Last weekend, we began a league in Des Moines, IA run by
Schemes and Stones host Kyle Bode and Steam Powered Scoundrels host Doug Broman.
It’s somewhere between a grow league and a wide-open single faction format, as
we get 75 soulstones to build a pool from which we must hire for every game,
but we have to pay for masters and totems. There is a somewhat complicated way
of determining our standing and how our pools grow between rounds that I won’t
go into. Thematically, the participants of the league are supporting some patrons
who are funding exploration, archeology, and/or paleontology missions into
Malifaux’s wilderness. As such, Lucas McCabe seemed like a logical choice.
I’ve liked
McCabe since 2nd edition. He’s fiddly and his crew is very flexible,
which is good because I often don’t realize what I’m going to need to win a
game until I’m part way into it. McCabe’s ability to switch gears and cross the
board to deal with emergency situations has always appealed to me. I liked his
role as Point Guard (the guy who sets up the plays and calls the shots in a
basketball team) in 2e, and I liked his big hiring pool. Those things, however,
are not really a part of his game plan anymore. The trinkets he hands out (that’s
what I’m going to call them. I don’t care what the real name is) take way more
to set up now and aren’t as diverse or as powerful, and he currently has the
most limited hiring pool in the game, as he’s a split-faction master whose
missing one of his factions. Thankfully, the 10T offers an embarrassment of
riches in terms of its versatile models, but you can feel some things are
missing when you’re list-building and playing McCabe.
Pool
McCabe
Luna
Sidir Alchibal
Desper Laraux
2 Hucksters
Samurai
Lone Swordsman
Shadow Emissary
Masked Agent Upgrade
I thought
this was a balanced group, with a decent mix of combat and scheming provided by
Hucksters and Desper. I had a feeling I would struggle in Reckoning, but I
assumed I could flip around to a more attacker focused list, with a lot of
shooting to help avoid taking too many attacks back, if I needed to.
I went to
Des Moines to play my first league game. I found when I got there that my
opponent would be Kyle playing Sandeep and the Academics. After flipping, we
determined that we would be playing Plant Explosives, and I thought I pretty
much had it in the bag. This is supposed to be one of the strongest strategies
for McCabe, something I thought would be the reason I would bring McCabe to
tournaments. Add to that having Detonate Charges and Search The Ruins in the
scheme pool, and this was a sure home run. Then add to that Kyle saying that
his crew was not optimized for Plant Explosives and, pfft. Put your money on
me, folks. This should have been a foregone conclusion.
But this is
Malifaux, and bad things happen.
I had Sidir
and Lone Swordsman controlling the left half of the board with the rest of the
crew getting ready to push into the enemy on the right. The enemy was mostly pooled
up on the right half, so I thought it would be in the best interest to move up
and net-gun several of them. This turned out to be a poor choice, as Kyle had
an Oxfordian Mage with him, and the mage can clear conditions in a bubble out
to 5” automatically, which meant the slow went away without even having to flip.
Staggered did less than I was hoping as well, as the Fire Elemental can jump through
enemy models with the burning condition. So, yeah, that sucked, as it essentially
jumped past McCabe and into the heart of my crew on the same turn I had went
yolo’ing forward to try to keep it in its deployment zone, with Banasuva and
Kandara creeping in behind it. Also, I failed to execute the “drop scrap, turn
into upgrade, pass around to give everybody fast” machine on the first turn.
And I tried to send one Huckster forward to get ready to hide bombs on the
enemy’s side of the board t2, only to discover that Sandeep had enough movement
to cross the board and delete that Huckster in one turn, so that was one explosives
token gone on turn 1. Then the other Huckster didn’t get away from the Fire
Elemental in time, so it died on turn 2 but at least managed to get its bomb planted
first. Unfortunately, with no Hucksters that pretty much meant no Detonate the
Charges. I would have needed a miracle to win that game, and the cards just weren’t
in place to get it done. Want to sum the game up in one bonus action? Here you
go. On turn 2, one of the last activations, my 1 wound Huckster with Burning 1
used Secret Passages to skip up the board and plant his bomb and then, with his
Free Action, try to get myself one last boon before he died. We flipped the cards,
and Kyle pulled out the Red Joker put in his hand.
McCabe held
his own despite the difficult situation, surviving until T5 and confounding
some of the efforts of the enemy. I kept it close early, maintaining a tie all
the way to 4-4 at the end of T3 or 4. Desper
managed to escape near death and pick up points for Search the Ruins, but still
there was no saving it. I lost 4-7, and I realized I had a lot to learn.
Lessons from Game 1
1)
Know the crew you’re playing against. It’s tough
to know everything in Malifaux, but I think you at least have to know what to
expect from the keywords. The Academics are a prime example of this, as their
ability to trigger effects when they Focus, particularly the way they radiate
it out to everyone around them, makes them a lot more dangerous than what you
see when you glance over the cards. If you don’t know what to expect, you can’t
make a good plan. So, play more games or, failing that, read up in advance.
2)
McCabe is a good tank and support piece, but not
much of a beater. Despite all the offensive damage he can put out in theory, so
much of it is untargeted and reliant on Simple Duel failure that he just can’t
be counted on to do that job. He can do some damage, but he’s not going to kill
anybody you need dead without help. What he can do, however, is use the
Phantasmal Mask to protect himself and tie up a lot of models in the enemy
crew. He’s support for your side, and disruption for the enemy. Going back and
relistening to Third Floor War’s McCabe deep dive episode, guest Alyx Drake
compared his use to something akin to Zip, a disruption/defense master. I think
he may be on to something. And in a similar vein…
So, I guess the Academics taught
me a few lessons. This is good, if I’m going to play McCabe competitively. What
I need to learn over the next several weeks of this league is whether the crew
has the oomph to be the best competitive choice in most strategy/scheme/deployment
combinations, or if I need to look elsewhere.