Friday, July 19, 2013

Shamblers update #2

Another quick post before my next big Gator theorymachine rage/rant/inane collection of thoughts. Part 1 of my observations here.

I've been thinking about Shamblers a bit more, and managed to get in a game in with them yesterday playing Maelok tier vs Lich3. I wanted to see how an all-undead list fared vs a Cryx horde, but Lich3 likes to take a few jacks so that kinda sucked.

The turning point of the game was failing to kill a Necrosurgeon with a charging incorporeal Gatorman (not being able to reroll sucks, as does lack of guns), which resulted in enough P+S 17 McThralls to come back and destroy my ARM 20/22 Gatormans and that flank collapsing on itself.
I made two sizable mistakes - one was loading up Snapjaw unnecessarily so Wrong Eye had no transfers and got 2-shot by non-charging Bane Knights (rookie mistake one makes after not playing WE for a month), and forgetting to Revive a Gator before activating its unit, which would have put a bit more pressure on Lich3 and maybe bought me some time.. Otherwise it was just a matter of bad dice and a tough matchup (undead + armor + Banes).

Anyway, about the Shamblers - I don't feel that they are great in Blindwater. Most of my experience playing them is that they die easily to stuff that usually doesn't even touch Gators (blast damage, POW 10 guns, evil stares), and then jam up charge lanes (usually your own). Their stats are understandably atrocious (and far worse than McThralls - lol Cryx), although with CMA they can do some light-lifting.

In this game I think I killed as many Shamblers as he did, and then my Gators were Zombified most turns so there were almost no living models on the table to generate more - I think I got 3 tokens before the Bokor died.

Basically the only new things they bring to the Gators is:
  1.  a body recycling mechanic, and 
  2.  a RNG-3 boostable stationary magic attack. 
#1 is not that great in Blindwater due to low model count in lists that aren't Rask tier (even then you're probably not getting many bodies since everything ambushes). #2 is cute and useful to have around but not that reliable as a strategy.

They don't really bring anything to the Maelok tier - it would be a different story if the whole unit got AD. Then with tough + making new guys they could be a serious jammer unit. Alas they don't, so it's the same Posse story.

My initial impressions remain the same: Shamblers are not terrible, but not really good either. Probably better in Circle, Skorne and perhaps Legion.

  • Barnabas - would rather have more Posse.
  • Maelok - would rather have more Posse. Feat + Death Pact + tough would make them mildly annoying at ARM 17, but not worth the opportunity cost.
  • Rask - Call to Sacrifice on more/cheaper bodies that can potentially recycle seems good.... but better than MAT 8 CMA Furied Ambushers? Remains to be seen.
  • Calaban - would rather be Rask.
  • Non-Gators - wooooooooooo!

TL;DR - play better stuff, better.

Tuesday, July 16, 2013

Playing for Assassination

Warmahordes games typically have two win conditions - either win by scenario (5 control points in SR 2013), or win by having the only warcaster/warlock model on the table (assassination). There are usually three playstyles with which one can achieve these goals:

  1. Attrition - this playstyle focuses on making efficient trades, sacrificing as little as possible, and generally killing your opponent's stuff while keeping yours alive. The idea is to improve your relative position on the table so that your forces become relatively stronger and your opponent's become relatively weaker, thus allowing you to assassinate or win on scenario a few turns into the game without the possibility of strong resistance or retalition.
    Examples of attrition tactics include recycling dead bodies (Necrosurgeons, Shamblers), hit and run (Vayl, Stalkers), having really resilient stuff that can take a counterpunch without collapsing (Gatorman Posse, IF Kayazy), having enough hitting power to reliably one-rounding heavy targets, and so on.
  2. Board Control/Scenario - this playstyle focuses on obstructing your opponent's ability to manoeuvre so that you can control important areas of the board (usually the areas that give CPs).
    Tactics for this playstyle include power attacks (ie. throws), speed debuffs (Crippling Grasp), jamming, movement denial feats (eDenny/ eKrueger/Gorten), generating terrain and generally being an asshole.
  3. Assassination - this playstyle focuses on somehow killing the enemy caster as quickly as is safely possible.
    Tactics for this playstyle involve removing/ignoring defenses like buff spells and focus (Arcane Assassin, Eyriss), placement and movement shenanigans (Shifting Stones, Apparition), contrated high power attacks (mobile heavies/casters) and having massive balls of steel.
Obligatory old-school gaming reference

The Purest Form of the Game

Many believe that Warmachine is at its heart an assassination-oriented game, and the assassination playstyle is the purest form of Page 5:
  • Mk1 tournament games were won on assassination more often than not, and lists were designed around that.
  • The Hardcore format traditionally encouraged an assassination playstyle by having dice down being equal to 'both players lose'.
  • The game bears many similarities to chess, which operates on a similar principle. 
  • See previous comment about steel balls.

