Plotting my Schemes
Month 4 & beyond
When we left volume 10 I had a good look at what my Marcus collection could and would do in the 5 standard Strategies to find where the gaps are.
Now all though traditionally as per the rulebook Malifaux is played by declaring a faction not a single master, a lot of people don't play this way and some tournaments are not run this way.
Add to this that although #ToMB is about the experience of collecting from scratch and you could, and probably would, expand into other master I am doing 2 separate cases to concentrate on 2 specific leaders.
Now all though traditionally as per the rulebook Malifaux is played by declaring a faction not a single master, a lot of people don't play this way and some tournaments are not run this way.
Add to this that although #ToMB is about the experience of collecting from scratch and you could, and probably would, expand into other master I am doing 2 separate cases to concentrate on 2 specific leaders.
All masters in Malifaux are fairly balanced with each other, there are definitely ones which can do a specific job with much ease and less thought than another, but every master has the tools at their disposal to fill gaps in their tactics.
In conclusion from last volume, the recurring theme was that I could still do with some cheaper minions, one's which were faster.
Reconnoitre was where I felt my crew was weakest, followed by Squatter's Rights.
Now it's time to go through each Scheme and see if the same trend continues:
A Line in the Sand
Scheme marker placement is key here as well as a little speed. It's always good to have the tools available for this as the scheme is always available.
Current Crew Pros
The Sabertooth can leap into position, even later being able to interact, leap, interact.
The crew has unimpeded widely available allows some markers to be placed in more "awkward" situations.
Marcus also in Hare mode can drop markers early or Alpha the big cat to place more for extra VPs.
Current Crew Cons
Relying on the Sabertooth to place markers rather than fight could cause a problem and feels expensive for the job. Especially as it is quite a glass cannon it might not want to go ahead so quickly.
Four markers also seem a lot for one cat to do, Marcus also probably has other matters to tend to.
A proposed fix
Leaping more reliably and being cheaper Silurids come to mind. Also Molemen for a much cheaper cost can use Tunneling to chain each other along the Line and quickly place markers while also being fairly resilient for their cost.
Distract
Appearing on a double means Distract does tend to show up a lot, more than the numbered schemes.
From experience a high model count helps as activating last means you are able to distract activated units therefore guaranteeing they cannot stop it. High model count is also key as Distract does need to be on two enemies to gain the victory points.
Current Crew Pros
Using metal gamin the crew can have a higher model count as such. Metal gamin also being hard to shift can keep enemies engaged and keep them distracted.
Cojo and his 3" melee can help keep people distracted and Alpha again can do some timing tricks.
Current Crew Cons
I say the crew can get a higher model count, but it currently doesn't have many tools at it's disposal for this and generally does get out activated. Meaning as well as not being good at doing the scheme it can usually allow the enemy to use the scheme easily, especially as nearly everything in the crew in close combat based.
A proposed fix
Significant minions. Cheap ones. Hoarcats, molemen, guild hounds together.
Breakthrough
The scheme on a mask, speed is handy with this to get into position to place. Significant models again are key.
Current Crew Pros
Dat cat doe.
Also Slither on the Razorspine allows it some neat tricks. Especially as it doesn't mind meeting enemies in their deployment.
As a note here, each time the Sabertooth is good due to speed, so is Myranda as her double walking then summoning and then the leap is quicker than a Cerberus just double walking.
Speed wise the recent addition the Dawn Serpent is their and I also guess the Necromancy could use stalk to help out.
Oh and Wk8 Marcus for the win.
Current Crew Cons
Again, cats, dragons and the like are actually high cost to just place markers. Not so much an issue with Breakthrough though as this helps get in the enemies face.
A proposed fix
Not sure it needs fixing, Silurids with their leaping and hiding would be good too.
Assassinate
The crow. Kill the enemy leader kill it fast
Current Crew Pros
The crew is full of glass cannons perfect for the job.
Current Crew Cons
Arguably maybe not enough glass cannons or maybe I could have some cannons made of better materials?
A proposed fix
Again not sure this needs fixing either, another Cerberus would be good, tempted by the Sow for more three-headed fun.
From the non-beast side I could look at Howard Langston, this guy really can get the job done.
Protect Territory
Placing markers and holding them down. Toughness helps here and again a common scheme as it's on a Tome.
