Showing posts with label Thoughts. Show all posts
Showing posts with label Thoughts. Show all posts

Monday, 6 June 2016

Overactive RPG Vision

I don't know if this happens with anybody else but hear me out: When I walk out of a cinema after enjoying a film I really enjoyed watching, I get this sense of still being in the film. Say for example: Limitless, the film about a guy who pops a tic-tac and suddenly his brain starts working at it's maximum potential. I enjoyed the film and I walked out with the clarity of my memory being fairly okay following wild daydreams of the day I could learn the Violin in under a week and a fleeting moment of perceptive clarity of my surroundings. The film stayed briefly with me and started getting inside my head for 30 or so minutes afterwards. 
The same can be said for games. When I was playing a lot of Prince of Persia: Sands of Time, I would walk around a shopping center and start plotting out climbing paths in my mind, I would go to London and start scanning the city sky line for routes I could climb.

Now I'm very much aware that I can't handle a solitary chin-up, let alone hang by my finger tips 200 meters in the air with my next move being that "wtf are you doing mate?" of leaping upward and catching a ledge the size of a finger nail without the hint of falling. I know this but with playing a game like Prince of Persia or the latest Nathan Drake epic, I see the world in a different way altered by these experiences.

Tabletop Roleplaying games have effected me in much the same way only instead of the world, I'm seeing many decisions in film making being told in an RPG sense. Guardians of the Galaxy is my primary example of this. 
Peter Quill is first introduced (after the backstory introduction) stealing a mysterious orb, using a knowledge check followed by a successful thief check he obtains it but alas! He is caught by guards, Quill then crit-fails a convince check ("Starlord, man") and through a series of quick thinking and lucky rolls escapes the guards and avoiding huge damage to his ship.

I see the whole movie like this, a series of player interactions, skill checks and obvious nat 20s and crit-fails. Arguments at the table, players following others because.. well they have to right?
 and the GM allowing certain players to do silly stuff that would get them killed. You saw what happened to Drax when he tried to solo Ronan, he got his clock cleaned but because the GM didn't want the player to create another character, made sure that Drax didn't die. When Groot sacrificed himself, the GM decided that the player made such a great unique character with game breaking flaws that he was given an out.

This undeniably is easier to do in team movies with multiple characters. X-men, Guardians, Avengers, easy to RPG-ify. What about my second favorite film of all time: Versus? For the all of you that don't have a clue what this movie is or about: Criminals are in a forest shooting zombies then ends with a climatic battle between brothers that fight every 500 years because the same group is reincarnated to meet, for reasons. If you don't mind Japanese B-Movies, it's a fantastic film and the reason I have stills of the film tattoo'd on my arms. 
The intro involves two orange clad criminals running through the woods, sprinting at high speeds, falling and rolling but continuing on until they reach a road. The two argue for a while until a small convoy of two cars and a bike appears. Without going into the whole plot, a 2-player RPG could easily be built around this premise and with the writing the way it is, you could easily see the movie being ripped from an RPG session.

Almost all films or series I happen to watch nowadays have this RPG film wrapped over them due to my near-constant day dreaming of new story lines and events. Being that the whole point of role-playing is story driven decisions with random elements thrown in to create tension, this isn't exactly a difficult endeavor. It's a lot harder to equate say Yahtzee or Texas Hold 'Em Poker to real life or film situations for instance but in my mind it makes for story inspiration and a (sometimes) imaginary look behind the scenes of how certain elements in films play out.

A montage is pretty much the GM going "Whilst you wait for the BBEG to arrive, this happens" surely?
Schwarzenegger never running out of ammo and taking down a whole army is little more than a high level character and a tired GM right?
Sean Bean always dying is a player with a horrid losing streak maybe?
Jason Statham is a min/maxer who never role plays but rather "Roll"plays is clear as day.


Maintain that childlike imagination and have fun out there

Monday, 30 May 2016

Pay No Attention to that Man Rolling Dice Behind the Curtain

Slowly getting to grips with my new found obsession with mastering games (that obsession helped greatly by it being a whole lot easier on the wallet) has given me a much more meaningful insight on how much time and effort goes into role-playing games and their gods controlling them. Home brewing my current AMP game that's soon coming to a close has been an amazing contrast of laugh-out-loud highlights and "the f*** you doing Joden?". 

My first session, in my head, was the tutorial which is a horrible horrible way to start any campaign, short or ongoing. I love Get Backers and so based the story of my two players as:
You're both in heavy debt with the owner of this cafe and to pay him back, you do mercenary work that involves returning stolen goods to their rightful owners.


Their first task in "Player timeline" was securing a briefcase from a building that didn't have security! And they were even told to wear the Harry Potter invisibility cape in the form of the MIGHTY HI-VIS(tm)! 

Blazing into a cafe where helpful Tommy Chong was there to point them in the right direction to then have them casually walk into the basement level of the CCTV-less government building had the hint of a good idea behind it but lacked any real substance.

You see, as my first ever GM'd session, I was so utterly terrified that my players would be unable to unearth the secrets of what my story was telling. So afraid I was, I made two characters that by primary, secondary and tertiary roles (& beyond) was there purely to say:


"Oh yeah THAT building. The briefcase you're looking for is going to be in the basement. It just so turns out that I know exactly what they do there, where they would place stolen cases, when the building was erected and how good the security is there DESPITE not knowing dick about it until just the second you asked me about it...."

As I said, brown-pants-ingly timorous (Timorous Joden? Was 'afraid' too arduous to write?).


Learning my lesson pretty darn quick, I rested on my laurels and decided to let an adventure book do the meat and potatoes of the writing allowing myself more freedom with fleshing out NPCs and giving them noticeable traits, body language and outrageous accents!
Adding pinches of my own world I had originally intended to connect the basically random plots of "Find the Zero Patient Tumor epicenter" & "Escort Fireboy in an RV" worked in my favor and really built the existing characters up from the shells they were in the first session.