Despite the "purity" of the assassination style, it has fallen out of favor as a preferred winning strategy. I argue this is due to the risk/reward of the assassination playstyle relative to attrition/scenario play.

Risk vs Reward

I think the main reason assassination has fallen out of favour as a competitive playstyle is that it provides the same or lesser rewards than an attrition playstyle, while also being significantly riskier.
If you win a game by assassination, you get 1 VP on your scorecard along with any CP you scored in that game (probably not many).
If you win a game by scenario, you get 1 VP on your scorecard, and 5 CPs that will serve to elevate your overall ranking.
If you win a game as a result of attrition, you get 1 VP, probably a couple of CP, and a good deal of KPs.
In terms of reward therefore, you are likely to get quantifiably more out of a scenario win than you are out of an assassination win, at least in a tournament setting.

In terms of risk, an assassination playstyle necessitates more risk than the alternatives, or at the very least, more focused risk - less redundancy leads to higher potential for each singular die roll to influence the outcome.
First, you will usually have to involve your caster in the assassination, either by use of a feat, a buff, a debuff, a placement effect and so on. Often, this means that your caster has to have the opposing caster in his control area, which in turn means that you caster is probably in threat range of most of his army next turn.
Secondly, you are probably banking the outcome of the game on a smaller number of dice rolls than a scenario win strategy. Most assassinations rely on making a few attacks - the fewer dice are rolled, the more likely you are to get screwed. A ~58% chance of success (dice at expected value) also means a ~42% chance of failure.

Because of all these factors, failure means you will in turn be assassinated next turn more often than not and at much lower risk on your opponent's part.


So why else has assassination fallen out of favour?

First, I think Hordes becoming a fully-fledged competitive sister game to Warmachine (not really the case early Mk1) has made assassination lists less viable, as the transfer mechanic takes emphasis away from winning the game with two-three high POW attacks on the right target. Playing against Hordes pushes you to play for attrition as killing warbeasts simultaneously decreases your opposing warlock's survivability by taking away potential transfer targets - not to mention the loss of resource generation, animi and damage output. Abilities that bypass transfers are quite rare (Grievous Wounds?), the casters who can do it reliably are often crapped on (Garryth, eMorg, Thyra) and Cryx players are too busy spamming OP infantry to take Stalkers. There are alternatives, like manipulating fury on beasts to block transfers or moving them outside the opposing warlock's control area - these are good tactics but poor strategies.
Hordes might come second in almost everything PP does, but I think it has had a significant impact on how tournament games are played.

Second, the changes to Steamroller over the years have also changed how players approach competitive play. Scenarios have become more important to the game, and not respecting the scenario conditions means you are likely to lose on scenario. As scenario play becomes more popular, assassination play has become less so (zero sum).

Third, the mass reduction in threat ranges between Mk1 and Mk2 has had a pretty big impact on how easy it is to keep your caster safe. There are still a few models that can go a million miles and hit really hard (ie. my buddy Molik Karn), but such models are far less prevalent than they used to be. The reduction of advanced deployment from 12" to 6" is also a big deal, as is the greater distance between each player upon deployment (first player deploys 7").

Finally, arc nodes. I think the increase in relative cost of arc nodes from Mk1 to Mk2 is a factor in the decrease of assassination play. Mk1 Warmachine lists usually had an arc node (unless you played Khador, which traded arc nodes for charging 22" on average). Lancers, Revengers, Guardians and especially chicken bonejacks were very common. Spell assassination was a common strategy amongst all the factions with arc nodes, and THE strategy for Cryx.
Fast forward to a few years of Mk2 and I haven't seen a Revenger in YEARS (except for the one I have on the lower level of my case next to Calaban). Same thing with Lancers and Guardians. Bonechickens are still pretty common, although you see one or two per list these days, compared to the 4-5 you saw in Mk1. Sometimes Haley and Nemo players take Thorn (because he is sweet), and Ret players regularly take a Phoenix with Rahn (since it is also one of their best combat jacks). But on the whole, spell assassination as a reliable tactic or list strategy is gone.


