Showing posts with label Molik Karn. Show all posts
Showing posts with label Molik Karn. Show all posts

Monday, June 22, 2015

Rot 'n' Roll Presents - Faction Power Rankings: A Completely Original Production

1. Cryx - this faction is overflowing with BS. I mean, who designs this crap? Jason Soles - that's who. Following the MkII Field Test cycle, where Cryx players cried so hard you would think that PP had just backed over their pet dog, Cryx has been dominating the game of Warmahordes with their retardedly powerful casters, ridiculously overpowered spammable infantry, and a slow stream of releases with stat cards that have more text than the Magna Carta. This only goes to prove an Axiom of Games Design (and customer service in general) - if you complain really, really loudly, you will get what you want eventually.

2. Circle Orboros - it's like Cryx, but with heavies. If you love Stalkers and Goraxes, you will love Circle. These days, you also have to love Wolds and Sentry Stones. Yay! Breaking into Mk2 with the above mentioned Stalker/Gorax combo (usually piloted by Kromac), it's been Circle Christmas ever since, with a chunk of super top-notch releases holding them at the front of the pack and providing radically different playstyle options. Despite having their entire faction nerfed via a minor change to Shifting Stones, they still do everything they have ever wanted to do, in new and unexpected ways.

3. Trollbloods - you know a faction has made it when you read threads complaining about one of their units being so awesome it invalidates another one of their also really good units. That, and MAT 11 troops. The main strengths of Trollbloods are:
a) the faction looks unremarkably crap and unexciting on paper while actually being super synergistic and complex on the table, so nobody suspects them (let alone their own player base), and
b) being beloved by the Theme Force God. First Runes of War, and then Evolutionary Elementalism. Points reduction up the wazoo without giving up much. They take a while to get popular because you have to spend several hundred dollars to run them, but then you can run them for like 4 years straight because they are so fundamentally good (kinda like Gators).
No matter how much they win, their players will never let you forget that the Mountain King is and always will be MAT 5. Also, Warders.

4. Legion of Everblight - Legion is like Cryx except with a soul, which is ironic given the Soulless rule on most of their beasts. Legion was insanely good in Mk1 and then nerfed into the ground when  Mk2. This statement, combined with Legion's high placing, lets you know how stupidly strong Legion was in Mk1, when Flight ignored free strikes and AD was 12" (amongst other things).
The best design decision about Legion is that while most of their warrior models are butt-ugly elves, these never actually have to put on the table since their entire faction revolves around sexy leather-clad female warlocks handling multiple giant dragon beasts that spew hot liquids all over the place. Well played, PP.

5. Cygnar - the natural enemy of Cryx, Cygnar has really come into its own since discovering that it is much more efficient to let their national army sit at home and pay Mercenaries to do the work. Carried to great heights by the power of plot armour, Cygnar's godlike casters lead their mighty warjack (singular) to blow everything up with Big Guns and POW12 placable AoE templates while simultaneously contesting every scenario zone on the table. Meanwhile, their paid lackeys take the bullets.

6. Protectorate of Menoth - the faction that never seems to get good releases, except for almost every book. Almost everything they do is frustrating as hell for their opponents and seems undercosted, yet somehow Protectorate players derive no enjoyment from this. This puzzles me tremendously.
PoM is the home of Purification, which as we know breaks the game and hearts and minds everywhere. Despite this, it's not enough to push this faction further up the rankings since when you break it all down, it's a pretty honest faction that requires skill to play (except Harbinger, which requires Tough rolls).

7. Mercenaries - the name is a bit of a misnomer. This faction should really be called "The Earthbreaker and Galleon Ultimate Tag Team Extravaganza", because their Colossals carry them harder than Bryan Cranston carried the first 20 minutes of Godzilla. Unfortunately for Mercs, without the Colossals, the Merc faction is a bit more like the rest of that craptacular film. Having said that, those Colossals are legit as hell (just like Bryan).