Having a bit more of an idea of what to do I then once again faced the bright burning light of running a session without leaning on pre-written material. It went better this time although instead of telling my players exactly what they should be doing, I instead went with sticking them onto some rails and gave them no options whatsoever instead...


Ahh, the Bliss of Hindsight. At the time I thought I as being right clever with interesting encounters and events, unknowingly tying them together with precisely one way to proceed. I'm still learning, give me a break...


How to improve myself as a GM? Well for starters I need to smash the training wheels. Assumptions that my utter brilliance will prevent players from ever leaving the room they currently occupy must be quashed if I ever want to have meaningful sessions that aren't predicated on "Stuff happens, stuff happens SUPER INTERESTING BOSS BATTLE, then stuff happens". Letting my players loose and making their own choices in how to alter the world they stand in is better than my current flaw of answering the question "How do I get the players to go where I want them to?" with a character who's only characteristic is that he's got a bad Jamaican accent and freezes time whilst BAMF'ing the players with no save or reaction to the next story location.

The other flaw I have right now as a GM is being a little TOO loose with the rules. AMP's two-skill combo system is fantastic as a narrative tool but when it comes to fair and challenging combat, my players have learnt that having nothing in a stat isn't a detriment since making another stat make sense is as easy as slightly changing what they want to do. My Gf for example has absolutely no Fighting skill but still rolls huge numbers because being an amateur surgeon who primarily uses needles in combat, she uses Medicine checks mixed with Marksmanship to make attacks. My friend uses Intimidate instead of the normal Speed+Intuition as his Initiative roll in combat which results in him getting hit first but only after he makes the first attack being that his intimidation stat is through the roof. I let it happen because the game outright tells you to (as in if it makes sense, use it). It does smell slightly of BS when instead of using one's actual fighting prowess in a brawl, a player instead remembers their days at medical college and how good they are at origami and be just as good, if not better at killing a man as the guy who been street fighting their whole lives. It's still fun and my players are awesome enough to only slightly abuse it but it's still a little funky in my own view. 

Talking about fear, I'm also super afraid to get my players killed. My Gf's character rolled low to defend vs a high roll against a truck full of machine gun nutcases (I prefer to let the dice fall as they may and then do what the character would do in the given scenario) and she took double her hit points in damage which by AMP's game rules means that character is DEAD but since it was only halfway through my intended campaign arch; instead of being SUPER DEAD, she instead lay on the floor and the NPC teacher of science performed kitchen drawer surgery enough to get my Gf's character conscience and heal up unaided.

Luckily, the players I game with aren't using this to munchkin through the campaign knowing they're immortal and are instead doing the honorable thing of doing what they feel their player characters would do which is a huge boon as a GM in my mind, but still a pretty big failing on my part if they were that type of player.

With the next session looming, I hope to hell I learn from these experiences. Negatives aside though, it is so very rewarding being a game master and creating worlds and characters. Being able to have a laugh with friends and creating "Remember that time when" moments is pure and simple joy and I'm so glad I took the leap to do it.


Make those characters in your head come to life and have fun out there.

Monday, 23 May 2016

The Cards Against Humanity Effect

I once went to a gaming cafe for an MMO meet-up and after the thrill of getting 40-odd strangers together with nothing more than a guild in common with each other we all sort of settled down into our cliques and waited the day out. One group called out that familiar "Who wants to play Cards Against Humanity!?" to which quarter of the room joined in with what was a fuster-cluck of a game where half of the 10 players couldn't hear what was going on and completely dis-regarded the end game in favor of getting those shining moments.

You know the moments right? The moments that you will share later on in geeky discussions as part of a round table of funny memories. The moments you share out whenever you talk about your favorite games with like-minded people. Cards Against Humanity is built around this factor, its the whole game. A certain black card comes down and suddenly you're back to the day you first slapped down the greatest white card ever and the whole table gasped in "I shouldn't laugh but I am" horror and for those glorious 15 seconds, you were the worst human being in the room.

Now, I hate Cards Against Humanity but I can respect it's effect. I hate it because it is a game without end and it's very much a game that's waiting for the card combos that get highlighted whenever other groups play it. "Winning the game" doesn't matter as much as "What's the most horrible &/or funniest random white card I have". I've played MTG multiplayer games that went on for 6 hours where no one was winning or progressing to end-game, I've played Apocalypse 40K games that lasted FOREVER and quite frankly, I've done my time. Playing a game that doesn't end simply stops being fun for me and it dilutes the simple joy of tabletop gaming.

What I can respect though is the Cards Against Humanity effect, where a game becomes more than just a decent way to spend time. RPGs are ruthless in this regard, as are most tabletop games where special moments are collected in one's mind and are brought forward by geeky discussions and continue to multiply with each proceeding game.
A Munchkin game where my friend ended up with 3 arms that were holding a total of three one-handed weapons and another 2 handed weapon (Due to the "Cheating" card) and absolutely wreaking everything in his path with no way to screw him over.
Take Malifaux, where the Red Joker absolutely saved or ruined a game, those times where a Black joker has occurred only to turn into the Red Joker because the attack still got through or how a certain upgrade made one model an absolute beast against a certain opposing model. 
My recent games of AMP where my friend's character "Dr Chaos" in a chase scene I lovingly crafted as a finale to a session was ended by him dumping all resources into an attack then crit'ed that MOFO rendering the THREE trucks Two-Dimensional by sheer power of Force Blast. A fine way to end a day of critical fails and subsequent dice shaming.
My Gf's character "Dr Hu" (Yes, jokes were made) in the session before that rained down hot death in a basement brawl. She managed to roll really high steamrolling my difficulty modifiers thus enabling her to stab a needle directly into a clones brain via eardrum. Next turn managing to tear said needle from this guys ear, ripping through another clone's jugular and ending the needle stabbed into a third clone's face.


(Pro-tip, if my Gf ever has free reign to do anything without consequence, don't piss her off.)


