Two 50ss games
of Malifaux 4th edition.
Strategy: Wedge Informants
Schemes: Assassinate, Harness the Leyline, Runic Binding
My list:
Molly, Harbinger of Havoc & Necrotic Machine
Archie
Philip & Nanny
Night Terror
2x Rabble Riser
2x Crooligan
Pool: 5
Opponent had:
Lynch, Dark Bet & Hungering Eclipse
Gwyneth Maddox
Kitty Dumont
Kara
Mr. Tannen
2x Illuminated
Beckoner
Pool: 4
Eventually Archie leaped, walked and charged to punch a point out of Mr. Tannen. Respectively, same didn't happen for Honeypot, because I wasn't measuring up my distances correctly, and a Crooligan wasn't in fact contesting a marker on my side's quarter after she climbed on top of a building.
In the end, Archie's reckless charge was not a good choice, as opponent was able to remove him from the board. Certainly he disrupted most of the first round for Honeypot, ultimately leading to situation where Honeypot didn't score even a single point this turn.
Well, not only Archie. There were other choices too, like taking a double walk to contest rightmost strategy marker with Molly, which left her in a precarious position for the upcoming turns.
Also, a Crooligan attacked a contesting Illuminated at the leftmost strategy marker, which didn't do much. But the way the kid shrieked from shadows had the Illuminated jump to Necrotic Machine, letting Crooligan to control the strategy.
From top of my head, I think it was this turn when Kara tried to take the highground, but Molly gave her a walk off from top of building, essentially to the joint corner of the two rightmost buildings in the picture.
Scores went 2-0 for Resurrectionists. Was the Archie gambit worth it? We'll see!
I had been playing Scout the Rooftops from turn one forwards, but it still took a lot of work somehow to claim two points from it. Molly and her jinkies were essential in achieving that after Mr. Tannen took a double walk to block my earlier set up.
Kara came to block the marker on my side after shredding up a kid on the roof of a building. Fortunately Philip & Nanny kept pram ramming the cat so hard that during end phase it died to feeling utterly abandoned.
The second kid cheered and ran to Gwyneth to play some exciting new card games, but was beaten to death by a card deck instead. One of the Rabble Risers also died, and the other one at something like two points remaining was moved right next to a bunch of scheme markers for a Detonate Charges.
At least Necrotic Machine was also able to remove one illuminated, so there were losses on both side.
But Forgotten had the heavier toll, so Ten Thunders were able to start collecting strategy points.
Both teams got two from their schemes, so scores went 4-3.
Turn 3: Forgotten picks Grave Robbing, Honeypot picks Take the Highground
... Allrighty, oh-kay'y.
I mean, once you play this game enough, statistical anomalies are bound to happen.
The turn was a total disaster. My own estimation was that Resurrectionists were struggling in this game, and were rather fighting for a draw rather than victory. But this turn just tilted the scales so far into loss.
The thing was, that I had just a single 13 in my hand. That was from previous turn, by the way. Meaning that I did not draw it on turn three. This is important information.
After we ended the turn, I tallied my discard pile AND my hand. Here we go:
1x 13
1x 11
1x 8
2x 7
3x 6
3x 5
1x 4
3x 3
4x 2
3x 1
Black Joker.
I mean, it was hilarious in its own way. But it did lead to such a one-sided situation, that we could end the game right there and then to a 4-6 victory for Ten Thunder. Sure enough, that point difference wasn't too bad, but Ten Thunders had such an overwhelming majority in contesting models that not scoring two points from strategy was just not going to happen.
I had the 13 in my hand, and figured that if I just would receive 11+ in my hand, opponent would be able to deny two points for my scheme only with a Red Joker. But that 11 in the stats was not in starting hand.
So, let's get on to the second game.
Game 2:
Strategy: Flank Plant Explosives
Schemes: Assassinate, Ensnare, Make It Look Like an Accident
Last Breath Seamus & Copycat Killer
Strange Lady
Madame Sybelle
Bete Noire
Dead Doxy
2x Mourner
Pool: 5
Opponent had:
Steel Sculptor Hoffman & Mechanical Attendant
Peacekeeper
Melissa
Warden
2x Hunter
2x Watcher
Pool: 5
I must admit I was dreading those harpoons. But you got to move some models in this game, I guess. Mourners seem rather good for their extra walk to drop bombs right off the bat. Unfortunately there were mechanical bats doing just the same for Augmented, and also four legged canine/feline hybrids, that the lone Mourner found herself against top-right.
Another Watcher went to place a strategy marker bottom-left. I managed to arrange Bete Noire there doing just the same, but also charging it with bonus from crew card. Damage was good, but most of it was healed by Mechanical Attendant anyway.