8. Skorne - once a Cryx-style infantry spammer in Mk1, then a PoM-style heavy buffing faction in early Mk2, Skorne is now also a Troll-style bastion of medium-based infantry spam. The Skorne Empire has had good showings in tournaments worldwide under the dual leadership of Supreme Grand Master Ultimate Champion Dominar Molik Karn, First of His Name, King of the Andals and the First Men, and Lord Tyrant Martin Hornacek, the Slovak Scourge of Central Europe. Unfortunately, if neither of these two are on the table, then Skorne is a little.... scorned?

9. Khador - the true combined arms faction, Khador's speciality is in its PR. With the image of big stompy robots and its catchy "For The Motherland!" campaign, the reality of Khador is that there isn't much more than the peasant rabble of small-based infantry and some superhuman warcasters. It's like Cryx, but everyone is just waiting to die so they can come back as a Bane or Lich Lord and be better for less. Except Orsus, because Toruk is (understandably) afraid of Orsus. Their lack of an explosive tournament presence may be because they put all their best warriors in steam-powered armor suits, which to the best of my knowledge they use to heat houses rather than fight wars.

10. Retribution - elves in space suits, basically. In a game that's all about playing like you have a pair, a faction full of eunuchs is going to be at a disadvantage. They like to be suave and dance around, but lack the staying power to really stick it out and fight in the middle of the table, which is what many games come down to. This might be changing soon, as the Elf people slowly realize that they can build large robots that don't die to 2 Gatormans.

11. Convergence - arguably the faction that relies more on efficient list design and good play decisions that any other, Convergence's single biggest sin is being a limited release and thus not stimulating the nerd brain sufficiently. This leads them to being forgotten and cast aside despite being pretty legit and having one of the single most baller warcasters in the game in Lucant and very few (if any) "bad" models. I suppose having a shallower bench might also have something to do with their low ranking.

12. Minions - it's times like these that Gators are sad to be packaged together with Pigmans in this faction. Gators have been played and ranked well in high-profile tournaments all over the world thanks to an amazing core unit and some crazy strong warlocks, but unfortunately the design disaster that is Pigs drags Minions to the bottom of the pile like the deadweight on Jaga's spell card. Seriously, why are Pigs beasts so crap? I do not understand.

Now backed by science:

 Source



totes srs post (c) 2015

Thanks to the Astra Gaming Team

Friday, October 10, 2014

Minions 2.0 - Episode 2: The Empire Strikes Back

It seems Exigence has turned my Warmachine life upside down - Pigs actually got good models instead of being a joke for the 3rd time in a row, Troll players are somewhat happy with their releases, Legion not so much and I actually feel like writing things in this blog (a feeling that will surely pass once I hit 100 posts :P)

One thing that is always certain though - Skorne will take Minion stuff and do it better. I am of course talking about the new Skorne Aradus bug heavies.

Aradus Soldier - Swamp Horror 2.0

The Aradus Soldier is basically an improved Swamp Horror, with some minor differences. Let's compare the two.
  • Mobility: SPD 3 vs SPD 4, but the Aradus has AD, Pathfinder, and is in Skorne. Huge advantage Aradus.
  • Steadiness: A very important category. Both are Steady. Nil.
  • Power Attacks: 0 open fists vs 3 open fists. Point Horror.
  • Survability: 11/19, 29 boxes vs 10/17, 27 boxes (but access to Spiny Growth). Slight advantage Aradus.
  • Ranged damage reduction:, +4 ARM vs -1 die damage, and the Aradus' Carapace also works against backstrikes which combos great with Reach+Pull weapons. Point Aradus.
  • Melee output - non-Reach weapons: POW18 vs POW16 Critical Catastrophic Damage. Situational, but slight advantage Aradus.
  • Melee ouput - Reach Pull weapons: 2xPOW15 vs 3xPOW12. Situational, but slight advantage Aradus.
  • Animi: "RNG6: warbeast gains Snacking" vs "RNG6: model gets reach". Situational and factional differences, but advantage Horror.
  • PC - Aradus is 9, Horror is 8. Point Horror.