It's these stories that stay in our mind and proliferate in our discussions of gaming memories with friends and strangers alike. These creations of nothing more than our own imaginations getting a jump-start from rule sets and game designers; something you don't get in such magnitude from video games or movies. It's a great thing that stimulates the mind when you get together again with friends old and new. This is what, in my mind, makes C.A.H such a resounding force of getting complete strangers to get together, that simple joy of sitting down and creating "happy" memories.

That and generally allowing everyone to be an awful person without consequence or blame. "What would Grandma find disturbing, yet oddly charming?"  "Big Black Dick" What? It's Cards against Humanity!

Don't let the demons get out and have fun out there.

Monday, 16 May 2016

Where I explain why I'm such a Hipster

A friend asked me a question the other day: 
"Why are you so against playing Pathfinder?" 
He asked assuming that I'm a hipster who avoids popular media (Kind of true). My answer was thus:

"I'm not against Pathfinder (or D&D etc etc) if there's a game running and I can make it I'm in. The thing is, is that I Know that Pathfinder is good. I want to experience other systems and find out if they are as good, or if I'm being hopeful, better."


This is true for most of the media preferences I consume (As in RPGs, Anime, Fantasy novels and some games, depending on price naturally), I will find myself walking into a shop and literally judging a book by it's cover. 


...and by that I mean reading over the synopsis.


As shallow as it is (and it is) if you want to get me to buy your product you need to hit 3 criteria:
1./ A reasonable price
2./ Some well-done artwork
3./ An excellently worded synopsis without going all 'buy this buzz-words'

Some of my favorite books and anime I've found by this process, where they hit those 3 points and I've picked them up. If I had looked up reviews of "Speed Grapher" or Scott Lynch's "The Lies of Locke Lamora" beforehand, I might have not gave them a second glance. This is because I enjoy the risk of trying something out without the hands of preview chapters, PDFs or Netflix tainting my view of it. If I've put down £20-£30 on something, I'm at the very least going to complete the experience rather than the Netflix problem of having no reason to continue if the first 10 minutes didn't capture me. 

For example: Paranoia Agent, an anime I had no knowledge of before buying has THE SLOWEST START to an anime I've ever witnessed, the opening is weird and if not for putting down £30-ish quid I would have left it early on.  I continued to watch though, through the box set and suddenly the anime opened up and the preceding story made a lot more sense and foreshadowed following events and I was struck with the euphoric moment of "I'm so glad I kept watching!". 
Had I stuck to watching the well-known and popular titles, I would watch them saying that yeah, they're okay; I wouldn't have that fist bump moment because the hype surrounding it has peaked to the point of hating it or loving it because of it's over-exposure before even viewing it.

Undertale I've never played nor wish to at this point. I KNOW it's an amazing game and the internet has done a fine job of making sure everybody knows about the last boss or the opening scene or the scenes in-between ("Don't you dare kill Goat Mum"). With so much attention, it's now impossible to go into Undertale blind unless you simply do not have internet access.

This of course extends to tabletop miniatures as well, with the caveat that people in my area need to be playing the game for me to invest a lot of time into into it. With 40k I could have gone Space Marines and won more games but again, I knew they were good, I wanted to see if the other factions were any good as well. Try being a modern 40k player without consulting MEQ stats (Marine equivalent) for every single model choice you make and understand that I didn't foresee it being fun to play the faction that everyone assumes the opposing player is playing. In my whole time playing 40k I only faced Eldar and Orcs once, every other time it was Marines, it's boring. 

With Malifaux it's less apparent now because unless one is strictly keeping to one faction, players are likely to gather any crew they enjoy the mechanics of so a power fence isn't brought up to face that one faction that everybody plays. Luckily Malifaux doesn't have 'The one Awesome faction'; one could argue Guild, but then someone will pipe up and say Neverborn then behind that person, another player will say Outcast, then in the back an old veteran tells everyone in the room the tales of that time he faced Gremlins etc etc
But I still went in relatively blind and chose the Ice Mage because I have a fondness for Ice Magics.

D&D, Pathfinder and the RPGs everybody "knows" is at a point where anybody interested in playing a tabletop RPG knows it's good and likely wants to play it first because "I don't want to waste my time on something bad" but here's the thing: With the right GM who

knows the rules and manages them seamlessly into a story, it doesn't matter if you're throwing D6s, D20s, D100s or playing Jenga. What it well and truly boils down to with many RPGs is what you character creation options are and the mood of game you're playing. For me, I'm looking for a good time, not to narrow my options down to the global opinion that X, Y & Z RPGs are the only ones worth playing.

To go back to my friend's original question, I don't shy away from the cool kid's games and media because I hate them or have a disliking towards them necessarily. I have a un-healthy amount of love for Bleach, Fight Club is my most favorite and most watched film of all time and I really enjoy the current Marvel Cinematic universe. My point was to my friend was that I don't want to simply find the mass majority thing that the world has agreed on is the best ever awesomesauce and add to the pile, I want to find the stuff that people haven't necessarily found or maybe have skimmed over due to the other brands hype. Hell, I'm not even doing that really, what I like doing is taking a risk on the unknown and finding out for myself if it's worth my time and something I enjoy. Again, some of my favorite books and anime were found by me skimming a synopsis and dropping some pocket money on them, I wouldn't be playing AMP right now if not for randomly picking it up next to Feng Shui 2. It's the simple joy of Discovery.


Make sure life is exciting and have fun out there.

Monday, 9 May 2016

AMP: Year One - First Impressions

Despite what the past *counts* 32, blimey 32? My oh My....
Despite what the past 32 posts concerning Malifaux may lead you to believe (and rightfully so) I did originally mean this blog to encompass all my tabletop gaming; due to absolutely foreseen circumstances however, I found Malifaux a lot more fun to talk about than my latest Magic the Gathering modern deck (3-colour Clues), what new card rotations have happened in my Commander Blink deck (Less tax, more actual Blink) or games of Cards Against Humanity ("Bees?..." being the most useful white card in the whole box).

