus has collected in a notebook. Time to share some of it with the world.
I’m more of a fan of the Badlands area than Malifaux proper, if I’m being honest. It’s not that I hate the city or anything. More that the frontier is more of a blank slate in which I can paint. That’s the reason for the original creation of my campaign hook, the Phantom Line, being set out there. I’ve since come up with some other stuff from the wilderness I’m workshopping. Here’s what I’ve got so far.
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Now imagine they could shapeshift into hawks or...*shudder*...bears 

                  The New Chiricahua is a tribe of Native Americans that relocated to Malifaux to live in the wilderness rather than accept relocation to a reservation. The idea came from one of Dan Carlin’s Hardcore History casts called Tears of the Apche, detailing the numerous conflicts the US army came into with that tribe, leading up to the last break-out Geronimo led in the 1880s. I was a little stunned that the Apache were still such a threat even that late in our history, and I was more than a little sad that these knowledgeable frontiersmen and warriors eventually lost simply due to lack of numbers and resources. I wanted to give their story a different ending.
In the history of Malifaux, Neverborn refugees transferred to Earth long in our world’s past through one of the lesser known breaches, intermixing with the native American tribes and crossbreeding with them. Over time, this Neverborn blood has become diluted, with only a few of them showing any inclination towards magic. Some of this was awakened with the opening of the first Great Breach in the 1790s, leading to many of the local tribes regaining some of these latent powers. Still, the Black Powder Wars and the strength of the US army (backed with Guild resources, of course) were more than these Apache rebels could handle. Eventually, led by the famous medicine man Geronimo, the Chiricahua broke out from their reservation and ran into the hills, guided by a vision to a small breach in Arizona near Skeleton Canyon. With the Guild’s troops hot on their heels, they knew their only hope lay in escape. The small breach, however, wasn’t large or stable enough for them to pass through. Seeing this, the ancient leader channeled his life force into a ritual to temporarily force it open, letting his people pass through before he collapsed. The Chiricahua found themselves in an ancient, unknown land, and Geronimo died a free man, saving his people in the process.
Meanwhile, the Chiricahua had to learn to survive in Malifaux. The ancient Badlands are honestly not that different than their homeland, and the awakened magics in their blood helped them to adapt and thrive by channeling the elements or shifting their bodies to take on aspects of the creatures they’d long worshipped. They’ve come into conflict with the Neverborn over time, but have since made an uneasy peace with the locals. Both sides raid each other periodically, but both understand that this is done culturally as part of avoiding escalation to a larger conflict, rather than as inevitable steps towards a battle that would only end in grief for both. They have spent the intervening years making a new home for themselves, and have watched with some trepidation as humans have returned through the “second” breach. Hostilities seem inevitable, and the Chiricahua find themselves trapped between their own species and their erstwhile Neverborn “allies,” trying to find the best ways to survive and protect their new way of life.

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Herman Wipple came to Malifaux, a penniless nobody floating from one scheme to the next with no prospects. He soon found himself on the wrong side of some ill-advised investments with the Katanaka Organization, on the run from debt collectors. One evening he found himself in a place that is always welcome to those who are down on their luck but with a glimmer of untapped talent: The Honeypot Casino. After one evening with the good stuff, Wipple could be found standing on a tabletop in the saloon, expounding on the many merits of his particular brands of tonics and snake-oils to a delighted audience until the earliest hours of dawn, and the establishment’s proprietor found himself a new sales opportunity.
The Honeypot is a fantastic way to channel Brilliance into the community of Malifaux, but the outlying towns and districts are another matter. To spread the Hungering Darkness’s influence there, Lynch has taken the man into his employ and given him a store of the drug to peddle in the contract towns of the Northern Hills or the Badlands. “Professor Wipple’s Cure-All” is thus sold out of the back of the man’s wagon to unsuspecting rubes as a means of easing their various maladies, facilitating work crews to put in extra overtime and work more efficiently, and inspire the intellectual to greater feats of creativity or magical alacrity. When, weeks later, the cure-all runs out and Professor Wipple’s cart has proceeded down the road to the next stop, a voice in their ear directs them to the Honeypot to get some more of the good stuff, with none the wiser as to the source of this debilitating addiction.
Wipple’s success has so-far managed to keep his debtors at bay and keep the Hungering Darkness from coming to claim him. The more he sells, the longer he gets to live. But, he knows in the back of his mind that he’s living on borrowed time, and a bad week of sales could end him forever.

***



It takes a lot to make a tribe of Nephilim particularly notorious. The average human probably couldn’t tell one of the purple-skinned creatures from another if their life depended on it, so the fact that the Pale-Mark tribe is whispered of in taprooms and stagecoaches near the Far Peaks should give an indication of the level of savagery to which they have descended.
Nephilim attacking humans is not a new thing. Nephilim drinking blood or consuming flesh also is nothing new. But Nephilim descending on livestock, horses, wild animals, or even other Nephilim and consuming them entirely is something else. Rumor has it that they wandered off from their people’s forests to live in the mountains at some point in the distant past, either being driven off as exiles or choosing to make a break with the other tribes. Eventually, they found themselves trapped by a severe winter that drove them to the brink of death and forced them to turn to cannibalism to survive. And, in doing so, they accepted a deal with an ancient entity of hunger and cold, which has since driven them nearly to the point of madness and cannibalism. There are other whispers that members of the Pale-Mark have been seen working with some of the wild-men from the northern mountains, though these are almost too ridiculous to be believed. What is known is that something has started to drive them down from their mountains, and they’ve been preying on stagecoaches and settlements ever since. What’s caused this is unknown, but it seems like someone is going to have to go deal with them before more innocents are sacrificed to slake their endless hunger.

The Quick and the Dead: Designing a new tournament format

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               I have been experimenting with a format to try and conduct tournaments of online Malifaux since shortly after I moved to my current locale and realized how few players are nearby. Earlier efforts have led to mixed results. My first thought was to run a league with swiss style pairings. Early on, that looked to be working well. The problems began to creep up after a few rounds, when players started to drop off from lack of interest or motivation to keep playing after a few losses put them in danger of not winning. To address this, I’ve crafted a new ruleset, which I’m calling the Quick and the Dead format. It’s based on the single elimination tournaments that have been held off and on for a while now, particularly in the Gencon finals. I’ll post the ruleset here. My goal is to run a tournament this summer using this set. Any input from the community would be greatly appreciated.