In the end, is the move away from assassination a good thing or bad thing? I don't think it is really either - it just 'is'. The alternative is we could go back to Mk1-style eVlad casters that make assassinations much more certain by throwing ridiculous buffs on a handful of models*, or Goreshade being able to exchange a Blackbane's Ghost Raider almost anywhere on the board for a Deathjack that gets to activate and insert his metal into your caster. Personally I prefer the way things are now than the way they used to be.

In summary, the way the game is at present, if you enjoy assassination and like that aggressive playstyle, you can still be competitive in building your lists around it. There is nothing wrong or right about playing for the assassination. However, it is riskier, and therefore a less reliable path to victory than attrition/scenario play in most balanced matchups.

Blindwater Assassination

One of the nice things about Gators is that (almost) all their casters have some legit assassination tactics, on top of being quality attrition warlocks (due to Gatorman Posse, shooting denial and Spiny Growth).

Barnabas - The "Drop 'n' Pop"

This is basically the oldest trick in the WM book, but weaker since Blindwater has far less guns than PoM and Barnabas's feat is a straight-up inferior version of pKreoss' feat. I wish it was 'non-amphibious enemy models have their base DEF reduced to 5 and must sacrifice movement or action next turn' instead. You don't get LoS advantage like you would with KD, but then there is a ton of anti-KD tech out there that it would bypass... I digress. Here is how it is done:

  1. Activate Barnabas
  2. Charge a living enemy trooper (charging gives you an extra 3" of range on the feat which you will probably need to catch the enemy caster).
  3. Feat to knock down enemy caster and everything in the way
  4. Kill your now-KD target with the Blood Cleaver, giving you a free Flesh Eater at the enemy caster
  5. Cast 2 more Flesh Eaters at the enemy caster
  6. Shoot KD enemy caster with Ironback Spitters and Croak Hunters

I admit I use this tactic more than I would like - sometimes because I come upon bad matchups and feel my odds of victory are better with this than playing out the game, and sometimes just because I like to cup my nuts of steel and gamble.

Maelok - The "ScoobyDoo Ghost Gator"

I think this is probably the most potent assassination in Blindwater because it is really unpredictable, and the only sure defense is distance (or Polarity Shield/Hellbound type stuff)- which is a problem when you are faced with an grindtastic Gator list threatening to win on scenario. It is a bit like a weaker but more focused version of eGaspy's feat:

  1. Activate Maelok
  2. Revive some Gators in your control area (if you managed to get a small heap of souls last turn, then you get more Gators! Yay!)
  3. Feat and finish Maelok's activation
  4. Charge enemy caster with incorporeal Gators, or whatever else in your army that can get there and do the job (heavies for example)
That's about it. Against a living warcaster, 2 Gators are likely to get the job done - rerolls are pretty cool. You just have to make sure you have LoS, beware magical weapons, and try to keep Maelok semi-safe in case the assassination fails - the less heavy stuff there is on the table at this point, the better it is.

Rask - The Best Gun In The Game™

Rask has really viable assassination options:
  • Boundless Charge for 2" of threat range/ free charges on beasts
  • Fury for +3 damage
  • Paralysis Bolt to bring high DEF casters to their knees
  • Arcane Interference Bolt to remove those pesky defensive upkeeps and focus adding to ARM
I have one-shot several hardy casters after hitting them with Rask's gun and charging them with a single Furied Gatorman (2x POW 16s at MAT 7s with rerolls = better than many heavies).
Snapjaw in particular becomes an absolute terror under Rask, with a 14" threat range against living models at P+S 20 (Fury + Boundless Charge + Bloodthirst + Elasticity). Turns out this is pretty good at killing Gargossals as well.
Anything that stops or hinders ranged attacks can hurt this assassination run of course (Stealth, Blur, DEF buffs, etc.)

And unlike his fluff blurb, he never actually applies the finishing blow himself. What a douche.

