Showing posts with label Ironsides. Show all posts
Showing posts with label Ironsides. Show all posts

Monday, 7 March 2016

How Do You Solve a Problem Like Toni?

With Rasputina recently dominating my stable of Rasputina, Rasputina's BFF and Rasputina's close friend I decided that another master should take the limelight in playing Gaining Grounds games when the scheme stars line up for her (which honestly, I'm playing by default now). Ironsides having a part of my heart that enjoys Tar-pit masters who are consistently singing Tubthumping whilst cracking skulls.

Then I hit a wall, a wall I told myself that I wouldn't bother smashing my head against unless I had proverbial cause and reason to. The last game I played was Guard the Stash with Convict Labor, Take Prisoner, Exhaust Their Forces, Search The Ruins and Occupy Their Turf and I couldn't for the life of me find a reason to take Ironsides over Rasputina. Guard the Stash requires models to stand in two places and tank hits which to be fair any Arcanist master can do, it's the schemes that forced Ms Toni back into the box. 
Take Prisoner is awful for Ironsides as she's the prime target for it and giving away 3Vp when both Feng and 'Tina can simply railwalk/push out of combat is plain silly; Exhaust Their Forces is even worse as Toni welcomes enemy models into combat, even when she's not trying, so now I'm 6Vp down. Quite frankly, taking Rasputina and choosing Search the Ruins and Occupy Their Turf was the better call and despite losing against a very good Jack Daw player, he was clearly struggling and only scored 3vp more than me by luck of the draw and expertly hiding what schemes he was doing until the very last moment. 

We had a discussion after the game and I mentioned my wanting to play Toni Ironsides more but the scheme pool just wasn't great for her, he then asked me the sensible questions of: What scheme pool is Ironside's scheme pool? Like what would you put in a scheme pool that Ironsides would clean house with?

I honestly couldn't answer.

Not out of thinking she is terrible in all schemes but more so that I've never asked that question myself: What does Ironsides excel in? So I looked deeper.

Out of the strategies I would only take Toni in Extraction as the middle is exactly where she wants to be and enemies have to take part in the royal rumble in order to score. Feng would still do well, as would Rasputina but in terms of who I would prefer, Toni is better for it in my eyes.
Those of you with keen eyesight may well notice that Extraction is one out of four common strategies, thus my first complaint, I can't see myself wanting Ironsides over Raspy or Mei in the majority of games I play and that's a big problem.

Onto the schemes. Out of the suited/always available schemes that I would pick Toni over the other two for, I simply wouldn't. Toni can do Exhaust Their Forces but then my opponent can do exactly the same back causing Zero Sum. Convict Labor and Leave Your Mark I would prefer Mei Feng for as as much as I have wild fantasies about Toni being this vortex of aggression, for the most part a savvy player is going to stay the heck out of the way increasing the chance that my markers aren't going to be able to score. Show of Force any master can do but I would prefer Feng or 'Tina to lead an upgraded crew into battle and Hunting Party is much easier to do when you're not bogged down by two models and can pick and choose death targets.
Again, a massive problem as now I'm playing a master who can play one strategy and who won't be able to take half of the scheme pool made available. Need I go on?

My first thought was why I even liked Ironsides so much back in the day if with this improved scheme pool is so bad for her? Maybe it was beginners luck or playing against players who were unaware of how lethal Toni can be if you feed her models to ramp up her Adrenaline but maybe it was more due to her potential greatly outshining her actual presence on the table.

You see, when Toni was first revealed in Crossroads and even in beta testing, forums and players alike were saying how mad broken she was and what insanity she could perform when she got her adrenaline engine going. How she could break the game with Hand Picked Men and the combos that could outmatch Mei Feng.
The realization set in fairly quickly once the fog of giddy theoryfaux faded away. Hand Picked Men always seems to fall short no matter how one sets it up and Adrenaline?

There's never enough Adrenaline.

