This blog will cover the evolution of the scheme portion of Gaining Grounds 2018.
Jumping right in...
The Always and doubles schemes appear unchanged from 2017. Currently Claim Jump and Eliminate the Leadership respectively.
All four suited schemes are currently new and all four can be accomplished even if the enemy crew is immune to conditions. If this holds and your event is run in a 50 SS standard format then you ought to have bare minimum 3 schemes your opponent can't deny with crew selection. Furthermore there are currently 0 schemes that hand an enemy a condition. I don't know if I expect that to remain until the end of beta but I would happily take the compromise of not having the hand out condition schemes suited. But I do like the strategy where you interact to acquire a condition and that gets neatly around condition immunity. Or Wyrd can extend the can't be immune to scheme conditions as well. But I suppose that is what beta is for.
- Smuggled Across (masks); Once per game your crew can reveal this scheme to score a number of VP equal to the number of minions on the enemy half of the table and not within 6" of the center.
Initial reaction; First I'm not entirely certain they didn't mean centerline because on flank deployment this is probably scored 3-3 at the end of turn 1. Gremlins will, more likely than not, auto score this after turn one if there is a pigapult present. In the current iteration most summoners can also probably be up 3 at the end of turn 1. I predict there will probably be a change to this scheme in its current form.
- Charge Soulstone (crows); Kill an enemy model within 6" of a master or a henchman and then discard a Soulstone to score 1 VP.
Initial reaction; Most crews I run that don't summon can get by on 3-4 SS. With that said odds are if you run a summoner and think you can kill 3 models in 1 activation you might catch someone by surprise since very few would expect a summoner to use SS in a non summoning function. This scheme will certainly foil the (current)mask scheme to some extent if you want to expose your minions in that fashion. I find this scheme interesting and I hope it makes it in some form.
- Buried Treasure (tomes); At the end of the game score 1 VP for each scheme marker that is both more than 6" from your deployment zone and more than 6" from all non leader models.
Initial reaction; This is 3 VP on corner deployment. Outside of that gut reaction this will be relatively simple for the masters and their crews which drop schemes everywhere as a byproduct of what they are already doing. Sensei Yu in most cases will get 3 easy VP as well. Ranged scheme removal and solid models that tank well will help defend this.
- Collect Evidence (rams); use interact to remove enemy scheme markers to reveal scheme and score a VP. If revealed you also score 1 VP at the end of the turn if there are 0 enemy scheme markers outside of 6" of its deployment zone.
Initial reaction; I love this scheme. I love that it is a foil for the tomes scheme if they both end up in the same pool. Chatty models will see a lot of work in 2018.
The number schemes appear to be a grab bag of book schemes, 2016/2017 schemes, and a hand full of new schemes. I won't list the numbers because there is a chance these will end up shuffled from where they currently sit.
- Hold Up Their Forces; Use no more than one model to engage more than one enemy model and maintain through the end of the turn. Score 1 VP at the end of each turn after the first if the requirement is satisfied.
Initial reaction; I'm not sure how I feel about this scheme. It punishes lists that rely on auras. Also peons currently count. So raptors can drop in end of turn and catch a bad positioning by surprise.
- Challenge; reveal the scheme at the start of a turn and then select one of your models and an enemy model as challengers. If the enemy challenger is killed by the friendly challenger score 1 VP and unreveal the scheme. You may discard 2 cards to unreveal the scheme and remove all challenge tags assigned by this crews scheme.
Initial reaction; this is basically the same thing as Vendetta (with Vendetta currently in the pool) only Masters and 0 cost models can be involved and you can aim for peons with 13SS models if so inclined. And if the enemy wins initiative then he can kill his model and you have to discard 2 cards to try again next round. So right off the bat cheating initiative is huge on both sides of scheme. I predict some form a change or possibly a full replacement of this scheme.
- Take One for the Team; Basically Frame for Murder with different scoring conditions.
Initial reaction; I prefer this to Frame For Murder because I can deny a point by using a cheaper model to land the killing blow and go about what I was doing. As an aside moving it to a numbered scheme will have less people complain when it does show up. I liked Frame and I think I like this version better. If anything makes it through unchanged this will probably be the first thing I would bet on.
- Don't Leave a Mark; when you scroll to the description it's Leave Your Mark.
Initial reaction; I'm probably not the first to catch the error. reserve initial reaction for the correction when I find it.
The other nine schemes are unchanged from what I can tell from their previously released versions.
Saturday, August 26, 2017
Broken Promises Upgrade Reviews: Neverborn
Our next
faction break-down is going to involve taking a look at the good-guys of
Malifaux, the Neverborn (you heard me. Look at the facts, sheeple.) But first,
a word from our sponsors.
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Collodi
I
figured I’d start out with my community mandated master, the Puppet Master
Collodi. Dreamer, Lucius, and Collodi are probably the masters with whom I have
the least experience in faction, but I’ve at least started a game with C at
this point. I do, however, know enough to be aware that his main attack action
is probably one of the best in the whole game, so anything that’s going to try
and replace it would have to be amazing. Four Arms takes on this job, and it’s
questionable if it achieves it’s goal. It’s a pretty standard Neverborn melee 6 2/3/5
damage attack, with the bonus that it lets you draw a card when you do
moderate or severe damage. The built-in mask gives you a trigger to get Hold
Still, which allows him to increase his final duel total by a point for each
puppet within 6” and LoS, which certainly raises an eyebrow. The other trigger,
a crow, gives the target a condition until the end of the turn preventing it
from declaring walk action. Interesting, but there are so many pushes in the
game anymore that this is easily overcome and probably not worth cheating or
stoning to accomplish. The thing is, Collodi’s brittle. His defense trigger is
designed to get him out of combat, not in it, and his WP is mediocre at best.
And let’s not forget, he has the most unpleasant attack in the game. Obviously
Four Arms lends itself more towards the Bag of Props “Collodi’s crew makes him
better” build rather than the “Collodi makes his crew better” version, which
makes sense. That version could probably use the help. I’m just not sure if
this does it.
Doll
Collection instead opts to add mobility. It gives Collodi a 1 ap action to
place a 30mm Doll marker anywhere within 8” and LoS of him. Then, at the end of
the turn, you can choose any number of Puppets, discard a card, deal 2 damage
to them, and then move them into base contact with a doll marker (one puppet per doll). You then
ditch the doll marker and place a scrap marker. This could add some interesting
mobility tricks to Collodi’s crew, but it’s very resource intensive. The fact
that it activates at the end of the turn means it will be most useful to do
some Malifaux Raptor-esque tricks (albeit with much less range.) I’m not too
jazzed with this immediately either. We’ll have to see if either of the Puppet
Master’s upgrades have some hidden juice we’re not seeing.
The Dreamer
One
Gencon long past, when the first sculpts of the Carver were coming out as part of a story encounter, I asked
Erik if there were plans to make rules for it and release it as a mini for the
game. His response was “Well we wouldn’t make the model if we weren’t going to
put it in the game.” Using the same logic, when I saw the picture of Dreamer as
a more grown up, cricket bat wielding little bastard, my first thought was “They’re
going to find a way to bring that out in the next book,” which led to my guess
that new master upgrades were coming. This comes in the form of the Limited
Upgrade “Growing Up.” He gains the ability Adolescence, which probably has the
most sub-abilities tied into it of any ability in the game. It gives Dreamer +4
Wd and Cg 7, prevents him from being damaged when Buried, and gives him an
extra AP per turn to take an extra Melee action. It also gives him the (1)
Cricket Bat attack. I just got done calling Ml6 2/3/5 an average attack for
Collodi, and it’s just as true here, but the importance of this attack is the
fact that it lets Dreamer increase or decrease his Waking condition by 1 per successful
attack. Additionally, it has a mask trigger to do a short range Tangled Shadows
between Dreamer and another Nightmare. Cool stuff all around, but what’s the point of this?