Calaban - The "Yeah Nah"

The "Yeah Nah" tactic of assassination is something that looks sweet and legit, but isn't. Here is how it should go:

  1. Activate Calaban
  2. Shoot a squishy enemy living model with LoS to the enemy caster with your voodoo meat gun
  3. Pop feat and finish activation
  4. Kill every infantry model in your opponent's list, and use the fury you generate via the feat to periodically throw boosted Bone Shakers into your opponent's caster through the meat node.
  5. Fail and die

Much like the phrase "yeah nah", it doesn't really mean anything, but sounds deep and meaningful. I think I have actually pulled this off once or twice, but repeated self-inflicted blows to the head to reduce the mental strain of playing Calaban seem to have affected my memory. It is also very matchup dependent, which makes it even less appealing. It's a decent feat, but more for defensive than offensive purposes IMO.
This makes me want to write another article about exactly why Calaban sucks - I know you love them! Watch this space.... maybe.

The Gator Rise Missile 

This trick can potentially be pulled off in any list that includes a Blackhide Wrastler. I have already written about this trick at length here so you can have a look at it there. The summary is basically that it is an effective and unpredictable way to deliver a heavy beast to the enemy caster and bypass the engagement lines, but I feel it is very risky (even risky for an assassination).

The Totem Hunter

This guy is a ninja and is capable of killing the squishier casters, especially if you can get Fury on him. However he will need the Prey bonus to do so for the MAT/damage buff, and the odds of you getting a Totem Hunter onto a moderately skilled opponent's caster early game are very slim. You would be better off preying an AD unit or key support piece and focusing your efforts on killing that, saving a potential Totem Hunter assassination for late game.

*Sidenote - History Lesson: Blood Legacy in Mk1 was not only +3 to all stats for a round, but also fully-boosted attack and damage rolls and an additional attack per melee weapon. And the Drakhun had d3 initial attacks. It's also why the fastest caster kill on hardcore record was eVlad feating on 4 Widowmakers who killed a focusless Skarre with 4 fully-boosted RAT 10 POW 10s.

Tuesday, July 9, 2013

Keeping Kommitment Krisp with Khador

Last weekend I played my first game with Gators since Wolfcry last month. I even took a Boneswarm with Maelok as I was trying to gimp my list as much as possible. It did ok - killed a trooper, got one corpse token and jammed with its animus. It died after I forgot the +2 ARM from Maelok's feat but would have done a pretty good job tanking had I remembered. The least disappointed I've ever been with it. I won after I failed to assassinate him with Snapjaw, and then he failed to assassinate Maelok with his caster - ARM 21 is legit.

I've been filling my 1-2 Warmachine games a week with some proxying instead, mostly Khador at the moment. This is mostly to take a break from Gators for a while so I can come back and be excited about playing them again - a good strategy for keeping yourself playing the same faction all the time despite no new releases for what is set to be a full year.

I've been having fun reading the Khador boards and their response to being the worst "real" faction in the game (even Minions seem to do better in tournament rankings). It's not quite as fun as reading through the Trollbloods forums during the 'OMG MOUNTAIN KING IS SO BAD!!' phase, because the Khador players are mostly just stiff-upper-lip people who want to kill as much as possible on the table, winning be damned, while the Troll players are trolls. But it's still fun.

Anyway, here is a summary of Khador in my mind. Not much has changed for them in 2 years or so.
  • Iron Flesh Kayazy are good. Stupidly good. But they are not the answer to everything anymore since Wrath/Domination + Gargosals has provided buckets of high DEF hate (none of which really worries Satyxis), and the meta has adjusted to have one list to deal with high DEF spam.
  • 1-2 jacks at the most - most casters will only want to run one jack, and that jack will be a heavy hitter - Beast, Behemoth, Spriggan, Drago (with Vlad) or Conquest. If you take a second jack, it is either a cheap one like a Juggernaut, or a utility one like a Devastator or Demolisher.
    I guess this is fine in the great scheme of things, since regular Hordes lists will take 2-3 heavies in larger points games, with a couple of support lights. I wish MoW solos were more like lights in providing good utility or ranged support. The MoW Kovnik is a beast but SPD 4 no reach really hurts him (I always had one marshalling a Destroyer in my eVlad lists way back when - worked great) - other than that, MoW are really crap.
    If anything, this highlights how focus still doesn't work the way people want it to in terms of running warjacks, and Cryxmachine will continue until it does.
  • Half the faction (casters/jacks/infantry/solos) are great when put in the right place, and the other half is balls.
I guess in the end this isn't that different to Cryx - half your casters are amazing (especially the 3 prime ones), half your troop choices are super amazing, you have a few amazing solos.... and the rest is entirely overlooked. I guess Khador does at least take 1-2 heavies while Cryx takes a few lights, maybe a Kraken, maybe Deathjack.

