There seems to have been some positive response to the first
in this series of articles, so I’m going to do the best I can to get
through the remaining factions prior to the release of the final Wave 2 cards.
I set this goal for a couple of reasons, partially because I really want to
take a tour through the cards and create a quick resource for those that weren’t
involved in the Beta to get up to speed with their faction (or for use as a
scouting resource for opposing factions,) and also because I signed up for the
Tale of Malifaux Bloggers project, which kicks off on the 17th.
More details on this as I get closer to the date. For now, however, time to
take a look at the wave 2 models for everybody’s favorite fascists, The Guild.
As before, these are the models that jumped out at me as
being noteworthy as of the final Beta update on 1/21st. I am likely
wrong in more than one place, and I am also certain some kind souls will come
along to inform me of this fact immediately after reading this. To give you an
idea of my prognostication ability, I went into last night’s Super Bowl
thinking that the ESPN commentators were trying really hard to convince
everybody of how good Seattle was, so the Broncos were going to win the thing
going away. And, yeah, that didn’t work out. So just assume that most of my predictions of the future are wrong, and you'll be fine.
Guardian- I kind of feel that all the constructs are slightly
undertuned in terms of their general stat blocks due to Hoffman’s Power Loop
ability. None of them particularly stand out, but since he can theoretically
link all their best stats together, perhaps this is a good thing. It does,
however, potentially limit their broad-base appeal. The Guardian’s ability to
soak wounds from the model it protects is mostly gone, replaced by the ability
to hand out Defensive +2 for a (0) and potentially heal the target with a ram
trigger. I’ve learned not to underestimate the potency of Defensive in M2E, but
I still have to wonder about whether this model is worth 8 points in a faction
that is already cluttered with high-point models.
Abuela Ortega-Shotgun wedding used to be included to let
non-family models join into the companion chain shenanigans, but perhaps its
best utility now is to give you one more model that can prevent interact
actions whenever Nino can see them. Granny has a pretty nasty auto-trigger on
her shotgun that puts its damage output on par with Seamus’s flintlock, which
is kind of fun. The rest of the crew can use their (0) actions to scoot her
around on the board, which is also fun, or at least fun to imagine. When
exactly the Ortegas turned into the Clampett family, I’m not sure. She has a
friendly only obey as well. Could be an interesting model on the table,
particularly to Ortega crews.
Guild Hounds-It seemed like these guys were in the beta
updates almost weekly, and not often with positive changes. The big issue with
them was how to keep them useful without making them very tempting to spam. 3
stone significant models (as long as they’re in pairs) is dangerous territory.
The game doesn’t want to end up with dog-pound Guild crews flooding the board.
The designers finally just had to make them Rare 4, which I would have thought
would mean they could be tuned back up a bit, but that hasn’t really happened
yet. It’s possible they may have gotten pushed too far down at this point, but
we’ll see as time goes on.
Guard Sergeant-The fat man apparently got a demotion since
M1E, but has picked up some interesting abilities. Namely, he can now shift
friendly scheme markers up to 4” with a (0), opening up some new ways to get
Plant Explosives or any similar schemes done. He also hands out some decent
buffs to friendly guardsmen models that are around him. Given that Lucius and
McCabe both like Guardsmen, and a number of Guardsmen models have simply become
better for any crew to take (or remained strong, in the case of Austringers,) this
could lead to him getting included a bit more often in crews.
Hunter-For a while there, Hunters were one of the best
models in faction. They’ve since seen some down-grades and been made Rare 2,
but still have some strong potential. Their Prowl ability adds some nice
mobility at the end of the turn to either get that last bit of movement or
perhaps duck out of melee range of things they attacked. They also have the
ability to pounce 3” onto a model as a (0) and debuff their melee, with a crow
trigger for a free attack. The chain harpoon is always nice for repositioning
enemy models and passes out slow. I wish they would have gotten unimpeded, as I
think it would have fit better with the overall theme of the model and would
have added some movement flexibility. Still pretty good, but we’ll see how much
play they get outside of Hoffman now that the full faction is there to compete
for the points.
Lawyer-Guild Lawyers in M1E were overcosted and
undereffective on the board, and it’s good to see that the designers have made
efforts to reverse these two characteristics this time around. They have Lucius’
Highest Authority ability to hand out negative flips to attacks and can buff
friendly models against horror tests in a 6” aura. I’m not blown away by the
special damages ability, but I like Objection! to hand out slow and paralyzed.
Pretty decent mid-cost support model.
Watcher-Watchers apparently spent too much time haning out
with Nicodem’s M1E Vultures, as they learned how to allow friendly leader’s to
draw line of sight off of them with a (2) action. Additionally, they disrupt
the opponent’s ability to utilize cover, so obviously their greatest utility
will be in ranged crews. I could see Perdita fielding them, or perhaps a Sonnia
crew that doesn’t want to rely on burning to negate LoS.
Witchling Handler-These guys are an interesting mix of attack and support. They have some general buffs for friendly models and even more powerful ones for Witchlings, which is always nice. They give Witchlings a speed boost for starting next to them. They have a very limited version of Sonnia’s summoning on a melee trigger, which is situational at best but could make for an unpleasant surprise for the enemy. Also, their (0) to allow friendly models to hand out burning is always a strong addition to a Sonnia crew. A pretty good model that is very good in a Sonnia Criid crew. Which brings us to her counterpart in the Death Marshals...
No, not that one.
