Friday, February 17, 2017

Did the Guild Get Screwed With Gaining Grounds 2017?

Yeah, that’s right. I know how to do Click-bait titles too. Buzzfeed’s got nothing on me.


In today’s post, we’ll take a look at a conversation I had at my last tournament, suggesting that the Guild may have a rough road ahead of them in the coming year. Also, we’re announcing Malifaux Musing’s first official sponsored tournament, here in lovely Blacksburg, VA. But first, some mini-musings…

MINI-MUSINGS

1)      The global Through the Breach event is kicking off this week! Fatemasters sign up through the website and receive access to a hidden forum, wherein the files for the game are posted and discussions can be had. For those unfamiliar with how these work, you’ll be given pre-generated characters and will play through storylines that other players are using worldwide. The characters include some gems like an artist who was “recruited” to join Professor Von Stuck’s University Transmortis, a drunken Guild Guardsman, and a construct who may have some connection to a certain puppetmaster…  Factions score points based on which characters are played the most as well as the Fatemaster's choice of a bonus point. Part 1 features the Fated working with an inventor in Malifaux city to construct a device to recreate the breaches generated by Cultists of the Burning Man, searching the city for parts and getting into some scrapes along the way. Jump in!

2)      The February Chronicles magazine is available atDriveThru RPG. Articles feature a guide to starting Neverborn on a budget, an introduction to a new Wyrd employee, a Through the Breach adventure in which characters journey into the spirit world, and a Malifaux Slasher Scenario called “Cabin in the Woods,” that sounds pretty cool!

3)      A new(ish) tool has been made available for tracking Malifaux games, called Logfaux. It’ll be useful for keeping track of your individual statistics over time, as well as giving a view of changes to the worldwide meta as a whole. Give them a look!

***

                Now, clickbait headlines aside, what am I on about this week? Well, going into the second round of the tournament at Fantasy Underground, there was a certain amount of debate as to what sort of crew would be best suited to complete the scenario. It was Stake a Claim, with a scheme pool full of things that required us to drop markers all over the board. I was playing Guild Mccabe, and the guy I was playing against was complaining that he had Gremlins and had hoped to play against the Guild so he could out-activate and out-scheme marker me around the board. And, as we conversed, we mentioned that this round of schemes was actually kind of rough on the Guild in general, and I was inclined initially to agree. Frame for Murder being a suited scheme is ROUGH on a faction that generally does their work at the end of a sword or the barrel of a gun, especially when one of that faction’s calling cards is their bad-ass henchmen. That, plus a general perception of there being more scheme marker-ness in this set created a hypothesis and, like any good scientist, I wanted to investigate.

                Before we get to the results, let’s start with a brief discussion of my methods. If I’m going to break this down quantitatively, I have to have some baseline assumptions. First, I have to assume that, for the purposes of this exercise, schemes that encourage killing are good for the Guild, while schemes that penalize killing and/or require fast movement AND a large amount of scheme marker placement are not good for a typical Guild crew. Is this a dramatic over-generalization? Yes. Obviously. Since getting past Book 1, Guild have had their own scheme runners, and masters like Hoffman and Nellie have no problem using nasty enforcers like the Peacekeeper and handing out their own AP to them as a way of at least denying the opponent one or two points from Frame. But, we have to start from somewhere, and I wanted to basically play to the stereotypical "Hulk Smash" style Guild Crew. Second, I have to be the one to arbitrarily determine which schemes are “Good” versus “Bad” for a typical Guild crew. Are Dig their Graves or Marked for Death good schemes for them? I had to make a judgement call for this. They do involve killing, but they also involve interact actions. As such, I broke them down to a score of “1” for good schemes, “-1” for bad schemes, and “0” for those that I didn’t rate as being particularly good or bad. These ratings are entirely arbitrary, and I have no doubt that others would disagree with some of my choices. The spreadsheet is on Google Drive here, so you can go look and tell me how wrong I am. Last but not least, I multiplied this by the odds of having any of these schemes come up in the average scheme pool. I’m not a statistician, but I think I remember enough from my undergrad stats class (it was only 1 decade ago guys, so not that long) that I did that part right. Again, would not be shocked if I was incorrect about some or all of this. I calculated the sum and mean probabilities, and that gives me my rough number. Which cannot be argued with, so don’t even try, because my logic is ironclad and inescapable.



                So what do the numbers tell us? Well, the change isn’t as significant as I may have thought, but there is a definite shift which is not in the Guild’s favor. The biggest changes, unsurprisingly, are in the suited schemes. I counted Dig Their Graves as one that was in their favor since it involved killing and models like Phiona Gage makes them relatively doable, though if I counted them as neutral that would have made things even worse. The change from Show of Force to Frame for Murder is probably the biggest swing, as I consider Show to be in their favor, now that they have Debt and Numb to allow for some strong upgrades that will stay attached, unlike traditional universal upgrades from the other factions like Oathkeeper and Recalled Training that have to be discarded to take effect. The differences are offset slightly by the Doubles scheme shifting from Take Prisoner (neutral) changing to Eliminate the Leadership (good.) But, that change of two “good” suited schemes to two “bad” suited schemes is tough to overcome, as we'll see shortly.

                In the numbered schemes, 2016 GG had 3 that I considered “good” versus 5 “bad.” By comparison, in 2017 the ratio shifts to 5-3. Normally, one would think that would also help to offset things. The problem is, however, that there are only 4 of each numbered card in a deck, versus 13 of each suit. As such, a good or bad scheme here only contributes about + or - .15 to the sum probability, as compared to almost a full .5 for a suited scheme. Thus, it would take having 5 good numbered schemes to offset one suited bad scheme. Therefore, while I included them, they don’t make THAT much of a difference. Still, it’s a little something to help salve the pain, at least.

                How much of a difference did this new scheme pool end up making? Well, if we look at the sums, the total changes from -.81 in 2016 to -1.05 for 2017. This seems significant. The mean probability per scheme, however, doesn’t change that much (only a drop of .01 total.) This backs up our assertion above that, while there hasn't been a significant change in the NUMBER of positive versus negative schemes, the locations of those changes on the table make a big difference for the faction. 

