I'll start this as everyone else does who's not posted on their blog for a while, I'm not Dead!! It's been almost 3 months since last I posted and there's been quite a lot of exciting developments.
Firstly I'm still playing Malifaux, and still representing the nation of the Three Kingdoms. I've branched out from Mei Feng and started using Lynch and McCabe a lot too and really enjoying them. Between them they've breathed new life into the faction for me. I do own a Ramos crew which I'm busy painting up so I might dip my toe into Arcanists for a little while but I'll always be a Ten Thunder player at heart.
Since fluking the best 10T general at the GT I've been to a number of tournaments. I wanted to improve and develop my skills. At the League of Extraordinary Henchmen (the side event for the Masters) my performance was pretty poor and I'm not afraid to say I wobbled on my commitment to the 10T, but success at the local clubs, as well as finally getting some games in with McCabe saw me stay the course. Then came Vappnatak. I entered the Malifaux tournament run by a friend and local Wyrd Henchman and came 4th out of 28. To say I was made up was an understatement, but a week later I went to Under the GasLamp III at Sheffield's Outpost, and came 2nd! This is the first time I've finished on three wins and also podiumed in Malifaux. So I'm currently on a real high!
I jokingly made the statement I was aiming for the best 10T player on rankings at the club, I still don't believe I will, there's some real competition with a couple of the top ranked players moving to 10T as well as the already skilled players from 2014, but you never know. At the moment I'm 23rd in the ranking and I'd love to finish in the top 25 for 2015.
Yes, I'm aware that finishing in the top 25 and podium does call into question the name of the blog, but "Lower half of the top 3rd obscurity" just doesn't roll off the tongue.
The next big thing for me is my, now becoming annual, trip to Adepticon. Once again taking full advantage of Geek Nation Tours to do all the hard organising logistics for flights, transfers and hotel. Teras does make it so easy and I can't recommend his service enough. This year however I'm not playing in 40K but Malifaux. It's got me a little worried but I'm hoping the Malifaux group at Adepticon are every bit as friendly as the 40K lot were. I've got tickets into the story encounter and masters tournament and hope to put in a good performance for the Brits. The other two days they run team or doubles event and without easy access to a partner or team I've opted for some seminars. I might still go along to the hall at start time to see if anyone needs an extra player, but otherwise I'll be learning Green Stuff and Air Brush basics.
There is also a new team based league starting up in the UK, and York has put in a team so I'm now a member of Yorkfaux, well actually because I turned my notification off on WhatsApp for a morning for meetings at work on the day they announced we need to nominate a captain for each team , I'm not the Captain !! Thanks lads, definitely a case of last man to take a step back. We're still waiting for the details to be finalised before we start setting up match days against the other team in our division, but I'm really looking forward to it.
And that's about it, I've got a lot of painting to do before Adepticon (where is Brian volunteering to paint all the models when you need him?) but I should get it all done in time. I hope to post some pictures of my crew here. I'm not a great painter but they're pretty good from a distance.
As always I'd love to hear comments and feedback so I know you people are actually reading this :)
Saturday, 14 February 2015
Sunday, 30 November 2014
So as 2014 draws to a close its time to reflect on the year and thoughts for the future.
At the start of 2014 it was all about 40k. I attended Caledonia Uprising and through no fault of the organiser it wasn't the greatest of weekends. My army faced a series of opponents it just couldn't handle and 3 of the 5 games played were very one sided, the type of game I just don't enjoy. That said I had a blast at the Caledonia Open on the Friday night messing around with 1000pts of Tyranids with Dave Williams as a double act. We still lost most of the games but had a laugh doing it.
Yorkshire Open was next and with Forge World, Escalation and Stronghold Assault allowed it further eroded my enjoyment of 40K. I've said it before but if you want to play Apocalypse, play Apocalypse! Titans (and I'm counting Knights in that) and AV15 buildings have NO place in 40K.