Malifaux Musings Vassalfaux Tournament
The Quick and The Dead

Dates: TBD

Entry: $5 for general public, Free for Patreon supporters

Prizes: TBD

Rules: All rounds of this tournament will follow the Gaining Grounds 2018 ruleset, with the following exceptions:

-Crew Size and Composition: All players will, along with their entry, select a faction which they will play for the entirety of the tournament. Prior to Round 1, after strategies and schemes have been announced, players will construct a 25SS crew led by a henchman to use for their first game.
After round 1 has completed and round 2’s schemes and strategies have been announced, they will use the same crew from round 1 and will hire an additional 10SS worth of models and/or upgrades to it.
After round 2 is completed and round 3’s strats and schemes are announced, players will add a master to their round 2 crew, who will then become the leader. Any upgrades on henchman that are leader only may be switched to the master or discarded at this time. Any additional upgrades for the master must either be purchased from the remaining soulstones in the round 2 crew’s cache or by removing models/upgrades from the round 2 crew. No additional models or upgrades beyond the master or the master’s upgrades may be added.
Finally, after round 3 is completed and round 4’s strategy and schemes have been announced, players will add 15SS worth of models and/or upgrades to the previous round’s crew, bringing the total to 50SS.

-Tournament Format: The Vassalfaux Quick and the Dead tournament will be organized in a single-elimination format. Players will be randomly paired in round 1 into a 16-player bracket, and from that point on pairings will proceed down the bracket. The final winner will be the player at the end of the tournament with the highest overall tournament points, with victory point differential as a first tie-breaker and overall victory points scored as a second tie-breaker. If a player loses a particular round, their entry into the tournament is considered “Dead” and will no longer compile tournament points/differential/victory points. If players tie, both entries are considered “Dead,” and the opponent with which they would have been paired the next round will receive a bye. Those who wish to continue playing with others who are “Dead” will be paired up each round in a swiss style format. TP/Diff/VP will still be recorded for these players, and the one who finishes in first place will receive the “Golden Zombie” award (a mindless zombie painted gold.)  
At the beginning of a round, a strategy, scheme pool, deployment, and vassal map will be posted to the tournament dropbox, the Malifaux Musings facebook group, and into that week’s blog post. Players will then have 2 weeks to construct their crew, deposit it in the tournament dropbox folder, and play their game on Vassal with their opponent. If a game is not completed in that time, and one player can show a good-faith effort to try to schedule the game, the tournament organizer will elect to make the entry of the player responsible for the match not happening “Dead”. If neither player can demonstrate a good-faith effort to organize the game, or if both players made an effort but neither can be found to be responsible for the game not happening, the tournament organizer reserves the right to mark the entry of both players “Dead.” The tournament organizer will make every effort to avoid this outcome, if at all possible.
When a game is complete, players should submit their results to the tournament Dropbox folder, along with a screenshot of the Vassal board with the final score indicated (if possible.) If a rules dispute occurs and neither player can determine the correct ruling, players may either attempt to contact the tournament organizer to resolve the rules dispute immediately or, failing that, save the game, contact the tournament organizer for a ruling, and then resume play at a later date.

What To Do When Bad Things Happen: Failing Forward in Through the Breach

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             One of the most frequent mistake RPG gamemasters make is tying the progress of the story to success of a skill roll or challenge. Admittedly, there’s no point in playing a game and having the characters test their skills if the possibility of failure isn’t present. However, unlike the real world, the objective of a TTRPG game is to tell a good, interactive story. If your hapless Bounty Hunter misses his search flip and fails to spot the key clue that solves the mystery, the game stalls and the fun stops as the players begin the “success shuffle,” where everybody takes turn searching or throwing out other possible solutions until eventually you get the result you want, them finding the clue that points them to the killer. The real tragedy of this situation is that the players know what’s going on, and so do you, but the social contract of “the game” makes it so Fatemasters feel like they’re required to go through this grind to do it “right” or to make their players “earn it.”

 Here’s a secret: you aren’t.

If failure isn’t interesting or entertaining, there’s no point in having them fail. No one will have a good time throwing flip after flip at a problem and hoping that one of them will finally be the severe you need to move ahead with the story and get them out of the stall. As such, I will often end up not having a player flip at all if I feel like there’s a bit of information they need for the story, particularly if I know one of the Fated is trained in the relevant skill, or at least tier the amount of information they can require so even on a failure they get something, but the primo information requires a greater degree of success. It’s not worth the risk of having everything grind to a halt. However, that isn’t really a fix all solution, either. If you’re not going to have flips in the game, it’s really just a cooperative storytelling experience rather than playing an RPG. 

Another tool I reach for (and which I’m going to discuss today) is the idea of “Failing Forward” or “Succeeding at a Cost.” In it, when the players fail a flip, you allow the success to occur but penalize them in some way for the failure or introduce a complication to go along with the success. Maybe the clue they were needing from the earlier example is found, but they end up compromising it in some way during the course of finding it. Possibly, they tilt the oil lantern they’re carrying too far forward during the process of picking up the clue and set it and/or the room in which the Fated are searching on fire! In this way, you keep the game’s story going forward but also introduce a negative consequence of flipping badly on the challenge. If they need a particular piece of specialized equipment for a mission that’s not available through normal vendors and fail the check to find somebody who has it, maybe you let them purchase the item from a shady vendor in an alleyway. Later, the Fated discover that the tool in question is stolen or illegal and buying it has put them in trouble with the law. It doesn’t always have to be that dramatic, of course. Maybe they’re looking for someone particular in the city, and the failure puts them in a situation where they find the information they need from their network of informants, but they either put themselves in debt or cancel a debt someone owed to them in the process.

To swing things hard in the other direction, at other times you’ll want to really put the screws to your players for failing at something. Fairly often, the most entertaining TTRPG stories come from situations where the players fail spectacularly and then have to find their way out of trouble. And, after all, this is Malifaux, and Bad Things HappenTM. While avoiding failure on a challenge with no consequence or which will stall the story and hold up the game is a good idea, making it hurt when your players fail at something important is just as important to make sure your players stay invested. The first example I can think of for this in RPG history was the use of critical fumble tables in D&D, an optional rule where you could end up hurting yourself or others when you rolled a 1 on an attack. Most players who’ve used something like this in a game remember the time they lopped off their hand with their own broadsword, or something similarly gruesome. Through the Breach already has some elements of this in place for combat, in the form of the critical damage tables. Not only did you just get shot because you failed your defense flip, now your arm has also gone numb and you can’t grip your weapon anymore. Further, any good Fatemaster will have something designed for Ongoing Challenges as the consequence for the Fated experiencing a Critical Failure. The best versions of this are something that lets the characters have an option to recover, if they can overcome some kind of complication or encounter as a result of their poor flips/efforts. Having the party all die because of some bad flips during an Ongoing Challenge to escape a collapsing cave isn’t a lot of fun, but having the players end up trapped in a side cavern with an angry Grootslang is, and when it’s done they can figure out how to escape the now collapsed tunnel, possibly leading to another whole adventure as they delve deeper into the mountains looking for a second way out.
   