Well,
Sleep Cycles, his other upgrade, completes the picture. Falling Asleep lets Chompy activate as a Chain
Activation when Dreamer buries. Yeah…shades of old school M1E Dreamer crews,
here we come. Additionally, the chain activations can go the other way as well
(Chompy buries, then Dreamer goes.) Now we’re talking. When the Dreamer/Chompy
engine rolls into your crew, people is gonna die, folks. Additionally, Sleep
Cycles adds a little utility to your Daydreams, giving them a melee attack to
deal 2/2/3 damage. Not great, but they’re cheap totems you summon. I mean, you
can’t have cheap little peons getting cool attacks, can you? (Looks at Assura
Rotten.) Sleep Cycles is probably the MVP out of these two, as it has uses for
all 3 builds of Dreamer (assuming there are still uses for Shooting Dreamer
rather than going straight to Adolescent, which I don’t see.) I appreciate that
they brought out a new playstyle to rival “hide and summon” Dreamer and have tried to give Chompy Bits a chance to be the scary boogie man he’s SUPPOSED to be.
Pandora
The
master everybody loves to hate (keep doing it, she feeds on your tears,)
Pandora’s upgrades are…interesting. Rile Them Up is the most intuitive. It
gives her the Mania ability, which lets her discard a card to take Incite as a
(1) action once per turn. This is reminiscent of old school Pandora, who could
keep casting the original version of it over and over as long as she didn’t
target the same model more than once. The days of her circling the board in one
turn and Inciting the entire enemy crew are long gone, but this does give her
some good mobility options to get out of (or into) trouble, which is important
for a relatively fragile master. Additionally, she gains a mask trigger to her
Self Loathing and Harm attacks (both of which have the suit built in) to
replace the enemy’s damage track with 2/3/4 and prevent its being reduced. While
this will help her to hurt masters/henchmen/armored things, the main idea here
is to improve the efficacy of these attacks vs. models that don’t HAVE a damage
track for their Ml or Sh. Pandora can be a little bit hungry for Upgrade slots,
but I think this one is worth the space.
I won’t
lie. When I first saw Woe Is Me, my thought was “They’re giving Pandora summons
now? I’m never going to be able to play her again.” Then I stopped and thought
about it, and it’s not that bad. In fact, a question exists as to whether this
is actually any good at all. I don’t mean to poop on it right out of the gate,
because it legitimately could be a strong build for her. But it could also be
terrible. But what does it do? Well, first of all, it lets her have
infiltration Woe, so she can hire Field Reporters (I figured this was coming)
and any future non-NB woes. Additionally, if a model dies from Misery, you can
summon a Poltergeist off of it. This really doesn’t happen often enough to rely
on, but I understand wanting to increase Poltergeist's table time, especially given that it
has such a cool model. Finally, the point of all of this is the ability to
summon a Sorrow for a 10 of masks or higher. The model has to be summoned next
to an enemy model which has a condition on it, and it allows the enemy to end
any conditions on the model after the summons. At first blush, this doesn’t
seem like a good trade. If you spend an AP to give something Paralyzed, let’s
say, you don’t want to then spend one of Pandora’s AP and a high card AND give
them the chance to remove the Paralyzed just to get a Sorrow, do you? Well,
first of all I should point out that Sorrows can be quite good. Some
people know that, some don’t, so let me make sure you know I’m in the first
camp. Second, it doesn’t specify what type of Conditions the enemy model has to
have. You can use Focused, Adrenaline, Defensive, etc. etc. etc. just as well
as the ones you’re putting on them. And even if you need to use one of your
own, sometimes you don’t need Incite on a model anymore, especially if you’re
putting it on two models a turn as a way of improving Pandora’s mobility. And
this is one of the few summons in the game where the new model comes in at full
wounds. I’m not saying this is game breaking or anything, but I’m just saying
it might not be terrible either. Let’s give it a chance and see.
Also,
this is the one that should have been called “The Box Opens,” since we know
that Sorrows come out of there. But hindsight is 20/20.
Lilith
Hey
there Mama Monster. How you doin? You likin’ those new upgrades? I know you are…
Excuse
me. Sorry you had to hear that. Forgot you were there for a second…
*ahem* Lilith
received one general use and one specific crew build Upgrade. The one you’re
going to see all the time is “The Song of Blood.” It gives her a couple of
abilities that aren’t as important as the tactical action: One to place a
scheme marker when an enemy model is killed by Black Blood (situational at
best) and Blood in the Air, which lets you draw a card when one of your Black Blood
models dies (better.) The (0) tactical action The Blood Heals is why you’re
bringing this, as it gives her the ability to heal another friendly model with BB within 6” for 2. So, you know, Nekima and Graves. There are others, but...Nekima and Graves. She now has 3 0’s on her instinctual build, but the turns when
you’ll need all 3 are infrequent. This is just good. The only way it would be
better is if she could heal herself, but that might (probably would) be too
much.
The
other upgrade is The Land Consumes. I have a confession to make…I want this
Upgrade to be good. I can’t be impartial about this. I want the “Fill the board
with terrain” version of Lillith to be a thing. Problem is…it just isn’t for
most games. Don’t get me wrong, the Mysterious Emmissary’s markers plus Lillith
plus some Waldgeists is going to be a crap load of blast markers getting in
your opponent’s way, but there are too many ways to get around them and…well why
don’t I tell you what the upgrade does first? It gives her melee attack a ram
trigger to summon a 50mm marker of hazardous terrain within 1” of the target.
Ok, nice if it happens but maybe not worth cheating to pull off. Additionally,
she gets to summon one within 3” of her at the beginning of her activation. She
puts out a 6” aura letting her friendly models join her in being immune to
Hazardous Terrain, which is also vital (and improves her synergy with the ME.)
And, finally, if an enemy model is killed by Hazardous Terrain, she gets a
2/3/4 healing flip. It’s all good stuff, but you just can’t get enough terrain
on the board (in my experience) to completely jam the opponents up. Or they
have incorporeal or flight and ignore it. Or maybe you’re just lazy and
summoning 3 different types of marker terrain on the board with different
rules for each gives you a headache. They’re all possible reasons to leave this
one in your card binder, especially for tournaments where terrain is (on
average) more sparse. I’m sorry to be a bummer, and if I’m wrong and this build
works I’d be delighted, but for now I’m not sold. I think it's just a meme list. That said, if you play on a
very congested board (I’m looking at you, most of the Vassal maps) it can be
brutal. And now, to move on seamlessly to the next master, like the professional
Bloggist that I am.
*whispers*
Later, girl. Hit me up on my DMs.
Zoraida
Big Z is
a master that needed help, so she got it. *thumbs up* Powerful Control gives
her Obey action a trigger on 2 masks to let the model she targeted take a (2)
charge action instead of a (1), which was absolutely required. It was bologna
that Zoraida’s whole shtick was using Obey on models when she was arguably the
worst Obey master in the game. Being able to declare a charge with the enemy
should make a huge difference here, as you're effectively exchanging one master AP for about 2.5 AP from the enemy model. Additionally, her Bewitch gains a double
mask trigger as well allowing her to use Obey on the target immediately. It
would be a whole lot of masks to pull off both triggers in a turn, but it could
be very rewarding if it happened.
