18/03/2014

#MFXTOP March Week 3 & #ToMB update.

Let's do this

#MFXTOP Month 3 Week 3. The penultimate week of the competition.
I will admit seems to be a slump, let's hope it picks up for the final week as I know a lot of you out there have things almost finished.
We just need that final push, let's smash some records, we have the most open category so far, so let us do this.


Here are this week's entries though, let's not forget them, as they are awesome:

Week 3 Entries

Still my favourite American on Twitter,
(sorry, direct your hate towards my twitter if need be)
Dawn or @sassylady1970 
has entered this wonderful dynamic job on a guild hound.
Gives me ideas for Marcus!




Next up is a newcomer to #MFXTOP
and Malifaux as a whole, but definitely not wargaming,
it's @PanzerHarris
We can all "blame" Joel Henry for his entry into the hobby
and therefore this fantastic Nekima




To top off this week is the first #MFXTOP winner,
you should recognise his name by now, it's @markjbyrne
working on some guild right now,
love the tin like gold plating.
Can he take down a second month?



#ToMB Month 2"Prologue"

In month 1 we got "$60" which I spent as followed:

Claw and Fang - $50
Total Spent  - $50
Money remaining - $10

Everyone probably know this by now.
The issue with Month 2 plans are:

  1. I want plastics
  2. I want cheap minions
  3. I'd prefer beasts
  4. This doesn't exist right now
Also, I am admittedly quite behind with painting, but we will get to that in a minute.

$10 added to this months $25 allowance (which will be what I get for the next 4 also) gives me $35 (addition for the win).

I've decided that I want to hold out for more plastics, but I still know I need some cheaper minions.
My thought process is in a previous blog post but suffice to say, I want some of my old trusty...

Metal Gamin - $21
Total Spent - $71
Money remaining - $14

I again am under budget and this will give month 3 a lot of flexibility with almost $40 to spend.

What does this means in "real life"?

Right now $85 is roughly £51.09
So for "IRL" let's rephrase that to:

Claw and Fang from Element Games - £28.89
Metal Gamin from Element Games - £11.90
Total Spent- £40.79
Money remaining - £10.30

Why keep saving money?
Pushing back this money does give me a chance for newer models, it again forces me to get a few more games under my belt with the starting box.
I might also find that with the addition of the Metal Gamin, I actually find another obvious flaw in the Marcus plan.
Maybe I need blasts, so I go for a Rogue Necromancy or Willie as a cheaper option.
Maybe Cojo continues to be the worse and I get a better big hitter, I could get a Shikome.
Maybe, just maybe, the Cerberus is so good I need another.
$39 will be able to get me even the most expensive miniature, so yes this gives Month 3 a lot of freedom.

As a sidenote I considered during this that I may lean into another master.
My problem with this however is that I own all the plastic Arcanist masters, I haven't done much with Rasputina but I'm not sure I'd feel right running her in #ToMB, I like the "noob perspective" I can give with Masters I haven't used.
If Kaeris, Ironsides or Colette come out over the next few months, they may be tempting, but I'm not sure how good the crossover really is.

Adding only 3 metal gamin, I feel I should be able to catch up by April 17th (Month 3's start) as I have made some progress this month.
Only 2 models down (basing not included) but 2 more are half done.

I've also got a nice shiny Element Games package of paints and bits which I will probably tweet about as soon as I have it.
A thing that has also helped pay for basing material, paints, brushes etc. throughout #ToMB is Element's great "crystal" system as well as the referral codes.
For those unaware what I'm on about you earn Element Crystals when you buy things, 1 crystal which is worth 10p is earned for every £10 you spend, this adds up super quick.
My favourite part is if you enter a friends referral code into the end of your order (mine is BEN179 for example) you earn double points 20p for every £10 and they also get crystals for you spending too.
Everyone wins and thanks to everyone who has used my referral code to earn me some pennies, it means a lot!

Want to see some of my painting?


It turns out enough people wanted me to
continue my new job as a cerberus tattoo artist


Like Red I had to mirror the shoulder and leg markings,
well except the number tag.
I'm happier with this shoulder tattoo...


...but not quite as pleased with the leg one.
Can't win really.


I also decided that the Jackalope would be
the same colours as a "Raving Rabbid",
this also determined the severed head have blonde hair
just like "Rayman" 


So I made a start on the Jackalope and
the soon-to-be "R.Mika" lookalike
Myranda


here is another shot, the second (maybe third) layer of skin.
Blurry photo fail.


However as I said, bar basing, 2 models down.


I'm actually pleased with them, which for me is a rarity!
Cojo still needs a tie, I still need to fix the Rattler and I have to make a start on Marcus.
Lots to do and 3 metal gamin to add on top.

Do I theme the Metal Gamin too?
Tweet me some ideas to @psientologist


Fin

Another day, some more #MFXTOP, some more #ToMB, other peoples lovely painting, my attempts.

Please don't forget, 1 week left in the March edition of #MFXTOP.
The category is wide open with "Wave 2" covering so many models.

We're at about a dozen entries now, 27 was the record.
Week 4 has always been the biggest week for entries, always in the double figures, so can we get 16+?
I still believe we can.

So again, goodbye and LET'S DO THIS!


-Ben (@psientologist)

14/03/2014

#ToMB Claw & Fang Vol. 5

Bit of painting and a lot of thinking

Well as the magical 17th come closing in, I must look back at what I have done so far in my "Tale" and what I aim to do next month.

Let me start with a painting update, as people are surprised by these.
So am I to be honest.

Red XIII


Nanaki, one of  my favourites.

Hopefully you remember that my Claw and Fang set is being painted with a video game theme.
Cojo, who just needs his red tie modeled on is going to be Donkey Kong.