                So what does this mean? I honestly expected that there would be no significant difference (that’s usually how these things work out.) However, I think there is a legitimate case to be made that the “typical” Guild crew (Kill ‘em All and let the Governor sort ‘em out) will struggle in Gaining Grounds 2017 more than it did in 2016. Admittedly, what this analysis doesn’t factor in is the fact that use of force in the game has a quality all its own that can’t be reflected in the math, namely the ability to block your opponent from scoring VP by, you know, blowing them the hell up. Still, I think it would be in the best interests of many Guild players who are looking to rack up as many VPs as possible to think outside the “typical” box and build crews that can run schemes. Look at Reporters, Hounds, or Watchers specifically to fill these jobs, and look for those badass enforcers to do the heavy lifting/killing of your crew. It’s going to be painful to bench Franc/Phiona/Ryle, but with Frame in the scheme pools almost every other game, they’re going to give those points up an awful lot. At least when the Peacekeeper kills your opponent’s Chump, you’ll only give up 2.

***




                Finally, I’d like to announce the tournament I’m hosting in late April, NRVFaux. It’s a standard 50ss Gaining Grounds 2017 tournament hosted as part of a regional convention (NRVCon) that is put on by my FGL, Fun-N-Games hobbies. It will be held April 22nd, with registration starting at 9AM and the tournament kicking off at 10. In addition to the standard tournament prizes, I’ve modeled the prize support plan off of the Southeastern Malifaux group plan I’ve seen at tournaments put on by Chris Bellamy and the always Sassy Dawn McCormack. As such, there will be raffle tickets distributed for each round you’re playing a fully painted crew that can be used to enter drawings for extra prize support after the games are finished. We’ll also have a sportsmanship award, and the usual Guilders and Mystery boxes for first and second place. Additionally, the tournament organizers are kicking in some Con-Cash, good for purchasing loot from the vendors at the convention, based on the number of attendees! I’m hoping for a nice turn-out, and if you make your way to the tournament you can even meet your favorite bloggers, Adam and Jon, in person! So come on out! And be sure to come back for our next click-bait article, “Why Donald Trump Thinks All True Americans Play Neverborn!” 

Monday, February 6, 2017

Malifaux at the Underground, 1/28th Tournament Report

Mini-Muses



-Information for how to join the Through the Breach worldwide event: A Stitch In Time, is the subject of this week's Monday Preview. There's a sign-up sheet linked on the page where you put in your name, email, and forum name in exchange for access to the forum where the files, including the pregen characters required for the campaign, are located. Fatemasters should sign up by February 26th at the latest, but the first part of the adventure goes up on the 13th (just in time for some Valentine's day gaming?) And, it contains a render of the character which won the first Nythera event, Dr. Alexei Sokolov of the Aracanists. My player tended to use his overdrive ability to pick up tables and throw them, though, but I don't know how well he can pull that off with those big swords...
Everyone's favorite French-speaking Russian

***

Last Saturday, Jon and I traveled south into the wilds of High Point, NC for a another tournament in the Southeastern Malifaux group, this one organized by Chris Bellamy. It was more of the standard 50SS fixed faction fair, and I posted previously about some thought experiments I did in advance as tournament prep. I was planning on running McCabe the whole time, as I have an affinity for masters that are more the point guard for their crew rather than the one scoring all the points. I’d played a couple of practice games to learn his nuances, at least as well as I could, and decided to put what I’d learned to the test.



Gaming Undergound is a gaming center similar to my old store Gauntlet Games in Lincoln, Nebraska. The store has some inventory inside, but the majority of the space is dedicated to playing areas. They also have a pretty expansive web store where I would imagine they do the majority of their sales, but it was cool to not have the whole tournament crammed in a corner like you get with some venues. Food was available all around the store, and they had a system set up to allow you to see the round timers on screens throughout. Very handy.

You know nothing, Lucas McCabe...


The first round was Headhunter and close deployment, so I immediately thought “Executioner.” His 0ss upgrade is supposed to have fixed some of the speed issues that have plagued the model since its release, and I’d had some success with it in a test game with Jon online. The scheme pool was Claim Jump, Frame for Murder, Accusation!, Mark for Death, and Last Stand. I came in with:

Mccabe with badge, saber, and promises,
Luna,
Peacekeeper with Debt to the Guild (how does a Peacekeeper go into debt?)
Executioner w/ Ready to work
Hunter
Brutal Effigy
2x Guild Hounds

                The enemy crew was Ulix with Old Major, Lenny, Gracie, a Slop Hauler, and some piglets. There were upgrades involved, I’m sure, but I couldn’t tell you which other than Corn Husks. The main thrust of this game was a two-front battle, his Ulix-Lenny-Gracie unit backed up with a slop hauler versus Mccabe, the Executioner, the Hunter, and my hounds; and my Peacekeeper and Effigy versus his Old Major and some piglets. The former battle didn’t work out the way I was hoping, to put it nicely. He tried to tie up the initial charge of the Executioner, but I got out and threw Fat Wolverine into the enemy to cause trouble and die gloriously for the good of the Guild. He…accomplished the second part. I had thought that, since Gracie was sort of the enabler/muscle of that team, that the right move would be to try and take her down quickly. This was incorrect. Gracie with Lenny standing next to her is a wall of armor that even the big guy couldn’t get through, and he basically bounced off and got eaten for his trouble (though he did manage to milk 2 stones and 2 cards out of the enemy while he was at it.) Making matters worse, Gracie’s an enforcer, so only 2 points from Frame. Meanwhile, the Hunter was trying to move around behind the action and murder the slop hauler, but didn’t get this done either, and the slop hauler was busy the first several turns throwing buckets at him and/or picking up heads off the ground (ironically, never doing the thing he was hired to do, heal people.)
                On the second front things were going slightly better, but only slightly. A peacekeeper is more than a match for Old Major, even when the idiot playing it keeps forgetting to hold a card in hand to keep from giving him reactivate. Some of the heads I managed to pick up in the game came from there, while the others were from piglets that sprinted off into the main fight to muck things up. Unfortunately, the corn husks made it so the enemy piglets could score claim jump three times before I could stop them, and in the main scrum we realized that the trouble with Mccabe and Marked for Death is, you know, he can be scored twice. Eff. So, we both got 4 off the strat, but I missed two scheme points for Mark and Frame while he maxed out, and I lost 8-10. Not a great start, though I was at least happy with the points my side managed to put together. Lessons learned: Executioner is still going to struggle in a lot of games, even with his new upgrade, and if Lenny is on the board he is important to the other side. There’s a reason he got nerfed, and he needs to die.