The other upgrade is a little more situational and ties in
thematically to her Voodoo Doll interactions. Poisoned Fate makes any enemy
models with conditions on them take 2 damage whenever they cheat fate. That’s…a
lot of requirements, but I just got done pointing out how many conditions are
in this game up above. It doesn’t have to be the Voodoo Doll’s stuff that would
be triggering this, it could be Focused. It also gives Zoraida a decent way to
do some direct damage, a Rg 18 attack vs. WP that deals damage to them based on
the number of cards in their controller’s hand. Damage that doesn’t require a
flip is always a crowd pleaser, but it requires them to have a condition first.
There’s an incidental Crow trigger to put slow on a model (not saying Slow is
incidental, but it seems like Zoraida’s gonna need her stones for masks now, so
you’re maybe not gonna want to work too hard for this trigger.) This seems like
a lot of work on its own, but remember that you can do these attacks through
the Voodoo doll. This gives you some added flexibility, as 1) there’s nowhere
the hemmed model can hide to keep you from hitting them and 2) since you
control the Voodoo Doll, you can use this on him while you have lots of cards
in hand to spike up the damage. This will probably mean you need to activate
Zoraida early in the turn when you’re going to use the attack (we can’t all be
Lynch and just refill our hand on the last activation,) but it’s a versatile
attack that’s useful with or without the Voodoo Doll. The first upgrade is an
every game take. The second is a good option for a specific type of crew, but
not necessary every time.
Titania
My
queen! *bows* What? No, of course I wasn’t flirting with Lilith. I wouldn’t
presume to disgrace the Autumn Queen in such a way. I…*gulp* please stop
looking at me that way…Hey! Let’s talk about your upgrades!
Titania
also needed some help….uh…I mean she needed no help, but her overwhelming power
has only grown as she’s recovered from her exile in Nythera. *phew, that was a
close one* She gained a couple of Limited upgrades from Broken Promises. The first, Pact
with the Grave Spirit, represents Titania’s ability to break leader models, as
she did when she destroyed the Tyrants’ mortal forms. As such, her first
ability, Death of Tyrants, lets her add a suit and deal +1 damage on any attack
actions she takes against enemy Leaders. Additionally, she gains a version of
Decaying Aura (I like the thematics of this) that extends out to aura 3 from
her and prevents soulstone use to prevent damage or healing. Finally, she gets
The Rot Within, a Ca action that requires a Crow on its TN, but deals an amount
of damage to the target equal to the damage they’ve already taken, up to a
maximum of 4 (or 5 with Death of Tyrants.) Additionally, a built in trigger
lets you place a scheme marker in base contact with the model before removing
it. So, obviously, Pact with the Grave Spirit is a much more offensively minded upgrade
designed to have Titania go master or high point model hunting, setting them up
with her other attacks (or her crew’s attacks) and then turning them into compost
to finish things off.
Her
other new limited, Royal Indignation, goes the other direction and lets her
punish modes with lower Stations than her while giving her a limited ability to
enhance her own crew. First of all, it changes any living minion or enforcers
she hires into Undead Fae (for insight in how this is accomplished, see the
Nythera module of Through the Breach. Or, alternately, Indiana Jones and the
Temple of Doom.) There isn’t a ton of built-in synergy to this other than the
Taproot upgrade, which doesn’t see a ton of play anyways, but it does make the
models no longer subject to Terrifying: Living tests…which is good I guess. The
meat and potatoes of the upgrade is the Royal Indignation ability that reduces
damage from an enemy model by an amount equal to its station, 2 for a peon or
minion and 1 for a henchman or enforcer. On top of her Impossible to Wound and
healing from scheme markers, this gives her what she needed to be the tanking
Master she was designed for in the first place. Finally, she can use a (1)
action to give another Fae without the Armor Condition (so they can have Armor
built in) the Armor Condition. This is a way to boost up her minion Fae mostly,
I’m thinking, as 2 armor hard to wound models are going to take a
disproportionate amount of AP for most crews to remove, but it could also be
some synergy with the converted models from the top of the card. So,
essentially, Titania’s Limited upgrades offer you a choice of playstyles (as
most good Limiteds do.) If you want her to tank and support, go RI. If you want
a smashier crew, go with the Pact.
Finally,
her Conflux is pretty solid, too. It allows the M.E. to add a suit of its
choice to its duels whenever it’s within 3” of a Hungry Land Marker (which it
wants to be most turns.) Finally, it adds a 0 action (because it doesn’t have
enough of them to choose from, apparently) to give some buffs out to friendly
Fae ranging from the Armor condition, healing a couple points of damage,
burning+1 to any enemies’ they’re engaged with, or a scheme marker. It’s a
shame he isn’t Living so Royal Indignation would turn him into a Fae and he
could do it to himself, but you can’t have ALL the buffs I guess. As an
unapologetic Mysterious Emissary apologist, I’m excited to try it if only for
making his Changeling summons a lot easier.
Phew.
Home stretch, folks. Lynch was reviewed in Ten Thunders. Lucius will be in Guild, who are the only faction we’ve got left to review. See you
next time!
Friday, August 25, 2017
Broken Promises Upgrade Reviews: Arcanists
Took a little break (silly jobs that insist on my doing
things besides writing about Malifaux) but we’re back to talk about the
Arcanists.
First,
however, let me remind you about our Patreon page. For those who are
unfamiliar, Patreon is a way by which fans like you can help content creators
like me turn our ideas into reality. It cuts out the middleman of having to put
ads up on my blog and lets you lend support to me directly. But what am I going
to do with this money, you might ask? Well, one of the things I had in mind was
to do product reviews of each of the Malifaux, The Other Side, and Through the Breach books when
they come out. I would put the money you use towards it directly. Another idea
was to acquire prize support to run a Vassal Malifaux league. I have some more
thoughts as well, but you get the idea. The more successful the Patreon is, the
more I can build. Additionally, I've thought about having Through the Breach adventures written exclusively for my patrons. And I just like interacting with the patrons directly. Today’s article topic, the Arcanists, was picked by Rich, who
was our first patron. The next article will be Neverborn because of our second
patron’s preference. Anyways, enough with the pitch, but if you’ve got a dollar
to spare per month, I’d love to have it.
Ramos
It may
surprise you that the words “Spider” “Arachnid” or “Construct”
do not appear anywhere on Dr. Ramos’ upgrades for this book. Instead, it
appears that his new options are designed to improve his ability to do things
other than summon the four-legged spiders onto the board. Given the deemphasis
of the role of Summoning in the new GG2018 (which Phiasco wrote about in this post) that may be a good thing. The first, Leviathan Power Core, gives Ramos a
buff based on how many Soulstones have been used by models during the game.
Every time this happens, he gains the “Powering Up +1” condition that extends
the range of his electrical fire an inch per point of the condition.
Additionally, when he activates he can lower his powering up by an amount he
chooses and gain buffs based on the amount it is reduced. These range from
giving him a + modifier to the first duel of the turn for 1 point to giving him
Fast for 4 points. You can’t control how your opponent is going to use their
soulstones, so you only really know what you’re going to do during the game. It
may be interesting to try it from the perspective of using Ramos to summon on
the first couple turns of the game, discarding stones to increase the
condition, and then transitioning him to a ranged combat master for the late
game. I’d have to see it in practice to gauge for sure.
The
other upgrade represents his position as (former) leader of the Union, Vox
Populi. It gives Ramos a 0 action attack against WP that can make a model count
as a Peon for encounter purposes and block it from taking Interact actions
until its next activation. Additionally, his Strike! Action lets him throw out
a pair of 50mm markers not touching any models or each other. Enemy models
treat these as 3/4/4 damage Sever Hazardous terrain. They only last for a turn
and don’t provide any cover, but they could be useful to block a choke point.