Coming back from Adepticon and it was the release of 7th edition of 40K. They didn't fix any of the broken stuff, introduced the bullsh!t which is Eldar summoning Daemons, forced apocalypse units onto people and basically finished off the rot of 40K they'd started with 6th edition. Basically GW ruined a game I've loved for over 20 years, sad times.
I very briefly toyed with 30K (and I've still got 20 Iron Warriors to build) but since it's core is still 40K's rule set I wasn't held.
However it's replacement wasn't far behind it. After a demo at the Garrison by our local Henchman (Chris) I fell in love with Malifaux.
So armed with my new skillz I entered some tournaments. First off was Not a Bad Thing. An awesome tournament and well organised. I enjoyed the games but its fair to say I was terrible! I finished 26th out of 27 players. Not the greatest start to my Malifaux experience, but the fact I still had fun at the games was a good sign. I struggled to finish game in the allowed time and didn't really seen the tricks to the Thunder.
There were a few more tournaments, Malifaux Station @ Santuary Games and Halifaux. I slowly got better, starting to win games as well as finish them within time, but my faith in them was tested and I did get fairly negative. It was all building towards the largest Malifaux tournament in the world ... the GT!!
Malifaux UK GT 2014. The highlight of the Malifaux season and another highlight of the year for me. Taking place in my home town made travel and accommodation simple. It was 66 players of awesome win, well run and a joy to take part in. I had six really enjoyable games and somehow managed to scoop top Ten Thunders player in the awards ceremony too. It was an awesome end to the tournament year which had seen me loose faith in one system only to find another one.
So what had 2014 taught me? Well for one team or doubles games are awesome with the right mates. I had a blast at both Caledonia Open and Adepticon Team tournaments and definately need to get more team action in.
2015 has some great times install for me. Mike (the GT organiser) is putting together a team leagues across the country and Yorkfaux have stepped up. Myself, Bennett, Graham, Martin, Sam and Nathan (oh and the team Mascot Chris ;) ) We've already got team t-shirt (another fun part of the Adepticon team tournament too) and the inter team banter has already started.
I'm definitely going to the GT in November as well as travelling to Adepticon again, this time for Malifaux rather than 40K, but also to catch up with friends made from previous years, and hopefully make some new ones.
I'll probably do another post later in the month with more aims for 2015, but for the time being I'll end this one.
2014 - Had highs and lows, lost one system but found a new one.
Saturday, 22 November 2014
The event was run awesomely, there was a HUGE pile of prize support and in my favourite move most of it was being given away as spot prizes or in a raffle giving everyone an opportunity to win something. That's not to say there weren't prizes for the winners, there were trophies for 1st, 2nd and 3rd as well as best in factions, two best painted and a best costume award too. Once again I epically failed with the camera, totally forgetting to take pictures in half my games.
Before going to this tournament I'd set myself some goals for the weekend. I knew I was never going to win the thing, I'm just not that good, but I wanted something to aim for and set a bar for what could be accomplished. So I set myself three simple goals.
- Get two win (out of six matches)
- Complete a game within the allotted time without being tabled
- Finish the weekend with a diff of -10 or better.
So with the overview complete its time to move onto the games.
Game 1 vs. Adam Wheeler (Tara) - Turf War / Standard
Never played against Tara, so an up hill struggle for my first game. I knew she has tricks involving buried models and was worried about a Killjoy bomb given my previous experience with him, luckily for me Adam declared her as Resurrectionist and didn't take Killjoy. I took a fairly standard Mei Feng crew with The Damiyo, Chaki, Rail Workers and Tengu. Mei Feng was a beast! but it was a Rail Worker who opened the door. Catching Tara with two severe damages after triggering it's (0) action knocked her down hard and allowed Mei to Rail Walk in and finish the job. She went on to drop the Construct, Hanged and a Crooligan and pretty much tear the heart of the crew. The trapper on the roof of very tall building did cause some issues, before a summoned Komainu teleported into base contact and gave Mei a route to railwalk into an attack. The game ended 10 - 3 to me and it started the weekend off on a high.