The main thing holding Khador back at present is the lack of tricks and how the meta at high levels has changed to deal with raw stats superiority - namely high DEF and high ARM. Jamming is also a more prevalent tactic with SR2013, which means that Khador's style of focusing on charge lanes is become less effective. What they have received so far in Vengeance does seem promising however, so let's hope it brings them out of the gutter, and they can go back to realizing how great eVlad actually is.

TL;DR: eIrusk is the Calaban of Khador, Butcher/Vlad/Sorscha are all great fun to play, and I hope Butcher3 is sweet.

Next I'll probably play some Protectorate, Circle, maybe even a little Cryx and Pigs - whatever I can get my hands on before the next nearby tournament pushes me to practice with Gators again. It's good to have a regular gaming group that lets you borrow all their stuff so you can get better :)


Tuesday, July 2, 2013

Points Granularity

Warmahordes is a game of resources. These resources differ at different levels:
  • At the meta level are matchups and players. You are thinking about what list you can put together to counter metabenders like eLich, eHaley, eMorvahna, eLylyth, or generally any epics that don't suck and you expect to see since the local nerd king loves playing OP crap. This could involve playing different factions, bringing in mercs to your drastically one-dimensional Khador forces, or switching from Warmachine to Hordes.
  • At the macro level, you have points. You want to get the best value for your points. This is where you think about making 'the best lists'.
  • At the meso level, you have focus/fury. You are thinking about how your turn will go, and how you want to use those resources. Focus is a bit like getting pocket money, whereas fury is like owning a bank (especially apt now that there is so much fury management that you basically can just invent money and the government bails you out if you screw up).
  • And at the micro level, you have models - stats, abilities, bodies. You're thinking about how each model can be used most optimally at its current location in order to achieve victory, whether that includes the high skill tactic of jamming Iron Flesh super tough Kayazy with Countermeasures in your opponent's face, or something a little more delicate like moving a Warpwolf Stalker 3 times out of activation and picking his targets for maximum Warpath+berserk potential before sprinting away.

This article is about the macro level, the points system. For you young ones out there, Warmachine Mk1 used a points system that was roughly 12 time more inflated. The Behemoth was something like 150 points, Karchev was ~100 pts (WJ points didn't exist, and nobody really played jacks except certain characters and Cryx arc nodes spam), a Journeyman was ~32pts and the Choir was a measly 18/22pts. 500pts was the rough equivalent of 35pt today, 750 = 50 and 1000= 75.

In Mk2, they radically compacted the points system. The rationale was that they wanted people to chose between different options based primarily on what they bring to the table, rather than an 11 point difference.

I actually really liked this change because I didn't have to carry a calculator in my bag anymore. But my gaming group, as well as large sections of the PP forum community, did have one concern with this new points system - it wasn't granular enough, especially in the 1-4 pts bracket.

Pareto Efficiency


Here is an article by Tmage over at Muse on Minis on Pareto Optimum Efficiency being PP's business model and how they aim to attribute points costs to models (as opposed to the GW model which tries to expand the curve with each expansion, a.k.a. power creep).

This was one of the charts used to make his point:

Cryx - it's a hard life.
Some may disagree with the finer points, but the general idea is that '90% of the time, this is the best thing you can get for X points in this faction, all things considered'. Now, it may take some time for players to figure this out and come to an agreement, and the points on the curve may shift a little bit due to meta-changes (for example, anti-tough tech becomes more valuable as every single model suddenly develops a tough exoskeleton), but essentially there will be an optimum, or combinations thereof.

