Showing posts with label Neverborn. Show all posts
Showing posts with label Neverborn. Show all posts

Tuesday, August 30, 2016

On Her Majesty's Secret Service: Previously Released Models to Aid the Queen

So, here’s to Titania being out and her information being available to the public, and here’s to not having to tiptoe around what I write about her anymore. Rejoice! The Queen is Risen! She is Risen Indeed!

                As previously stated, I’ve been amped for Titania since her first appearance during the Nythera event, and I’m anxious to get her on the tabletop to see her in action. I do, however, have some ideas of models from the Neverborn faction (and a mercenary) that work well with her. So, I thought I’d throw together a quick post to discuss some of these.


1)      Performers- I think you’re going to see these mercenaries hired into many Titania crews in the future. The Venn diagram of Performers and Dopplegangers overlaps in several areas and the ladies of the Star Theatre don’t bring Ill Omens, so there’s definitely some competition there. However, the reason you would want to take one of these is the Tactical Action “Seduction.” For the cost of a 7 out of your deck, you blow up a scheme marker (note: not necessarily yours, though you’ll have no shortage,) and every enemy model within 3 of it have to perform a WP test or get a double – to Df and WP flips for the rest of the turn. As someone who’s been on the receiving end of this in the past, I can tell you that this is not a lot of fun and your model is not likely to survive the turn at that point. Now, as people who have played a Terrifying crew can tell you, the real reason for forcing a large number of simple duels on the opponent is to drain their hand cheating to pass them, so you won’t want to count on the enemy getting the debuff, but either outcome will help the crew immensely. Give them a close look, and help me figure out how to make a proxy with a donkey head to represent Bottom from Midsummer Night’s Dream.


2)      Sorrows- This crew creates a lot of incidental WP duels. All of the Wicked Silence attacks go after WP. Any enemy models that activate in base to base with a scheme marker take a WP test. A New Harvest, An Audience with the Queen, Curse of Autumn…you get the idea. Lots of WP tests to potentially trigger a Sorrow. Their biggest weakness is that they’re fragile, and Titania offers them some protection by being able to tank for them. They’re worth looking at closely.
Teddy's the one on the left

3)      Teddy- I mean, he’s Teddy. He’s pretty good anyways. But the thing about Titania is that she doesn’t in and of herself deal a ton of damage. If you’re in a game where you’re going to do some smashing, you’ll need to hire one of the Neverborn’s big hitters to do the heavy lifting. Nekima is kind of the gold standard for this (and she’s a perfectly acceptable choice,) but I like the synergy of Teddy’s Smell Fear combined with all of the incidental WP duels for 2 stones less. One of his weaknesses is typically his lack of speed and low defense. Titania can push him around with The Queen Has Risen and can, again, soak up blows for him. I think Teddy can do some serious work in this crew.


4)      Barbaros- There’s a lot of buzz around including B with T to give you a pair of tanks rather than just one and, in fact, overlapping the two auras to punish models for attacking at all (you have to attack Barbaros because otherwise the action fails, and you have to discard 2 cards because you didn’t hit Titania, plus any additional damage Sorrows might inflict.) I have to confess not having tested this personally so I can’t really speak to its efficacy. It seems good on paper, though.


5)      Mysterious Emissary-  Here, at last, is a master I think can really synergize well with the ME. Titania crews aren’t built around speed, necessarily, so they’re less likely to leave the Emissary behind when rocketing up the board. Titania can fly over the hazardous terrain Hungry Land markers, and the ubiquitous Hard/Impossible to Wound makes it less likely to do serious damage to your models if they wander into one of them (though it also makes you more likely to hit a Red Jokered 6 damage. Thankfully, that happens to me every time anyways, so it’s no big deal to me.) The generic Mysterious Conflux gives + flips to attacks for any minions within 4” of the Emissary, and it’s likely that you’ll have at least a few of those between the knights, performer, and/or sorrows. Speaking of the Knights, their challenges can pull people through the hungry land markers. And, the Emissary summons Changelings out of scheme markers which, again, you’re likely to have a couple of those on hand. I think the big tree-man definitely has some potential in a Titania crew.


That’s all I’ve got for you right now, but let’s hope I’ve got some more on the tabletop (or Vassal) experience for next time or, failing that, at least some pictures of painted models. This is my project for the next several months (she is the Autumn Queen, after all.) So tune in for updates in the future. 

Monday, August 8, 2016

Ripples of Fate Review: Neverborn

     


      I'm back home from the convention, so I should be able to crank these out sooner. If you want to order a copy of the book, make sure to get it done today before the webstore closes pre-orders. 

1.   The Gorar: Titania’s totem is a symbol of death and rebirth among the Fae (note the egg that the snake is cradling in its coils.) Its main function is to get to the center of the board (within 6”) so that, if a minion you care about is killed, you can sacrifice the Gorar to resummon it. This is important, as the knights and Rougarou are all minions and this is a way to protect them from being killed. It has unimpeded to help it get there through terrain, which is good because it doesn’t have much else in the way of defense. Its melee attack creates a scheme marker and does a little damage and its ranged turns a slow condition into paralyzed (this will make more sense in a moment,) but that’s not why you would be taking it. It’s going to attract a lot of fire and you'll have to work pretty hard to protect it, so I’m a little worried how much use this model will see when Primordial Magic exists.

2.       Aeslin is the Dryw (old English for Druid) that serves as a sort of major domo for Titania. She has Curse of Autumn (as do the knights) which force targets that begin their turn engaged with Aeslin to make a TN 13 WP duel or become Slow. She will get less use out of this than they will, I would assume. She’s a spellcaster with casting expert and the ability to dump a scheme marker to fire into combat without randomizing. Her two attack actions are the same A Wicked Silence melee as the Gorar, but you’ll more often use the Rot and Rend ranged spell. It has no TN, Ca 6, and a pedestrian 2/3/4 damage spread. The real strength of this spell comes from triggers, which can discard scheme markers to do more damage, drop another scheme marker with the ubiquitous A Trophy for the Queen trigger, push a model, or hand out slow. Her (0) actions can either inhibit the opponent’s casting flips or prevent them from moving, pushing, or being placed within a short range. Overall, Aeslin is a short range caster with ok damage and some interesting triggers. I question how much staying power it will have in the crew, but Titania’s ability to tank for her should help.

3.       Tooth, Claw, and Thorn: The three autumn knights are essentially the same theme with variation. The front of their cards are the same, with ok defenses and stats, hard to wound, armor+1, and curse of autumn. All of them also have the (0)AP tactical action A Clear Path to push towards scheme markers within 4”. The differences come with their attacks and their challenge actions. The tooth has a melee sword which automatically drops a scheme marker as a trigger and can hit a different one to get a + flip to damage. Her challenge forces an opponent to move into base to base with the tooth, gives them a free attack at a -, and then gives her a free attack back. The claw (possibly my favorite) has a spear which works as a ranged or melee attack, has the same triggers as the tooth but with the other trigger built in instead, and has a challenge which pushes an enemy model into base to base and can, with a trigger, give them a – flip to defense for the rest of the turn. Finally, the Thorn lashes you with vines that do slightly worse damage but has the + flip to damage trigger built in as well as a separate trigger to let you draw a card if the enemy is close to a scheme marker. They seem tough but not quite as tough as Illuminated, but they’ll probably be necessary to get scheme markers out for Titania.