Perhaps more in keeping with the “Fail Forward” ideology is a mechanism from Cypher System games called the GM Intrusion, wherein the failure happens and the gamemaster uses that opportunity to add a complication that makes things worse. I love this system, and I think having something like this happen when players incur a certain margin of failure on their flips and/or when they throw a Black Joker feels very in keeping with the tone of Through the Breach. When I was playing in a game that featured a Mad Max style boat race/battle royal recently, I flipped the Black Joker for my attack with a pistol at one of the other boats. Not only did I miss, but the Fatemaster ruled that I had accidentally shot the engine of OUR boat, crippling our speed and making it much more difficult to win. You don’t want to throw in TOO many of these (somewhere between 1 and 1 per Fated per session is usually a good benchmark) but they can be a fun way of raising the stakes on your players in unexpected ways and maintaining that feeling of “Why doesn’t anything ever go smoothly?” that is so much a part of the TTRPG experience.

The key analogy is to use failure as a way of making your games more fun, rather than just frustrating. In a lot of ways, playing an RPG like Through the Breach is like doing improv comedy scenes. If the players say “I take an action to move the story along/attack the bad guy/introduce a new element to the game,” but the cards say “Nope, it doesn’t work,” that can kill the action. Your job is to introduce a “No, but…” outcome where the players either don’t solve the problem but have some way to go forward with the story despite this, or they succeed but in a way they didn’t expect and which makes their lives more complicated in the process. Your players may end up groaning at the time, but you’ll hear their thanks when they’re joking with each other later about how they had to save each other’s butts from the near-disaster you unleashed on them.


Overcoming the Dog Days

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               The dog day doldrums of summer are very much upon me. That might be why posts have slowed down from Malifaux Musings. Or, it might be the fact that I’ve found a new job and will be relocating to Cedar Rapids, IA in a couple of months. Or it could be that the Malifaux I’m playing right now falls into the category of “things I can’t write about for various reasons, some of which rhyme with ‘Blen-Dee-Aay.’” Also, there’s the fact that Wyrd’s in Con season mode right now, but hasn’t started posting about whatever the new releases for Gencon will be, yet. I assume the big push will be The Other Side, which releases officially in July, but it would be weird if there was NOTHING coming for Gencon. There have certainly been a lot of pictures of new models coming on the Monday Previews every week, so I’m sure SOMETHING’s in the works, but I’ll be damned if I have any idea what it is. As such, it’s kinda tough to write about it (outside of “ooo, that looks neat.”)
               
                 I’ve got some ideas for posts on Through the Breach, one specifically where I give you some pre-made Fated characters you can use to for demos or a Wanted Poster Malifaux post about the Jack Daw-Lazarus-Guilty Spam list I’ve heard about, or Zip or Nellie crews. Additionally, I’ve been considering running a league over Vassal (though the pending move has made that less appealing at the moment. I’m about to have a lot on my plate.) If you have anything you’d like to hear about on the blog, feel free to mention it in the comments and I’ll pull out the good stuff.
            
                It did occur to me, however, that I may not be the only one feeling the doldrums. After all, we’re well into the Gaining Grounds 2018 season at this point, and we’re reaching the end of the Wave 5 season. The good stuff has more or less been found. Most of the models are at least on the release schedule, though not as many as one would hope, of course. And, much as I hate to write about it, I think that some of the top-level Malifaux competitive diversity is being stifled by some of the top-end masters which will hopefully be getting addressed with the July Errata. As the Flippin’ Wyrd team has espoused several times, the top-end competitive meta currently boils down to playing one of the top-end 2 masters, Sandeep or Nicodem, or playing an alpha-strike crew that can jump in and kill the opposing master on turn 1 or 2, which is the only reliable way to stop a Nico crew (you can play for early scoring schemes and win that way as well if Nico misses some of his, but the only SURE way to beat Nico is to take him down before he can get his snowball rolling downhill.) That doesn’t encourage list diversity and punishes players for experimenting, which isn’t great either. Ben Sime from Arcane Reservoir experienced a bit of this in a small tournament recently when he tried to bring out Marcus’ Venomancy upgrade and was rewarded with a first round pairing against Nico. Bad times, and not a great encouragement to keep trying new things rather than plop down the tried-and-true reliable stuff.

Now, I’ll say that this is probably an exaggeration (probably) but sometimes even the perception that the meta is stagnant can lead to it becoming reality. In any case, there are reasons why some folks may be experiencing their own version of the summer-time blues when it comes to Malifaux. So I thought I’d write about some ideas for how to get yourself around the ho-hums.

1)     Try a new crew/faction

This is probably what I’m going to be doing in the near future. If you’re in a rut with the crews you’ve been playing regularly, that probably means it’s time to try some new stuff. Malifaux does a pretty respectable job between factions of creating diversity and difference of feel. Neverborn move fast but are brittle. Guild hit hard. Ten Thunders have pushes and hand out focus. Obviously there are exceptions or models that don’t match up with the overall theme, and the last couple of waves have introduced a lot of models that have incidentally homogenized things more than they used to be (Kentauroi giving Rezzers speed, some of the new Fae stuff giving Neverborn some resilient models, etc.) But still, trying a new faction or even just a new crew within the faction you play can do a lot to reinvigorate your interest in the hobby. I’m personally getting tired of how fragile my Neverborn tend to be, as it makes every play and choice you make in the game potentially game-breaking, as you can accidentally walk into the deaths of your models by putting them in the wrong place or failing to anticipate your opponents’ moves. I’ve been looking at Perdita or Hoffman to try and switch things up, as a consequence.

2)     Try a new format

While the Standard Gaining Grounds tournaments have their place, tournaments using a different format can help to add some diversity and spice to your Malifaux experience. The success of the Iron Scorpius event at Capital City Meltdown speaks to how hungry many Malifaux tournament players are just to try something different. Grow leagues, fixed master, team tournaments. All of these can add some diversity to your game and get you thinking outside of the boxes we put ourselves in. Assuming I manage to get it off the ground, the Quick and the Dead format I’m going to try and use for my online Vassal League would be one example of this.

3)     Play for fun rather than victory points

Sometimes we just have to lighten up a little. I’m particularly guilty of this. You can lose track of the fact that we play these games for fun. While there are prizes/bragging rights on the line, ultimately we’re here to have fun. So, maybe it’s alright to bring out some suboptimal crews or play a meme list. It’s ok to occasionally pick less effective schemes to try and see if you can pull them off. How many times can your totem strike the killing blow on an enemy model in a tournament? Hoffman falls into this category for me. His W5 upgrade cards made him better, but he’s still in no danger of becoming a “top-tier” master, or even a crew that can compete with them. But, on the other hand, big stompy robots are fun, and they’re probably my favorite paint-job. Plus, I like the Breaking Bad style story Hoffman’s been undergoing over the course of the game. So, yeah, I might start giving him a go just to see what he can do.