Game 2 vs. Greg Piskosz (Pandora) - Stake a Claim / Corner
Neverborn, I've never won a single game against Neverborn and from comments Greg is very good with them. After much back and forth debate I ended up taking Yann Lo. What cost me in this was the Strategy, Greg just ran away with it. I managed to slow him down a little when Chiaki turned a Silurid insignificant before it had the opportunity to drop a stake marker, and deny him a point on turn two, but by the end of turn three he had four claim markers to my one. The crew I'd chosen was too slow, so I just focused on the schemes. Yann Lo did manage to make them suffer with ease. Each turn melting the face off a minion with spirit barrage. I might have gotten away with it picking up three points for Make them Suffer and a further two more for Breakthrough, but unfortunately Greg was running Vendetta against Chiaki and on turn five caught her with his effigy to score two points (pandora had to finish her off). In the end it was 5 - 8 to Greg. A score which a few people told me wasn't to be sniffed at against a good opponent.
Game 3 vs. Connor Barker (Somner) - Recon / Flank
Time to play another of the Malifools cast. Recon versus the Gremlin summoning engine and pigapult to throw them all over the board, this was an uphill struggle. There were a few tricked I'd come up with after facing similar and one was a Katanaka Sniper to take out the slop hauler. Sadly Connor foiled this somewhat by bringing two in his crew. Still with the first activation the sniper drew a bead and shot one stone cold dead. However Gracie using saddle and re-activate managed to deliver Francois LaCroix right into melee with the Sniper, however in a rather odd moment he red jokered the damage doing twelve points of damage to the sniper, who took five down to his hard to kill and watched as Francois took six himself. In the second turn the Sniper managed to finish off Francois in melee before being shot in the back by a Bayou Gremlin. Mei Feng swooped into to kill off Gracie for Murder Protege over two turns (after having spent the first turn failing to rail walk for all three APs). The major turning point was when Mei charged into the summoning engine in a round of combat using scolding breath managed to kill the three Bayou Gremlins, slop hauler and the Pigapult, effectively shutting down the engine. However a lot of the damage had already been done as Connor had scored most of the Recon points and denied me a few times. He'd also scored his Breakthrough and Plant Explosives despite a sterling effort from the two Tengu who were cleansing the earth of scheme markers all over the board. In the end I scrapped a draw from the game finishing 8 - 8 in an enjoyable game, and I was really glad to have faced Connor on day one and not day two when he was painted green and wearing a black tank top *shudder*
Game 4 vs Matt Ledgerwood (Nicodem) - Reckoning / Standard
I'd never played Nicodem before but understood him to be a nasty summoner. However generally in reckoning you don't want to be summoning that much as it creates models to kill. Matt took an elite crew with Izamu, Rogue Necromancy, Valedictorian, Belle and a Shikome. Nicodem basically seem to give everyone a [+] to everything from attacks, defence casting, damage. It quickly became clear my Yann Lo crew simply couldn't affect them at all. All attempts to attack the crew were fruitless and I have to admit I became a little disheartened. However there were some moments. Matt's crew actually killed 4 models in a single turn, gutting my crew but effectively meaning he didn't score reckoning in any other turn. When the Valedictorian made an assassination run on Yann Lo he simply misdirected the attack onto the nearby Tengu who was my frame for murder target netting me three vps. Yann Lo then spent the rest of the game running from combat summon back ancestors to throw in the way of his attackers. We'd both taken Bodyguard so, for me Kang also went on the defencive, which included Yann Lo making him a sprit to give him Armour +2. He was reduced to below half wounds stealing a vp, but survived the game. Remarkably the final score was 5 - 4 to me. I really thought I'd lost this one and does show I need to get better at not being so pessimistic and fighting all games to the last activation.
Still it meant I finished Day 1 on two wins, a draw and a loss. So I'd already completed two of my goals and with a differential of +5 I was in a strong position for the other one.