4.       Bandersnatch: This creature is cool. It’s a Rare 1 Nightmare minion that jumps into your shadow and can attack others from there. This is represented mechanically by the (0) Crawl Into Shadow. If successfully cast against a target, the Bandersnatch buries itself and places an “upgrade” on the target which does damage to it every turn and allows the buried Bandersnatch to use it as the origin point for its attacks. In effect, it acts like the Bandersnatch is attacking out of the shadow at other enemy models, which then allows it to drag the enemy models into melee with the poor sucker and even has a trigger where the second model might attack the first one out of confusion. The 2” melee range of the Snatch is increased by the height of the model. The “upgrade” falls off after the second time it ticks on the original target for damage, so it will be important to activate the Bandersnatch right away to jump back into a shadow and avoid getting hit back, but I think this model is very cool and thematic.

5.       Will o’ the Wisp: These guys are rare 3 spirit swampfiend minions that are incorporeal but also insignificant. Any model that fails a WP duel within 3” of them lets them place a scheme marker in base to base with the enemy. Their attack isn’t very good, but with a cost of 3 they’re not really expected to hit hard. You’re really taking them for 2 reasons. One is The Wisp’s Call, a ranged spell that places a condition on the target which forces them to take walk actions toward the wisp with one of their AP and prevents charging. It has a possibility to disrupt enemy movements, but seems somewhat situational. They also have a tactical action to use a (2) action off of another Neverborn model within 10” for (1) AP. The immediately obvious use is to summon Voodoo dolls for Zoraida, which allows her to use her AP for other things. There is a lot of careful wording to make sure you can’t abuse this (you can only target a single model one time with this per turn and can only be taken once by turn by the Wisps) but could, over time, end up becoming even more useful as new models are released. I'm interested to see these guys in action with Pandora, Zoraida, or Titania for three entirely different reasons. 

6.       Rougarou: If you watch Supernatural you already know that this is a sort of wolf creature which, inexplicably, all the recurring characters are always off hunting to explain why they aren’t in the episode. They’re 8ss fae/beast/undead minions (so hurray for Marcus, I guess.) They’re melee beaters that don’t have a ton of resilience off the card. Hard to Kill is decent, but they could really be scary if they had been given Hard to Wound as well like the rest of the knights. Instead, they have the ability to eat a scheme marker within 3” at the start of their turn to either heal 2 wounds or push 3”. Their claws have a high severe damage and a ram trigger that gives the damage flip a + so its more likely you can cheat for it. Its tactical actions are a pair of (0) actions that either force a target to make a TN 13 WP duel and, if it fails, gives the Rougarou a free melee attack or can push all enemies with pulse 4 into base to base with the Rougarou if they fail the same WP duel. There’s also a fun trigger on this action which lets it jump into base to base with one of the model who succeeds the WP duel after the others push in. Not sure how strong this one is, since it may be a bit too fragile to stick around. There are probably better options at 8 points.

Upgrades: Titania-The Queen has no limited upgrades, so they can be used in whatever combination you prefer. One puts a mask trigger on all of her attacks which forces an enemy to discard cards to target anyone besides Titania. Another gives her the ability to place an enemy model into base contact with her and can place a scheme marker with a trigger. Both of these add to her ability to tank for her crew. The Forest Claims All seems like one which should be used in most games, as it allows her to change all corpse or scrap markers placed within 4” of her into scheme markers unless the opponent discards a card. This seems good for not just disrupting Rezzer, Ten Thunders, and Aracanist summoner crews, but also for getting scheme markers for Titania when the opponent doesn’t care about those markers at all. Finally, The Queen’s Champion is an upgrade which you place on Titania until one of her models kills something. The upgrade then jumps to the new model and grants them Armor+1, a + flip to attacks, and placing a scheme marker every time they damage an enemy. This one seems most likely for me to leave off simply because the cost of controlling which model gets the upgrade (discarding a soulstone if you don’t want it to jump) is pretty high, and I don’t like things I can’t control directly. The general Fae upgrade gives them a 10” aura which grants all Fae the ability to, with a trigger that is built in for the knights, discard a scheme marker and push 3”. This one might also get left behind unless the knights really get a lot more use out of it in play than I'm imagining.


Generalist-Lelu gets Satisfying Punishment, which increases his DF+1 and gives him an ability to deal itself 1 damage at the end of its turn to cycle a card. Iggy gains a melee attack with a 2/3/4 damage spread and the Hide in Shadows trigger. The generic upgrade A Thousand Faces has to be used on a Non-Master and is Rare 2 but allows a leader to take a (1) action if the model with the upgrade dies and may be swapped out for a different upgrade at the start of its activation (paying the difference in soulstone cost, if its higher.) If you choose to switch to Pact, you also get to draw a card. I think I like the other upgrade, Malifaux Provides, better (although I suppose you could always start out with the first one and then switch to the second one when you need it.) It allows a model to discard a scheme marker within 3” to heal 2 and, when the model would gain a condition, allows the model to ditch the upgrade and ignore it as well as drawing another card. Now that I think about it, you may as well start with the first one in case the enemy does something you don’t expect and kills a model early on, but then later switch to the second or any of the other Neverborn upgrades as you feel necessary. 


Friday, July 22, 2016

RIpples of Fate Previews M. 2: Nellie, Reva, Titania





So, surprisingly, Wyrd actually released quite a bit more information on the Ripples of Fate box sets prior to Gencon. I thought it would just be the images of the box sets and, by the way, bravo to them for having ALL SEVEN of the new box sets as well as all of the remaining Book 3 models which haven’t been released available for the show. The sculpting staff at Wyrd deserve a lot of kudos for this. This will be the first time since M1E (possibly the first time in the history of Malifaux) when they’re completely up to date. So, cheers for that. However, mid-day on Thursday the 21st, they released some crew summaries and the backside of the master cards to the public. Therefore, since the previous preview posts (yay alliteration) were so popular, I thought it would be time to go back and revisit the previews. There’s only 2 weeks left to the show, however, so we’re gonna have to pick up the pace a bit. On with the show!

Nellie Cochrane




                Fluff-wise, Nellie has been confirmed to be the leader of the Guild run newspaper in Malifaux city. As such, she serves their purpose by not exposing their corruption while digging into everybody else’s (though the story suggests she’s not crazy about this arrangement, necessarily.) She’s got a crew of journalists that work with her as well as her companion, Phiona Gage (a reference from a famous historical medical case of a railroad worker who took a metal spike through his brain and lived, but with an altered personality.) She’s a crusader of truth and, at least from the blurb, is possibly the only truly good person in the entire game of Malifaux. That said, I haven’t read her short stories, so she’s probably secretly kicking puppies or something.
As predicted, Nellie is very different from your average Guild master (IE she’s not going to smash you in the face.) She has a few options for attacking between 1) Scathing Review: an attack that attaches a condition which deals damage every turn unless they perform an interact action (which will then give Nellie more Evidence,) 2) Propaganda: an attack which does a smallish amount of damage but which has a number of triggers which can push the model, let something else take a swing at it, or give it slow, or 3) Hot off the Presses which pushes a model to a scheme marker and gives them burning 3. Propaganda is probably the most interesting, since the additional text lets you drop your evidence condition by 1 to declare more of the triggers off the attack. She can chew up the scheme markers she drops at her feet to get a free 6” push as a zero action as well. She has upgrades which will allow her to hire up to 4 mercenaries without paying the mercenary tax (which will, likely, necessitate taking multiple mercs, since it’s unlikely to be a free upgrade.) Misleading headlines grants her the ability to avoid being out-activated by the enemy crew (a frequent problem with Guild crews) and gives her the very powerful Incite action. Delegation lets her heal models or give them fast (!) which has some interesting interactions with those big, scary mercs you might be hiring or, you know, all the big scary things the Guild already has. So, essentially, Nellie is a big bag of tricks and aggravation for your opponent. I can see her essentially following along with some big gribbly like a Peacekeeper, healing it or giving it Fast, and handing it free attacks with Propaganda. Feels a bit Hoffman-meets-Pandora-meets-Collette to me. She will be mine, someday, but she may stay on Vassal for the immediate future. School supplies have to be bought for my kids this month.


