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How to Play Swampfiend Zoraida-By Guest Bloggist Shawn Lee Christoffers

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Happy M3E release day everybody! To celebrate, here's a guest post from Shawn Lee Christoffers describing the Zoraida crew he used to win the day 2 MuseonCon Tournament. 



General Crew Build for Tournament Play

Zoraida (7 stones)

The First Mate

Silurid

Vasilisa

Wicked Doll

Grootslang

Bad JuJu


How Does the Crew Work? 


            The way I play this crew is using the power of stealth for my scheme runners and my Master to control the more problematic models of my enemy crew. By cutting my crew into two parts, one focused on scheming and the other on the power of obey, I can threaten large areas of the board with denial and scoring.

How Has the Crew/Keyword Changed Since M2E?


            The main distinction of the crew is how Zoraida uses her swampfiends as her eyes for her magic. Eyes in the Night: This model may draw LoS and range for its non-melee Actions from friendly Swampfiends within 12" and enemy models with a Voodoo Upgrade attached. This gives her a large threat range that make it hard for the enemy to predict how your going to effect the board. It's definitely challenging to use the ability to the fullest. One of the best effect for this ability is using forest terrain. By keeping Zoraida behind a forest with a swampfiend within it, will allow her to play a very safe way. Forcing the enemy to kill the eyes and not the brains. It a great trick with assassination in the pool.

Who are the Key Pieces in the Keyword, and What Are Their Roles?


            Zoraida, the manipulator of fate, gives extra AP for her models or the enemies. Which is always in your favor. The First Mate, the greatest silurid, is the crew's anti schemer and expensive scheme runner. Grootslang, big and fast on your side of the table. He uses lair markers to burrow to any other marker on your side of the table, giving support where you need it. Bad JuJu, punching bag and tank, he assist his crew by being a drain of Ap on your opponents side.

Rate the Keyword on the Following Criteria from 0-14 


-Killing Power (7 out of 14)



             Swampfiends are very average in the destroying aspect. Bad Juju can hit hard but he is a tad slow. Generally with Zoraida, she hopes the enemy brings some big hitter and you can have it kill his allies.

-Survivability (11 out of 14) or (3 out 14)


        or .       

            Stealth on your small models and The First Mate helps against neverborn issues of range combat. Not being able to be targeted outside of 6 inches makes all your scheme runners, silurids and gupps, very annoying to get to. Sadly the die within that 6in bubble. This gives them that bummer score of 3. Like a strong gust can blow these guys up. Mostly, you play a hide and ambush with these models or leap behind the enemy lines to run.

 -Scheming/Maneuverability (12 out 14)



            Silurids leap with stealth... and only need a 3 to do it. Yeap that's amazing. Some swampfiends also have ambush as a bonus action. Giving the player a 3 inch bonus move to get into better position to attack. Can't be used if engaged, but it played a large role in my tournament play.

-Card Manipulation (11 out 14)

            Zoriada is the only card manipulation that you have in the crew. Her ability Reading the Cards - If this model is this Crew's Leader, after an enemy model in LoS Cheats Fate, this model may look at the top card of either Fate Deck and may then discard that card.- Gives her the ability to keep weak cards on damage flips or slightly change fate of her next duel. But your best and only bonus action is the truest card equalizer. Treads of Fate- Both players discard their Control Hands and then draw 6 cards- does 3 things for a swampfiend crew. First it helps keep discard effects from massively taxing the crew, such as demise on Bad Juju and summoning the voodoo doll. Second it gives Zoraida the ability to use high cards to get her obeys out, then refill the control hand. Lastly, it makes opponents play poorly. It dosen't seem like it would on first glance, but most opponents will try to use all their great cards before Zoraida spin the wheel of fate. Yet, just because you can force everyone to discard their hands dosen't mean you should. Just let them cheat and enjoy that empty opponent's hand.

Which Keyword Models (Outside of the Master) Are The MVP and the LVP?

             For killing schemes, Bad JuJu is MVP. He hits hard and can use his demise (eternal). This ability gives him better hard to kill by healing him four after he would die. The First Mate may be the best and hardest to kill scheme runner I have ever used. He is very versatile with his AP. Letting him drop 2 scheme markers a turn or kill other scheme runners beside him.
            The Voodoo Doll, Zoraida's totem is LVP. Honestly, it's horrible. The range of using the voodoo doll, the nerf to its health from 6 to 3, and how you only gain one condition on the hex target, takes a hard shift from M2E single model debuff into using it as a scrap marker. Its best ability is to die and draw one card. More on that later!

Are There Versatile Models and/or Upgrades You Take Routinely?

            Vasilisa and Wicked Dolls are my go to versatile models. Vasilisa is a hidden gem in Neverborn. Armor 2, 7 wounds, ability to heal herself or other puppets, and two amazing abilities. She can summon stitched together or wicked dolls with scrap markers. Its a hard summon requiring a 9 of mask that cant be stoned for, but luckily voodoo doll can kill itself and give you that scrap marker turn one. Zoraida can then discard her hand and try to find that mask card. Works most of the time. The second ability is called Pulling the Strings, This model may remove a Scheme Marker within 3" of the target. Friendly Minion only.Target takes an Action. Then, if a Scheme Marker was not removed when this Action was declared, kill the target during the End Phase. This works greatly with Wicked Dolls because when Vasilisa walks, she picks up 1 Sz puppets and takes them along. Making her great at antischeming. Wicked Dolls, at cost 3, are stealthed like silurids and can drop scheme markers. A bit of an investment of 11 stones but together they make up my left or right flank.


***


There you have it. Zoraida has been an early darling in the M3E era for a number of metas, for reasons that may be apparent from what you read above. Interestingly, I asked Shawn if he had considered working in a big hitter like the Hooded Rider to make up for some of his lower hitting power in the, which is something else I've seen deployed elsewhere. He pointed out that he doesn't really care for having his hitter not safe to use before turn 3, and he didn't like having his Obey stuck in one place. Given that tournament games are most often not making it to turn 5 here earlier in the edition, only having a turn or two of "good" rider action is suboptimal, in his view. He prefers Juju, if nothing else for his ability to soak up AP from the enemy.

Hope everyone else is having a great time post M3E release! Feel free to comment on this if you agree/disagree/have a novel take on Mama Z that isn't mentioned here.

How To Play the Marshal Keyword Crew- by guest bloggist Paul Harden

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My First Round of Museon Con, I was paired with a Lady Justice crew and, outside of stuffing lady Justice to the gills with Brilliance for now purpose, got my ass handed to me. Lady Justice being a beast was not a huge surprise, but there were other members of the crew that took me buy surprise. So, I reached out to the crew’s player (Paul Harden) to put together a brief look at his crew, how it works, and what players can expect when they bring it to the tabletop (or sit across from it.)

How Does the Crew Work?

The Marshals play as a semi tanky crew with average speed and decent damage. All
models (besides the totem) have become harder to kill; Hard to Wound and Unnatural Vigor
(After killing an enemy model, this model heals 2). They can best be utilized for kill centered
Strats and Scheme, though have some models that can move if needed for schemey games.

How Has the Crew/Keyword Changed Since M2E?

There are some minor changes to the models with the edition change, but for the most
part fit a similar role from 2e to 3e. They like to kill models and try to stop summoners and
corpse/scrap marker abilities.

Who are the Key Pieces in the Keyword, and What Are Their Roles?


I believe the Key Pieces are the non-minion/non-totem models.

Lady Justice: She is still the same beater she was in 2e with the place upgrade. My best
description of her is a target for your opponent. She can heal with the keyword ability and
Juggernaut. Additionally, this edition she gained hard to wound, which is fantastic as everyone
focuses. She did get a reduction in her attack stat, though she can potentially make 7 attacks in
one turn.

The Lone Marshal: I feel this model is very similar to 2e. He has Run and Gun, a 14”
projectile attack, With Mv 7. Realistically there is very little reason why this model should not
have at least one attack a turn, every turn including turn 1. Best use is to inflict a little damage
while setting up and running schemes (e.g. charge and shoot for first action, then scheme,
move, shoot for second action). Also, he is Ruthless, giving a distinct advantage over Terrifying
and Manipulative models. [Editor’s note: this model really took me by surprise, and from the scuttlebutt I could hear other people as well. That range paired with Run and Gun is killer.]

The Jury: Great anti summon/buried model. Her ability Exorcism ritual hurts all models
with a summoned upgrade and all buried models (two separate damage instances if you can get
it off). Her range attack does 2/4/5 damage, but the real ability comes with the triggers, such
as Into Dust, that is an assassinate trigger if the model being attacked is undead. Fortunately,
several models in the Keyword can give the enemy models the Undead Characteristic
including the Jury. Last, she has a 6 stat obey with the mask built in, making her obey nearly as
good as Zoraida.

The Judge: This lady does not have the same feel as the 2e Judge. She can no longer
pull models towards herself or tell friendly non-master models to make an attack. She can however Gain soulstones if she kills a model with her melee attack (trigger built in) and draw up
to five cards (at a risk to herself). So essentially a beater with card draw

Rate the Keyword on the Following Criteria from 0-14 (feel free to comment if necessary)

 -Killing Power


12-14 (Severe). All depends on how you build the crew, but for the most part this is where this
Keyword excels.

-Survivability


10ish area (Moderate). Again, the two abilities shared between this crew are amazing at keeping
them around. And if you bring a Domador into the crew they could heal between 1 and 4
damage per model hit with decay (Blast and RJ).

-Scheming/Maneuverability


5-7. Again, depends on how you use Lady J and the Lone Marshall, both can move
around the board fairly easily, though if you engage the Lone Marshall he will more than likely
not be doing interact actions that turn.

-Card Manipulation


4-6. Several models have the Triger Drain Magic to card cycle, or Maim to make the
opponent pitch cards, and two models can card draw (The Judge and The Scales of Justice).

Which Keyword Models (Outside of the Master) Are The MVP and the LVP?

MVP: The Lone Marshall, nearly every game I have played with him, he has angered my
opponents at what he can do (21-28 in threat range tends to do that).
LVP: The Scales is kinda blah, but it is free if Lady J is the master, so next I would say are
Death Marshals. They are now undead so are unaffected by Recruiters Grim Recruitment
ability, have a low Df of 4, but at least have Hard to Kill along with Hard to Wound.

Are There Versatile Models and/or Upgrades You Take Routinely?

To increase the killiness of the minions both Expert Marksman and No prisoners can aid most Marshal minions (though Exorcists already ignore Friendly fire so more than likely enjoy no prisoners more).

As far as versatile models to bring in, To make a crew even faster/more killy the Pale
Rider is amazing. To begin with he can essentially move size 2 and below models 6 inches or
More (Editor’s Note: Via Ride With Me, which is one of the greatest abilities in M3E), has a decent attack, and the trigger to make everyone in range take the charge action can be devastating.

The effigy’s aura can help keep close models alive longer with successful attacks, and
gives another bury into the crew. And as at a same degree the Emissary follows with a very nice
attack.

As a last note, even though they are not versatile, I do see that several people may take
Austringers with the Expert Marksman upgrade with the tax, as that could potentially be a
model with three attacks a turn.

How To Play: Corrupted Idols! - by guest bloggist Brien "Schemes" Spence

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As part of my move back to the midwest, I've been blessed to join a meta that is at least within practical driving distance in Des Moines, which has reduced my need to employ the Wandering River Style to attend tournaments/get in games of Malifaux. One gentlemen I've been "blessed" to play against was Brien Spence, of Schemes and Stones fame. We've played twice since I moved here. Both games were corrupted idols and both were against his Leviticus list (I'll work on getting him to write about Levi for the future.) I was very impressed with his control-based gameplan for dealing with this strategy, and I asked him to comment on it briefly. So, here he goes!

***


            When Adam asked me to write this piece, I’ll admit I was a little stumped on how to procced.  I felt that I had a strong understanding of Corrupted Idols, and that most of the decision making around this unique Malifaux 3E strategy is done at the table, en medias res.  As I thought about what to write, while lazing on vacation in Northern Wisconsin, it occurred to me a few choices I’ve made in every Corrupted Idols game, from the moment the strategy is declared.  As such, I decided to breakdown and address these.

Firstly, how Idols works – as copied from the M3E rulebook:

Corrupted Idols (M) At the start of each Turn, after determining which player has Initiative, Drop a Strategy Marker centered on the centerline. The location of the Strategy Marker is determined by the suit of the Initiative Flip of the player with Initiative (and the direction is calculated from that player’s perspective):

• M: 8" from where the centerline meets the table edge on the left.
• T: 8" from where the centerline meets the table edge on the right.
• R: On the centerpoint.
• C: Where the centerline meets the table edge (player with Initiative chooses which table edge).
• Joker: Reflip

If the Strategy Marker would be Dropped on top of a Strategy Marker, Impassable Terrain, or a model, the player with Initiative instead Drops the Strategy Marker evenly on the centerline, touching but not overlapping that Strategy Marker, Impassable Terrain, or model. If this is not possible, the Strategy Marker is not Dropped. A model in base contact with a Strategy Marker can take the Interact Action and suffer up to three irreducible damage, ignoring Hard to Kill. A model may not suffer more damage than its current Health. Drop the Strategy Marker anywhere within X" of its current location, not into base contact with a model or Impassable Terrain, where X is equal to the amount of damage suffered by the Interacting model (even if it was killed by the damage it suffered). At the end of each Turn, a Crew gains 1 VP if there are more Strategy Markers completely on the opponent’s table half than it has earned VP from this Strategy.

Here, there a is key information I’ve found is often overlooked; “The location of the Strategy Marker is determined by the suit of the Initiative Flip of the player with Initiative”.  What this means is if you win the Initiative flip, but decide for your opponent to have first activation, they become the player with Initiative, and thus control the placement of the marker.  In most scenarios, you always want to have Initiative, and thusly should always cheat for Initiative, or declare first action – in this way, I have my first major recommendation for playing Corrupted Idols:

Location, Location, Location:
           

Upon arriving at the table, pick a location on the board where the Idols might drop, and decide to focus the majority of your time, models, and gameplay there.  In essence, before the game starts, decide on a corner (or center) that you will cheat the Idol to every round.


My plan going into every Idols match is to dump all 5 Strat Markers in the same spot and deny all Strategy points from my opponent; if they have to consistently push towards my chosen location during the game, they are less likely to be scoring their schemes, whereas my priority is only scoring the 4 points from the Strategy, and picking up a single point from one scheme.  I’ve found this forces my opposition to play the game I’ve declared, with drastically controls the tempo of the game.  I normally like to pick a flank edge, and work to position my crew spread along the line, stretching from the 8in mark (where the Idol drops) and the center; this gives my models control of 3 of the 5 possible Idol locations.

Next, Crew Selection:

             Focus on 2-3 high quality schemers, preferably who can leap. Don't spam low quality scheme models


I’ve found players build large, spam-ish scheme crews to handle Idols – they think that because the Idols can show up in 5 locations, they must be at all 5 locations.  This I find wrong for 2 main reasons, the first as detailed above, the second, the survivability of low-cost, spam schemer models are low.  Abandoning any type of mid-quality damage dealer just means you won’t be able to prevent the opponent from scoring, without improving your own chances of scoring, since your schemer models will crumble.  Between harming yourself to move the Idols and the counter play from enemy, a mass of cheap models will push the Idols, but be unable to maintain them to score points. Keep the balanced lists you use for every other Strategy.

Lastly, Game Play – Standing and Cheating:

Idol markers are notimpassable; stand on them.  Cheat Initiative unless you literally cannot afford to do so.


The rules of Corrupted Idols makes no mention of impassable traits on the markers, whereas Turf War does.  This means you can stand atop Idol markers with impunity, boxing out your opponent’s valuable tech pieces, namely Don’t Mind Me models.  Standing on top a marker at the very least denies it from your opponent, and potentially secures it for your scoring. Additionally, I’ve seen boards where players have used large (vertically) 30mm markers for Idols, often with a flag or statute attached (very narrative, I do approve), however, this creates the illusion that they are impassible – do not hesitate to change these out, or call a TO in more official settings to adjust the board as needed.

As the locations of the markers are determined, never, never hesitate to Cheat Initiative, if that will impede your opponent in anyway:  Cheat to place the Idol in your designated zone?  Do it.  Cheat to place it in the contested center zone, and not their zone?  Do it.  Cheat to toss it to the location without any models, denying both players?  Do it.  Cheat a midrange card to force your opponent to cheat a better card?  Do it.  This cheating idea goes double for any crew with access to Arcane Reservoir, since you will have the extra card to spend. 

And there you have it, my top tricks and philosophy to play Corrupted Idols in Malifaux 3E.  Please feel free to reach out on Facebook to comment and share your thoughts and remember, Bad Things Happen.

