C.+Hoffman

include page="inc_1.5rules" **C. Hoffman, Guild Master ** //Earthside, C. Hoffman was a victim of Polio living in the shadow of his talented and beloved engineer brother, Ryle. The elder Hoffman's skill caught the attention of the brilliant Viktor Ramos, president of the Miner & Steamfitter's Union, starting a correspondence that culminated in an invitation by Ramos for Ryle to meet him in Malifaux. To what should be the surprise of no one, a Bad Thing Happened. The trip through the Breach wreaked havoc on Ryle, destroying him in body and mind, all but killing him.//

//C. Hoffman suffered a different fate. Malifaux's strange energies unlocked a latent power in the younger brother. Through the aid of Ramos, C. Hoffman discovered that he possessed the ability to animate and control machines with his mind. Though Ramos worked to save Ryle from death, it was ultimately the Guild that C. Hoffman joined, hoping to use their vast resources to save his brother's mind. The Guild currently employs both the Brothers Hoffman, hoping that the younger's power will tip the scales of the conflict with the M&SU in their favor.//

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=Overview=

Appropriately enough, C. Hoffman crews play like a machine full of complex moving parts with Hoffman as the clockwork heart of the whole amalgamation. He both grants power to his constructs and borrows their own, creating powerful synergies between himself and his metal bodyguards. His low speed is offset by his ability to catch a ride (from Drawn to Metal) with a nearby construct. Hoffman does not fight the enemy directly, instead he enhances his Constructs to fight for him even taking temporary control of them with Machine Puppet to make a Strike. But all of this power and synergy with his crew comes at a price, as he is very reliant on his crew for his success and if you are too careless with them you will soon find Hoffman stuck in the middle of the fight without anyone to help him.

=Mobility= Drawn to Metal is a Talent possessed by Hoffman, which allows him to "ride" constructs of Ht 2 or more. If the construct announces a move action while in base contact with Hoffman, he may push back into base contact once the construct is done moving. This talent, combined with the Override Edict spell, makes Hoffman extremely mobile while allowing him to conserve Action Points. The following are three of the more popular options for C. Hoffman's ride:
 * **The Peacekeeper -** This model's ability to take an additional walk action, combined with an above average speed and the ability to ignore its flaws makes the Peacekeeper a popular choice for C. Hoffman's main ride. Potential distance in a single round: 30"
 * **The Pale Rider** - The Guild's own Rider, it offers excellent mobility and ranged attack while allowing C. Hoffman access to a host of Talents. The Pale Rider's weapon, Final Moments, allows C. Hoffman to heal whenever its special ability is used. Potential distance in a single round: 36".
 * **The Mechanical Rider -** For the same price as a Peacekeeper, a player can hire the Mechanical Rider, making a small trade of durability for speed. Its Power Manipulation talent gives it added utility. Potential distance in a single round: 36".
 * **The Warden -** The cheapest ride for Hoffman at only 5ss, he has Relentless just like the Peacekeeper so is just as quick, just not on as sturdy a chassis, still a very good choice that can free up choices for crew construction in other areas

=Offense= Hoffman does not normally engage enemies directly, rather he relies on the strength of his construct crew. When he does fight, it is usually with the following:
 * **Soulstone Torch** **- Weapon** A melee weapon with a Trigger capable of instantly killing constructs. Should you resort to having to hit with this weapon, remember that you can Machine Puppet Hoffman increasing his combat and adding the critical strike. This can't be done with any melee expert or melee master bonus attacks Hoffman might have assimilated.
 * **Machine Puppet** **- Talent: Action** Allows a Construct to make a Strike with one of its melee or ranged weapons, using a Cb of 6 Ram. It also gains Critical Strike [Weapon Used].
 * **Open Circuit** **- Spell** A short range damage pulse that gets stronger depending on the number of Constructs in base contact with the caster. Constructs do not take damage from the spell.
 * **Override Edict** **- Spell** The potent Override Edict spell allows C. Hoffman to Activate/Reactivate and control a construct, friend or enemy. If used on an unactivated Construct, they are unable to activate again that turn.

=Resilience= Alone, C. Hoffman is one of the most vulnerable Masters in the game. However, these following Talents allow C. Hoffman to survive punishing amounts of damage when combined with Construct allies:
 * **Feedback** **- Talent: Ability** Heals C. Hoffman when a Construct in base contact heals wounds, though it also wounds him when Constructs in base contact are destroyed.
 * **Protected by Machines -** **Talent: Ability** Allows C. Hoffman to gain the armor rating of a nearby Construct when he is about to take damage. It does not stack with other armor, however.
 * **Assimilate - Talent: Action** Allows C. Hoffman to gain talents and spells possessed by friendly Constructs. This includes things like the various armors, protective talents such as Immune to Influence, and situational abilities such as Slow to Die that allow Hoffman to avoid destruction.
 * **Combat Mechanic - Spell** Lets C. Hoffman or a nearby Construct make a Healing Flip. Its requirement of a Scrap Token makes it somewhat prohibitive.