They are very similar in design - both resistant to ranged damage, both have Pull Reach attacks and a hard-hitting non-Reach attack - essentially in terms of combat they do very similar things. The Aradus wins in most categories (it is a point more for a reason) and is generally a better beast. However the Horror does grant Reach to things which is pretty amazing and the critical effect on the beak can wreck huge bases with a little luck.

Aradus Sentinel - Ironback Spitter 2.0

The Aradus Sentinel is basically an improved Ironback Spitter, with some minor differences. Let's compare the two:

  • Mobility: SPD 3 vs SPD 4, but the Aradus has AD, Pathfinder, and is in Skorne. Huge advantage Aradus. If I learned anything from Calaban's Theme Force, it's that ADing Spitters is pretty good.
  • Steadiness: Aradus is Steady. Point Aradus.
  • Power Attacks: Both have 2 open fists, but Aradus is MAT6/STR11. Slight advantage Aradus.
  • Survability: 11/19, 29 boxes vs 10/18, 27 boxes (but access to Spiny Growth). Slight advantage Aradus.
  • Anti-free strike mechanics: +4 ARM against free strikes vs attacker takes d6 damage after free strike). Huge advantage Aradus, especially for a ranged beast who wants to disengage from combat.
  • Ranged damage reduction: +4 ARM vs Girded. Huge advantage Aradus.
  • Melee damage: 2xPOW14 @ MAT6 vs 1xPOW15 + 2xPOW13 @ MAT5.
    Advantage Aradus.
  • Ranged damage: RNG10 POW13 AoE3 Non-typed Poison weapon with Arcing Fire @ RAT5 vs RNG 12 POW14 AoE3 Corrosion-typed Cont:Corrosion @RAT 5. 
    Situationally different, but I think the Aradus will have a significant advantage most of time time due to AD, lack of damage type (it can kill Gorman!) and boosted blast damage vs most models is better than 2/3 chance of auto-plink in the majority of circumstances. Point Aradus.
    Also the weapon is called VENOM BLASTER. That's metal as f*ck.
  • Animi: Swarm vs Ornery.
    Swarm can be useful if you end up getting jammed up and makes it DEF 13 (respectable). I have never cast Ornery in all my years of playing Spitters - as far as I am concerned the Spitter has no animus. Point Aradus.
  • PC: Both 8pts. Nil.
Again, very similar beasts in design - not great in melee, have some free strike protection, some ranged protection, and are primarily about their really good gun. The Aradus Sentinel however, is better in almost every way and clearly a better design. If the Spitter had a really good animus it might be able to compete on some level, but it has no animus.


TL;DR - The Skorne Empire releases Minions 2.1, now extending their improvement of Minion models to heavy warbeasts.




Basically, more reasons to make me sad about Minionhood and make me want to play Skorne who just keep taking Minion stuff and doing it better. I read a good post on some forum a few days ago about Rasheth being the 4-Star of Minions - very accurate!

However I just think about all the baggage playing Skorne entails, with their huge backlog of models and the slippery slope waiting there, and the desire quickly goes away. Plus I hate getting shot :)

Wednesday, November 13, 2013

The Mk2.5 Balancing drama

There have been a lot of threads recently (last couple of months) about the desire for Mk 3 or Mk 2.5 or some kind of balancing errata so that the meta game can get shaken up a bit and we can maybe play without the absolute certainty that your Cryx opponent will be packing a list with Tartarus and a shitload of Banes, and your Cygnar opponent won't have a Haley list with Stormwall or whatever for a couple of months before the new superpowers settle on their thrones high above and the cycle beings anew. All we know is that Minions will remain the worst faction in the game.

So I decided to think out loud (in written form) and put together a little article about what changes I would put forward for Blindwater under such an update patch. Hopefully this at worst will give people a perspective of how I play Gators and what the meta around here is like. Here are the fruits of my mental labour.


A little theory to kick things off....


There are a few ways to balance things in games.

