Monday, February 17, 2025

Prisoner Steak, Rare+

 A 50ss game of Malifaux.

Strategy: Flank Raid the Vaults

Schemes: Take Prisoner, Ensnare, Outflank, Deliver a Message, Sweating Bullets

My list:

Ensouled Jack Daw & Lady Ligeia
Montresor
Yannic Waller
Midnight Stalker
The Ferryman
Crooked Man
Dead Outlaw

Pool: 6
Schemes: Ensnare, Deliver a Message (Midnight Stalker)

Opponent had:

Rasputina & Wendigo
Snow Storm
Blessed of December
Ceddra
December Acolyte
Silent One with Magical Training
Silent One

Pool: 4
Schemes: Ensnare, Take Prisoner (Dead Outlaw)


Turn 1:

Well, what's the most sensible thing to do with your master on turn one? Well... maybe charge enemy henchman, master, totem and a bunch of minions? Right, we'll go with that.

Jack Daw absolutely failed each of his attacks, though, so there was some degree of worry about his well-being. At least there was more than a decent set-up for Draw Them In next turn.

Montresor and Jack Daw were relatively early activations - which only meant that they were slowed and staggered the next turn. Joining in on the slow/staggered team were Crooked Man and Dead Outlaw, plus Lady Ligeia was cheering them up by just being slow. 

Most of that was Rasputina's doing, although models such as Snow Storm and Silent Ones certainly helped. 

Staggered was annoying especially on Crooked Man, as I kept trying to figure out how to move the guy outside of his activation - only to realize that yeah, not going to happen because of Staggered. So Crooked Man just wobbled forward with its mighty Mv of 2, doing nothing else. 

Eventually Blessed of December leaped from its deployment position to the right to herd Dead Outlaw to a nice little blast zone with Lady Ligeia and Montresor. 

Yannic Waller had smashed one ice pillar and went behind the hull of a ship to hide from Acolyte of December. 

Midnight Stalker started to climb up on a building to perhaps contest center-right marker next turn. 

Ferryman went to contest the strategy marker on bottom-right quarter, and those were the most meaningful parts of the turn from my perspective.


Turn 2:

Arcanists won initiative. Rasputina did horrible things on her turn. Some of which were already hinted in the description of turn one. Slow and staggered, everywhere!

I must have forgotten to take a picture on turn two, though, because sure as hell I didn't take down Snow Storm on turn two. 

Instead, Jack Daw did Draw Them In twice. Damage done wasn't all that impressive for a full master activation, but it did have a heavy toll on opponent's hand that, I heard later, had five severes.

Early on Blessed of December leaped to put a dent on Dead Outlaw. And after a blast from Rasputina and a couple of damage from Blessed of December last turn, moderate damage (with negative modifiers) was all that it took to take down Dead Outlaw before it had the time to activate. 

Bummer? Sure. However, I did not know Dead Outlaw was opponent's Take Prisoner target. Whoops. 

Montresor spent his entire activation to get as many models within his stagger aura, and Crooked Man interacted a scheme within 3" of Blessed of December. He also put up his Mining Law aura, getting two markers required for Ensnare next turn. Shame, that Blessed of December had Deadly Pursuit.

Since I had such secure position on the center-left marker, Ferryman felt confident enough to miss its attacks against Silent One that had Magical Training upgrade. 

Likely there was some more nuance to this turn, but I got not picture. My memory ain't what it used to be.

However, Midnight Stalker leaped, walked and delivered a message to Rasputina.

Both players scored strategy, with Midnight Stalker giving Outcasts 2-1 lead.


Turn 3:

Arcanists got the initiative again, and Rasputina did a bad, bad thing. This time around I think it was Montresor, Midnight Stalker and Jack Daw that got the cold shoulder - and most Jack's damage with Draw Them In was negated with Freeze Over. Oh well.

At least Jack Daw was able to land hazardous terrain on Snow Storm before bursting away with speed and pushing Montresor a little closer with bonus action. Snow Storm wouldn't have any of that aura, and walked a tad away to blast with Ice Tornado. Talk about Anger Issues. The upgrade, I mean. That didn't go away because models were damaged. However, staggered expired.

Montresor was able to toss a noose around Snowstorm's head and pull it back within Hanging Ropes aura. 

I had not realized how much I had damaged Snow Storm already. When Midnight Stalker leaped to it and half-heartedly poked it with a knife, the thing just died, though opponent tried to save it by spending a soulstone. Go figure? Stalker was then able to charge Wendigo that had two health remaining, but botched that attack.

Throughout this entire winter storm laced with tormented vengeance spirit, Yannic Waller tried to come and arrange a little democratic elections, and yeah, that went just about as you might expect, given the circumstances. Acolyte even kept shooting harpoons at her before repositioning to control strategy marker in top-left quarter.

Yannic had consolidated power of Crooked Man now that it was no longer staggered. Idea was to place a scheme marker with trigger, which succeeded. However, Blessed of December activated right next and deleted Crooked Man from the board with a Red Joker on damage flip. That... that guy just spent two turns to advance a total of 2" and place two scheme markers. Three, if you count Yannic's contribution.

Anyway, Blessed was now free to go and claim the vault that was worth two points for Arcanists.

Sightless Snow and Ceddra removed Lady Ligeia after she had tried to yell for a bit. 

Ferryman had managed to land no-heal on Snow Storm, before it failed an attack against Silent One. Ashamed, Ferryman backed to control strategy marker on bottom-right quarter.

Both players scored strategy for a 3-2 lead for Outcasts.


Turn 4:

Everybody died. GG.

Okay, well, more specifically  Wendigo died to three attacks from Midnight Stalker before the enforcer leaped to strategy marker worth two points for Outcasts.

Jack Daw, no longer slowed, was able to go and place scheme markers to ensnare Ceddra or Sightless Snow or whoever it was at the time. The beast attacked Montresor, who ticked down to zero health remaining. I pondered if I should just leave the henchman for dead, as there were scheme markers close enough to score Ensnare. In the ended I decided not to, and that was when opponent revealed Ensnare. 

At least Montresor succeeded in killing the Silent One without upgrade.

Rasputina and perhaps even Acolyte - I forget the details - had killed Yannic Waller after she finally managed to arrange democratic elections. I hope that's not, like, foreshadowing whatever the hell is happening in the world right now. But I royally digress.

Ferryman charged Silent One with the upgrade, missing again. This time it backed down to strategy marker. 

So, both players scored strategy and Ensnare for a 5-4 lead for Outcasts.


Turn 5:

Last turn had enough variables to warrant for a play. Montresor managed to toss noose over Sightless Ceddra before dying without triggering Eternal. Idea was to deny Ensnare end condition from the Arcanists after they had spammed scheme markers all over the center area.

Rasputina moved away from Outcast scheme markers so as not to be within 2" of a marker at least. 

Leaping, Fast Midnight Stalker rectified that.

In the end, Jack Daw was able to place a scheme marker so that Sightless Ceddra would trigger  Ensnare end condition for Outcasts, but that just meant that he himself was Ensnared. 

Rasputina had enough models to score strategy. Both players scored Ensnare, but Outcasts got to deliver their message for a 7-6 victory.