Make all your arguments, tell me how Mouse and the Captain are supposed to pull models into Ironside's melee range allowing her maximum Adrenaline when she activates; but even with maximum models in melee with her, everything you want to do becomes a detriment. Want to combo into Toni's Uppercut? Lose 2 Adrenaline, Want to combo again? Lose 2 more. Wanna move to another target? Lose 1 more. Heal? Lose all of it. Trying to save it for future turns? Lose one every turn to heal a single wound.
Even if you weren't to focus on Adrenaline, a 2/3/4 vanilla damage track even at Ml7 is lackluster and whilst I love Uppercut, trading a whole activation for a (2) action to do 4-5 damage and give out Slow simply isn't enough especially when it's Ml4 base before Adrenaline.

Let me be fair, what happens when the perfect set up happens? Allow me to share:
Toni is next to an enemy she charged last turn and is sitting on Adrenaline +2. The Captain then Airbursts a target into melee with Toni. The opponent activates and nimble + charges The Captain who takes damage allowing Toni to discard 2 low cards for Adrenaline. Other activations happen during which time the opponent activates the models in melee with Ironsides and activates Good Shot, My Turn thrice. Ironsides activates and with her defense trigger and Protective alongside the two enemy models within 2" she has Adrenaline +7. She opens with Brass Knuckles using the trigger to combo into Uppercut killing the first enemy model. She does the same with the second enemy and uses her final Ap to lure The Captain's opponent into her melee range and then uses her Stand Up, Stand Tall to heal 3 wounds in order to tank the next turns damage.

Again, perfect set up. To actually achieve this set of unfortunate events you needed to have Toni end a turn on Adrenaline +3 (Which requires you to discard cards, stone for the non-in-built trigger on her attack or pitching Tomes to her def trigger, a lot of resources that no one else can use). The next turn having the Captain be in range to grab a critter then conveniently take non-lethal damage twice within 6" of Ironsides (which she has to pitch more cards to) THEN having both enemies wound but-not-too-much Toni forcing more Tomes or Stones and then being on life totals that allow 6-7 damage to finish them off. Then, luring another model into the fray which may result in needing to cheat a card taking more damage then seeing Toni on little to no wounds after three models worth of attacks and forcing her to dump her Adrenaline so she stands a chance next turn. To those counting at home, 4 discards (two of which need to be Tomes), 2 high Rams/2 Soulstones then a medium to high card in order to ensure the lure. In other words, your whole hand and this is the perfect set up. You might ask "You don't need that much Adrenaline", you do if you want to actually hit with Uppercut.

"What about Hand Picked Men?" Okay, another way to play Ironsides is as a luring support piece. With models preventing her from taking the damage by standing in charge lanes and other friendlies getting in nice and close with auto-focus attacks. Great on paper but with proper terrain lay-out models are going to get stuck on corners or be out of LOS more often than not. If I wanted my whole crew to be focused all the time I would play Shen Long or Collodi. If I wanted to stay in Arcanist then Marcus or Collette can do exactly the same Focus/Lure tactic and have a LOT more options in a game in terms of mobility and winning Vp. Trying to make a master like Toni work by erasing 80% of her card is not going to win any hearts.


I won't go into what changes I would make as that's a slippery slope that leads to "Ml9 on every stat and every model in her crew gains Focus+2 when they activate" and quite frankly outside of an ENORMOUS errata, none of what I or anyone else says or suggests would make much of a difference. Toni is simply too much of hassle to play competitively with.

She is a great looking model and one of the few stories I really enjoyed reading in the books, alas, whilst I can rave all day about how she's this great threat in mosh-pit melee, when I look at cold hard facts and table experience, she just doesn't do enough. She wants to be in the middle of a brawl but lacks the capacity to survive within it. She wants to deal lots of damage to lots of models but once she hurts the first target, she suddenly becomes unable to do so to others. It's a sad sorry state of affairs to be in Toni's steel toe-capped boots.

As much as I really want Ironsides to be the great model that I once envisioned her to be, it's simply not meant to be. I could conjure up lists and ways to make her more manageable or find ways to make her "work", adding M&SU models haphazardly or adding models that I hope get ignored to score Vp but when I play a game and say to myself "I could be earning Victory Points so much easier if I had taken anyone else" that's a sign of a bad master.