I've been interested in running or playing tabletop RPGs for the last couple of years but finding a group was always the problem in actually playing a darn game.
I'd pick up a system that seemed interesting, read the book cover-to-cover learning the mechanics, create a character or two, write a campaign and think to myself "Yeah, it looks like I got the start of a good game here".I would then run into the once, future and assumed-always brick wall and continue the thought with "Shame I 'aint got anyone who wants to play it".

D&D
 is a thing, D&D is what everybody on and off planet earth thinks about when a lone soul utters the phrase "Wanna play an RPG?" Newborn babies have an instinctual 'I know that name' when it comes to D&D. Aliens planning on visiting earth know about Dungeons & Dragons, it's a force to be reckoned with. I myself have played one intro game and a one-shot encounter where I had a bunch of fun playing Might Guy from Naruto disguised as a 1st level Monk and I enjoyed it.

Trouble is, I'm one of those hipsters who wants to play just about anything else.

Trouble Trouble is, to strangers or friends-of-friends-of-mates who want to play an RPG, what they really mean is: They want to play D&D 3.5/Pathfinder; so when I roll up with "Anima: Beyond Fantasy", "OVA: The Anime Roleplaying Game" or "Legend of the Wulin" to try out, I get the stink eye and then told elaborate stories of their previous combos or misadventures in Path-D&D-Finder 3.5.
Shadowrun also gets love at my local but that's beside the point...

Not learning my lesson obviously, I still pick up RPG systems based purely on art and how good the synopsis is at one of my kinda-local gaming retailers. The latest RPG that I assumed would get the backhand because it's not Dee-undee was AMP: Year One, a supers RPG with a fancy "duel-skill combo" D20 system and a greater emphasis on the human side of supers rather than being the Hero/super Villian. What makes AMP different from my other books is that I've found players who have a lot of fun playing it. Playing a system rather than talking about it in theory sounds better for me for a First Impression. 

My love of X-men back in my youth never really went away, my loathing of graphic novel prices was just stronger. AMP re-lit that love being that it's setting is very much about normal people gaining powers and how they and the world around them react to it.
The book goes into great detail about the hows and whys of these newly discovered powers that random people are getting and for the first time, I got really involved in the story and setting AMP was putting forward. Too often with other RPGs, I really enjoy the mechanics of the game but rarely the setting or story told alongside it; With Year One (and my love of Marvel's Merry Mutants) however, it's story gripped me and really got the creative juices going in how I could run a RPG in this world. Very impressed.

The character creation is just the right balance for point buy games for me, not so simple as to throw a handful of numbers on the page and add dice to them, not so crunchy as to require a member of MENSA in mathematics in order to make a character a well-rounded one.
The super powers are vast but not an all-you-can-imagine range. Super-Sense, Speed, Strength are the typical ones and there are also Teleportation (Either willed or via Portals) and even a degree of Time control powers (You can stop it but can't travel through time for instance). You have control animal powers, absorption abilities, bolts of energy and enhancing powers alongside some nice non-combat ones such as memory manipulation, dream walking, future sight etc etc. It's vast enough that with the ability to choose up to 3 to combo off of each other it always makes for a fun, well-rounded character but not always the character you want or envisioned. This isn't necessarily a bad thing when lined up with the setting in my mind.
Odds are, if the everyday Joe were to gain random powers one day, they wouldn't become Dr. Strange, odds are they'll have the ability to talk to plants (Also a power in AMP). Remember, it's not a super hero game in the strictest sense, it's about what would happen if a normal person were able to use portals or read minds, what they would do with such power and how regular non-powered people would react to them. So a campaign featuring a nutcase who asks plants for details of a crime scene can exist and not feel out of place when they are standing next to the 8ft tall Speedster Hulk and the
other nutcase who talks to bees and who can fly...

 The day-to-day skills are generalized without being rather ridiculous, It's what you would expect with some common sense vague-ness but this is where the duel-skill combo check comes into play. For example: "Crafts" is a skill that allows one to build/take apart objects, something mundane on it's on but when paired with "Stealth" one can create hidden traps, with "Performance" one can build theatrical props, with "Beast Handling" one can design a muzzle or a cage fit for the chosen animal.
W
hen a character is jumping between rooftops during a chase scene, it's not a simple Athletics check, it's an Athletics + Speed check simulating maintaining a fast pace and using that momentum to jump.
Want to intimidate someone? How are you intimidating them? With your strength? Intimidate + Might for example.
With your knowledge of Cheese? Intimidate + Knowledge (Specialty: Dairy Products).
In a world full of RPGs trying to reinvent the wheel when it comes to adding dice to a number, it's a system that allows greater ease when describing an event to a GM and so long as that same GM puts a rein on it, some interesting ways of dealing with situations occurs. One of my players has a doctor who uses acupuncture needles, she has no fighting stat because, well she's a doctor so when forced into combat she asked if instead of using a fighting skill combo, she would be allowed to use "Marksmanship" + "Medicine" combo instead to simulate accurately hitting pressure points to take down her opponent. It made sense in my mind so I allowed it. 

It does have it's flaws mind you, a player and myself discussed that if allowed, Knowledge + Speed can check for everything in the game, for instance:

"Mad Mike takes aim and fires his rifle at you"
"I'll use my Knowledge + Speed to calculate the trajectory of the bullets path, rush him and with Knowledge + Speed again, attack using pressure point systems to stop his heart"
"Right *
sigh* With Mad Mike taken care of, you can now attempt to calm down the hostage"
"Using my know-how of human psychology and wanting to calm them down quickly I use Knowle..."
"Big rocks fall..."

As far as game breaking goes, it falls on the GM's shoulders as it does in many games. "Time Freeze", a power that allows a character to stop time for 10 in-game seconds can become ridiculous with other power combos (Such as "Teleporting" to, without a defense reaction allow a character to insta-gib a single opponent).
This is balanced somewhat by the Juice system, the chemical balance of adrenaline in one's own bodies that in essence 'pays' for the use of powers, stopping players from doing bonkers maneuvers more than once in most instances, although with powers that can lead to gaining Juice from energy absorption, two players can without much effort work as a team to shut down every threat you put against them outside of 
"Big rocks fall".