Turning a model into a Peon is useful, but only being able to do it once a turn
limits this. Overall I’m kind of “Meh” on Ramos’ upgrades. They’re not bad, but
they don’t leap out at me either.
Marcus
Apparently
Marcus and McMourning have been collaborating, given that now the good Doctor
can bring beasts into his fights and Marcus has learned some of his former
pupils’ poison tricks. Venomancy gives him the standard Infect trigger to his
Shillelagh attacks. It lets him use a 0 to pulse poison off of one of his
beasts to put a point of Poison on any model within 3” of it, or 2 points of
Poison if the beast has the Infect trigger on one of its attacks. And, finally,
it grants Marcus and any of his Henchmen with Beast the Virulent ability to
make models take 2 points of damage per tick of poison rather than one. The big
thing that’s missing, of course, is McMourning’s ability to force models’
poison conditions to tick at the beginning of their activation, which improves
the conditions’ ability to actually kill something in a timely fashion, so it
remains to be seen if this will be enough to make Poison Marcus a thing. But
they’re sure trying to get there, aren’t they?
The
other upgrade for the Beastmaster is a new Limited, The Gods Path. This version
seems to lean him towards a defensive tanking and support role, as it
automatically gives him Wicked on his attacks and allows you to discard tomes
(as per the other Limiteds) to gain Armor +2, +1 Ca, and/or an ability that
forces models to take 2 damage if they end their activation within his
engagement range. The Trail of the Gods upgrade is really good, and the
silliness it lets Marcus get up to on the board is one of the reasons people
like him so much. This upgrade lends itself to a much different role which
may turn some players off, but I think could be effective in boards that are
particularly dense with terrain or otherwise won’t require the big movement
buffs. Armor +2 will help improve his survivability, but he's still Df 5 without other significant defensive abilities. I don't know if it will be enough, but I'm curious to see.
Rasputina
Obviously,
one of the advantages of these new upgrades is the ability to introduce a new
playstyle to old masters. One of the biggest examples of this would be
Enveloped in Ice for Raspy, which increases her Walk, gives her a point of
armor, and allows her to perform a 1 melee action once per turn on a model that
ends its turn in her engagement range. “But wait!” you say, “Raspy doesn’t have
a melee attack.” Oh ho, my friend, do I have news for you…she does now from
this card. Ok, I guess that wasn't as dramatic as I built it up to be. I mean, it’s Ml6 2/3/5. That’s not amazing, but it can’t be reduced
by models with the Slow or Paralyzed condition and has a Tome trigger to give
that condition out. She still has no charge and this only makes her Walk 4, so
it would more likely be useful as a counter-attack action for when opponents
try to engage her to cut off her ranged attacks. Still, Melee Raspy…that’s just
hard to picture…
Maybe
more interesting is Frozen Servants, that gives her a limited ability to start
pretending to be a summoner. For the cost of a 7 of tomes she can summon an Ice
Gamin out of a scrap marker and, upping the cost to an 11 and two tomes
(meaning you need an 11+ of tomes and a stone) you can summon an ice golem.
They both take about half their Wounds in damage when they come in, but
considering they explode when they die this might be more of a feature than a
flaw. Finally, any Living models with Frozen Heart gain a 0 action to eat
corpse markers to gain a healing flip with the unusual requirement of making a
WP duel to do it. Cut to a shot of the newly summoned ice constructs giving you
a “Hey, what about us?” look. Because, apparently, I don’t hate playing against
her enough, so now she can be a summoner too. I guess if she’s doing that, she’s
not blasting my crew to ribbons…
Ironsides
The
M&SU’s new president (no word on whether she’s vowed to make the M&SU
great again) gained the ability to manipulate her Adrenaline condition a bit
more by electing not to reduce it and heal at the end of the turn.
Additionally, a (0) Tactical Action gives her a Challenge ala Barbaros which
fits well with her “get into the middle of things and mess stuff up" ethos. From my
times playing Titania I can tell you that these Challenges are more disruptive
than you think (the look on an opponent’s face when they realize they have to
pass the test to target their own friendly models is usually worth the price of
admission all by itself.) Complementing it, her other upgrade lets her increase
Adrenaline at the beginning of her turn by 1 and gives her a ram trigger on her
Brass Knuckles to heal an amount of damage equal to the damage she causes.
These two are pretty complementary, so I’d imagine you’d take them both in
tandem, step to the middle of the opponent’s crew and dare them to move you.
Collette
Audience
Participation, her first upgrade, has some fun concepts on it. The first, “Add
an Extra Flourish,” gives her an 8” aura wherein any Showgirl Minion models
that activate gain Focused+1. This would be cooler if there were more minion
showgirls to choose from (and I’m certainly not wearing my Seamus hat while
typing this) but as it stands, will mostly help her Performers and Coryphee more than
anything I’m thinking. She also gains a 0 action, “I Need a Volunteer” that
allows her to do a version of Collodi’s hated “I use your first AP for you”
trigger after winning a Willpower duel. You need a 7 of tomes at least to cast
it, but it could be quite irritating.
Her
other upgrade alters The Dancing Blade, her 0 AP melee attack. The upgrade
allows her to discard one of her scheme markers within 8” to perform the attack
as a (1) action. If it hits and does damage, it also Slows the model. To offset
the cost, she has a Mask trigger on the attack to also discard an enemy scheme
marker. I don’t know about this one. Maybe if the trigger had allowed you to
place one of your own scheme markers instead I’d like it more.
Kaeris
The
Guild’s #1 most wanted terrorist (arsonist? I guess they’re not mutually
exclusive…) picked up a number of things related to heat, fire, burning…you get
the idea. Heat Wave (and yes, if you play this upgrade you’re required to sing
the Martha and the Vandellas song) puts Burning +1 on a model
when it activates and/or when it ends an activation within 3” of her. Yes, that
means you get Burning +2 if you start and end next to her, so you probably don’t
want to do that. Interestingly, she also gains a 0 action to apply the
condition Heatstroke to enemy models within pulse 6 of her. Heatstroke starts
out at 0 but can be increased by reducing the Burning from any models within
the pulse 1-for-1. Why would you want to reduce burning? Because Heatstroke
reduces final duel totals by an amount equal to the value of the condition, to
a max of 3. That’s actually pretty significant. Imagine if you were DF 5 and
then effectively changed to DF 2. You won’t want to do it all the time (as a
model that dies from burning has its duel totals much more significantly
reduced, you might say) but it could be pretty decent, I think.
The other
upgrade, Flaming Angel, is a bit more intuitive. It gives her a 1 AP action to push
up to 8” in any direction, ignoring intervening models. At the end of this, any
model she moves through during the push gains Burning +1. This has some utility
for movement as well as offense, as her walk is normally only 6. Additionally,
a second tome on her Immolate action lets her spread Burning to other models
within pulse 3 of the original target. More movement plus giving her a pseudo AoE
that fuels her other abilities=good times.
Sandeep
So, the
undisputed king of the Arcanist tournament scene. What can we give him that won’t
make a tilted faction become even more tilted? Well, how about letting him
borrow spells from other Academics the way they borrow them from him? Oh, your favorite
Ca action is on a model that isn’t an Academic? No worries, he has a Rg6 (0) to
give them a + to Ca actions and makes them count as an Academic until the end
of the turn. Admittedly, he has to discard a card to use the cast from these pseudo-Academics,
but still, there are opportunities here. I’m not sure there’s anything in
particular Sandeep was missing that this fixes, but versatility is Sandeep's strength. Giving him more options isn't a bad thing.