Reva



                Reva’s not at all what I thought she would be in the story. I was with everybody else on thinking “death nun,” based on her appearance, but apparently she is a girl from a rich family who could speak to dead people. They locked her up in the attic, but she escaped with the help of a fallen Guild Exorcist. I’m usually a bit more PC about these things but, based on what I’ve seen so far, *yawn*. I kind of liked the idea of the Resurectionist Nun, I’m not going to lie, so I’m disappointed in this. But, this is just a blurb rather than the full stories from the book, so I’ll reserve judgement until I know the full tale. She seems to have kind of a “Joan of Arc” for the Resurrs, as it mentions that she’s attracting a sort-of death cult that is fanatically loyal.
                The best analogy I can get from my impressions of Reva’s role on the table are “Resurrectionist Rasputina,” only not really. Her main attack comes from Ethereal Reaping, a 1 AP attack that will target anything within 3” or her (and she’s on a 50mm base, so that’s a big range) or a corpse marker within 18”. The attack does pretty strong, Perdita-ish damage with some decent triggers, so this could mess opponents up pretty badly. You won’t want to overlook the Drain Life ability, however, as it has the potential to damage an opponent and heal Reva for up to 5 damage depending on the margin by which she beats the defender in a duel. We all know how fond I am of non-damage flip attacks, after all. Her tactical actions let her teleport to corpse markers or discard corpse markers to add friendly scheme markers. Her upgrades feel toolbox-y, though the one that gives her a corpse candle starting on the enemy’s side of the board and allows her to use Strength of the Fallen while engaged seems pretty strong for her. She’s described as being a quick master who pops around the board, does damage, or perhaps prepares for a big final charge at the end of the game.


Titania


                Ah, my Faerie queen. How we all prepare to revel in the glory of your return. Titania’s fluff we already more or less knew. She’s the resurrected former leader of the Fae who, upon defeating the titans and destroying their physical forms, was locked away by her followers (the current-day Neverborn) and forgotten. She’s back now, and this time she’s pissed. Part of what I want to see story-wise from the book is which of the Neverborn’s masters fall on her side versus which are going to be opposed to her. I can’t imagine Lillith bending the knee, especially given her people’s hatred of the Undead, but I could definitely see Nekima aligning herself with Titania as a means of getting revenge. We do know that she considers humanity to be a scourge of vermin that need to be wiped out, so that would suggest that Jacob Lynch, Zoraida, and the Dreamer are not going to be on her friends list.
                The attack action A Wicked Silence and A New Harvest result in the scheme markers she needs getting dropped. Her main attack is Bloody Command which can discard scheme markers to spike the damage up, heal a friendly model, or forgo Titania’s damage and call in a beater to smash the target (speaking of Nekima.) Finally, she can use her (0) action and discard scheme markers to push herself along which, if she combines it with a triple walk, will give her up to a 21” move in a turn. Sexy. We don’t know which, if any, of Titania’s upgrades are Limited (and, thus, which can be combined,) but we know a few of them. One forces an opponent to discard 2 cards to attack her after she hits a trigger. Forest claims all lets her convert corpse and scrap markers to scheme markers (seems like a pretty strong choice.) And, finally, there’s an upgrade which lets her name one member of her crew as a champion, which gives them some manner of buffs. This lets you apply some flexibility to who gets the upgrade and prevents them getting taken off before they can make use of the abilities, presumably, which tends to happen to me whenever I bring a new shiny to a game. She’s the crew box I’ll be picking up at Gencon, but that’s been the case since the Nythera event, frankly, and that didn’t have anything to do with the rules. I can’t be unbiased with Titania, is what I’m saying, but I think she’s great.


Check back next time for the remaining 4 masters. 

Sunday, June 12, 2016

Bad Blood

Pictured: What we're talking about today, more or less.

Episode 69 of Before We Begin featured a Malifaux Addict named Michael who was presenting two lists for the Neverborn faction, one of which approached crew building in a way I hadn’t really seen before. The list he put forward looked like this:

Lilith -- 4ss
 +Beckon Malifaux - 1ss
 +Summon The Blood - 1ss
Primordial Magic - 2ss
Black Blood Shaman - 7ss
Doppleganger - 7ss
 +Retribution's Eye - 1ss
Lelu - 7ss
Lilitu - 7ss
 +The Mimic's Blessing - 1ss
Mr. Graves - 8ss
 +The Mimic's Blessing - 1ss
Silurid - 7ss

Briefly, the central idea behind the crew was to exploit the Black Blood ability to punish melee oriented crews and spread AoE damage. The Black Blood Shaman could supposedly give the Black Blood condition to both of the twins with one swing of his ritual knife, effectively giving them Black Blood +2. Of course, the next episode they pointed out a specific call-out in the rulebook that neutralized this combo (if a condition and an ability grant the same thing, they count as having 1 version of the ability, not two.Stupid rules, spoiling all of our fun...) Still, it got me thinking about Black Blood and its role in Malifaux.

As I’ve mentioned in previous posts, I like to minimize as many of the random elements from my crews as I can, so there’s some appeal to the fact that Black Blood just does what it does (splash everything within an inch of the model with 1 damage every time the BB model is damaged). In the past, however, I’ve sort of overlooked it as a damage source, treating it more like icing on the cake than something to build around. I considered it a bonus rather than something built into the soulstone cost of the models. The game designers might think the same way, however, as a lot of models that have Black Blood are pretty good in and of themselves. Graves is a very solid beater that also brings some good movement tricks to a crew. Lilitu has some very strong abilities, particularly Lure and her large melee range, that make her worth including in many crews regardless of their content. Young Nephilim are one of the best models for their point value you can buy. And, of course, there’s always Nekima. I think most of us know what she can do when she puts her mind to it, and she even has abilities to intentionally trigger her Black Blood to deal damage over a wide area (50mm bases are big, y’all.) Plus, I remembered how devastating an encounter with Nephilim was in the third chapter of Nythera in Through the Breach. This was one of the only combats in the whole Penny Dreadful that put the players in honest danger of death when I ran it, and it was mainly due to the Nephilim splashing that acid blood all over the place. Of course, the difference between TTB characters and Malifaux characters is that the former does a lot less damage per attack typically, which plays right into Black Blood, but it still made an impression.

So I decided to give this a try. It happened that roving reporter Jon was in town a couple of weeks ago before heading to a tournament, so we set up my Mats by Mars and Terraclips terrain and threw down.