The Sabertooth Cerberus is being painted as Red XIII from Final Fantasy VII which, bring on the nerd rage, is my favourite game of all time.
Red was even a member of my party the first time I finished the game and I believe the only one who wasn't a Frog.

Recently I have been painting while I praise the sun (more video game references for you there) as it is the best natural light I can have.
Plus why not enjoy it?



You can see from the photo that I hadn't even bothered to dry brush the base yet, I really just wanted to crack on and get the big cat itself done.
Also, being I'm going to do a lot of the basing all at once (snow and ivy) I didn't see a rush to do it now.

Plus, not that the GW brushes there are standard and basecoat.
I really should get some better brushes, but I abuse mine quite heavily.
Also, after years of having to get painting done quickly for other people, I once a man of always using small brushes am now very much a man of always using big brushes.
I kid you not, the standard was just for mixing paint (it's pretty wrecked).


This is where I post pictures of the harder work I've done and question why I even bothered?

I did admittedly dig out some "fine detail" brushes here, I use quotations as both brushes I had barely kept a point (they kept two) and were also amongst my unloved and badly looked after collection.

The tattoo originally started with me just doing the "XIII", however, some sick part of me felt I should attempt the tattoos Red has.


In the end, it's not even close, I guess the idea is there.
I was asked if I used a pen, but this is definitely (poor) brushwork. I do use a bit of blackwash to thin the black paint rather than solely water, this helps stop it being so faded.
The hardest to impossible part for me was how the bits overlap, in the end without a good brush and simply just not the skill of steadiness I had to tidy it up with the orange the leg was originally painted in.

The back leg also has tattoos.


Though these are also "wrong" I like how they came out.
The design is fairly close and I wrapped it pretty well I feel, this though lead into an issue.


I didn't do the other side.
Why?
Well first of all, I wasn't 100% what the tattoos were like on Red's right side.
Trying to find a picture from this side quickly on google turns out to be harder than you'd think.

Red is meant to have the same leg and shoulder tattoos on both sides, bar the number branding.

I wondered to myself whether I should bother.
Does it look better on only one side?
I pondered this and threw it out to Twitter and once they all got the reference if they didn't already I found the consensus was, I should.
Bugger
Well I will have to do that another day soon.

You may note I also gave one of the heads the signature scar, as well as this I did attempt the American-indian-like face markings, on all three.


Again, not perfect, not all the same shape, space and the outlines aren't all there. However, overall I am pleased.

The two things I take away from this is:

First "Just walk away", when you feel done and are just struggling to figure out what to add. Stop.
For me personally I find I try to add too much, mess previously fine work up and get frustrated.
You always have to be honest with yourself, you should always aim to improve, but always know your level where it's at now.

Second, I need to buy more stuff.
This is basically impossible with my current life situation, which is balls, but aside from a sob story, what I actually trying to get at is good tools are important.
I need at least 1 or 2 very good brushes for detail work. I can basecoat with a slightly ropey one, but doing the tattoos or Cojo's eyes with my twin pointed brushes of crap just made things take longer and look worse.
I also had less paint than I thought, mixing is good but having a greater selection makes life easier and also means remembering the mix isn't as important.

I need to bite the bullet and head over to element games for their own brushes which I have heard great things about.
You may think this is just a sponsorship push. It really isn't. Element have never let me down, delivery is fast, they have a ridiculously huge range to choose from (going to get some Army Painter spray and other metallics at some point too) and I have heard nothing but positivity about their own brush range.
It's a big load of win!

Month 2

Previously on the spending part of this #ToMB we ended up with an extra $10 to add to the second month's $25 (this is what we will get from now on to expand).

$35.
Where is this going to go?

I am not 100% sure yet, but I do know what I want.
Cheaper minions

The issue with Claw and Fang is it is a box of a master and totem plus 4 expensive models.
The RSR is not a crazy high amount of points but he is also far from cheap.
In both games recorded on here, especially the first a higher model count would've made my life a lot easier.

Now I do want to stick to Beasts really as the crew synergises well here.
So what are my cheap beast options?
  • Molemen
  • Hoarcat Pride
  • Malifaux Raptors
  • Night Terrors
  • Guild Hounds
  • Gupps
And possibly more.

Now preferably I would want things that are non-peon and that aren't insignificant, the latter being more important as for schemes.
My issue becomes something else now though, not a gaming one, but a modelling one.

Metals

If I can, I'd rather not bother with metals.
I already own molemen and night terrors and actually recently passed on some Gupps, all of which are good options but all of which are currently metal models.

This bothers me as I prefer painting and modelling with plastics and also I much prefer the plastic versions over the metals for almost every model they've redone so far.
Plus I'll be honest, things like the current Hoarcats just make me think "What the Hell?".

My options if I want cheap plastic Arcanist minions right now are metal and ice gamin, steam arachnids and rail workers.

I love Rail Workers, we all know this, however they are 5 soul stones while the rest are 4, so that scratches them for now most likely.

Arachnids do have Df6 and Wk5 which is nice for scheme marker dropping and protecting as they can dodge some blows and aren't too slow.
4 wounds isn't great but armour +1 does help that.
Also Unimpeded which makes them quicker as such and also can keep in cover if need be.
They aren't very offensive, not a huge problem, but the back of their card is almost pointless.

Also the thing is, Metal Gamin I feel are better in most ways.
Wk4 is slower, but Magnetism in pairs they can drag about if needed and we all know it is great offensively versus constructs too.
Where the Arachnid had Df6 the Metal Gamin has 5, however, armour +2 and Stand Ground more than make up for it. Oh. Also.
Hard to Kill
This will cause the Gamin to be much more difficult to remove from a quarter, marker, whatever needs protecting.
His attacks are almost as bad as the Spider, but the Protection of Metal ability could prove useful, being the Beasts all seem to have low Df.
Now it's rare they will stay within 3" of each other, but even if it's just a vital turn, this ability is far better than the back of the Steam Arachnids card.