Tuesday, February 11, 2025

Let Them Weep

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Cloak and Dagger

Schemes: Let Them Bleed, Outflank, Take Prisoner, Protected Territory, Deliver a Message

My list:

Kirai2 & Ikiryo
Datsue Ba
Kari Zotiko
Lost Love
Shikome
Gwisin with Grave Spirit Touch
Drowned
Seishin

Pool: 5
Schemes: Let Them Bleed, Protected Territory

Opponent had:

Misaki Katanaka & Shang
Ototo
Banying
Yamaziko
Minako Rei
2x Torakage

Pool: 5
Schemes: Deliver a Message (Torakage), Protected Territory


Turn 1:

Early on Ototo took position over a strategy marker that had been placed next to a lake. And that pretty much set the course for the first half of turn one, except for a tiny Seishin activation that gave a walk for Datsue Ba and Ikiryo.

Kari gave a walk for Gwisin and rushed closer to Ototo. 

I don't actually remember what Torakage did up there, because that looks like a one move. It probably moved and charged Kari, who had swirled past Ototo during Kirai's activation. This summoned up an Enslaved Spirit, which chain ganged Kari over Torakage. 

Shikome had also been pushed right next to a strategy marker, so she was able to interact with it and fly towards top-left corner to protect precious intel. 

Yamaziko took a double walk with bonus action and interacted an intel, too. Strategy marker was picked up by Lost Love, who teleported in to heal Kari after Misaki had jumped out of the shadows to beat Kari with a stick.

Gwisin charged Ototo to soften him up for Let Them Bleed next turn.

Below, Minako Rei went to pick up intel. Datsue Ba robbed her right after, and Drowned was able to claim a strategy marker that had been placed after Minako did her thing. 

Unfortunately, wicked granny wasn't the only one able to play that game. Banying leaped to a shadow marker, was able to deal a bunch of damage to Datsue Ba and steal the intel she had stolen. The insolence!

Ikiryo and Torakage were glancing each other menacingly nearby. Ikiryo had walked, and then tried to yell at a shadow, which went just about as effectively as you might expect. 


Turn 2:

Torakage ninja'd itself to a shadow marker, gave a message for Kirai and walked to my deployment zone. 

Kirai activated early to push people around, herself included. While Yamaziko kept passing summon checks, Ototo did much less so. Gaki appeared. Ototo did smack dead the Enslaved Spirit he had spawned last turn, and took half of Gaki's health away.

The end result of Ototo's attacks, Enslaved Spirit's useless claws and Gaki's feeble attacks was that Ototo was now down to four health remaining, unable to heal thanks to Kari.

Misaki continued to torment the top-left quarter, robbing Lost Love of intel and killing the love enforcer before he had the chance to activate. 

Shikome and Kari were able to plant scheme markers for Protected Territory.

Datsue Ba nearly killed off Banying, and I was happy that Let Them Bleed was also secured.

Until Shang healed Banying with Red Joker straight top of deck. 

Then I did what was most likely my greatest mistake throughout this game. I thought that Ikiryo could risk taking Karmic Fate. My brain somehow completely skipped about the Karmic Ties ability on Minako Rei.

So, she charged Minako and certainly did some damage in - but also dealing that damage to herself. Oh well.

At least Drowned was a champ with his projectile vomit. Both attacks hit Banying and scored blasts on both attempts. With the ensuing Poison this meant that both Minako and Banying would fall to 50% of their health remaining 

Minako summoned a Katashiro that nearly killed Ikiryo. Fortunately Minako didn't manage nearly as much, and Ikiryo was left with one health remaining.

Torakage below went to place a scheme marker near strategy marker.

Both players scored strategy point and both schemes for a 3-3 tie.


Turn 3:

What weird mess of a turn that was. Hot sport that was top-left quarter somehow got even more crowded than it already was. Nobody seemed to die there, but certainly they were within last 30% or less of their health remaining.

First of all, Ototo just took a step outside of Kari's no-heal range, healed itself with a severe and smacked the Gaki dead. 

Gwisin, Kari, a new Gaki and whatnot ganged up on Ototo, but managed to bring him only down to three health remaining, while Misaki did the same to Kari. 

An Enslaved Spirit dealt a couple points of damage to Yamaziko, while the opposing grandmother wasn't able to deal with the summoned spirit. 

Shikome dived far behind the train column to protect intel she had picked up on turn one. 

Shang came to heal Minako after she had killed Ikiryo. Resulting Wanyudo rolled over Datsue Ba for Burning +4.

Drowned tried to charge Banying, who managed to get his defensive trigger to leap off to threaten Kari who was at such low amount of health. This called for drastic granny measures. Datsue Ba disengage from the melee below and charged Banying, not doing much but at least engaging him.

There was a real possibility of Banying killing Datsue Ba, but that didn't come into being. Instead, during end phase, Datsue Ba went down to two health remaining. 

Both players scored strategy for a 4-4 tie.


Turn 4:

This turn the game fell apart for Resurrectionists. Ten Thunders got the initiative, and Ototo activated. He was rolling moderate wounds left and right, which was a little problematic with unactivated, incorporeal models with three health remaining. Gaki died, Kari died, and Ototo healed again. 

Kirai was able to activate, and did a bunch of swirly shenanigans. She also healed Darsue Ba for a little. Unfortunately Misaki was more than able to kill Datsue Ba right next, so Urami chances of victory were rapidly dwindling.

However, it's wonderful in Malifaux how absolutely weird stuff can happen that just might turn the tide around. Drowned activated and started vomiting. Both attacks scored at least moderates. I did place an incorrect amount of Riptide Markers, but fortunately that didn't actually affect anything. Only Banying and Misaki took damage from those. But still that was, like, nine points of damage from a couple of 1/1/1 attacks. Impressive.

Unfortunately, those were just about the only results I made this turn. Shikome tried to walk, challenge-teleport to Yamaziko and extort the ancient law of granny-for-a-granny, but the challenge failed. Instead, Shikome had to meekly walk right next to Yamaziko and nudge her menacingly.

Kirai also wasn't able to land an Ikiryo summon on Ototo, although she did get masks for the first Thirst for Vengeance. I just didn't have a high enough card in my hand. 

Ten Thunders were able to get the lead at 5-4 by scoring strategy.


Turn 5:

We did not play last turn, as in the best of cases Resurrectionists would gain five points, and at their absolute worst Ten Thunders would get six, with seven being most likely outcome.

I don't tend to blame RNG too much in this game, but I must say that it did start to feel a bit excessive handicap when the only severe card I got to my starting hand was on turn 5 - which we didn't play. But what can you do - sometimes that just happens. 

Wednesday, February 5, 2025

We Own... Gahk

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Stuff the Ballots

Schemes: Outflank, In Your Face, Let Them Bleed, Protected Territory, Espionage

My list:

Molly, Chaotic Conductor & Necrotic Machine
Philip & Nanny
Batsch & Amalie
Keepside Strangers with Grave Spirit Touch
Oskar
2x Dapperling

Pool: 4
Schemes: Espionage, Protected Territory

Opponent had:

Youko Hamasaki & Chiyo
Bill Algren
Hinamatsu
3x Bunraku
Tanuki
Geisha

Pool: 5
Schemes: Protected Territory, Espionage


Turn 1:

Map was extremely challenging to say the least. So much severe terrain that it would be enough for three tables worth of Malifaux. 