This made me think about points efficiency. Not only are some models just ball-bustingly strong for their points cost, but also blow competing options out of the water 95% of the time. Let's take a look at a few examples:

  • Gorman vs..... almost anything for 2pts.
  • eEyriss vs Yuri the Axe.
  • War Dog. 1pt of holy crap bananas.
  • Reckoners.
  • Tartarus. This guy was 3pts in the original field test, then in the final version magically became 4pts.... along with Ghostly, more ARM and generally being unkillable before having the opportunity to bend you over a table.
There are a few ways to change this around and keep the meta/macro-game exciting and vibrant:

  • You can change the models. This is usually done by errata, since PP doesn't like changing models in fundamental ways. For example, the errata on the Satyxis Witch UA to remove 'no transfers' on its anti-tough/healing aura changed the Witches + UA from being the best choice 100% of the time to the best choice 90% of the time. Cryx - it's a hard life.
  • You can change other models which interact with the models. For example, you can errata Bulldoze to not work outside activation, thereby eliminating the Zerkova/eIrusk dick bubble lists and pushing Khador down the hill (and it hasn't stopped rolling since).
  • Release new models as band-aids- usually this is a UA, like the Black Dragon IFP UA, or the Errant UA. It could also be a caster with specific buffs, like eMorvahna giving concealment to Reeves.
  • Change the metagame - as mentioned, giving every single sh*tty infantry model tough makes anti-healing tech more valuable, and Colossals make anti-ARM lists more prevalent. Releasing powerful new casters increases the odds of seeing those new casters on the table. Essentially this is a change at the meta level that impacts the macro level.
  • You can change points costs. This should be the most efficient and direct method by addressing the issue directly at the source, but has yet to happen outside the Mk1 -> Mk2 change, and will probably not happen until Mk3. Nobody likes to have their 'perfect' lists invalidated by technicalities.

However, there are problems with the points adjustment method as well. The issue I feel is that the points system is not granular enough to make points changes. There's a lot of things that feel like '.5's - not quite good enough to go up a full point, but not quite good enough at its current value. And this is especially visible in the 1-4pts bracket. Think of it like this:
  • 1pt to 2pts = 100% increase.
  • 2pts to 3pts = 50% increase.
  • 3pts to 4pts = 33% increase.
  • 4pts to 5pts = 25% increase.
  • 5pts to 6pts = 20% increase.
  • 6pts to 7pts = 16% increase.
 And so on - the % increase slowly gets smaller and smaller, but starts off pretty significant. If War Dogs are too good for 1pt, the only place to go is 2pts, and that's TWICE the cost. That's a big increase. Gorman @ a hypothetical 3pts is a pretty big increase for a guy that dies to lucky AoE deviations (as long as that AoE isn't fire or corrosion #trollgorman).
On the flipside, comparing a Warpwolf Stalker to a Feral Warpwolf seems like a no-brainer. For 1 more point, you get prowl, pathfinder, reach, berserk, a really good animus, more base ARM, and that extra point of damage your faction needs like a kiwi farmer needs to expose his pasty white thighs to the world. All for an 11% point increase - the 1pt doesn't seem like a big deal in this case. The Stalker seems like a straight-up better deal 90% of the time.

Now imagine the Feral costs 5pts - 50% less than the Stalker. I think you'd be seeing a lot more Ferals. That's kind of the step up we're seeing a low points levels. The key difference between large % point changes in the 1-4pt bracket and changes in the 5-10pt bracket is the "absolute" value of a single point: 2-3pts is only about 5% of your 50pt army building budget, whereas 10pts is about 20% of your total points. It seems less significant at that stage - a single point is relatively more valuable at lower point brackets. This is quite important when you want to optimize list building and get the most for your resources.

Doubling the points system would effectively maintain the absolute value of a point (relative to your total expenditure), while also decreasing the relative value of a point (relative to the opportunity cost). It would also lead to more points along the Pareto curve - and more points along the curve means more options means a more varied and interesting macrogame. It would also open up a bit more design space, as currently the only way to displace an "optimum" option is to release something that does more or less the same thing at the same cost but better, or does something equally powerful but drastically different (very difficult since 'power' is a very abstract concept).


Conclusion

After several years of Mk2, I think the concerns regarding the lack of granularity in the points system proved to be legitimate, especially in the lower points bracket as suspected. I hope they double the points system in Mk3. I don't see any downside to doing it - I can still make armies without a calculator, and the numbers will still be small enough so that the difference between a point and the next will still be meaningful.

Gatorman Posse would be 9.5s and Wrastlers would be 8.5s btw.