Current Crew Pros
I always like Metal Gamin for this. They can usually wander up the field unnoticed (or at least the enemy is distracted by bigger threats) and hold their ground quite well.
Again the RSR and big meow meow can use slither and leap to go place a marker somewhere in the latter turns if any fights they have had went well for them.
Current Crew Cons
I feel the current collection can handle this scheme fairly well, the one thing which could be handy again is a higher model count so that I don't get outnumbered by the enemy and denied the VP. Though that is what the fighting beasts are for I suppose.
A proposed fix
Silurids are great here too, though not as strong as in other schemes. Night Terrors are incredibly cheap and fast non-peons which also don't get taken out too easily.
Bodyguard
The final suit scheme has you needing to keep a secretly noted non-leader henchman or enforcer alive.
This doesn't get revealed until turn 4 but smart opponents may be able to read your moves earlier than that.
Toughness is key or at least being able to keep out of harms way.
Current Crew Pros
The crew has a fair few enforcers, so there is a lot of choice in who to select which can also keep the opponent guessing.
Current Crew Cons
Glass cannons again. A lot of the big beasts hit hard but get smashed easily.
Cojo has Hard to Kill so should be a decent choice but with only 8 wounds at defense 5 he'll hit that fairly quick.
The Rogue Necromancy with 10 wounds and Impossible to Wound takes a while to kill, but at an even lower defense than Cojo it does tend to feel as just a matter of when.
A proposed fix
Keeping to just beasts, Blessed of December could be decent with a defense of 6, hard to wound and immunity to paralyzed as well being able to get wounds back.
Also let's not ignore up until now the Cerberus has been mentioned a lot with no mention of the Blessed.
The Blessed is a good Cerberus alternative, Leap with the suit built in (you need an 8+ to cast) and the ability to tear apart non-armoured enemies, this should be on the radar at all times.
Cursed Object
A bit like Distract but only one model needs to be given the object. A slight twist but similar tactics.
Look at that for the same thoughts.
Outflank
One of the worse schemes to go for usually. Two small positions on the flanks as it were of the board need to be occupied by your models, but also not engaged.
This one is tough and honestly is something I will probably avoid regardless of model availability to Marcus.
Current Crew Pros
Slither. Leap. Unimpeded.
These things all help get to the flank positions quickly and two of which can escape engagement.
Current Crew Cons
Cheaper fast non-peons are probably also useful here. Again I'm not fussed about this scheme.
A proposed fix
Shits given = zero
Plant Evidence
The scheme is very similar to Breakthrough in terms of what you need to score it so mostly look at that.
Arguably the models placing the markers won't need to be as fast as they don't need to go as far.
Molemen are again catching my eye for this one.
Entourage
This scheme has you picking a master or henchman to be in the enemies half of the table, preferably deployment zone by the end of the game. Speed and resilience are key
Current Crew Pros
Marcus as a hare can make a mad dash for this at almost any point, so I cannot see myself leaning on much else to do this.
Current Crew Cons
This scheme if not revealed will be obviously on Marcus as Myranda doesn't tend to be herself by the end of the game.
A proposed fix
There doesn't need to be one, I will always want the 3VP and declare anyway so bluffing is out the question.
Arcanists do have other Henchman available to them that are good at this, but I'm not sure that's needed.
Vendetta
Kill a dude with another dude that is cheaper than that dude. An easy VP by being first to hit the dude with your noted dude... Doesn't have to be a dude.
Current Crew Pros
Similar strengths from Assassinate fill this, on top that the expensive beasts aren't always the most expensive.
Current Crew Cons
Having varying costed hard hitters does help this scheme though, for instance Gremlins don't always have expensive models sometimes fielding 7 soulstone models as their "big piece".
A proposed fix
Hoarcats are a good comedic fix to the Gremlin issue and obviously if the scheme seems like a bad choice I may just not take it.
If I want a beast that kills but is cheaper than the cerberus I could get a Shikome.
Ranged things are nice for the quick 1VP but I am unsure what Beasts fill that gap and again, I want 3 not 1.
Plant Explosives
Place lots of scheme markers and catch your enemies models in 3" from them. A VP for each one.
Current Crew Pros
If the scheme is in the pool, Cojo is good at stopping it. Both being able to destroy markers and also engage a lot of enemies so they cannot simply just take an interact to place a scheme.
