Friday, 26 February 2016

Here comes the Bacon!


So this was a set I wasn't aware that was coming out until the latest newsletter and I'm sort of glad that it is. I had considered getting Sammy LaCroix, but the who summon Stuffed Piglet was a problem since they didn't have any yet. This set gives a nice supply along with a few games to play and I'd even give one of those Taxidermy grems a shot. It's suppost to come out around April, so gives me some time to consider getting a box.

Sunday, 14 February 2016

End of Tomb Kings

So the word going around now is that Games-Workshop......oh, I'm sorry......'Warhammer' is goin..

No, let's start with that shall we. This whole 'we're recognised by our product Warhammer so we're going to go by that name now' is a little misleading in my opinion. First off, when I think of Warhammer, I think of Warhammer Fantasy and given that their main product is 40K (and yes, I call it 40K and not Warhammer 40K cause most players refer to it as simply 40K) it just feels like another slap in the face to Fantasy fans. Yeah, I know it was more because people kept mistaking it for selling video games or other non-GW games and so wanted to change it to fix the confusion. Still say it was an unnecessary change.

Anyway back on topic....

So Tomb Kings is going to have it's line discontinued now that all Undead are clumped together as a single generic faction. As someone who owns Tomb Kings I do find it sad, though I'm not at all surprised. That said, I feel that at this point in time, this is a bit of a mistake. See, the thing is, a lot of Fantasy (or the old Age of Sigmar as they seem to be) are still being bought by customers wanting to play other games. Kings of War or the fan made Warhammer Fantasy 9th Ed are the main reason these miniatures are being bought, so discontinuing faction forces by a company who claims they just 'make miniatures' just comes off as contradictory and financially stupid.

And yes, I know they want to push their Age of Sigmar, but so far the stuff that's coming out has yet to impress me and the cost is just mind boggling for some of these miniatures. Hell, still wondering why they make these giant kits that are very expensive and don't produce more smaller, more affordable ones. That just makes more business sense to me.

Saturday, 13 February 2016

Malifaux: Why No Gremlins?

So something that I've noticed since taking up Malifaux is there are plenty of battle reports (if you know where to look), but very few of them have Gremlins as a played faction. So why is this? Having looked around on the Internet a bit, I have come to a few conclusions and so I'll give what I believe are some of the reasons that Gremlins aren't as popular and try to put a positive spin to help to give those looking at these crazy hillbillies as an option a better understanding (This may end up in multiple articles/parts).

The Risk vs Reward Issue


By this I don't mean the normal risk vs reward stuff, but the ones that are more unique to this faction. By this I am referring to Reckless, Triggers and Control. So lets start with Reckless.

Reckless for a number of Gremlin characters is the ability to take one wound in exchange for one extra action point. Now at face value this looks amazing....and it is. This only becomes a problem in that you have to know when to do it. One of the Gremlins biggest problems is it's lack of survivability (and I'll get more into that when we get to Triggers), so simply spamming this each turn is going to get those models killed. Worse still, the cheap Bayou Gremlins have Drunk & Reckless, which does two wounds for a single action point instead of one. With only four wounds, this is a big risk. With all that said, learning when to use this ability though playing games is the best way to master it. Sadly, this is one of those abilities that is difficult to come up with a solution for as this is very heavily situational. Just remember, the Reckless ability is very useful to help with last minute plans, which can make or break a game. Helpful tip, a Slop Hauler can also work well, taking a wound to move near a model so that they can spend their normal two action points to use their healing ability.

Now Triggers work a little differently. The one that I'm going to focus on here is Dumb Luck. Dumb Luck simplified, is when you deal double damage, but take half the damage dealt yourself.

Example: Gremlin hit a Silurid and got the Dumb Luck triggered, scoring four damage on him. That Gremlin would then take two damage in return.

This is a little risky, but it becomes even more so if you happen to do severe damage, which can range from six to eight damage, but the risk of taking half of that could remove a models health by half or even get them killed. As mentioned above, a Bayou Gremlin has four wounds and Drunk & Reckless can take two of them just for a single action point, but they also have to declare triggers, meaning a single Dumb Luck can also kill them. Now the upside to this is that this is very useful to finish off annoying models or even stopping full victory points for schemes like bodyguard (getting them under half health). This is also great if your guy is down to one wound and you know he's going to die, so you can sacrificing him and deal good damage or even kill and opponent.

Now Control is the last one and in some cases ties into the two above. This tends to focus more on the creatures like Pigs, whom if not within two inches of a Gremlin go out of control. Now a Ulix themed crew might have things like Old Major and Penelope who have good control auras, but in any other force you may need Hog Whisperers just for such auras, whom sadly have poor survivability. Not much more I can say on this (honestly, it's my fault for not writing down the ideas for this one, had a much better explanation for this), just remember to keep your control models withing control range at the end of the turn, so that at the start of the next one you can still maintain that control.

Shifting Loyalties Campaign


So the big worldwide campaign has come and gone, but the campaign rules in the Shifting Loyalties book are designed for any campaign. It was during this big event that Gremlins sort of fell away and this was partly due to lack of time for people, but for others it was because they felt their crew Henchman leaders couldn't compete with other factions. So here are a few suggestions for Gremlin Henchman leaders for campaign games:

McTravish: Well, he's more of a Human then a Gremlin, but one thing he isn't is a push over. I recommend getting a Bayou Gator just to keep near him for the bonus he gets for his Hunting Rifle and in return he can provide some cover for the Gator. He has both a great melee and range attack and can also remove scheme, scrap and corpse markers, which can screw over enemy crews.

Mancha Rojo: While he lacks range, Mancha is a melee monster and while he has a good defence and a nice set of wounds, his Hard to Wound ability means a negative flip on damage. Keep him near impassable terrain to give him a nice charge range.

Sparks: While his defence and wounds aren't as great, he does work well if you have some survivors and mechanized prokchops in the crew, even better if you know your opponents will be using constructs and scrape markers. Haven't seen much on this guy yet, so as yet I'd still put the above two over this guy (at least for now).


So that's this article for now. I'll try to update it or even rewrite it once I know more (like how to write article for startes).

Monday, 8 February 2016

Wyrd's Lucky Emissary Preview

Again, sorry for the lack of updates. I hope to give a propper explanation for that soon. In the mean time, I manage to miss one of a preview that I've been waiting for:


This, the Lucky Emissary. If you know my love for Skaven and their strange techno-science contraptions, then you'll understand why I love this so much. An Emissary is an evolution of the characteristics of the faction that an Effigy was sent to study and the Lucky Emissary just shows off the wacky aspects of the Gremlin faction. I can't wait to finally get my hands on this one.