As a side note, this is the blog post where I come out of the closet as an anthropomorphic cat. Meow.

I ran essentially the same crew as above, with the substitution of a Young Nephilim for the Silurid (I didn’t have a scheme where the frog-man would come in handy.) Jon likes combo-y lists and was trying out a TT McCabe where he turned an Austringer’s bird into a ranged napalm strike with a combination of buffs, so I didn’t get a ton of chances to splash them with the Blood. But, a situation did present itself where I swapped Mr. Graves in front of a Guard the Stash marker, facing off with three Guild Hounds who were trying to score it, where I saw the potential in action. Jon looked at one point and said “I could try and hit you, but I’d probably end up doing as much damage to myself as I would to you.” The big bald man put his fence post to work, cleared the dogs off of the post (no marking your territory! Bad doggies!) and that set the stage for the Neverborn to win the game.

I was intrigued and decided to keep things going. A Wyrd Place runs a Vassal League through Facebook, so I signed up for that and entered as Neverborn. I decided to swap the twins out for Nekima and learned another lesson in the first game, namely that Black Blood doesn’t do you any good when your opponent doesn’t have to close with you. I was playing against Wong, I momentarily forgot that this isn’t M1E and an opponent can see all the way through terrain as long as they place a toe inside of it, and I proceeded to get my crew blasted off the board in large part by misplacing Illusionary Forests on turn 1. So, lesson 2 learned: if you’re going to utilize BB, you have to draw the opponent into you or put them in a situation where they have no choice but to walk into it. Screen your crew by putting the terrain in front of you and then making them come close, rather than trying to slow them down with it at range. Lure, Show Ya The Door, and Tangled Shadows are one way of doing this, but it’s better when you can set your opponent up so they have to do the work for you.

And that brought me to Game 2 of the Wyrd Place League. It was Extraction and it was going to be played on this map:



Seeing the restricted access the top of the map had to get to the Extraction Marker, and knowing that my opponent was not playing Resurrectionists (meaning they would likely have limited access to Incorporeal) I decided to take what I had learned from Black Blood and combine it with the terrain control crew I had written about previously. So, I fielded this:

Lillith-Beckon Malifaux, 5ss
Mysterious Emissary-Conflux of Blood
Nekima
Doppelganger-Mimic’s Blessing
Mr. Graves
Primordial Magic
Tuco

I won the deployment flip and took the bottom of the map, as planned, and completely jammed the opposing crew up in the top-middle doorway with two hungry land markers for the entirety of the game. Lillith’s long range for summoning Illusionary Forest made it less necessary to have the Waldgeists for controlling the side doors (Hungering Darkness came through the left, making the trees useless there, but Yin tried to run around the right side later in the game, and I managed to flip the trees across the board to block it without having to get out of position. Again, the Black Blood wasn’t a deciding factor in the game, but it helped a couple of times. Nekima splashed it on Hungering Darkness to soften it up, and at certain points I set up situations where the Hungry Land markers could trigger black blood and splash it onto opponents (which is great, until Lillith does it and the opponent flips the Red Joker. Hurray randomness!) It helped that my opponent had built to counter Pandora rather than Lillith and hadn’t foreseen the terrain jamming as a tactic, but I have to think that would be a rather common occurrence in this situation. Pandora was my first thought when I saw the board as well, as her 6” death bubble shtick would be pretty effective in the Turf War-esque strategies (we were playing Extraction.) Plus, I'm well aware that most boards aren't as closed off as this Vassal map, but still, I feel like there's potential here. 

So, conclusions from what I’ve seen so far. Black Blood can be crippling for an opponent’s crew, but only in very particular situations. High minimum damage crews avoid it by not having to trigger it frequently. Ranged crews get around it by…being ranged. And high wound models might not even notice it’s happening. So, it's most effective against models like scheme runners who have a low pool of wounds to begin with and have to come to you, and can be pretty useful as a kind of poor-man’s blast damage. Everyone who has softened up a 9 DF Perdita by blasting into her from the friendly model standing near her knows how effective that can be. Also, it's most effective when the opponent has to come into close contact with you. Engineering the battlefield can help create these situations, so I think there are some real possibilities to be found in combining the Black Blood and summoning Hungry Land, Illusionary Forests, and/or Waldgeist Trees. And, as a side lesson, perhaps the Mysterious Emmisary’s sub-optimal reputation is a bit exaggerated, or is one of those things that looks to be true in Theory-faux but doesn’t prove to be true on the board. Admittedly, this is one game, but considering that it basically won me that game single-handedly, I think the model at least has potential in some specific scenarios.Part of the negative reaction, I think, is that Neverborn are typically all about moving rather than playing standing defense, so the ME is a very different tool in their arsenal. I'm curious to try it on A) more open maps and B) strategies where the opponent doesn't have to come to a central point to see if it can be effective there as well. More testing is required.


Soooo…looks like I need to start building some 50mm markers with trees on them. I’m looking at you Hanging Tree boxed set. Talk to you next time!

Wednesday, May 18, 2016

Ripples of Fate Preview: Titania

This week’s Monday preview brought us the first in a series of reveals for the masters in Malifaux’s next book, Ripples of Fate. Confidentially, I’ve been looking forward to this one for a while, as the first preview was…Titania!



With a name that hearkens to Shakespeare’s “A Midsummer Night’s Dream,” it should be no surprise that Titania is the Queen of the Fae. The resemblance ends there, however, as details revealed from the Nythera Penny Dreadful (stop reading if you plan on playing this or don’t want this spoiled) let you know that she was once ruler of the Neverborn before she made a pact with the Grave Spirit to defeat the Tyrants by shattering their physical forms. The Neverborn were not thrilled with this (their hatred of the undead continues to be one of their defining traits, as Hayreddin can likely attest) and they locked her away beneath Nythera before she could bring the Grave Spirit fully into the world. Since then, she has leeched the energy from the Badlands, turning them into the wastes that they currently are, before being released by Fated at the end of this summer’s events (assuming that your Fated released her. I am aware that not all are as impulsive as others but, as my players put it “We’ve come this far, there’s no way we’re NOT going to find out what’s locked under here.”
Fluff-wise, I like this character a lot from the little bit we have so far. Someone who is an enemy of the Neverborn from the inside, who is returning and going to make the other masters decide how they feel about this person being back, could lead to some very interesting stories going forward. Also, it occurs to me that all of us should feel some sort of affinity for her, as Titania is one of the first characters any of us ever saw in Malifaux and one who many of us have spent games praying would appear in our favor.

Look familiar?

But what about in game? Let’s take a look at the front of the stat card.



For Neverborn players, it should be apparent that this is something very new and different for the faction. This character is very tough. With twelve wounds, Impossible to Wound, and the ability to heal two wounds every time her crew drops a scheme marker within 6” of you, it’s going to take some doing to bring down our new Undead queen. Additionally, enemy models that activate within 6” while in base contact with her scheme markers have to make a WP duel or take some damage. This seems like it would be sort of difficult to set up, but still makes some interesting possibilities for using her to defend markers in schemes like Convict Labor. Walk 5 and flight on a master usually means speed, though that’s nothing new for Neverborn. Still, good to see she will be able to keep up with other members of the faction if she needs too. And, frankly, nobody is likely to say no to a 4 cache. That’s good stuff, and will let you feed stones into the crew without having to save them for her (usually.) It’s tough to gauge anything past that without seeing the flip side of the card and her upgrades, but so far I like what I see.
***

As an aside, I’m happy to officially announce that roving reporter Jon has joined the blog as an official coauthor, and should be posting soon about his experiences at the Cool Mini Or Not Expo tournament. 