Anyway, I started to dismantle my deployment with Fungal models. Batsch & Amalie went to take a charge from Bill Algren. Damage block was severe, so yay for that. Waltzers were within 6" of Oskar, so Oskar was able to plant a free scheme for Espionage before walking and not managing to do anything useful. 

Dapperlings were the same, barely getting out of deployment. But at least there were two markers secured for Espionage end condition.

One Bunraku was going to bottom-right corner, where Crooligan was just concentrating around. Another Bunraku went to top-left corner, where there was... nobody at all. Free reign for the puppet.

Well, Philip and the Nanny was at top-left quarter's strategy marker. They had been trying to stay far from Hinamatsu's charge range - and succeeded at that. Molly, however, wasn't as lucky. Hinamatsu walked and charged to mutilate the parade conductor. Attack failed. 

I was a little worried about those six potential attacks coming for Molly the next turn, so I somehow thought it was a good idea to teleport Keepside Strangers to Hinamatsu and try to plant Slow on her. I did have the crows in my hand for that, but the nine wasn't high enough. 

At least Hinamatsu took Distracted +1 and a severe damage from handful of snakes... but now they were... right there. Next to Hinamatsu. Only a miracle would save them next turn.

Third Bunraku had lured Bill a little closer for his Batch-bashing, and Tanuki was following close behind. Chiyo sprinted to have her pinky toe inside my table side, and there was little I could do to that toe right now.

Youko was inside a forest  within a couple of walks to center or top-left quarter strategy marker, not quite within 6" of Keepside Strangers and Molly. 

Geisha didn't want to tear her dress like her master, so she took the long way out from forest after dropping a scheme marker for most likely some counter-espionage. 


Turn 2:

Resurrectionists got the initiative, and started with Crooligan to place a scheme marker and a vote to bottom-right box.

This left Hinamatsu all the time it needed to rip Keepside Strangers into shreds... or so I thought. While it took all the better cards in my hand to save the Strangers, they actually survived the onslaught of onslaughts. So they still had one activation going on for them. They sidekicked themselves to Necrotic Machine and started blasting Bill Algren with snakes to no effect. But, they had survived.

Next Bill tried to kill the Strangers, and brought them down to one health remaining. But all the heals in the keyword were not Forgotten, and soon enough after Necrotic Machine and Molly had activated, Keepside Strangers were still at four health remaining even after an angry Bunraku attacked from the bushes.

On the fungal side of things, a Dapperling managed to go and place two votes to center ballots before Youko walked within interact distance. Oskar kept flailing at Bill, dealing in some respectable damage that was soon healed by Tanuki. Well, at least Oskar enabled an interact for Batsch & Amalie. 

The Dancing Duo had had enough of Tanuki and tried to kill the little *hit, but took a point of poison from scheme marker they had just placed. And Beer Goggles caused the attack to miss. Damn you Tanukiiiii....!

Two remaining Bunrakus went to their respective corners. However, at the bottom there was this Crooligan, who fortunately didn't take in even a single hit. Philip & Nanny at top-left quarter voted and slowly pushed prams through burned down forest to act as a homing beacon for orphan kids.

Both players scored strategy, while neither announced any reveal parties. Scores went 1-1.


Turn 3:

... and just like that - out of a sudden - attacks stopped failing.

Keepside Strangers kicked their side to Molly, keeping outside of Hinamatsu's reach. The puppet, however, spent one action point to walk over and clawed them dead with just two strikes. And that was even when being poisoned and within 3" of Necrotic Machine.

Dapperling at the center placed a scheme marker over center line and voted, before getting clawed down to one health remaining by Bunraku. This somehow aggravated Tanuki in its drunken stupor, and the furry little beast got mayhaps its first recorded kill.

As I was planning on scoring both schemes this turn, my models weren't wasting actions on hitting Bill Algren. Instead, Oskar blasted Tanuki twice with a mushroom cloud. Once spores had settled, Tanuki was no more. 

Batsch & Amalie shot Bunraku with a mushroom cloud and went to vote at the bottom-right quarter ballots with the help of Oskar. 

Another Dapperling charged Bunraku and bloomed a scheme marker more than 3" away from Bill. 

Philip & Nanny took a walk that much further away from Bunraku at top so they could place a scheme marker for Protected Territory. Right next Crooligan jumped to Philip to remove a scheme marker from Ten Thunders deployment zone. It also dropped a marker for Espionage. 

This unfortunately gave way for Bunraku to claim bottom-right ballots box.

Necrotic Machine had a pleasing activation, when it charged Youko and injected a total of four damage points in to her, catching both Hinamatsu and Youko under neurotoxin aura before either had activated. Youko whacked Necrotic Machine with her words, but they weren't quite sharp enough to scrap the construct. In fact, a little positive reinforcement from Molly went a long way into repairing the damage those harsh words had caused.

Lastly, Ten Thunders had no cards in hand in the end phase, so Necrotic Machine punched Bunraku for fun and profit. Gone was the puppet.

Both players scored strategy. I revealed both schemes, but Ten Thunders only got their Protected Territory. So it was 4-3 lead for Molly.


Turn 4:

Going from bottom to top, Bunraku placed a scheme marker on the centerline. 

Batsch & Amalie placed a scheme marker for Protected Territory end condition, and Crooligan continued spying in the enemy deployment zone. 

Bill and Oskar were locked in a deadly duel, not really contributing to victory points any longer. 

Dapperling managed to bloom Chiyo's scheme marker away from my deployment. 

At the center ballots Geisha lured Youko away from melee, and Qi and Gong master spent all of her action points to empty the box.

Necrotic Machine and Molly had managed to bring Youko down to two health remaining, with one Poison spilling over for turn five. Hinamatsu somehow managed to either miss all its attacks, or damage got blocked with soulstone, or Black Joker came up on damage flip.

Because Philip & Nanny didn't know what Bunraku would do, they dropped two votes to top-left ballots and pursuited towards top-left corner. Bunraku was just within range to Risky Maneuver and walk itself to my deployment zone and drop a scheme.

Neither player scored strategy, but Ten Thunders did get their Espionage. Scores went 4-4.


Turn 5:

Molly pushed Philip & Nanny towards top-left corner and gave them an interact afterwards. With hindsight it would have been much better to use that one on Necrotic Machine to place a vote to center box, but that's hindsight for ya.

With her last action Molly tried to finish off Youko, but dealt only a single point of damage. 

Necrotic Machine wasn't able to get an attack in. It disengaged from Hinamatsu, used Strange Behavior and walk to engage Youko. I can only wonder why on earth  didn't interact with the ballots instead. Oh well.

Neither player was able to do much to deny scheme end conditions for the other, but Resurrectionists managed to get the lead with votes. Until Youko activated. She disengaged and got within 10" of Crooligan that had placed a vote to bottom-left quarter strategy marker. Riddles landed without a sweat, and getting past target number of We Own You.

Just before Youko succumbed to poison, she commanded Crooligan to place a vote to the box, ending the game in a 6-6 draw.



Saturday, January 25, 2025

Don't Be Such a... Rick, Richard!

 50ss game of Malifaux.