Lastly the Ice Gamin, lower defense, lower armour, no Hard to Kill.
It does explode and can't be paralyzed, but overall these abilities don't compare.
Now it does have a better melee attack and putting out slow is ok, but that is not what I need these guys for.
It also shoots but 8" and 1/3/4 is nothing to get excited about.

If I go for Metal Gamin they're $21 on the Wyrd store, leaving me $14.

I think I'll probably save this, but we will see.
I also have to consider a second Cerberus, but that's a different story.

As I come to an end there is one thing I need to cover.

Month 2 painting

Now I think I was supposed to have my month 1 purchases painted by now, or at least Monday.

I can see me getting half done as I now have a cheap video game idea for the Jackalope.

Do I fail? Well maybe, but I couldn't care less if that is what people think. For me this has helped as I have actually bothered to paint again after almost half a year out and probably a lot longer for myself.

I did also discuss with @lemonconstuct that the painting is very month 1 weighted the way the money is led out.
Mostly all the #ToMB-ers have bought a box and something else month 1, with a maybe one box or 2 blisters month 2. Not only do we have more than twice the money month 1 but also the crew boxes are great value.

Now even with this, I have "messed up" as I do the second half of Claw and Fang in month 2 I still will have extra to paint (Metal gamin would be quick).
However, I have got a lot of the modeling a basing already done, so I guess that will speed some things up.

Byeeeee

That's it for today, hope you enjoyed, don't forget to crack on with those Wave 2 models to enter #MFXTOP and if you have any comments, please leave them here or tweet me.

...I wonder if the Dawn Serpent will be out in time for month 2?...

-Ben (@psientologist)




11/03/2014

#MFXTOP March Week 2 & #ToMB update.

P-p--p-pick up a Paintbrush

#MFXTOP Month 3 Week 2. What have we got this week?


Let's get stuck in:

Week 2 Entries

First we have @Therril_83
It seems that everyone this month is indicating that
I should head over to Element games and buy McCabe's box.
Looking dapper and love the base.
He's just chillin'.




More inspiration for me
here we have a Firestarter proxy
(using a Hell Dorado Efrit Warrior)
Craig aka @rythos42 has done a really nice job
and if you want to find out how, click here!




People bloody love Wastrels don't they.
This one was painted by @NigelSBartlett
It's a shame that this isn't painting like The Hitcher from the Mighty Boosh,
Again a very dapper looking man, I like the little white scarf.




Last for this week is @gorillawizard
Mark has gone for a very cool and original basing technique,
but don't let that take away from the fantastic piece on top.
Check his twitter for progress on the crew, it's all lovely.






#ToMB update (warning contains mediocre painting)

"Photos or it didn't happen!"

This first photo is a sneaky peek I sent some progress during
my nice sunny Saturday in the garden.



Almost finished I sent this one too,
I have messed up Cojo's left eye.
Zooming in I saw the worst part was underneath his brow,
also I to paraphrase Shaun of the Dead I "got red on him"


No red on his tooth and a slightly tidied up eye gave me this...


and this.
So I called it a day.
He will get the red tie, don't worry, this is why the loop is not even painted.
Also the base will actually have a ton of snow and some poison ivy.
This though will be added together at the same time as the rest of 
the Claw and Fang box.


I've also started working on the Sabertooth Cerberus
in the Red XIII colour scheme
(paint was still wet here)




Bye guys.

It's now Tuesday, you've had more photos of other people's work and even my #ToMB stuff.

I will leave you with the picture of Donkey Kong chatting with Red in my kitchen.




-Ben (@psientologist)

10/03/2014

#ToMB Claw & Fang Vol. 4

Round 2, Fight!

Digital Jam

Previously I had mentioned I'd played Jan twice at 40ss recently. 
Getting these #ToMB games in is very useful for planning purchases for Month 2 and what I think the crew is lacking and how that "$35" I have to spend can fill that gap.

This time we used Vassal, which you can find the bits you need to play it here and also here
Vassal for those unaware is a program that gives you a top-down view of a battlefield and digital objects (with cool puppet art) to move around as your models.
You get visual reminders for deployment zones, conditions and with a recent update even strategies, schemes and manifestations.

Lastly before I move on to how the game went, a painting update.
Yes, I've actually done some, I started with Cojo and bar a few bits like modelling and painting the tie he's done. Snow and some other bits needed to be added to base, this however will be done with a few models at once, but the shape of it is already sorted.

Expect some photos soon, but as this blog is about gaming I'll just leave this segment with a preview before we move on.


Rargh!

Pre-game

A useful tool you may or may not be aware of I tend to use to determine strategies and schemes is the brilliant twitter bot created by @oldmanmyke called @malifauxschemes

All you simply do is write a tweet with the handle at the front and it will reply giving you a Strategy, four schemes (as Line in the Sand is always available) and now even a deployment type.

Mike has also cleverly programmed it to give schemes to do with the Wyrd Gaming Grounds pack and other fancy things too.

So I tweeted and got the following.


Jan had declared his usual faction Gremlins for this game, he doesn't tend to field Mah Tucket and I suspected he would take a Master which was a little more defensive.
Squeel (gremlins defensive style of running away) and it's variants means that unless you are really dedicated, Assassinate is fairly difficult and Deliver a Message just comes across easier. 
Deliver is also pretty great with Leap thanks to being able to do a big move using no actions so you can still do the 2AP action.
Spring is also fairly similar, so I think I'll leave that at home.
Breakthrough I still feel will be easier than Line in the Sand, this is totally dependant on terrain and Strategy and actually while running up and down the centre for Squatter's Rights you could argue Line is something you can do at the same time, however, with a limited number of models I like being able to attempt to split the opponents force and having some models run in and drop markers around may be a solid distraction.
Also some part of me feels that if I do go for Assassinate, Spring or Deliver and I'm right in the fact Jan will take a master who is more defensive, I will end up on his side of the board, probably with a model that can leap out a drop a marker.