                Round 2 was standard deployment stake a claim on an Asian themed board. Fittingly for the terrain, I was throwing McCabe into a fight with Rezzer Yan Lo. Big trouble in Little Malifaux, indeed. The pool had Accusation!, Leave Your Mark, Hunting Party, Claim Jump, and Search the Ruins. So, basically, how many fast AP can you squeeze in your list? Prior to this, some other players and I had discussed how some of them had wanted to be matched up against Guild this round, as it was believed that they would not be able to do enough interactions. My response, "Oh yeah? Hold my beer..."

Mccabe-Badge of Speed, Glowing Saber, Plant Evidence
Luna
Master Queeg-Promises and Plant Evidence
Hunter
Warden
Austringer
Brutal Effigy
Guild Hound
Guild Hound

                The opponent was bringing in Yan, Izamu, Toshiro, Soul Porter, 2xNecropunks, a Komainu, and a Crooligan. It was pretty obvious we were going to be trying to sprint for markers, and I was going to need to use my minions to hunt down his before they could start scoring. I was confident, however, that I could use my hounds to score while doing this. That didn’t quite end up being the case, though. We spent the first turn basically waving at each other as we walked past, since we were deployed on opposite flanks and both seemed content to focus on scoring the objectives early. I juiced up the super dog with the badge and reactivate, counting on him to go get the first squat markers down. However, the dog soon found himself engaged with an enemy Komainu that slowed that process down, and I actually fell behind early. I was helped out by Luna charging into an enemy Necropunk on my side, dropping him, and then reactivating to move up field and eventually burn up his claim marker and replace it with one of mine just over the center line. The combat portion of this game was really won through a combination of the Hunter attacking a model before its turn, and then a reactivating saber-wielding Promises-buffed Warden coming in to mop up. That was scary good, and ended with him taking down Izamu, the Komainu, and a good chunk of Toshiro more-or-less solo. Another MVP vote goes to my second, non-super hound who spent the last half of the game blocking two scheme markers from scoring for Claim Jump all by himself. In the end, a combination of McCabe dashing back and forth like his hair was on fire and lobbing upgrades, some decent strategy on my part, and a fair amount of bad luck for my opponent’s flips managed to carry the day for my side, and we won 6-4.

The cards you see are a Terrifying test with a - flip. You know, if you want a preview of how this game went.


                Round 3 featured the dreaded Corner Deployment Squatter’s Rights scenario. I was worried about this one going in, as the scheme pool had Frame for Murder and Neutralize the Leader, which are both bad for Guild McCabe. I tried to avoid some of this by staying away from killy Henchmen if I could help it and focusing on killing models with Enforcers. I was playing Rezzers, so I decided I’d better find room in there for a Warden to help with Terror tests, which ended up being even more important than I knew. My crew looked like this.

Mccabe-Badge, Saber
Queeg-Promises
Peacekeeper-A Debt to the Guild
Hunter
Warden
2x Hounds

                My opponent was bringing a fear based Seamus crew with the Hatter and Sinister Rep, Yin, Carrion Emmisary with a Conflux that didn’t really come into play as far as I could see, 2xCrooligans, a Hanged, and the Valedictorian. Show of Force is a pretty strong scheme for the Guild after book 4, as their universal upgrade (Debt) stays attached after you activate it, unlike Oathkeeper or some of the Arcanist stuff. Seeing no upgrades on anyone besides Seamus and the 0 pointer on the Emmisary, I thought this was a strong bet. Then I put Frame on the super dog, as I figured his chance of living past turn 2 was pretty minimal.

                I was in trouble from deployment on this one, as my opponent stuck me with a corner that had a good third of its space filled by a building right in the middle, forcing me to split my crew (you can see it in the picture.) I also discovered that the trouble with the super-dog strategy is that, if you flip the middle marker and then one on the outside, the opponent can just walk up and flip the middle one back next turn. Doh. Really, I made a lot of mistakes in this game, to the point that the only thing that could have saved me was if my fate deck was exceedingly kind. It was, in fact, not (again, I refer you to the picture.) Misplays like activating my Peacekeeper’s Debt to try and attack Yin when I was in view of the Hanged, so I would have to take Terrifying Tests all turn long rather than just on the first attack, were characteristic of how I played. And, to be fair, this enemy crew is a very effective, classic build for Seamus (though I was surprised there were no Belles. Apparently they were unneeded, though.)  Also, Yin couldn’t actually have Hard to Wound, obviously, but instead Mass of Viscera which is its own thing that the sabre doesn’t ignore. As such, I bogged down in melee in the middle, managed to hand free points to the opponent by killing their Frame target on turn 2 with my Hunter, and only had the Squat markers flipped for a couple of turns 3 and 4 before getting wiped off the board. Oh, and obviously the enemy chose the two schemes that I was afraid of going into this one, so he walked away with something like a 9-6 win (my Crewfaux didn’t save the final score.)



