Paint Desk – Dead Doxies

You Get What you Pay For

By Craig (@The_Hofzinser on Twitter)

“Roller throws boxcars,” shouts the dealer who immediately begins collecting the chips and dice from the craps table.

Earl couldn’t move.  Just two hours ago he had more scrip than he could earn in a month of working the mine.  Three words later and it was gone.  All.  Gone.  He stood still thinking maybe someone made a mistake and if he didn’t move they would realize it.  The two doxies that were hanging on his arm for the last hour and laughing at all his jokes left as the dealer scooped his chips.  Earl had the whole night planned.  One more win, cash in and take the two ladies upstairs.  He’d never rented a room at the Honeypot.

The table erupted in excitement as a new roller started the game again.  Nobody noticed as Earl walked away.  Walking past the cashier with no chips in his pocket, he stepped outside where the reality of the evening hit him like the night air.

There are times when a man’s needs exceed his means.  As he walked back towards the outskirts where he setup camp he looked down one of the cross streets and noticed two ladies under one of the gaslights.  He could wait a month.  He’d get paid and the Honeypot always sent ladies to the mine saloon.  The pay-day girls were always road hard.  He really had his mind set on some city ladies.  As he rationalized away the temptation he noticed he’d still hadn’t started walking again.  He was still standing transfixed on the ladies under the light a block away.

Earl had his mind made up.  He’d head back to camp, lick his wounds and sleep off the rough night.  Why was he frozen on the street corner?  By now the ladies noticed Earl and seem unfazed by his creepy stare.  The one in blue waved her hand motioning Earl to come close.

“I’m going to head home, sleep this off and never make this mistake again,” were the words running in his mind as he walked towards the dames.  Now he was focused on the disconnect between his thoughts and actions.  He continued to shuffle towards the doxy in blue.  She seemed to be the prettier gal but it was hard to tell in this light.  He was only a few paces away from them when they slipped around the corner.  What was that smell?  Perfume and something – something else.  He turned the corner.  There was no light on this street but he finally could see their faces.  The sight immediately allowed him to identify the smell.  Rotten meat.  Dead flesh.

The next morning Davis heard a knock at the door.  “Come in”, he bellowed as he looked over the updated quota for this month.  “I’m never going to hit this with these lazy bums and that damn union.”

The guard sergeant entered Davis’ office.  “You the sup at this mine?”  Davis nodded.  “We got one of your guys outside.  Found him this morning at the edge of town.

“Is he still drunk?” Davis was thankful he didn’t have to post bail.

“He’s in bags.  Three of them.  You need to talk to your boys about the parts of town to avoid after dark or we’ll start charging you for packaging and delivery.”

Great.  Another man down.  He’ll never hit quota.  Not this month.

Gaining Grounds 2018 (Open Beta) – Numbered Schemes

For this installment, it’s a look at the new numbered schemes we have this year. But first I’m going to comment on the ones returning that we all know and love/hate. Afterwards, my meta put together some faction matchups for me and I’m going to do some in-depth discussion on what I would take and why using scheme pools generated from GG18 (credit to ttsgosadow on the Wyrd Forums for posting a generator for GG18 beta!). Let me know if you guys like this kind of analysis and leave me a note in the comments if you’d like me to do more in the future!
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Gaining Grounds 2018 (Open Beta) – Suited Schemes

Alright fellow Wyrdos, here’s part 2 of my first impressions of Gaining Grounds 2018.

First thing I want to talk about is the change in suited schemes. Claim Jump and Eliminate the Leadership return unchanged from GG17.

Claim Jump is almost always a viable, yet potentially challenging, scheme. It’s easy to deny, but it also is a kind of “win more” scheme in so far as board control wins games. If you have board control, or even just control a section of the board, you should be able to get 2-3VP from this scheme without too much issue. But if you don’t have control, this scheme can be difficult to pull off. And it’s always a risk versus masters with a lot of activations or summoners.

Eliminate the Leadership puts just the right amount of fear into you when you see it in the pool. It’s one of those schemes that kinda pushes you in a specific direction, but I’m ok with that. You don’t want to bring an “easy to kill” master to this… but then again if you’re skill and crew selection is strong, it doesn’t matter. And that’s something I really like about this scheme. It’s risky to take and risky to ignore. But ultimately leads to some compelling play regardless. Continue reading

Gaining Grounds 2018 (Open Beta) – Strategies

Here it is at last! The open beta for GG2018, let us all rejoice for Wyrd has given us some delightful gifts. I’m going to run through my impressions of the entire packet over the course of a few posts, but this one will focus specific Strategies and the new Strategy condition. So! Let’s address said elephant in the room.

Hello, Unplanned. How are you?

This is a game changer and in my opinion it is a fantastic game changer. Unplanned is tacked on automatically to any model summoned and it reads thusly:

Unplanned: This model counts as a Peon for the strategy. This condition may not be removed.”

Wow. Just wow.
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