Game 5 vs. Nate Zettle (Collette) -Squatters Rights / Standard
Day two and my original opponent may have partied a little too hard the night before and as such was late arriving for the event, as such there was a little last minute re-arranging and I was facing Nate. Side note- Nate ran Not a Bad Thing, the first Malifaux tournament I'd been to and until the GT it was the best of the tournaments too, its still sitting pretty at #2 for me against the GT (and lets face it any tournament is going to struggle to beat this monster). Nate was using Collette, another master I'd never seen, but the star in his crew were two Coryphee who quickly combined together. I simply couldn't handle them. Plus my deck REALLY hated me in this game, flipping terribly when ever I attacked, Mei Feng burning her recalled training failed to hit with any other her three attacks in one turn. Nate had quickly tied up six vps when Cassandra movement shenanigan'ed into my back corner and dropped two scheme markers for Bodyguard and Breakthrough. However an amazing turn from a Tengu being made fast by Damiyo, teleporting to a Scheme marker and then flying 15" to land between them and remove with cleanse away the markers did catch Nate out a little, but Cassandra managed to drop two more. In the end it was a draw which I was fairly happy with 8 - 8. I was just hoping my deck played nice on my final game.
Game 6 vs. Ben Halford (Molly) - Turf War / Flank
Finaly round and I was facing Molly, I've played against her seriously once (Sorry Bennett the early game against you doesn't really count as neither of us knew what we were doing), so I know her summoning of Punk Zombie is a royal pain. I was however facing ressers in turf war, time to break out Kang, two archers and blot the sky and see how it faired. It faired ok, it wasn't until turn four when Ben targetted the archers, prior to that they were causing some havoc with rapid fire and blot the sky. Ben easily delivered a message on Mei Feng as she leapt into combat only for a dead doxy to teleport to her. But a fast Ashigaru managed to deliver mine back, only I'd not announced it. We both scored three vps for breakthrough too, but it was turf war which decided the game and the archers shut ben out, killing anything that ventured into the centre, so I scored three and he scored zero on it. In the end it was a close 7 - 6 win to me.
This was a great way to top off what was a really enjoyable weekend of gaming. Much congratulations to all involved in running an awesome event and I already want to book my ticket to next years.
In other Malifaux related news, I'm writing this the night before another tournament in Stockport, having just booked onto two Malifaux events at Adepticon 2015, so plenty more tournaments to go (there's a chance there's three before Adepticon too). Plus I've been playing with Jacob Lynch recently and enjoying this new Ten Thunders master.
Tuesday, 7 October 2014
The Bye approach
Fairly simple, one player doesn't get a game each round and instead is awards some point. The issues with this what to give them? A win? A Draw? Surely not a Loss? Malifaux has an added complication of the differential in VPs which is often used to break ties. What differential should they be given? Personally I'm really not a fan of this approach. If I've bought a ticket, travelled for a couple of hours I really would like to get the three or four games that were advertised. Now I realise its no fault of the TO, but still I'd feel a little cheated if I was forced to sit in a corner for 90 minutes while everyone else got to play.
Bring Out the Ringer!
This is the other solution, the TO lines up someone as a stand in to play in the event of an odd number of players. Often this is one of the organisers and doesn't play to take part, as such is excluded from winning anything. I do however have one major issues with this. Typically the ringer is one of the team of people organising the tournament, or a fellow club member of the TO. Because tournaments are often put on by the better Malifaux players it often transpires that the ringer is quite a good player. Excluding the first round, where its all determined randomly, the ringer is normally put up against the bottom placed player to avoid them interfering in the race for the podium. That's where the problem occurs. Certainly for game three onwards the bottom player is there for a reason, they've lost all their games. To put them up against a player who would normally be in the top half of the table if they were playing in the tournament is a little unfair. But also can't be that fun for the ringer either to basically stomp someone isn't really a game.