Strategy: Flank Stuff the Ballots

Schemes: Take Prisoner, Outflank, Protected Territory, Sweating Bullets, Deliver a Message

My list:

Dr. McMourning, Insanitary & Zombie Chihuahua
Sebastian
Rogue Necromancy
Kentauroi with Grave Spirit Touch
Nurse
Guild Autopsy
Little Gasser
Canine Remains
Mindless Zombie

Pool: 2
Schemes: Sweating Bullets (Sebastian), Protected Territory

Opponent had:

Clampetts Fisherfolk & Bruce
Aunty Mel
Uncle Boggs
Sir Vantes
Mossbeard
Swashbuckler
Buckaroo

Pool: 5
Schemes: Outflank, Protected Territory


Turn 1:

There was relatively little engagement on the first round. I guess that's how it usually goes with McMourning2, as just about his entire crew was focused on getting corpse marker on the board. First Canine Remains ate Mindless Zombie, and from the Mindless Zombie's original corpse Sebastian summoned another Canine Remains that kept eating itself for even more corpses. 

Eventually McMourning activated, and gave an extra head for Sebastian, and a third leg for Nurse. He also summoned up a Flesh Construct as you'd expect.  

Little Gasser went full steam ahead towards bottom-left corner strategy marker. Zombie Chihuahua was stuck behind everyone because of a few bottlenecks and did nothing but stank. Which was a decent enough contribution, I suppose. 

While this whole circus was playing out, Anglers were navigating over and around the gibbet terrain in the middle. Sir Vantes lanced the pup Sebastian had summoned, and was holding another bottleneck along with Swashbuckler. Bruce and Uncle Boggs were guarding their back.

Buckaroo sped into contact with the strategy marker at top-right corner, while Clampetts went to hug the centermost ballots and place a scheme marker. 

I thought Rogue Necromancy might need some assistance up there, so Kentauroi took Sebastian along for a ride and charged Clampetts. It did some damage before taking a hike towards  center-right strategy marker.

Aunty Mel was hunting her white whale that was the Rogue Necromancy. Fortunately she didn't her prime target in range, and had to take a double walk to shoot Kentauroi with trigger from her bonus action. But damage was no other than Red Joker. 

Finally Flesh Construct charged Sir Vantes to clog up the narrow passage.


Turn 2:

Bayou got the initiative. Aunty Mel activated. However, after checking my upcoming cards with bonus, she didn't go for the kill on Kentauroi. Instead, she went to attack Rogue Necromancy. That wasn't a good omen, and soon enough after Aunty passed her terrifying check, Rogue's defense came up as Black Joker. Five or six damage. Ouch.

Kentauroi was now able to ride to ballots, plant a vote and charge Aunty Mel without much of an effect. 

Buckaroo placed two votes to top-right strategy marker after failing its Onward in between.

Clampetts heaved Kentauroi away from Aunty Mel and killed the thing. First hired kill. And now Rogue Necromancy was cornered, all alone, by Aunty and bayou master. At least it was able to walk and drop a scheme marker for Protected Territory. 

In the center, Flesh Construct miraculously endured Sir Vantes and Uncle Boggs. Uncle dialed Richard, who answered the call. But when the croc had time to activate, it had other targets. Sebastian had walked and charged to engage Uncle Boggs for Sweating Bullets. Richard attempted to execute Sebastian, but I certainly had low cards in hand to save him.

Swashbuckler had placed two votes into center ballots while out of Sebastian's chatty line of sight. 

McMourning pushed Little Gasser as a desperate measure, and had also done so for Sebastian. 

Guild Autopsy had placed a vote in center-left ballots before Nurse walked over to take his place. Little Gasser, instead of placing a vote to bottom-left marker, did a scheme marker for Protected Territory. 

As a result, Resurrectionists had a grand 3-1 opening.


Turn 3:

Going from top to bottom, Aunty Mel wasted no time in getting rid of Rogue Necromancy. Buckaroo and Clampetts dominated top-right and center-right strategy markers, and there wouldn't be anything I could do to challenge then throughout the entire game. 

However, Flesh Constructs and Sebastian's bone saw managed to cut through both Sir Vantes and Uncle Boggs, so attrition game looked like it was going to me in the center.  Especially after McMourning replaced the dead Flesh Construct with another. 

Hired Canine Remains stamped its paw mark on a voting paper and dropped in center ballots before being harrowed to death by Mossbeard's tales from the whatever number of seas Malifaux has.

Nurse and Little Gasser continued voting and scheming around bottom-left and center-left strategy markers. 

McMourning used desperate pace on Sebastian to push him away from center, closer to the marker in top-left quarter.

And... I guess... that was it, for the turn? So many models died. Sir Vantes and Uncle Boggs, Canine Remains, Rogue Necromancy and Flesh Construct.

Both players got the strategy points, but Bayou was able to score their Protected Territory. They caught up to 4-3 for Resurrectionists.


Turn 4:

Blasted and bother! Sebastian was just outside of walk & interact distance of top-left quarter's strategy marker, so instead he just walked closer and dropped a scheme for Protected Territory end condition. 

Aunty Mel took a double walk to get Sebastian within shooting distance next turn.

Clampetts walked to bottom-right quarter's strategy marker, planted two votes and Silurid Stomped away. 

In the center, Flesh Construct was trying to kill Swashbuckler, and Swashbuckler was doing the same for Flesh Construct, with both being just about as effective. Mossbeard pretty much secured the center for Bayou. However, after desperate pacing Guild Autopsy twice, McMourning walked to threaten the center at least.

Little Gasser ditched the voting and went to protect territory instead. 

Resurrectionists missed their strategy point, so scores evened out to 4-4.


Turn 5:

Last turn was about wrestling the activation order. If that was the aim, though, Resurrectionists did some poor choices in regards to initiative, as they started game. My reasoning was that I needed that top-left quarter strategy marker more than victory itself.

So, Sebastian picked up that point, and Aunty Mel was left with no effective options. 

Nurse and Little Gasser secured Protected Territory end condition, while Flesh Construct and Swashbuckler were fruitlessly duking it out. Mossbeard went to sit on scheme marker at the center that had been placed earlier. 

In the end, I wasn't able to get ahead in the order of activations and Bayou was able to force McMourning activate before Clampetts. He did mess up with Mossbeard, but trying to push Clampetts twice only halfway succeeded. Not that it would have mattered much. 

Clampetts was able to walk, Silurid Stomp and interact to get Protected Territory and deny me Sweating Bullets. 

Resurrectionists got their third strategy point and Protected Territory easily enough for a 6-6 draw.


Monday, January 20, 2025

McCabe's Special Talent

 A 50ss game of Malifaux on vassal.

Strategy: Wedge Recover Evidence

Schemes: Vendetta, Leave Your Mark, Research Mission, Breakthrough, Sabotage

My list:

Seamus Baker & Copycat Killer
The Strange Lady
Mortimer
Keepside Strangers with Grave Spirit Touch
White Rabbit Co.
Dead Doxy
Dead Dandy

Pool: 6
Schemes: Vendetta (Mortimer on Sidir), Sabotage (Forest to the bottom-left)

Opponent had:

Lucas McCabe2 & Luna
Sidir Alchibal
Jessie Halliday
Mr. Ngaatoro
Rough Rider
2x Ruffian
Hopeful Prospect

Pool: 4
Schemes: Vendetta (Sidir on Strange Lady), Leave Your Mark


Turn 1:

Seamus summoned a Mourner out of Keepside Strangers, who in turn assisted the distraction away from Strangers. Then Seamus walked merrily with Mortimer down the corridor on right... And that's where the fun ended this turn.