Obviously, I’d like to have done better than 1-2, but there were some take-aways I could pull from this experience. First of all, I had 20VPs scored in the tournament, which was the 5th overall in the pool. So, I wasn’t having problems scoring VPs, but rather keeping my opponent from scoring theirs. As such, I’m going to try and focus on playing defense in the future to work on my denial game. Second, I’m a little concerned for the Guild in Gaining Grounds 2017. It may just be this particular batch of scheme pools, but Frame for Murder being on a suit really hurts them. Also, I sort of feel like there are more scheme marker based schemes this time around than previously. I think I’m going to need to take a closer look at the math on this one, so look for a post on that coming at some point in the future. Moreover, it’s even worse for McCabe, as he’s sort of vulnerable to Marked for Death and really vulnerable to Neutralize the Leadership. That’s a lot of land mines in GG2017 I might have to watch for in the future when picking masters, and he’s definitely not one I’d recommend for a fixed master tournament. I did, however, have a really fun time playing him. I seem to like support masters quite a lot, so I might play some things along those lines in the future (I do like Hoffman…and many of my crews were basically Hoff crews with McCabe…hmmm…) And finally, I still had fun playing Malifaux despite getting my butt handed to me a couple of times. I’ve heard some advice given to an amateur golfer from a pro: You don’t play enough to get this mad when you do poorly. I think that definitely applies to me. Hopefully, I’ll be able to make it to some more events in the future and refine my skills, such as they are. 

Tuesday, January 31, 2017

Through the Breach 2nd Edition



Last week’s Monday preview announced the coming of a new edition of the Through the Breach game. It may seem a little surprising, given that it’s only been about 3 years since the game initially came out after kickstarter, but I think most people knew the game wasn’t perfect in its initial iteration, so the initial reaction has seemed to be relatively positive. This is assisted by the fact that Mason and the Wyrd crew have worked hard to ensure that the game is reverse compatible with all of the supplementary materials and adventures published for TTB so far, a consideration that I honestly can’t recall another example of in the gaming industry.
Probably the most immediately notable change is the combination of the Fated Almanac and Fatemaster’s Guide into one book (another concession by Wyrd to reduce the financial burden of releasing a new edition. This all comes together in a 416 page beast of a book that has all the material a group needs to play the game. Along with this, the new Through the Breach Core Rules includes an expanded bestiary, filling up almost a quarter of the book and introducing enemies and signature Fatemaster Characters from each of the factions. These gribblies will get new tricks to throw at Fated in the new edition as well, with the inclusion of Fate Points. They give Enforcer level characters the ability to gain bonuses to flips, take additional actions, or heal damage. I think this helps them deal with the disparity Fatemaster Characters have versus Fated as a result of the latter being able to use twist cards to cheat fate. Cool. Additionally, the back of the book will contain an introductory adventure, which I’ve personally found to be very useful for players who are unfamiliar with the system or story of a new RPG.
One of the design goals for this relaunch of the game includes refocusing pursuits and bringing them in line with what has since been published in the faction books like Under Quarantine and Into the Bayou. They mentioned the Pioneer as one pursuit which has been retooled, as its original form was a bit scattered and…well…useless. Now it focuses on taking advantage of terrain, giving you a specific type of game session when one would want to take it on. Additionally, each pursuit now has a Rank 0 talent (like those from the splat books,) which help to reward players for switching Pursuits in response to the prologue.
Additionally, for fluff junkies like me, this book has it in spades. With over 60 pages detailing the world of Malifaux and its history, this book promises to be a treasure trove. I know one of the things I was really looking forward to in the initial version of the books was learning some new information about what was going on Earthside, what the Neverborn were doing before we arrived in Malifaux, and an explanation of some of the long-standing mysteries of the game’s background. Sadly, much of this information was lacking the first time around. These new versions promise to at least touch on this and even more, including recent events bridging the stories of Malifaux and The Other Side like the Governor-General’s recent mishap and transformation into the Burning Man. It even mentions discussing what happened on the night the first Breach closed, which has always been a mystery. So, yeah, you could say I’m pretty excited about this part of the book, and Through the Breach 2nd Edition in general.

***

Mmm, gator snacks.

Speaking of Through the Breach, there’s a new one-shot adventure up on Drive thru RPG. This particular story focuses on a quintet of Pregenerated characters working for their boss, one Chubbs Lacroix, who had his hand and favorite gun bitten off by a gator in the swamp. He hires the Fated to go hunt the beast down, leading to the usual array of mishaps incurred by anyone spending an extended period travelling through the Bayou. The story features run ins with a menagerie of swamp beasties and may even end in a meeting with the Swamp Hag herself. Check it out for $5.
Additionally, the Monday preview mentioned a worldwide campaign for Through the Breach coming soon. We don't really know much about it other than the title, A Stitch in Time, but given how cool Nythera was I'm sure we're in for some good stuff. 

***


Come back later this week for a tournament report featuring my mishaps with McCabe in North Carolina. 

Friday, January 20, 2017

4.5 Tips to Prepare for a Malifaux Tournament

Mini-Muses


Not a lot of news briefs this week, but The Other Side kickstarter has just a few hours left. If you want to get in on the game from the groundfloor, this is your last chance. The deal has never been better!

Tournament Preparation


With the arrival of the Gaining Grounds 2017 document, and the fact that I'm currently preparing for a tournament coming up next week, I thought it would be a good idea to talk about some ideas for how to prepare oneself for a tournament, particularly if you haven't been to one previously.


1) Figure out what you're playing! - This probably goes without saying, but before you head to a tournament, make sure that you know what you're going to play! This can take a lot of forms, of course. Obviously, you'll want to know what kind of tournament you're entering and which models you'll need to bring along. The standard Gaining Grounds tournament is fixed faction, meaning you name your faction at the beginning of the tournament and that is what you play every round. You are, however, allowed to build a new crew every round after seeing the strategy and scheme pools you'll be facing, as well as knowing your opponents' faction. Other tournaments may be fixed list (same crew every round), fixed master, more or less soulstones, hiring pool, or other more bizarre formats. Now, if you have a favorite faction or one crew you've been playing regularly, this can be pretty easy. If, like me, you suffer from chronic magpie syndrome, sometimes this choice can be a bit tougher. For the upcoming event, I literally asked my wife to name the first suit that came into her head from a deck of cards. She named hearts, so I'm playing Guild (because everybody loves the Guild.)