One solution I though of was after the first round (since this randomly allocated) the Ringer is playing with a pre-determined crew. The crew is worked out in advance with full knowledge of the schemes and strategy that will be played, but without knowing the opponents faction. Then, and here's the really kicker, is presented to their opponent BEFORE he selects his crew. If I'm right this is a win win. The bottom player gets to engineer a crew to try to counteract some of the nastier tricks the opponent might have and hopefully pull a moral boosting win out of the bag, the ringer get to play a challenging match against someone who maybe wouldn't have posed much of an issue otherwise. They find themselves in a nasty match up against a possible hard counter to their crew, which will challenge them as a player and give them some tough competition.
This is all theoretical at the moment, never actually tried it and it does assume that the ringer is an above average player in the local scene.
Sunday, 5 October 2014
So another weekend, another tournament. This time it was Halifaux II in, no prizes for guessing, Halifax. So far my tournament track record isn't good. I've manage only two wins and a draw from the seven tournament games I've played, and I think the win at Sanctuary was against a player even newer to the game than me.
Halifaux was four rounds of escalating soul stone levels. The first two were 30 & 35 stone henchman lead games with the last two 40 & 50 stones. I'm not sure how much of a fan of Henchman led games I am currently, I'm not sure the henchman are even as balance as the masters are (and see my previous post for how I don't think the masters are balanced).
Game one versus Gremlins and I take the two Tengu and speedy Torekage planned out here. It actually works relatively well however the Gremlins were able to counter most of my stake makers in subsequent turns. Score full points on breakthrough and with the help of both Damiyo and the Super Weasel pushing him along a wk4 Railworker manged to drop power ritual in my corner and then move the entire diagonal, stopping off near the middle to help kill Burt, to not only drop a scheme in the opposite corner but also remove my opponents corner marker to deny him power ritual. In the end I won this one 7 - 3 and was quietly pleased with myself, sadly it wasn't to last.
Game two versus Gremlins, again. This time is was turf war and close deployment. My cunning plan for this one failed spectacularly due to three things. When setting up my crew I noticed the [+] to flips from Damiyo to minions was only for melee attacks, thus significantly down powering the two Thunder Archers I took. Secondly the archers seem incapable of flipping more than 5 or 6 on every attack them made, and thirdly I'd failed to read that the (2) shooting attack which they were often using and getting for free at the end of the turn due to my Blot The Skies upgrade, didn't need LOS and could therefore have targeted the three Gremlins hiding behind the large ht3 wall scoring for Turf War. My two Tengu being ripped apart in a single turn due to some perfect flipping by McTavish. The scenery didn't help either as Damiyo got boxed in so he could make a run for the deployment zone for entourage. Basically I got pummelled and lost 4 - 8.
Game three and the masters came out to play. Still not had any practise with Yan Lo and I still don't think Miskai can really hang with the tournament crews so it was Mei Feng for me. I was facing the Neverborn Dreamer, a master I've never seen before. In reconnoiter I really shouldn't have bother with the Scheme at all, Dreamer just kept summoning in more in and more stuff. Where is the balance in a crew that appears to be easily able to summon two more crew members each turn? Pretty much from turn two I'd lost this one with the Dreamer summoning in minions to bog down my models and secure table quarters. I didn't score for a single turn on the strategy. I did manage two points for killing the Widow Weaver with Mei Feng for murder protege and Mei Feng survived the entire game, but I did give up two vps by forgetting to soul stone prevent damage on Damiyo in the final turn killing him off a protect territory marker. In the end I lost this 8 - 3 against another master I personally think is on a higher power level than mine.