=Soulstones= C. Hoffman does not rely on Soulstones for any of his Talents or Spells. With access to healing from the Guardian and Mobile Toolkit, C. Hoffman's cache is freed up for things like bolstering attack and defense, and initiative reflips. Players should feel free to spend their stones on crew.

=Tricks and Tips= One of the realities of playing the Constructs of Order is that most of your crew is going to be gathered in one section of the board. With C. Hoffman following his ride, and the Mobile Toolkit and Guardian following C. Hoffman, you're not going to be able to cover a lot of ground. Your crew selection, which is covered in depth later in this article, can help alleviate this problem, but committing yourself to a single part of the board and dominating it will play to the strength of this crew. The key is to pick the right spot to dominate- choke points, enemy objectives, anything that will block your opponent, or force them to take the long way around to their goals. Making the fight come to you means that your enemies must hack their way through a wall of brass and lead - one that fights back, no less.

The Talents Maintain Machines, Assimilate, and Machine Puppet are some powerful tools that allow you to construct some interesting tactics. Some examples are:
 * **Additional Protection:** A Guardian can cast Protect on a single target, allowing him to absorb the wounds it suffers. By casting Protect on Hoffman, and then having him Assimilate the spell and casting it on a second target, you now have two targets from which the Guardian is absorbing wounds.
 * **Sniping:** The Watcher combines the mobility and speed of flying models with the long range of the game's sniping units. This is stymied by the low to no damage produced by its weapon, the Sky Eye. With Machine Puppet, you can bolster that minimum damage to 1-2. It's not a staggering amount, but it's a good tactic for whittling down far off opponents, or finishing off wounded retreating ones.
 * **Bigger Explosions:** This tactic works best with larger based Constructs. If you have a Construct on his last legs, you can use Controlled Detonation from your Mobile Toolkit, and follow it up with Detonate Scrap to produce 5 autodamage from four separate sources.
 * **Free Healing:** Both Self Repair and Weld Together can be Assimilated, giving C. Hoffman access to a healing flip without spending a stone or needing a scrap counter.
 * Hire a Showgirl and Mannequin as mercenaries. Assimilate (0) Link from the Mannequin and then have Hoffman Link to a Watcher for super mobile Hoff. He can still be at Ca7 and pump out a Dg4 pulse from Open Circuit if he has a Mobile Toolkit as his totem as it can snap into contact with him via its Handy talent.

=Strategies for C. Hoffman=

Strong Strategies
Victory points for this Strategy are won by keeping your opponents from the Claim Marker, while gathering your forces there. Since Hoffman's crew is concentrated around him, outnumbering your foes there isn't difficult. It's best to focus on your schemes first, which also gives you an opportunity to whittle away your opponent's forces, preventing them from derailing the strategy. **Shared Version:** Let your opponent go for the claim first, while you stymie their schemes if possible. Once you're ready to try for the claim, use range to your advantage.
 * Claim Jump**

This Strategy is accomplished by taking a (2) action while 2" away from your opponent's Master. With C. Hoffman, he can either ride over to the enemy Master and take the action himself, or reactivate his ride and have them do it. With some swift constructs to follow, it's a simple matter to get this accomplished early on in the game, freeing up time to focus on your schemes. **Shared Version:** Watch out for getting too far out early on, as it will put your Master in range for your opponent to accomplish the same goal.
 * Deliver a Message**

This Strategy requires you to reach several locations on the board and take an action to destroy a 30mm Evidence token. Once again, with mobility and AP conservation, getting to and demolishing the evidence counters will prove to be easy. Your opponents will have to come up with a way to deal with your metal entourage before they can hope to slow you down. **Shared Version:** Make a beeline for the neutral marker, and deny them the extra points for the Strategy.
 * Destroy the Evidence**

The name of the game in this Strategy is casualty avoidance. With most of your Constructs either being very durable (Guardian, Peacekeeper) or highly mobile (Watcher, Hunter), it should be easy for C. Hoffman to minimize crew destruction while satisfying the requirements of the Strategy. **Shared Version:** Your best bet is to isolate members of your enemy's crew and take them down one at a time.
 * Escape and Survive**

In this Strategy, points are scored by taking a (1) Action while in base contact with terrain on the enemy's half of the board. As with several other Strategies already listed, C. Hoffman's mobility and AP conservation make accomplishing this strategy very easy. **Shared Version:** This is a little trickier, as you won"t have the forces to spare to thwart your opponent. Instead, try to focus on your schemes as well.
 * Plant Evidence**

