Monday, March 13, 2017

More Malifaux!

Since my last post I've managed to put in a couple more games of Malifaux.

I've been getting my ass handed to me by My Esteemed Opponent, mainly because he is a very good player but also because he's got his Sonnia Criid crew dialed in and I continue to try out different crews to see how they play, which means it's mostly a steep learning curve for me every time.

These past two games, I've played first the Ortegas (Guild) and then Yan Lo (Ten Thunders/Resurrectionists). Both were lots of fun to play. Lists are reproduced below.

Ortegas (35 SS)

  • Perdita Ortega
  • Papa Loco
  • Abuela
  • Santiago
  • Guild Austringer
  • Hans
I thought the Ortegas would be good against Criid with their emphasis on ranged attacks, but I had trouble coordinating their signature chain-activation ability...and then the flames started raining down. :-/

So many Burning markers...

The game ended up with Hans the sole survivor and pretty crushing loss on my part.

Ten Thunders (35 SS)

  • Yan Lo
    • Reliquary Upgrade
  • Chiaki the Niece
  • Soul Porter
  • Ashigaru (3)
  • Penanggalan
I fared a bit better in my second game. I chose two Schemes with good synergy ("Breakthrough" and the Ten Thunders-specific theme, "Watchful Eyes"), both of which require depositing Scheme Markers near deployment zones. Unfortunately, I was unable to effectively defend a couple of my markers, as My Esteemed Opponent sowed his usual death and destruction—though not to the same extent as in the Ortega game! I'm definitely learning some effective counter-measures against Sonnia's mastery of the Burning marker the hard way, though.

(I really should take a look at some of those tactical guides on Pull My Finger one of these days...)

Speaking of Burning markers, My Esteemed Opponent showed up for this game with some badass custom 3-D printed markers! The condition markers even have tiny little magnets embedded that hold them together. The future is now, everyone.

A glimpse at the Criid crew

I still have a couple other crews I want to try out: the Dreamer (who I played once before to horrendous result) and the Brewmaster (and his trusty Whiskey Golem!). We'll see how that goes...

Tuesday, January 10, 2017

Moving on to Malifaux

So while I excitedly await reams of Skorne errata for my Hordes collection, My Esteemed Opopnent and I decided to move on to Malifaux.

To be more specific, I "refereed" a Malifaux game yesterday, as My Esteemed Opponent brought his equally-esteemed girlfriend to give the game a try. To no one's surprise, she ended up really enjoying herself, and the evening ended with her making plans to pick out a crew of her own. I've got my fingers crossed for some sort of campaign or at least semi-regular Malifaux play this year.

This game was the Guild's own Sonnia Criid and her Witchling Stalkers messing with the Viktorias and their all-lady crew of Outcasts. Our new player took the Outcasts and got into the game immediately, doing a great job of sticking to her Schemes despite coming under the fiery attacks of Sonnia and her napalm-hurling minions.

Seriously, when you go up against Criid, be prepared to see lots and lots of BURNING tokens on the table. I've seen this crew in action once before and it was brutal. Sadly for My Esteemed Opponent, he made the Classic Malifaux Mistake™of losing track of his Schemes in favor of going after blood for blood's sake. By Turn 4, he realized it had become impossible for him to win due to a combination of losses and ignoring his Schemes, and so conceded. And so the plucky Outcasts managed to not only Defend Their Turf but also Plant Evidence implicating Criid and her crew in some tomfoolery or another.

As I said, I'm looking forward to playing more Malifaux; my one critique of the game is that it runs verrrrrry slowwwwwwwly when you're first learning the game and your crew; this is easily solved, but not if you go more than a year between games like we did!

Here are some shots from the game. It ended up largely revolving around the wagon in the middle of the intersection. The board looks a little sparse to my eyes (though it's still way more crowded than what we're used to with WarmaHordes!). I've got 2-3 more buildings in my painting queue, plus more scatter terrain, so future urban encounters should be a bit more crowded...

Wednesday, January 04, 2017

Warmajournal #2: Privateer Press, Why Do You Make It So Hard For Me To Love You?

In my last post, I was looking forward to getting into a regular rhythm with WarmaHordes, taking the new edition as an opportunity to build up mastery of the rules. To this end, I started paying a bit more attention to the community at large and to announcements from the game's publisher, Privateer Press.

I wish I hadn't.

The latest FAQ and Developer's Notes from Privateer include some very dismaying news. To wit:
  • Starting this summer, Privateer will no longer include cards with its models. For those unfamiliar with the game, cards are essential to playing. Going forward you can download the cards for free as PDFs or use their for-pay War Room app. There is also talk of offering cards as POD, but that hasn't been finalized as of this writing.
  • The latest FAQ includes a bunch of updates, but for the Skorne (the only faction I play), it simply says: "Skorne has many, many changes coming. They will be receiving their own errata update in January of 2017. Stay tuned for some exciting changes!"
Exciting changes? Oh boy! I'm just so...

Seriously, what a way to get the wind taken out of my sails. Right when I'm settling in with the new edition, familiarizing myself with my warlocks and beasts and troops and whatnot, I get hit upside the head with the promise of "many, many changes" to come. I don't really care if the changes are good or bad at this point. The timing is just awful.

That's very much a personal beef on my part, of course. The decision to stop printing cards is something that affects the whole community. Judging from the tone struck in the Developer's Notes, I don't think this is going over as a very popular decision, either. Nor should it.

The high-quality cards that come with each pack are very much part of the game's charm for me. To replace those with PDFs printed off my inkjet (costing me time and money) or to go all-digital (and pay Privateer for the privilege) seems like a pretty cold lunch in my estimation. The claim is that this is so cards can stay "current" and they can engage in a more-or-less continual process of tweaking based on "fan feedback."

Aesthetic considerations aside, this is extremely dismaying. "Fan feedback" is what leads to these massive errata and FAQ documents, reams of clarifications and rules amendments that seem to reach absurdist levels. For example:
p. 93, Hill
Add the following to the end of the Hill text:
A model moving off of a hill does not fall or suffer falling damage.
Oh, thank you for that clarification! I wouldn't have known what to do about that otherwise! (Note that they are talking about a hill here, not a cliff.) What kind of pixel-bitching asshole necessitated that pointless clarification? Whatever happened to applying common sense during a game? Eventually we'll get to the point where every possible permutation of play gets covered in a 50-page errata document that's almost as long as the core rules themselves. (The current doc is already up to 20 pages.)

WarmaHordes has always been a fairly pixel-bitchy game, and Privateer has always catered to the hardcore tournament crowd. It's just unfortunate, as increasingly I feel like the more friendly/casual player is being edged out in favor of making the game almost exclusively about tournament/competitive play. I've seen this process before (::cough::Magic::cough::) and in my opinion it is always detrimental to the hobby at large.

So I'll wait and see what all this Skorne errata looks like before I play another game of WarmaHordes. I have no intention of selling my Skorne miniatures, as I like their look way too much to part with them, but increasingly I'm thinking I'll have to use them with some other rules set, one that takes itself way less seriously and actually acknowledges that the majority of wargamers play friendly games that don't require errata to tell them that moving off a hill doesn't cause discomfiture. Dragon Rampant or A Song of Blades and Heroes, perhaps. We shall see.
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