Tuesday, February 3, 2015

Guild McCabe and Reckoning

One of my favourite Masters for Reckoning is McCabe; between his ability to move models outside of their activation and keep them topped up on wounds, McCabe is a great Master for Reckoning

The Five 50 mms of Doom
Asssuming Make them Suffer is not in the scheme pool, here's what I usually like to take with McCabe:

Lucas McCabe - 6 cache
-Glowing Sabre (2)
-Elixer of Life (2)
-Strangemetal Shirt (1)
Pale Rider (12)
Peacekeeper (11)
Ama No Zako (10)
The Lone Marshall (8)

Total: 46ss, 6 cache

The thing I like about this crew is that it has a very low model count, which means that most of the time your opponent won't be able to score any points from the strategy off of you. All of these models can be very difficult to kill and are quite killy themselves, which when coupled with McCabe's Upgrades and his ability to toss them around makes them even stronger. 

The first real strength of this crew is McCabe's ability to heal damage through the Elixer of Life. If one of your big hitters like the Peacekeeper gets brought down to a low number of wounds you can use the (1) action Elixer of Living a Few Seconds Longer to help bring him back up. Granted it does have a very short range (6 inches), but in this crew McCabe should be pretty close to your other models anyways. After you use the Elixer to help heal up a model you can also use Take This! as a (0) action to give the model Regeneration +2, so they can heal up even more as soon as they activate. Being able to heal one of the 8+ wound models in this crew back up to full wounds in Reckoning is absolutely HUGE and should not be overlooked.

The second strength of the crew is how killy it is. The Peacekeeper is an absolute champ at killing things, and if you give the Pale Rider the Glowing Sabre there isn't much he can't go through. The Glowing Sabre ignores Armour, Hard to Wound, Incorporeal, and Hard to Kill. Short of Damage Prevention through Soulstones there's no defence it can't get through, and the Pale Rider's ability to add a number of Rams equal to the Turn Number - 1 makes for one holy hell of a Critical Strike trigger (that being said, avoid models like the Freikorps Librarian or Somer Teeth Jones that either make you ignore suits or unable to declare triggers). Ama No Zako works quite well with McCabe's ability to Paralyze models (by using the Crow trigger on his netgun when targeting a model that is already slow), and can use the Peacekeeper to help her Paralyze living models through the combo of her Promising Whisper and the Peacekeeper's Terrifying Living (12). Once a model is Paralyzed (or Ht1, which makes her extra awesome against Gremlins) she can use her Swallow You Whole to Sacrifice the target unless it discards two cards or two soulstones (this can also grant her a healing flip, which is always useful in Reckoning). She's also a Henchman, which is quite nice. The Lone Marshall acts as a heavy scheme runner/clean up hitter for the crew. He can throw down some very mobile ranged damage with his (2) action Trick Shooting, and since you don't want him too close to enemy models he works quite well as a scheme runner. With his Bullet Proof +2 and Hard To Wound +1 it won't be easy to kill him at range, especially if you stick to cover.

McCabe should be running fairly close to the pack of the Peacekeeper, Pale Rider, and Ama No Zako. Use his (0) action Take This! to get models into position or out of unfavourable combats. I suggest tossing around the Elixer of Life when using Take This! because it gives the model it's attatched to Regeneration +2, and that heal can be game changing in Reckoning. Also be sure to make use of his heal off of the Elixer of Life to keep your crew topped up on wounds. You can use his netgun to pass out Slow to enemy models, and if you target a model with Slow make sure to hit the Crow trigger to Paralyze them so Ama No Zako can come up and Swallow them Whole. Two shots on the same target (one to slow them, and one follow up for the Crow trigger) should be able to Paralyze most models. McCabe has a low number of wounds, so be careful not to get him too close to the enemy. Once he's Dismounted he loses a lot of mobility, which can be key in accomplishing your Schemes.

Some of the schemes you'll want to take with this crew are Schemes like Breakthrough/Protect Territory (both of which can be accomplished by the Lone Marshall if you're clever), Assassinate, Make Them Suffer, Murder Protege, Pant Evidence (which can also be done by the Lone Marshall), Vendetta, Entourage (due to McCabe's extreme mobility), Outflank (the Lone Marshall/Pale Rider/McCabe are all extremely quick, so you should be able to pull this off quite easily in the later game turns), and Bodyguard (if you're not playing in a timed tournament game).