Thursday, April 7, 2016

Potpourri


I had a few different topics I wanted to wander through that didn’t necessarily have the weight of a full-length post behind them, so I decided to lump some things together. The first subject comes from the Adepticon tournament having completed the previous weekend. The winner of the tournament put together a massive post (linked here) that explains his run-up to the victory and his general strategy in the tournament. He also puts out a call-to-action that Wyrd needs to take a look at the strategy he employed in his crew and do something about it, or this will be a problem for them in tournaments going forward.
Now, what does this crew do that is so powerful? It’s really just about using the ability to take the actions of Malifaux rats individually, then combine them into a rat king, then break down the rat king into a rat catcher and a rat. This chews up basically all of the actions of the opponent’s crews, letting you see what they’re doing and setting up the next phase, wherein Nix gives that remaining rat Haunting Memories to give it reactivate and then sacrifice it at the end of activation two, at which point Killjoy will be summoned. Typically, the result of this is that you have KJ in your deployment zone or attacking your critical models unopposed (because you’re in all likelihood activated out at this point, remember) while the rest of the Outcast crew moves to support him, typically in the form of some other critical alpha strike. The player in question would either slingshot the Victorias across the board, a move which has always been around but was very risky in the early turns because it typically left them exposed and vulnerable to counterattack, or used Leviticus and Ashes and Dust to cross quickly and cause disruptions. I think the cleanest example of this going the way it should comes from his battle report in the first round against Dan Johnsons of Before We Begin, where Nicodem starts the turn doing Nicodem things, and then gets killed at the end of turn 1. The phrase “I then killed the rest of his crew” coming in turns 2-3 against Resurrectionists isn’t something you see very often, and underscores the potential power of this setup.
Now, does this need to be shut down? Probably, but not for the reasons you’re thinking. I’m like you. The first time I heard about this I was thinking it was too strong and needed to be nerfed for competitive balance reasons, and maybe that’s true. If you go talk to Joel Henry (as I briefly did on Twitter) he’ll inform you that a ranged caster like a Sonnia or Rasputina can mess up the rat engine and that Pandora simply wrecks this crew. Ok, I don’t know enough to say whether that’s true, but even the person running the crew pointed out that an opposing Outcast crew built to deny charges can cause him trouble as well, so the combination of models is not unbeatable (as we all know nine belles and Leviticus is.) But why then do I think it needs to be nerfed?
The first is that this isn’t the game working as intended. Stalling through the first parts of the game to avoid the back-and-forth nature of the activations followed by a burst combo that knocks your opponent out and leaves them unable to respond are very anti-Malifaux. It’s not fun to play, and it’s really not fun to play against. Also, if the combo falls apart early and the crew gets overextended, you can find yourself in the opposite situation where now the matchup is slanted hard in the other direction and will likely be not a particularly fun game for either player. Is a boring crew enough to warrant an errata? Well, if you were around for M1E and were conscious of tournaments after the second book came out, you can probably recall not seeing Hamelin very often. Hamelin could do this sort of activation control every turn of the game (rather than just early) and was widely considered to be a negative play experience for this reason and was (rightly) shunned by the majority of the Malifaux world. Combine that with not being able to play even close to the whole game in a timed environment against an opponent that was running a Hamelin list, and it was a terrible option for a tournament that was largely ignored. This example doesn’t apply exactly to this situation, as running over time could often be as costly for the person playing the crew as their opponent, but it gets the point across that NO ONE WANTS TO PLAY AGAINST THIS, and often people don’t even want to use it either.
The other problem allows me to hearken back to one of the first gaming “this is unbalanced, we need to do something” situations I can remember: the Black Summer.

Settle in close, kids. Grandpa’s going to tell you a story.

Way back in the late 1900’s, there was a Magic: The Gathering deck that used a card called Necropotence to trade your life for card advantage. This combination wasn’t game breaking like the rats are being argued to be, but what it did do was let you vastly outdraw your opponent and speed them down in an early phase of the game when there weren’t practical ways to stop it with a normal deck. Decks could beat Necropotence, but they had to be specific decks like Turbo Stasis that could lock them down and keep them under control (which, ironically, is more like the rats, but I digress.) And that created the situation in the 1995 Magic: The Gathering known as The Black Summer, a period where to compete you had to either have the Necropotence deck or its counter, and nothing else could realistically win at the highest competitive levels.
Now, this isn’t quite that situation, but it has the potential to turn into that. I will be the first to admit that the Outcasts are one of the factions I know the least about, so I can’t comment from a position of authority whether this rat list is really The BestTM way to play them, but let’s say for the sake of argument that it is (the field at Adepticon appeared to think so, as most if not all of the top end players were running a form of it.) Now, let’s say the trend continues and competent Outcast players are all going to be running this because its objectively better than what else they could bring, AND you know that you have to tailor your list to beat it or it will just wreck you while leaving you no way to respond. You’ve brought, say, Hoffman because you like that list, but you know that a Victoria crew that gets to launch itself into you at the end of the first and can ignore the armor of your constructs will essentially leave you no chance to win. Are you now forced to change you crew around completely to give yourself a chance, say by switching to Sonnia to blast the rats and screw up the activations on the first turn? And if so, is that a good thing? To a degree, you do this every game when your opponent declares their faction (oh, they’re running Ressers? Better bring stuff with high minimum damage and willpower) so this isn’t a complete change. But, the difference is that bringing your standard crew rather than changing the list to react to your opponent against those Ressers means that you might have a somewhat tougher game and may have to work your way uphill to win the game. If you are unprepared for these rats, it appears you are most likely going to lose and be unable to stop it. That’s the difference here, and that’s where there’s reason for concern.
Again, this is not an unbeatable “win button.” Things can stop it, and not knowing what you’re doing while running it will still cause you to lose. However, the original poster made no bones about the fact that he doesn’t consider himself to be that good of a player, but the combination is too strong and needs to be addressed. I think something should probably be done, but I’ll let you draw your own conclusions. In any case, if your opponent is playing Outcasts, be aware that this exists and be ready. And, also, feel free to contribute to the discussion.

***

Second, I’m still thinking about things to do with the Wrath of Nature crew. Some models from outside the theme will be pretty helpful to include, I’m thinking, so I may have to loosen things up a bit. I think Mr. Graves could be pretty helpful in both phases of the game, largely due to his movement tricks. He could help with moving some models that aren’t that quick upfield early and then throw enemy models into the hazardous terrain later. It should be good times. And he’s a Nephilim, so why not work for Lillith? Also, Tuco might be useful to hold parts of the board away from the terrain ball, deploying with From The Shadows. Also, this would provide some ranged combat to a crew that effectively has none.
Here’s a picture or two of progress so far on painting and assembly.