His
other upgrade is a new Limited (thank god) that tries to turn him into a melee
master. His melee attacks gain Burning +1 or Burning +2 if Banasuva isn’t on
the board. It also allows models with the Toss ability to treat him as being
Ht. 1, which is at least an amusing mental image. He also gains a Tome trigger
to summon Banasuva into base to base with a model he damages with said melee
attacks, ignoring its Jealous Firelord ability. If big B is already out on the
board, the same suit can activate a different trigger to push him 4” towards
the enemy model and give them Burning +2 if he engages them. This would be a
very different version of Sandeep than what we already see, obviously. Again,
GG2018 deemphasizes summoning, which may make up for the loss of his other
Limited upgrades. And, honestly of the summoning masters, he's probably the one that is least reliant on his summons. But still, my knee-jerk reaction is “He was good the way he was. Why would I change to something completely different?”
His
Conflux upgrade turns the Emmisary into a Gamin and gives it the ability Teaching
Assistant which allows other friendly models within 6” of him to use his
casting actions at -1 Ca once per turn, much like Sandeep. For those of you who
(like me) forgot what its Ca action looks like, it’s a Ca6 (so they’ll have
Ca5) Rg 6 or Melee 2 that does 2/3/5 and has a trigger for each suit. As with
the initial examination of Sandeep himself, this ability is kind of average on
its own, but spread out to other cheap minions could be pretty cool. The thing
is, the Arcane Emissary has this Ca action and doesn’t see a ton of play as is.
Will this be enough to change that? I’m not sure.
Thursday, August 24, 2017
Gaining Grounds 2018 open Beta : Strategies Last edit 8/24
By: Phiasco
So for those of you who haven't heard Wyrd has opened Gaining Grounds 2018 for beta testing. Odds are I won't get around to updating this blog real time. So what I am thinking is I will update this once a month or so. I will endeavor to record the evolution of the document to it's final form.
I think this link will get you to the page where the link to the current iteration of the document can be found. Link to page with the current Gaining Grounds 2018 document.
If you wish to participate in the beta there are a few things you should keep in mind. There are likely things you might have strong feelings about. The best way to make sure your opinion is considered is to play games to generate data in a battle report. From what I understand, if you send them I think this X scheme ought to be written as Y, and there is no data to support it, then odds are good it will be ignored.
Things that I have noticed have changed in the general document:
-There appears to be a change to deck etiquette. But the language needs to be cleaned up as there is contradictory elements but it looks like players will gain the ability to refuse to cut your opponent's deck.
-Slow play has been redefined since it is difficult to establish it is intentional.
Strategies:
-Strategy conditions may Not be ignored in any way. This includes things such as condition immunity.
Initial reaction; Up to now there have been no strategy conditions. As such this has possibly been an issue for schemes where some crews just shut down condition schemes forcing the opponent into a smaller pool. Looking at the document I am happy with strategy conditions sticking to all models. If we are lucky the handing out condition based schemes will not fall on suits or doubles and then worse case scenario is there are 3 viable schemes verse Hamelin.
-Summoned models do Not count for strategy purposes.
Initial reaction; McCabe's horse reclaims its Master status. In all seriousness this is something the game probably needs regardless if this iteration makes it or not. In the end it changes the function of summoned models to screen for scoring models or to go run schemes. I have a feeling this will cause the greatest gut reaction but I think most players will adapt and a few will abandon summoners instead of embracing the challenge of slight alterations to play style. To be fair summoned models in most cases feel like cannon fodder I care less about then the peons in my lists. So thematically it doesn't make sense for them to score. I expect there might be a tweak to this condition but I do expect it to make it through to the final document in some form.
- Ours (masks); Basically reconnoiter but you add up SS value of all of your models per quarter vs the SS value of your opponents models.
Initial reaction; I have a feeling this will be clunkier than intended. I know people who have trouble adding their acting value to the flipped card in a timely manner to the point I have started to memorize the acting values of most of the common models. I will attempt to play test it as is when I get a chance.
- Ply for Information (tomes); I read this wrong in the late hours of last night. Your model interacts with an enemy model to gain the condition on your model. Then you try to keep the condition until the end of the game.
Initial reaction; Your crew will want to be able to hit, run and survive. Or just have a ton of activation control. Very interesting in any case.
- Public Executions (crows); Kill a non peon bad guy and prevent the bad guys from capturing the flag it drops. Score if you have more friendly flags than your opponent.
Initial reaction; Summoned models won't drop flags, they can make the enemy drop them, and claim them (the turn after they are summoned). Lure and anti lure tech will be big for this strategy. I like the idea but something feels off and I probably won't see it until I play it a few times.
- Symbols of Authority (rams); Place 4 flags (2 on each side). Score VP for flags you remove from their side and flags remaining on your side at the end of the game.
Initial reaction; Chatty, Don't Mind Me, Lure, Anti-Lure, push, anti-push, and probably a couple other abilities will be big. It will probably play a lot like Rock, Paper, Scissors depending on if your crew trumps what your opponent crew is trying to do. I like strategies where there are only 4 VP total to be had.
- Put Out a Hit (jokers); <I realize this is in programmer speak> place 2 30mm strategy markers, one on each side not in deployment. Discard a card a the start of any turn to hand out a condition nested in another condition to an enemy model. Then kill the enemy model to collect the nested condition. Bring the nested condition to either marker to score VP.
Initial reaction; So basically my crew discards a card and selects super beater model in the other crew. Then I kill that model to get the payment condition and try to get the model with the payment condition to either strategy marker to score. If the other crew kills or sacs the model after it is targeted then I score a VP. There are a few moving parts to this but outside of Ours it seems the most straightforward new strategy. Can't wait to play it to have some constructive feedback.
I will run the new Schemes in the next blog which I ought to have out shortly.
So for those of you who haven't heard Wyrd has opened Gaining Grounds 2018 for beta testing. Odds are I won't get around to updating this blog real time. So what I am thinking is I will update this once a month or so. I will endeavor to record the evolution of the document to it's final form.
I think this link will get you to the page where the link to the current iteration of the document can be found. Link to page with the current Gaining Grounds 2018 document.
If you wish to participate in the beta there are a few things you should keep in mind. There are likely things you might have strong feelings about. The best way to make sure your opinion is considered is to play games to generate data in a battle report. From what I understand, if you send them I think this X scheme ought to be written as Y, and there is no data to support it, then odds are good it will be ignored.
Things that I have noticed have changed in the general document:
-There appears to be a change to deck etiquette. But the language needs to be cleaned up as there is contradictory elements but it looks like players will gain the ability to refuse to cut your opponent's deck.
-Slow play has been redefined since it is difficult to establish it is intentional.
Strategies:
-Strategy conditions may Not be ignored in any way. This includes things such as condition immunity.
Initial reaction; Up to now there have been no strategy conditions. As such this has possibly been an issue for schemes where some crews just shut down condition schemes forcing the opponent into a smaller pool. Looking at the document I am happy with strategy conditions sticking to all models. If we are lucky the handing out condition based schemes will not fall on suits or doubles and then worse case scenario is there are 3 viable schemes verse Hamelin.
-Summoned models do Not count for strategy purposes.
Initial reaction; McCabe's horse reclaims its Master status. In all seriousness this is something the game probably needs regardless if this iteration makes it or not. In the end it changes the function of summoned models to screen for scoring models or to go run schemes. I have a feeling this will cause the greatest gut reaction but I think most players will adapt and a few will abandon summoners instead of embracing the challenge of slight alterations to play style. To be fair summoned models in most cases feel like cannon fodder I care less about then the peons in my lists. So thematically it doesn't make sense for them to score. I expect there might be a tweak to this condition but I do expect it to make it through to the final document in some form.