Give players a supers system though and they will break that system over their knee if they desire, players gonna play, so don't take this and the above check as a game breaker, just something to nip in the bud
very early. The two-skill check is great for flavoring what your checks are actually doing but sometimes, no two skills makes sense or you can't think of a combo right away, you can substitute the two-check for "Skillx1.5" which is a good fix for times it comes up.

AMP also has the standard advantages/drawbacks alongside bonus points to further customize your character, nothing out of the ordinary but I do enjoy how some combined can make for interesting archetypes. One player has a drawback that everyone recognizes him for being in jail, but with the advantage that he has a large amount of respect among the criminal underworld. So whilst he might be screwed trying to get past a security guard, he can always call in help in other ways to hack into a system or drive him somewhere.

All-in-all the power system and the way the skills are created make for fun games and something I'm really enjoying running, even if it is showing me the darker sides of my player's personality. How does one make the power "Accelerate Sickness" out to be anything else but absolutely evil, especially when the same character has been a chain smoker for all their life and have a power which can transfer disease from themselves to others?...

May your adventures be full of ass-kicking and good times, have fun out there.

Monday, 2 May 2016

Ending the Tale Early

I had high hopes for the Shifting Loyalties campaign. Even with the bad fan-fiction, it was a joy to work out my writing muscles and I do love a Slow Grow.
Things don't always go how one plans however, adding more rules to an otherwise well thought out system, at the start, sounded good. It got the creative juices flowing in terms of narrative driven game play and the potential for plain ridiculous upgrades and extras all sounded like a party in Malifaux.

Its just that it stopped being fun.

Week 1 went off without a hitch, I got two games in for a win and a loss and both of us walked away with upgrades and currency in our pockets. Week 2 was a disaster and left my crew penniless and chock-a-block full of injuries. Week 3 I missed out on because work and that's fine, it happens but then the idea of going into Week 4 with a crew that I wasn't happy with and using my teeth to climb Mt Everest in working my way back up just didn't appeal to me. Even assuming no injuries, an all-comers minion list is gimicky at best and was a struggle to make work. Despite the synergy that was everywhere: Komainu getting suits from Toshiro who gave Fast to Shadow Effigy who gave Remember the Mission to Dawn Serpent who charged into Pathfinder's Clockwork Trap victims, lots going on on paper but never as effective as it should have been. This may be me trying to play Ten Thunders like Arcanists but I can't seem to make the Thunders "work" for me when I work plays to their strengths. Let me try and get to a point.

My Toshiro led list was consistently working with Max hand size 3 in all games I've played in and out of this campaign. I needed a 6 Tomes+ for Pathfinder to set his trap, an 8 (preferably of crows) for Toshiro's 'Beam of Fast' and a 10 card for Shadow Effigie's Mission Remembering. For me, that's a lot of effects to save cards for just to make my models do more than stand and score. Sure Mei Feng likes 7s for her Rail Walking, Kaeris likes her Tomes but that that's one card for one model, so it doesn't hit me as hard; with or without the Reservior option, My personal favorite Arc Henchmen: Snowstorm can push and maneuver 'Hearts without saving cards, Firestarter doesn't need to ditch cards to get an additional Ap and Joss doesn't need to spend cards to add to the scrap pile. This isn't to poo-poo on Thunders, there's obviously something I like about them if I'm so drawn to them but as a primarily Arcanist player, I'm in another world when it comes to saving cards and summoning.

As far as strictly the campaign, whilst I love a Slow Grow, the campaign is set up where your 26ss list (after henchman cost) is your primary core for the greater part of the beginning. Whilst I don't feel like I made a junk list with Toshiro, Dawn Serpent and friends, it was a list that the scheme and strategy could easily ruin. Some model choices only come up with certain S&S and some I would never take. Shadow Effigy is a model used for throwing up markers here there and everywhere, what does the Effigy do when it isn't a marker based scheme pool? He counts as a scoring model and that's about it. Pathfinder is great at disruption but sometimes I want to hire the traps rather than save cards to ensure summoning them, it's a big investment when the only Tome in hand is a 13 and I have to use it to summon ONE 2ss model that doesn't activate.
In a Slow Grow, the only restriction was the reduced soul stone cost, one might struggle to make a 26ss list for Reconnoiter but it's possible. One certainly wouldn't make the same 26ss list for Reckoning or when Make them Suffer is in the pool though. Limited options, yes but one could tailor them to the schemes and strategys. In the campaign setting, not so much until later on. If I'm waiting until later for the game to be fun, I might as well play a 50ss game of Malifaux rather than trudge through a grind to get there.

The first question I asked: would this be an altered yarn if I took Arcanists instead? Snowstorm leading Frozen Hearts, Joss leading Constructs, Firestarter leading a flock of Fire Garmin? All good options, all great on paper but it doesn't change the static list build of the early weeks. In a game where it's a necessity to play the scheme's strengths rather than individual models, having a set list with no way to swap in and out models leads to games of un-needed stress, doubly so with the injury system making bad tables worse. It isn't something I want to do just to see a Dawn Serpent with Flurry.

So ends Shiro's mission for freedom, a sad non-starter but still a hero in his own way. Have fun out there.

Monday, 25 April 2016

Center Stage Focus - Coryphee Duet

Outside of models I've truly never used before, there are some were I have to congratulate Wyrd on the flavor and abilities of when it comes to their models. Being the mainly Arcanist player I am, the first thing to come into my head when thinking of impactful non-Masters is the Coryphee and the Duet they become.

Back when I first started Malifaux, I had a very real problem with Scheme runners with Rasputina. With little experience with the Ice Witch and at a time where not even all the masters crew boxes were released, it was hard to generate a list for Breakthrough/Plant Evidence etc etc, Frozen Heart back then just didn't have any runners.
My first inclusion were the Mole Men and for a while they were great, that is until they were attacked or, for instance, they had already dropped more than enough markers. They have a Very focused job and can't really diverge from that role, I needed something else.