In order to succeed in this Strategy, you must kill more Soulstones worth of your opponent's models than they kill of yours. The key here is in keeping your high-point-cost models alive while capitalizing on their offensive output. The Guardian is extremely useful in this Strategy. **Shared Version:** Practically identical to the non-shared version.
 * Slaughter**

This Strategy is accomplished by escorting a 50mm Supply Wagon to the center of the board while keeping it safe from your opponent. With most of your crew being concentrated in one place, it is very easy to protect the Supply Wagon. Just make sure you choose schemes that are compatible. **Shared Version:** A Peacekeeper should have no trouble getting to and damaging your opponent's Supply Wagon.
 * Supply Wagon**

This Strategy is accomplished by obtaining a 30mm Treasure Marker in the center of the board and bringing it back to your Deployment Zone. Mobile Constructs such as the Peacekeeper and the Mechanical Rider will have little trouble reaching the treasure. Once they have it, it can be given to a Watcher who can then secure it in your Deployment Zone, freeing up your other models to accomplish your Schemes. **Shared Version:** Your mobility will allow you to outpace most other crews in getting to the Treasure Marker and securing it first.
 * Treasure Hunt**

Weak Strategies
This Strategy is won by keeping enemy Leaders out of your Deployment Zone. With most of your models concentrated in one area, keeping enemies out will keep you anchored there, preventing you from using your team to accomplish Schemes. **Shared Version:** With no way to split your forces, it is an exceedingly difficult task to fulfill both the requirements of this Strategy.
 * Distract**

This Strategy is accomplished by outnumbering your foes in three of the quadrants of the board. Again, this exposes the weakness of a C. Hoffman crew: the lack of ability to divide forces. Your opponent will have little trouble outnumbering your already small crew. This is getting easier with the introduction of the Warden as a cheap construct and Clockwork traps fro cheap constructs that offer independant board control **Shared Version:** Practically identical to the non-shared version.
 * Reconnoiter**

This Strategy is accomplished by having more models on your opponent's half of the board than they do on yours. As with the other weak Strategies, it will be difficult for C. Hoffman to manage both aspects of this Strategy with his forces concentrated in one area. **Shared Version:** Practically identical to the non-shared version.
 * Turf War**

Neutral Strategies
In this Strategy you score points by (1) interacting to arm markers whilst your opponent can disarm them with a (2) interact. As the markers are 6" apart, the Strategy could require your crew to be spread out but as the markers cannot be interacted with if they are in an opposing models' melee range, you can use that to your advantage. Your opponent is at a disadvantage by being required to (2) interact meaning most models cannot move and then interact. **Shared Version:** Practically identical to the non-shared version but with attacker and defender randomly allocated.
 * A Line in the Sand**

This Strategy is won by killing your opponent's Leader. Your degree of success is entirely dependent on whom you are facing. **Shared Version:** With most of your models surrounding you, you'll have a slight edge in defending your Master while trying to kill theirs. Be advised, Machine Puppet does not fulfill the requirements of the four-point victory, unless Hoffman has Machine Puppetted himself.
 * Contain Power**

=Building a Crew= Naturally, C. Hoffman's synergy with Constructs makes them the best choice for his crew. The Guild offers these in the forms of the Guardian, the Hunter, the Peacekeeper, the Watcher, and Ryle. C. Hoffman's Arcanist Ties ability gives him access to the Steampunk Arachnid, Large Steampunk Arachnid, the Steamborg Executioner, Joss, and the Soulstone Miner.

Totems

 * The Mechanical Attendant -** Having a totem that is both a Scavenger and lacks Insignificant can be handy, and his gun is an excellent choice for Machine Puppet. However, the lack of Link and the questionable functionality of Clockwork Tools make the Mobile Toolkit a stronger option.


 * The Mobile Toolkit -** Though it lacks armor, and has a low cast, the Mobile Toolkit is an excellent totem for C. Hoffman. While it costs an expensive 4 soulstones, the addition of Controlled Detonation and Weld Together to Hoffman's arsenal make it invaluable. The Talent, Handy, ensures that the totem will always be able to remain in contact with Hoffman, and makes him a good target for Tap Power. Like the Mechanical Attendant, this totem is not Insignificant.

Minions

 * The Guardian -** With potent spells like Shield Wall and Protect, plus the ability to armor nearby enemies, a healing flip that can be Assimilated, and a way to keep up with the rest of the crew, the Guardian is a stellar addition for any Constructs of Order crew. His weapons include a Sword and Shield, the latter granting a damage flip (with 2 negative twists) even on a miss, guaranteeing a minimum of 2 damage when used in tandem with Machine Puppet.


 * The Hunter -** With the ability to shadow speedier models, the Hunter offers a much needed independent Construct to guard objectives and chase down models. It's not going to stand up to a lot of punishment, however, so make sure to utilize Ambush when possible, and keep it at range of your foes.