It's a strange day when I would prefer to take Yan Lo of all models over Toni Ironsides. The old man's constant fidgety movement removing targets from areas they need to be is unfortunately more likely to score Victory Points more often than the brawlers rooted punching. Even Ramos with how dreadfully boring he is can at least fill the board with mobile scheme runners.
Fortunately, the remaining masters in my stable of champions I'm having a lot of fun playing and with Ironsides no longer being forced into games, it means at least Mei Feng is able to get the games that she deserves against more than just a gunline. Alas, Toni will have to join Ramos in the case of un-used masters for the foreseeable future until I find myself in the mood to playing inefficient or plain dull crew leaders.
Stay true to yourself and have fun out there.

Monday, 22 February 2016

Joden is in a Stable Relationship

After fixed master events, you tend to run into the problem that the master you chose kinda sorta gets killed on certain tables. It's nothing new but in these situations the Perdita's, the Levi's, the Lilith's and others get called OP or "Beginner mode" masters simply because their presence on a board requires an action that they are (mostly) very well defended against regardless of the scheme or strategy. Lilith and her crew doesn't NEED to be killed in Squatters Rights but when the Waldgeists have severe soft cover near Lili's dense severe soft cover on top of Squat markers, that whenever you get near or in, Nephilim keep pushing you out of, you sort of have to answer the question which that master is proposing:



Misaki in Growfaux did remarkably well as a whole. Having a master so dedicated to two things: Movement and Death, means that the only weakness she has is bad positioning, which to be fair, I'm quite proficient at. At the same time though, she was very basic. 

Her main theme seems to be having a lack of soulstones and more crew options because of it. Sadly, my Ten Thunders collection is lacking in any sort of defenses or ability to deal that mad damage yo. So when Misaki or Mei Feng take the wheel, they are wholesomely the center of my crew's damage potential, which means even when the heavy hitters: Izamu, Rail Workers, Torakage etc etc get to where they need to be, they are taken out with relative ease and then the master has to charge in anyway. At some point, buying the Dark Debts box for Illuminated, buying the tag-team of Mr Tannen and Mr Graves, then buying the Temple of Dawn box for Sensei Yu and hoping and praying for Ten Thunder's Brothers to come out in plastic means to extend my options in Ten Thunders would take a fairly large chunk out of my wage packet to play Master's that are fun but I have tremendous trouble winning even games with.

Really though, what this event has shown me is that I am so very tired of bad match ups that I bring onto myself. I've tried the single master ideology and it sort of worked with Yan Lo.
Forcing myself to take on every challenge as the underdog; it was with the goal in mind to find a way to make Yan Lo work and in essence I achieved that and gave a more narrowed focus on what his strengths and weaknesses are. With Mei on the other hand, I already know what she does well and what she doesn't so I'm not learning her so much more that I'm re-defining my own tactics that I bring to the table with any master. Simply having one master to bring to a game means I need to have a master who is a good all-rounder to avoid that bad match up occurrence, staying with a single crew leader is normally to my disadvantage and this fact is cemented even more so with the advent of Gaining Grounds 2016's scheme pool.

Mei Feng is primarily good at two things, defending her crew from ranged threats and chip damage in melee. Her secondary role being mobility and displacing enemy models yet so far, with a well distributed terrain layout, most of the time she's forcefully planting her limbs across a targets vital organs whilst they lean against a wall. With Vent Steam, whilst it's a great deterrent, the moment a model comes within charge range, it's up to those models to either deal with the threat or have Mei Feng rush into melee thus moving her away from the ideal location to put up the steam and many players know this to be the case. Sure they'll take a whole bunch of damage but they've traded one model to put the crosshairs on the rest of my crew. Ten Thunders Mei has Yamaziko to lead a hand for this, Feng Venting and Yama bracing, protecting each other's weaknesses but outside of Captain pushes, Arcanist lack a way to deter charges other than with the reply of the 5 point palm exploding heart technique.
It's a balancing act.

Reading back on past posts, you know who gets mentioned the most? Ironsides and Rasputina, more than likely due to those being the masters I played a lot with before Yan Lo but all the more because the high points of my time in Malifaux have these two masters kicking bottom and taking no notice of names (whilst being out of gum...). I had loads of fun with them and really wish I could have them back in the limelight.