  • Numbers change - you can make something relatively better or worse in some specific regard by increasing or decreasing a particular stat.
This is the most common type of change in a game 'patch'. Numbers (or stats) represent relative things in an absolute way so that we can compare to other similar things in the system. The more stats you have, the more there is to tweak (and also more complicated and detailed gameplay).
For example, there is a sizable degree of difference between MAT 5 (Titan Sentry), MAT 6 (Assault Kommando), MAT 7 (Doom Reaver) and MAT 9 (Vilmon). In relative/descriptive terms, we can say the Sentry is 'competent' in melee combat, the AK is 'trained', the Doom Reaver is 'highly skilled' and Vilmon is 'one of the best in the entire world'. We can encapsulate these differences by assigning those numbers to their MAT, and this will play out in the game via the exciting realm of dice and probability. Thus changing a number makes something better or worse in that regard.

Points Cost is probably the single most important stat because it determines the relative total value of any given model to another potential option. Points are one of the most important resources in Warmachine, and changing the PC of a model (especially in the lower 1-5pt bracket) can make a huge difference to the power of a model.

  • Mechanics change - changing one mechanic on a model can change its effectiveness.
Take for example the change to Side Step so that the 2" move no longer triggered upon hitting a friendly model. This reduced the effectiveness of the eMakeda Molik Karn Bullet list slightly so that it became easier for the opponent to not get killed bottom of two.
Another example of this would be the multiple changes to Lich2's feat, from changing the returned models from 'Incorporeal' to 'Ghostly', or changing valid feat targets from 'warrior models' to 'grunts'. The feat does essentially the same thing as it did before - bringing back a bunch of ethereal banes to kill half your army - but certain mechanics of the ability were changed to reduce its power.

  • Redesign - some models do not work on the table as intended, or have a role or purpose already fulfilled by a competitive option.
For example, nobody plays Drudges in a competitive setting because Mechanithralls do a very similar thing (potentially hard hitting tarpit) at a much lower cost, greater efficiency and without the weakness of being tied to its Officer to function. Therefore Drudges would need more than just a mechanics change (they don't have many to begin with) or a simple stats change (McThralls are still better at 3/5 PC) but something a bit more involved.
I'd also put Calaban as a candidate for redesign, as anyone who has read pretty much any article on here knows how I feel about playing him, as well as his validity in a competitive setting post-Rask.


Finally, a disclaimer - balance is in the eye of the beholder, much like power. Everything takes place within a complicated interconnected system where changing one small thing can have trigger a chain of events further down the line. Some people have a good sense for this type of thing, while the average player in a game does not. This is why balance decisions are best when they occur as the result of careful statistical analysis and systemic thinking combined with consensus-based discussions of subjective perspectives and values.

In my opinion, Privateer Press has a mixed record on game balancing in Mk2. I like how they have approached Lich2 nerfs with gradual tweaking rather than huge sweeping nerfs (as game companies like Blizzard are wont to do) and have done a pretty good job of quickly fixing core mechanic issues that have popped up like the Shield Guard, headlocks from behind, Cover LoS, Sloan's feat, Backswing, etc. but have been almost entirely non-committal on rebalancing the game in terms of power levels or fixing units that are just plain unattractive (with occasional exceptions like Asphyxious, the Blood Hag or more recently Taryn).

I think there is a lot to gain if a large balance errata were released. It would stimulate the metagame for the better part of 6 months to a year (far more than a handful of new releases), thus getting current players more excited about the game and buying new stuff. There is always the issue that your netdecked list won't be playable anymore exactly as is, or that your beloved OP models won't be as broken anymore, but as long as they don't nerf anything into the ground or make really dramatic changes to models that people currently use regularly, then everyone wins.


On the Gatormans!
---------------------------------------------

Warlocks

Our warlocks are pretty strong on the whole. Rask is probably a little on the powerful side, and Calaban is a little on the never-gets-played-because-he-is-annoying-to-use-and-pretty-much-inferior-to-Rask-in-every-way side.