- Ours (masks); Basically reconnoiter but you add up SS value of all of your models per quarter vs the SS value of your opponents models.
Initial reaction; I have a feeling this will be clunkier than intended. I know people who have trouble adding their acting value to the flipped card in a timely manner to the point I have started to memorize the acting values of most of the common models. I will attempt to play test it as is when I get a chance.
- Ply for Information (tomes); I read this wrong in the late hours of last night. Your model interacts with an enemy model to gain the condition on your model. Then you try to keep the condition until the end of the game.
Initial reaction; Your crew will want to be able to hit, run and survive. Or just have a ton of activation control. Very interesting in any case.
- Public Executions (crows); Kill a non peon bad guy and prevent the bad guys from capturing the flag it drops. Score if you have more friendly flags than your opponent.
Initial reaction; Summoned models won't drop flags, they can make the enemy drop them, and claim them (the turn after they are summoned). Lure and anti lure tech will be big for this strategy. I like the idea but something feels off and I probably won't see it until I play it a few times.
- Symbols of Authority (rams); Place 4 flags (2 on each side). Score VP for flags you remove from their side and flags remaining on your side at the end of the game.
Initial reaction; Chatty, Don't Mind Me, Lure, Anti-Lure, push, anti-push, and probably a couple other abilities will be big. It will probably play a lot like Rock, Paper, Scissors depending on if your crew trumps what your opponent crew is trying to do. I like strategies where there are only 4 VP total to be had.
- Put Out a Hit (jokers); <I realize this is in programmer speak> place 2 30mm strategy markers, one on each side not in deployment. Discard a card a the start of any turn to hand out a condition nested in another condition to an enemy model. Then kill the enemy model to collect the nested condition. Bring the nested condition to either marker to score VP.
Initial reaction; So basically my crew discards a card and selects super beater model in the other crew. Then I kill that model to get the payment condition and try to get the model with the payment condition to either strategy marker to score. If the other crew kills or sacs the model after it is targeted then I score a VP. There are a few moving parts to this but outside of Ours it seems the most straightforward new strategy. Can't wait to play it to have some constructive feedback.
I will run the new Schemes in the next blog which I ought to have out shortly.
Tuesday, August 22, 2017
Broken Promises Upgrade Reviews: Gremlins
Standard disclaimer: I don’t know
Gremlins. I don’t play them. I rarely play against them (with one exception...curse you Wong...). So, there’s a very
real chance this article will be more filled with inaccuracies than usual. So
bear with me. Luckily, the Max Value podcast did their Gremlins episode on
Sunday, so I at least had that to listen to and prepare. So if our opinions
sound similar…there’s a reason.
Ophelia
Her
first upgrade is Useless Junk. No, that’s the name, not my opinion of it *rimshot*. It
allows her to dump a 30mm Trash marker anywhere in Ophelia’s LoS whenever she
discards another upgrade. What’s a trash marker, you ask? Where would I be
without you, my easily suggestible audience? At the beginning of any other kin
model’s activation, they can push 6” towards a trash marker. If they come into
base contact, they heal 2 and drop a scheme marker, but either way the Trash
Marker gets discarded. An interesting utility tool for kin heavy Ophelia crews
(which, let’s be honest, just means it’s a way for Francois to get some free movement.)
Metal-Lined
coat seems decent as well. It gives her Instinctual, which is usually useful.
Also, if you discard it for Plink! It prevents 2 damage instead of one. It
costs 2 stones, which seems a tad steep, but since her little cousins can toss her
stuff during the game maybe you can attach it later on. Not flashy, but decent.
Som’er Teeth Jones
Neither
of Som’er’s (the rare double apostrophe) upgrades really blew me away.
Insectophile adds a trigger to his melee attack to summon a Skeeter with a
crow. Skeeters are ok, but a melee summoning trigger’s not great in general,
and Som’er Teeth wants to summon Bayou Gremlins or shoot his gun. Hell, it’s
even on the same suit as the piglet summoning, so it’s really just giving you a
choice of summoning one or the other when most folks I don’t think really used
the piglet summon anyways. Higher Proof is a little bit different, as it lets a
friendly model in LoS that uses Drunk and Reckless gain a condition that
increases it’s Sh value but prevents you from declaring triggers on your
attacks. I guess if you wanted to do a gunline type list this could be good,
but I just don’t see it. Maybe I’ll be proven wrong.
Brewmaster
I’m glad
to see that they gave Brewie some stuff to do besides just get the opponent’s
crew drunk and try to lock them down all game. A Barkeep Never Sleeps gives him
an ability to make poison tick for 3 damage rather than one ala Sebastian for
any models within 6” of him and gives him a 0 action to resummon Apprentice
Wesley. I don’t know how often Brewmaster crews would lose Wesley, but I
suppose it doesn’t hurt as an insurance policy on your insurance policy.
The
other upgrade is A Friendly Ear, and I think it has some interesting potential
as well. When targeting a model with the poison condition on it, the TN for his
duels (namely his Obey action) gain +Mask to the final duel total. So, if he
does it to a friendly model with poison, all he has to do is hit the TN to
succeed, which is huge. And it makes using the Obey on enemy models much more
practical. Handy, especially for a control oriented master like Brewy. The
other action, Explosive Mixture, makes all enemy models within 3 pass a TN 12
Wk duel or suffer 2 damage. Again, this one seems like icing on a good cake,
but also again I’m glad to see Brewmaster gain some offense rather than just
being a passive lock-down (even if it’s in the form of “lock you down and then
blow you up.”
Ulix
His
upgrades very much are what one would expect for a support master. Disembodied
Sooey lets him target a non-pig model within 8 and have every pig within a 6”
pulse move their Cg towards it. One of them that moved at least 1” gets to make
a 1 Ml attack action against it. This is alright, but it seems like models that
can charge for 1 AP and are within 6” of a target don’t really need this to get
the job done. If it was longer range and worked like Mortimer’s Fresh Meat I
could see it being really useful, but this seems more situational.
I was
saying in the Resser article that an ideal upgrade for a Summoning crew is
one that provides passive buffs, as their AP are mostly spoken for on the
majority of turns. Pig Midwifery is a good example of this. Any pigs that are
summoned within Aura 3 of Ulix don’t become slow, and any Living Pig that is killed
or sacrificed within 8” of Ulix and 3” of another pig lets the other pig heal 2
points of damage (ostensibly by eating the dead one.) Simple, straightforward.
If Ulix crews have the space for it and plan on doing some summoning, there’s
no reason not to bring it along.
Wong
Ah,
Wong, my old nemesis. What new tricks have you learned? Behold My
Effervescence! gives him a 3 AP action to Lightning Jump every model within
range and Line of Sight. They don’t randomize when shooting into engagements,
which seems like the opposite of what Wong wants most of the time.
Additionally, he gains a 1 AP action to flip a card for each model within pulse
6 of him, with a random effect based on the suit that flips. This is
randomness, and the kind of randomness that would drive me crazy and lose me
games. I don’t like it.
The
other upgrade increases the benefits a model gains from being deemed “Magical”
at the start of the game, granting them Don’t Mind Me and Agility and
preventing the condition from being removed in addition to the normal buffs. If
the Swinecursed didn’t exist, I’d be worried that this was putting all your
eggs in one basket, as killing that one model would make the upgrade useless.