As a new player I brought both Arsenal decks for Arcanists just so I knew what everything did (This also being when Crossroads wasn't released, dark times indeed) and the Coryphee appeared to be exactly what I was looking for: Fast models who were able to attack but more importantly could leave combat and not get charged in response. The Duet looked insane and rightly so for sacrificing two 7ss models. So I set about a proxy of the dancers and took them to the table.

... And subsequently got them killed before turn 3 every game I had them. As a player in general I have this idea that new models exist in another dimension where opponent's will let them do exactly what they want and watch in awe as they do their home run lap. I can't fault my opponent's actions, I was playing the Coryphee dumb. I ran them in range of Anti-Armor which destroyed them quickly, if I had planned to run the pair separately, I would panic at the loss of 2 wounds and try to duet them only to have them standing out in the open. In games where I duet'ed immediately I would use them as pure scheme runners rather than assassination units so spending 14ss to be backfield doing Mole Men's job (forgetting that with their speed and 3ap, they could achieve a number of base rulebook schemes on turn 5).
I would either play too cagey or too aggressive, but as I came to learn, there is a delicate nuance of balance to the puppet's role on the field.


Fast forward to modern day, the Coryphee are released in plastic now and by budgetary reasoning, I've magnetized them to properly duet together. I know now not to run them into big nasties but rather assassinating smaller models. I almost never run them as a single unit anymore, the first turn is hopefully a double walk into a Dance Partner-Dance Together. Why not duet immediately? Summoning a fresh model that still has 2ap left to use up to 17" into the table is veritably useful, especially in dealing with well-placed From the Shadows models or taking down an early minion who safely assumed double walking was a good move. Picturing two marionettes gracefully spinning across the battlefield and effortlessly taking down a Guild Pathfinder is a thing of beauty.

I have found despite this that Rasputina still doesn't like the Duet. Not being Frozen Heart and not having much synergy in the crew leaves the puppets in the box. Mei Feng on the other hand loves them. Fast constructs that can keep up with her, that can get her out of trouble via Rail Walk and being able start or finish a fight alongside the Rail Boss is amazing. The Duet's main weakness against range becomes silly when they are within the protective Vent Steam and having another 3ap model dancing beside a master and the often 3Ap Firestarter provides fantastic opportunities for Vp gain.
With only one game with Kaeris right now I don't know if they have a place but in their one game with her they provided a means to draw an optimal hand turn one before duet'ing and acted as bodyguards to the rather frail Kaeris saving her Ap to use her burning effectively.


Judging the Duet on it's own, having Auto-everything in attack and defense paired with Agile and Disguised make the dancers impossible to pin down with melee attacks alone. Hitting them with conditions or ranged attacks is preferable but to get through Df/Wp6 with a built-in positive, it's an uphill struggle. This is not to say they are invincible, far from it but so long as I keep them away from tables that can focus anti-armor rounds, avoiding charging them into more than 2 models who can wear down those 7Wd OR being in a position where models around the Duet prevent them from escaping then I'm confident they will always make for an memorable game and an additional challenge to my opponent. It's 14ss that I don't regret spending to include them.

Dance like no one is watching and have fun out there.

Monday, 4 April 2016

Season Review - Winter

Since the start of the year I've kept a record of all 50ss games I've played noting the Win/Loss, the strategy and whom I played with and against.
I would keep track of schemes chosen, Vp total, crew member selection frequency and how useful each model was to the game in question but keeping it simple seems to work better for me than updating an excel spreadsheet on the fly. Maybe someday I'll gain the ability to gather data like a BOSS and detail every Ap spent and Vp gained by every model I use but for now, I'll settle for a straightforward Win/Draw/Loss with X master.

Without further ado:

Most played Strategies:
- 1st Place - Reconnoiter - 5 Times

- 2nd Place - Squatter's Rights - 4 Times
- 3rd Place - Guard the Stash - 4 Times

Despite randomly flipping the strategy each game, my favorite strat came up 5 times in the course of 3 months, even Squatter's and Stash I find enjoyable. It's almost like telling the universe what I like playing pays off. Strange.

Most played Masters:  
- 1st Place - Rasputina - 12 Times

- 2nd Place - Mei Feng - 6 Times
- 3rd Place - Misaki - 3 Times

- Participation Award - Ironsides - Once


- Newcomer Award - Kaeris

Lady 'Tina is no surprise whatsoever this season, every game I play it's a case of really wanting to play another master but then Rasputina shows up and pushes everyone around with her Frozen Hearts getting up in everyone's faces. Ms Mei getting half of Raspy's total games is a given at this point but the Rail walker has shown me that she can rock the house just as well as Rasputina; favorites are favorites though so it'll be tough to gain the discipline of not auto-taking the Rasmus for every encounter; or going the other extreme and not taking Rasputina when I really should.
Misaki sneaked in for bronze due completely to the Growfaux leaving Ironsides with little more than a little flag saying "Everyone's A Winner!".
The last game of the month saw Kaeris wining her inaugural match and she shows a lot of promise. Not as killy as the Ice Queen, not as brutal as the Oybun Metal Worker but rather a master with a lot of ways to deal with any given situation. Watch this space.


Most games won:      
- 1st Place - 
Mei Feng - 4 games
- 2nd Place - Rasputina - 3 games
- 3rd Place - Misaki - 2 games

Mei Feng got in a trio of close game wins on the last day of the month hence her resurgence to the top of the leader board, facing Nicodem's mass summoning in non-recon/interference games will do that though (Hunting Party, hallowed be thy scheme, Coryphee Duet's will be done, on table, as it is in Malifaux). What this also means is so long as I don't play Feng simply to play her and choose my games carefully, she is a very good choice in good match-ups, dare I say, better than Rasputina. I'll be very interested to see how next the season plays out.Rassy only winning a quarter of her games is a little sad but when my local meta is full of champions of malifaux as mine is, you roll with the punches besides, if I had decided to use Rasputina for my final three games, I'm confident her score would have been better. Playing many games with experimental lists such as "Team Mega Buff" and the abysmal "Casting Gunline" and I should expect nothing less than a bad on-paper score.
Misaki fares better percentually (Is that a word? It is? Really? Nice) winning two-thirds of her games much like Mei but considering that Growfaux was all about trying out new masters and models, the results are a little skewed.