Bloody Barnabas

+ 1 POW on Bone Cleaver
This just adds a little more warjack/warbeast killing power to Barnabas himself. Too often I charge an average heavy like an Ironclad, Harrower, Banshee, Scythean etc. and fall short of killing it by a few boxes despite charging and spending all my fury. It's a bit of a downer for a Gatorman tank, and I think this change will make a noticeable difference in smoothing out his crippling difficulty with ARM 20+.
I think Blood-Quenched would be an amazing rule on eBarnabas :)
 

Maelok, the Dreadbound

No change. 
I would perhaps make Malediction 'target model in this model's battlegroup' rather than 'RNG: Self', but that would probably make him a bit too strong since it's like giving Gators +2 MAT and POW vs any given large target, thereby almost removing the need to take heavy warbeasts and giving a lot more power to the Maelok + 3 Snappers list (it'd be like Dark Shroud on crack).

I love this artwork.

Rask

-1 WB point.  
He is obviously better than the other Gator warlocks. 1 less WB points usually means you don't get those Swamp Gobbers to give him concealment or a Feralgeist to annoyingly contest zones. I considered also removing his Energy Siphon attack since it's just icing on the cake that can potentially win games for no real reason, but it's not really a huge deal. As long as Gators remain super weak in ranged combat, Rask will refrain from being broken as balls and just remain really strong.
 

Calaban, the Grave Walker

Heavy redesign. 
Rask has taken this guy's previous niche of ARM cracking and just does it way more efficiently and safely. I would like a redesign to emphasize his manipulative voodoo asshole persona, focusing on denial, spell assassination and debuffs. Think of spells like Bad Blood, Breath Stealer and Shadowmancer, or douchy abilities like Harrow (pMorv) and Talion (pVayl). I like the idea of Shadowmancer a lot more than Parasite + Occultation since it gives you an incentive to NOT take 3 full Posse at 50pts, as they will get shot up. Gameplay wise, he could also be designed to do well vs hard-hitting infantry swarms so that Gators can have a 50/50 against it.

Either way he goes, his arc node mechanic (if kept) needs to be less clunky, like straight-up making Spell Martyr equivalent models that can activate that turn (which will only be really strong on his feat turn), or anything I've written on at length previously.


Warbeasts

Blindwater warbeasts are very average. They don't have great stats, are a little pricey, but do come with some neato abilities make all the difference in using them.

Blackhide Wrastler

Change Snacking so that the RFP effect is not conditional upon the heal effect.
I just think it's really annoying and janky to try and get a point of damage on your beast so that you can RFP if you want to. Just have it RFP all the time as the thing gets eaten or ripped up good. This would be a 'buff' to Dire Trolls too... and Shredders (although Shredders should probably lose Snacking altogether).
+1 POW on the claws would be nice but not necessary. The Wrastler isn't great in the scheme of things but does his job well enough if you know how to use him.

Ironback Spitter

New animus.
The Spitter sucks pretty bad in melee, is slow and not particularly hard to kill for something covered almost entirely in a hard shell. Fine, because it has a sweet AoE gun and RAT 5 with 4 fury. That alone is almost worth the admission. However, in well over 100 games with Blindwater, I have never cast the Ornery animus. It is, for all intents and purposes, a total waste of card space for the Spitter.
I assume Ornery is supposed to symbolize the tendency of snapper turtles to ferociously bite down on things in self-defense (since they are too big to fully retreat into their shell), but in gameplay it fails.

I think Locker (from the Titan Sentry) would be an adequate replacement.  Counterblast is the next most logical option since it is Ornery but better, however that animus is also pretty crap.
Or allow it to Stoneform as an animus. That would be sweet and probably not too strong on any caster all things considered (since it doesn't stack with Spiny Growth). Maelok could be ARM 23 for a turn at worse.


Swamp Horror

No change.
They are neat because they have lots of attack and don't die to shooting (but die to everything else). I wish this had been the Gargantuan though, basically the same thing with bigger numbers and an automatic crit.

Bull Snapper

No change. 
They are squishy support beasts that can missile out and kill a thing sometimes. Basically the same deal as a Shredder or Gorax, just more Gatory.