Another Mourner went to place a scheme marker near center point, trying to bait either Peacekeeper or Hoffman himself there, but neither seemed to be that interested. Although I think Peacekeeper attacked her once, but she leaped away with concealment token. Strange Lady did the same, and last attack went to Seamus who had been moved there by Copycat Killer. By then Hoffman had already committed to everything but attacking.
I did realize my Seamus shenanigans were off by a large margin, because I could have done what I wanted so easily with just a well placed Secret Passage. Oh well. At least Seamus was able to claim Ensnare with two points.
Opponent couldn't make Make It Look Like an Accident work, but they did claim strategy. So did Resurrectionists for a 3-1 lead.
I tried to bluff Madame Sybelle as the potential Frame Job target, but I had picked Mourner who had just three health remaining. However, this particular opponent had a history for giving me easy Frame Jobs, so he was really hesitant to attack anything at all near the center. Some non-damage action pulled Madame away, but she just charged right back. Mourner walked away to place a bomb, but charged right back. And in the end, Hoffman refused to frame a job.
To confuse opponent even more, Seamus wasted his activation by dropping three scheme markers on top of a building to bluff for Search the Area. Well, it wasn't a total waste - I was also building up for Scout the Rooftops next turn.
Copycat Killer also had teleported on the building, and shot Melissa that had climbed on top to contest Search the Area. He shot Melissa with the monster cannon, and fell from the building, nearer enemy deployment zone to place a strategy marker there.
Fortunately all this also lead to a situation where he couldn't claim Breakthrough, so neither player got scheme points.
Bete Noire managed to slice a Watcher into scraps, but it took every action she had.
Warden, Hunter and Peacekeeper punched through Dead Doxy, who took admirably long before she died.
With great difficulty both players had managed to drop five bombs. Augmented, however, had placed two of those on my deployment zone, so they received the bonus points, catching up on the scores to 4-3 lead for Redchapel.
Turn 3: Redchapel picks Scout the Rooftops, Augmented kept Breakthrough
Augmented kept Breakthrough. Although I did have first activation, I wasn't in a position to deny it.
This turn, however, went absolutely horribly for Redchapel in other ways as well.
My plan had been to discard walk with Mourner to pick up the bomb she had placed earlier, then take a double walk. Later, Strange Lady would give her the interact required to score extra point from strategy. However, I wasn't paying attention to the actual deployment line, and the Mourner scaled a terrain to get on top of a fateful building to receive cover from possible attacks. She did receive those, sure, but wouldn't be able to plant the explosive! Strange Lady did give her at least the interact to place a scheme marker for Scout the Rooftops, but... wait, there's more.
Seamus had to teleport in to save the day, but even that I managed to mess up. He teleported, placed bomb in enemy deployment, walked to scale terrain and placed a second scheme marker for Scout the Rooftops bonus points. Except that he didn't. Instead, he picked up the neutral bomb Mourner had left when she eventually had died.
Last two paragraphs summed up probably my most horrible case of self-sabotage in the entirety of my Malifaux career. First, the Mourner robbed me of a point - I was one strategy marker short of receiving victory point from strategy. Then, I didn't have the models to place enough scheme markers for Scout the Rooftops bonus points. GAH.
Opponent was able to score Breakthrough with ease, and then focus on killing my models and ensure strategy.
Scores tied at 6-6, as Resurrectionists had been able to claw at least the bonus points for strategy.
Turn 4: Redchapel picks Leave Your Mark, Augmented picks Assassinate on Strange Lady
I had the option to pick either Detonate Charges or Leave Your Mark. Since I already got one next to center point, I thought I'd have my shot at that, because opponent likely would avoid my scheme marker like the plague.
Opponent was quite sure I had picked Detonate Charges, but decided to drop some scheme markers to the center anyway, just in case. Once that started happening, I tried to redirect what was left - mostly just Bete Noire - to engage models there so they'd not make even more schemes.
I won't say opponent had easy time killing Strange Lady. She did take some effort for sure, but if Peacekeeper, Hoffman, Hunter and Melissa decide with all their action points that you're getting assassinated, you kind of... are.
I was passing as much as possible to make my last move, Seamus dropping three schemes for Leave Your Mark. Unfortunately Augmented still had one activation left, and that was Mechanical Attendant, who was able to teleport to Hoffman, walk and drop a scheme. This denied me one point.
Resurrectionists were the worse bombers this turn, too, so opponent got three points and Resurrectionists only one. This ended the game in 7-9 victory for Guild.