***


Finally, there’s an announcement to make. My old buddy and Malifaux partner Jon has written a guest post for the blog to discuss his experience playing at Adepticon. I’ll be posting it soon. This opened up an idea for me to let others write for the blog from time to time as well. So, if you have something you’d like to get off your chest about Malifaux, can put a sentence together ledgibly, and want to see it published to literally dozens of readers, drop a line to malifauxmusings@gmail.com and let me know. I’m happy to have you! 

Oh, and I finally put my order in to get my henchman "welcome package." It has a mystery box in it to give away if I can ever put a tournament together (ha ha.) But, the foil card they included for me was pretty nice...
It's like they packed it for me personally.

Wednesday, March 23, 2016

Wrath of Nature: Musings on the Mysterious Emmisary

                Because of [reasons] I’ve been struggling to get some Malifaux in recently, and have temporarily sidelined my drive to play each of the Guild masters a certain number of times to master the faction. That’s the reality of kids, family, work, and all that other stuff. Truly, there is no Tyrant who poses a greater threat to the good folk of Malifaux than the home life. I have received a Miss Step from my buddy Jon that I’ve assembled and will look to use with Hoffman at some point in the future, but I’ll post that when it gets some paint on it.
                In the meantime, we had a night recently when we sat down as a family and all painted minis. My wife had an m1e Miranda that she’s going to use as a TTB character. My kids had their own models. And, mostly because A) I have a few m1e avatar models which I can theoretically use as Emissaries and B) I’ve been playing a lot of Arkham Knight on the ps4 and Poison Ivy gave me a bit of inspiration for the Neverborn’s walking angry plant creature, I decided to dust off the Avatar Zoraida I built long ago and get it in ship shape. As such, I whipped together my new proxy Emissary, and it looks a little something like this.

You know you can't resist her

I like it, though the old GW brown wash made the tree way shinier than I had initially intended and, of course, a black crow with a gray beak isn’t exactly distinctive. It’s missing some basing that I think will be pretty cool (I saw someone who had used pistachios to essentially create the piranha plants from Mario to simulate “hungry land” that I just have to steal.) But, this is the general idea, and I’m fairly happy with how it turned out. Now time to drop it off the table the first time I go to use it and break the thing, I suppose.

Of course, as soon as I decided “Cool, I’ll paint up this Emissary in a theme that I like and get it on the board,” I realized a couple of days later that it is widely considered to be the worst of the lot (explained by UK no. 1 Greg Piskosz in this podcast http://arcanereservoir.podbean.com/e/arcane-reservoir-10-conflux-of-discussion-part-2/) The tl:dr version is that Neverborn’s main advantage is maneuverability and speed, whereas the Emissary summons hazardous terrain that project an aura around them that restricts movement. Also, they have a short range summon spell and a desire to sit on top of said hazardous terrain, meaning that the Changelings have a very limited safe space where they won’t get eaten when they appear. Greg refers to it as being essentially “anti-synergy,” which is a bummer. But I painted the thing, so I’m by-god gonna get it on the tabletop. Period.

So how to make use of this possibly clunky thing? Their suggestion is to go with one of the two masters that grant strong conflux upgrades to the ME (I’ll use that abbreviation from here forward.) Pandora’s conflux is kind of crazy, as it lets the Emissary copy abilities from other models within a certain range of the model. For those not aware of what “abilities” means, flip to the front of your stat cards. The stuff written under the stats are the abilities. So, you can borrow things like regeneration, terrifying, armor, the Hooded Rider’s triggers or ability to add masks, etc etc etc. There’s got to be something in there that’s broken, and it’s one of those abilities that will only get better the more models come out in the future. The other one is Collodi, because picking up buffs in response to summoning the Effigies works out pretty well and can help the whole crew. However, I’m the kind of nerd that is bothered by crews that aren’t at least pseudo-thematic, and my plant lady ME doesn’t quite fit with those two dazzling-urbanites. So, let’s broaden our thought process a bit, shall we?
This, plus some news I’ll share as we get closer to Gencon, inspired me to shift focus to a new theme: Wrath of Nature. The Neverborn have a lot of models that involve channeling plants and the land itself to destroy the human invaders, and I wanted to combine this idea with the ME. Waldgeists are sort of the marquis minions of embodying this idea, as they’re essentially animated trees which can summon severe terrain and lash out over a massive area with their vines. The masters which play most closely into the theme are Zoraida and Lillith, IMO, where Z likes her Swampfiends and Lillith can summon an additional tree and see through the bushes to the enemy. Neither have particularly impressive Emissary upgrades, so I imagine I’ll be using the generic one that buffs minions (like, say, Waldgeists.)

I mean, I guess you could say Lillith has some thematic synergy with nature...
Lillith I think is a very interesting combination with this crew, as she gives you increased maneuverability and manipulation of the terrain that I think combines interestingly with the summoning of forests she can do along with her minions (I’m aware that the Waldgeist’s markers don’t block LoS, but go with me for a moment.) She can see through them and use Tangled Shadows to shift models into/around/out of them. This can also solve another ME problem, namely its not being particularly mobile. Walk 6 isn’t bad, per say, but we’re the Neverborn and we can do better. A walk 6 model is in danger of getting left behind, and dropping the ME forward on the board to start projecting its dangerous terrain into the enemy’s face might help improve its efficacy (assuming, of course, it doesn’t just get killed. I’m realistic.) So, here’s my first stab at a list using this concept.

For some reason the pictures I took of my Lillith are very pixellated. Its not an amazing paint job, but it isn't this bad...

Wrath of Malifaux Core Crew
Lillith-Beckon Malifaux, On Wings of Darkness
Doppleganger-Mimic’s Blessing (because why wouldn’t you)
Mysterious Emmisary- Mysterious Conflux
Cherub- (I figure if we’re going with the theme, might as well go all out)
Waldgeist x2

This puts us at 35/50 soulstones. I think you fill in the rest of the crew with either Sillurids for scheme running scenarios or something that can hit hard (Nekima? Illuminatedx2?) for more killy stuff. Illuminated getting + just for being within aura 4 of the emissary seems good (of course, that also likely puts them close to the severe terrain. Ugh.)

Will it work on the board? I don’t know. I think it would be better at scenarios like Turf War where you’re going to pile into the center of the board and you can just castle up and hold points, but I could be wrong. Likely am, if this blog’s history is any indication.


Let me know what you think in the comments. 

Tuesday, February 2, 2016

A Few Test Scheme Pools with the New 2016 Gaining Grounds

So if you’re a Malifaux player who lives under a rock, you may not be aware that Wyrd released the new Gaining Grounds 2016 document with a new scheme pool. Most of the podcasts out there have covered it in detail, so I’ll just briefly mention the highlights: 1) All the schemes are unrevealed 2) Models like Leveticus or The Dreamer that bury instead of dying are now less of a way to “hide” from the scheme pool, since these types of schemes now score when you leave play 3) The suited schemes pull you in very different directions and reemphasize the roles of enforcers and henchmen rather than masters.

Rather than do my own analysis, I thought I would flip a few scheme pools and look at how I would address them with a master I know relatively well, Jacob Lynch. First, the disclaimers: I am not good at Malifaux, so I am not an authority on how best to approach these. I can (and likely will) be wrong at least once, so please don’t hoist me on the petard of this article. I’m new to these schemes too.
Ok, that out of the way, let’s get started.