Boneswarm

Redesign.
This thing sucks. I have seen it be decent in Midas' tier list when it starts with 3 bone tokens because it is then quite tanky at DEF 13 ARM 18 (just like a dirged Gator! For twice the cost!), so you park it on a flag somewhere and it kills 1-2 models a turn, healing itself and such. Or it does some decent damage to an enemy heavy at POW 15 and then lives long enough to be annoying. Decent - not great. Basically it needs a sense of purpose which it does not currently have.


Units

We have three units, one of which won't be released until 2017. Gatormans are one of the best units in the Hordes (almost said 'the game'... then remembered Warmachine units) and are the backbone of Blindwater and will probably remain so for as long as the Pact exists.

Gatorman Posse

No change.
Prior to the release of the Warspear and Skinwalker UAs, I'd have said that they needed something to make them less attractive to other factions, but now I don't see Legion or Circle players use Gatormans all that much... or at all. They are still super good but still die rather handily if you know how to do it and have the tools (weapon masters, smart use of heavies, control, etc.).

Bog Trog Ambushers

No change. 
They are kind of costly for their poor base stats really but are a finesse unit with quite a few special rules.

Gatorman Bokor and Swamp Shamblers

Change their status to 'released'. 
Amazing game-changing buff. I still think they will relatively be much better outside Blindwater than within it, unlike the two above units.

Swamp Gobbers

No change. 
1pt for a cloud seems ok, especially considering they do nothing else and die to incidental blast damage.

Solos

We have two distinct Gatorman solos, the Croaks and Croctor, and then have a couple of more general Minion solos to go with the legendary Wrong Eye.

Gatorman Witch Doctor

No change.
I am a little bummed that these guys cost 3pts in general but only 2pts in Maelok's tier list, where they are precisely at their most powerful for Gators, which signifies a Minion tax. However I can suck it up since they are pretty good anyways.

Totem Hunter

No change. 
No surprise.

Croak Hunter

Gain + 1 DEF, lose Vitriol
Ah Croaks.... I have never even seen them played outside Blindwater since they are so mediocre. I have barely seen them played within Blindwater since they are so mediocre. They have done ok for me purely because they allow me to clear single-models here and there without activating a whole unit of Gators or a beast.
My first thought was that Jump will allow them to do this even better. Plus it is incredily froggy. The only issue is that they basically become crappy Totem Hunters for 1pt less, and we don't really want that... or do we.....?
Secondary thought was to make them blow up when they die like Bloat Thralls, because that'd be hilarious. But then they would just run/jam and kill heaps of infantry for nothing and then I realized this would be way too faceroll / Cryxian.
Tertiary thought was to just buff their DEF by 1 so they are less prone to death after they fail to hit something with their spears, and just went with that.
I just took Vitriol off the card because it does nothing and it's just some fluffy ability for fluffers.

Viktor Pendrake

Bow becomes Magical.
This is the most minor change ever and is only a real deal for Blindwater since we are starved for magic attacks. Makes sense though, no? That bow has to be lucky for a reason (and that reason is MAGIC).

Wrong Eye + Snapjaw

No change. 
These guys are great and don't really bust anything in the game outside putting Spiny Growth on Galleon. You could make them 2-3pts more and that wouldn't change though - a hard skew is a hard skew and I am 99% sure this is just something that wasn't picked up in playtesting. Would need a subtype change perhaps, or a change with how lesser warlocks work.

Total changes:

  • Barnabas - Increase POW of melee weapon 'Bone Cleaver' from '5' to '6'. (or just give him Dark Shroud, that's probably better :P )
  • Rask - Reduce WB points from '+6' to '+5'.
  • Calaban - redesign.
  • Wrastler - replace the text of Snacking with: 'When this model boxes a living model with a melee attack, the boxed model is removed from play and this model can heal d3 damage points'.
  • Spitter - replace 'Ornery' animus with something I will cast at least once in 100 games. Or not.
  • Boneswarm - redesign.
  • Pendrake - add weapon quality: 'magical weapon' to ranged weapon 'Lucky Bow'.
  • Croak Hunter - Increase DEF stat from '13' to '14'. Remove rule 'Vitriol'.

