As I said in my last post month two of ToMB is upon us and with that an extra $25 of virtual cash can be spent. This has enabled me to pick up a blister of Stitched Together and a couple of effigies. However it occurred to me that perhaps I should write about why I decided to pick up these particular models, so basically that's what I am going to do.
Stitched Together
One of the things that I have been running into with my 40ss crew is that I don't actually have the ability to kill things inherent in the crew. Now for many games of Malifaux this isn't an issue but sometimes you will end up playing Reckoning and the scheme pool will be all about Murder Death Kill. Stitched help out with this aspect of the game a lot :) Their main attack action is
Gamble Your Life which has a range of 6", is
Ca 6 and has a damage spread of 3/4/7 . Yes if you fail the attack then you will be taking that damage flip yourself but if Collodi is making them do it using
My Will then you are at positive flips, helping mitigate those circumstances. And lets be honest, if you do end up taking the damage yourself, you could well hit your Hard to Kill and then gain reactivate anyway. Their (0) action Creepy Fog is also very useful making a 4" aura around them soft cover (negative flips :)) I like running one with a Wicked Doll who can use his healing ability to take the Stitched Back off his Hard to Kill but still having Reactivate.
Effigies - Brutal and Arcane
To me the effigies are what make a Collodi crew sing. Not only are the models some of the best that Wyrd have made (despite being rather large for Ht 1 things) but the fact that they are able to pass their (0) condition to every model within 6" of Collodi (using the Fated upgrade) rather than just him is a huge boost in power.
So all the effigies have very similar stat lines with Df 6 being the standout. Only 4 wounds but with
Hard to Kill, Armor +1 and the amount of possible healing in a Collodi crew this hasn't proven to be a problem for me so far. They also all have Accomplice which helps massively with controling the flow of a game, especially if you are out activating your opponent which is very likely with a Collodi crew (lots of 4ss models)
The main reason for taking Effigies though is the awesome tactical actions that they tend to bring. As mentioned above, they all have a (0) action to give a friendly master within 8" a condition. So for example the Arcane has the following
which means that you are either doing a load of extra damage during the turn (you have the Effigy go early on) or you are draining your opponents hand out of cards. Now image that all the models that were within 6" of Collodi at the time you did this (including the Effigy itself) have that condition. Pretty good isn't it.
Now obviously to get the best out of the Effigies and the Fated upgrade you are making a little Collodi bubble which against certain blast heavy crews (Rasputina and Sonnia spring to mind) can be a bad thing. However with a good read of what can be hit by a blast marker together with exploiting the fact that most of the Collodi crew is Ht1 you can mitigate that quite a bit.
SO Arcane is in for both Burning and the excellent condition removal (which with My Will effectively gives Collodi condition removal) and the Brutal for his (0) which enables a model to heal 1 damage when damaging an enemy model. Again great for taking models off of Hard to Kill.
Well think that's probably it, will be trying to crack on with painting this month as I would like to take the crew to the Heartfaux tournament in May.