Opponent: Resurrectionist Flank, Extraction, Convict, Show of Force, Exhaust Their Forces, Mark for Death, Neutralize the Leader

Lynch: Rising Sun, Woke up with a Hand, On Wings of Darkness, 7SS; Sillurid; Doppleganger: Useless Duplication; Hungering Darkness: Addict, The Mimic’s Blessing; Illuminatedx2; Lilitu: Mimic’s Blessing;

For this one I would try to see what the opponent has hired to better make a decision between Show of Force or Mark for Death based on opponent’s upgrade selection. If they have more than me, I may have issues pulling it off. This one will be an ugly pile in the middle which the Sillurid will take advantage of by leaping in and Exhausting the enemy.

Arcanists. Squatter’s Rights, Standard Deployment. Convict, Exhaust, Leave Your Mark, Covert Breakthrough, Set Up

Lynch: Endless Hunger, Hand, On Wings of Darkness, 5SS; 3xTerror Tots; Doppleganger: Mimic’s Blessing; Hungering Darkness; Mr. Tannen; Siluridx2
Set Up is trickier unless the crew very obviously has a hitter that you know will be flying to your face (Howard, for instance.) Scramble and throw markers everywhere. If the opponent has fewer models, then Leave Your Mark will be easier. If its Ramos or a spam list of some kind maybe don’t because it’ll be tough. Find the ace of masks, obviously. Tannen’s there to protect the eligible people from Set Up. Hungering Darkness hunts scheme runners and/or takes down the flank Squatter’s Rights markers.

Resurrectionists. Interference. Corner Deployment. Convict Labor, Show of Force, Leave Your Mark, Covert Breakthrough, Undercover Entourage.

Lynch: Rising Sun, Woke Up With a Hand; Hungering Darkness: Addict; Lilitu: Mimic’s Blessing; Doppleganger: Useless Duplication; Terror Tot; Illuminatedx2;

And the best part of this one was…I got to play it in person!

Opponent’s List: Seamus: Habberdasher, Unnerving Aura, Willpower Limited Upgrade; Sybelle: Bleeding Lash, Not Too Banged Up; 3xRotten Belles; Yin: Unnerving Aura; Nurse

The board was set up with a good mix of scatter terrain, some blocking and some severe. The middle of the table had a hill with a blocking crystal of some kind and some trees to force us to move around it. Corner deployment was really not optimal for Covert Breakthrough, but with Belles I wasn’t sure if I’d be able to get separation enough to do Leave Your Mark. My gameplan thus became flooding the board with sprinting Tots (and Doppleganger) to cross the board and go drop off markers to in the enemy’s deployment zone and to be able to bounce back and forth between zones for the strategy and to get to the centerline for show of force, though I was also unsure of that one when I saw how many upgrades the other crew was using.

The game didn’t start out that well for my side, as I lost a Terror Tot and an Illuminated early (Illuminated are tough, but they don’t hold up well to shots from Seamus and the Copycat.) Thus my activation advantage went away quickly, particularly when the Illuminated stood up and put on a dress. The Hungering Darkness went up the left flank and tied up Sybelle and another Belle before Yin jumped into it to knock him down. In the meantime, a Terror Tot and the Doppleganger copying its sprint went bolting past the action into the backfield. However, Yin jumped after them and tied them up. Seamus moved into the heart of the crew to use his Unnerving Aura and try to put us into a tough place. Things were looking bad for the drug dealing card player.

Where it started to swing was when a Belle and Sybelle ran to go try and kill the other Illuminated. Lynch saw an opening and put Brilliance on the Belle before dropping her with Final Debt, springing HD back into action. He then proceeded to pummel Sybelle over successive turns, drop her, and get within 6” of the centerline. Meanwhile Lillitu was on the other side, tying up several Belles (now there’s a mental image) and getting her own upgrade to the centerline, to allow the crew to start scoring from Show of Force. One Terror Tot managed to sprint into the enemy deployment zone and get a marker down before being lured away by Belles, leading to them pouncing on him, and them bleeding all over two of them. There was an amusing series of attacks where they did more damage to themselves than to the Tot through blackblood before finishing him. Also, there was another amusing exchange on turn 3 when the Copycat Killer and Lynch unloaded on each other and neither could hit. Meanwhile, on the other side of the board, one Tot suicided into Yin while the Doppleganger put down a second marker and ran away. The key moment came when, on a turn when Seamus had a bad control hand, he discarded a corpse marker to backdoor away but failed the flip and didn’t have the card to cheat. He was caught from that point by Hungering Darkness and, when he backhanded the critter away, opened him up for Lynch to drop a 9-point Final Debt on him followed by some ram trigger gun shots to kill Seamus off. This ended up being pretty important, as I found out later that Seamus had Covert Entourage and this denied him three points.

Neither of us scored much in the way of points from the strategy, and the final score was 5-3 for Lynch. I think, in retrospect, Leave Your Mark would have been a better call for this, as the Tots had a lot more room to scramble and hide than I initially thought. Show of Force is still pretty tough to do when the other side has more upgrades than you, but drawing Yin away and unburying HD saved me there.  Additionally, while I like Useless Duplication there weren’t enough Mimics to warrant taking it here instead of Mimic’s Blessing, which is just a good all-around upgrade.


So yeah, hopefully that was interesting to someone. As usual, feel free to comment below. 

Friday, February 7, 2014

Wave 2 Beta Wrap-Up: The Neverborn

The Neverborn are probably “my” faction, in that I’ve played them the most since the change-over (though somehow the Ten Thunders have managed to sneak in there as well. I guess that’s sort of what they do.) As such, I followed the faction’s progress through the Beta process much closer than any of the others, and I had some pretty strong opinions going into this on what worked and what didn’t. It’s possible that’s a good thing, as I got probably the least amount of forum feedback on this topic than the other two I’d polled previously. It may be my imagination, but the Neverborn faction forum has always seemed a little slow compared to the others, so maybe I shouldn’t be too surprised at the apathy. But still, I was surprised to only have 3 responses as I wrote this. Is it because the Wave 2 Models were unremarkable? Most of the non-Collodi minions and enforcers didn’t see a ton of change after a certain point in the process, so have we been “done” for a while now, and that’s why there wasn’t a big rush of opinions?

Is it because we're too busy hiding under your beds?

Let’s take a look at the Neverborn models and then I’ll discuss this a bit more at the end. As with the previous articles, this is going to focus on the faction as a whole, looking for models with general utility rather than those with a specific focus towards certain crews.



Coppelius and Alps-I’m lumping them together, because I can’t really see hiring Alps on their own. They need someone to trigger slow, and Coppelius does that while also summoning more of them so they can work in groups. He makes more alps through a relatively easy summon spell requiring the Plucked Eyeball condition, which he gets from his melee attack. He’s lost mobility and a significant amount of complexity from his first edition form, which can make separating old bias somewhat tricky when gauging his strength. Ultimately, I think he’ll do well in Dreamer crews and can perhaps play a role in others, but I’m just not bowled over by what Coppelius brings to the table.