 * The Watcher -** It not only has an invaluable set of deck maintenance abilities, it also has some great abilities for C. Hoffman to Assimilate, notably Slow to Die.


 * The Peacekeeper -** With Maintain Machines removing its troublesome drawbacks, this powerful construct is a must for C. Hoffman. It comes armed with a ranged weapon that causes Slow, paired claws with a strong damage track, and a couple of Triggers that allow you to put your foes where you want them - melee or ranged. In addition, it has the ability to take an additional Walk action at the cost of a control card, making the Peacekeeper one of the most mobile choices to be used as C. Hoffman's ride.


 * Ryle -** Like the Peacekeeper, Ryle's negative Talents are circumvented via Maintain Machines. Ryle's Gatling gun is an excellent target for Machine Puppet, allowing him to fire up to 6 shots in a single round. However, unless you are using him as C. Hoffman's ride, he will tend to fall behind. A way to prevent this is including a cheap living minion in Hoffmans crew of which the Guild has plenty, then you can make the most of his socially repressed talent. The Witchling Stalker is a good choice for this as it its cheap, has a high Cb magic weapon and has dispel magic to get rid of nasty effects on you expensive machines.


 * Warden** - As mobbile as the Peacekeeper and almost half the cost. It isnt a lynchpin model like the Peacekeeper which is in some circumstances is a posiive over a negative. Hoffman can boost its Cb up nicely (via Machine Puppet) and he has a very handy ranged paralysis trigger. A good model to run in pairs.


 * Steamborg Executioner -** Much of what this Construct can do is done cheaper by the Peacekeeper. Its Steam Cloud Action is negated by C. Hoffman's Dampening, but it does have high melee Cb with its Paired Claws and a handy instant-kill trigger. While the Steamborg cannot use its own Steam Cloud effect Hoffman can copy the effect and then use it. He does not cancel an aura that starts during his activation. This is often more useful than if the Steamborg put it up as using the action to put up the protective cloud cut his movement in half.


 * Steampunk Arachnid/Steampunk Arachnid Swarm -** Since the Swarm cannot be used as a ride, it loses some of its functionality. Much of the Talents it offers are already available via other Constructs.


 * Joss** - Joss' awesome damage output makes him a good choice in higher-point games.


 * Large Steampunk Arachnid -** This Construct offers armor negation, but little else. In most cases, other Constructs are better suited for the role of damage in a Constructs of Order crew.


 * Soulstone Miner -** A handy sapper, and it can be useful as a companion or a replacement to the Hunter, depending on the needs of your Schemes and Strategies.


 * Mechanical Rider -** Faster than the Peacekeeper, this Construct offers a little less durability. What it offers in return is utility in the form of Power Manipulation, as well as keeping the Peacekeeper's Chain Spear weapon.


 * Other Options -** Austringers, Guild Guard, Death Marshals, and even Ortegas can bolster this crew despite not being Constructs.

=C. Hoffman in Brawls=

Guild
Though she has excellent damage, the other Guild Masters have more to offer C. Hoffman.
 * Lady Justice**

A thoroughly excellent crew, pairing C. Hoffman with Perdita Ortega allows you the ability to control more than one area of the board. Her mobility and myriad of abilities make her one of the better choices for pairing with the Constructs of Order. For added fun, take a Steamborg Executioner and use Shotgun Wedding on it, giving you a Construct that is also an Ortega.
 * Perdita Ortega**

Pairing with Sonnia allows you to double-down on Construct destruction while adding some anti-magic to the mix. She's well suited for taking on Arcanist foes in a Brawl.
 * Sonnia Criid**

Arcanists
You can pair C. Hoffman with Colette Du Bois due to her Union Labor Talent. When fielding him with her, it is an Arcanist crew, which changes your model selection. Your Construct team in this setup should consist of a Coryphee Duet, a Mobile Toolkit, and a Mannequin.
 * Colette Du Bois**

Ramos can be paired with C. Hoffman due to his Arcanist Ties Talent. This is a Guild crew. Ramos' construct nature allows C. Hoffman access to a wealth of powerful abilities. Furthermore, the combination of a Mobile Toolkit and a Brass Arachnid will let Hoffman Reactivate multiple constructs at once.
 * Ramos**

**Outcasts**
C. Hoffman can pair with Leveticus due to his Pariah Talent. This match up gives C. Hoffman access to an entirely different lineup of Constructs.
 * Leveticus**

Much like with Lady Justice, there are better options for your Brawl partner.
 * The Viktorias**

=Playing Against C. Hoffman= The key to success against C. Hoffman is exploiting his weakness, namely his crew dependency and model concentration. You can either attempt to take out his Constructs with armor-negating abilities and high damage output, or attempt to distract the player into focusing his might on one section of the board, allowing you to easily accomplish your Schemes and Strategies.

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