Pre-Gencon Potpourri

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Like many nerds, I'll be making the annual pilgrimage to Indianapolis starting tomorrow. This rite of passage began many moons ago, young padawans, when I used to travel there to play the collectible card game based around World Wrestling Entertainment (and to give you some timeframe on that, when the game STARTED it was still called the World Wrestling Federation.) It's been an intermittent part of my life ever since. And most importantly, it's the mecca of all things new and Wyrd.

My Jacob Lynch boxed set was purchased new at Gencon, along with everyone else from the Honeypot. When Avatars came out (you know them as Emissaries now) I picked up Zoraida and Kirai there. I still have a metal nightmare Lord Chompy Bits that I've really gotta get painted and get on a board for crying out loud. I've played in a number of Malifaux tournaments in Indy, and a few years back I discovered the joys of volunteering with Wyrd, particularly when it came to Fatemastering their Through the Breach games (wait, hold on, you're going to cover the cost of my badge, and give me booth credit, and all I have to do is...play Through the Breach? Umm, yeah, I'll go ahead and sign up now.) 


This year features the first Wyrd-run Malifaux tournament of the M3E era, which I'll be covering as a spectator rather than as a participant (I'll be busy killing off Fated characters for large portions of the allotted time.) It's a two-day event for the first time ever, which I know a number of competitive players have been clamoring to see for some time now. Hopefully Wyrd will also have a large amount of terrain (Adepticon already looked to have improved this issue), as the shooting gallery style boards have been another long-running complaint. Still, it's a great chance to get in many games of Malifaux, and Phiasco will be there doing many Ten Thunders related things that will likely leave opponents scratching their heads in puzzlement. 

My competitive hill to climb is going to be the Other Side tournament on Thursday. I've been scrambling to get a couple more squads of the King's Finest ready for the tabletop. I have some South Wales Borderers and Field Intelligence Corps fireteams painted to an...acceptable tabletop standard. Just don't look too close or you'll see the bare spots where primer is still showing. I have set down some ideas for each round in my head, though since it's a 2 commander tourney I won't have as much crew flexibility as I would in 1C games. I don't expect I'll be the only one for whom that is true. Mostly it's an excuse to get some more games in for what I consider to be a more fun tournament game than Malifaux (yeah that's right, I said it. I'm gonna write a whole blog post about it soon, so just you wait.) Maybe if I'm lucky, I won't have to play against Gibbering Hordes every round! Wouldn't that be nice?

I didn't realize the "Endless Numbers" special rule applied in real life, as well.

The only other tournament games I'll probably participate in is the Henchman Hardcore on Sunday. I found some nasty tricks from the Honeypot that I think could be pretty rude in that format, so I'll be eager to give them a try and find out all the reasons I'm wrong.

And, of course, most of Friday and Saturday I'll be running TTB. I love RPGs, and I love running them in particular. I'm a DM (or in TTB's case, FM) first, player second. This is truly a labor of love for me. This year I'm running 4 sessions of the game with three premade Penny Dreadful adventures. One adventure features the Fated trying to rescue a kidnapped Star Theatre showgirl and getting more than they bargained for. Another pits them against the Universtiy Transmortis in a more straightforward beat-em-up. The third features an expedition into the badlands and.....dinosaurs? No, that can't be right. *goes back to check the module name* Oh, yeah, I guess that's really what's going on there. That should be interesting! 

I think most of them are sold out (not because I'm running them. Though I'm sure if people had known, they would have sold out even faster) but people have a tendency to buy tickets and not show up, so there's no harm in getting generics and swinging by to see if a slot is available. Moreover, throughout the con Wyrd will also be hosting short character creation events where they walk you through performing one of the Tarot readings that generate a new Fated. I'll have pregens for all of the games I'm running (so will the other Fatemasters, but come on, you know you would rather play at my table) but if you show up with a Fated of your own, they can happily take their place. Sometimes I've even been known to sneak in an extra player or two if Matt Carter isn't watching too close, so you never know. Maybe you'll get to have your first adventure run by your favorite bloggist. I'll be honored to kill your character guide you into the world of Malifaux! 


Wyrd's bringing their usual slew of rare and limited edition stuff, as well as the full line of The Other Side models and some new M3E style crew boxes. Apparently the faction books won't be there due to a shipping issue, which kinda stinks but frankly I can live without. Those may end up falling in the "buy as pdf" pile for me anyways to cut down on the shelf footprint dedicated to Wyrd stuff (moving several times in as many years makes one appreciate digital literature. Also, this year's nightmare crew is the above Nightmare version of Molly, titled Brine and Bones. I gotta tell ya, I really couldn't be any less interested in playing Ressers but...goddamn that is a cool box set. Gotta stay strong. Must...not...buy...awesome...pirates.....

Ugh. 

Maybe I can put a "Will FateMaster for Nightmare minis" tip jar out when I'm running games to help offset the cost?

Anyways, that's what I'll be up to at Gencon. As you've probably noticed, I've been recruiting knowledgeable folks to contribute articles for the blog. If you're a cool guy, or if you beat me in a game of Malifaux, or if you know more about the game than I do (not a high bar to clear), expect me to hit you up and see if you're interested in joining the ever-growing legion of guest bloggists. Otherwise, feel free to find me or Phiasco to say hi, challenge us to a game, or tell us we're wrong and bad people. Either way, it's always nice to meet a fan! And it's Gencon, so you're not going to hinder my good time anyways. 

See you in Indy!

The Past and Present of The Other Side: Moving on from the stumbles during launch

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            A couple of weeks ago, I went to Indianapolis to attend Gencon. I recommend it highly. It’s a good place to meet interesting humans and play games you would never have heard of otherwise. I can’t recommend it enough to those of you who’ve never had a chance to attend.

Also, sometimes there are nerdy burlesque shows. If you're interested in that sort of thing.

            The first day of the convention was The Other Side’s Champion of Earth tournament (or something like that. I can’t be bothered to hunt down the title.) It was a two-commander tournament, which I haven’t had a chance to play in before. There was a pretty clear choice for who to bring for leaders of my King’s Empire, as Kassa and Margaret are head and shoulders (or used to be. More on that later) above Charles. The rest of the lists were going to stay fairly set for most of the games (having a limited model pool will do that). Two squads of Royal Rifle Corps are standard issue. If I have Kassa then I will have the King’s Hand (plus he’s pretty good as an anchor point.) And I’ve seen all kinds of people speaking highly of the South Wales Borderers, so they were going to be standard as screener units and to provide some melee punch. I painted the Field Intelligence Corps squad to use in Set Traps. I have a pair of Motor Scouts for objective running, but they have to get bumped out during Pitched Assault, as there aren’t that many objectives to run and they give up 2 VPs when they die. And I have Infiltrators for…various purposes. They’re probably one of the strangest squads in the game, in that they have absolutely no business being as important to the outcome of games as they are. On paper they’re…well, paper-thin. They can’t shoot for beans. Their armor is trash. And yet, somehow, they always find themselves right in the middle of the most important parts of the game every time. It’s bizarre.


            Anyways, I got in 3 games with the other three Allegiances over the course of the tournament, which was pretty cool. Round one was played against Steven’s Gibbering Hordes in Scavenge. It wasn’t as bad of a match as the last time we played at Adepticon, but Hordes are squishy and so it’s easier to get my guys to Glory by wiping out fireteams from his feeder squads. He got caught out in the open with his Alpha Crawler early, who I managed to take down. Things got a little exciting when Horomatangi suddenly appeared in my deployment zone right behind my gunline, but the Hand managed to put enough of a scare into Steven that he had to pull him back. I took that one down with a Crushing Victory, and I was well on my way.


            Next round put me up against Phiasco’s Abysinnians in Pitched Assault. Both of us were looking to rely on shooting and avoiding combat, so we spent much of the first turn…not fighting each other. I got out to an early VP lead, which was kind of a double-edged sword as the Tactics discount paired with the Lord of Steel meant Jon could buy his whole tactics deck on, like, turn 2 or 3. And that sucked. He attempted to overcome the deficit by throwing one of his bikers into my line and suiciding him with Detonate Soulstone. This is usually quite devastating, but by circumstance he ended up not clearing whole fireteams efficiently with the blast (though he took several chunks out of many of them) and discovered that the scenario punishes you for sacrificing your own models, particularly ones like the bikers that are worth 2 VP when they die. However, Jon played well the rest of the way and was closing the gap up at the end of the game. I ended up winning, but only just and I don’t really care for how the game was going at that point anyways. He moved his Lord of Steel to claim one of the objectives and I started activating Margaret Belle to flip it back before he’d decided he was done, so he moved the Lord of Steel into the center of the marker instead of the side to prevent it. Then I misunderstood when the round ended…it was a shit show. I wasn’t happy with how I played it. I’ll do better next time hopefully, but I’ve got to find something to do with Electrocutioners with Experimental Armor. Every shot I put on them just bounced off. If anybody has some suggestions, I’ll take them.

I still protest that these Cultists are far too cheerily painted.

            Last round I played a Burning Man army that was very well constructed and executed. I think. I honestly haven’t played them enough to know for sure. I mean, it wasn’t 10 Rhinos so how good could it be, right? We were playing Set Traps, so now was the time for the Field Intel Corps. They managed to get to glory and pick up a few points in the late turns, but were otherwise unimpressive. We called this game for time at the end of 3 or 4, and I had been playing from behind from the start (unsurprising, as Cult excels in this Operation). The real damage was done with the Cult Stratagem that lets them interact without spending a Tactics token, as it dropped on Turn 2 and catapulted them to a massive lead (and countered my use of Capture the Flag to swap one of his markers to score for my team.) Things were flipping the right way score-wise at the end of the game, but I was starting to get overwhelmed on the combat front. I don’t know if I could have saved it if we’d played to the end, but I think I could at least have made it closer and I would have been excited to see how it turned out. In any case, I lost but had a good time playing, which I’m fine with.
            I ended up taking 2nd in the tournament, with Phiasco winning and the Cult player in Third, because ToS scoring is weird. I really didn’t care for that, and hopefully they’ll fix it in the next version of the tournament rules. If you go undefeated (as the Cult player did) you should win the tournament, regardless of the VP situation. But I got in 3 more games of KE, found out that I’m not as in love with the Borderers as I thought I would be (they did very little in the tournament) and learned some things to hopefully play better next time.

Also, I’ve reached the end of my patience with something, and I need to get it off of my chest. I’m over people telling me that they don’t play this game because of how the Kickstarter turned out.



Like, I get it. It sucked. It was slow. They didn’t meet their deadlines. The models showed up with bent gun barrels. Sometimes you got a Horomatangi instead of a King’s Hand. Things went poorly. I get it. But for christ’s sake, all of the models from Wave 1 are out now. You can get them if you want them badly enough (I know some of the distributor stuff isn’t fixed yet and who knows about international shipping, but you can find them online if you want them.) The rules set is pretty tight outside of some model balance problems, and an errata document has now been released to fix the major problems. rumors abound that a balance errata is coming soon to correct some of the problems. And the game is effing fun. Like, a lot of fun. I don’t care for army scale games generally, but I like this one because it plays more like a skirmisher like Malifaux. In fact, it’s kind of the best of both worlds for army and skirmish. You can play it fast. The armies are very, very, different in play style, so you should be able to find one you want (hell, the three commanders from the Hordes give you three very different play styles all on their own). If you want more complexity, the Cult will give you plenty of headaches as you try to puzzle out what the best move is on each turn (“If I use Adeodatos to drop my Breachling here, it’ll appear next to my Stalking portals there and then immediately teleport again, landing in the enemy’s formation and exploding to blast half of them to hell in one activation. Or I could just send a rhino in there I guess.” If, like me, you sometimes appreciate not having to give yourself a brain hemorrhage every turn, King’s Empire are effective without being as complicated. But still, no matter how many times I hear people tell me the models look cool, the rules sound good, the game looks awesome, still I hear “yeah but nobody plays it around my area, and the Kickstarter really put a bad taste in my mouth, so…”

Sigh.

The game won’t grow if people can’t move on from this. You want to have people in your area that play? You gotta recruit them! The game isn’t gonna build itself, and the more people cling to this negativity, the harder that’s gonna be. Grrrr. The game stumbled out of the gate. It’s time for the people who don’t want to play the game to move on, and those of us who like it to step up and promote it. Cuz the game’s gonna flounder if we don’t give it a push. So let’s push this thing for all it’s worth, ok?

*end rant*

            Anyways, after the convention ended, a new errata document came out addressing the balance problems the game has had with some of its models after release. Let’s take a look at them, shall we?


-Kassa doesn’t get to draw as many cards anymore. She draws one card from her spare parts ability when an asset flips to disabled, and then draws another when one flips to repaired. So, essentially, it cuts her card draw in half. Probably the way it was supposed to work in the first place. Makes me sad, but needed to happen. Also, emergency repairs and its trigger specifies that you’re to flip disabled assets, which means she can’t start the card draw chain on her own. So, this will make buying Overwatch on turn 1 and then filling my hand up with Kassa no longer an option.
-Margaret now only teleports 8” unless she spends a tactics token. That kinda sucks, but I think she’ll still work the way I was using her anyways. It just reduces her ability to cross the board in one turn.
-The artillery team gets to shoot without line of sight now, which it should have had in the first place. Heavy shelling now does need Line of Sight for…reasons. I guess. Also when it’s in Glory it has a crow trigger on the main gun to create a 120mm marker of hazardous terrain. Cool, but it’s gotta get to glory in the first place, which is tricky as they still have an AV of 3 v. Df. We’ll see, but having no Line of Sight requirement on the main gun at least gives this a chance of being useful.
-No double dipping on tactics tokens with the Keep Calm and Carry On stratagem. That seems like a change to working as intended rather than as written, so fine.

- The Mechanized Infantry’s increasing AV ability only counts for the target you were shooting at. If I’m interpreting it correctly, that means just the fireteam you’re shooting at, not the whole sqad. If I’m wrong about that let me know.


-No more placing a portal marker in your opponent’s deployment zone with The Approaching Convergence. Would have been nice in a certain game I played recently.
-The rhinos got nerfed, which we all saw coming. Fire Nova only goes out 4” instead of 6, and Consumed by Magic now reduces the value of non-Tomes by 5 rather than just counting them as 0. Which is good. They needed it bad. I hope it’s enough to stop them from being so whacky (and stop people from bitching about them.)


Gibbering Hordes got the most changes, which is appropriate. They needed the help.

-First, non-commanders that get eaten by the Horde’s abilities don’t count for scoring anymore. This is a good thing, as they are now playable in Pitched Assault.
-Stuff you bring back with Endless Numbers gets a Reinforcement token to give them some increased resilience. Shoot those guys down quick before they get a chance to reinforce, or get out of their way.
-Heavy Rains got the same treatment as the Burning Man portals asset, so no putting a Tide Pool in the enemy’s deployment zone and having Horomatangi pop out of it and eat my fine British Soldiers, Steven.
-Shark Tooth Necklace now lets you add suits in addition to a plus flip for attacks, so beware the Frenzy.
-It’s not all good news. Devouring Eel Regeneration ability now reduces damage by 1 for each token you discard, rather than auto reducing damage to 0. Probably a good thing, as the eels were right with the Rhino in terms of unkillability.
-Relics of Ancient Malifaux is limited to once per activation. I’m sure there was an exploit of some kind to do it over and over again that this is fixing.

            There’s nothing in here I disagree with, really. I didn’t think Margaret’s change was absolutely necessary, but you can always spend the tactics token to do like you used to. I wish they would have boosted Charles rather than nerfing the other two, but what’re you gonna do? Lob artillery shells, I guess. The artillery team costs 3 scrip, so I guess they may be worth at least trying out now. The Burning Man rhinos needed to happen, and the Hordes needed boosting. All of this is fine. I guess Abyssinia was basically perfect and balanced, so bully for them. In any case, the balance has now been addressed. 10 Rhino lists are not going to be a thing anymore, hopefully. Hordes are playable (they always were, but I’m talking to the trolls in the comment threads now.) So, if you’re reading this and you were thinking about giving the game a try, I encourage you to do it. If you were going to sell off your stuff, maybe give it a second chance. And if you’re still playing ToS, good for you. Now let’s get out there and help the game grow. I like it a lot, and I don’t want to see it fail.

How to Play: Lucas Mccabe Relic Hunter by guest bloggist....Me!

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Hobby Update: I’ve been working to expand my pool of 10T models, so I’ve been building a lot of stuff recently. Namely, I put together the Born Every Minute boxed set, some Charm Warders, and some odd Yan Lo bits and bobs. I’m pleased to announce that I have joined the Yan Lo’s beard club, having put it in place without issue. Of course, I then lost the bow off of the back of Chiaki’s head, so maybe I shouldn’t brag too much…

Additionally, I’ve basecoated some monks for the Shenlong crew, and got the master up to tabletop level (aka, about as good as I can do.) I discovered my one Wandering River Monk is not attached to his leg, and the base is missing also, so that sucks balls. For the time being, they’re probably an anti-Outcasts pick more than anything else.