4)     Take a break for a little while

If all else fails, there are worse things than stepping away from Malifaux for a while and letting the game sit for a bit. Much as I don’t admit it on this blog, there are other games out there. Step away for a while and try other things for a bit. Games Workshop has released some new skirmish-scale games that have been fairly popular. There’s always Infinity, or Blood Bowl. As I mentioned above, The Other Side is coming out next month, so you can keep that “Malifaux” feel while trying something different, an army scale game! You could turn over to the dark side and go play 40k, I suppose. Or you could give miniature games a rest all together and go do something else. Malifaux’s not going anywhere, and you can always come back to it when Wave 6 comes along, or if some future developments in Malifaux change your perception.

               In any case, I hope some of these ideas are useful to any of you who are struggling with your own Malifaux doldrums. As mentioned above, if there are any topics you’d like to see me write about in Malifaux Musings, feel free to pass them along.

5 Pregenerated Characters for your Through the Breach Campaign

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One of the hardest parts of doing a demo game is putting together pregenerated characters. It's a time consuming, but necessary part of putting together a quick demonstration game. To help with that, here is a party of mercenaries that can be plopped into most games as necessary. Feel free to use them for demos, drop-in or replacement characters, or if your players just like and want to use them for whatever. I created them for Gencon several years ago as a mercenary crew from a failed contract town named Revival. They have good story ties to each other, but are free to be useable in a number of different game settings. If you do use them, just let me know how it goes.


***

Thomas Burnham

The Burnham family spent the last three generations rising quickly in the ranks of the Guild through savvy purchases and political gambits. By the time the second Breach opened and the call went out for workers to travel to Malifaux to start collecting the wealth of Soulstones waiting there, Thomas Burnham was in a prime position to become one of the first overseers to cross over.

He was assigned to Contract Town #8 - later renamed to "Revival" - and for a time, things were great. Money was flowing like water and the town's renown was growing by the day. To everyone watching, Thomas Burnham was set to catapult into the upper rung of society once his time at the mine was finished.

Unfortunately, the Soulstone vein running beneath the town dried up earlier than expected and Thomas was out of a job. He applied for a position at a new mine, but the Guild wasn't interested in paying him even a fraction of what he made at Revival, so Thomas bought the last rifle in the general store and convinced the town's sheriff, Logan Dimmer, to join him as sellswords for the highest bidder.

Logan complains endlessly about his joints and his back and how he's only working until he can earn enough money to retire, but Thomas has seen the glint in his eye; he knows a born adventurer when he sees one.

Unfortunately, their first job (cleaning Neverborn out of a portion of the Quarantine Zone called Beggartree) ended up costing more money than it earned, and hurt his reputation with the Guild. To try and avoid future embarrassment, he thought he would fill out their crew's ranks. He hired a few other mercenaries and purchased the contract of a convict, Mary Finnegan, who he suspects might possess an affinity for fire magic.


***

Logan Dimmer


Logan is the sort of man who, from birth, has seemingly always been drawn to scenes of violence. Born the son of a Texas Ranger, he learned to shoot a gun and swing a saber about the same time he was learning to tie his shoes. He's seen action around the world: from exploring the darkest parts of Africa to traveling to the far east.

Logan came through the Breach and settled in the Contract Town of Revival as old age started to creep into his sword arm and arthritis into the wrist of his gun hand. He can barely fire a pistol straight anymore, but he can still swing a sword just fine, though he pays for it the next morning.

What he couldn't have counted on after becoming Revival's sheriff was the town's failure. Just when he was giving thought to setting down his guns and taking up a life as a farmer, the mines dried up and the people left. Forced to take up the mercenary life in order to fund his impending retirement, Logan is looking for one last job to get enough money to buy his land, and then he's going to retire.

He's joined up with the town's former mine overseer, Thomas Burnham, in the hopes that the two of them can watch each others' backs. The "Beggartree Incident," as the papers described the Revival Company's efforts to clear out the Neverborn from the Quarantine Zone of the same name, was supposed to be his last job, but the financial troubles it brought on them has only delayed the process. He's told Burnham he's only interested in getting the money he needs to retire, but the younger man keeps trying to convince Logan that there's plenty of work to be had for the two of them.

It's just like the young fellows to always be yapping their mouths and never listening to their betters...


***
Herman Wipple

Herman was abandoned on the steps of a London orphanage at a young age; exactly what happened to them or who they were is unknown. At the age of twelve, he was adopted by the local mortician and undertaker, Arthur Wipple, who needed someone with a strong back to dig graves. It wasn't what you would refer to as a loving home, but it was better than sleeping in the gutter (even if the occasional out-of-town gravedigging job actually required sleeping in a gutter from time to time).

Herman grew up strong but alone, and when his adopted father died, he decided to try his luck in Malifaux, reasoning that such a deadly place would have great need for a gravedigger. He was only on the job for a few days when his shovel started talking to him, telling him to travel to the badlands to a new contract town. Herman barely noticed the mine closing or the town going to ruin, as the demand for his services stayed constant throughout. When the town mayor, Mr. Burnham, asked him to start working for him personally, he thought of it as moving up in the world, even if it just meant smashing in the occasional head from time to time before digging the graves.



***

Susie Quince

There are some who say that no Quince has ever done an honest thing in their life. When Fast Harry Quince was caught running a confidence scam in London, there were few who shed a tear over his arrest. His wife, Susie Quince, was one of those few.

Pregnant and with nowhere to turn, Susie scrounged as best she could before giving birth in an alley and giving her child over to an orphanage, where he could have a better life than what she could provide. She survived through desperate means, stealing food when she could and breaking into houses when she couldn't.

Eventually she ended up making her way to Malifaux, where she fell in with a bandit crew that had aspirations of joining the infamous Barrows Gang. Or rather, their leader had aspirations of being the  man to kill Parker Barrows and claim the bounty on his head, but that went south in a bloody way and Susie was the only one to escape.

She contemplated returning to Earth and was about to rob someone for a ticket out of town when she was approached by Thomas Burnham with the offer of a job. Susie didn't care about trying to make some coin by helping the Guild, but the young man next to him was the spitting image of her husband...with her eyes.

Feeling the long-dormant sting of maternal love welling within her heart, Susie reluctantly signed on with Burnham in order to watch over her offspring. She's still debating whether or not she should tell Johnathon that she's his mother, or whether it's better to keep that door closed forever.