Spreading it around to other models helps, but I wonder if Don’t Mind Me and
Agility are all that useful to a Swinecursed model. Time will tell, I suppose.
Mah Tucket
I’m told
that Mah Tucket isn’t very good in Malifaux. I’m also told that these upgrades
make her a lot better. I can’t tell you for sure whether they do or not, as
I’ve never seen this “Mah Tucket” in person.
Manifest
Destiny seems to be the big one. It lets any models with “Get off my Land!”
(Mah, the Little Lass, and Bushwackers, unless I missed something) use it every
turn rather than just on the first one, and allows them to cross the center
line with it on any turn after the first. Additionally, any time Mah discards a
card outside of a duel she gets to then draw a card. The aforementioned Get off
my Land is one thing you have to discard for. Also, her 0 actions. Card cycling
is good, ya’ll. Finally, her melee attacks gain an inch of range. So this isn’t
so much an upgrade card as a straight buff. Go ahead and staple it to her.
The
other upgrade is Pit Traps, which lets you throw out three 30mm pit trap markers
after both crews have deployed at the beginning of the game. Rather than Blight
you, they force you to discard a card or become slow. They can also be removed
in the same manner as the Plague Pits, but Mah gains a 1 AP tactical action to
discard a card (and then draw one, since you’ll have MD) and place a new trap
marker in base to base with her. You can’t take it while engaged (that would be
mean) so it’ll take some foreplanning to make it work. It’s not as useful as
Manifest Destiny, but it’s got potential.
Zipp
Zipp’s
upgrades are a little all over the place, in that one I think I’d use most of
the time and the other is…situational. Let’s get that one out of the way first.
Supply Drop at least doesn’t cost Zipp any of his AP (you couldn’t pay me to
use it if it did.) Instead, it allows Zipp to flip a card once per turn after
he completes a walk action. Based on the suit, an effect happens. One drops a
blast marker within 2” of him that deals 1 point of damage to everyone touching
it. Another drops some blocking terrain within an inch of him. A third drops a
scheme marker, and the fourth pushes Zipp 2”. Jokers let you flip two cards and
resolve both. If you were able to cheat the flip, it would be a different story.
As it is, the effects are all too different from each other, so you’ll never
know what you’re going to get and it will often be the one you don’t want. Pass.
The
Dread Pirate Zipp on the other hand is quite amusing. It gives Zipp a 0 action
to summon a Bayou gremlin and then bury himself, called “I am not the Dread
Pirate Zipp.” At the end of the turn, you resummon Zipp in base to base with
any Bayou Gremlin you have on the board and sacrifice the Bayou Gremlin, as
that one is obviously the “real” Zipp. While he’s buried, all the Bayous in
play gain a 0 action to hand out Incite to enemy models, which is pretty cool.
Playing this upgrade on Zipp is interesting and a good way to potentially get
him out of danger, but may not actually be the best use for it. A lot of what
Zipp does is annoy the opponent by being on the board and messing up their
stuff. An idea I heard the Max Value fellas talk about (and one of them
borrowed it from someone on the Wyrd forums, so citing sources gets even
stupider…) is to instead put this upgrade on Sami. I think it’s Sami. That’s
the one that can attach a master’s upgrade, right? Anyways, whatever that one
is, put this upgrade on them. They activate at the beginning of the turn, do
their thing, and then bury themselves. Meanwhile, Zipp still gets to flit
around and mess things up for your opponent, and you have Bayou Gremlins with
Incite that is incredibly obnoxious (you know, unlike the rest of this crew…)
Finally,
his Conflux for the Lucky Emmisary lets it work like the giant death wheel that
it really is. The model gains the Trample ability allowing it to move through
Ht 1 and 2 models during any move or push. It also gains the Death Wheel
ability which allows it to, once per turn, force any models it moved through on
a walk to make TN 12 wk duel or suffer 2 damage. Oh yeah, and he gets Witty
Banter to turn on a 4” Chatty aura as long as he has LoS to Zipp as a 0 action.
Seems good.
So, that’s
it for the Gremlins (Zoraida’s a Neverborn master, and I won’t hear any
argument to the contrary.) You may have noticed there was no pitch for the
Patreon account at the top. That’s because we got our first patron, and as a
reward for being first in line, I let him pick the next faction to review. So,
next out of the chute is going to be the Arcanists! If you want to pick who is
coming after that, go to our patreon page and sign up. A $1 donation will at
least get you a vote (assuming that this magnificent, inspirational reward gets
the pledges rolling in that is. More likely you’ll be the only one to sign up
and you’ll get to pick. Tough to argue with that!)
Sunday, August 20, 2017
Broken Promises Upgrade Review: Ressurectionists
For this next post, we're going to talk about the cool new upgrades for Rezzers. Before I do, though, I want to take another opportunity to encourage people to sign up as my patron on Patreon. I've really enjoyed all the positive response these articles are getting, but it isn't an insignificant amount of work to get them done. It would be amazing to get a little something back for the effort. I'm not talking a lot of cash, here. I would love for you to start at $1 a month just to let me know you enjoy the work as well.
McMourning
Ready
for some weird science? Get ready for Dr. M, because stuff just got weird. To
start with the more normal one, let’s go with Guild Coroner. It gives him an
ability to, after killing a model with a melee attack, drop a scheme marker in
base contact with a different enemy model within 12” and LoS (effectively, him
pointing at them and saying “He did it!” McMourning is then allowed to use one
of the 0 actions printed on the stat card. One lets him discard every corpse
marker within 3” of him, adding a soulstone to his pool for every two corpses
ditched in this way (I would think this would be 1 most of the time.) The
other, corpse retrieval duty, lets you ditch a single corpse to draw two cards
and then discard one. I like that they
don’t cost you anything you wouldn’t be doing anyways (killing stuff.) Not sure
how much the soulstone thing will pay off for you, but could be useful.
On the
other hand FRIGGIN TEST SUBJECTS! *ahem* *composes himself* This upgrade allows
Dr. McMourning to hire 4 non-Gamin beasts or academics from other factions into
his crew. That is bonkers. Welcome to Marcus 2.0, but with Academics and potentially the Guild as well.
There are too many options to go through all the stuff that could end up being
useful here. Guild McMourning gets the most use out of it, as this lets him
hire Rogue Necromancies and the University Transmortis stuff out of faction. I like that it
lets him hire Myranda in, since they’re family and all. I’m just jacked to see
all the things you can try with him now.
Seamus
Do You
Know Who I Am? Enhances the fear based Seamus crew by punishing models
for passing their Horror duel. Once per turn, an enemy that passes a horror
duel within 6” of him can be forced to take a 2/3/4 damage flip. If the flip
does severe damage, you can place a condition called Infamy on Seamus to
increase the TN of his Horror duels by one, to a max of +3. If you’ve built
yourself to be attacking Horror, I would have to think it’s worth the card to
cheat in and move up the TN. On top of that, he gained a new 0 action, Boo! It
forces all enemy models within 3” of him to pass a TN 12 horror duel. Making
the opponent flip more cards when nothing good can come of it for them and
plenty of bad can happen instead is a good thing. Plus, it has a built in
trigger called You Can Run that lets you push anybody who passes the duel a
number of inches away from Seamus equal to 2+ his Infamy condition. I think this
upgrade is pretty strong.
Maybe
likely to gather more buzz is AKA Sebastian Baker, which allows Seamus to hire
Showgirls at the beginning of the game (what’s the deal with the Rezzers
expanding their hiring pools this book? Can Nicodem hire Oni now too?)