Malifaux in the Media: If you have Spotify, there is an amazing playlist called “Southern Gothic” you can find by following the link. If you’re looking to get a mix of that deep-south, spooky, romantic music to put you in the headspace of the Bayou or the Badlands, there’s a lot of good stuff to be found there. Check it out!

***




I've really liked McCabe since the testing of M3E, and he's actually a big part of what flipped me to 10T at the end of 2nd Edition as well. He's just always been such a flexible, fast master who can switch from point-guard to shooter in a blink. On the other hand, he's not in the Guild anymore and some of his mechanics are very different, so how's he doing in 3rd? Well, if you listen to Malifaux podcasts of any variety, you probably know the answer is "very well." But let's dig in a bit deeper, and take a closer look at how to play 

Lucas McCabe Relic Hunter

How Does the Crew Work? 

            McCabe and the Wastrels are a very mobile crew who excel in objective based missions like Plant Explosives or Cursed Idols. McCabe himself dishes out a frankly ridiculous number of passive TN duels to avoid damage as he tramples his way through melee combat, due to his Make Way ability and the built in Rear Up trigger on his melee attack. As such, his relatively low damage track on melee attacks can be a bit misleading, as any attack has the potential to do 4 extra damage from the two duels the opponent faces. Perhaps more importantly, this can serve as hand pressure to force cards into play. Keeping him at range isn’t much better, as his net gun has the ability to spread Slow and Staggered with blasts. A very viable opening gambit in games, depending on how the opponent sets up, is to blast McCabe forward and throw a wrench in the gears of the opponent’s crew before they have a chance to get rolling. Part of what helps with that is the free “Ride With Me” action that allows him to push 5” and bring a model of sz 2 or less along with him.  
            The gimmick of the Wastrel keyword (well, other than getting focus when everybody but McCabe takes a walk and drawing a card if they start their activation next to a corpse or scrap marker) are the artifacts. There are 3 of them: the sword, the mirror, and the mask. You get one when McCabe or Luna performs a specific looting action that discards a corpse or scrap marker. Once you have them, they add bonuses to the model who is carrying them and gives them a Free action to toss it to another Minion or Wastrel (McCabe can do it with a built in trigger on the action.) The blade lets you ignore defense tech, per usual. The others provide a pair of utility abilities to leech health out of nearby models or draw some extra cards, but the most important part of the Artifact upgrades is the fact that they give a model Fast when they attach. As such, a standard set-up involves the crew standing in a cluster near a scrap marker provided by Luna’s action to generate one and/or the trigger on the Hucksters’ false claims. You get to draw cards from the scrap marker, then Luna turns the scrap into an Artifact and tosses it to one of the other Wastrels (or minions) to give them fast. Then, when they activate, they pass it along to another one, and then another, and so on and so forth. Ideally, you would be able to hand out fast to the whole crew in this way, but more likely you’ll have to peel off and start moving to counter the opponent before you get it done (for instance, sending McCabe off to go shoot nets.) Either way, the keyword has tons of early speed, mobility, and a dash of card draw.

How Has the Crew/Keyword Changed Since M2E?

            Trinkets (or Artifacts, as they're now known) are much less of a “focus” of the Wastrel crew than M2E. They’re good, and the Fast they give out is very clutch, but honestly you’ll probably be doing most of the artifact stuff turn 1 and only infrequently after that, as opposed to the standard Black Flash-Sword shenanigans of the prior edition. Additionally, he’s not in the Guild anymore, and a lot of what will eventually be a part of his hiring pool is going to be in the forthcoming Explorer’s faction. As such, McCabe leans a lot on versatile models. Thankfully, Ten Thunders have a lot of good options.  

Who are the Key Pieces in the Keyword, and What Are Their Roles?

            The rest of the keyword varies from model to model. The new boxed set, One Born Every Minute, has the most bang per buck of the crew in general. The new Henchman Desper Laraux and the new minions, Hucksters, are insanely mobile. Additionally, the Hucksters have the “False Claim” action, allowing them to drop a pair of scheme markers (or a scheme marker and a scrap marker) for 1 AP, making them one of the most viable ways to complete schemes like Harness Ley Lines or Search the Ruins that require dumping lots of markers in one place. Between those models and McCabe’s personal mobility, scheme running is a snap for the Wastrels. The Ruffians are…forgettable, but as cheap models go they have some interesting mobility tricks themselves with Chain Gang, and if nothing else they can throw down scheme markers to be removed for False Claim.

Rate the Keyword on the Following Criteria from 0-14 (feel free to comment if necessary)

 

-Killing Power (8, MODERATE)

              McCabe can do a surprising amount of damage with his ride through shenanigans, but he struggles against Armor and is much better at spreading damage around than he is taking on individual hard targets. Sidir Alchibal is a reasonably good beater with Ruthless and a good ranged attack, and his Blow it to Hell can clear Ice Pillars or Titania’s terrain markers, but for the most part they’re going to rely on Versatile models for killing.

-Survivability (8, MODERATE)

            The main defensive strength of Hucksters and Desper are simply not being anywhere the enemy can get at them. McCabe is a big sack of wounds to cut through, though he’s vulnerable to enemy models that negate his demise ability. If you’re really worried about beefing McCabe up, you can give him the Phantasmal Mask for a little healing or buy Silent Protector, which effectively gives McCabe 3 Hard to Kill thresholds (1 before the horse dies, one when the horse dies, then one for Dismounted McCabe.

-Scheming/Manueverability (14, Red Joker)

            I struggle to think of crews that do this better. Harness Ley Lines is avoided by many top players due to the AP costs/difficulty in spreading the markers around. With a little help, a Huckster can do this on its own in one activation. I’ve wanted to play Seamus ever since he gained Back Alley/Secret Passages, and having scheme runners who can do that for you is just as tasty. Desper is even more mobility, and McCabe can be wherever you need him to be. So, so good.

-Card Manipulation (5 out 14)

            There’s only really two forms of this in keyword: standing next to corpse/scrap and the Faded Mirror’s drawing one card per turn. The former takes some set up and is only really reliable turn 1. The latter requires you to have fewer cards than the opponent and, let’s face it, it’s just one card.

Which Keyword Models (Outside of the Master) Are The MVP and the LVP?

             It’s gotta be Hucksters. They’re game changers. They’re one of the models I think are worth the +1 out of keyword cost. They’re game changers.
            Ruffians, on the other hand, are not good. Chain Gang has some potential as a mobility action, but the crew already has better versions of that. Otherwise they’re squishy, don’t hit that hard, and don’t offer anything interesting for schemes or killing. Being Ruthless might make them situationally interesting, but overall I’m not going to be using them much (and that’s unfortunate, as I like their sculpts a lot.

Are There Versatile Models and/or Upgrades You Take Routinely?

            Anything that is a Minion has potential to be boosted by working with McCabe. The Dawn Serpent is a popular expensive minion beater that can get scary with some artifacts to boost him up. I have a favorite build where I pair Sidir with a Samurai to create a nasty firebase (it’s expensive and maybe not that optimal, but it pleases me and the Samurai can get Focused as a Free Action to benefit from Know the Warrior.) One popular crew I’ve seen mentioned a couple of times is the 2 Dragon list where you bring the Shadow Emissary and the Dawn Serpent, as the Emissary is just a very good all-around model and can compensate for some of the crew’s card deficiencies with its Free Action. Additionally, I haven’t had a chance to try her out personally, but I love the idea of including the Versatile Minako Rei and using the crew’s ability to generate scrap to summon Katashiro for some more disposable scheme running/booting Corrupted Idols upfield.  



How to Play Zoraida - by 2019 Gencon Tyrant Rob Perry

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Hobby Happenings-It’s been a little quiet on the Malifaux front recently for me, as I wasn’t able to attend a tournament in Des Moines due to family obligations and a change in Phiasco’s work schedule has prevented us from getting in any games online. I have done a bit of hobby work, however, mainly focused around members of the monk keyword. My Shenlong, Sensei Yu, 2 Peasants, a High River Monk, and a Charm Warder are now table ready, with a second charm warder part way there. They’re all very excited to introduce themselves to Brian Spence’s Leveticus crew.


Media Musings: As mentioned, I thought I’d include this segment to introduce some things from the media I’ve consumed that remind me of Malifaux. In this case, I’ll point you to the series that Last Podcast on the Leftare currently doing taking a look at the founding of the Mormon religion. It’s not safe for work, and if you are a Mormon it could potentially (ok, likely. Depends on your ability to separate your faith from some of the slightly shady characters who brought it into the world) be offensive, but it will help you to get into the right headset of the Hucksters and general Wastrel-y ness of McCabe’s bunch of rogues. Jo Smith was essentially a grave-robbing con man, after all, who spent his early life as a participant in a large social movement to loot native American burial mounds, and who seemed to have written the Book of Mormon essentially as a last-ditch commercial effort to keep his family’s farm from going under. He also had magical relics (a magic knife, seeing stones, golden plates, etc.) and a loose relationship with the truth that ultimately led to world-changing consequences (lest we forget, the whole “Burning Man” thing going on Earthside is more or less McCabe’s fault. At least it can be argued that Smith’s hucksterism led to a religion that has arguably brought more good into the world than bad overall.)

Now on with the main event, wherein I ask Rob Perry, winner of Wyrd’s 2019 Gencon Tyrant Tournament “How do you do that voodoo that you do so well?”

***

Come give Nana a kiss, deary.

Crew Questionnaire

“Typical” Crew List

 

How Does the Crew Work? (Brief, one paragraph discussion of how the crew plays on the tabletop. What does the keyword ability(ies) add to the strategy?)

Positioning! Mama Z is a beast at controlling positioning on the board. Her list is chock-full of butterfly jump to give melee opponents fits. This forces decisions that your opponent is not used to dealing with. On top of that, Her Obey action is the best in the game. How close does my opponent keep his beater to a key model? Can I use that against him, and do some disruptive damage? Or should I just grab a model and run it in the opposite direction of where my opponent wants it?
             

How Has the Master/Crew Changed Since M2E?
N/A didn’t play 2e  

Editor’s Note: Zoraida through most of 2E was an “ok” obey master with some gimmicky lists that could be effective in the right circumstances (IE piling up massive amounts of burning on the voodoo doll, Obeying across the board, throwing the voodoo doll off of buildings to kill the opponent with falling damage, etc.) Towards the end of the edition, she got a boost with the last round of errata to let her force a charge with Obey, but still never seemed to take off the way people hoped. Now her keyword models have Penetrating Stench and a large amount of Stealth for some atypical defensive tech. She can draw Line of Sight and range from Swampfiends within 12” of her, which helps extend her range. You can’t channel as much damage through the Doll anymore, which limits its versatility somewhat. But probably the biggest thing here in the early days of M3E are how much the current scenarios play into her strengths. Obeying an enemy model to pick up their own explosives marker or drop it in the enemy’s half of the board, or messing up the Corrupted Idol placement, can be absolutely crippling to some crews.

Who are the Key Pieces in the Keyword, and What Are Their Roles?
 McTavish & The First Mate
            Both of these model are super deadly and have so many toolbox abilities. 
            McTavish is model crazy threat range beater, and TFM is my disrupter.

Rate the Keyword on the Following Criteria from 0-14 (feel free to comment if necessary)

-Killing Power
            12


Ed: The brunt of the killing power rests with McTavish and The First Mate in this crew. McT is a rare combination of effective ranged and melee beater in one. TFM is less of a natural beater, but his maneuverability lets him get to where you need him quickly to pick off somewhat softer targets. And don’t forget the fact that you can use Zoraida to hijack the opponent’s heavy hitters and Obey them to lay some hurt for you!

-Survivability
            10


Ed: The preponderance of Stealth, Stench, and/or Butterfly Jump in the crew makes them extremely obnoxious to kill off. That said, they’re still Neverborn at their heart (even if the Silurids are Bayou exclusively now) so they’re still somewhat brittle. Be careful!

-Scheming/Maneuverability
            14


Ed: I mean, they’ve got Silurids in there. And a henchman Silurid. Leap for a low card that you can rely on every turn, plus Stealth, plus Butterfly Jump means your frog-men are going to be easily completing objectives without much in the way of molestation from the enemy crew. That would be enough, but then you’ve got Zoraida’s Obey on top of it, giving you a rare ability to support your own scheming and deny your opponent’s in the same package.  

-Card Manipulation
            12



Ed: Reading the cards on Zoraida lets you set up the next duel in advance every time the opponent cheats fate within her LoS, which is very strong. Her threads of Fate free action allows you to play recklessly with your hand, safe in the knowledge that you’ll be able to discard the junk and redraw back to 6 whenever you need to do so, while potentially forcing your opponent to discard something they’d rather keep at the same time.

Which Keyword Models (Outside of the Master) Are The MVP and the LVP?
            MVP McTavish – simply won me sooo many games
            LVP Swamp Gator – He’s literally there to 1st turn disrupt, draw fire, just annoy my           opponent

Ed: Since he's a model that comes in the boxed set, I asked Rob about Bad Juju, and his thoughts fall in the same lane as mine. For a 9 point tanky-beater, Df 3 is simply unacceptable. No amount of Hard to Wound, Regeneration, or the Demise ability will save him. Just not worth the points, which is a crying shame for fans of the model and/or Swamp Thing. 


Are There Versatile Models and/or Upgrades You Take Routinely and, if so, why?
            Inhuman Reflexes – MORE BUTTERFLY JUMP

What was the biggest thing you learned after mastering this crew that you didn’t know when you started learning it?
            The power of Inhuman Reflexes on McTavish, make my murder machine more     survivable or get him closer to his prey.

Quick Hitter: The Lone Swordsman is an underrated champion of the Ten Thunders

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           As a Ten Thunders player, there are no shortage of fine versatile model choices available. For 10 stones, Yasunori can get just about anywhere you need him to be and deliver some serious hitting while being obnoxious for the opponent to remove. The Shadow Emissary is a versatile model that can create concealment, let you reshuffle a bad hand, flies, and delivers a nasty 3/4/5 damage spread bite. The Dawn Serpent has been gaining popularity of late (read: I’ve been hearing about it more in podcasts) due to his versatility, hitting power, and self-reliance. Samurai are the only anti-armor tech we’ve got and can serve as gun platforms that can infiltrate when paired with Trained Ninja or be very strong bodyguards with Silent Protector. It’s possible there are TOO many good choices (I hear you crying out there, AWP).

But lost in all of that is a model that I think is somewhat underrated, the Lone Swordsman. It’s possible this is due to some of his value not being immediately apparent at first glance. But more and more, he’s finding a way into my crews, led in part by prodding from Phiasco. Part of it initially was due to nostalgia, I’ll admit (if our Wandering River Dojo had a mascot outside of the titular monks, he’d be it, given how much we used to put him on the board.) But there’s some hidden power under the surface of this model that lets him pull more than his weight, particularly for his cost. And as Ten Thunders players, isn’t hidden power the best kind of power?

And, I mean, who wouldn't want to have Samurai Jack in their crew?

As a pure beater, he’s not likely to keep up with Yasunori or his ilk. His defense is only 5, which doesn’t scream front-line fighter. However, he’s 8 stones, which makes him cheaper than everything I just mentioned above, so you can afford him plus an upgrade somewhere in the crew for the same cost as some of the more well-known Thunders heavies. Armor+1 and Hard to Kill help to make up for his lack of defenses. Ruthless is an ability you don’t appreciate the value of until you play a Terrifying or Manipulative heavy crew, and then it will suddenly become something you look for every game when you’re facing Pandora or Seamus. Move 5 is nothing to write home about either, but he makes up for this with Creep Along, and the Thunders has plenty of other mobility tricks to make sure the LS is where he needs to be. His tactical action Last Breath is vastly inferior to what he used to be able to do (grant himself Reactivate at the cost of dying automatically if he didn’t kill his declared target), but if you absolutely need to bring down an already weakened Enforcer or higher model, doing this in place of charging is probably a good choice. Where he really starts to shine (and where the less-obvious value hides) is in his single attack paired with an ability from the front of his card.