***

Mary Finnegan

Born in Ireland, Mary came to Malifaux as a young woman with no aspirations beyond someday taking over the ownership of her father's pub. She was happy to ply her hand at bartending, cleaning, and preparing food, though she sometimes found small burn marks on things she touched.

Everything changed after she spent an evening entertaining some customers with her singing voice, which Mary (falsely) believed was quite lovely. The regular patrons suffered through her performances out of fondness for her and her father, but when a new patron made a joke about how she sounded like someone strangling a cat, Mary saw the awkward expressions of the patrons and realized they had been patronizing her for years.

The anger rose up within her, and with it came the flames that Malifaux had gifted to her upon her journey through the Breach. The tavern burned to the ground, killing seven people and severely burning just as many, including her father.

Nobody was quite sure exactly how the fires started, which is likely the only thing that kept her from the Witch Hunters' attention. People seemed confident enough that Mary was involved, however, and that earned her a quick trial at a Guild courthouse and a sentence of life laboring in the mines. She was shipped off to the small Contract Town of Revival, where she spent a few months laboring in the nearly dry Soulstone mine.

When the last vein finally dried up, Mary was surprised to learn that her contract had been purchased by the overseer, Thomas Burnham. Despite her attempts to keep her growing powers a secret, he seemed to have his suspicions about her...and worse yet, he planned to drag her into the deadly Quarantine Zone as some kind of mercenary. She managed to survive that first debacle, but any hopes of a quick release disappeared, as Burnham seems set on continuing in this line of work and throwing her into danger. If only she had her freedom...

July 2018 Errata: aka When Zombies Cry

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Is that enough click-bait? Yeah, probably.


              Golly, what could we write about this week?

               Oh, right, there was a summer Errata. I’m sure we’re all reeling from the changes to Burn Out. This is really going to revolutionize how Lynch is played. Forget about Cheating Bastard, summoning Lynch here we come.

               What’s that? It doesn’t really change anything? People were already playing it that way? The real changes came to…

               Sigh. Ok. I’ll go get the Wanted Posters again.

***


               Apparently Wyrd decided to claim the Bounties I put out for themselves, as the focus of the summer errata were Sandeep and Nicodem. Sandeep got the lighter end of it, as I’m not sure I’ve heard any complaints about his changes other than, maybe, that more should have been done (and that has been a very, very small minority.) To quote the man Mason (who appears to be doing much of the design work at the moment. Is he lead designer now? I don’t know if I’ve heard an official announcement.) these are the changes:

For two years now, Sandeep has proven to be incredibly versatile, to the point where he has become something of a staple at tournaments. By itself that's not a problem, but Sandeep's effectiveness has pushed other Arcanist masters out of the spotlight, so we'll be reigning him in a bit.

- Cache reduced to 2. This new Cache is more reflective of Sandeep's power level.

- Beacon Ca penalty increased to -2. Sandeep's Beacon is a powerful tool, but his Crew was using it a bit too efficiently. This should apply a bit more pressure onto Sandeep's Crew when it comes to hitting the TNs of borrowed Actions.

- Removed Impossible to Wound. This loss will make Sandeep considerably more fragile and, thus, make positioning more important for Sandeep and his removal easier for his opponent.

               I’m far from a Sandeep expert, even after having written the previous article, but I think these changes are just the sort of "small adjustments" that I think we all like to see from errata. The combination of the reduction in cache and loss of Impossible to Wound makes him a lot more fragile. Deep players will have to keep him a bit Deeper (rimshot) during games, as a few swings from a beater could add up to a dead master in relatively short order. Admittedly, no soulstone users are exactly “easy” to kill in M2E, but being able to cheat damage flips against Sandeep will go a long way to helping players bring him down. Additionally, the increase in penalty for Beacon makes bridging his spells out to other models much more difficult. Path to Salvation is obviously the biggest effect here (as it already requires a mask, so a reduction of 2 removes one of the 6 cards the deck could have used to cheat that) but even having the push or the interact become more likely to require a cheat will increase hand pressure for Sandeep, potentially bringing his power down a bit and giving some other members of the faction a chance to shine.

               Will this fix the problem with the Arcanists? The problem, as always stated, was never that Sandeep was somehow doing something ridiculous that required dramatic changes, but rather that he did almost everything too well and made him the “best” choice for most games. There’s always a bit of a stink on masters that get nerfed, so we’ll most likely see a temporary dip in Deep’s play for a short time. I know Rasputina has gotten a bit of a rumbling in the “this master is better than people are giving her credit) direction recently (I know she’s always given me fits, anyways) and the Max Value crew have been lobbying for people to use Ramos’ Vox Populi upgrade for the potential to do a silly amount of hazardous terrain damage with proper positioning. I think the key thing here is that players who love Sandeep should still be able to do so (possibly without as much groaning and eye rolling from opponents) but perhaps of the others will have a chance to outdo him now, particularly in scheme pools he’s less suited to completing.

               So, since they used such a measured, limited “try it and see” approach with Deep, we’ll probably see the same thing for Nicodem, right?

***



               Oh. Oh, my. It seems getting killed by Lady Justice really took the wind out of Nicodem. Let’s let Mason introduce the changes, again.


Nicodem was strong when M2E first released, and he has only gained in strength since then. His ability to use Undead models more effectively than other Masters has made him an increasingly strong choice, to the point where he has started to crowd out other Resurrectionist Masters and warp the design process. To that end, we will be reigning his power level in, both on his base card and his most popular upgrade.

- Wounds reduced to 12. This should make Nicodem a bit more vulnerable to assassination attempts.

- Re-animator now summons Undead in at one Wound remaining, rather than half their Wounds. This will make his summoned models more vulnerable and apply pressure on Nicodem by forcing him to either summon more fragile models or to spend AP healing them with Decay.



Undertaker (Upgrade)

- I Can Use That! now only affects non-Peon models, and it only functions when they are killed (not sacrificed). This should prevent the worst of Nicodem's abusive use of this Ability and bring it back in line with the Upgrade's cost.

- The Patchwork trigger now has reduced range and healing, which, when combined with Nicodem's Re-animator changes above, should prevent him from healing up his summoned models quite as easily.

               Yowzer. That was a bit heavier handed, wasn’t it? I can see why there’s so much salt flowing from Nico players, as his hits were comparatively much more impactful than what Deep got…or were they?