All in all, very small balance changes since I feel Blindwater is in a good place other than the lack of options leading to really bad matchups vs things like weapon master swarms (need some guns/scathers/A2A-type infantry clear) and incorporeal spam (magical weapons).
I would have like to have more nerfs to give the impression that I can have a balanced mindset about things, but to be honest I only view Rask and Gatormans on the really high part of the curve.... this is still Minions we're talking about!

The redesign are for two models I never use because other models within the same faction do similar things in much more effective and well-designed ways. For a thought exercise, Boneswarms at 3pts are still much less appealing than Snappers, and Calaban at +7WB points is still as irritating as groin chaffing and worse than Rask at everything except throwing out POW 12 nukes (mostly because Rask has no offensive spells). This indicates to me that the models just don't really work so need some deeper changes. Some may disagree of course.


In the greater scheme of the game, I think that several models could use small-tweaks in cost or ability use in order to level out power inequalities or obstacles to player engagement. Little changes like:
  • Making eMorvahna's rerolls in her CMD rather than CTRL to force her to play a bit more forward, or at least consider order of activations a bit more.
  • Smoothing out uber-crippling feats that literally stop you playing the game, like pDenny (ie. remove the -2 FOC and 'no running') or eHaley's.
  • Making Assault Kommandos cheaper so they might have a place as meat shields with Strakhov and Vlads.
  • Reducing the amount of tough rolls in an average game, or changing the mechanic if they want to keep it at that scale so it doesn't feel like I'm playing 40k.
  • Changing Excarnate to basically be Revive attached to a POW 13 nuke - place the model within 3" of its unit rather than the caster and in this model's CTRL (nerf Lich, buff Scaverous = everyone wins).
Others, like Drudges, need some serious redesign. I think they have the data and expertise to do such a 'patch' justice (much more than I ever could anyway), and besides it'd probably only impact 5-10% of the models currently out.

Alas, we will wait and see what happens. I know it's way cheaper for me to play Minions when I know Pigs are really bad and don't bring anything better to the table so there's no reason to buy a Pig list other than lolz :) I will keep playing the same lists for another year or three if need be.



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.

Monday, March 11, 2013

In The Army Now

Well, it had to happen eventually.

As you can see in my previous post, I was not entirely thrilled by the prospect of having only two releases for the forthcoming year.
I expected four releases, with a heavy warbeast and a solo but would not have blinked had there been only three for Blindwater and four for Thornfall (they really need it). I think the really low number of releases for Minions was surprising and unexpected for the playerbase as a whole, with Minion players getting a bit disillusioned/mopey/depressed/whiney and non-Minion players mostly shrugging it off to go complain about the one bad model they got (except for Circle players, who locked themselves in the bathroom and got overly excited about eMorvahna). But hey, at least the two Blindwater releases are well above Boneswarm level. Basically, I just don't feel that Rask alone is enough to give good competitive games in a Gargossal meta (1).

But life goes on, and the dogs of war don't capitulate. We either adapt, or die out. I've thus made the decision to move on to Minions 2.0 until the next Hordes release, hoping that the next Hordes expansion offers a little substance and direction for those of us striving for full-time Minionhood. This contradicts my 2013 annual plan to stick with Blindwater, but when life gives you lemons, fillet some Bog Trogs and enjoy the free delicious citrus seasoning.

Bow to the Emperor


Molik Karn, first of his name, may his reign be profitable.

I considered all the Hordes factions after I had decided to contract my forces out somewhere. Warmachine was off the table since I suck at making Warmachine list and prefer the synergy of the fury mechanic, but I want to keep playing Minions. Fortunately, Gatormans work for pretty much everyone in Hordes so options were open:

Circle was first on the chopping block - having to play Stalkers (2) and Shifting Stones all the time does not really appeal. Facing Circle three times in a row at the last tournament only reinforced this. Plus, I hate most of the faction.

Legion was next - while I think Legion has really cool beasts, a few good troop choices and a vastly different style, I don't think the most enthralling Legion playstyle (beast heavy) meshes very well with Gatorman Posses.