Unsurprisingly, he has a Balanced Sword attack as his only option (he is a SWORDsman, after all.) It has a good but not great 2/4/5 damage track with a trigger for each suit. While I like these in theory (it’s always cool to hit triggers) I generally don’t put a ton of value on this when I see it on a model, because you can’t rely on getting the one you want when you want it. Critical Hit would be nice to make up for his weaker damage track, for instance, but it would stink to only have it one attack out of four. Lone Swordsman, on the other hand, has the ability Adaptive that lets him declare a suit at the start of his activation that is added to each of his duels. This lets you pick what you’re bringing to bear, and that versatility is where the Swordsman really shines. If you’re going in for that big Last Breath attack round, you might want the rams to help spike your damage spread. If you need to delay the opponent or hamstring a key model, crows let you bring some Slow to bear. Horde of smaller models? Quick Reflexes on a mask can let him spread the punishment around. But maybe the unsung hero is Tactical Planning on a tome. Pass tokens are (at least for me) an oft overlooked asset in the game, as I rarely want to use them after the first turn or two when combat is fully joined. Delaying by an activation means letting the opponent dictate the action in the fray, and that can be devastating. However, if you save those tokens up, that can help you to make sure you win the initiative flip on the next turn and get your attacks in before the opponent can respond. This is good in most games, but it’s absolutely clutch for Cursed Idols, as the player that wins initiative determines where the marker lands. I find that I rarely play a game of Idols that the Swordsman doesn’t find his way into my crews for this reason, and he’s usually declaring tomes with Adaptive before each attack. +2 to your initiative when the range of options is 0-14 is a big, big deal. Just ask everybody crying about Shenlong’s Chi tokens.

Anyway, I like the Lone Swordsman, and I encourage you to give him a try in your games. And if you like these quick-hitter style articles, let me know about that as well. I want to get Malifaux Musings back on track, but reduced gaming time paired with some chronic writer’s block has made that difficult. I hope that putting out smaller, bite-sized content like this should help with this.

Later, Wyrdos!


McCabe gets schooled by the Academics

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Picture of the Malifaux Badlands Expedition Force, circa 1907.

           Last weekend, we began a league in Des Moines, IA run by Schemes and Stones host Kyle Bode and Steam Powered Scoundrels host Doug Broman. It’s somewhere between a grow league and a wide-open single faction format, as we get 75 soulstones to build a pool from which we must hire for every game, but we have to pay for masters and totems. There is a somewhat complicated way of determining our standing and how our pools grow between rounds that I won’t go into. Thematically, the participants of the league are supporting some patrons who are funding exploration, archeology, and/or paleontology missions into Malifaux’s wilderness. As such, Lucas McCabe seemed like a logical choice.
            I’ve liked McCabe since 2nd edition. He’s fiddly and his crew is very flexible, which is good because I often don’t realize what I’m going to need to win a game until I’m part way into it. McCabe’s ability to switch gears and cross the board to deal with emergency situations has always appealed to me. I liked his role as Point Guard (the guy who sets up the plays and calls the shots in a basketball team) in 2e, and I liked his big hiring pool. Those things, however, are not really a part of his game plan anymore. The trinkets he hands out (that’s what I’m going to call them. I don’t care what the real name is) take way more to set up now and aren’t as diverse or as powerful, and he currently has the most limited hiring pool in the game, as he’s a split-faction master whose missing one of his factions. Thankfully, the 10T offers an embarrassment of riches in terms of its versatile models, but you can feel some things are missing when you’re list-building and playing McCabe.

Pool
McCabe
Luna
Sidir Alchibal
Desper Laraux
2 Hucksters
Samurai
Lone Swordsman
Shadow Emissary
Masked Agent Upgrade

            I thought this was a balanced group, with a decent mix of combat and scheming provided by Hucksters and Desper. I had a feeling I would struggle in Reckoning, but I assumed I could flip around to a more attacker focused list, with a lot of shooting to help avoid taking too many attacks back, if I needed to.

            I went to Des Moines to play my first league game. I found when I got there that my opponent would be Kyle playing Sandeep and the Academics. After flipping, we determined that we would be playing Plant Explosives, and I thought I pretty much had it in the bag. This is supposed to be one of the strongest strategies for McCabe, something I thought would be the reason I would bring McCabe to tournaments. Add to that having Detonate Charges and Search The Ruins in the scheme pool, and this was a sure home run. Then add to that Kyle saying that his crew was not optimized for Plant Explosives and, pfft. Put your money on me, folks. This should have been a foregone conclusion.

            But this is Malifaux, and bad things happen.

            I had Sidir and Lone Swordsman controlling the left half of the board with the rest of the crew getting ready to push into the enemy on the right. The enemy was mostly pooled up on the right half, so I thought it would be in the best interest to move up and net-gun several of them. This turned out to be a poor choice, as Kyle had an Oxfordian Mage with him, and the mage can clear conditions in a bubble out to 5” automatically, which meant the slow went away without even having to flip. Staggered did less than I was hoping as well, as the Fire Elemental can jump through enemy models with the burning condition. So, yeah, that sucked, as it essentially jumped past McCabe and into the heart of my crew on the same turn I had went yolo’ing forward to try to keep it in its deployment zone, with Banasuva and Kandara creeping in behind it. Also, I failed to execute the “drop scrap, turn into upgrade, pass around to give everybody fast” machine on the first turn. And I tried to send one Huckster forward to get ready to hide bombs on the enemy’s side of the board t2, only to discover that Sandeep had enough movement to cross the board and delete that Huckster in one turn, so that was one explosives token gone on turn 1. Then the other Huckster didn’t get away from the Fire Elemental in time, so it died on turn 2 but at least managed to get its bomb planted first. Unfortunately, with no Hucksters that pretty much meant no Detonate the Charges. I would have needed a miracle to win that game, and the cards just weren’t in place to get it done. Want to sum the game up in one bonus action? Here you go. On turn 2, one of the last activations, my 1 wound Huckster with Burning 1 used Secret Passages to skip up the board and plant his bomb and then, with his Free Action, try to get myself one last boon before he died. We flipped the cards, and Kyle pulled out the Red Joker put in his hand.

            McCabe held his own despite the difficult situation, surviving until T5 and confounding some of the efforts of the enemy. I kept it close early, maintaining a tie all the way to 4-4  at the end of T3 or 4. Desper managed to escape near death and pick up points for Search the Ruins, but still there was no saving it. I lost 4-7, and I realized I had a lot to learn.

Lessons from Game 1
1)    Know the crew you’re playing against. It’s tough to know everything in Malifaux, but I think you at least have to know what to expect from the keywords. The Academics are a prime example of this, as their ability to trigger effects when they Focus, particularly the way they radiate it out to everyone around them, makes them a lot more dangerous than what you see when you glance over the cards. If you don’t know what to expect, you can’t make a good plan. So, play more games or, failing that, read up in advance.
2)    McCabe is a good tank and support piece, but not much of a beater. Despite all the offensive damage he can put out in theory, so much of it is untargeted and reliant on Simple Duel failure that he just can’t be counted on to do that job. He can do some damage, but he’s not going to kill anybody you need dead without help. What he can do, however, is use the Phantasmal Mask to protect himself and tie up a lot of models in the enemy crew. He’s support for your side, and disruption for the enemy. Going back and relistening to Third Floor War’s McCabe deep dive episode, guest Alyx Drake compared his use to something akin to Zip, a disruption/defense master. I think he may be on to something. And in a similar vein…

3)    Hucksters are different than I thought they were. The Wandering River Dojo sensei, Phiasco, has been telling me he doesn’t buy into them for some time, but it took me a while to see it in person. Secret Passage is good and False Claim is very strong. The problem is that 1) they all require mid-level cards to go off and 2) the Hucksters themselves are made out of tissue paper. Part of completing Plant is protecting the markers once you get them down on the board, and the Hucksters just can’t do that. I had originally envisioned them as first strikers, but I think for Plant they would work better to get the last bombs down, or maybe secret passaging far into the enemy deployment area to stash the bombs where the enemy can’t get to them. I think they’re still good for completing Ley Lines, Detonate, Search, and/or Breakthrough. I’m actually coming around to the idea of utilizing them as anti-schemers, popping to enemy markers and removing them to draw a card, and then strategically pop out and strike for VPs at unexpected times.

So, I guess the Academics taught me a few lessons. This is good, if I’m going to play McCabe competitively. What I need to learn over the next several weeks of this league is whether the crew has the oomph to be the best competitive choice in most strategy/scheme/deployment combinations, or if I need to look elsewhere.

The Franky Awards

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Truly Malifaux's Most Prestigious Award

            The Golden Globes were last week, and Oscar season is right around the corner, so in the spirit of the times I thought I’d bring back an old premise from an MM article from a long time ago, the Malifaux awards show. When I did it before, however, I had a bunch of general categories, tracked a bunch of stuff with the competitive scene, yadda yadda. I’m not as tapped into everything at the moment, and I think most people consider the competitive scene to still be evolving, particularly given that a large number of the new models haven’t been released yet. So, I thought I’d come at it from a different angle this time.
            If you played against a Guild crew in 2nd edition, you almost certainly played against Francisco. As in, he was in every single Guild crew, regardless of what they were trying to do. All of them. Playing against Nellie? She’s bringing Francisco. Sonnia Criid? Francisco with a puritan hat. Hoffman? Cyber-Francisco. Don’t get me wrong, there was a lot of that in 2E in general. As described (frequently) on the Wyrd boards, most crews were an all-star team with different leaders in charge, but Frank was the poster boy for this sort of thing.
            Obviously there’s a lot less of that these days, from the keyword system and the out of keyword (OOK) tax. But versatile models still exist, and some models are proving to be good enough that crews are consistently hiring them even with the tax. And so, in the spirit of models that have the potential to show up in many of the games we play against particular masters, I’m pleased to present to you the first (and likely last) Franky awards!

Nominee #1: Yasunori



            Ok, as most people will explain to you (laboriously, and at great length), the Ten Thunders have no shortage of solid models. In fact, they’re probably the faction that has the most non-themed crews going around in the current M3E environment. There are no shortage of strong candidates in the 10T for this award. But I think the model making the most frequent trips to the table for this faction is probably Yasunori.

            He’s a big point investment, which is going to be a common theme in these models, but you get a lot for him and he doesn’t ask much of your crew in return. Outside of a little bit of anti-synergy with Youko (since he relies on cards in the opponent’s hand), he goes into just about any crew and will do what he does, which is deal damage and be resistant to taking hits back. He’s mobile, adds plus flips to his attacks, and so long as you watch for enemies that negate resistance triggers, can be a real problem for the opponent to get rid of. Anything the master/crew does simply serves as a bonus, be it Shenlong stacking focus on him, Chiaki transferring a reliquary onto him, or Misaki ordering him to take a charge action out of his turn. If you’re playing against 10T, you need to be ready for Yasunori.

Nominee #2: Archie



            Not a lot of explanation necessary here. From what I understand, most Resurrectionist players consider Archie to be a 10 stone versatile model at this point. 3/4/6 damage track. Leap that’s almost automatic is invaluable for a huge beater, particularly in a faction that (generally speaking, though with some huge exceptions) aren’t as known for mobility. He heals every time he flurries from his fading ability. He’s got Ruthless, so Terrifying and Manipulative won’t work. Archie can be used to smash whatever you need smashed early on in the game and then change gears to run schemes later on. In a Yan Lo crew, throwing Manos’s reliquary onto him helps to offset his biggest weakness, his low defensive stats. Manos can probably give Archie a run for his money, actually, since he is also a mobile resilient beater and has a soul lantern to block Demise abilities, but I gave Archie the nod since he does more damage and is immune to conditions.

Nominee #3: Soulstone Miner



            Unlike the Ressurectionists, there is a number-one with a bullet obvious choice for the Arcanists. If you’ve played against a Soulstone Miner, you know the power that they represent. They can bury and then unbury anywhere on the board. That’s really all they need to have to be amazing. Whether you want to complete Breakthrough, Search the Ruins, Stake a Claim, maybe even Take Prisoner, what have you, this model is the best option for completing those schemes. Oh, and there’s always Plant Explosives or Turf War Marker flipping. They’re probably pretty good at those too. Then of course there’s the fact that they’re Armor +2 and Unimpeded. Also they blow up destructible terrain. And, of course, if they’re not scoring you VPs they can give themselves Stunned at the start of their turn and add Soulstones to your pool. Now, a model that can do all that probably costs something like 8 stones, right? Oh, no, miners cost 6. Sure. Of course. There’s a reason many of us are instantly driven to rage at the mere mention of this model. If you’re up against Arcanists, you’d better have some way in mind to deal with a soulstone miner, whether that be the ability to attack buried models, ranged Willpower duels, or something that can paralyze them. Come up with a plan for the miners. You’re gonna need it.

Nominee #4: Big Brain Brin



            Given the fact that Brin has no attacks that do any damage on his card, you may not think of him immediately as the first candidate for this award. The largest effect Brin has on the game is through card manipulation. Burning out 10 cards and then shuffling back three of them lets you prime your fate deck in a way that is unmatched in any other faction in Malifaux. And then, of course, you get to draw a card afterwards (you know, after you’ve heated the deck up and removed low cards.) You won’t need to cheat the first flip for this, almost guaranteed, because he gets to look at the top three cards of the fate deck and then return them in any order. Oh, and he has Arcane Reservoir. So, yeah, Brin has an unmatched ability to set your fate deck up for success at the beginning of the turn. It’s kind of crazy. Putting 9 points (8 if you’re Tricksy) in a corner all game long feels kind of bad, but it’s absolutely worth the expenditure to set your whole turn up in advance like that.

Nominee #5: Serena Bowman



            Of the models built from the worldwide event several years ago, Serena Bowman seems to have benefited the most from the transition to M2E. She doesn’t automatically come back to life the way she did in M2E anymore, but she has Demise: Eternal. Put that with Disguise and Feed on Fear, and Serena’s pretty tough to take down, plus she doesn’t teleport back to your deployment zone every time she’s killed the way she used to. Her ranged attack can target Df or WP and has a trigger to place models within 6” of their current location, which is pretty solid, and she can draw range for her melee attack out of other Nightmare models. That would normally only matter for when you’re playing against the Dreamer, but the prevalence of ways to summon Stitched Togethers increases the likelihood of being able to use it with other crews as well. She’s just a solid model that is annoyingly difficult to get rid of and can really make a big difference on the board, especially if you have multiple high Tomes in your hand.

            So who wins the Franky award? I’m going to leave it up to you! Vote in the poll on the Malifaux Musings Facebook page, and you can decide who goes home with the golden Franky.

That Fauxin' Feeling

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Confession time: I spent a long time getting Malifaux Musings to become a top source for Malifaux news in M2E. I was hustling. I listened to every Malifaux podcast that was out there, good or bad. I made friends with members of Wyrd’s staff. I playtested many of the books for their games. I even wrote a couple of Through the Breach adventures for Wyrd Chronicles back in the day. I was Mister Malifaux. I won’t pretend like much of it wasn’t selfish interests. I tried to get a Patreon going (apparently blogs don’t draw in much in the way of patrons) and enjoyed the small amount of additional income I could bring in from writing from time to time as a freelancer. I had a fantasy that maybe I could even someday make a living from it. There's a job application from me in their files somewhere, believe it or not. It wasn’t something I necessarily was building around, but it was fun to imagine working for them. 

            Then the M3E thing happened. It was a good thing for the game, but not a good time for being a Malifaux blogger. I was really getting into TOS, and the M3E leak pretty much was like Malifaux running up behind the new game and shoving it face down in the mud. It has never really seemed to recover. Plus it meant that M2E Malifaux was effectively dead and buried from the minute the leak occurred, which meant a year of NDA playtesting and no new Malifaux stuff to write about anymore. There was a lot of turnover on the Wyrd staff, and a lot of the folks I knew left. Not that I don’t like Matt and Kyle, the current designers (there's another guy, but I don't remember his name). They’ve been nothing but friendly to me, and Kyle was my editor during my brief time freelancing for Wyrd. I just miss Mason and Aaron, and I guess I’m set in my ways. Old Man Rogers is what my wife calls me, and I guess in a lot of ways I live up to the moniker. Speaking of my wife, my life was going through a lot of changes at that time too, as I was moving from the academic world to the bio-tech industry. This was a good thing (no more sweating about how we’re going to buy groceries for my family on a weekly basis is tough to argue with) but made it harder to stay in the Malifaux Musings game. Also, the Malifaux playing group in the area I moved to were, well, let’s say “very competitive”. This was not a group to experiment with something wacky against, as they would wipe the floor with you. 


            I was playing the Ten Thunders, you see, and was doing so in a point in time when they clearly needed to be tuned down, but it hadn’t happened yet. When I declared Ten Thunders in one tournament game, my opponent looked at me with a disgusted expression and said "Must be nice." I liked Shenlong, McCabe, and Yan Lo, and I liked all the cool versatile stuff in 10T. All of those things, of course, would eventually be vilified (rightly so) and so I felt like crap when I played them, and the people I was playing against made sure to let me know about it regularly as well (usually while playing Soulstone Miners and various other “balanced” things, it should be noted.)


So, yeah, I kinda fell out of love with Malifaux for the first time since I started back in 2010. I walked away. Didn’t paint models anymore. Didn’t write for the blog. Didn’t even play Malifaux or really any Wyrd games for a year. I needed a break. I needed time to get away from the negativity for a while. I needed time for the GG1 and the 2020 Errata to knock things down to a level playing field (or at least to what people are more likely to consider to be a level playing field.) Over time things started to get better. I’d catch a Third Floor Wars podcast that piqued my interest. I ran a vassal league for The Other Side, though it faded a bit towards the end. Was even planning on going to Adepticon and some local conventions to try and get back in the game.