Game four and I'm facing Gremlins, again! This time is was the clock that caused the most issues with me only getting to the end of turn three. I scored protect territory fairly easily and managed two turn of squatters rights but the pool selection for the other scheme was terrible (Plant Explosives, Make the Sufer and Distact) so I'd taken make them suffer but couldn't get either of my Henchmen or Mei Feng into the minions. I tried to kill the sow, but in the end it was the burning condition from Mei Feng which finished it off and I didn't realise I could kill the pigs this produced for murder protege, still it would only have been one more point. I think if this game had been a longer game in the garrison I'd have won it since my heavy hitters had taken out most if his henchmen and enforcers and were all baring down in the Bayou Gremlins, but it wasn't to be and I lost again, this time 5 - 7
Overall another pretty dismal performance, I wouldn't say my losses were close, in most cases I just couldn't compete with the opponents crews which reinforces my belief that Mei Feng and Misaki just aren't tournament masters, not if I ever want to get a couple of win, let alone threaten the podium. There was some learning from the games and I think against future Gremlin faction games I'm tempted to take a Katanaka Sniper so that if I'm deploying second I can see where the slop hauler is and shot it first turn. However it would require severe damage flip to kill in a single shot so I'm not sure, even with a focus, it can reliably do this.
Loosing the faith a little more with Ten Thunders as I contiue to struggle against almost all other crews, don't want to swap to another faction but it does look like if I want any success in 2015 Adepticon I might have to. I'll definitely stick to them for the remainder of 2014, I've got one tournament book, another one possible and the GT this year, I'd love to actually win a few more games to give me a bit of an ego lift but we'll have to seen.
Oh one final note, if you don't already I'd recommend the Before We Begin podcast. It a really good format and episode ten features yours truly give his views and limit experience of tournament and how to prepare for them, more from a new player than from any position of knowledge you understand.
Sunday, 28 September 2014
Having come from a game where power creep was a thing and there were, due to an appalling lack of internal balance and in my mind play testing, a clear hierarchy of armies in terms of their power, I've been interested recently by a lot of tweets, blogs and podcasts in the last couple of weeks discussing relative faction power and "brokeness".
First off, Malifaux is a significantly more balanced game than anything GW has produced. It works well at the casual level and so far, touch wood, appears to work well in tournaments. Although I'm very much aware I've never really troubled the top table players where all the filth and broken combos might be hiding.
That said all is not equal in the world of Malifaux in my mind and there is definitely a couple of tiers of power. There is one main reason which make a master powerful, synergy. From what I've found the main thing to concentrate on is playing your game, executing your plan whilst watching out for opportunities to maybe throw a spanner in the opponents plans. Some masters and crew combine together to make a fairly awesome strategy if they get going. Examples I've seen include
- Hoffman powerball of death
- Ramos spider spam
- McMourning poison bomb
- Rasputina's spell assault
- Nicodem's summoning machine
Another trick which makes crews powerful is an defencive ability which prevents the opponent from playing their game. Crews which can bring a lot of armour, incorporeal or hard to wound can really throw a spanner in the works.
One comment I've heard made is that all these synergies have a counter. Sometime it taking out a key member of the crew, which isn't always the master. Sometime its another ability which counters the powerful one. However with most events running fixed faction I don't agree with this. Given you don't know which master your opponent is playing against you (unless they only own a single one and you happened to spot it on his tray or an earlier game) you won't know which counters you need to take.
Although each faction has a general trend, Resurrectionist will be undead, hard to wound and probably summon for example that's not always the case. Take Guild, will you be facing the high armour and constructs of Hoffman? the melee power of Lady J or the ranged firepower of the Family? Without knowing this you really can't plan against them or take the required counters that people are always going about or you'll end up taking a handful of each defence and fail to stop the chosen tactic of the enemy as it overwhelms your small defence. So I'm not a fan of this "every synergy crew can be beaten by counters" argument. It's true provided you know you're facing that master. In a tournament you've no idea which master from the declared faction you are going to face. I've been caught out by not taking the Hard Worker upgrade to then face lots of armour or hard to wound, similarly the opposite of tacking it and realising there isn't anything in the opponents crew it works against.