If you do come across a Reckoning game and want to use this crew but Make Them Suffer is in the scheme pool simply swap Ama No Zako for either 2 Austringers (dropping you to a 4 cache), or an Austringer and a Watcher (which keeps you at a 6 cache). If you do bring an Austringer make sure place it behind a piece of terrain that hides it from enemy models so they can't target it (Austringers don't care about Line of Sight when they shoot with their Raptors anyways, so hiding them behind buildings or rocky outcrops won't bother them in the least).

Hopefully you guys enjoyed this write up, let me know what you think about this crew and the ideas I've presented here by leaving a comment! Thanks for reading, may all your flips be positive and your Jokers only Red!

The Perdita Disclaimer, Confession, & Resolution

This post may strike a nerve with some of the players out there because it does touch on a subject of some mild dispute between players of different Factions. So to help break things down I've organized it into 3 different parts: the Disclaimer, the Confession, and the Resolution.

THE DISCLAIMER
By no means should this be seen as a Master-bashing post, or as a criticism of those who enjoy playing Perdita. It has always been my strong personal belief that you should play the game that personally makes you happy, because you play the game for you and you alone. If Perdita is your absolute favourite Master and the Master that you feel most comfortable with, then play on! Don't let some guy on the internet that you may never meet take that away from you, stick to your Modified Peacebringers and bring the hurt! Now, that being said.....

THE CONFESSION
I personally do not like playing Perdita. Yes, she's one of the strongest Masters in the Faction (if not the entire game). Yes, there are a ton of things she can do, and do very well. And Yes, she brings some strong counters to several very strong crews. But I just don't like playing her. It feels way too easy sometimes; and the soul-crushed look on your opponents' face when they're on the other side of the table from a Df/Wp 9 Perdita with plus flips to damage rocking Finger On the Trigger while ignoring Armour/Incorporeal or Cover, with a couple of Watchers using their View From Up High to make sure she can see everything just isn't fun to me. The Guild has so much more to offer as a Faction in my eyes; and I find a great deal more personal satisfaction in figuring out the tricks of the other Guild Masters because I feel it deepens my understanding of how to play Malifaux. (At this point I sincerely urge you to re-read the above disclaimer: these are merely my thoughts, don't let them impact your enjoyment of the game)

THE RESOLUTION
With all that out of the way, my personal resolution from this post forward until the end of the year is not to play Perdita for a single game: friendly, tournament, or otherwise. As I go into the tactics posts of the different Masters I won't be doing a Perdita Tactica unless I really get asked to do one. I'd rather share the tricks and traps I've learned with other Masters, and take the time to break down some of the sneakier, filthy things we can do in the Guild

The Pilot Post

Welcome one and all to the humble musings of a Malifaux maniac! In this blog I'm gonna be sharing my thoughts and ideas about a game and faction I love, some stories and tricks, and mostly any random Guild thought that comes into my head.

Before we get started on Masters, Crews, Schemes, & Strategies; I thought I'd share a little bit about myself and my history in miniature war gaming and in Malifaux. I started in the hobby about 8 years ago with Warhammer 40K, and branched out from there into several different systems. I've played 40K, Warhammer Fantasy, Warmachine/Hordes, Flames of War, and most recently Malifaux. Out of every game system I've played over the years Malifaux is the one I've enjoyed the most and had the most success with.

I've played Malifaux for roughly a year and a half now, starting right when M2E first hit. What started with buying one crew box quickly turned into an obsession, and as I got more and more comfortable with the game mechanics I started to go to more and more tournaments. I've won a handful of Local Tournaments, but my biggest achievement was placing 3rd in the Malifaux Singles Tournament at the 2014 NOVA Open (which is an event I highly recommend to anyone who plays any sort of miniature war games).

So now that all that's out of the way we can get this party started! Hopefully I can share and learn some cool tricks for all the Guild players out there, and maybe help a couple of people out. Thanks for reading; may all your flips be positive and your Jokers always Red!

-Will "Filthy Guild" Farthing