Which was obviously right when COVID-19 kicked in and fucked everything up.


Now, this is turning into a sob story about me, so let me pull a 180 real quick. This is a game and a blog about it, not life-or-death stuff. I live outside Cedar Rapids, IA, so the derecho storm that just came through and flattened half of it helped to underscore what's really important in life. Also, this isn’t meant to be a “Grand Reopening” post either. Lord knows I’ve done enough of those over the years. It’s more to discuss the things that helped me find my way back. The first of which was when I quit taking the game so damned seriously. I have a real job now, so I don’t have to hustle to keep up with every change and little bit of news that comes along to try and grow the blog. No more sitting around and trying to force myself to come up with topics, or kicking myself when I’m late with a post. This is going to be a project I do for fun, when I feel like I have something to share.


Also, I don’t play competitive Malifaux anymore. That's an official announcement. I’ll play in tournaments, because that’s a good way to get in multiple games, but I’m not going to go aiming for podiums or anything to the expense of enjoying the games I’m playing. The best competitive result I had in M3E was in a tournament in Des Moines where I came in second with an undefeated record. Going into the last round, I had to leave for a moment and do some deep breathing to calm myself down, because my heart was racing to a near panic-attack level as I wanted desperately not to screw up in the last round. This is not a formula for an enjoyable afternoon, and it reminded me of something. I once heard an anecdote of an amateur golfer out for a lesson with the country club pro. The amateur walked up to the tee, set his ball, lined up the shot, and promptly shanked his drive. The amateur was furious, cursing himself out for such a bad shot, when the pro put his hand on his shoulder and said “Calm down, man. You’re not good enough at this game to get this mad.” I don’t play enough to be a champion at Malifaux, and I don’t know that I really want to. This game takes a lot out of you. Everything you do is a decision that can end up cascading into a win or a loss, and you can go crazy trying to analyze everything to make just the right move. Not to mention the fact that I have 3 kids, a wife, and a job that takes up most of my personal bandwidth. I just don’t have the time to be the best at this game, and I needed to realize that and give myself permission to just play for fun again. So, that’s what I’m gonna do. If a crew seems fun or I like the theme, I’m going to try it. I’m not holding myself to one faction either like I did for the first year of M3E. If it looks cool, I want to try it. Time to let the inner Magpie fly. And if I play something that happens to be broken and you don’t like it, I will kindly nod and respect your opinion, while inwardly reminding myself that I don’t give a crap about your opinion or your bad attitude. Like T-Swift, I will chose to simply shake it off.


So what am I gonna do? Well, one of my goals for 2020 was to have a whole painted faction, the Ten Thunders. I don’t honestly know if I’m gonna make it (took almost 6 months off of painting, after all) but I’m going to give it my best shot. It helped that the Gencon limited editions were all Thunders models that I needed (plus Miss Guided is a superior model to Fuhatsu IMO) so I’m starting from there. Plus, I think I’m going to maybe try to get games in with the models as I’m painting them so I can have a “Here’s the thing I painted, here’s my impression of how it plays on the table” type post. I think that’s got some cool synergies. Right now, I have:


-Honeypot Crew-Most of the keyword built and painted. Needs Kitty, might paint the new Lynch and HD from the just released boxset.

-Last Blossom-Just the boxed set, and needs a lot of work to bring it up to the level of painting for the rest of my models

-Wastrel-Complete. Hurray!

-Yan Lo-Some of the Ancestors need touching up. Don’t own the Daimyo so need to find a cheap one of those to work on. Also, his minions that can pick up the reliquary upgrades and be used to resummon them without losing a model haven’t been released. I have a proxy, but that doesn’t count.

-Monks-Shenlong, Yu, Peasants done. Rest of the monks still need to get painted.

-Qi and Gong-Owned, partially assembled, unpainted.

-Foundry-Bought Gencon alt boxed set. Haven’t assembled.

-Oni-Boxed set and some Oni bought but not built. Haven’t been able to find Jorogumo anywhere.

-Versatiles-Yasunori, Emissary, Lone Swordsman, One Samurai built and painted. Fuhatsu, Tanuki, and Dawn Serpent built and primed.

 

So, as you can see, I have a lot of work to do. I’ll try to sprinkle in some non-Thunders content from time to time, but there will probably still be a lot of it. Sorry if that’s not what you’re looking for.


As for playing games, my wife bought a 6x4 folding table (surprisingly hard to find. She had to have it shipped from the Czech Republic, believe it or not) so I can play games at home. I’m trying to introduce more players from my local area so I don’t have to drive 1+ hours for a game. We got in a demo game recently, and it was cool to push plastic models around again on a board (and I lost the demo game, so the mediocrity of my play remains consistent as well.) I’ll still probably be playing a lot of Vassal as well. That’s just the reality of the world we live in these days, after all. When the conventions come back I’ll still travel to play in them, but I wouldn’t count on getting on the US Faux Tour anytime soon.


So, this was rambly as all hell and very stream of consciousness. Thanks for sticking with it to the end (if you did. If you didn’t, I love you anyways.) I promise it’ll be more focused next time. Also, I’m working on cross-posting these with TFW, so that’ll hopefully help spread the word. Malifaux Musings is coming back, with its usual questionable advice and mediocre play results. I hope to edu-tane you.

In which a Resurrection occurs

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A sad looking wooden cross rests in a cemetery on the outskirts of Malifaux City. It is weathered and pitted, having clearly been exposed to some harsh elements. It is humble, though the few points where white paint still shows would indicate that, at some point, it made someone quite proud. The grass is tramped down around it by many footsteps, though it is obvious that the crowd is long gone. Emblazoned across this sad old cross is a name: Malifaux Musings. 


Suddenly, a hand bursts forth from the soil in front of the cross. It feels around for a moment before it pulls frantically at the grass, ripping and tearing. Finally it grabs a root and gains some leverage and a head begins to emerge from the dirt, followed by broad shoulders. A man, covered in dirt, skin gray with age and decay, emerges from the ground. The man stumbles to his feet with a groan. He stretches his back and a loud crack echoes through the space, followed by another satisfied groan. He starts to stagger from the grave, but he stops, a look of puzzlement evident on his face. He reaches up to his bald dome, patting at it as if he’s looking for something. He turns back to the grave and drops to one knee, feeling around for a moment. Eventually he comes back out with a gray newsboy cap. He settles it on his head, adjusting it so it tilts jauntily forward. A card stuck into the side reads “Blogger.” He stands up, nodding in satisfaction. He pulls a pad and pen out of his pocket as he wanders into the city. 

***

We’re back. Again. I think we’ve come back several times over the course of this super awesome year-and-a-half period. Obviously live events went away as we all went into lockdown. I signed into a vassal league at one point and got my butt kicked up and down. I bought the models to start playing as Dashel but, well, something about large chunks of the country burning down while the police and protestors clashed in the streets kind of took the fun out of the idea of playing the Guild's fascist cops. So, yeah, there wasn’t much Malifaux going on around Musings headquarters. 

However, I did take the opportunity to acquire some more models. I have most of the Guild and Resurrectionists faction now, prepainted. I normally don’t love using other people’s painted models, but my objective in getting them was to make sure I had crews to loan out to people if/when I start trying to build a local community in Cedar Rapids. When things finally started to open up, I was pleased to see that Doug Broman was planning on running the tournament that had been cancelled when all the lockdowns started a year ago, Faux Moines and the secret of Mackelmourning’s Thrift Shop. 



Yes, that’s what it was called. 

Since my Malifaux gaming career and potentially the blog were returning from the dead, I thought bringing Resurrectionists to the tournament was the right move. I like Reva quite a bit both thematically and (in theory) on the table, so I wanted to give her a try. Also, Von Schtook is a badass murdering scientist, and I dig that, so I brought those two crews. 

I could go through the round by round break down, but the bottom line is…uh, well, your boy kinda stunk it up. I got the wooden spoon, lost every round, didn’t play very well at all. In one game I let Von Schill attack Reva three times and kill her despite the fact that I had moved a Shield Bearer next to her to take the hits for her. And it was a lot of fun, not just to be playing a game I enjoy but to be doing it in person with people again. Vassal is really good, and we should all be really happy to have such a great tool. It's also dog crap compared to playing in person. 

I also realized some things. For one, Von Schtook’s nerf didn’t actually reign him in all that much. If you were hoping that now this master was going to be coming down form his place at the top of the faction, I’ve got bad news for you. Like many of the “nerfs,” I think that what it primarily did was take away an abusive/NPE playstyle while leaving the core of the model's theme and power in place. This is absolutely the right approach for Wyrd to take, but when I was midway through the 2nd round game with Albus and reflecting on how I basically just activated a model, pointed it where I needed it to go, and things died, I knew that there was still tons of power there for someone who had a better idea of what they were doing. The undergrads are still pretty good, even, since they can use their lead the way ability to add some movement tricks and can still get a free attack when they’re summoned. They just don’t have the abusive by your side ability, which is fine. Necropunks can probably still work just as well in Albus’ crew with all the card draw he has access to. They aren’t useful out of keyword most likely (or even probably in Levi) but they’re still just fine for Von Schtook. Albus lost some ability to make the Valedictorian into a bomb, but you bring Sloth to give her fast (and gain all the other stuff Sloth can do) and you’re still just fine. So yeah, expect to still see plenty of Transmortis going forward.

Related to the above, Anna Lovelace is the best model in the Resurrectionist faction, and I don’t even really think it’s that close. She has a solid ranged attack that ignores friendly fire. Her melee attack is vicious and heals her. She has hostile work environment and prevents you from placing models near her. She has armor. She’s tough. And she can turn corpse markers into scheme markers. I have a hard time thinking of a rezzer crew she wouldn’t improve. And the fact that she’s a stone cheaper for Transmortis just makes them even better.

And for Reva, I saw a lot of potential. I really did. The crew is very unique in the way it uses pyre markers to set themselves on fire as a resource. Reva herself is very survivable and can dish out a lot of pain. I didn’t try Draugr, but I know they’re very strong. I should like this crew more than I ended up enjoying them. But here’s the thing: it takes way more work to accomplish with them what other crews can do. I know I would get better with more reps, but it feels like I’m starting slightly behind where I would be with a more straightforward power house like Transmortis. Maybe they’re as good. Maybe they’re better. But the learning curve is a lot steeper. More testing is needed before I can be sure, but for now I'm a little disheartened with the Reva train, which sucks. I like the idea of her whole "Hey, not all undead are evil, and it's kind of shitty that you guys keep killing them" thing. 

That said, I don’t know if I’m playing Resurrectionists going forward. It was mainly for the meme and to try out some new stuff that I brought them out. I did enjoy the limited games I got in, but if I’m going to stay in Malifaux I need to be honest with myself. I don’t play enough to be excellent at this game. I’m not going to win the masters of malifaux tournament. I don’t get in the reps to expect that. What I can do, however, is try to experience as much of what Malifaux has to offer as I can, and let my curiosity about the game and the crews in it run wild. And when I learn new stuff, I can come on here and share it with all of you. So, that’s what I’m gonna do. Next time I play, it’ll probably be Basse, because I’ve always wanted to (and because I feel some sense of ownership for Sandworms being in Malifaux.) Will it be Guild? Will it be Explorers? Honestly, the fact that Mccabe is there with him makes the latter feel more likely right now, but who knows? We’ll see. But the main thing is, Malifaux is back for me at least, and I’m hoping Malifaux Musings will be back as well. 

Cause baby you’re a firework

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That’s a topical reference, right? The kids listen to Katy Perry, right? What? That song came out 11 years ago? Cool, cool,...as cool as playing as Sonnia Criid. Yeah! Saved it! 


Sure, Adam. Keep telling yourself that.

So, if you’re a Malifaux player who follows the news, you know that the next rulebook will introduce the title system, a thing that was introduced as a way to iterate on the Masters without using upgrades ala 2nd edition. To touch on it briefly, when you reach the phase of game set up where you declare masters, you announce that you’re playing “Sonnia.” You reveal which version of Sonnia when you reveal the rest of the crew. So, there’s potentially a bit of a mini-game being added now, and it will be interesting to see what new complexity it adds to the early game. Really, it’s a question of whether Wyrd can thread the needle and create two competitive, competent leaders for each keyword, particularly without remaking the other models. Sounds pretty tough to me, but we’ll go one-by-one through the spoilers we receive before the book is released. And it’s summer, and she was released first, so let’s start with Sonnia (Miss Criid if you’re nasty.)



Old Sonnia has a pretty extreme df/wp split, with a 4/7. This suggests pretty strongly that she wants to stay back away from the fray (which isn’t tough, because a Mv of 4 means she’s probably better off getting transported by other models rather than spending her own AP walking.) She does have some unorthodox defensive tech between Arcane Shield +2 and Counterspell, as well as a DF/WP trigger to put burning on someone who attacks her and Smothering Flames which reduces the range of any enemy model’s non-melee action by 1” per point of Burning they have running on them. She has a meh melee attack that heals her and a built-in trigger to give them burning. Her 14” Flameburst attack is a nasty ranged shot that does 2(B)/3(B)/5(BB) and adds burning to anyone who takes damage from it. Her Scorch the Soul can do a McMourning-type “Take the total damage of your nasty condition all at once” attack that caps at 5 damage and reduces burning by up to 5 on the target and, if it kills the enemy, lets her summon a Witchling model. She has a pair of bonus tactical actions, one that puts a 3” hazardous aura around her and 1 which heals and gives focus to a friendly witchling. 







New Sonnia (aka Sonnia Criid Unmasked) has apparently gotten a bit tougher physically (at the expense of her mental health) during her time possessed by Cherufe, as she’s now a 5/6 Df/Wp split. She’s also picked up a point of speed, though 5 is nothing to write home about either. She still has Arcane Shield +2 but lost Counterspell. In its place, she took a page out of Reva’s book and can reduce burning on friendly models within 8 of her to get a + on duels. The rest of the card has some unusual toolbox type abilities which make pyre markers count as Severe, lets the crew gain a soulstone when models that have Burning+2 die, and lets Witch Hunters who get pushed outside of their turn get a free melee attack (I imagine primarily through their Drawn to Pain trigger). Flameburst is still the same base attack, but it swaps the triggers for one that you’ll probably use every time (it’s built in) to replace the blast markers with Pyre markers. She has an 8” utility attack action called “Burn Them Out” that is stat 6 vs.  Mv to give the target Burning +2 and pushes the target 4”. Her tactical action, Confiscated Lore, can only be done once per activation but lets her look at the top 5 cards of the opponent’s fate deck, discard any of them you want, and put the rest back in any order. There are a couple of triggers on this, one that lets her move 3” and a different one, Surge. She also has a Tactical Action to create a pyre maker and a built-in trigger to make any model within pulse 2 of the tactical action suffer 1 damage, which is an interesting way to get some unresisted damage spread on the board. 


So, Old Sonnia feels to me like a standard ranged blaster. She’s all about force projection, shooting her own attacks around to blast enemy models as well as boost her companions. Her “summon” is really not reliable and is a bit of a win-more, but it’s there to potentially amplify the momentum of her destruction. She’s “traditional”. She’s very much an early m3e, non-complicated, new player friendly master. New Sonnia looks similar on paper, but I think the key to understanding this new version is the Lasting Flames trigger on Flameburst. Basically, every time she hits somebody with her 14” ranged attack she’s going to drop a Pyre marker onto the board Also, she can drop another one within 12” of her as a bonus action. She can put out a lot of these Pyre markers, is what I’m saying. Like, up to 7 of them per turn. More likely 2-3 of them, but still, over the course of the game that’s going to be an eff-load of potential pyre markers on the board, particularly since she can set herself up with Confiscated Lore to increase the odds that her attacks are successful. Also, Pyre markers don’t go away. Ever. They just stay on the board for the rest of the game. However, she’s lost a lot of her defensive abilities and can’t do as much to amplify the crew (though Burn Them Out has some nice utility.) Her best defense is to have her party on fire around her and steal their Burning. The couple of games I’ve played with Reva tell me that it’s very effective for incidental attacks or opposing individual beaters, but struggles against concentrated fire. 


Thus, Unmasked Sonnia feels like more of a control master that can wall off sections of the board with fire but will be less effective at pivoting to direct crew-on-crew combat when necessary. Old Sonnia (we need to give the old ones titles too, I just realized) is for more direct combat/crew support. Thus, it’s possible that you could choose to switch between the two versions based on whether you’re in a straight up Reckoning style game or the Unmasked version for Symbols of Authority (ie more mobility/interacting type games). 