Crew Selection, deployment and all that good stuff

My crew was again the entire Claw and Fang box, Myranda with Imbued Energies (obv) and Marcus having, Primal Instincts, The Trail of the gods and my old favourite Arcane Reservoir.

I like the combination of Arcane Reservoir and Marcus' limited upgrades as the discarded tomes is slightly negated by the extra card plus also it just gives you another chance to even have those tomes in hand.

Jan took Wong, along with the wizard was his "Lovely Assistant", 3 Bayou gremlins, McTavish (who was going to be magical thanks to Wong's glowy), Merris LaCroix and a trusty slop hauler.

It was fairly obvious I was going to get out activated in this game (even before seeing Jan's crew) and again my mind goes to what I will add in Month 2.
Wong is fairly lethal and does a lot of blasts, if I kept my crew together I didn't want it to be long.
McTavish I only had a rough idea of what he did. I knew he also had range and could still fight you off with his crocodile which could also eat counters. Being a huge amount of Jan's point made this guy a fairly big target but not one I should get obsessed with.
If Jan is going to snipe all day with him, McT himself won't be getting Strategy points, be able to do Breakthrough or really any of the other Schemes. I just had to make sure I either dealt with him quick or just played around him.

Merris is an extremely strong piece in the game.
I will add now while playing Vassal the best way to communicate rather than just typing to each other is using Skype, also in our call was @lemonconstuct aka Chris King of the Chasing Bacon (gremlin themed) podcast.
As discussed with both Jan and Chris, I could see and argument for saying Merris is too good. I don't think she is broken by any means but I have seen her fielded so often and for good reason.
Flight the ability to get a 3rd AP and a (0) action to drop a scheme marker means she can fly up to 15" about a sort schemes.
She isn't super offensive at all, but putting Burning+4 on any of my combat guys that kill her (bar Cojo as his reach is further than the pulse) is a nice way to go.

Gremlins are gremlins, these little Bayou buggers will be Jan's best way to make sure to get and negate me getting the Strategy. If I can eliminate them quickly with a charge from Cojo a leap and attack from the Cerberus or even a minimum 3 damage hit from Marcus without too much hassle, I will go for it.
I don't want to be dragged into bad positions, but the Gremlins not only are Jan's easiest way to out-activate me but they will be the ones to enable the rest of his crew to act a little more freely.

The Lovely Assistant is a ***** as a former card game player her ability Prepare the show seems insane to me, it did get knocked down to only arranging the top 4 rather than 5 cards, but this tends to allow Wong to do some disgusting things after they Accomplice

Last is the Slop Hauler, this guy also has reckless so can be tricky, but the main point in him is healing.
I think they're a great addition usually, but here I didn't really see the point.
The Bayou's would die too quickly to be healed, Wong is always going to hang back and will run away from everything if in danger, Merris is always off on her own so it leaves McT to be healed.
Can't he heal anyway?

Well with all this I made the assumption that Jan would take Breakthrough for many the same I would too.
I declared Deliver so to attempt to get all 10VP as well as the fact that the scheme pool really showed that there was a 3/4 chance I was going for it (plus I typically declare Line) if I'm taking it.
Jan has a hidden scheme.
This could be Line with Merris and the extra models, but I doubted it as I couldn't see the Gremlins running too far off alone. I suspected Assassinate as it stays hidden, but with this and all the other Master specific schemes in the pool Marcus wasn't going to Rambo his way in too often in this game.




As you can see here Jan used the hill to essentially declare McTavish will be sniping, Merris off on a flank to try and play the game in a "don't worry about me" style. 
Wong near the assistant with less terrain in his immediate view, the assistant and hauler hanging by for back up and the gremlins in a line.

I used the train and big rock to my advantage but had no desire to clump too much in the corner or in the lava pit.
Myranda was going to escort Cojo and the RSR to give them her defensive aura and also possibly heal them as I advanced.
The big cat was ready to dive over the crates and Marcus kept the Jackalope around to defend him.

Turn 1

Well this was a brutal one, which really I expected, with Jan having the range I was always going to be gritting my teeth and flipping on the defensive side.

Myranda headed forwards with her little cadre, initially planning on using some rocks for cover, which I quickly learnt wasn't too relevant thanks to the fact McT ignored terrain penalties.

This meant that with a bit of shooting and the +1 damage due to Oooh Glowy he easily knocked the RSR down to 4 wounds.

Being out activated meant that the Cerberus though being one of the last things I activated still got punished early by the Lovely assistant preparing a powerful Red Joker themed showed for Wong to Lightning Jump him down to 3 wounds and also get Marcus with a bit of the blast damage.

Marcus made the first major mistake of the game, being Hare-like there was the possibility that I could fall into the trap of a turn 1 charge at the psychotic Bayou gremlin.
I debated it for a while but opted to just move again and go defensive, as you'll see in the upcoming screenshot, I could've flipped a Claim marker.
I guess in my head I thought about not being able to score turn 1, but the thing is, you can set up for turn 2 onwards.
This was a huge mistake and it would make the further turns harder for me than necessary.

The Jackalope was out of position, he failed to leap and I didn't have the cards.
A shame as Defend Me could've come in pretty useful and I suspected that I would get to Multiply as I could see some beasts getting gunned down.

The only other thing of note is Jan was yet to fly Merris forwards, using her cunning for some card manipulation. This highlighted the fact he knew she was an important tool, one I would love to take away from him.




This turn highlighted something for me. Cojo is so damn slow.
Look how far back he is, this was not so useful. I guessed at this stage he would a really expensive model for scheme marker duty or hopefully a good model to defend 2 Claim markers at one (thanks to his decent reach) but I knew he would just get shot a lot this game.