Well, Mr. Ngaatoro and Ruffian approaching from the right weren't a concern either, but where to begin...

White Rabbit had crafted a hat for Keepside Strangers before running off to left. Despite not being entirely out of my deployment zone, it was still too close.

Rough Rider started shooting White Rabbit, as did Jessie who had been delivered closer by Rough Rider. Harpoon struck true, and even soulstone flare wreaked havoc on my smattering of Dead Dandy, Doxy and White Rabbit. Terrible as it was, Strange Lady had to activate early to heal White Rabbit. 

Lucas had given Timeworn Blade for Sidir, but just took a double walk and an interact to center point with the remaining activation. 

I though that White Rabbit would have better chances of survival against Sidir if Keepside Strangers blocked line of sight. Strangers also had a juicy spot where to throw some snakes. A Ruffian and Jessie were standing within blast distance of each other. So, Strangers teleported and started yeeting snakes. Both attacks missed, though. So zero progress was being made there.

Sidir activated, took a walk and started shooting Keepside Strangers. 

Boom.

Red Joker on damage. 

Fortunately Keepside Strangers had Shielded +1 as well as the hat from White Rabbit, so they were left with three health remaining. White Rabbit wasn't as fortunate, and died to blast. 

At least the second shot missed, but then there was Fast Hopeful Prospect right behind Sidir. He managed to shoot Keepside Strangers down to one health remaining.

Not a problem, though? I just had to win the initiative next turn so as not to lose this important tech piece.


Turn 2:

Hooray! I had a 13 and a 12 in hand. And I flipped initiative before opponent had done so, and was quite confident in getting initiative.

Boom.

Red Joker on initiative for Wastrels. 

I see. So that's how we're going to play.

Rough Rider was able to shoot Keepside Strangers dead, as also opponent had a 13 in his hand.

This game was starting to look like an absolute train wreck, but at least Mortimer was able to decay one un-activated Ruffian dead before Mr. Ngaatoro missed his attack.

Sidir shot Strange Lady down to half of her health remaining despite me attempting to intervene with soulstones, thus scoring Vendetta. 

To get at least strategy point this turn, Copycat Killer teleported Seamus to left. He activated Urban Legend with masks and charged Ruffian. Just one attack hit, though. everything else completely failed.

Lucas, however, was intrigued by the innocent-ish talent scout and charged Seamus to demonstrate his talents in treating children, teenagers, animals, doctors and nurses, the elderly and mentally disabled. 

Well, I still might be able to score by walking and charging Ruffian, and then Obeying Dandy to interact with Strange Lady. That did require some luck to accomplish, as Dandy had only a stat of 4 and was Distracted. Luck was not the name of this game, so Strange Lady just charged Jessie Halliday and missed all her attacks and failed to heal herself.

Even Dead Doxy failed to seduce Ruffian to at least make the strategy marker drop.

Ugh. Horrifying turn.

Scores go 3-0 for Explorer Society.


Turn 3:

FINALLY I began in succeeding in some duels. First, Seamus activates Urban Legend with masks, slaps Ruffian dead, takes a horse by the hand to get away from McCabe's reach, and interacted my very first real strategy point.

Rough Rider disengaged from Seamus, shot... somewhere... and attempted to throw Timeworn Blade to Lucas. Fortunately the action failed because of Alone in the Dark.

Seamus wasn't in too good of a shape, so evidence wielding Dead Dandy was to make the ultimate sacrifice and engage both Lucas and Sidir. This jolly, slightly overweight and generally happy chap of a gentleman was then lashed to death by no other than Lucas McCabe. It took two actions, after which he picked up the strategy marker that had been dropped. Lucas also dug up Timeworn Blade for Sidir.

Strange Lady, having all of her defenses negated by Timeworn Blade,  activated to heal herself for a bit, and kill Jessie with a steady flow of snakes. Only one attack hit, though, so there went that plan.

But it was not Sidir who activated - instead, Luna came to dig up a scrap marker for card draw. This gave Dead Doxy a chance to save Strange Lady, so she took her by the hand and lead her away from Jessie. Then Doxy charged Jessie and caned her down to two health remaining.

Finally Sidir activated, but instead of going for Strange Lady he throwed the blade for Hopeful Prospect and took a walk to get through Seamus' stealth. He took focused shot at Redchapel master, and with two shots brought him down to four health. One quick reflexes shot got Strange Lady down to three health, with Dead Doxy catching blast damage. 

Jessie disengaged from Dead Doxy and took a harpoon shot at Strange Lady, leaving her with just one health. And next, she dropped soulstone flare. I had no other cards in hand other than black joker. At least Doxy and Lady passed the test.

I was afraid that Hopeful Prospect would finish the job, but instead he made the correct move of starting to lay scheme markers for Leave Your Mark end condition.

To the right, Mourner and Mortimer did astonishing job at removing Mr. Ngaatoro before he was able to activate. However... unknowingly Mr. Ngaatoro had locked me out of even the possibility of scoring Vendetta reveal, or even end for that matter.

My last model to activate was the Copycat Killer, who brought Seamus to far right and ran as fast as he could towards my sabotage target.

Both players scored strategy for a 4-1 lead for Explorer Society


Turn 4:

Resurrectionists got the initiative, and I wasted no time in teleporting Seamus back to near sabotage target. Immediately Rough Rider came to harass him - well, Seamus only had four points left and I no longer had any soulstones. Much to my relief, the shot missed. 

Worried that Lucas might take a double walk and a charge at Seamus made me activate the master before trying to save Strange Lady. His activation was... flawed. I was going to write something else, but I took a closer read at Sabotage - no enemy models allowed within 3" of Sabotage scheme markers. Oh well. I try to find consolation in the fact that I could have pushed the Rider away from those markers with Take by the Hand. Instead, Seamus just pulled the horse closer to kiss it on the mouth with a barely hidden cleaver.

In the center, Lucas was able to kill Dead Doxy with a single strike, and collect the evidence of what he had done. I think it was Jessie who shot Strange Lady off the board. 

Mortimer dug up a zombie, picked up evidence from Mr. Ngaatoro and moved closer to my third strategy point.

Mourner did respectable job at holding back the entirety of remaining Wastrels. Luna and Hopeful Prospect were able to bring her down to two health remaining. Sidir closed the turn by planting a scheme for Leave Your Mark, and killing the Mourner.

Scores went 5-3, or 5-2 if we actually go by the rules. 


Turn 5:

So, we were in the assumption that scores were 5-3. However, Explores Society did have three points pretty much confirmed, which meant loss even if Wastrels suddenly went insane and killed Sidir for my Vendetta end condition. 

So, game ended in 8-5 (as played), or 8-4 (misplayed scheme accounted for) for Wastrels. 

Sunday, January 12, 2025

Lost Lost Love

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Raid the Vaults

Schemes: Hold Up Their Forces, Sweating Bullets, Power Ritual, Information Overload, Take Prisoner

My list:

Kirai2 & Ikiryo
Datsue Ba
Kari Zotiko
Lost Love
Shikome
Gwisin with Grave Spirit Touch
Onryo
Seishin

Pool: 6
Schemes: Power Ritual, Hold Up Their Forces

Opponent had:

Youko Hamasaki & Chiyo
Bill Algren
Hinamatsu
KOTO
2x Bunraku
Tanuki
Geisha

Pool: 5
Schemes: Power Ritual, Information Overload


Turn 1:

Kirai was forced to start the turn, so, Lost Love and Shikome just schemed in the corners while concentrating. Eventually Seishin gave a couple of walks for the Shikome after most Qi and Gong threats had activated. 