The question is, would you? I’m not sure. I think old Sonnia is maybe a good teaching master for newer players, but I have a hard time imagining more experienced players not reaching for Sonnia Unmasked. I think it’s an interesting model to be sure, and Reva is literally built on taking advantage of this flame stealing motif. Plus, Sonnia can directly drop her own pyre markers wherever she wants and put burning on her allies with Burn Them Out, rather than Reva’s mechanic of needing her corpse candles to die in specific places. This makes her ability to place pyres and burn her crew more reliable/agile, which I think is one of the things that holds Reva back. 


I’m far more interested in the new Sonnia than the old one, is my final verdict. I can see where the designers were going with the split between the two, but Unmasked’s board control just feels more powerful and interesting. 


***



Oh, wait, there’s another version of Sonnia. The Other Side exists, after all, though many gamers seem to think otherwise. Sonnia is a commander from the Guild faction (technically the only one for the time being.) Interestingly, she only has 18 scrip to use to hire her force, which means you’re going to be bringing fewer troops than your opponent. As such, she needs to be able to make up for this with her own impact on the game. Her stats are pretty standard, though a 5 speed is pretty slow (which tracks, given all the versions of her from Malifaux aren’t exactly quick either.) The morale action Well-Read gives you a card draw, which the earth side factions don’t have an amazing amount of, which can be useful. It also lets you offset half of the cost to get her into Glory, so you may as well go straight to it. Which means, frankly, the front of Sonnia’s card doesn’t matter, so let’s just ignore that. First point, Draw on Ancient Runes makes her flip two cards instead of one for any duel she’s in. That’s pretty rad. Her Pyrokinesis lets her use the Penetration flip from her attack for her area flip, which means it’s far more likely she’ll be able to dish out AoE damage. Not everyone plays The Other Side, so I’ll walk through how it works. Normally, if an attack is successful that has the Area description, you flip a card and, if the card’s value is higher than the armor of the units within 3 of her, they take 1 point of damage. For Sonnia, she flips two cards for penetration (her flameburst has the Piercing characteristic, so it means you flip two cards instead of one and choose the better) and, critically, lets you add the 2 points of Strength to the card rather than relying on just the value of the card. The Flameburst attack has a very good 7 Acting Value but a not so great Str 2. This is offset by the Piercing ability, but may make it hard to actually get the main attack to land. The margin of success ability Inferno lets the area damage force all the squads within 3 of the initial target to take 2 instead of 1. Potentially you can do a lot of damage with this, though I would guess most crews will fan out when opposing her. It also requires you to spend margin on that rather than on increasing the Str of the attack versus the primary target. I’m not sure what to think about it, in other words. Additionally, she gains the Morale action Pillar of Flame. It costs a Tactics token which is kind of steep, but lets her place a 120mm Flamestrike Marker anywhere within range. Enemy Fireteams within (2) of the marker (so, that’s a pretty huge area) suffer a strength 2 hit that can’t be cheated. Additionally, if you have a 13 you don’t remove the marker when you’re resolving it, which creates some permanent hazardous terrain to add a bit of board control. 


I think she’s going to be more effective on low armor forces like the Hordes or Cult, particularly the former since there are going to be more fireteams clumped together to blow up. I’ll have to see her in play to see if she can offset 7 scrip worth of troops, but in the right situations she could potentially do a lot of damage to the enemy. You won’t want to leave her exposed, as her defenses are very mediocre, and anything that can flip you out of Glory will be a drain on your resources. Speaking as a King’s Empire player, the bars to clear are Margaret Belle and Kassa Okoye (sorry Chuck). Margaret will never be replaced because she’s amazing even after getting nerfed, but Kassa needs to have the Titan in play to be effective and becomes significantly less so if its ever destroyed. If you’re going to make the swap, that’ll be where it happens. I’m curious to see the rest of the Guild stuff to know whether it’s worth bringing her. If I trusted Hordes forces to be…well…a horde then that would be a strong choice, but too many of the GH armies I’ve run up against have done the kaiju thing and brought multiple titans, which she will not be as good against. Ironically, she might be better against the Cult, particularly if you can park a Flamestrike Marker to interfere with their ability to summon out of one of their portals. So, you know, she might be good at burning the Cult of the Burning Man? Why not. I don’t know, I haven’t tried her on the table. But that’s what I’ve got for you today.  


In the meantime, Sonnia's apparently already taking the fight to the Gibbering Hordes...



Ghosts and Demons

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We’re hot and heavy into Gencon preview mode, so I’ve got a little bit of catch-up to do. The nice thing about this for your humble bloggist is that it makes it easy to come up with content on a weekly basis. The hard part, of course, is that they’re starting with masters I haven’t played very much. So, as per usual, take my comments with a grain of salt, but let’s take a look at two of them today. 

There’s a pretty obvious pair we can join up, in that there are two characters representing Japanese women who summon monsters from elements of their folklore. Kirai has moved up from the chronically sad apprentice of Nicodem who summoned ghosts and cut herself so she could feel something again to the boss of a spirit-powered Earthside cult and Resurrectionist vigilante helping Molly take vengeance on those who would prey on the weak. Similarly, Asami Tanaka started out as a grieving and half-mad summoner of Oni (demons), but with a little tutelage from Yan Lo and (apparently) a brief break from the pocket demon trying to corrupt/gaslight her, she’s come into her own and has learned to stabilize her otherwise typically temporary “children”. Also, both of their new versions have fallen into the pattern I mentioned last time (namely “hey, let’s press pause on the whole ‘summoning’ thing”). Let’s dive in and look at how they’ve diverged. 


***


Kirai Ankoku was undeniably one of the strongest masters in the early days of M3E, as can be said for essentially all summoners. With a Df of 4 and no built-in defensive tech outside of the keyword-wide Vengeance ability and a card intensive “Protected (Urami)” she was not a master you necessarily wanted to throw into the thick of the fight, though if you did you could benefit from her 4” Life Leech to regain some wounds. She could also trade her wounds to keep Adversary on enemy models at the end of the turn. These two abilities hint at the general theme of this model, namely managing the resource of Kirai’s life to empower herself and the crew. Nothing embodies this as well as her Blood and Wind summoning Tactical Action. After the standard summoning math (TN=10+the model’s cost and the appropriate suit) she can drop any Urami minion and attach a Vengeance upgrade to them. This gave them Slow but also let them build in a Crow to empower triggers on their attacks. Critically, however, it also made them deal 1 damage to Kirai at the start of their activation. As such, you have to play a very delicate balancing act with her to avoid her crew literally killing her. There is a lot of healing in her crew to help top her back off and avoid this, but it’s a real threat and it encourages you to treat her minions as disposable missiles (which, frankly, you want to do in GG2 anyways.)  In between summons, her spirit barrage gives some reliable offensive output (gotta love shooting that ignores friendly fire). She’s got a couple of tactical actions that support her crew by healing and yanking them out of trouble, which is good. Her melee attack is alright and has an execute trigger to surprise people but, again, we don’t really want her in melee, so I’d call that situationally useful.



Envoy of the Court Kirai is a very different kettle of fish. Her defense gets bumped up to a mediocre 5 as part of an effort to move her closer to the action to work as a mid-range enhancer for the crew. The magic range for her is 8”, as she projects 3 auras that help the Urami by letting her distribute healing from one Urami model to a different one, grants them a built-in Crow on their attacks, and inflicts a – flip on WP duels and actions targeting Kirai that come from enemies with Adversary. That last one is a little weird at first glance, but makes more sense after you pair it with another ability, “Join Us.” Essentially, after a Urami model moves through the space of an enemy model as a result of one of their actions (more on this later), the enemy model must make a TN 13 WP flip or Kirai gets to summon a 4 soulstone or less model (ok, I lied, she still has some summoning. Bear with me.) Any given enemy model can only be used to do this once per turn, so you can’t just pick on a low WP model to chain out tons and tons of little minions, but critically they only get the generic summoning upgrade rather than the Vengeance one, so they don’t slowly peck away at her life once they’re on the board. This encourages you to call out a bunch of little cheap dudes, particularly since she has a tactical action called Swirling Spirits that lets her push any number of Urami models inside her bubble up to 5”, ignoring intervening models or terrain. That could, potentially, result in a lot of new little guys if the enemy clumps up on her. Gaki and Seishin are the only models that currently can be summoned by this but, you know, I got a funny feeling those other little dudes that come with Kirai in the ToS starter box are gonna fall under that line too. We’ll see what the right choice is after we get their stats, but that should at least give her some options. These summons come in Slow unless they’re Mindless, but otherwise suffer no penalties and are at full health. Moreover, her Sundering attack action, a 12” cast with no gun symbol and stat 6, deals +1 additional damage per minion engaging the target. For an enemy model on a 50mm base, that could be a significant boost. She has a second attack which is a free action to give out Adversary (Urami) which also targets WP (more – flips) and can then let her summon Ikiryo with a mask trigger and an additional cast. Finally, if that’s not enough, she can heal a Urami within 8” for 2 and make them emit a 3” concealing aura until the end of the turn for a little icing on the cake.

You may be saying to yourself “Hey self, that sure makes it sound like new Kirai can summon things just fine and may actually end up summoning more stuff than the original version.” And you might be right, to be honest. I haven’t seen it on the table. The thing is, though, new Kirai relies on an interaction with the opponent to summon, which is at least a yellow flag for me. While there’s no range on “Join Us”, I think opponents will most likely cheat their whole hand away to stop you from summoning outside of the 8” bubble of bad as long as they’re able. Personally, I don’t trust actions that rely on my opponent to make a particular choice, as my philosophy is to assume that they will always choose to make the choice that is worst for me. Within 8” you can apply Adversary to take the choice away by imposing a – flip, but now you’re asking the crew to do 2 things to make the summon work. I don’t know that I think it’s bad, and it is very interesting design to be sure. It just sounds like you’re working kind of hard to set up an ability that, if it does succeed, just gives you some “ok” 4 stone dudes (although again, this could change if the two new guys turn out to be broken.) What is cool about it, though, is that it enables a very different summoning style for Kirai. The original version wanted to get the most value from every model she summoned, so you wanted to get the biggest, nastiest Goryo or Shikome you could since, once it was on the board, it was going to start literally draining the life out of her. You wouldn’t even look at summoning a Gaki, as the cost was just too high. New Kirai, on the other hand, will likely hire those heavy hitters in her starting crew and summon the little dudes whenever possible to give her activation control and boost up her own abilities. For what she brings to the meta-game of Malifaux, I like Envoy Kirai a lot. On the table top I’m worried your opponent is going to sit at range and peck her to death (although building for that creates interesting tension, since if they bring original Kirai she’ll have Vengeance and can penalize your snipers). I don’t think her summons are going to be as reliable, and that makes me lean in original Kirai’s direction more than the new one at first blush, but I’m prepared to be wrong. At the very least, I applaud the design team for Envoy Kirai being a very interesting take on the character.


***


Asami is, herself, inspired by the Futakuchi-onna or two-mouthed woman, a yokai or monster from Japanese folk myths about the punishment of miserly husbands who don’t feed their wives enough. That part doesn’t exactly play a ton into her backstory, but it does sort of speak to the way her keyword, Oni, are somewhat self-devouring and self-destructive. All Oni have From Beyond, a keyword that lets them give themselves flicker tokens to gain + to their flips with the understanding that, at the end of the turn, they would be sacrificed if they have 3 or more of these tokens. In this way they also embody a Japanese aesthetic called “mono-no-aware” or an acceptance of impermanence and appreciation for the beauty of temporary and imperfect things. Or, to translate it into modern terms, everything you feel when you say “Burn bright, king” to your middle-aged father when he blazes off on the crotch-rocket he just bought as part of his midlife crisis. 

Asami Tanaka originally was built to summon Oni who are, by design, very temporary. Df 6 is pretty good, and Arcane Reservoir on your summoner is always a good thing. She can do 2 damage to herself whenever an Oni ends their turn within 10 of her to remove a Flicker token from them, trading her own life for theirs effectively. If she’s close enough to support her crew’s charge, she can let them place rather than push during that charge, increasing the flexibility and unpredictability of the action significantly. Her summon follows the same math as Kirai, but the transience of her models comes not from leeching her life but because the upgrade she attaches to her summoned minions places 2 flicker tokens on them right away and makes them gain another one at the start of their activation. They can offset some of this by removing corpse or scrap tokens from the board to take some of the flicker tokens off when they summon, but the bottom line is that, even if you don’t take advantage of From Beyond for + flips, these models are on a clock from the minute they come on the board. She can use A Mother’s Love to remove another flicker token and give them Focus, which is good. She also has Reaching Tendrils to shove her own models (or the enemy crew’s models) to make sure that her summons get the most done in their brief span that they can. She also has a decent melee attack (Stat 6 2/4/6 damage) with a couple of good triggers to let her do some damage in close. As such, you generally want her a little bit closer to the action than Kirai, and it encourages you again to treat her summons as temporary. In a way, it can be more like a spell-effect she creates that goes out, does something, and then ends, rather than actually adding a model. 



New Asami (Takusen is the keyword) is, once again, very different. This one doesn’t summon at all (I promise.) Instead, she focuses on letting her crew take advantage of From Beyond while also pulling the Flicker tokens off more efficiently to let them stick around when they do so. First off, her defensive stat is slightly lower, but her willpower has climbed 2 points, leading to an overall increase in her defensive total to 12 (first of the new Title masters where we’ve seen that.) Arcane Reservoir is gone (boo) but replaced with Arcane Shield +2 which, again, increases her defensive abilities. She’s gonna need this, because she wants to stay with the Oni while they move up to do their dirty work. Her Flickering Lantern ability allows Oni who end a move within 8” of her remove one of their Flicker tokens and gain Shielded +1. Meaning 1) you want your Oni to have at least some flicker tokens on them to gain this defensive tech and 2) you can control things to make sure your Oni never flicker out at the end of the turn unless you want them to. The trade off, though, is that you may end up having to stay somewhat clustered with Asami to take full advantage of this. To offset some of this limitation, she also has Dimensional Rifts to allow Oni who end a move within 1” of her or a Rift Marker to jump to within 1” of a different Rift Marker that is within 8” of where they started (one wonders if Asami’s been reading some literature from the Cult of the Burning Man). Where do these Rift Markers come from? Well, Asami makes them with a range 8 attack action called Into the Beyond that acts like a relatively standard 2 damage shockwave attack, but leaves the Rift behind after its done. Rifts are also hazardous to the enemy crew, so Asami’s going to be  able to do a bit of battlefield control both through enhancing her crew’s mobility and penalizing the opponent’s. She can also create them as a trigger from her melee attack, which no longer has an execute trigger. As if Takusen didn’t have enough going on the front of her card, she also has a new version of Molly’s Lethe's Caress ability that, rather than doing damage, gives a model Injured +1 if it declares the same action more than once per activation. That honestly may be worse than Lethe’s, or at the very least more debilitating. Of course, there are ways to play around it, but it’s a pain and it limits your options. She can hand out more Staggered or Injured with a ranged attack action that has an odd sort of movement trick/defensive tech with a built-in trigger, Possession, that lets you bury an Oni that was within 8” of the target. They unbury at the start of the buried Oni’s next activation, so you’ve got some good control to let you hop a model around with this. Then, for a little extra spice, she’s got a Free Tactical Action to give an Oni Reactivate, at the cost of them taking 3 Flicker tokens. Normally this is a death sentence but, again, all they have to do is end a move around her to pull one off and get Shielded. 

So, obviously new Asami is a short to mid-range battlefield control master par excellence rather than a summoner. Malifaux players may not have as clear an idea of how silly some of this can get, but if you’ve played against the Cult of the Burning Man in ToS, you have alarm bells ringing in your head. This movement isn’t quite that silly, of course, but an 8” hop as a bonus to another move means you can significantly relocate the Oni who, once they get into combat, can rip a target up (and thank the gods Yasunori stopped being an Oni after he came to M3E). In the meantime, your options to hit her back are hindered by the Rifts, Chains of the Earth, and the fact that she and her crew are probably going to be Shielded.  That said, Oni are (by design) not the toughest models in the world, and once they’re gone she can’t bring them back. She isn’t that impressive on her own offensively, so she’s probably in trouble if her crew is dead or if she gets separated from them. 

Even more than with Kirai, these two versions of Asami are very different and will look very different in play. I really don’t know enough about either to say definitely which I like better. The new version may be a bit more new player friendly, both in terms of not having to buy all of the potential summons and not having to do as much mental gymnastics with Flicker, though the positioning shenanigans can be a mind-bender also. In terms of sheer power level, well, there’s a reason they’re veering away from summoning, and that’s because it’s usually really, really good. I wouldn’t be surprised at all if Asami Classic remains the preferred option for tournaments as a result of this. Still, I’m curious to see the more control-oriented version in action, hopefully on my side of the table rather than stomping my face in. 


Exit Light, Enter Night

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       We continue with our trip through the new title system taking a look at a couple of new nocturnal themed masters (who, again, were summoners who now don’t really summon). 


And yes, I know titling my post about Dreamer with a line from Enter Sandman is hacky. You know what? I don’t need your negativity. It’s the 30 year anniversary of the Black Album this year, so shut up internal monologue critic. 