Masters played against by faction:
- Outcasts - 8 games
- Viktorias - 5 times; Jack Daw - Twice; Levi - Once
- Resurrectionists - 4 games       
- Nicodem - Twice; Yan Lo - Once; Seamus - Once

- Neverborn - 3 games
- Pandora - Once; 
Collodi - Once; Dreamer - Once
- Guild - 3 games
- Sonnia - Once; 
Lady Justice - Once; Perdita - Once
- Arcanists - 2 games      
- Rasputina - Twice

- Ten Thunders: - 2 games
- McCabe - Once; 
Mei Feng - Once
- Gremlins - 1 game
- Ulix - Once


Viktorias appear to be everyone's favorite right now in my experience, with many people either slaying with them or attempting the subtle chess game of early turn blitzkriegs. Viktorias might be top but the impression I get from many players is that they are one-trick-ponies, they either get the job done and get killed with ease; or fail to do anything and get killed with ease, which I sense frustrates more players than it intrigues. Otherwise a pretty even spread throughout. Some late games against Resurrectionists supercharged their faction to silver granting my wish to play more against them. Talking of which, I played against Yan Lo! Which got me very excited to play the old man once again. Maybe I'll pull him out of hibernation for a certain casual event starting in April.... 

Season total:- 23 games
- 9 Wins

- 1 Draw
- 13 Losses

So draws a close to this seasons games, with half of my games being lost I have to really buckle down and start taking my own advice. I'm slowly but surely getting to grips with what every master in the game does as well my own models strengths and weaknesses. Here's to closer games next season!

Continue to kick arse in a sportsmanlike fashion and have fun out there.

Monday, 21 March 2016

The Value of Sacrifice

Other titles in I had in mind were 
"Frame for FUN" 
"Just, Just Go Sit in a Corner" 
& "Guys? Control Hand? Guys!?". 

The more you know.

What I've found out and touched upon late last year was, sometimes in a game of Malifaux, some models just plain don't matter anymore. A recent game had Snowstorm face down the fury of a very angry Mei Feng but with activations remaining and the necessity of getting past opponent's high cards and the rather likely Vent Steam, I felt it best to leave it to fate. 

A very sad, possibly in slow-motion, Snow and Storm, with a single tear running down both of their faces to the sound of a resonantly somber song, stand defeated. They both stare at Rasputina, no hatred in their eyes but rather tearful regrets.

Time stops. If only for a moment.

They smile as a suitably aggressive heavy metal music slowly fades in followed swiftly  by Mei Feng's Tiger Claws destroying their very essence rending them asunder...


I want the thank the academy....


What actually happened far, far away from imagination land is Mei Feng flipping higher numbers than Snowstorm's numbers, my decision not to cheat higher, then removing the model depiction of a fictional character from the table.
The above prose sounds better in the grander scheme of things mind you.

It's a skill that beginner players learn to adapt into their games and it took me quite a long time to consider that with only a finite resource of control hand available for semi-assured actions, using them wisely and knowing when to "not bother" for certain models is not only reserved for just for when my control hand is empty but I don't want to repeat what I previously said in "The Devil Makes Work of Idle Hands" for hand management. I want to talk about those times when your one of the remaining 7 or 8 models is just not worth keeping around. They've lost that glow, they aren't the same model you've hired anymore and you want to move on and concentrate on your work. You're in different places and you feel a  Oh good they're dead, man it was getting to be a drag being with that model dude.

I've had it happen in many games, turn four rolls up and I'm either winning or drawing with a chance at a comeback and my opponent activates and concentrates their fire on some dude who is out of position who's not ever going to score this game and who can only really attack for no gain. The rest of my models are protecting schemes, scoring for strategy or in a position where they can end the game where they need to be. 
This guy This Guy though, he's getting nowhere in life, riding the coat-tails of my more successful models and not keeping up paying his half of the rent. If my opponent is courteous enough to, lets say, Evict this particular individual from my life; well I suppose I'll look the other way during this, shall we say, Intervention.

Sometimes you have to take advantage of your opponent's blood lust by being Zen and accept losing a model in this instance is a natural part of tabletop life. If they cheat cards in order to hit the poor individual then all the more better. When I'm on a speculative 7-6 victory and only really need those 4 models around to ensure that assumed point total, models 5 and 6 better be stopping the opponent's Vp or else they get no control hand to assist them with breathing. It's late game and the loss of a Key model is brutal so if my opponent wants to throw their fate at a small fry, so be it.

This is of course assuming I'm winning. When it's likely that loss is on the cards (and with a year's total win/draw/loss standing at 5/1/10, for me its certainly likely) getting to even decide what models live and die is sadly out of my hands. Most of my models by game end are either engaged or 12ft under, so I have absolutely no choice in letting a model die, most likely I'll need all of them to have a chance at a draw. In these situations who do you save cards for and who do you give the face cards to? They're all required to score!
Quite honestly, without the game in front of me, I can't give a general answer. If the strategy is low, focus on your guys who can score it and if a scheme is score-able, let your guys who have a chance take a shot I guess....
If both are low (as what most happens to yours truly, look I don't follow my own advice all the time, okay) then the fate deck will have to unfortunately cover you. I've had scoring models who have taken a LOT of heat and lived much longer than they had any right to by top-decking fate. When a Sister at the chapel of Viktoria takes more than 4 swings to take down Joss with all her relevant buffs and all I had were those lucky top decks, I call that a win even if it resulted in Vp, model and game loss.