Now I could start playing purely Ironsides or purely Rasputina but quite frankly, I've grown tired of the aforementioned bad match-ups. Those games where I've chosen my master beforehand and then you flip those strategies and those schemes and voila! Before the game has began I've already lost 4Vp. Negativity aside, having a well-rounded stable of Masters, in this case The Defensive Mei Feng, the Offensive Rasputina and the Stasis Ironsides, stops poor match-ups from happening as frequently. It means I only have my own skill to comment on when it comes to victories or defeats as I'm wiry of saying "Welp <Master> is no good in this game". 
If I get my face kicked in, I don't wanna be the guy who laments on what could of been if I had only brought <list of models> instead. 
Being able instead to say "I'm bringing this master and these models because they have the greatest chance of winning" is more logical to me than "Well I've made my choice, I'd better place my head on this grindstone". If I were to face Molly again, would I bring a master who struggles against one wound models or do I bring a master who is immune to black blood and can handle a crowd. If I were playing Turf War with Deliver the Message and Distract on the table would I bring a Melee threat or keep everyone dead at range? If I'm playing Squatters against a superior ranged opponent am I going to use models that have a hard time against that or bring a master who can protect them from it? Logically speaking, why would I gimp myself just to remind myself that in bad match-ups, a particular master is bad? I already knew they were! A player gains no further knowledge by repeating the exact same action again and again and expecting a different outcome. 
Have I ever told you the definition of using only one master?

Toni and Rasputina have their fair share of weaknesses like Mei Feng as well to be sure.
Ironsides hates schemes where the opponent benefits from the master staying in one place and any amount of pushes are her bane as it means her well crafted Death Metal Mosh Pit turns into a quiet sunday Pub Lunch. If Toni can't tarpit, she can't get Adrenaline and then she's "simply" a taunt/luring master. This does mean the opponent has to deal with Toni in order to effectively do anything within a 24" inch diameter bubble that isn't attacking Toni but she's happiest when she has 3 models in the thick of combat and kicking absolute royal behind.

Rasputina is harder to talk about when it comes to weaknesses as I've played her enough to circumvent her most well known ones. Melee is nothing to be feared when Snowstorm or Armor of December can be used to righteously punish a would-be attacker after sub-zero shuts them down. Engaging her Ice Mirrors is also well known but I personally don't rely on mirrors for this very reason, I keep my plans to 12" range and expect the added 10" only as a bonus. Range attacks and de-buff auras are a problem but that's where the Ice Pillars come in or keep in mind that the typical range of these threats are also 12" so the Raspmas can still attack back.

This is hard. Back in the day all the above really bothered me but, as above, I "fixed" them so they were more manageable. Okay, try-over, lets start again:
Summoning that aren't cluster summons can really drain Rasputina's killing potential, as at least 3/4's of the time, it's a toolbox summon and spending even 2Ap dealing with them is beneficial to my opponent's single Ap to summon it. If my opponent is able to summon an "effect when model dies" or 3" de-buff aura next to Rasputina, that pretty much end's her as they're no longer attempting to tar-pit 'Tina or using melee attacks against her. Willpower spam she also has a hard time with as if Counterspell isn't helping, it takes it toll.
Summoning and auras there we go, they're weaknesses. Moving on.

So far as Mei Feng goes, I see her more as a defensive master so if I'm facing guild for instance, Feng will likely appear if I feel Rapsy and Toni can't deal with the damage output. Vent Steam x2 is tricky to get through for anybody at range and so long as I don't stand in one place all game in the cage of hands I've created myself, I would at least have a chance. Mei Feng can and has dealt with a whole range of non-armored foes but if she can deal with them, Rasputina and Ironsides can do so better.

It's easy to see Rasputina as an all-rounder but Ironsides is better at pure shut down and out of the three it's clear to see that Feng has the best crew shield. If 'Tina kills a Crooligan after it's dropped it's breakthrough markers, it will take a whole lot of Ap to pick that one marker up. If on the other hand Toni has charged it head-on or taunt/lured it before that time, she has successfully shut that model down from doing it's job. Facing a marker-summoner? The summoner in question will love it if you killed that 4ss model so they can summon that 8ss model from it. Toni will hold them in place without necessarily killing them having the summoner provide their own rather than saying "Thanks for the easy summon mate". If I'm facing that wall of gunfire and casting though, Feng steps in and makes card flipping that much harder, as well as being able to scout the board once the pieces are in place. In essence all masters covering for the other's weaknesses, like a good stable should.

Time will tell how successful I am. Keep those tactics sharp and have fun out there.