Anyways. 


***


Dreamer has been one of the masters who changed the most from original concept to final execution. Anybody else remember the 1e version that started with the whole crew buried and only Dreamer on the board? I do! In M2E he transitioned to being a summoner, and after M3E he added an element of clockwork orange street hooligan. Don’t judge him, if fish monsters suddenly fell out of the sky in your hometown and started eating your neighbors and your dad, you’d probably have some trauma to deal with as well. He’s gone from mythical figure to enforcer of the Neverborn after the coup that supplanted Lillith, and Nytmare (his Tyrant buddy) has also started branching out to invading and influencing the conflict on Earth (I see you, Sandmen.) So they’ve come a long way together, but Dreamer is now learning that sometimes that has a cost…


The OG Dreamer is a standard summoner in the early M3E tradition (IE cost 10M+ the value of the minion(s). It's worth keeping in mind that he is one of the few allowed to summon multiple models with his action, which isn’t nothing). His summoning upgrade gives the model Stunned and Buries it, but doesn’t impose any damage or other negative consequences on it. While buried, these summoned models are able to Unbury adjacent to an enemy model that fails a WP duel, a nice bit of flavor that also lets your summons appear theoretically anywhere an enemy model is sitting on the board. Beyond that, he can support his new nightmare friends by a free action to hand out Shielded and a small push to models in an aura around him and can apply Adversary to an enemy model and Focused to a friendly model at ranged, ensuring that a bad time is likely about to be had in that vicinity (also potentially triggering a model to Unbury, given that it attacks WP.) The front of his card consists primarily of defensive tech, as Dreamer is Incorporeal, blocks free actions, can pass attacks off on nearby nightmares, and also has Serene Countenance. His defensive stats are ok but not great, and he has only 7 wounds, so this makes sense, as he would be very brittle without all those abilities. His only other ability is Vivid Nightmares, which makes no sense if all you look at is his card. It forces you to select half of the cards you’ve removed from the game and put them into his discard pile during the Start phase. That wouldn’t make much sense unless you pair it with the Nightmare keyword ability, Lucid Dreams, as this allows any of the other Nightmare models to spend their Free action to reveal 3 cards from the top of the deck, pick one to remove from the game, and discard the other 2. In doing so, the crew gains the ability to stack their deck or set things up for Stitched Together shenanigans. Assuming you aren’t doing the latter, you’ll probably favor taking low cards out to stack the overall probability of having good flips. 


New Dreamer is having some trouble getting restful sleep (getting older is tough, kiddo, let me tell you) and is titled “Insomniac”. His new rules for this iteration are…odd. He’s actually slightly more vulnerable despite going up to 10 wounds, as he isn’t incorporeal anymore and isn’t Protected. On the other hand, any time there’s 5 cards removed from the game you can bury him and swap his control hand with those buried cards (meaning you now want to remove high cards with Lucid Dreaming instead). You then start discarding 2 cards that have been removed from the game at the start of every friendly activation until there are no more cards removed, at which point he unburies within 2” of any nightmare. This potentially gives him some significant mobility, since I think the optimum way to play him will be similar to how one runs Zoraida, ie cheating far more aggressively than you would in other crews until your hand is empty, then swapping the dreck you have left for the (presumably) good cards you’ve been removing via Lucid Dreams. I assume you can pull off the bury every turn in this manner and swap your hand out while doing it, which is pretty solid. The back of his card doesn’t immediately inspire me, however. A 10” Slow and Adversary is pretty good, but it only does damage on a trigger and even then, it isn’t very much. Peer Into Dreams is an attack Wyrd highlighted in the reveal, and it is very unique in that there aren’t mechanisms to remove cards out of your opponent’s deck from the game elsewhere in Malifaux. I’m suspicious, however, that this is going to be more a “feels bad” for the opponent than something that causes actual damage in the game. It’s stat 5 versus WP, which is mediocre. A 10” range is decent, but still probably leaves Dreamer vulnerable to counterattack unless you can get him buried. And it doesn’t do anything that can score you VPs directly. The trigger abilities are potentially stronger, letting you remove the card from the opponent’s hand or allowing you to summon Lord Chompy Bits next to the target. The summon requires you to target a non-minion, though, which increases the likelihood the action will fail. I think it’s one of those abilities that jumps out at you when you see it, but will hose you if you try to build your gameplan around it. Lead Nightmares lets you push a model 3” and has an odd sort of trigger to let you Bury-Hop your model onto an enemy within 2” at the end of the move. It is potentially disruptive and could help you hide a model, but you’re letting your opponent control when your model unburies, which always makes me unhappy. And Waking Nightmare is a 4” scheme marker drop as a bonus action. Good, but not a reason to play this model. 

I’m gonna be honest, I don’t get Insomniac Dreamer. It’s going to be hard for the opponent to pin his crew down, and the potential to blink in and out will help to offset how fragile the rest of his Keyword can be. I don’t feel like Peer Into Dreams is going to work as well as people want it to work, or at least not as consistently, and outside of that he’s a good support master but not great. Put that up against the previous Summoning iteration and, well, let’s just say I have a strong feeling which will be on tables more frequently. I could be wrong, and likely am. But if you’ll pardon the pun, I think it’s safe to sleep on this master. 


***


Von Schtook is another master who has felt the nerf bat’s sting, particularly recently. Well, his Undergraduates may have gotten it worse than him, but what’re you gonna do? The life of an academic certainly has its challenges. Apparently Anna Lovelace’s influence has inspired the good Professor to come up out of the sewer from time to time and indulge his hobby…which is astronomy? Weird, but I guess it takes all kinds to run the world. Or reanimate it. Whatever, let’s just get on to the reviews. 

Trying to compete with original Von Schtook is gonna be an uphill fight, as I think he’s one of the better all-around masters in the game even after the last Errata. Plus he looks like he’d be played by current day Mark Hamill, which is worth a lot of points in my book. Front of card he has an ability to shut off upgrades on enemy models within 6” of him, which is already pretty good. He has a built in trigger to reduce damage he takes on attacks when the opponent doesn’t declare a trigger. He can scheme off of his crew killing enemy models with 10” of him. He can’t be stunned. All pretty solid. His Gruesome Lecture attack does “ok” damage, but more importantly gives you the potential to hand out Injured with a Blast (though at least they took the blast off of his weak damage to reduce the abuse somewhat.) Administrative Review gives him some offensive and/or defensive condition removal. His Peer Review is a unique summoning mechanic wherein he attaches an upgrade to a friendly model which allows them to summon a new minion of equal or lesser cost when they kill an enemy. It's funky in practice and can feel at times like a "win more" ability, but he can spread the upgrades out over the course of the game and potentially get a nice bonus to doing what the crew wants to do anyways, kill enemy models. He can do some more scheming with Grade Assignment. Really, other than not being terribly mobile, he’s good at most things you want a master to do in Malifaux.

 


Stargazer Von Schtook still has a lot of crew enhancement paired with some damage and negative conditions, but in a somewhat different toolbox. He picked up Hard to Wound somewhere along the line (I guess you spend enough time around dead folks and it’s bound to happen eventually.) Head in the Clouds is a deceptively important ability, as the Resurrectionist faction tends to have pretty low willpower across the board, so imposing a – on attacks that target WP in an aura around him could be huge in certain match-ups. His Lessons Learned ability is interesting and unique as well, as it grants a + to all duels in a model’s activation after it fails a duel. This suggests to me intentionally cheating down some kind of throw-away free action with a TN to give yourself a + to all your attacks in a turn, which is interesting. He’s still got the keyword ability so crazy card drawing is possible, though his attacks don’t have the multiple built-in suits anymore to truly enable it. Speaking of attacks, one of them involves a zombie with a telescope in place of its head. So, that’s a thing. I've got to question whether that’s really an effective mount for a telescope. Sure, it has mobility advantages, but you need them to be steady to bring things into proper focus…you know what? I’m off topic. The 1/3/4 damage spread + stunned is fairly meh, but if you target someone who is already stunned it ratchets up to 3/5/6. That’s pretty nasty. There’s also a fairly amusing trigger called Protect Me that summons a Mindless Zombie into b2b with the target of the attack and makes it so no enemy attack actions can target Von Schtook until the MZ is killed. He can make enemy models insignificant as a Free Action, which is potentially quite strong. And then there’s the actual Astronomy bits. His Study of Anatomy attack lets him resolve a number of different effects on targets based on their creature type, ranging from condition removal to damage to healing. It’s very situational, which would normally be a problem except for the ability I skipped on the front of his card, Shade of Delios, which allows friendly Transmortis models to treat enemies within 3” of a scheme marker as having any traits they want. How do we get the scheme markers into place you say? Why, by using his Light of Illios attack action, that lets him drop a scheme marker within 6” of him that triggers a Shockwave which can potentially hurt enemies (though it only requires a TN 11 WP duel, so don’t count on it) and heal friendly models. The combination of these two abilities (named for Malifaux’s 2 moons btw #loreflex) mean that Von Schtook’s Study of Anatomy ability can actually do any of the options listed, which gives a lot of flexibility and is generally cool and good. Plus Delios lets the Students to pretend that they killed the right type of model to trigger their specific abilities, which is gravy. Not necessary per say, but who doesn’t like a little gravy from time to time?

I like Stargazer Von Schtook, and I like the OG version too. I honestly don’t know which is better in what situations, though, as they’re both kind of generalists. OG is better at range, where Stargazer can potentially do some damage up close, I guess. The Injured blasts were pretty sweet, but now that he doesn’t blast on weak not quite as devastating as they used to be. I don’t know. This may come down to personal preference/playstyle. Stargazer feels pretty viable, though, so I’ll expect to see him get some run, as the whole Transmortis keyword is just so good that it may not really matter who is leading them. 



Hot Malifaux Summer

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        Reveal season is continuing apace faster than I’m following along with them. Wyrd has done a really cool thing by integrating all the content creators in the process this time (and I’m really kicking myself for letting the blog lapse, as it would have been cool to participate). You can see what masters and models have been revealed here, which saves me the burden of having to comment on them all. Win/win. Potentially more importantly we’ve learned what product is coming at Gencon and what may be triggering some of these new faces our masters will be showing us in the future. The reason, quite simply, is that Malifaux is on fire.

Such a rad cover design.

Well, maybe not literally, though one master from each of the factions may now have an active desire to change that fact. The Burning Man is coming back, you see, and some members of the Malifaux cast of characters are feeling a bit, hmm, let’s say inspired by his incendiary presence. Nellie Cochrane starts using her propaganda to inspire chaos rather than control. Reva is…well she’s still pretty much a crazy cult leader, but now she’s traded her horse for more burning focus. Kaeris trades her metal wings in for some straight up flames. Parker Barrows appears to be Undead and animated by flames, which is pretty rad. Misaki is fractured, which means…well I’m not sure. She looks older in the picture, I guess. No obvious burning going on there. Maxine’s luck in Malifaux has apparently not changed, as she looks to be pretty mad now and has the keyword Monomaniacal. Euripides looks potentially even more violent. And Ulix is riding a flaming pig steed. It’ll be interesting to see these things in play, but I’m already absolutely in love with this idea thematically. The only way it would be cooler would be if they seceded from their old factions and formed a new one together, but that would be pretty tough to do from a game stand-point. From my perspective, I’m excited about the return of the “Some kind of big event happened in Malifaux, here’s how all our characters are dealing with it” storytelling style of the good old days. You remember don’t you? Back when a meteor fell out of the sky and gave everybody avatar powers? Ah, good times. Good times. It’s one of the most defining characteristics of this game (lore driving mechanics) and a very welcome return. Also, kudos to not going the obvious route and having Sonnia Criid inspired by the Burning Man since, you know, she’s already into fire and stuff. Then again, the BM (ooo, that’s an unfortunate acronym) is at least 50% Cherufe, who already possessed her once. Maybe this is an awkward ex situation? Or maybe Sonnia’s busy on earth and, for once, not in the wrong place at the right time?


Anyways.


With the article, we received another reveal of how all these models are going to be sold to us. After all, there are quite a few masters in Malifaux, and releasing a new package for each of them would be quite a lot of SKU bloat for stores, something that Wyrd specifically was trying to avoid with M3E. The reason for this may not be obvious to folks who don’t have a background in store operations or supply chains, but every piece of inventory you keep on a shelf is an opportunity cost the store incurs for the entire time its there. Modern retail is built on the idea of “just-in-time” supply lines (for better or worse) and, to maximize profit, its best for a game store to avoid taking up shelf space with tons of items for the same game. And, frankly, we can all think of a model that we always find hanging on the shelf for years, costing the store owners money. So, Wyrd has an incentive to cut down the number of boxes they’re going to be putting out. 


If you’ve been paying attention to the releases (you have, haven’t you?) you’ll notice each of the masters has a new model that shares a keyword with it and a different master. This is not a coincidence. The retail model for these is to sell a boxed set that contains 2 of the new masters as well as the new model they share. Now, this means you’ll have to buy a new master for a faction you potentially don’t play when you buy your new one. In some ways, this is a stroke of genius, because it lets you have a free sampling of this new faction which could maybe lead to players branching out, trying new factions, and eventually buying more models (which is of course the goal.) This does, however, lead to you paying for a model you potentially don’t want, which could leave a sour taste in some players’ mouths. I anticipate the trade forums and ebay lighting up with a lot of individual masters for sale in the weeks after each of these box sets comes out, but I think it’s a clever marketing move all the same. The individual bit sellers are going to make a killing. 


As an example, Reva and Kaeris are going to be sold together in a boxed set called “Embrace the Ember” along with their new friend, Deacon Hillcrest, who we’re told is analogous to one of the Cult’s Doomseekers in ToS. I don’t know much about Kaeris so I won’t weigh in on her, but I’ll chat a bit about Reva. Since she’s got no horse, her move has dropped significantly to 5. In exchange, she’s gained a better ability to manipulate Burning. I know when I have played Reva, I’ve typically had only one of the corpse candles alive at any given point outside the first turn, as I’m usually blowing them up or using them for various purposes. Luminary Reva, on the other hand, can kill a Revenant model within 2” of her to reduce the damage of any attack on her to 0. That’s some serious damage reduction, and a good reason to keep at least one if not both near her at all times. She can heal or damage a model for 1 the first time they gain a point of burning during an activation. She has a free action to concentrate Burning from several models down to one single model, which I imagine will often be followed by her Immolate attack, which makes you reduce the burning from a model to 0 and then take damage for each point of burning taken off. Oh yeah, and if that kills you, her built in trigger lets you summon a Lampad out of them. And she can push a Pyre maker 4” and use a crow trigger to place two friendly models in B2B with it after the push. That would be cooler if it weren’t a trigger, but could provide some interesting mobility tricks to her and/or her crew. Also I guess the pyre markers do damage if they pass through someone during the push, but 2 damage after a failed TN 12 MV duel isn’t exactly what I’d call “reliable.” 


Her new firebrand preacher (tehe) is a 7 stone enforcer who loves him some Burning, both having it and spreading it. Fittingly for a CotBM looney, he has a WP of 4 which makes him pretty vulnerable to attacks from that avenue and a DF of 5 which is nothing to write home about. He can offset this somewhat, however, through Manipulative, the Revenant ability to gain Shield along with Burning, and Blaze of Glory, the Wildfire keyword ability to trade points of Burning for positive flips. Dude’s gonna set up shop in a pyre marker and never leave, is what I’m saying. His melee attack (why are you in melee range of him, he’s standing in a bloody pyre marker?!?) and his ranged attacks do pretty forgettable damage, but give Burning to the target. Translocation ritual is a more utility oriented attack action that lets him teleport people to within 1” of a pyre marker and within 6” of where they start (some of that classic Cult flavor). And he has a self-heal that, you guessed it, gives him Burning. Oh, right, and enemy models can’t reduce their Burning value within 6” of him. 


I think Deacon is maybe not that necessary for Kaeris and her crew (who I don’t think really struggle to put out Burning), is going to be a utility player for classic Reva, but will be absolutely required for Luminary Reva. One of the oddities of the Revenant keyword is that it interacts with Burning but doesn’t have many ways to directly put it on the enemy. Deacon fixes that, which is why it’s troubling that he seems a bit fragile at first blush. I always have a hard time parsing out how effective defensive tech will be, so I’ll have to see him on the tabletop to know if he’s going to stick around for the game. You can, of course, dedicate a Shieldbearer to protect him, but that’s now 13 stones you’ve dedicated to spreading Burning around the crew, which may not be the most efficient thing ever. Of course, later on Reva may have some summoned Lampads to take over the job, so it may be alright if he burns out early. New Reva is interesting to me. She’s perhaps a bit more suited to defensive games than her mounted version since she loses so much speed. At first blush I like the classic version a bit more, but I do like the idea of spreading more and more flame around the battlefield. With all the movement tricks these new masters have, restricting that movement with pyre markers may be quite useful. Also, I’m itchy to paint that lamp in her hand with some green flame (points at the banner at the top of the blog.) 