               Let’s look closer. First of all, the change to Undertaker’s card drawing needed to happen, and I’m not going to allow anyone to argue with me on that point (not that I think many realistic Nicodem players would.) For a bit of historical context, the first time I heard a version of the card draw engine Nico uses (Sebastian’s Those are Not Ours on Mindless Zombies) was with a Kirai crew, who was able to cycle those rotters for cards and stones to power her summons. This was before Asura came out to make getting the Zombies easier, and it didn’t have the cards from Undertaker. And the key thing is: it still worked to make Kirai's summons much more reliable. Was it the kind of draw that Nico gets now? No, but that’s the way it SHOULD be. It should feel like a Rube Goldberg device, not a perfectly greased, flexible machine. The whole idea behind summoning focused crews is that they have to expend their resources getting models on the table, potentially leaving themselves vulnerable to getting hit back. The Undertaker card draw engine was such that he could summon whatever he wanted at will and then still have more cards in hand than you to actually kill you with. So, you had a danger trifecta of having more models, more cards, and more activations than the opponent. That was simply unsustainable and needed to be changed.

               The change to his wounds number I consider cosmetic. Yes, he’s more vulnerable to being sniped now, but he still has Impossible to Wound so the opponent has to brute-force it by weight of attacks rather than through cheating in big damage. The biggest other change is the combination of his summons coming in on one wound and reduction in efficacy of Reanimator’s ability to discard extra corpses to heal the summons when they come in. That one hurts, as Nico really doesn’t want to be using his AP to heal disposable summons. Part of what made summoning Punk Zombies so effective was the fact that they have Hard to Kill, ensuring the opponent has to spend 2 AP to get rid of them (potentially giving Nico an AP advantage, since he only had to spend one to get the model onto the board in the first place.) I personally would look to play his summons more like one-shot “fire and forget” missiles than by using his AP to heal, but maybe the preponderance of corpse markers the crew can get out could be used to augment the heals on critical models, or the Malifaux Child could use Decay to heal. I’m not sure, but it most likely leads to a fundamental shift in the approach of these crews. One possible upshot of this, however, as it takes the focus away from Hard to Kill Rezzer minions, who were the preferred summons previously, and gives some of the other stuff a chance for tabletime. I know that’s kind of cold-comfort, but seeing something besides Punks Zombies, Necropunks, and Kentauroi would be a welcome change.

               So where does this leave Nicodem? Well, I think the knee-jerk is going to be to put him away and get out Kirai. Nerfs tend to have that effect in general, especially when they’re painful like this one. There’s every chance that Nico will end up being tossed in the same hole as Summoning Dreamer and forgotten. I think that would be a shame, though. Nicodem still has the most diversity of summons of any master in Malifaux. Compare that to the very limited summons Dreamer can do, and Nico is in a much better spot. He can still summon Kentauroi, albeit requiring a bit more finesse to keep them from dying straight away (though that may not be the worst thing, either, as it will result in more corpses on the board for subsequent turns.) He still has the Lampad summoning engine, which operates independently of the rest of the crew. You can do a stripped down card-cycle with Asura and Sebastian. Put all of that together, and the comparison to summoning Dreamer seems more and more ridiculous.

               So, unlike his in-world counterpart (thanks again, Lady J), I don’t really think Nicodem is dead. If players give him a chance and are flexible enough to try some things from outside the old archetype, I think you can still use him to win games. There’s no doubt, however, that he got a harder hit than Sandeep, and I would definitely expect to see Rezzer players looking elsewhere at least in the short term, if only to get the salty taste out of their mouths. That’s not necessarily awful, either. Those wanting to stick with summoning can still play Kirai, who is arguably better in some matchups. I know some have mentioned playing more Reva. Personally, I think it’s criminal that the new and improved Seamus terror build isn’t seeing more play.

But, I think the biggest reason this needed to happen was simply this: while Sandeep was just a very good Malifaux master, Nicodem changed the game into something different. Opponents of Nicodem had to stop playing a normal game and had to either build for a first-turn alpha-strike which would result in you winning or losing at the top of turn two or had to sprint for schemes that could be scored in the early turns before you inevitably ended up getting overwhelmed by turn 4. The test games I played when writing the Wanted Poster article for Nicodem were one of the few times I looked back after a game and had to honestly say to myself “I don’t think there’s anything I could have done differently to win that game. This was over before it started.” So something absolutely had to be done. Did these go too far? Maybe. But one of the biggest complaints people have had recently on the competitive scene is that the meta is stale. This reminds me of the first instance I can remember of a collectible game’s designers having to step in and use errata on their product: the Black Summer in Magic the Gathering. To shorten the history lesson down, this was a period early in MTG wherein a card called Necropotence was so powerful that, to play competitively, the only realistic choices were to either play Necropotence decks or to play the specific things that could beat them. M2E’s 2018 season wasn’t that bad (the fact that Deep was good enough to also require nerfing proves that), but a meta of “Nico or thing that can beat Nico” is going to naturally lead to stagnation of crew construction. By cutting down the prevalence of these crews, it frees things up for others to step to the forefront for a little while. Now, there’s also the possibility that these alpha-strike lists could potentially have their hands freed to run rampant without a nerf, and I’ve heard this concern as well, particularly with the Viktorias paired with Marlena Webster (who just HAS to be on the concern list for January’s errata.) I don’t know what kind of list Roger Yohn typically runs, but his victory at TFL with Ten Thunders probably involved some version of fast Yasunori getting lobbed up the board, as that’s basically in every Ten Thunders crew at the moment. This is another pretty effective alpha-strike, especially if Misaki is with it. However, increasing crew diversity also opens the door for people to learn crews that are more resistant to alpha-strikes. At least in theory, this should lead to a healthier meta overall. We’ll have to see how it plays out, I suppose. I, for one, remain hopeful.

Until next time.

Why we kill your characters (and some news for Gencon.)

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-We’re a couple of weeks out from Gencon, so it was time for the annual announcement of the Nightmare and Limited Editions available at the big show. As a result of their victory in the Worldwide Malifaux Event related to The Other Side, this year’s NE box goes to the Gremlins. It features an odd alternate version of the Ulix boxed set with Unicorns and Winged Horses in place of the pigs. I, uh, well I don’t necessarily want them. You might like them. I’m sure it’s nice for you. I don’t play Gremlins, and I don’t love crews that break the verisimilitude of Malifaux. Feel free to let me know I’m dumb and wrong for not liking it. I will accept this.



-This year’s Miss model is not the male to female transition we’re used to. In this #metoo era, our Wyrd overlords have elected to go the other way and make a male Shikome. His name is He-kome, because of course it is. I dig this model. I don’t play rezzers so I don’t need it, but I dig it. Plus, all you Nico players are flocking over to Kirai after the nerf, so don’t say Wyrd never gave you nothin’.