A few other models just walked and concentrated, namely Ikiryo and Onryo. 

Qi and Gong had Bunrakus to the flank, mirroring the schemes of Shikome and Lost Love. Plenty of others were dropping schemes, too. After Tanuki, Geisha and Chiyo were done with their activations, Ten Thunders had five scheme markers on board. That was a dedicated Information Overload -bluff, or perhaps they were trying to deny that scheme from me? 

After KOTO and Youko had activated and were near each other, and after Kari had whistled the granny a little closed, I unleashed my grandiose plan extraordinnaire. Datsue Ba gave double walk for already activated Gwisin. Unfortunately Kirai wasn't feeling that vindictive just yet, and failed to land Thirst for Vengeance on KOTO. But I had already committed, so I carried on with The Plan. Gwisin stomped over KOTO, but the jukebox passed Wp check.

Gwisin did not pass three Df -checks caused by Hinamatsu. I mean, he would have - if it hadn't been for severe damage, twice. 

Bill, Geisha and Tanuki looked like they were going to center-left strategy marker, while Hinamatsu, KOTO and Youko were near enough center-right.


Turn 2:

I have a saying that goes: "If you don't succeed at first, throw enough grannies at it until you do!" ... okay, I just made that one up. But Datsue Ba did attempt to skin KOTO, but there was only so much she could do with a skinning knife against a wooden automaton.

KOTO's nervous energy shuffled itself away from Datsue Ba, and Hinamatsu into melee with the skinner-to-be. 

Kirai activated, and now that she had a real reason to, she successfully thirsted for vengeance on Hinamatsu. But, considering what happened with Gwisin just a moment ago, Kirai decided to swirl the grandmother around for a bit, away from the potential six attacks. 

Hinamatsu failed Wp duel, so an Enslaved Spirit appeared. KOTO passed. Sundering managed to deal in a point to Hinamatsu, And that was it. The entire activation. One damage point, one three point minion.

Hinamatsu botched her first attempt at removing Enslaved Spirit, so she had to spend her flurry ability to get to charge Datsue Ba. Attack scored Onslaught, but this time around damage was done in 2:2 ratio to both combatants. 

I wasn't that eager to lose Datsue Ba just yet, so Kari activated to heal her a little. This gave time for Tanuki to heal Hinamatsu a little. So, Onryo missed the opportunity to shoot Mark of Vengeance to the puppet in time. But I guess that doesn't matter much, as the mark missed anyway. Projected voice, however, did not - and scored severe damage. 

This maneuver exposed Onryo, and Geisha lured it closer to Bill. Bill's fierce challenge reached Shikome's ears, but his Naginata reached Onryo only partially. It was left alive with three health remaining.

I was waiting for either Chiyo or Bunraku to activate from the left, and Bunraku was the first one to do that. The bugger was able to score moderate wound with critical strike, and Onryo exploded into adversarial mist. 

Since there was no contesting center-left marker any more, Shikome went to engage Chiyo. The kid's insults went unnoticed. I mean, Shikome had already been challenged by Bill Algren. Bill! Algren. What a duel it could have been.

Near center-right marker I decided to bring Ikiryo to act as a third shareholder at the vault. I figured it wouldn't be outside the realm of possibility for Bunraku and Youko to go and contest a point away from me.

But, that did no happen. Instead, Bunraku and Youko both attacked the innocent old lady who was holding a skinning knife. No damage. 

However, there were no reveals, either. Both players did score the strategy for a 1-1 tie, though.


Turn 3:

So, I had a 13 in my hand and a pass token. Initiative was guaranteed. Hinamatsu was at three health remaining. Do the math.

WHAT?!? Black Joker?!?!?

So, instead of getting rid of Hinamatsu easily, Tanuki complicated things by healing Tanuki for two.

I still carried out with my grand plan of swirling the heck out of my crew. Kari was brought in to deny any further heals and Ikiryo was moved closer to bottom-right corner. Gaki popped out of adversaried KOTO. 

Hinamatsu wanted to go down in a blaze of glory, and started mauling Datsue Ba. And it sure was close, as the megapuppet carved through my entire stockpile of soulstones and left the granny with just two health remaining. Well, she also left herself with just one health remaining, or so. 

Kari was concerned for the elderly, and walked to get LoS to Datsue Ba. She healed her for two. 

KOTO brought the Gaki down to one health remaining, but I don't actually remember what killed that particular Gaki? Was it Youko herself? Oh well, who cares. There were so many to choose from anyway, when another came into being from Youko. 

I was somewhat alarmed after Bunraku managed to deal two points in to Datsue Ba. Now the minipuppet required only a moderate, or a weak with critical strike to make her go away. But what were the chances of that? It needed to pass Terrifying 12 with Wp4, and then hit with the actual sword.

Yeah. Bye bye, Granny.

Because I lost her stat 7 melee attack before Datsue Ba even activated, Ikiryo had to redirect from going to score Power Ritual. She tried to kill both Hinamatsu and KOTO with Projected Voice, but the attack missed. To at least take down one enemy model this turn, Ikiryo then charged to KOTO, and killed it.

Geisha went to control center-left marker, while riskily maneuvering Bunraku went to top-left strategy. 

Despite using her focus, Shikome was not able to kill Chiyo with just one action. The deed required two actions, and my last card from hand. This was a little problematic, as this was now third turn Lost Love would have to just... do nothing, I guess. Well, at least he was spamming some scheme markers, as it certainly looked like Ten Thunders was overloading Resurrectionists with information.

Bill stopped challenging random Shikomes and entered the bottom-right melee. He did cleave half of Ikiryo's health away with naginata.

Both crews scored strategy but no schemes for a 2-2 tie.


Turn 4:

Kirai started Resurrectionist activations again, and brought Ikiryo to safety from Bill's horrible naginata, and pushed Gaki to engage Bill instead. Ikiryo was able to kill Hinamatsu with rams trigger.

Bill Algren targets an Enslaved Spirit that had just happened to happen with Heroic Intervention. This was a good move, as it flinged Youko away from recently big melee of bottom-right. The spirit was heroically freed from its slavery, and Ikiryo was back in Bill's reach. Bill got a plus on his damage flip, so he took last card from my control hand. He smacked Ikiryo for a couple more damage only, which she healed by killing Bunraku.

Lost Love did not approve, though, as this was his fourth turn spamming useless scheme markers.

The other Bunraku went to power up a ritual on top-left corner, while Geisha went to control top-left strategy marker. Tanuki ran to center-left strategy marker, but was in no shape to interact. 

Youko also went to control center-right strategy marker, and placed a scheme marker there. Gaki couldn't believe that Youko would bluff Information Overload that hard, and came to check the scheme marker, engaging Youko in the process. The Gaki was summoned last turn, so it was eligible to be used in schemes.

Shikome was finally able to go and place a scheme marker for Power Ritual.