So once again you're back to playing your own game primarily. This is where the weaker Masters suffer, they don't have a real 'thing' to do. Take Misaki, she doesn't really have a trick other than being able to hit quite hard (and others hit harder). The rest of the crew don't augment or improve her ability and she doesn't work to improve them. The same could be said for Mei Feng. Yes she likes to rail walk off her constructs but there no real synergy. I've not managed or seen a real burning crew with her when run as Ten Thunders as you can't lay the burning down quickly, I think its viable if she's being played as Arcanist as they seem to have more burning orientated crew.
Now I'm not sure that the other Ten Thunders fair much better, but I've not played a lot with them. Yan Lo is a resser and so can do attrition fairly well but he doesn't really have a lot of summoning. Never used McCabe or Shen Long, they do look slightly more synergy orientated, but its hard to tell.
So I think there is definitely a power curve in Malifaux, I think the game structure does mean that one of the top power crew can be beaten either by luckily taking enough counters in your blind crew creation stage or possibly by focusing solely on you game and scoring points and just hoping that the opponent doesn't get their mechanisms rolling at full power. I think I need to get more play time with Yan Lo and Shen Long (I now have proxies for him and Sensi) if I want to be able to compete with the big boys as I don't think Misiki can hang at all and Mei Feng is a struggle. But I'm more than happy to hear other's opinions since, after all, I've only been playing this for 4 months so could easily have missed some moment of clarity.
Monday, 15 September 2014
So the next Malifaux tournament I'm off to is Halifaux. This tournament is a little different as there are varying soul stone levels in each of the games. I'm going to try to plan ahead a little as some of these encounters are quite different.
The first round is 30 soul stone, standard deployment and stake a claim strategy. We obviously don't know the schemes being run but already this round introduces some interesting questions. With only 30 stones the crews are going to be small, but stake a claim also requires people to get into the enemy zone quickly. As it's not scheme markers your dropping a lot of other crews scheme markers tricks don't work, but also given that the action removes all markers within 6" of the model and then places one a move of 6" away from the last marker will mean its removed, see FAQ for confirmation that a 6" move still puts a model within 6" of its starting point. This pretty much neutralises all chance of a Ten Thunder model placing a marker in two consecutive turns. The only pushes available to us are to either push 6" or push the models Wk value. Given that almost nothing in the faction has a walk higher than 6 it means only masters can be pushed, then walk, then place a marker. So do i dedicate my master to simply place markers in the opponents zone?
Misaki with Kamaitachi totem in toe would effectectively place a marker per turn and little else. Give her disguise to prevent people charging her to tie her up and she can place a new marker each turn at more than 6" away from the last one. If she gets well ahead of the other crew she can opt to break off and attack.
Another option might be to simply take two Tengu, fly then into the opponents half and drop a markers. The tricky bit is the marker in the second turn. Using the first Tengu to drop a scheme marker and then the second one teleports to it and then flys 10" allows it to place a marker in turn two, but makes the 2nd placement for turn three very hard. Leaving my master and a few more points to try to prevent their marker runners getting into my deployment zone in turn one. Out activating the crew and leave Mei Feng or Misaki till last to kill the model is one option, unless its a master of course in which case I'm screwed.
It could be possible for a model with a 6" move, such as a Torekage to make it into the oppositions half and place a claim marker in turn one. Using Toshiro the Daimyo and Kamaitachi a Torekage can be compelled to move 6" and gain fast, if you can get the mask trigger off on Toshiro's War Fan ability then the Torekage moves 16" and still has two AP to drop a marker, but now you've committed 20 SS to drop a single marker.
The final option of course is to totally ignore Stake a Claim and focus on the schemes. This obviously depends entirely on what they are.
The issue I have is that I think all the other factions can do this mission so much easier than the Ten Thunders. Listening to the latest Before We Begin podcast (an awesome podcast if you're new to Malifaux by the way as it concentrates on the crew selection process of a game) then Arcanist and Guild can perform the drops easily, and Resser seemed to be able to also. I just worry I'll face a crew who can easily spam the markers with minimal SS cost leave more models to deal with my attempts to drop them or complete schemes.
Or am I simply over thinking this?
Or am I simply over thinking this?