Trolls were considered. I am surprised at the number of abilities on Troll warlocks that specify "friendly model" and not "friendly Faction model" (3). I think the only Troll warlocks that need to run a lot of Trollkin are Madraks and Grissels. The rest would be pretty happy with a Posse or two.  In the end, I feel the beasts are a bit overcosted and crutch on each other and their army support a bit too much to be really appealing for running multiple Gator-heavy lists. I also have played Trolls before and rage quit them after a mere three weeks.

Skorne were both first and last to be considered. I played Skorne many years back but had to sell them for non-game related reasons (although the Hordes playtest did frustrate me greatly). This was at the end of Mk 1, where Skorne beasts outside Molik were pretty crap and most lists revolved around a Cetrati wall, heaps of troops and overpowered Ancestral Guardians. Skorne is very different now, and have awesome beasts and beast support, a wide range of useful troop options and the best Minion support potential in the game.

Why Skorne? Let me count the ways:
  1. Paingiver Task Master - Mmmmm... did Privateer Press just make every future Minion unit release have to be balanced around being able to receive either +2 STR or no-KD tough at any given time? Yep, that happened. WTF. That's almost like Fury on a Gator Posse (with no downside), or an awesome addition to that Iron Flesh+ Dirge Gatorman wall (yep, Skorne can do that too).
  2. Excellent beasts and beast support - the combination of Paingiver Beast Handlers, the new Willbreaker, Agonizers, and animi makes Skorne's awesome warbeasts pretty much run themselves - throw in the occasional sweet caster support and they go from bananas to nutcrackingly bonkers.
  3. About half the casters go very well with Gators - many Skorne casters have feats, abilities and spells that don't rely on friendly Faction troops. Hexeris1+2, pMorghoul, Naaresh and Rasheth immediately come to mind, but even Xerxis and Makeda1/2/3 could do pretty well with them.
  4. Familiarity - as mentioned before, I'm sort of familiar with the design philosophies behind the faction and its playstyle. So it would be an interesting personal adventure of rediscovery and other fluffy Disney themes.
  5. Molik Karn - this guy is totally broken. I love and hate him.
  6. Good employers- pretty much every Minion model works for Skorne: Totem Hunters, Thrullgs, Swamp Gobbers, Bog Trogs, Croctors, WE + Snapjaw, Feralgeists... pretty much everything but the warlocks and beasts.
  7. Below the Luke Line of Approval - Skorne are only a slight step above Minions on the Brimblecombe Scale of Faction Power, the universal New Zealand scale for classifying Warmahordes factions. Not only that, but they are below the almighty Line of Approval. So technically I should still be in the same boat as before, paddling aimlessly in a sea of futility, struggling with unwinnable matchups and barely able to win good matchups on account of strokes of player genius.

Where to next?

 I have to buy some Skorne stuff and practice with that. I am hoping to avoid buying any Skorne units at all and just run Posses and Bog Trogs when I can. We'll see how that works out.

Maybe I am just copping out of Minions because I played crap at Ides of March and need to blame someone other than myself. Maybe I'm just genuinely disappointed at getting two releases for the whole year. Maybe I really love playing Gatormans and wish they could be as viable as they are in Skorne, and I am just adapting to the reality of the game as it stands now. I will let you be the judge over these coming months.

I will still be playing "pure" Blindwater occasionally and will post whatever new thoughts I have on the matter (or related ramblings) but will probably stick to playing Skorne for tournaments because... why wouldn't you?

(1) And no, I did not want a Minion Gargantuan. With only 1 out of the 4 released being "playable", I do not have great hope that the Minion Gargantuan/Battle Engine would be worth much in terms of table top ability if it were released in this book.
(2) Because you NEED to crack high ARM and high box count models in this meta, and Primaled Stalkers are one of the few things in Circle that can do it semi-reliably. As a Gator player, I can empathize.
(3) Some notable examples: Calandra's feat and all her spells (!!!), Borka's Mosh Pit, and Jarl's spells.