All Dem Jacks
I don’t often see myself this way, but there are times when I cannot help but preying on weaknesses that few exploit. In games, this often comes to a head when I am given a means to attack the foundation of the games system. In MTG, I love, LOVE, land destruction. I call it Red Control, and it gets obnoxious pretty quick. While I am not always successful, I think there is a lot of room to work within it and still have fun. Warmachine 3e gives me a solid foundation to do a very similar tactic and attack the very basic foundation of the game. Warjacks. Cryx has this extremely sweet ability called feedback…
I fucking hate playing against Cygnar. I don’t and won’t hold any malice against players of that faction. I don’t fault people for playing the faction that calls to them, and is good. I don’t think the people playing them are bad people, and the games are good games that I don’t regret playing.
But damn it, it feels like every game I play against that specific faction is a slow motion tragedy that only happens to win if the opponent makes graves mistakes.
I think, to an extent, everyone has this problem. There is always that one thing in a game, that one tactic or ability, that one playstyle that grinds your gears. For me, its Cygnar. But there are other things that drive me nuts as well.
Sometimes, It takes a lot of practice to get the feel of a caster or a faction just right. The Coven, it seems is one of those situations. With a fragile caster, an amazing feat, and a great spell list, they provide a bevy of different tools to address almost every situation. This is an extremely potent weapon when wielded by a skilled player who understands the intricacies of the caster and how all the portions interact in order to make the list work together. In less skilled hands, it can make for a miserable time. In less skilled hands at the start of the edition in a meta that makes absolutely no sense, its bound to be a nightmare for a time or two.
I do feel it is coming together. The various parts of the Coven have finally started to settle into a cohesive form that I can start really talking about in a stronger format. I’ve put some words to thoughts, but here I am going to combine them all and expound on some of them.
Even with all the Pokemoning, the Valkyria Chronicling, The D&Ding, the Game Developing, and the Painting, the hobby I look forward to the most is playing Warmachine. The Coven being capable again, simply because of a meta change, is glorious, and I will continue to use them for a very long time. Though I’ve not gotten many games in recently, I did manage to get three in over the last few weeks. Two at a Team Tournament, and one on Tuesday. Two with the Coven, and one with a very enjoyable list, I think I’ll talk about the concepts and enjoyment I get out of it next week. The Coven games were very enlightening, and they highlighted a few spaces where I may not have had the best original concepts.
Read on, and we’ll get into both games!
An Endless Coven
I may have mentioned before that I am a huge fan of the Coven and because of that I am going to spend a great deal of time rumination on how to best play them, as well as putting them on the table to see how they actually perform. We should start that now!
Continued Theory – Coven
Last time, we took a quick look at the Coven’s basic stat line, concepts, Feat, spells and special rules. It was a general overview of their use and power. In the previous edition, they were slightly weaker than I would have liked, and the chance to use them again is extremely compelling. While they’ve not changed much in their overall form, the dynamics of the metagame surrounding them indeed has. The world that we live in, game wise, seems to be dominated by Gunlines and Warjacks. Nothing says no to a gun line like the Nightfall.
However, I’d not put together a solid list, and had been defeated both times at Lock and Load. This time I’d managed to think a little bit about the list and was going to get a game in against Cygnar. This was going to be a test, indeed!
Yesterday, the 3rd edition of Warmachine was released, publicly and completely* MKII is dead, long live 3rd!
I have, however, had the decks on Warroom since the Lock and Load, and have been looking over the cards for a significantly longer time. Cryx, being my main faction, is what interested me the most. I poured over card after card, looked at each rule and interaction.
And promptly dismissed it all. There is nothing like actual games to make the faction cement. I pulled out my favorite caster, The Witch Coven of Garlghast, and have managed to sneak in three games in the last few weeks. Here is my initial look at Them. I’ll be taking a deep dive with them over the course of the next few weeks.
A New World Rises
This is the last chance for me to write about MKII. Instead, I will continue to write about MKIII and the future. A lot has been leaked and many cards are known in their final form, insomuch as errors and issues have already been discovered casting doubt over the leaks as a whole. This is not unreasonable. However, as each insider has come in turn, the doubters get more and more scarce. The rules and concepts discussed match the cards.
What I want to look at today, though, is the new caster for our faction, spoiled in No Quarter last week and given a little bit of show along with the rest of the casters and Battlebox models, Bane Witch Agathia.
Yes. All of my 3rd edition posts will be Ragnarok and Nordic themed. Get over it.
I am really excited.
More excited than I have been about any book in MK II.
Lock and Load, PP’s convention out in Seattle each year, is my chance each year to step away from running events, judging, and general overseeing in order to play the game I enjoy and get more than a few games in at a time. Last year I managed to pick off 18 Iron Arena games while also judging masters and playing in the team tournament. This year, though, I’ve managed to get into some awesome tournaments.