1b) Pack the models you'll need- Your choice of faction may, in fact, be a choice of master or crew that happens to be holding your interest right now or with whom you think you have a level of familiarity that can lead to success. If so, you can probably put together a small list of models, pack a small bag, and you're good to go. However, the advantage to the fixed faction format is flexibility. Depending on what you may be facing each round, you may be best off building your whole crew, master and all, each round of the tourney. I think it's at least worth your time to include models that are good for killing, good for surviving, and good for moving to go score objectives. If you have that ready, you can probably build a decent crew that can handle most situations the game can throw at you.


2) Know your models- Time limits during tournament games of Malifaux can creep up on you. When one is just learning to play or just having a fun, casual game with friends, its not unusual for games to take 2 1/2 to 3 hours or longer. You don't have that much time in a tournament. The GG2017 document stipulates two hour rounds. It is not uncommon, therefore, for many tournament games to not progress past turn 4 or even turn 3. A good way to help keep this from happening is to make sure you are as familiar as possible with the models you'll be using. If you have to look down at your stat cards every time you activate one of your abilities, that's time you lose. If, on the other hand, you know your models well enough that you remember that, say, Mccabe's Take This! requires a 4 and has a range of 10 and pushes the target 4", you don't need to check it and can just do what you need to do when you need to do it. You don't need an eidetic memory or need to sit and study like you're cramming for a final, though. I've yet to play anyone who could run their whole crew off the top of their head. Just make sure you're as familiar as possible. If nothing else, you'll have a much better idea of what your crew is capable of doing in real situations on the table (as opposed to in your head, where many of us unfortunately end up making our value judgements on the quality of models.)



3) Look up the strategies- Gaining Grounds documents list which strategies you're going to play every round of the tournaments, with a rotation that changes as the months move along. Right now, the strategies are Headhunter, Squatter's Rights, and Stake a Claim. When you know what's coming, you can start planning ahead of time what crews you're going to use every round. Conversely, if you have a fixed list that you're locked in to every round, you limit your ability to adapt to the scenario and can put yourself  at a disadvantage every round. Now, it's not foolproof, because the scheme pools are generated at the individual events (wouldn't want people to be TOO prepared, after all) so you need to be flexible. My Stake a Claim and/or Squatter's Rights Mccabe crews use dogs (as many do) as scheme runners to score the strategy. If, however, I see Hunting Party in the scheme pool for these rounds, then I might want to think about using something else to get the job done, as this would put easily killable models out for the enemy to use to score.


4) Think of pitfalls- While the stated design goals for M2E were to have every master capable of completing every strategy, there are situations where one master is going to struggle more than others. It is useful to sit down and think about what these pitfalls are for the masters/crews you're thinking of using and come up with contingency plans to counter them. One of these for McCabe is the Neutralize the Leadership scheme. It only comes up on a number flip, so I may not see it at all in the tournament. If I do, however, running McCabe essentially grants a free 1 point to my opponent, as I'm going to be reduced to half wounds at least once during the game due to McCabe's "split into two piles" wounds rules. If I see this scheme, then, I might think about running one of my other Guild crews to block those points (and potentially score them myself, of course.) Perdita and Sonnia tend to like standing back out of the fray and blasting things to pieces, so they're strong contenders to think about using in this situation.

5) Make some sample lists- There are two benefits to writing up a few sample crews before the tournament starts. First, you can save yourself a bit of time during your games if one of your sample crews fits the strat/board/scheme pool combination you're facing. The other benefit is physically sitting down and getting an idea of what you can cram into a 50SS limit. Fancy the Peacekeeper but want to use the Pale Rider to swing the glowing saber as well? You'll need to have an idea beforehand of just how much you can still fit after you chew up 20+ stones with two models, and maybe come up with something else that can do similar jobs for cheaper. For instance, if you like the Peacekeeper for his harpoon gun primarily, maybe look at a Hunter instead (which work great with McCabe anyways, since they're minions that he can Black Flash.) If it's durability you're after, Guardians (another minion, and one that got a bump in the most recent Gaining Grounds document) may be an effective substitute. Flip some points around and see what you can really do with your crews. Some things may occur to you that you hadn't previously considered.

These bits of advice aren't going to guarantee you a top 3 finish every tournament, of course, but if you keep some of these ideas in mind, you may set yourself up to do well and have a good time, as nobody likes feeling unprepared and/or getting stomped because they weren't sufficiently prepared.



Do you have any tournament preparation tips? If so, I'd love for people to comment with them below.

Monday, January 9, 2017

January 2017 Errata, Fire in the Sky, and The Other Side

News Briefs:



1)   Wyrd’s Monday preview from last week introduced an upcoming Penny Dreadful for the Through the Breach RPG titled “Fire in the Sky.” This is the first story for the role-playing game to be set earthside. The Fated journey to San Francisco, where a strange light has appeared in the skies. From the cover, you can see that this light is man-shaped, and the description mentions the Other Side, so it suggests that the Burning Man (and perhaps some members of his cult?) may be involved. As someone who may know things about things, the Ongoing Challenge from chapter 2 of this book is one you won't want to miss! 

2)   The Other Side’s kickstarter campaign has 11days left. They’ve exceeded a quarter of a million dollars at this point, and have revealed some special models/units as the campaign has progressed. Adjunct models are special figures that can be plugged into a normal fireteam to add in some special abilities, but can be removed like a normal model or picked off by enemies with accurate fire. Additionally, the creators have introduced the idea of Ally rules, allowing for the addition of some more diversity to your army. One type of ally you can hire are Syndicates, groups of unaligned forces which have restrictions on which armies can purchase them. For instance, the Court of Two syndicate is a Malifaux syndicate, and so can only be hired my Malifaux allegiances (one assumes Gibbering Hordes and/or the Burning Man.) One of the syndicates is the Guild (hurray!), who have taken a step back from running things earthside and are offering their troops to the highest bidder. The other, the Court of Two, is led by Neverborn and their ilk. The Court of Two model previewed in the update is Binh Nguyen, a spirit trained by Kirai Ankoku who has helped raise an army of ghosts to hire out. Cool stuff. Plus there are a large number of add-ons unlocked at this point, so if you have the money, backing the Kickstarter is likely going to be a pretty good deal.