Interact, Leap, Interact with the kitty also works a treat here.
Current Crew Cons
The best things at the scheme game wise tend to be able to place the markers while not worrying about being engaged and/or do so for free (a zero action or trigger).
This crew has none of that.
A proposed fix
Other than one of the Mechanical Rider's triggers I can't think of many smart ways to do this scheme non-traditionally.
The only thing of note is again Molemen take advantage of scheme markers being about.
Make Them Suffer
The Master and Henchmen picking on little guys. Having a low minion and peon count helps as does a high Henchman.
Current Crew Pros
There are a lot of Enforcers to use, Necro, Cerberus, Cojo and a Henchman in Myranda who can all avoid giving out VP.
Current Crew Cons
Enforcers don't give points, but they also don't earn them. Also Myranda doesn't tend to be the one killing stuff meaning currently, I'm leaning on Marcus to score all 3VP
A proposed fix
If we look at Arcanists as a faction, there are some decent Henchman choices. The Captain is one I like for hitting things, Joss with minimum 3 damage is also fantastic at sweeping up minions.
However if I want a beast I have one option other than Myranda.
The Spawn Mother. Only issue here is spawning might mean the opponent can get easy points but then this does enrage and help their mummy fight back.
Spawn Mother also powers up Leap which is nice. Another model firmly on the radar.
Deliver a Message
A non-leader non-peon has a important package or maybe a back massage for your opponents master. Interact with them fast, but it takes 2 actions.
Current Crew Pros
Again Leap from the Sabertooth to (0) into position and hand over the message.
Cojo is also fine at this as he can get into combat and hopefully survive a round with Hard to Kill to at least earn the VP before his demise.
Current Crew Cons
Not enough Leap.
A proposed fix
In all seriousness if looking for other models those Silurids and the Blessed of December turn up again for Leap.
However, tricks aren't needed to get this scheme, but the Imbued Energies upgrade can help, giving fast to essentially gain nimble on quicker models can help out a lot.
Take Prisoner
I don't like this scheme at all, I could talk about looking for models which hand out paralyze a lot and go that angle, but all in all I tend not to pick it.
Take Prisoner does give you a chance to be tricksy, but I'd rather take schemes I can just score by playing properly.
Spring the Trap
Although the trap is different to the explosives, these schemes are extremely similar tactically.
Murder Protege
Kill their most expensive model. Similar statements can be made from Reckoning, Assassinate and Make them Suffer. Let's not repeat ourselves too much hey?
Frame for Murder
Name a "sucker" get that sucker killed, hopefully by their master or henchman and hopefully quickly.
Current Crew Pros
Glass cannons work out sort of well here, threatening some nasty deaths a lot of enemies way of stopping them is killing them when they have the chance. A lot of the big beasts fit this already.
Current Crew Cons
Diving into combat with a master or henchman though may mean that the enemy finishes you with a minion, figures you out and paralyzes you or even pushes away.
This however though isn't a crew specific issue in my eyes.
A proposed fix
I don't actually think this scheme is about your own crew selection, if anything your opponents probably matters more.
Don't think there is a model I want specifically for Frame, if there was it would probably be so easily telegraphed that the strategy wouldn't work anymore.
Power Ritual
The final scheme. Get some markers near the corners, pretty simple.
Again this is where we just look back at Breakthrough and Plant Evidence as they are quite similar.
Schemes Conclusion
Well Molemen turned up a lot, as did Silurids but also just speed and cheapness.
This makes me also consider Night Terrors and Malifaux Raptors highly.
Spawn Mother, Blessed and the Sow also stick in my mind with Shikome being an extra thought if I go down the Night Terror route.
All in all this has been an interesting exercise, decisions will be made but model availability is key.
Finally, there is no replacement for just playing. More games, more knowledge. That is how you get better.
On to Volume 12
Volume 12 will reveal what I decided to do with the Month 4 funds as at time of writing we are in Month 5.
I try to remember the video game theme too.
Also I got a game in with what I picked to purchase so I will give a quick run down of that.
I try to remember the video game theme too.
Also I got a game in with what I picked to purchase so I will give a quick run down of that.
Finally I really do hope to have some more photos next Volume, especially as MCC is drawing near they will need to be done.
That and I want to get on with turning my http://www.bendyboards.co.uk/ tray into a nice little display piece.
- Ben Sime (@Psientologist)
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