I’ve wanted this model to be good since book 3. I like the
idea of a travelling preacher man that criss-crosses Malifaux and hunts down
the things that go bump in the night. His first edition failed to be broadly
effective because it was too much of a magic bullet for undead and spirits and
really couldn’t do much when the enemy didn’t have these traits. His new False
Accusation (0) is an amusing fix to this problem, as the Exorcist essentially
forces the Undead characteristic onto an enemy model (2 enemy models with a
trigger,) allowing his abilities to work even when facing Arcanists or fellow Guildies and
creating some nice synergies with other Marshall type models (The Judge will be
fast friends with him, I’m thinking.) He’s still not particularly fast or
hard-hitting (though the banish trigger could lead to some nasty surprises for
unprepared undead enemies,) so I’m not sure how effective he’ll be long term,
but it’s a good step in the right direction.
Latigo Pistoleros-These guys were essentially a laughing
stock model in M1E, relegated to the same drawer as Malifaux Children and that
old paint brush that only has two bristles left that you haven’t gotten around
to tossing yet. The new version are good, cheap models for a theme crew that
desperately needed some affordable backup. Their rules encourage you to pair
one of them off with each of your higher priced guys, providing a defense buff
as long as the Pistolero hasn’t activated yet. I like the flexibility of the ram
trigger to give you either a bonus to damage or your final duel total, but one
has to wonder if there will ever be any rams left for them outside of flips
from the deck in a crew so heavy on critical strike. Still, I think they’ll see
some use if for no other reason than that the Ortegas just flat-out need cheap
guys to go complete objectives and fill out their activations.
Pale Rider-As this is the first rider we’ve run into during
this series of articles, let’s pause for a moment and take a look at their
general theme. All of them are basically on a clock that is controlled by the
game turn, ie as the game goes on, they get more powerful. This power comes in
the form of them receiving +1 of their particular suit to each of their duels
for the turn number -1. That sentence is atrocious, so to make it clearer, on
turn 3 the Pale Rider adds 2 rams to all of his duels, 3 rams on turn 4, and 4
on turn five. Unsurprisingly, almost all of their abilities have a trigger that
uses these gradually increasing suits to some devastating effect, culminating
in some horrific ability that they would presumably only be able to use on the
last turn of the game, as it requires five of the suit to pull off.
Ok, here’s the thing: you are never going to get to use that
ability. Just ignore it when you’re reading the card. These abilities are the
equivalent of the Magic: The Gathering cards like the Leviathan: they look
really neat, and they make fanboys get really excited, but they’re completely
impractical.
Worst. Rare. Ever |
In 90% of games when
you are up against someone relatively competent, either your opponent will kill
the rider before you get to that last turn (probably the most likely outcome),
you’ll have tabled them and it’ll be wasted, or the tournament game will end on
turn 4 and you won’t even get the chance to try it. The trouble is, these
abilities are built into the cost of the model, so you’re paying soulstones for
something that you’ll maybe get to use in 1 game out of 10. Not great, and it
makes me wonder if they’ll build something into Leviticus’ avatar to speed
these abilities along.
Ok, with that out of the way, the Pale Rider isn’t that bad
outside of me being annoyed by The Last Crossing. He reduces damage from enemy attacks by the
number of rams in the defense flip. On turn 3 his damage track can either be a
6/7/8 or he can heal himself a point for each ram in the duel depending on
trigger. He’s unimpeded. He’s a stat brick, but I have to think that just makes
it more likely your opponent will try to pounce on him fast and take him off
the board. So, the Pale Rider is a fun model, but I have my questions about his
competitive viability. I’ll be expecting to be told that I’m an
idiot and he’s amazing momentarily.
Clockwork Traps and Guild Pathfinder-I really like what they
did with the design on these. Clockwork traps are the first model in the game
that don’t have activations, receiving the “Inanimate” trait. Instead, any
model that moves, pushes, or is placed in their melee range gets an attack. Any
model that starts their activation next to them has to pass a walk duel or gets
Slow. They deploy via From the
Shadows, so they’re going to be scattered through all the key positions on the
board (read: Squatter’s Rights markers.) They’re Rare 4 and not particularly tough
(3 wounds Armor+2), but that’s not the point. Their job is to slow the enemy
down and be annoying, and I think they do a pretty good job of that. I wish
they had something to prevent ranged damage, but that might be a bit too good
for a 2 Soulstone model.
Unsurprisingly, since they come in the same box set, the
Pathfinder works well with the traps as well. He can summon more of them with a
6 or higher of tomes (remember the Rare 4 limit, of course.) He also deploys
via From the Shadows, so he can be nearby to support them or off somewhere else
causing mischief. Scavenge makes for some decent card cycling, particularly
since his traps will likely be dropping fairly regularly around him. His rifle
has some nice triggers and doesn’t scatter onto the traps when he fires into
melee, and he can relocate the traps with a 0 action. They have the potential
to be a nasty little cluster of unpleasantness for the opponent to deal with,
forcing him to waste AP dealing with piddly little traps and the crazy gomer
defending them instead of going after the objectives. And they’re duel faction
Guild/10T, so they can be used with any of the Asian crews as well. I like them
and will likely be getting them painted up for action shortly.
So that’s the models that jumped out at me from the Guild.
As usual, feel free to comment. Look for an article about a faction that I don’t
know well at all in a couple of days, the Arcanists. I’m accepting comments
from and suggestions from folks on the Wyrd threads now for that, so
feel free to drop me a line and help me out.
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