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...
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It's like they packed it for me personally. |
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