Additionally, when he uses his Arise My Sweet, he can sub in a Showgirl minion
instead of a Belle. The Showgirls lose the Living characteristic and become
undead whether they’re hired or summoned. The hiring is interesting as it
grants him access to showgirls like Carlos and Cassandra (though you’d think
Collette would have noticed the smell if Seamus had murderd and reanimated
them.) Hiring a performer without the merc tax for games like Headhunter is ok.
My thing is, Seamus only gets to summon once a turn, and if he gets the
opportunity I would think he would want to summon a Belle. More flexibility is
a good thing, I suppose, and he could potentially get an Ice Dancer, which
would be ok. Oh, and he gets to use a 0 action to place a scheme marker in base
contact with a piece of terrain somewhere within 12”. It’s not a BAD upgrade by
any stretch of the imagination. I just feel like “Do You Know Who I Am?” takes
an already pretty good Seamus build and makes it objectively better.
Nicodem
So, one
of his upgrades is Their Last Breath, which basically lets him take a living friendly
Rezzer model who dies anywhere within his LoS and buy you a few
more turns with it. It isn’t killed and heals all wounds, but gains a Decaying
condition. This makes them Undead, limits them to healing no more than the
Decaying condition every turn (it starts at +2) and deals 2 damage to them when
they activate that can’t be prevented, ignored, or reduced. Every turn the
Decaying condition increases. I’m trying to think of who would be a prime
candidate for this and nothing’s IMMEDIATELY jumping out at me. Mortimer? I
guess that could be useful, since Morty is trading his wounds for corpse
counters all game. (Also, why are there no Nic and Morty memes out there
anywhere?) Vincent St. Claire? The new Assura Rotten henchman? I’m really not
sure what the best application for this would be. I’m sure someone will point
it out in the comments. Also, it’s worth noting that this works like Titannia’s
Queen’s Champion where it goes off when the condition is met, rather than when
you choose, except this one doesn’t have the ability to pay a cost and keep it
from activating at all. So, whatever you’re going to do with it, it’s probably
best if you only have one target in your crew that can gain it (so, no Vultures
I guess.) This would, however, be pretty sick in a doubles event. Oh, you
killed Seamus? Guess what, he’s still alive.
Speaking
of Vultures, his other upgrade is Circling Buzzards. This one lets you discard
however many cards you want at the beginning of the game to place one corpse
for each two cards on the centerline, so long as they’re at least 8” away from any
other corpses. Getting more corpse markers on the board is undeniably good for
Nicodem, but I wonder if the cost is too high. They do have a lot of card draw
in Phillip and the Nanny abuse, but if you drew a pretty strong opening hand it
might be kinda painful to ditch four cards for 2 corpses. Also, Nico gains the
ability to summon Vultures into base contact with a Corpse Marker at Range 8.
There’s a Ram trigger to drop a scheme marker behind when you perform the
summoning as well. Again, debatable if this is better than what Nicodem already
uses, but ranged Scheme Marker placement without an interact isn’t terrible.
Kirai
Both of
Kirai’s upgrades give her passive abilities, which I like for summoning
masters. Their AP is usually pretty much spoken for every turn. The first,
Ectoplasm, grants her the ability to place a scheme marker in base to base with
any non-peon Spirit that she kills or sacrifices during her activation. This will typically be Ikiryo I would think, who you
sacrifice to then resummon somewhere else on the board, allowing you to
potentially generate an extra scheme marker per turn. Still, there could be
some utility here. Second, Spiteful Wrath makes her Seishin count as Undead and
allows them to be affected by the Malevolence Aura from her and the Lost Love.
This could potentially make them very annoying for opponents to deal with.
Vengeance
Will Be Mine gives her an aura that prevents removal of the Adversary condition
from models within 6” of her. As someone who has played Beckoners before, this
isn’t that big of an aura, and it will be difficult to plan on using this
offensively in a game. On the other hand, enemies are likely to want to get up
close to her to stop her summoning, so this could be a useful defensive
ability. It just remains to be seen if that’s enough to warrant an upgrade slot
and a soulstone.
Molly
I’ve secretly
suspected that one of the unspoken design goals of this book and the upgrades
in it are to give really strong options to masters that needed a boost while,
instead, granting side-grades to ones that are already pretty good. One of
Molly’s upgrades kind of flies in the face of this, though, as I consider her
to be a Tier 1.5 master at worst, and her Back on the Job upgrade is one of the
strongest tactical options in the game IMO. Embodying her new-old job in Malifaux as a reporter,
Molly’s Thorough Investigation allows her to LOOK AT HER OPPONENT’S UNREVEALED
SCHEMES AFTER CREWS ARE DEPLOYED. Now, go ahead and think about that one for a
second. You don’t get to know the names or variables on the schemes, so you don’t
have to say who the sucker is on Frame for Murder, but just knowing that this
is what they’re doing is in-freaking-sanely strong, and lets you immediately
move to block what your opponent is doing with the assurance that your guess is
most likely correct. Wowzers. The Tactical Action to discard an enemy Scheme
Marker and draw a card once a turn, which is pretty good in and of itself, is
just icing on the cake.
Possibly
overshadowed is Forgotten Items. Lost and Found allows Molly’s summons to
prevent damage based on enemy Scheme Markers within pulse 3 when they’re
summoned rather than enemy models (you get to choose which.) The flexibility is
probably pretty good. And Things I Almost Remember allows her to draw 2 cards
when she reveals a scheme. Card draw in a summoning crew? Pretty solid. I think
Molly did pretty well with these upgrades.
Reva
As with
all the other Book 4 masters, Reva gets 2 upgrades and a conflux for the
Carrion Emmisary. Riders in the Sky allows her to force an enemy model to take
a TN12 Horror Duel when she charges them. It also gives her a (0) action to
place a Blast Marker touching every Corpse Marker in play, regardless of LoS.
Every model touched by one or more blast markers must succeed at a TN 12 Wk
duel or gain Burning +2. Additionally, there is a tome trigger that makes every
model which gains Burning pass a TN 10 Horror duel (is it me, or if a dead body
just exploded and set me on fire, wouldn’t the TN be higher than 10?) I don’t
know that most players would be going near corpse markers in games against Reva
if they could help it anyways, but often you don’t have a choice.
Specter
of Death gives Reva something else to use as the source of her attacks: spirits. If you use them as the origin of the attacks they do one point less of
damage, down to a minimum of zero. Additionally, it gives her a crow trigger on
her Ethereal Reaping to summon a Seishin when she kills something. I can see
the benefits of adding more things for her to attack out of, particularly when they can move towards the enemy. I think using spirits is clever, as they don’t
drop corpses when the enemy kills them to prevent a positive feedback from the
effects. It really just depends on whether this was necessary, ie if Reva was
having trouble getting targets in range before now. I don’t think that was the
case, but more tactical flexibility is never a BAD thing.
Her
Conflux upgrade gives the Carrion Emissary the ability to count as a corpse
marker. A 50mm mobile corpse marker could provide her with quite a bit of
increased threat projection. Adding to this, the Emissary can discard a card as
a 0 action to place themselves in base to base with a corpse marker. If the
card is a crow, you can push the marker 3” in any direction after placing yourself, also potentially
improving their placement. It does deal 2 damage to the Emissary when you use
it, so you might not want to do it every turn, but I think it could be pretty
useful for Reva. Given his Shards’ ability to summon Mindless Zombies which
also function as mobile corpse markers, I think you’ll see the Carrion Emissary
in many Reva crews (assuming you don't already).
Tara’s
upgrades are discussed in the Outcasts article, and Yan Lo’s are in TenThunders. Next time we’ll be talking about the Gremlins.
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