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Over at Leodis games, the 20% discount on preorders continues! Added to it this month: the Amo No Zako boxed set, Death Marshall Recruiters, Will o’ the Wisps, and Akaname, among others. If you’re a UK reader, go check them out!

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            The January 2017 Errata document served as an introduction for several things besides just alterations to models. This was the first modification to the game headed by new Malifaux lead designer, Aaron Darland, and it introduced the way these are going to be handled going forward. Specifically, there are now plans for there to be 2 errata documents released during the year, one in January and one in midsummer. Major changes are going to be released in the January update, while the one later is meant to include small changes, many of which come up in response to things from the first errata. The FAQ documents will still be done bimonthly as before, but this allows them to make more drastic corrections without needing to do the 0 ss upgrade cards as has been done in the past.
             Many folks, of course, have some thoughts and feelings about this. The response has actually seemed pretty tame compared to what I expected, but there is a bit of (possibly understandable) salt from some people due to alterations to their favorite models and/or having to reorder cards for models you already own. The print-on-demand service from Wargame vault helps offset some of this pain, at least, but I think even the game design team would prefer not to have to do it this way if possible. This is an advantage digital games like Hearthstone have, where they can make changes on the fly without leaving people with a large number of out-of-date cards. Still, I think this is the best of some bad choices.
            As for the individual changes, they range from severe overhauls to very fine alterations. To run through some of them (and my thoughts: )

Ironsides-Added a tome to her defense, allowing her to trigger “Good shot, my turn” every time she gets hit in melee. Ironsides players love this change, and it means you had better just not fight her in melee, period.

Colette-You can still prompt 3x in a turn, but you can only prompt the same model once. So, no more running in Howard and then having her prompt him to swing over and over. I think even most Colette players are ok with this, as the card does a lot of cool stuff outside of this ability, but many players literally never have her do anything else.

Tara Crew-Many of the changes to Tara and her ilk were to clear up her bizarre hiring rules. She now has Infiltration: Void, which works like many of the 10 Thunders masters to allow her to hire anything with that trait from outside her faction. Correspondingly, Death Marshals, the Scion of the Void, Void Wretches, and the Nothing Beast all gained this trait. Since this made part of the Dead of Winter upgrade redundant, she gained a new ability on there. And, probably the nicest buff for Tara’s crew, the Nothing Beast is now a henchman, with the increased upgrade slots and soulstone use that goes with it.

Brewmaster-Drinking contest was rewritten for clarity. Still works the same way.

Black Blood Shaman-They removed the weird “Black Blood Condition” versus “Black Blood Ability” stuff the model previously had and just made it the ability. This has some effects on the game mechanically but mostly just clarifies weirdness.

Francisco and Papa-Their respective buff abilities now go away when they leave play or activate. This is specifically targeted at the “Papa in a box” type Sonnia builds which, if I’m being honest, always felt a little exploitive. Don’t have a problem with this change.

Guild Austringers-Lost a bit of their sting by taking away the enhanced range while focusing. You’ll now have to get them a bit closer to the action (while still leaving them completely hidden from sight, but it’s something to keep in mind.) This one stings a bit, but may have been necessary from a balance perspective.

Lenny-No longer gives +Rams to masters. This is a big change, and hurts Ophelia, Som’er, and to a lesser extent Ma Tucket crews (as was pointed out on the Malifools, Lenny had a hard time keeping up with Ma.) Probably necessary, but I can see how Gremlins players might be stinging. On the other hand, your Francois can still just explode anything it meets up with.

Rooster Riders-Can no longer Reckless. These guys were, from what I’ve heard, one of the few legitimate NPEs in Malifaux, so softening them up was a good change.

Rotten Belles-Lure's Ca and their wounds reduced to 7. Outrageous! How could they…ok Cast 8 was probably necessary. The reduced wounds actually doesn’t do all that much to reduce their toughness, since people hitting them will probably do weak damage and, if you do the math, this doesn’t change the number of times a Wk 2 or 3 model has to hit them to kill them.

Daydreams: Lucid Dreaming rewritten to only apply to one cast. Basically an effort to curtail summoning Dreamer, who has also inspired some salt from opponents in major tournaments.

Guardian- Reduced to 7 cost and gained a point of weak damage on the sword. Maybe can give Franc a run for his money in the “Auto-include protection model” slot? They’re still not fast so you’ll have to give them a nudge to get up the board with quick crews, but I've dusted mine off.

Lucius-  I’ll just copy-paste Aaron’s description: “The Austringers sent Lucius a fruit basket with a nice card, and now he doesn't hate them as much. Gained +Mask to Defense (Re: Surprisingly Loyal upgrade). Devil's Deal reduced to 2 damage. Elite Training works on Melee attack and Horror flips of Minions, Mimics, and Guardsmen. Commanding Presence works on all friendly models, range reduced to 12”, TN dropped. Governor's Authority lasts until this model's next Activation. Guild Intelligence made a (0), lost its TN, and now works with all friendly models. TN of Issue Command lowered, Triggers changed around. “ Basically, all his stuff that was interesting but not quite that good got a little nudge. Hopefully this brings him out of the “This is the worst master in the game” slot, at least. The scribe also got a nice little boost, becoming a minion and gaining some nice new actions.

Misaki- Deadly Dance changed to a 0 action, making the defensive Misaki build much more viable. Downburst was reworded and given a trigger to allow you to make some attacks after landing.

Montresor-Choking Death now triggers when model activates. Gained a couple of wounds and a point of damage. Wyrd really wants this model to work, as this is only the most recent in a string of buffs. Will this do the job? Who knows, I don’t play outcasts.

Union Miners-Gained a couple of buffs to their attacks and a common-sense rewording to their false claims ability (now you don’t have to discard a scheme marker if one has already been removed from play.) These guys always seemed like they should be decent to me, and yet you never see them. Hopefully this will change that.