And for those keeping count, that’s 19 uses of the words Burn or Burning in the article. Hot girl summer, indeed. 


Hobby and Painting Digression

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     In lieu of some actual written content, I thought I'd share with you some pictures of my collection and some painting I've been doing recently. I have some half-baked thoughts on the title system that I'll muse on next weekend, but for now...pictures of half-competently painted models?


        I set up a kind of diorama with all my models in a storage space, along with some terrain. They look like this. You can't really tell what they all are and it isn't terribly well lit but, well, there they are.




        Of course, there's some more space to fill, but this is a fairly good representation of my collection so far. 


        Zooming in, here are a few things I painted recently. I'm working towards a Frontier keyword crew, so here's some shots of my Sandworm and a rough Rider. 





        I wanted to do the Rough Rider with some native warpaint on it. Hopefully it's not based on real patterns rather than movie garbage, but it's tough to sort the two out online. And of course I needed to do a Sandworm. You know, for reasons.  The color is alright. The seams aren't. I've really gotta learn some greenstuff skills to patch those things in the future. 




        I also did these two Kentauroi when I thought I was going to give McMourning a try. I mostly wanted to try out GW's contrast paints. Results are...ok. They're a good way to quickly get some paint on something. 


        And last, just a shot of my pride and joy. Probably the best mini I've ever painted. 




        It's not a new model. I just like how it turned out. 


TItular Musings

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        We’ve got 3 more reveals left to go prior to Gencon (which hardly seems possible) so there are ostensibly 6 masters still to see beyond what Wyrd may be showing us through the Waldo’s Weekly articles. This means there will still be some reveals left (assuming they don’t just do a full drop beforehand) but also means we’ve seen a significant chunk and, I think, we can start to draw some extrapolations to what Malifaux may start to look like as a game in the new environment. 
This would be simpler, of course, if this was a situation akin to a set rotation in a CCG. That’s not the case here. Your standard edition version of Som’er Teeth Jones you’ve been playing since M3E came out will still be just as legal after September 16th as it was back in the day. But let’s be real. Unless you’re the kind of person who bets on the “Don’t Pass” line, plays aggro red after a block rotation in MtG:A, and fills out your March Madness bracket picking all chalk (IE: people who don’t like fun), you’re going to want to try out some of these new shiny toys on the tabletop. And here’s the thing, you’re not alone. At least for a while, you’re likely to see more of the new versions of masters than the old versions. So, if there are trends in these new Title masters, it’s a relatively safe bet that trend will be defining for the meta once this book drops. It’s worth it to take some time to muse on these, and that’s what we’re going to do here. But let’s keep in mind a couple of things: 1) we don’t really know how these new masters are going to work, just what we’ve seen in the reveals and people’s opinions. We’re living very much in the realm of theory-faux here and 2) I’m an idiot who thought Illuminated were crap at the start of M2E, so no one should take anything I say too seriously. 
That about cover it? Cool, let’s get to the analysis.


Thank you for being a friend.

76 zombies led the big parade, with 110 crooligans close at hand...

I started by looking at the masters and breaking them up into 3 categories: Damage Dealers, Crew Enhancers, and Enemy Controllers. In some cases this break-down wasn’t perfect (new McCabe, for instance, could be argued to enhance his crew and do pretty good damage) but I tried to make this as clean as I could. People can argue with where I have them slotted in, which is why I’m not going to go master-by-master through this, but I think the trends are clear: the masters are shifting away from killing to enhancing their crews. It’s fairly stark, actually. I have 13 of the original versions of the masters we’ve seen primarily focused on dealing damage, and exactly the same number in the crew enhancement category in their new versions. By enhancement I mean increasing movement, optimizing attacks, giving out free attacks to the crew, etc. That means a couple of things. For one, alpha striking the enemy’s master will do a lot less to completely neuter the enemy crew. They’ll be far more likely to be built with good beaters outside of the master. Second, tying them to their keywords potentially could serve as an even stronger encouragement for players to stay within their keyword to capitalize on this synergy. 
The numbers of control masters are roughly the same and they aren’t the majority in the original or new pool, which is probably for the best. Control tends to be a bit of a negative play experience (NPE) and, since games of Malifaux take a lot more time than a quick game like a CCG, that NPE gets stretched out over a longer period of time. Also, the complexity and diversity of crews makes it all but impossible to play true hard control crews effectively But it’ll still be a healthy chunk of the pool, and that’s actually tied pretty closely to the next paragraph. 

It’s gonna get crowded on the boards

Yeeeaahh, I'm gonna need you to build some more pylons.

The Other Coast folks pointed this out in their cast, and I think it’s worth repeating: there’s gonna be a lot of markers getting dropped on boards with these new masters. Whether it’s Geodes, Portals, Pyres, Coffins, or what-have-you, a lot of these masters are gonna be dropping markers on the board that will affect movement. 9 masters we’ve seen so far fit this description, as compared to a scant handful at most previously. This creates a bit of interesting tension with all of the movement tricks these new masters bring along as well, as we’re going to have to be careful not to push our crews into flames/sludge/etc. There’s going to be a lot of hazardous terrain out there, and precise movement will be critical to overcoming it. On a related note, I think models that can remove these markers are going to suddenly be worth a lot more than they were previously, so get those Sandworms painted, folks. 

The New Face of Summoning

Rosie the Riveter ain't got shit on her.

Obviously, it’s not a surprise that the masters who were formerly associated with summoning are, for the most part, not doing it anymore (that’s sort of the point of the title system, after all, to give you something new and different to play.) But, the masters we’ve seen so far all have a bit of a common theme in the way they have gained the ability to summon new models. All 5 of them (Ophelia, Perdita, Anya, Toni, and Kirai)(I’m not counting McMourning, 3 corpse counters for a Flesh Golem is not summoning as far as I’m concerned) have had the wide open “summon any minion from your keyword” clipped down to summoning relatively low SS models with very few options, often just one. Anya and Toni (and their crews) can summon Drudges. Dita can call her Pistoleros (with special upgrades attached to make that not a complete waste of an AP). Ophelia technically can only trigger her kin to summon back her totems, but those have some offensive potential (as opposed to Reva’s totems, which essentially just exist to be sacrificed.) The point is there’s only going to be a little bit of summoning, and it’s going to be very low soulstone disposable models. The question I have is whether this is just because adding summoning to keywords which were not built with that in mind is really difficult, or if this is going to be the model for summoners going forward? I can see either being true, to be honest, given how much trouble summoning has caused in the game historically. This new world of summoning certainly fits with the most recent Gaining Grounds rules, and it lowers the barrier to entry by not forcing you to buy a whole keyword to play them optimally. We probably won’t really know for sure until the next book comes out, but it makes sense to me. 

A whole new world

Don't you dare close your eyes. Because they'll stab you.

I know one of the harder parts of the M2E to M3E transition was that many of these masters are sacred cows and they carry an expectation that this master works this way because that’s always the way it’s been. Well, this book gave the designers the opportunity to kill some of those sacred cows and give the masters a new coat of paint. Both Viktorias on one big base? Check. Yan Lo not doing the slow-grow in power? Check. Marcus as an angry werewolf leading the charge? Check check. It’s an awesome refresh for the characters we’ve known and have basically played with in the same general form for nearly a decade, and it actually makes me interested to see what they do with this in the future. I wonder if, for future books, masters that are struggling might get a new title without having to do a full overhaul of every master in the game? Maybe particular titles/versions get rotated out or replaced over time? This opens up a lot of possibilities, and I really hope Wyrd takes the opportunity to run with it and really go wild. 

For now, I’m anxious to get this book in my hands. I’ll be curious to see how much of a difference this makes for crews as a whole, rather than just the master. And, of course, I’ll be curious to see how many things I’m wrong about in this article. But mostly I’m just excited to see these new masters in action. 

The Other Side of Gencon, 2021 Edition

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We’re a matter of days from the greatest four days in gaming, Gencon. Excitingly, Wyrd miniatures will be taking a great step forward at the show, offering a significant number of new models and options for one of their games, which is very exciting to me. The options are going to increase significantly, bringing new models and new tactical options that should refresh it and give it new life.


Oh yeah, and Malifaux is gonna have some new stuff coming out too. 

I love The Other Side. It’s a great game that marries the scale of an army game with the action economy of a skirmish game. I like the armies that are in it, and I like the way it plays on the tabletop. So I’m excited for all of the new stuff that will be coming for it and thought I’d compile it here. Before I get to that, though, if you’re going to the show you know that Wyrd’s selection of tournaments and play events is more limited this year than in the past due, of course, to COVID 19 safety concerns. There will be, however, a selection of quick play timeslots when anyone ca come in and use the terrain to play a pick-up game. I intend to spend a good amount of my time there with a couple of Malifaux crews, trying out the new master titles, and with my ToS King’s Empire Force (likely with some Guild reinforcements, naturally). If you’re interested in a game, hit me up on Facebook or just look for me in person. I’m happy to get in some reps.

***

First of all, we know that Sonnia Criid is the Guild commander. She is a ranged damage master that provides a good amount of damage through blasts and some terrain control through the ability to drop pyre markers that block off a whopping 120mm diameter circle of terrain. Interesting that she seems to have more fire magic at her command on this side of the Breach, since the lore says that magic is weaker on Earth than on Malifaux. You almost have to assume that means she’s pulling her punches in Malifaux, and who knows what she’s truly capable of now. 



Coming with her are two new units: the Guild Mage and the Gatling Gunner. The mages offer an interesting sort of disruption by forcing opponents to discard to perform morale actions near them (recall that the interact action required to score points in most games is a morale action.) They’re pretty soft, though, with an armor of 6, so survivability is somewhat limited. To correct for this, they have soulstone defenses, the ability to discard a card to prevent wounds. I don’t know that I’d count on that to keep them alive under a sustained assault, but if you’ve got the resources it can keep them alive to do their job. I think they’ll do better paired with Abysinnia’s forces than the King’s Empire, as they have access to more card draw. That may be true of the Guild across the board, frankly. 


Gatling Gunners are, unsurprisingly, strong looking ranged support models. They do more damage the closer you get to them, but can at least try and put some damage on infantry that’s up to 20” away. They also can punish units that resolve the rush order near them, simulating the effect on the battlefield that this type of weaponry had when introduced to our world, as well. I think they’ll do better if they’re kept back and screened, as they are fairly squishy, but I’m interested to see them in action and find out what they can do. 



I feel like, where the Guild may be ok standing on their own, the Court of Two models will shine more as support to either the Cult of the Burning Man or the Gibbering Hordes. Neither Kirai, the Gwisin, or the Enslaved Spirits scream “damage potential” to me, though the Gwisin’s ethereal viscera could get nasty on later turns and the Champion Binh Nguyen is no slouch. Kirai’s Spirit Anchor action lets her spread reinforcement tokens around to nearby units, which are important to her and her CoT models to get to glory but also very helpful for allied units. The Horde, specifically, has a number of units that benefit from reinforcements, not the least of whom is their Titan. And anybody who tries to mess with her or the Gwisin has to deal with their Revenge ability, which hits you back with a strength 2 attack that can’t be cheated every time you hit them (note, NOT every time you wound them.) My KE gunlines are not looking forward to that interaction, I can tell you. When she gets to glory, she also gains the ability to summon, which is very rare in ToS. 



The Gwisin are unique, in that they don’t have to stay near each other on the battlefield. As mentioned, they have an attack that gets stronger as the game goes on. If they get into Glory they can pass out Shaken or Pinned tokens. If you can get there early you could potentially help cult units get into glory as well, though that feels inefficient. More likely you’ll want to counteract what the enemy is doing.


The Enslaved Spirits don’t offer a lot in the way of combat ability. Their utility comes from two fronts. For one, they can be removed through the champion ability by units that are 5” away rather than 3, which gives you a little more flexibility in maneuvering them. Second, their lethal curses ability lets them throw out Shaken tokens at the start of the game, so they can boost the cult up and then hurt the enemy later. In Glory they’re even nastier with this, as they have a built in trigger to strip Reinforcement tokens off their target when they hit, before doing the penetration flip. Very rude. 



As a bonus, we also learned that the Gibbering Hordes are getting a nice new treat, The Other Side’s first Nightmare Edition box. Yeah, sure, it’s a Malifaux boxed set too, but let’s focus on us :P. The Deepest Depths boxed set represents the Gibbering Hordes’ Storm Siren commander and comes with models that count as Egg Clutches and Morphlings. They’re on the same sized bases as Malifaux, so you can swap the models back and forth between the games no problem. They’ll be a good start for anyone looking to get into the game, though I wouldn’t say you’re going to have much of a fighting force without picking up some more units. The Gibbering Hordes Allegiance Box would be a better option in the long run, but this box will give you some style that’ll make your force stand out.  

Ortega Family Values: Looking at the new Perdita

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 I’ve been looking at Guild more, recently. If nothing else, they’re considered to be on the lower end of the totem pole power wise, so at least I won’t be coming in last while playing broken crews. Moreover, if there’s a definitive hole in my swing when it comes to general Malifaux play, it’s in the killing/combat part of the game. I don’t have a good feel for what it takes to kill a particular model in any situation, so I need to practice that. And the Guild are combat focused, so that seems like a good place to start.


Speaking of starting, I thought I would start by looking back to where I started in Malifaux, with Perdita and the Family crew. Her new title, Nephilim Hunter, gives her the ability to summon the low cost Ortega minions. Normally this wouldn’t be something to get excited over, as the Pistoleros are, well, not great. That’s being generous, frankly. The summoning upgrade she attaches gives them a +1 to their duels when they’re within 2” of another family model, which lets them reach the lofty heights of “average”. They’re not good models at all, and like many people in the Malifaux community, I wrote this new Perdita off the first time I saw it. Something stuck with me, though. I’ve always wanted to play the Ortegas. They were the first crew I ever bought. The family of gunslinging monster hunters is very cool thematically, and I wanted to get them back out. So I kept thinking about it, turning it over in my head, until it finally clicked for me. 


I was sitting in the bleachers at my step-daughter’s volleyball game, waiting for them to warm up, when I read and saw that they get to add in a suit to their duels also. Huh, so that meant they had built in triggers. That might be cool, so let’s look at the triggers. Which is, of course, when I realized that the triggers on the Pistoleros’ attacks, Grudge, puts out Adversary: Family. Now that was interesting. Some cheap, disposable models to throw adversary at the enemy (or at least force some cheating to create hand pressure). Plus, the Family can be pretty squishy, so adding some more ablative wounds to screen and protect the important ones is a good thing. The summoning upgrades feel like a little bit of a double edged blessing, and I’m going to have to do some fiddling to understand the best way to employ them. They’re unique, so you have to put them in the right places at the right time. Ironically, if you have one whose effect when they come into play (removing scheme markers, ending a condition, etc.) are particularly useful, the smart thing for an opponent to do would be to leave the Pistolero alive so you can’t resummon it. That’s a little bit funky and I’ll have to see it in action before I know if it’s a real problem or just one I’ve made up in my head. And they always have Reckles to get a cheap, Fast model. So there’s potential there. I’m guessing you might get them up to grow into a Monster Hunter maybe once in five games at best, so I won’t be counting on that, but if you can get one their stat lines will be pretty impressive with the built in +1s. 


Dita herself shifts gears from killer to leader in this incarnation. The 6” bubble the Ortegas usually want to sit in will have her stationed in the middle to take the most of her Head of the Ortegas ability. Man of the clan have the “Ortega Family Values” trigger on one or more of their attacks, allowing another family member to either draw a card or concentrate. Dita changes this from a choice to getting both bonuses. Moreover, every Ortega has A Por El, which lets you discard a card to let a lower cost Ortega take an action out of turn. If that is a concentrate action and you’re within 6” or Perdita, that’s another card drawn. That’s potentially a lot of card cycling, and I’m very intrigued by that. I think that she’ll spend most of her AP summoning and doing her Trick Shot action to push models, hand out stunned to enemies, and trigger more Family Values. Her gun doesn’t have Critical Strike anymore, so you have just the 2/4/5 damage track of most Ortegas, which isn’t impressive but will do in a pinch. And she’s got a 12” pulse that doesn’t require LoS to hand out shielded, again helping to shore up some of the squishiness. Likely she and Francisco will have Lead Lined Coat (though I’m curious to see if it would be better elsewhere, since she won’t be needing to be in the thick of it) so they’ll be pretty resilient. 


I don’t know if it’s actually any good or not, but having a tailored hand and some resilience seems like it would go a long way with this crew. Phiasco and I set up a game and played through turn one, and I drew/cycled about a dozen cards. I already have some parts of it where I think I can do better next time. There may be something there, and I’m tentatively optimistic. I’ll keep you updated with how it goes. 


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