I didn't get a strategy point this turn, but scores continued in a 4-4 tie, as Resurrectionists got both schemes, and Ten Thunders only one plus the strategy.


Turn 5:

Kirai activated first, and tried to save Ikiryo by removing her from Bill's clutches. Unfortunately, though, there is only so much survivability you can expect from a Df 3 model versus stat 6 attacks. Anyway, Kirai swirled around with mask triggers, and eventually placed a scheme marker to bottom-right corner. Shikome did that in bottom-left, and flew to control bottom-left strategy marker. 

However, after Bill removed Ikiryo, I ditched any attempts at scoring third strategy point. Kari went to act as a homing beacon for Lost Love, who finally - for the first turn in this game - actually did anything. He teleported to Kari, tried to remove a scheme marker with Soothe Spirit (failed) and charged Youko (failing at that). But at least he was engaging.

Tanuki wobbled to help Youko in controlling the center-right strategy marker. 

Resurrectionists were able to score both schemes, while Ten Thunders got strategy and Information Overload for a 6-6 draw.

Tuesday, January 7, 2025

Waving a flag

A 50 point game of Warmachine on War Table. 

My list:

Horruskh with Inviolable Resolve and Windstorm
-Ravener
-Tyrant with Relentless Charge, Shield and flail
Ulkor Barragers
Strike Reavers + Standard
Warwitch Sirens

Command cards: Careful Reconnaissance, Infiltration, Old Faithful, Power Swell, True Inspiration

Opponent had:

Cryx Dark Host
Bane Witch Agathia
-Desecrator
-4x Deathripper
-2x Ripjaw
Bane Warriors
Pistol Wraith
Necrotech

Command cards: Old Faithful, Blessing of Gods, Breakthrough, Infiltration, Power Swell


We were playing a Steamroller 2023 scenario. Cryx started, with Nanes and three bonejacks to the left, Pistol Wraith and remaining three bonejacks to the right, and Desecrator, Necrotech and Agathia in the middle. Agathia had cast Hellwrought on Desecrator.

Orgoth had Ravener rampage through the woods to my side flag, with Strike Reavers in the middle behind an impassable tower. Tyrant and Horruskh were there too. Horrusk gave Inviolable Resolve for Strike Reavers. Ulkor Barragers closed in from the left.

Desecrator shot at ARM 19 Strike Reavers. It was a direct hit, but damage didn't penetrate that armor. Howeer, two out of three blast damage rolls somehow succeeded at that. Go figure?

Everything opponent had on the left packed themselves to trenches. Pistol Wraith claimed flag, and the bonejacks there started to pivot to center. 

It was time for Horruskh's feat now. Remaining Strike Reavers got Tough from command card, walked near centerpoint and started shooting a Ripjaw that was hiding behind the tower. They managed to do some damage, but the kill shot was made by Tyrant's shield cannon.

Horruskh put up Wind Storm and went to control a flag. 

Ravener advanced behind Strike Reavers. Ulkor Barragers managed to kill Necrotech, but they also triggered Hellwrought with unfavorable tradeoff for Orgoth.

Ulkor Barragers were killed easily enough after Agathia arced Parasite on them. As an added bonus, Desecrator certainly had a thing going on with blast damage rolls in this game. Two Bane Warriors were removed by the finalizing shot made by Desecrator.

The flock of bonejacks continued to swarm the circular zone, leaving the right side with only incorporeal Pistol Wraith scoring points. However, Ulkor Barragers had been my only models contesting circular zone, so Cryx took the lead in scenario.

Since I had not hired enough solos to control flags, Horruskh was stuck at Orgoth flag. At least he had Fate-Blessed to support his team. 

Strike Reavers went to contest circular zone and shoot at bonejacks, dealing random damage points here and there. With some help from Reavers, Tyrant was able to remove remaining Bane Warriors. 

Ravener charges Pistol Wraith with fell cleaver, destroys the ghost and goes berserk on Cryx objective. Thus, Orgoth took lead in scenario.

While Agathia did respectable job personally killing Strike Reavers, the flock of bonejacks and Desecrator didn't fare as well against Tyrant. Although that was probably thanks to Agathia missing her boosted Parasite against Def 11 target. 

This gave me quite of a lead in scenario play, as now I was able to contest the circular zone with Ravener. Unfortunately Tyrant wasn't able to thin the number of enemy models, well, at all. Not even when Warwitches were supporting with Dark Shroud.

It was already turn five, so even if I was leading with points, I didn't think my models would last long enough to actually give me even scenario victory. 

This time Tyrant went down with ease, as Agathia cast Parasite on it for good measure. Bonejacks tried to kill any Warwitches they could find. They missed one. 

Another Deathripper wasn't enough to challenge Ravener, but it blocked its way to reach Agathia. With the aid of some finger maths, I reckoned Ravener and a singular Warwitch would have to survive for a one full round to give me scenario victory - or kill Agathia now.

Horruskh tried to blow Deathripper that was engaging Ravener away with Thunder Strike. Despite melee bonus, the spell hit and Ravener was free to get blocked by another damn Deathripper. No matter how I tried, there just wasn't a way to get to Agathia. So, the monstrosity just wrecked the bonejack and started to pray.

Its prayers went unanswered. In fact, the Ravener took absolutely horrendous damage rolls in. It almost looked like last Warwitch from coven would be the one to defy odds, but now. Last possible attack made another Deathripper sealed her deal, and Horruskh started his sixth turn with only him remaining. 

For a while I had been four points above Cryx in scenario game, so now Horruskh just needed to survive, or opponent would have to score four points. So, Horruskh cast Inviolable Resolve on himself, went hiding behind a flag and waved it... not to surrender, but to taunt.

A couple of Hellfires just weren't enough to kill undamaged Horruskh with five focus for damage blocks, so it was a tiebreaker victory for Orgoth. 

Monday, December 30, 2024

Screw You, Benny!

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Break the Line

Schemes: Death Beds, Assassinate, Detonate Charges, Hidden Martyrs, Catch and Release

My list:

Piper Hamelin & 3x Stolen
Nix
Benny Wolcomb
Fumigator
Tunnel Rats
Malifaux Child
Rat King
Winged Plague
Malifaux Rat

Pool: 5
Schemes: Detonate Charges, Hidden Martyrs

Opponent had:

Lucas McCabe, Relic Hunter & Luna
Sidir Alchibal
Desper LaRaux
2x Rough Rider
2x Ruffian
Tanuki

Pool: 4
Schemes: Detonate Charges, Hidden Martyrs (Tanuki & Rough Rider, the one below)


Turn 1:

Nix started by planting a scheme marker for a new Rat King. He went hiding behind a wall. 

Opponent started shuffling about, slowly claiming both markers in the middle. Whenever wastrels had action points yo spare, they took small shots at Nix. And damage kept piling in, leaving me worried fur the pup's safety. 

Before Sidir had activated, Hamelin took his shot. He stunned Sidir and made Malifaux Child interact a scheme for Benny. Last action went to move away from easy range of Machine Gun.

However, Lucas dug up a Timeworn Blade for Sidir, took a couple of walks and rode Sidir closer to Nix, again.

Sacrifices needed to be made, so Fumigator walked and charged to engage Sidir. Sidir dodged, disengaged and began to shoot. After all attacks targeted against Nix, the dog was still at four health remaining. But it had cost me three soulstones. 