As stated above, all the new versions of these cards are available on Wyrd’s site to print off (and these print-offs are tournament legal, per Gaining Grounds 2017.) If you need a real card, you can use Wargame Vaults' print on demand service. How do you feel about the changes? Was your favorite model nerfed? Are you excited to get something on the table that got a buff? Still wondering how Malifaux Raptors+Practiced Production somehow escaped the cuddle bat (like a certain Malifaux Musings author)? Let me know in the comments below. Otherwise, see you next week!

Saturday, December 31, 2016

News Briefs and Treacherous Allies Team Tournament Report

We’ll have a few quick news bits, then dive into a tournament report from Raliegh, NC on 12/17/16, the first team tournament featuring your two esteemed bloggers working as a team!

-First, a couple of weeks ago Aaron Daarland released a plan to alter the rate at which Malifaux Errata would be released in the future, and brought out the January 2017 Errata. These changes included changes that players have been asking for (in some cases) for a while now. Austringers getting their ranges reduced I assume most players are ok with seeing, as well as Rotten Belles having their cast brought down into only very good ranges rather than ridiculous. Daydreams got a little softening as well. Some other models got buffed. Go check out the file. I’m not a great crunch guy, but I might go through and write up a more in-depth breakdown later.

-Shortly thereafter the new Gaining Grounds 2017 document dropped. Schemes were shuffled some rules changed. I’ll probably save an in-depth breakdown for its own post, but you can go check it out here.

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And now, on to the tournament report!
A few weeks prior, Jon had asked me if I wanted to team up with him for the Treacherous Allies tournament at Atomic Empire games store in Durham, NC. This was part of the program organized by the Southeastern Malifaux Players Group of some renown, which is led by the lovely and, of course, sassy Sasslady herself, Dawn McCormack Plunge.


Photographic Proof

If you’re in the area and can go check it out, Atomic Empire is worth the trip. I’m a bit of a bumpkin, but its easily the biggest game store I’ve ever visited. They have snacks. They have a bar. They have more games than you’ve ever seen. Go check it out.
The format for Treacherous Allies was, as I understand it, fairly standard for doubles tournaments. Each player on a team builds a crew with a master and 35SS each round from the same faction. Your models are considered friendly to each other. It’s not balanced and it’s not meant to be. Weird stuff happens in these types of games (more on this later.) You pick who is going first and second in your team every round and alternate activations. So, if one team has players A and B and the other has players 1 and 2, you could go A,1,B,2 in one round and could switch it up to B,2,A,1 in the next. So, basically you have a 70SS crew with two masters and two brains trying to pilot it. What could go wrong!?!
We decided to go with Ten Thunders as they are Jon’s jam and I know Lynch fairly well. Our team was team “Let Me Know When You’re Finished Ten Thundering,” after a sentiment expressed by one of Jon’s opponents after much bewildering tossing of upgrades and various Asian themed nonsense. Dawn was of course thrilled to have to read it out every round. The general themes that came into our games every round revolved around our two halves complimenting each other rather than directly synergizing. Basically, McCabe was there to make something like the Dawn Serpent have reactivate with a super cool sword and the Terracotta Warrior buffing it to protect it from damage. Meanwhile, Lynch would be doing Lynch things, and Promises was there to make Hungering Darkness and any other Enforcers with upgrades we brought in work even better. And Jon's side would have Sensei Yu so he could use Lynch's Mulligan, giving both crews the ability to use it.

Rd. 1 Interference/Flank Deployment/Search the Ruins, Leave your Mark, Exhaust their Forces, Detonate the Charges, and Convict Labor.

Battle in the Bayou: Moments after a very ill-fated charge action.

This round we played against two men named Jon playing Team Spidercide (Arcanists) We were building to exploit the Strangemetal Shirt and the toughness of Illuminated and Depleted, tossing the shirt on one of them to pass out Armor +2 to everyone around them with the Black Flash reactivate from McCabe. Seemed like a pretty good game plan at the time. Our opponents were bringing Ironsides with a cadre of the Oxfordian Mages and an Ice Dancer and Ramos with Joss, Howard, and…some Howard things? I don’t remember. We took Search the Ruins for a bit of counter-play and Detonate the Charges because why not. It’s Detonate the Charges.
When I say we HAD a battle plan, what I mean is we had one for the first round of the game or so. We had also planned on tossing the Torekage the sword from McCabe so he could use it with his “Works Best Alone” + flip to dish out some hurt, before giving the designated Illuminated the Armor and Reactivate. The Illuminated did his bit, put out his bubble of armor, and the pack moved up. Ironsides, Joss with all the Oxfordian Mage buffs, and the mages themselves mean-mugged our pack of drug-addled freaks over a hill. Meanwhile, the Ice Dancer and the Torekage faced off on the side of the board.  I have to imagine that looked like a Crouching Tiger style dance-fight. Would make a cool fan film.
Where it all went wrong was when we won initiative round 2 and sent our Illuminated charging over the hill to try and get a cheap kill on Ironsides. We hurt her badly, but underestimated the damage Joss was going to do back to us, as well as the fact that one of the buffs from the Mages made him immune to Brilliance so Lynch couldn't just run up and delete him. We threw everything we had at the Arcanist firebase, but our forces withered under Joss's electrical axes and a storm of Furious Casting. Meanwhile, the Ice Dancer and Torekage mutually dropped detonate the charges markers on each other. Huggy engaged Howard and killed him before he could do too much damage, but Ramos then flooded Huggy with Spiders, effectively neutralizing him for the remaining turns (and allowing them to score for Exhaust their Forces. Whoops.) McCabe moved to stop the Joss-gernaught that was coming for us (or at least hold him at bay) but we realized we were in trouble going into turn 3, which the clock told us would be the last turn.
So, time to start being the dirty criminals our faction is. We gave up on whittling Joss down (we almost got him, but were 1 AP short and he reactivated and healed,) and instead focused on objectives. The Torekage dashed into the middle along with Lynch to throw down some quick scheme markers and to delete the now assembled Spider Swarm, which I knew could erase our scheme markers pretty readily. McCabe held on valiantly but was ultimately killed. On the last activation of the game, Sensei Yu dashed into the middle to throw down another scheme marker and complete Search the Ruins. Thankfully, our opponents didn’t figure out what we were doing to stop us and so, on the last activation of the game, we got ahead by 1 VP and stole it. This would become a theme as the day went on.