Then there's the time the deck screws you and the models you'd expect to be able to take a series of hits and stay standing, are left as little more than dust in the wind. It happens. How many of you have suffered a face card vs Black Joker only to see a Red Joker in the damage flip? Devastating.

I've learned in my recent games to plan for eventualities. It's not always clear but by the middle of turn 3, I can roughly imagine how things are going to go down and what the score is likely to be by game end. What me and my opponent can do to change that can be at least assumed at this point also. By the end of turn 4, I have a detailed idea of what points are left to be scored so I attempt to make key models in advantageous positions long beforehand, which in turn (presuming my opponent is doing much the same) creates closer games than if I were to attempt purely last turn Vp gains. Gaining Grounds 2016's new schemes has leveled this out somewhat by allowing players to score throughout the game rather than the all or nothing at game's end that was the base rule book schemes but even so, with enough Malifaux experience, you get a gut-feeling how scores will go down by mid-game. It's shown me greater depth of forward planning and knowing what models are most likely to achieve that objective. And also what models are best left as bullet sponge punching bags.

Keep calm, remain Zen and have fun out there.

Monday, 14 March 2016

Me? Deny your Vp by Support? No Mr Bond, I Expect You to Die!

I once had a very short and prompt discussion on the topic of Support masters versus Killy masters, with both of us agreeing at the time that Killy masters on the surface appear to have the advantage in terms of gaining and denying Vp; whereas a support master can easily score 10Vp but maybe have trouble against preventing the opposing players.

In my relatively limited and casual experience, this seemed to be the case. Yan Lo can and will score 10vp unless his crew is taken out to the point where it's no longer possible. Any common model (read non-peon) can score marker based schemes and every faction has a tanky model to stand and take hits whilst accomplishing interact actions or protecting future Vp investments but after that? How are you going to deal with your opponent scoring just as well with their models? It's something which killy crews can take advantage of easier than support masters

Most players I've pitched this question to have stated that masters being denoted as simple Death-dealing or Support is much too black and white which I stand to agree with. Rasputina is very killy but with Ice Pillars and handing out Armor +1 with Silent Ones healing alongside the fine Freeze Over, one could easily argue that hand-in-hand with sheer unadulterated death, that she's also great at supporting her crew allowing them to win games.
Nicodem is very supportive but with all his summons being buffed to the teeth and a general disregard for them un-living for too long, his crew can also be described as killy. Ramos creates spiders and does a bunch of Ap-oh-who-cares (I'm not a fan) but when his spiders are positioned with care, taking down a Df3 or less henchman with constructs having every buff they need is a simple job. Thus it comes down to what scheme pool is on the table and taking it from there.

How often does a table wipe happen in your meta? Many out there might be in agreement that winning a strategy with no one left across from you turn 3 onwards is the easiest thing ever (in most of circumstances mind; Collect the Bounty with a bunch of schemes requiring interactions or keeping your opponent's models alive will more than likely result in a tie) but really how often does it happen? Every game? Every one in five? If it happens a lot then either there's no terrain whatsoever or your opponents are making a lot of mistakes often. It's hard to come back from massive out-activation yes, especially when the Viks have Whirlwind'ed any model that's vaguely threatening from the table early game but, even if it's the most flukeiest luckiest set of circumstances ever, you could still win with nothing more than Wk4 significant models. Without living in a dream world though, facing down perfectly positioned death squadrons is tough without knowing exact threat ranges and a small amount of card counting, thus why Perdita, Levi, Sonnia, Viktorias are normally met with an audible "ehh" from new to advanced players.

On further musing, in my meta at least, the same "oh jeez, really?" can also be said about Dreamer, Collodi, Colette and Jack Daw. Masters and core crews that don't strictly rely on murder but still absolutely mess with your models to the point of stasis. 
Jack Daw for instance isn't what you would call a damage dealing god, but being able to (effectively) shut down 3 models with basic ease, he doesn't need to be. He doesn't kill your models, more he gives your models the opportunity to kill themselves. With so much control on the board, your models don't have to be dead to stop doing what they need to do in a game.

Collette isn't killing any master but with enough experience playing Colette, she and her crew have free range of the table. Her showgirls and doves can pretty much be anywhere on the board and get out of trouble fairly well, interacting and placing scheme markers regardless of what's in their way. Hell, in emergency situations playing a purely thematic list, Prompt a Showgirl thrice, handing out 6 poison, then give the 8th posion and Siren Call them to A Sip of Wine. It's not perfect but it's an option (Or yaknow just Prompt Coryphee Duet a bunch and make me hate you).

It shows you just how much a mainly-support master can turn the tides when played well.

Thus I'm at an impasse, Killy masters can kill everything to win games, Support masters can tank that very same damage and win theirs. On the surface of things, Murder-makers have the upper-hand but looking deeper, I've found that it's simply not the case when looked at as a whole. Yes board wipes will win the game more often than not but getting to that point is a hard won battle if facing a support master with experience under their belt. Outside of not knowing the crew you're facing, a total party kill just doesn't happen that often.

From a new player perspective though, or even from the perspective of someone who has exclusively played killy masters until choosing to play a more control/support master, it may well seem to be that killing half the opposing crew seems the solution to all of life's problems. It's that clean-up duty that tweaks the details. A friend of mine has a fast support crew which typically runs up first turn to drop necessary markers, then second turn and beyond uses those models to tar-pit and drain Ap. They leave one or two models aside to gain Vp outside of combat with back-up summoning and the Slow condition being thrown everywhere. A Killy master still kills everything sure but can't always do that all important clean-up step to win the game when the dust settles.

So who wins out in the end? Both really. If you are pure kill-crazy, you lack ways to deal with Slow or Paralyze or an illusionary forest popping up. On the other hand, pure support only works for so long until you've gained board control but lack ways to do anything but deny some more. Solution? Have both. Joss in a Collete crew is synergistic well with her Prompt, whilst a Showgirl in a Ramos crew can get key models in very tough situations. Zen and Balance ladies and gentlemen.

Keep those cogs in your mind moving and have fun out there.

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.