Turn 2

This turn was equal measures brutally horrible and good for me.

Jan wins Initiative, something fairly crucial as the injured Cerberus was poised to leap and charge into Wong.

Noticing this another show is prepared and Wong blows the cat clean of the table, the blasts continuing to get Marcus which forces him to use up some soulstones to sustain his life.

I continue to make mistakes this turn, trying to figure out for a while if I can get the RSR to flip a claim marker, stay in Myrandas bubble and get the benefits of being with an inch of the terrain.
Remember, McTavish ignores this? Well I didn't.

I could only do 2/3 and having Cojo nearby I assumed he or Myranda could flip the marker.
This was a colossal waste of AP as the terrain was irrelevant.

Jan not forgetting the Strategy sent a Gremlin onto the train to flip a marker and tempt Marcus away.

Not falling for this obvious ploy, I sent the Jackalope leaping onto the train and charging the injured Gremlin.
First attack misses as the Gremlin dodges, the second one sees the Jackalope getting his horns tied in a knot as he flips the Black Joker.

Cojo heads forwards to flip a marker and... 

...can't even make it. Rather than bounding along, Cojo seems to move at such a leisurely speed, that for the second turn in a row, he continues to look majorly poor for his points.

McTavish continues his hunt and finishes off the "hidden cobra" a great shame as with a lot of Jan's crew still very compact I could see an untouched RSR doing a lot of work.
As I said in my previous posts, a huge issue Marcus' big beasts have is a pathetic defense combined with, well nothing, no armour or hard to wound meant that it wasn't remotely difficult for McTavish to gun the snake down.

Myranda though hugely pulling her weight got into position to flip the marker both other beasts failed to do, unzipped her human skin and popped out as a new Cerberus, poised to pounce.
This not only helped towards attempting to get points for Strategy but helped a little with activation control.

Gremlins ran about and that and Merris started to jet forwards.

The new Cerberus leapt into the battle lines and attempted to get some revenge on the beast hunting McTavish.
Chomping at his throat he managed to get him down to 4 wounds, he could regenerate but it was a good start and meant he was right in the thick of things.

Finally a big part of the turn.

As his totem failed to do the job Marcus powered up with all 3 powers from the Trail of the gods.
Using his first AP to speedily walk into combat with the Gremlin he then used his free combat AP to rip him apart.
With 2AP left Marcus did have the opportunity to flip the Claim marker.
I knew this would score me a VP this turn, but Marcus hungry for more Gremlin blood saw the Kaeris impersonator who had recently actually decided to fly forwards.
With the +2 damage boost, Marcus simply had to connect with 2 of his strikes and avoid the Black Joker for damage, but I recalled the Jackalope had already flipped it, so I was fine to go.
As it would surprise no one, Marcus tore Merris in two.

This was a conscious decision, I knew I would lose a VP this turn, but Merris was too fast to catch and was (at this point) the only way I could see Jan getting his 3VP for Breakthrough.
1 is less than 3.
It did occur to me after that, just in case, Marcus should've attempted to make Merris a beast and use his Chaunt. Possibly a mistake that I forgot, but it ended up not mattering this time.
Noteworthy I feel.




The way the board looked here, again I was hoping for Initiative in turn 3 so I could Leap and Deliver the message.
Cojo could flip another marker if needed, but according to how busy McTavish was, I suspected that charging the Gremlin nearby and either starting to place scheme markers or charging more Gremlins off may be his way forwards.

Marcus was on 4 wounds and I had only 2 stones left.
The Jackalope could maybe continue to help him, but if Jan did have Assassinate I didn't want to let him achieve it.
At this point however, I also considered that maybe Jan had simply not declared Deliver and that was why the now dead Gremlin initially headed forwards alone.

Turn 3

Initiative was once again in the hands of Jan a scary thing against my already battered and beaten crew.

Here the Assistant placed a marker to then Accomplice with McTavish for him to get out of combat.
(we then realised this couldn't be done, The Lovely Assistant cannot place markers, something to note but an honest mistake by Jan)
McTavish then desperately loaded and fired his rifle and reloaded and fired again hoping to kill the Cerberus, but determined to keep it alive I never allowed Jan to get any straight or positive damage flips and the cat survived on 2 wounds.

On it's last legs the Myranda-Cerberus leapt next to Wong and gave him a sexy massage... I mean scored me 3VP for Deliver the Message

Wong tries to finish the cat with his fan but only manages 1 damage. However, crucially he then *bamf'd* out of combat and unleashed a Lightning Jump onto the Jackalope killing it and again crashing blasts into Marcus' face and forcing him to use stones to keep himself on the table.

McTavish already having been activated meant that I went offensive with Cojo.
The Donkey Kong impersonator roly poly-ed right into the Gremlin but embarrassingly only managed to take him down to a single wound.
Cojo then flipped the Gremlin the bird due to this and he was pushed off to the edge of the board, allowing me to, I thought, try to charge McTavish next turn.

The slop hauler then shanked the highly injured Sabertooth and out emerged a new Jackalope (number 2) which failing to leap poked McT down another wound.

A few more Gremlins reposition and Marcus decides to finally get me some Strategy points and get the hell out of Wong's Line-of-site, really not fancying getting hit by lightning.




At this stage, things weren't looking good. If it were almost any other wargame it would definitely be over.

However This Is Malifaux!
I had scored 3 VP for one of my schemes, denied Jan (in my mind) the chance to get any for Breakthrough and also had a really good chance to stop him getting any others if Marcus could keep out of the way for long enough.
I also had only 1 VP for strategy, something we must note would be 2VP if Marcus flipped the marker on turn 1, but Jan, he didn't have any yet.

One pesky gremlin was ready to turn the Squatter's Rights tables, which meant that Cojo may have to give up on his plan.

