Mini-Musings
The March Newsletter has come out, and it has a lot of interesting announcements.
-First of all, it mentions the Obsidian Gate Through the Breach event, which is now in progress.
-Additionally, it's time for the spring sale and the onslaught of alternate sculpts that come with it. This year, there's a Viktorias alternate with an Easter theme that are...interesting. Additionally, there's a slop hauler Bob Ross. So that's a thing. If you spend $100, you get an alt Lazarus.
-During April, Wyrd is running a painting contest called Creature Feature, where you put together a clearly non-humanoid model and paint it.
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Pictured: Not the subject of this article. |
I don’t
know about you, but my free time comes at a premium. I have a job. I’m looking
for another one once this one finishes up. I have three kids, two of which are
in middle school. The eldest is in track and plays the violin. My wife works
and is going to school. And I also occasionally sit down and write this blog,
as well as articles for Wyrd Chronicles. I’m lucky if I get one whole game of
Malifaux in a week, and that usually requires playing over Vassal with Phiasco
or my friend Rich, both of whom routinely pound me. If you wonder how somebody
who writes a Malifaux blog could make all the mistakes I do when writing about
the game, it’s because I just flat-out don’t get to play that often. Case in
point: Show of Force has been a scheme since 2017 and is still in 2018. I
somehow missed the fact that it only scores if you’re within 6” of the center
of the board, not within 6” of the centerline. How has that not come up before
now? I have no idea. But it’s kinda ridiculous that I’d never put it together (and
I’m now mortified that I have likely cheated some opponents prior to this
revelation.)
Why do I
bring this up? It’s not out of some weird need to debase myself. It’s to
illustrate a point. When a new crew idea comes along, not everyone has the
opportunity to play three or four test games a week to try and learn its
intricacies. Malifaux is complex, and there are a lot of models with a lot of
complicated interactions you have to learn to master it. Recently, I posted
about summoning Pandora, a crew built around interactions between models. All
of the models in it are WP based and somewhat suboptimal on their own, but gain strength through the
synergy of the crew. And, when I played it the first time, I played it very
poorly. I haven’t gotten a chance to go back and try it again, and I certainly
wouldn’t break it out for a tournament, despite the fact that I like Pandora
and I think it’d be a cool crew to play. It’s just…honestly a little
intimidating. When I only get one game a week, I don’t like spending it in a
losing effort, though I should probably get over that. But still, the bottom
line is that it’s very rare when I go up against an opponent and am as
experienced with my crew as they are with theirs. More often than not, I’m
having to learn on the fly, as there’s only so much theorycrafting you can do
in your head before the game. And if it’s a really complicated crew with a lot
of moving parts, that just makes it harder.
I’m
starting to feel that I should gravitate more towards simple crews. The fewer
complex interactions I have to keep track of, the less chance there is that
I’ll screw them up. And, to be honest, I think there is something to be said
for just playing a crew full of good models that do what they do without a lot
of support. The prototypical Lillith crew is one example of this, since it
basically consists of the master, some hard hitting enforcers/henchmen, the
Primordial Magic, and some other stuff like Iggy or the Mysterious Effigy that
provide direct, simple benefits to help the rest of the crew. You can do
something similar with Collodi, especially if you have a Bag of Props build
that doesn’t revolve around handing out a bunch of buffs to the crew.
And, to risk propagating a
stereotype, my other faction is the Guild, who tend to be a bit simpler in and
of themselves. There are more complicated Guild crews (Nellie, some McCabe
crews), but in general they tend to be a bit simpler to play. I like Perdita,
but there isn’t a ton of subtlety in that crew if we’re being honest. One of
her best upgrades is Fastest Draw in Malifaux, and all that does is give you a
+2 to initiative and a card draw if you lose. The closest thing you have to
“synergistic activations” is deciding when to have the Brutal Effigy activate
and give her the (0) action buff, and when to have her totem shove somebody
upfield. Otherwise, it’s just a matter of activating models, pointing them at the
enemy, and pulling the trigger. Simple as that.
Don’t get me wrong, there are
things to master with these crews that will separate a good player from a great
one, but it isn’t like learning the interplays of a top-end Nicodem crew. And,
if I’m being honest with myself, I probably need to stick to something more
like that if I want to improve my win rate.
Also, I need to stop playing
against Rich. Because he cheats. I don’t know how, but he does.
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