Lelu and Lillitu-These two also deserved to be spoken of together, although they are not required to be paired up the way they used to be. They are still interlinked, but importantly they don’t start taking wounds when their counterpart is off of the board. Their “Same oppressive force” trait allows healing and conditions to be passed between them. This is a double edged sword, albeit with one edge sharper than the other. The healing being passed is always strong, and just being able to pass Focus or Defensive to both for the cost of 1 AP is pretty good, to say nothing of the specific conditions they both can generate. However, you have to beware of negative conditions like Burning or Poison, which will also be shared unless you discard two cards. I could really see McMourning or Sonnia being tricky match-ups in this regard. Of the two, Lillitu is probably the best on her own, with Lelu needing some help to push enemies into his threat range so he can pounce. They are both a bit fragile, as many Neverborn models are, but their Regeneration (remember it passes between the two of them) and individual healing abilities helps to offset some of this. 14 points for the pair of them is pretty expensive, though, and any 7 soulstone model in the Neverborn is going to have to be compared to the Illuminated. I don’t think these two come out ahead in that comparison.

Insidious Madness-In the right crew, these guys could be seriously frightening. There’s a reason they had to be reduced to Rare 3, and that reason’s name is Pandora. Wk7 and incorporeal means they’re pretty speedy for objective running or getting into position to cause problems. They do this by spreading WP debuffs, both through their 4 inch aura requiring you to discard if you’re going to cheat fate on a WP duel and the “I Can Hear Them” condition they place on enemies with their attack. Considering how many Neverborn models attack WP, I see them being potentially quite useful in the future.

Black Blood Shaman-The shaman is essentially two of Lillith’s upgrades given legs and the ability to walk around and play the game on their own, letting you run Nephilim grow lists without her. This benefits Lillith by freeing up her Upgrade slots, but also greatly improves the ability to use Nephilim in non-Lillith crews. This is frankly a great choice on the part of the designers. Given the fact that Lynch is not particularly dependent on Brilliance anymore to function and Zoraida isn’t really anchored to any particular crew, the Shaman lets them get in on grow list action as well. It even gives you an additional means of letting your tots mature as well, using his “Blood Feast” spell that lets you sacrifice corpse counters to for the grow effect.The Shaman can even stab the non-Nephilim models you bring at the beginning of the game to give them Black Blood, keeping them safe from collateral damage.  It’s still a little “combo”-y for my tastes, but bravo to Justin for putting this into the faction.

Stitched Together-These guys were the poster children for how over-powered Book 2 was and frankly don’t get enough blame for the “Neverfilth” reputation the faction picked up from that point on. As such, you had to expect a dip in power for them. The M2E Stitched Together are no longer the no-brainer auto-includes they used to be. Their old “Does Not Die” ability is replaced by the Hard to Kill/Reactivate mechanism that has been used on some previous models, and I think is a good compromise. Gamble your life actually requires gambling now (probably fitting), as the flips are no longer cheatable and ignore all positive or negative twist on the duel. The Stitched have a CA of 6 for the attack which, considering it targets defense, is going to give you advantage most of the time, but it still will blow up in your face more often than previously. Possibly more interesting is their “Game of Chance” spell that lets the winner of a CA vs. WP duel draw two cards and pitch one. In certain crews (Lynch or Pandora come to mind) these may actually be more desirable than the gamble ability (especially if you have a high crow to trigger either “Heads I Win” or “Tails You Lose,” which are also my favorite trigger names ever.) Plus they retain their creepy fog ability and (thank god) no longer require a suit to cast it. I think the Stitched are a good example of the compromises necessary to bring an overpowered M1E model down to the level of a balanced M2E minion. And, on a personal note, they were probably the part of the Beta I campaigned the hardest for changes that actually ended up in the game. I was one voice among many, but it was still cool to be a part of bringing a model to their final shape.

Tuco-A model that brings reliable ranged to the Neverborn is always going to deserve attention. The thing about Tuco is, you’re going to want to deploy him via From the Shadows downfield, and you’re wrong to do so. Maybe M1E Tuco could pull this off, but M2E Tuco is going to die fast if used in this manner. This Tuco needs to be used for area control, deploying him to a vital spot on the board and letting him dig in with Defensive, shooting at people that come nearby and/or making them walk away with his (0) action. This leads him to feel underpowered, again, in large part because of how strong he was previously. I think, however, that once we learn how to not get him killed on the first turn of the game, Tuco’s going to be quite good at this role in Neverborn crews.

The Depleted-These models frankly felt a little lost at the beginning of the beta, and I was happy to see them shape up into their final form. The Depleted are a tarpit model. With Hard to Kill and Hard to Wound, it’s going to be tough to push the 8 damage onto them to kill them off. That combined with the fact that they explode when they die would seem to make them low priority targets and would suggest that the best course of action is to ignore them. This is tough to do once the Depleted get to grips with you, however, as they get a +twist to disengaging strikes, so they’re going to keep you nearby once you are engaged unless you find a way around them. For four stones, I think they can do a pretty good job of causing your opponent headaches. The only question is going to be whether or not it’s worth spending points on models that are insignificant and can’t score you VPs. I see a lot of them being “Frame for Murder” targets.

Iggy-Iggy’s always been a bit weird, in that he’s the only model in the Neverborn that interacts with burning. In a Woe heavy crew, his ability to depress the willpower of the models around him will come in handy, and adding another Incite to a Pandora/Candy crew adds some utility and makes it more likely to let you control one of your opponent’s models, but this is still kind of a corner case. In the meantime, the burning just sort of feels stuck on, or more accurately is a leftover from the fluff that doesn’t really help it synergize with the rest of the faction.

Hooded Rider-The hooded rider doesn’t feel particularly inspired compared to, say, the Mechanical, and doesn’t exactly reflect anything that particularly says “Neverborn” to me. His attack has a relatively standard critical-strike style trigger that uses his masks, but also can use a different trigger to discard counters from around itself. The second trigger might have the most potential to swing a game and makes him an attractive choice when your opponent declares Arcanist or Resurectionist. His Revel in Reclamation (0) action will add some good mobility to the crew, with a potential to move 18” in a turn and bring another model along for 6 of them. His big, last turn of the game ability, Judgement Day, doesn’t seem particularly interesting, letting him make an attack on everything in melee range (3”), but I’ve already said not to judge these models based on these abilities so it doesn’t really factor into my assessment. For 12 stones, I think the Rider is going to draw a lot of attention and get shot to death if you aren’t careful with him. There are probably more efficient ways to spend your points when building a crew.

Of all the articles so far, I think this is the one where I skipped the most models during the assessment. A lot of them may have strength in particular crews or under certain circumstances, but some others were just kind of blah. The Spawn Mother/Gupp combination is something I’ve never really cared for, as it takes too long to set up and doesn’t pay off with quality models in the end. Iggy came pretty close to not getting written up either, until someone finally responded with a comment regarding him on the forum thread.  Going back to proofread, I can see that a lot of my commentary comes off more negative than I really intended as well. While I think the Neverborn get some great models out of Wave 2, I have to wonder whether the relative “nerfing” that some things received kind of puts a damper on the enthusiasm of some readers when it came to this. Plus, the fact that Neverborn strength tends to be a bit less intuitive, since it relies on subterfuge and speed rather than direct strength, makes it all the more likely that there are things here we just haven't found yet. So buck up, Neverborn fans! The future is bright! Some of these minions and enforcers are really good!

Plus we get Nekima, so we'll still get complaints that we're totally broken!


Next up on the article list is the Outcasts, who I again did not get a lot of time to playtest during the beta. Any feedback from forumfolks or in the comments section here would be most appreciated.