-Probably the biggest info-bomb, however, was the revelation that this year’s Gencon will be the first since the game’s release where there is no new book (at least as far as I can remember.) So, no book 6. There are some kinda cool limited edition/alternate sculpt versions of models, and the usual slew of stuff from further down the release schedule will be available for your purchasing pleasure. I think the alternate Mr. Graves is kinda cool, though mostly as a Mature Nephilim rather than as the G man himself (bald is beautiful, ya’ll.) There’s some other good stuff in there. I definitely recommend the Through the Breach adventure Northern Sedition that they’re releasing there. It’s a continuation of the Northern Aggression adventure (though you can start with this chapter as well) that takes things to a whole new level and integrates some of Malifaux’s power players into the action. Also, the Guild sourcebook Above the Law is coming out. There's good stuff in there too. I like the sculpt of the alt Ototo better than the old one, but I don't play Ototo so it would just be a cosmetic thing if I got it. 


What this news about no Malifaux release means is, of course, a subject of much speculation. One assumes that the forthcoming The Other Side game and the departure of Aaron Darland from the design team likely has something to do with the delay in book 6. I’m not going to speculate, but it is certainly a bummer not to have anything new that I’m personally jumping up and down about. Probably better for my budget in the long run, I guess. On the other hand, the most traffic Malifaux Musings ever has comes from discussing Gencon previews, so that kinda sucks on a personal level.

***
 
I'll be taking your character sheet, please.
Those that follow RPG streaming online can’t help but have notice that, last week, something pretty significant happened. The whole RPG twitterverse was suddenly talking about character death all of a sudden. The Dungeons and Dragons stream Critical Role is a big part of why RPGs are currently undergoing a renaissance/golden age/other superlatives. The whole industry of streaming games comes from them. And, a couple game sessions ago, their Dungeon Master Matt Mercer killed one of the characters. The group was playing at half strength and made choices that put them in contact with a very dangerous group of enemies who were (in this GM’s view) probably designed to be fought by the full strength party rather than the partial group. 

One of the players used an ability that dropped them to 0 hps and knocked them unconscious. The adversary he was fighting made a choice to, rather than just wiping the characters out, make a Negan-esque example out of that character and killed him. It could have been avoided, though not without some obvious contortion from the DM to save him. Nevertheless, Mercer was not “Mercerful” as the audience often refers to him, and the character is dead now (disclaimer: I haven’t watched this week’s episode yet, but they’re too low level and have no cleric, so chances are they can’t fix it.)

It sucked. The character was cool and well-liked by the audience. He had an interesting and mysterious backstory that, most likely, will not be explored now. A certain amount of sadness is expected at this point. Lord knows I was a little bit shocked by it. However, as Mercer would suggest on Twitter in an address later in the week, some people got way more upset and were angry at him for not pulling his punch and saving the charcter.

To those people: you are wrong. You’re allowed to feel the way you feel, but you are wrong. Also, if you made Matt Mercer sad I’m not friends with you anymore. Just know that. I will fight you.

Seriously. You don't get to hate this guy.


Anyways.

The subject of character death is always a touchy one where RPGs are concerned. After all, your players build these characters. They invest their time and energy and emotions into making them unique and interesting. If they’re like me, they spend FAR too much time thinking about them when they’re supposed to be thinking about work or driving their car. And then, because some die rolls go awry, that character is gone. No more stories. No more adventures. Their tale is done, and sometimes they die in ignominious ways that don’t even help the story progress. We joke in my RPG games that my players are unbeatably dominant in important plot related combats, but random meaningless encounters are perpetually life-threatening.

Some suggest that this is an argument for finding ways around killing the character. Lord knows, in some games it’s nearly impossible to make someone permanently die as it is. Through the Breach doesn’t have this particular problem (no resurrection Magia, as far as I’m aware), but the inclusion of undead or augmented characters means that anyone with sufficient money or access to necromancy can’t really be killed forever outside of some very extreme circumstances. However, veterans of the game know that death can come on very fast in TTB, and is often quite gruesome. One thing the game does better than some other RPGs, in my opinion, is force characters to suffer mounting difficulties and disadvantages as damage accumulates, so that you tend to fall down very fast when things go awry. A few defense flips and/or a well-placed Red Joker can result in a character death coming out of the blue.

And I’m here to convince you: that’s a good thing.

Here’s why. Winning feels good in an RPG. Your game master creates a challenge, and you overcome it. Evil is smited. Loot is acquired. Fair maidens are saved. It feels good. But the thing is, if there’s no risk involved, it doesn’t feel as good as it would have otherwise. If the threat of death isn’t there, the damage your character is taking becomes abstract numerical transactions rather than the ever-approaching tread of doom. And as soon as your characters start to feel like they’re immune to those dangers and free of those consequences, their achievements don’t matter as much anymore.

The temptation for game masters is to try and protect their players for the sake of the story. Don’t do it. The story is what happens when your players interact with the situations you create, not a set plot you devise from the beginning that your players are only allowed to walk through and observe. If the choices they make in game or the vagaries of the fate deck result in a player dying, you’ve just been given some of the strongest plot fodder you could ask for. These are the things players talk about. These are the stories they pass on. Don’t go out of your way to kill them, but don’t go out of your way to save them, either. I often say that the best GM I’ve ever played for is a completely merciless tyrant (literally, he’s had conversations with me about how he prefers monarchies to democracy) who once had a villain throw one of my characters’ young children off of a cliff to screw with me. And I’ll never miss an opportunity to play in one of his games, because I know that any achievements my characters make there will be earned.

For the Critical Role crew, they played a game into the epic tier in the first campaign of their show, and were still playing their new low-level characters like the bullet proof near-immortals they used to have. That will stop now, I would imagine. And, as a result of this character death, a game that has thus far had no clear antagonist has a legit villain for the party to overcome. Even as an audience member, I’m anxious to dig into the next episode ASAP so I can see how the group carries on. These are the benefits of character death. So, Fatemasters, go out and kill your characters. Even if they never say it out loud, they’ll thank you for it in the long run.

Malifaux 3rd Edition: A Malifaux Musings Special Report!

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               Yesterday’s announcement of Malifaux 3rd Edition set the world of the miniature game on fire, to no one’s great surprise. Many people are excited, as I have been since I learned the news that change was on the way. Many have been griping for quite a while about a number of aspects of M2E that have not aged particularly well over the last 5 years (Vantage Point, Model Bloat, etc.) An edition change is always big news, but Edition Wars!TM are also a perpetual concern for game designers. No doubt they would like to create new rules to address problems in previous iterations (and, let’s be honest, having you buy new books/cards/models doesn’t hurt as an incentive either) every time they creep up but, inevitably, an edition change leaves a bad taste in some people’s mouths.

Sonnia's got yer "bad taste in your mouth" right here.