The Jackalope, he was simply going to be a nuisance and hopefully get Jan to waste a few AP.

Turn 4

Jan uses a soul stone to reflip initiative with the Red Joker showing it's face and again keeping it away from me.

Wong decides that he is now the hunter and double walks to chase down Marcus.
Another Lightning Jump takes Marcus down to 2 wounds and no more soulstones.

I measured to see if Cojo could even charge McTavish, unfortunately he was about an inch out.
He could've still headed that way, dropping a scheme marker on his way, but with a desire for blood and not wanting to lose out on VP for the strategy he charged back to the center line to quickly eliminate the pesky Gremlin.

McTavish takes out the Jackalope (number 2) and fires at Cojo, not killing him, but taking him right down to 4 wounds.

Speed of the Hare is fantastic again, allowing Marcus to place a marker, walk and do it again, putting in me a position to possibly get 3VPs for Breakthrough.

Lastly though, the Slop Hauler has his day and hurls 2 buckets off poop at Marcus taking him out, but creating Jackalope (number 3). This confirms he didn't have Assassinate.



End of turn 4 I had 5VP secured with Jan having none.
I have my markers down for 3 more VP but I know the Slop hauler can easily change that.
Cojo also, is as good as dead.

Still with the 5 I have, I don't see Jan getting any strategy points and the surprise is, he might get Breakthrough


Turn 5

Yep, Jan get's initiative and starts with good old McTavish, he then however orders his attacks badly as he shoots and kills Jackalope (number 3), then finishes off Cojo making Jackalope (number 4).

As a sidenote, why does Glowy ignore Armour, Incorporeal and Hard to Kill? Feels it should be Hard to Wound to me.

My final activation, Jackalope (number 4) leaps and walks into combat to hold up a Gremlin.



Jan used his reckless Slop hauler to destroy a marker of mine, while Wong places a marker for his own Breakthrough.
This allowed me to get another point for Squatter's Rights but means Jan has potential with an extra turn to get rid of my last Breakthrough marker and put one down of his own for 3VP.

So he flips for the extra turn...

Turn 6

As I said, the extra turn enables Jan's Wong (tee hee) to place another marker

I at the time thought Jan forgot to take a wound of for reckless, he hadn't (sorry Jan) and therefor I think the Slop Hauler could probably get rid of my last marker.

However, the last Gremlin held up and McTavish being so far back did mean I gained the 4th and final point for Squatters Rights.

Conclusion

My last hand was sweet...


...pity I had no one to really use it.

Jan got 3VP for Breakthrough, his other scheme was Deliver the Message which he failed to do and scored 0VP for Squatter's Rights

I got 3VP for Deliver the Message, Breakthrough was taken away from me but I did get the full 4VP for Squatter's Rights

In the end that meant a second win for Claw and Fang 7-3

Well and that is it for this report.

I learnt that Marcus, Myranda and the Cerberus are still as good as I thought, Marcus might even be better.
The Jackalope can also be fantastic when not flipping the Black Joker.
RSR has potential in my mind, if you weren't slow when summoned, I could actually see Myranda using shapechange to become one.
Cojo.
Well I'm glad I painted him first as so far I find him dumb and slow.
Ml7 min3 damage charging hit has potential, but with only a 9" threat range it isn't reliable.
The pushes seems ok, but I prefer pushing my own models (RSR) than pushing the enemy.
Hard to Kill is good but I cannot justify the soul stone cost simply for that.
Sorry.
Also, I need more cheap guys, but that will be another post.

Thanks for reading.

-Ben (@psientologist)



08/03/2014

#ToMB Claw & Fang Vol. 3

My First Gaming experience with Marcus

Where am I now?

Unsurprisingly my painting hasn't got very far, I will say now that you should quit reading this blog if you want to read all about that.
Yes, I haven't fixed that bloody RSR and all I've done really is build the models, sort the basis of my bases with cork and undercoated it all.
Oh and I (badly) drybrushed the bases, but that isn't worth an entire post, especially as lots of snow will cover it.

This post is going to cover my first gaming experiences using solely my #ToMB  month 1 stuff which is simply the "Claw and Fang" box.

I will start here by thanking @clankers86 the "teaboy for Malibros" Jan Proudley.
Both games were against him, the first was "realfaux" hosted at his place and the other was a long late one on Vassal.
He's such a trooper, always fantastic to play and always good for an insightful chat helping myself and him to improve as gamers.

Cheers Jan!

Initial Thoughts

I knew that Marcus box comes to 34 soulstones before upgrades. At 40 ss games I have less space to wiggle, especially as 4/6 members of the crew could take upgrades, but on the positive side Marcus starting cache of 4 is pretty decent.

Now I do realise I could leave a model at home, but that isn't an option in my mind for 2 reasons.
  • I want to test each model as much as I can
  • There isn't many models
The latter is the biggest roadblock I think I will have to find my way around.
6 Miniatures is not too low an amount but in 40 stones games I would tend to want to field more in a lot of schemes and strategies.
I will get more into this in a moment.

The other issue is that, though Myranda can heal Beasts, on paper I feel they look pretty weak, bad in the toughness department.
The one game I've used the Cerberus it quickly occurred to me that it's a glass cannon.
Hitting power, but low def, no armour, hard to wound or any of that good stuff.
Cojo is Hard to Kill... but, he's Cojo, we'll get back to that at some point too.

The first game

This is a brief overview, I meant to take photos of this game as I went along but... I didn't.
Also I want to be nice to Jan and he requested I didn't go into too much detail afraid I would bag on him.

Jan declared Neverborn and Dreamer, with wave 2 out now he's been trying to get table time with the crew.
We flipped Reconnoiter as Strategy and the schemes were Line in the Sand (but we didn't flip it?), Bodyguard, Outflank, Take Prisoner, Breakthrough.