Stolen grind out activations from Ten Thunders. I realized I had spent all of my 8+ cards when protecting Nix, so Benny didn't have a guaranteed Rat King coming up. Fumigator that had been supposed to plant at least one scheme to the rat bomb had had to relocate.

To boost Benny's chances of getting an 8+ straight out of deck, Malifaux Child backtracked to place a fourth scheme marker. Thus, Benny was able to get Fast. After all enemy models had activated, Benny began to activate Loyal Rats with Tiny Hats. First one failed, second one failed and third one...

Failed.

Great job, Benny. 

Rat King had walked and charged Ruffian who was hugging center-left strategy marker without much of an effect. Looking back now, that turn was a hideous mess. The only good things were stunning Sidir and Tunnel Rats going to toss a strategy marker to enemy side. 

Bah.


Turn 2:

Tunnel Rats continued their success story by using Secret Passage to get to strategy marker and toss it out of Rough Rider's reach. They also planted some minefields to discourage trampling hooves. Unfortunately minefields did not discourage rifle shots, one of which dealt a couple of damage points in.

In the center, Sidir actually was the first model to activate, and started shooting Fumigator. Sidir softened up the target, gave the Timeworn Blade for Rough Rider. The horseman shot Fumigator dead with double severes with negative modifiers. He also interacted a strategy marker and threw Timeworn Blade for Lucas.

Looked like Nix would reach three models with Drink Spirit, so Nix walked and charged Lucas to complicate the middle. Attack dealt respectable damage, but then came time to drink some spirits. Nix's future suddenly appeared to not... exist. Black Joker. And Fast master about to activate. 

Sure enough, Lucas activated next and started whipping the ghostly dog. It took the remainder of my soulstones and high cards from hand, but Nix was still standing! Only that... he had just one hit point.

Hamelin tried to come to save the day and stun Ruffian closest to Nix and offer some TN 13 willpower duels for, like, six enemy models from Fumigator's corpse. However, all my good cards had already been spent, so Hamelin needed 8+ straight from the deck. Both actions failed, so Nix was... still... at one health remaining. 

Lucas had given Timeworn Blade for Ruffian, who activated next. He chainganged himself into melee with Nix, and... failed first attack. Nix healed to two remaining. Unfortunately second attack hit, and Nix was back to one health. And the last attack? Missed! Woo hoo, who's a good boy?

Rat King healed Nix for one, and Stolen that were spitting on Lucas healed Nix up to five health. I love it how messed up that survivability is. 

Since Desper had leaped to Nix to plant a scheme, that gentleman burglar was going nowhere else this turn. Benny ditched his sorry attempt to bring in more rats, and ate a scheme marker for Fast. He took a double walk to drop a scheme near Desper. Winged Plague removed Desper's blight tokens to drop another scheme marker for Detonate Charges.

One Ruffian below brought a strategy marker to my side.

Both crews scored a strategy point, and both got Detonate Charges for a 2-2 tie.


Turn 3:

Lucas started with a headlong charge against Nix. While the wastrel master didn't do a whole lot against Nix, he did dole out a Phantasmal Mask for Sidir before riding away from melee. I figured Nix with four health might be able to take a whopping from Sidir, so Tunnel Rats activated. Strategy Marker was thrown just over 8" away from centerline and walked over 6" away from Rough Rider. 

Sidir charged Nix and put it down with two strikes. He was buying Rams for critical strike, so there was at least that expenditure on Sidir's part. Last action point went into shooting down Malifaux Child with a machine gun. 

The kid had been my other hidden martyr, so I was looking at the real possibility of fully losing points from Hidden Martyrs if Rough Rider on top decided to land two weak damages on Tunnel Rats. That was too big of a risk after losing Nix and Malifaux Child before they had even activated.

Hamelin took a double walk near the center, and at first tried to stun threatening Rough Rider. Piper's Influence failed, but at least Obey worked. Rough Rider took a dip inside minefield before running 5.5" away from Tunnel Rats.

Rat King tried to gnaw Ruffian off the board, but their majesty was offended by Ruffian's manners. Benny Wolcomb had to come and stick a blade into the wastrel minion's last hit point.

Those were the most important developments of the turn. Rough Riders relocated to middle and tried to shoot Rat King, but not getting it below half of its health remaining. 

Sidir had tossed Phantasmal Mask for Desper, who had leaped to transform Winged Plague into a soulstone. He couldn't charge because of Hamelin's aura. 

Kids were spitting at Lucas, Tanuki was swiping those way.

Both players scored strategy point, but Malifaux Child was turned into a victory point for Outcasts, so they got the lead with 4-3.


Turn 4: 

Outcasts actually got the initiative for change. And what a beautiful activation Hamelin had! First he Obeyed Rat King to interact strategy marker. Marker went next to Rough Rider. Then, Hamelin landed both a stun and an Obey to Rough Rider to throw the strategy marker even further. I think the last action was Obey, too, but I'm not sure about the target. 

Opponent didn't prioritize the situation in middle. Instead, Tanuki healed Lucas for a bit and threw a strategy marker deep inside my territory.

Rat King charged the pipered Rough Rider, and missed. Second attack, however, hit and got masks from Piper's Influence. Two attacks later, Rough Rider was dead before it had activated. So yay for that.

However, Desper recognized the danger of Outcasts getting four strategy points, so he leaped and walked to throw the strategy marker a little closer.

This, however, put Desper in the range of Tunnel Rat's trench gun. Rats were above half of their health, so they didn't have too much trouble in landing a moderate damage - which was enough to kill Desper. How? Well, Stolen kid had almost killed Desper by spitting at him. Had it not been a full three for damage block with a stone, the kid would have scored a henchman kill.

Benny had... done... something, I guess? Maybe he tried to attack Rough Rider or Sidir? Anyway, he did engage both for some added nuisance and apparently placed a scheme marker at some point. 

Rough Rider rode away from Benny along with Sidir. Their combined efforts resulted in dead Rat King and dead Stolen, plus some damage in to Hamelin.

Another stolen brough Lucas down to three health remaining, while the last Stolen attempted to deny enemy fourth strategy point, maybe. He went frantically flailing to Ruffian coming from the right, but missed. Ruffien killed the kid and charged resulting Malifaux Rat so that it was in contact with strategy marker. Ah well. At least the kid tried.

Both players score strategy for a 5-4 lead for Outcasts.


Turn 5:

Lucas tried to tie down Benny Wolcomb, and soon enough the godfather was within 2" of two enemy scheme markers. 

Hamelin does another awesome activation. First, he Obeys Tunnel Rats to use Secret Passage to get closer now that Lucas was securely in place. Then he stuns Rough Rider with Piper's Influence - and obeys Tanuki away from fourth strategy point for Ten Thunders. Last Obey went to Benny in an attempt to disengage him, but that didn't amount to anything.

Lucas had difficult choice to make now. I had no idea, but both Rough Rider and Tanuki were enemy martyr's. He would be able to get fourth strategy point even with stunned Rough Rider, but that would leave Hidden Martyrs with zero points. 

In the end, Ten Thunders went to get their fourth strategy point. Benny beat up a few rats to get two schemes within 2" of Lucas, and Tunnel Rats just ran to get engaged with Lucas. 

A close fought 7-5 victory for Hamelin.