It’s a fact of life. The same thing happened with the transition from M1.5E to M2E. And, of course, no one at Wyrd is surprised that this announcement of M3E has left to the inevitable vocal minority declaring that this is the last straw, and they’re going to go play something else. There’s a reason that the URL for Malifaux 3rdEdition’s announcement is https://www.wyrd-games.net/table-flip (and I give them props for lampshading it from the beginning.) But before we all start looting and rioting, why don’t we take a look at what’s coming in M3E and go from there?



               First of all, M3E is not a “throw out the rules engine and start over” rewrite. M2E’s a pretty good baby with a few glitches, and the designers don’t want to throw it out with the bath water. M3E is more of a streamlining effort. Towards this end, the number of conditions in the game are being trimmed down to a core set of 11 (pictured below) rather than the numerous, never ending variety of conditions that came about over the course of the game’s lifetime.




               There are a lot of familiar things in there, as well as some new ones. For one thing, Burning is more like inverted Poison now, as it only ever does one point of damage, but your value of Burning goes up every turn instead of down. Shielded is obviously meant to reflect the Arcane Shield that started to become ubiquitous on Arcanists later in M2E’s life, with it reducing the damage a model takes by 1 and then reducing the Shielded condition every time you take a hit. Distracted, Injured, Staggered, and Stunned are new conditions that inflict various forms of debuffs on enemy models. It’s a lot to track for now, but I’m sure the more we play the more we’ll learn them. I think it’s a good move. To offset the loss of unique Conditions that some masters impose (Blighted, for instance) we’ll have tokens masters put on models that the crew can use as a resource. I think this is an elegant solution to one of the things that have bogged own Malifaux over time, and I’m excited to see it in action.

               Beyond the explicitly detailed rules changes, there are a number of less clear indications of rules streamlining. The cards and the art are being updated to look more like those we’ve seen from The Other Side. There will be new sculpts of the models coming, but the ones you have will still be legal and the full rule set and stat cards will be released for free at M3E’s release date, meaning all you’ll have to do is download and learn the new stuff and you’ll be good to go! Otherwise, there are simply vague references to “ironing out wrinkles in the M2E engine” and “adjusting deployment zones and threat ranges to get you into combat faster”. *shrug* We don’t know anything about these, so we’ll just see what we learn as time goes on.

               Another big change are the hiring rules. We’re told that M3E will focus on hiring more thematic crews, both through more Keyword synergy and by imposing a penalty on hiring models form outside the leader’s theme. I don’t know that too many people will be upset about that, as I know many people have wanted to see more thematic crews in Malifaux. Another big change, of course, is the revelation that M3E will allow for the hiring of multiple masters into your crew. This is one that seems to be bringing in a bit more trepidation from people, but I’m personally excited for the idea. I know some of the coolest pieces of Malifaux fluff stories are when a pair or trio of masters team up to take down a greater threat. One assumes Masters will be quite expensive to balance this. We’ll see what it looks like down the line, but put me in the “fan” column.

New masters: Benicio del Toro, Dave Bautista, and Mark Hamill from The Last Jedi?


               While we’re talking about Masters, there are some new ones coming! Nekima is going to get the M1.5 to M2E henchman promotion and take over as leader of the Nephilim. The Guild get a pair of newbies, in the form of a frontier lawman named Cornelius Basse and Captain Dashel (who has to have flown the highest in Malifaux from his humble beginnings as a totem to a full Master!) One that’s been in Malifaux’s fluff for a long time that is finally coming into the game is Albus Von Schtook, a necromancer who lives in the sewers in his "University of Transmortis" and broadcasts necromantic lessons to burgeoning Resurrectionists throughout the city. The Neverborn gain something apparently related to the Cyclopses we saw as Fae from Titania’s crew named Euripides and Marcus is becoming dual faction with the Neverborn. Hoffman will make his “one foot in the Arcanists” official and become dual faction, and Jack Daw will become dual Outcasts and Rezzers. Zipp is becoming dual faction in the Outcasts as well as remaining in the newly christened “Bayou” faction (aka Gremlins 2.0) Finally, the Qi and Gong’s proprietor, Youko Hamasaki, is joining the game as well, making the Ten Thunders now the faction with the most hookers by capita of any faction in Malifaux.

               Now, the flip side of this comes with the loss of some options. For one thing, some of the Masters who have been eliminated in the fluff are also being eliminated from tournament legality, namely Nicodem, Lillith, and Ramos who are, for various reasons, either dead or incapacitated and are now no longer going to be tournament legal. For whatever reason Collodi is also in that list (he’s not dead or in jail as far as I know. The only reason I can think of why he’d no longer be around is if the weird paradox from the Through the Breach: Stitch in Time story where Collodi never ended up becoming evil. He instead evacuated from Malifaux to Earth at the end of the era of the First Breach and became a popular performer there. That would be weird if it worked out that way.) All of these will eventually be available in a special “Dead Man’s Hand” pack at some point in the future which your tournament organizer will be able to allow at their option, so they’re not gone forever but won’t be tourney legal officially. Additionally, McMourning, McCabe, Jacob Lynch, Misaki, Brewmaster, and Tara lost their dual faction status, so that could also shift which factions you play a lot, potentially.

               Now, I get it that this sucks. I really, really do get it. Believe me. I’ve spent the last couple of years playing primarily Lillith, Neverborn Lynch, Guild McCabe, and Collodi, and I occasionally splashed in some Guild McMourning for flavor. Hell, when I was scrambling for extra money while my wife was going through nursing school and our finances got tight, I started selling off models from factions I don’t play, liquidating all of my Rezzers (so now I can’t even play my McMourning in faction as I don’t have the models to do it anymore) and a Marcus crew that was one of the paint jobs I was proudest of, who I could now use with my Neverborn if I still owned it. So, yeah. I have reason to bitch. But I’m not going to. I’m embracing the change. I’m probably going to give the Neverborn a rest for a while since my most played masters either aren’t in the game or aren’t in the faction anymore. I encourage you to do the same, and put your salt away for now.

               Ok, rant over.

               If you’re still worried about M3E, you can help to make it better! There’s a sign-up online for the M3E closed beta and, much like with voting, if you don’t like the result but don’t do your part to make things better, you don’t get to complain. Go sign up for the beta! The more people join, the more data the designers will receive and the better the game will ultimately be. 

               Going forward, Malifaux Musings will take a walk through the various factions and take a look at what we know regarding their changes, paired up with our usual slew of articles (there’s not really enough info for full blog posts at this point.) In the meantime, I encourage you to check out each faction's page to get a blurb about what's happening in the future. If nothing else, it's worth it to see the awesome new faction banner art on them (and kudos to whichever artist did those. They're great!) 

                I hope you’re as excited for M3E as I am and, if not, I hope you’ll keep an open mind going forward. This is going to be good, you guys. Come along with us!



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