A number of members of the Malifaux amateur reporting
community (bloggers) have joined together into a project based on the White
Dwarf Tale of Four Gamers articles, wherein several Warhammer Fantasy players
built armies from the ground up, doing a series of stories on learning how the
armies played, detailing the progress of their painting and assembly, and
gradually scaling up from a starter army to a full sized force. With the
release of Wave 2 and, moreover, it not being particularly long since the
release of M2E in general, it was suggested by the organizers of the Tale ofMalifaux Bloggers (ToMB) that it would perhaps be a good time for the
blogosphere (I feel dirty writing that) to focus on starting new Malifaux crews
as a guide to those precious souls coming Through the Breach to join us.
I signed up, as I think this is a great idea, and the first
question was who exactly to play. The general plan is that we get $60 of “money”
to start out a new crew, either buying it in real life or using it as an
approximation for beginning with a crew we had already purchased and haven’t
worked with yet. As it happens, I have a couple such crews. My wife did a
pretty impressive job of painting a Collette crew, considering it was some of
the first models she had ever done, but I don’t like mixing paint styles in the
same crew and Jen isn’t really interested in learning the game. Similarly, I
own a Dreamer and Nightmare Lord Chompy Bits that have sat in my paint drawer
forever (not that I have anything against them, it’s just that the model is
intimidating enough that I’m not sure what exactly to do with it.) I discounted
them as well, however, as I’ve used a number of the non-Dreamer models before
in other Neverborn crews, so I’m not sure it really would honor the spirit of
the endeavor. Not to mention the fact that Nightmare LCB sells on E-Bay for
about $200 on the right day, so I’d just about have enough budget for him at
the end of the project if I started saving now.
Fortunately I have a third option, and I think it’s a good
one. A few years ago a friend I had tried to lure into the game decided he
wanted out and sold me his models. One of those crews was C. Hoffman, and I
think that he’s going to be my subject for the project. I’ve only gotten him
out on the table once in 1.5 Malifaux. I wasn’t involved in playtesting him. His
models aren’t painted (mostly.) I didn’t even do a lot of Theoryfauxing with
him. Plus, when I’m done, that will leave Lucius as the only Guild master I’m
missing. So wins all around for working with the Hoff.
Wave 2 Hoffman Theoryfaux
Well, first of all, the link to the Wave 2 models’ finalversions is released and available to the public on Wyrd’s newly designed
website. His main themes have always been his interaction with and modification
of the constructs in his crew, with Hoff’s newly discovered abilities upon
coming through the breach giving him unparalleled mental ability to assimilate
constructs via the magic of Malifaux. Previously, Hoffman would tend
to clump all the constructs together into a group that would shuttle him across
the board, forming a group that was alternately described as the Hoffman-ball or
the Death Star by certain folk. This theme is still in place, but with a few
new twists. One of these comes in the form of the “Power Loop” condition which
he acquires and can pass on to other models in his crew when he activates,
allowing everything with the condition to use a different model’s Df, Wp, Ca,
Sh, or Ml in place of its own when performing duels. His Ca can go up by two
points if two constructs are within four inches of him, and he has a defense
trigger that lets him use the Armor value of constructs around him when he
takes damage. So, without even flipping his stat card over to the attacks and
tactical actions, you can see that Hoff wants to be in the midst of one or more
constructs during the majority of the game. Luckily, his Magnetic ability lets
him push into base to base with them when they take walk actions that start
within 3” of him, meaning you aren’t going to use his AP for walking unless
things have gone horribly, horribly wrong.
Now, what are you going to do while you’re running around
with all these constructs? Well, he keeps a version of his previous ability,
named Machine Puppet, wherein he can make a nearby construct take a 1 AP
action, typically attacks. The range has been extended out to 6”, however, so
this opens up the options a bit and gives him some good flexibility both for
offense and spreading scheme markers. Additionally he has gained what I think
is his coolest option, Update Hardware, which comes from his Field Mechanic limited
upgrade. Hoff is able to use this to attach a set of Upgrades known as
Modifications to constructs around him, giving them Armor+1, letting them drop
scheme markers with fewer AP, giving them Nimble, or giving them a ram to their
attacks (typically this results in bigger damage or nastier conditions from all
and sundry Guild constructs.) I like this. I have a feeling that figuring out
how to spread the upgrades around for the greatest amount of effectiveness (you
can only attach the Modifications to one model at a time) and, moreover, how to
spend Hoff’s AP during the turn, will be the greatest challenge with learning
this crew, particularly as Hoffman will be my first true support master in
either version of the game. I’ll get into more strategy breakdown as we go
along.
So, where are we beginning? I suppose we need to do some
math first to determine how much we’ll have available to buy with this first
month’s budget. Well, the Constructs of Order box set is listed on Wyrd’s web
store at $37.00, so that seems an obvious place to start. This will give me a
real mixed bag of constructs, as it contains a Watcher, a Guardian, and a
Hunter along with the Hoff, and leaves me with $23 to spend. So, now, hmm, what
to do with that last bit of cash?
As if there was ever a question. |
Ok, look. I know the thing costs $25 and that leaves me $2
over. I don’t care, and this is my article so you can deal with it. Hoffman
needs his ride. A Hoffman crew with no Peacekeeper is like a Seamus crew with
no Belles: you can do it, but it just isn’t right. I’ll deduct the remaining
two from next month’s budget and we’ll call it square.
Obviously, at first glance, I’m concerned with this crew’s
ability to score any points that don’t involve smashing things. They’re right
at 30 points with what I have here, so in a 30SS game I’m only going to have
Hoff’s 3SS cache (does he need them? I guess we’ll find out. He’s the only one
in this crew that can use them, after all.) The Watcher is built much more for
supporting ranged attacks in M2E, so its main use will be objective running in
this group. I imagine that, at least early on, we’ll see an M2E version of the
old-school bread-and-butter Hoff-ball (so many hyphens!) with the Peacekeeper,
Hoff, and the Guardian rolling together in a clump and smashing faces with the
Hunter harrying flanks and the Watcher…doing Watcher-y stuff. I note that the
Watcher has a Wk of 6 and Hoff no longer has a size requirement for Magnetism,
so a Watcher with the Nimble upgrade could give the main man some real speed
when necessary.
Anyway, this is turning into a stream-of-consciousness rant,
so it’s time to bring this thing to a close until I get some table time or some
painting done. Until next time!
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