Well shit!
Recon, with this crew. The jackalope can't claim a quarter so it's down to 5 models.
Jan was also taking summoning Dreamer, for me with my fixed crew this game should have been unwinnable.

There's always two parts to playing almost any Strategy. Scoring points and denying them.
I can score, but I knew that if I just held back and attempted to play "safe" Jan's crew would easily be able to score points at the same time, continue gaining a model advantage and then just stop me getting points by out activating me.

Hmmm...
On top of all this, I was really unsure how easy any of the schemes would be to get.
But first what did I take?:
  • Marcus
  • The Trail of the gods
  • Feral Instincts
  • The Hunger Cry
  • Jackalope
  • Myranda
  • Imbued Energies
  • Cerberus
  • Cojo
  • RSR
  • +2 stones for a total cache of 6
Now this game was a while ago but luckily I did take down some notes on my upgrade and scheme selections.

"Trail, get into quarters quick, larger base damage vs smaller minions (day dreams/alps). Hunger +2wp vs Neverlose shenanigans. Feral, may come up, instinctual gives more play...

Imbued Obvs"

To elaborate on those notes from my phone, Trail of the gods most appealing ability is the Hare form, getting Wk 8, I knew in Recon that Marcus may have to be "deciding piece" when it came to figuring out what was scored and actually using his 3AP to potentially walk 16" then place a marker would be good for Breakthrough (possibly Line in the Sand).
The Hunger Cry is an ability that gives my Beasts within 8" +2WP and if I've turned any of Jan's things into beasts and they fall within the bubble they get -2WP, this seemed strong against a crew of dreams and other wondrous things I assumed would have things attacking my Willpower.
Also it has an additional (0) action as did Feral Instincts which along with the one on his base card and now Instinctual I could do a lot of things with Marcus (3 general AP, 2 zeroes and potential extra AP from the Trail for 6 Actions!) and really became a tool box.

Imbued Energies on Myranda is an "obvious" choice because for the 1ss it is either going to be an awesome extra AP one turn if she stays as herself and is being useful or, the more "obvious" part is that when she is sacrificed to Shapechange, not only do I get a new toy but I get to draw 4 extra cards, which at worst can be used to helped the newly summoned beast.

Now I realise the big cat and monkey can also take upgrades but I didn't want to spend the soulstones, I didn't trust their toughness to waste more points on them and also I liked the idea of testing them raw as it were.

Scheme wise at the time I went for:
Bodyguard (Cojo)
Breakthrough

"revealed for max VP seems easier than line, outflank is counter intuitive, take prisoner hard without experience" 

Well I do think that Marcus, the leaping Cerberus and the slithering Rattler can probably give LitS a good go, but as I knew to win this damn game I was going to have to push hard to stop Jan constantly outnumbering me I would be in his half of the board and Breakthrough is usually a lot less awkward positionally.
I'm not actually sure why I think Outflank is counter intuitive, for the Strategy it probably isn't but may I realised I wanted to get stuck in and not waste 1/3 of my crew at the table edges.
Take Prisoner I said was hard without experience, what I think I meant by this was unless you know the opponents crew it is hard to know what miniatures you can survive "hanging around" and what will even let you (pushes etc) also, I didn't know how long my guys could survive standing next to things.

I took Bodyguard, mostly as being hidden and having 1/2 my crew potentially being the chosen model, I could play "tricks".
Now it's obvious from the get go that Cojo would be the choice though, but I do like banter.
Jan did quickly note that Bodyguard on Myranda isn't typical as she Shapechanges so in the game I did let her lurk a bit as to maybe indicate I was.
The Cat also jumps in so quick that he will eventually die.
Cojo also has Hard to Kill as mentioned earlier, he is also very slow which means standing back isn't too unnatural for him to do.

In hindsight I could have actually got Take Prisoner, Jan's starting crew had Teddy and Coppelius and I did hang around Teddy a lot, however I did also suspect one of the two could be a Bodyguard (which Coppelius was) and I wasn't sure which Jan would choose.

Breakthrough was a solid plan and definitely was easier than Line in the Sand.

Outflank may also have been doable, but this was only because I...
Sorry Jan...
Brutally slaughtered the Dreamer Crew.

Conclusion of the first game

Well I won, Jan eventually just shook my hand and conceded.

Jan made a few mistakes in the game and one I took a big advantage of as soon as I saw it was that in Recon you cannot score if within 6" of the centre.
This put him on a back foot early and from then it was an uphill slog for him.

I lurked about Myranda early holding one of my sides quarters to gain VPs and also, to become a Cerberus when the model died.

Side note I will cover this another #ToMB blog, but if you start Marcus, at least in tournament play, you will need at least a Sabertooth Cerberus extra for Myranda to become unless you always hold her back.
I say, if playing at home  just use a proxy or a base if a second big Beast isn't available for her and learn what she becomes most often.

Early doors Marcus giving most of my crew +2WP was priceless, as the game moved on I did a sort of pincer manoeuvre to split Jan's numbers and give me a better chance to spread scheme markers for Breakthrough.

Jan may've got a single point for Strategy, but with the big cat killing Coppelius early and him never really getting to move where he wanted, that was about it.
I felt I had done a good job of taking some control of the activations, very precisely killing models Jan had yet to activate and poking dead the freshly summoned 1 wound Nightmares. All this helped negate the fact I should really always be out-activated.
With a turn to go and most of my models, Cojo not even down to his last wound and on Jan's side of the table.
I was getting full scheme points and never missed Strategy.


Final Thoughts

I'll end with a run down of how each model performed, what I liked and didn't

RSR
Slither is actually quite smart essentially charging through dense terrain, he is good at tying things up and even though he in this game did a kamikaze it kept a lot of Jan's things in a bad position (that no score centre zone) and also threw poison onto something.
He seems a nuisance, but not one that is impossible to get rid off.
So far, I like him.