Round 2: Collect the Bounty/Standard/Occupy Their Turf, Leave Your Mark, Frame for Murder, Hunting Party, and Convict Labor

Which Huggy is the real one? Hint: not the one whose crew also contained a Doppelganger and 2 Changelings.

Our opponents were the Autumn Nightmares, a Neverborn crew played by Sam and Kevin. Our game plan was to use Beckoners to draw the enemy across the board to us, where Hungering Darkness, Lynch, and an over-clocked Dawn Serpent could score from safety. The board was not super-cooperative in this endeavor, as we had a pretty wide open graveyard board, but there was a fence and gate on the very back edge of our deployment zone we hid behind to form our base. The enemy was using Neverborn flavored Lynch with some Illuminateds and Changelings paired with Lillith, McTavish, a Doppleganger, and some Waldgeists. I brought Lynch, HD, Mr. Graves for some more movement shenanigans, a Depleted, and 2 beckoners. Jon had McCabe, the Dawn Serpent, Yu, Terracotta Warrior, and a low river monk. Our schemes were Frame for Murder on the Depleted and Hunting Party. So, basically, we had a drug war on our hands.
The enemy didn’t have a ton of ranged outside of McTavish, so we knew we had a good chance of making the plan work. A Waldgeist ended up in our DZ early between lures and Neverborn tricks and gave us a first opportunity to score a hunting party point, but McCabe hit it too hard and killed it himself. Ultimately, the game boiled down to a 2-sided fight, our right flank where McCabe and the Dawn Serpent tag-teamed with one of my Beckoners to draw Illuminated down and try to kill them, while our left side featured Graves, Lynch, HD, and the other Beckoner dealing with the other enemies. Our chump Depleted bravely (or foolishly?) ventured forth and was drawn into Lillith’s melee range by Tangled Shadows, but they gave me a bit of a scare by acting like they were going to kill him with an Illuminated rather than the Master herself. Thankfully, the enemy’s Hungering Darkness obligingly killed him off so we could score. The left flank combat was a money-maker for us in terms of hunting party and Bounties, but things got a little dicey when Lillith disengaged, hopped across the board, and nearly killed Jacob Lynch after he overextended to finish off a Lured-forward McTavish. Thankfully, Mr. Graves saw what was coming and obligingly ran forward to smash Mr. Lynch’s skull in with his fence-post, thereby denying the enemy the Bounty points. This one got a little dicey at points, but between the high-value targets we took out on the left, bounty points scored by our Huggy, and the reactivated/terracotta warrior buffed Dawn Serpent picking off Illuminated, we won relatively comfortably.

Round 3 Head Hunter/Corner Deployment/Undercover Entourage, Leave Your Mark, Quick Murder, Take Prisoner, Convict Labor.

Pictured: An ugly-ass mess.


Against team Insert Winning Team Name Here (Ray and Jim) and their Arcanists, we thought we would go with a similar game-plan to what we used previously, tossing out the same crew list but with a Beckoner replaced by a Performer to pick up heads.
We faced a very well designed crew focused around a combination of Collette and Rasputina models with Hans to cause some more ranged trouble. While I went to the restroom during set-up, some genius decided to make a bunch of bubbling puddles count as hazardous terrain (thanks, Jon) so the middle of the board between two buildings became a wide-open stretch of no-man’s land filled with bubbling death puddles. We didn’t have a strong feel for which schemes to take on this one (my note sheet has several options crossed off) but we settled on Take Prisoner for the opponent’s Ice Dancer and Undercover Entourage on Sensei Yu, who can cross 21 inches with our crew build when he wants.
We screwed ourselves up from deployment in this one, I’m able to admit. The massive building we hid behind was impassable, and so our opponents were able to get into position while we were still trying to move around the damned thing to get to the battle. And as soon as we did start to peak our noses out, we discovered the horrible reality of our opponent’s crew: Collette’s prompt can be used on any friendly model. Including Rasputina. So our opponent effectively had 6 Rasputina AP to use every turn. Hoo boy. This is definitely one of those "The designers never thought of this format when playtesting" things.
Realizing the trouble we were in, we broke up our huddle of models as quick as we could and sent the Super Serpent over the hill and back to cause some disruption in the enemy. Huggy tried to move forward to do anything productive and did manage to put some wounds on…something, but was promptly killed by Hans who could ignore his cover and his incorporeal. Lynch had moved around away from the group, dashing into a position out of LoS of the enemy ranged attacks and supporting the Depleted, who had his eye on the enemy Ice Dancer. Those two would engage and dance a lovely duet for the rest of the game, making that dumb depleted the MVP of the whole damn game as he scored us 3 VPs and blocked an opponent’s Leave Your Mark. Where we got back into the game was by using Lynch and a combination of holding all the Aces in his hand with “Wanna See a Trick” (an upgrade I had severely underrated) to make the enemy’s Coryphee duet brilliant and kill them, bringing back Huggy. The super serpent and the newly spawned Huggy managed to pummel through the super Coryphee and a Wendigo with Armor of December that ran up to block us, scoring us a head and a VP. Again it came to the last activation, as Yu had to dash for the enemy corner. He couldn’t quite make it due to some (accidentally) clutch Ice Pillar placement in his path from the enemy, so we got 2 points instead of 3. However, yet again, we snatched victory out of the jaws of defeat on the last activation…almost. We ended up with a draw at the end of the most fun game of the tournament.

Our differentials weren’t high for most of the tourney, and I knew there was at least one team that went undefeated. I was very pleased, then, to find out that we had done well enough to take home 2nd place! We both got small mystery boxes, and Jon won one of the Starter Boxes from the raffle, so all-in-all, a great tournament for team Malifaux Musings! 

Dawn even managed to shame Jon into smiling for a picture...almost.