Cojo
Too slow! 3" reach is very nice and though Hard to Kill is good, def5 and not that many wounds is not.
His walk is painful, his charge doesn't equate to much and at his cost, I want to be able to get around to where I like and if not affect the rest of the crew in a helpful way.
In this game he was fine.
I can see his pushes also being highly useful and at one stage I think it did help me a lot.
However, I was not too impressed with him

Sabertooth Cerberus 
As good as I remembered, he can be a deadly assassin if untouched and leap is simply a powerful ability.
I wish he was tougher, but the trick is to not get into fights with hordes of miniatures that can hurt you.
I like him and can see him accompanying Marcus most games.

Jackalope
Leaping then charging is not a joke especially when you are then doing a minimum of 3 damage.
The horned bunny can definitely finish off fights or take out those smaller minions your big beasts don't want to waste their time with.
In this game I didn't get to use multiply as he never got hit, this along with charging 1W freshly summoned models he easily made his cost back.

Myranda
A very strong model. Def 7 is hard to take down without dedication, move 6 is fast but awkward being the only thing that really worries about cover (I forgot this one turn and wasted AP) and Shapechange is fantastic as we all probably could tell.
Not only did it give me a fresh cat when my first died, it also importantly gave me an extra activation one turn.
The change to heal early turns also is nice against ranged attacks, if say, a big beast has only really suffered a single big hit.
I will definitely be fielding her again and again.

Marcus
The man himself.
I will definitely have to make a separate post in the future solely about him, Trail of the Gods in this game turned him into such a great toolbox as he could be pulled out to do so many different jobs.
Get all over the place with Wk8, smash little minions with a single AP, even go into a full on mega rage, sinking cards in to gain extra combat AP and damage.

For a good while he stayed back this game, using Alpha to fire a 3-headed cat shape missile right at Coppelius.
Early doors, as I previously mentioned, the Hunger Cry update protected me quite well and was a valuable tool.
Also one turn I could've Alpha'd Teddy. The idea of that just makes me tingle

I hope to try different upgrades at some point, but I did enjoy this set up and I love Marcus' versatility.
His future outside of #ToMB depends on what match ups I feel he is better in than the other Arcanist masters or whether he excels at certain Strategies over them.

To be honest his crew is not bad by any stretch but as of right now, I think it's what holds him back over Ramos, Mei and even Raspi in my mind.
Now this is why I'm using him for this experiment, I am aware he can take almost anything those other masters can but the Beast synergies are a big section of the tool box that he is.

Game 2 will come soon


Well I was going to use this post for game 2 as well, but you can wait a few days for that.
This post has gone on for far long enough, but I hope you enjoyed my scrambled thoughts and rambles.
Until next time

-Ben (@psientologist)

04/03/2014

#MFXTOP March Week 1

Trilogy

#MFXTOP is now in it's third month.
My dream for it is that I won't feel so surprised each month by it's support as it'll just be "a thing".

My aim for this month is to topple the January record for entrants and my side quest is to also beat the amount of votes from February.

Before we come crashing into some week 1 updates, here is a late entry for Feb, which is definitely worth a look at.

So here it is:
@LordShaper would've entered his fantastic
"shoot 'em up" contender with the ever popular Sam Hopkins
Pretty sure this would've got a ton of votes, let's hope
Damian can get a sexy Wave 2 entry in this month!




Week 1 Entries

Another entry by @Elessarion30
Each of her entries are better and better in my opinion
and I love getting to see her work.
This month it's the "3rd sister" Vanessa.



That lovely Chris King
aka @LemonConstruct wasted no time at all
continuing great work on his Lucas McCabe crew,
we have Sidir Achibal (I like to call him Cidre Achy-balls)



@proximocoal was actually our first entry this month.
Like Chris he has reminded me off all the 10T stuff I need to buy from
Element games with his awesome work.
You got to love Mr Graves dapper yellow jacket!



Last but not least, I talked
@sir_reeves into counting this as #MFXTOP entry
I always love his work, and if you worried from his fantastic Guild stuff
that James could only paint black and white.
Guess again!
It's Jan Proudley Lo






The usual reminders

For those that need a reminder of the rules or are new to #MFXTOP please, check out previous posts and the "Announcing..." one in particular (http://malibros.blogspot.co.uk/2014/01/announcing.html for laziness).

This month's theme is "Wave 2" download the Wave 2 final files from Wyrd, paint a model from the huge list, easy.

Proxies are allowed, but should be cleared with me, @psientologist, first, just in case.

Multiple entries can be made, but only one counts for voting as so:
  • You can enter a single entry each week.
  • This means, each week you can be in this, the Tuesday post.
  • By the last week (4 or 5 depending on month) you will have to decide which is your final entry
  • If you do not inform me (@psientologist use the #MFXTOP) then your last entry will be the one I use when it goes to voting.
VOTING: Everyone, people have or have not entered, are able to vote when voting opens!

Don't forget I am constantly tweeting from @TheMalibros and typically @psientologist, so never be afraid to hit me up with questions, photos, or just if you want to send me presents.
As always I listen to all feedback about #MFXTOP, blogging, #ToMB, food, girls, podcasting, anything.


Mini #ToMB update

Well, I got some basing started, I will go into more detail about it later.
However I also found I have no where good to paint light wise and though I have a dozen or so brushes I can't find the ones I want to use.
Need money!


Enjoy this sneaky peak of sprayed models on the start of the bases.
Yes, the RSR is still dead.




Cojo is raging at how badly drybrused the base is,
I agreed with him that until now, I didn't know it was possible!


Byeeeeeee

Another Tuesday, more sexy photos, a #ToMB update and that's it.

Well I'm off, gotta beat @Oathius at this sweet game he got me.



-Ben (@psientologist)