Wednesday, October 23, 2024

Hopeless Prospect

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Plant Explosives

Schemes: In Your Face, Deliver a Message, Espionage, Protected Territory, Take Prisoner

My list:

Leveticus & 2x Hollow Waif
Rusty Alyce
Ashes and Dust
Marlena Webster
Desolation Engine
Scavenger
Abomination

Pool: 4
Schemes: Take Prisoner (Huckster), Protected Territory

Opponent had:

Lucas McCabe2 & Luna
Sidir Alchibal
Desper LaRaux
Mr. Ngaatoro
Rough Rider
Huckster
Hopeful Prospect

Pool: 7
Schemes: Take Prisoner (Scavenger), Espionage


Turn 1:

Right during the deployment I had a dilemma: Sidir was in the middle, so should I deploy my Def 3 chunk of desolated flesh to middle, where it might do something, or to board edges where it might be a bit safer?

Because of the building in the middle, I chose to deploy it quite deep in my deployment zone to rush it to building that offered LoS block for the thing. Wastrels got the initiative and Luna dug up a Timeworn Blade for McCabe. 

After taking cover in the center, my other models stalled as much as they could, with Hollow Waifs just shuffling around and concentrating. Eventually Outcasts had to move a bit more forward, and Scavenger activated to push Ashes and Dust for a bit. 

But that was after McCabe had taken a double walk and concentrated for a bit near center line. Rusty Alice brought her gun to bear, dealing .. two points of damage, despite hitting twice. Well, at least she shot two soulstones off the Wastrel cache!

Sidir took a double walk and started shooting Rusty Alyce, getting two points of damage through Alyce's armor. 

Leveticus placed a scheme marker to bluff Espionage, and walked behind some barrels to try to unmake Hopeful Prospect. 

Marlena Webster took position to tether both Rusty Alyce and Leveticus. By then Mr. Ngaatoro and Hopeful Prospect had paired up, approaching center line from bottom of the map. Huckster concentrated, and rather unfortunately managed to Black Joker the Secret Passage. 

In the center, McCabe and Sidir were holding the center point against Rusty Alyce and Desolation Engine. Just a little further up, Desper had crossed the centerline and was stalked by Abomination. 

Top of map had Rough Rider to take a shot at Ashes and Dust, which missed and then the tasmanian devil took a full 14" walk next to Rough Rider.


Turn 2:

Going from top to bottom, Rough Rider and Ashes and Dust just looked at each other, shrugged and carried on with their own stuff. Ashes and Dust dropped strategy marker and scheme marker, while Rough Rider just rode past the thing, walked for a bit and dropped strategy.

Scavenger was not able to move past gravestones, so it just took a walk and shot Desper LaRaux with shotgun, doing a bit of damage. Abomination also charged Desper, but only managed to give Desper a free 3" leap. Oh well. Desper leaped a little to place a strategy marker just past Abomination's walk range and went to engage Scavenger. This was one of the last activations of the round, and certainly raised suspicion that Explorer Society had just tagged their prisoner.

Hollow Waifs kept shuffling about, the one in top-right quarter walking to catch Desper under entropy aura, where he already was anyway. 

And then the middle, wow, what a mess. Lucas managed to stun Rusty Alyce, and we misplayed one thing a little and gave Sidir one Fast too many. Well, at least Lucas forgot about his own Fast the turn before. 

Sidir and Lucas shot Alyce down to four health remaining. She activated and decided to heal a couple of point instead of shooting. Which she also tried, twice, without much of an effect this time around. However, Desolation Engine was now free to activate and it charged Sidir. The ten point amalgamation of living flesh and machine only managed to take a parry to the face. 

Marlena Webster walked on top of size 2 pipe to cover more area with her tethering aura. She also tried to take a shot at Hopeful Prospect, and that prospect certainly had reason to be hopeful, as this attack also missed. Leveticus took a double walk and placed strategy marker before Hopeful Prospect and Mr. Ngaatoro tried to hack him up. That was five points of damage caused by Leveticus without him doing anything. 

Huckster was able to teleport a little closer, but failed the second Secret Passage - much to my frustration, too, as Huckster was my prisoner target!

Both players scored strategy, and Explorer's Society also tagged their prisoner for a 2-1 lead.


Turn 3:

Going from top to bottom, Ashes and Dust waited until Rough Rider activated to go and place a scheme marker for Protected Territory. Eventually Scavenger did the same. Rough Rider was able to shoot one Hollow Waif dead and heal Desper a little.

Desper failed to leap, so he had to walk to place a scheme marker on my deployment zone. 

In the center things were heating up. Abomination walked to deny healing for McCabe and Sidir while Wastrels were busy setting up their Fast-train. Fast Sidir hacked Desolation Engine into an Abomination, who actually did, like one or two points of damage or so. Entropy and built-in tome trigger caused more damage to Sidir than all the combined attacks of my crew. 

Rusty Alyce was able to chip four points of health off from McCabe. Fast Huckster failed to use Secret Passage, so she just walked to place a scheme marker on center line, before she noticed an enormous teddy bear towering over her, just wanting to give a hug. Marlena Webster had walked to engage the prisoner. 

Mr. Ngaatoro, Leveticus and Hopeful Prospect were locked up in a weird brawl that didn't seem to be going anywhere. But unfortunately last attack from Mr. Ngaatoro hit and scored two points of poison, meaning neurotoxins would be active next turn, too. 

Both players scored strategy, Outcasts got their territory protected and prisoner tagged, and Explorers got Espionage. This was when opponent realized he had completely forgotten about the scheme marker required in his own deployment zone for the End condition.

What sort of 4D chess was this Huckster playing?! First she Black Jokered Secret Passage after concentrating, and now there was important reason for her to go back to Explorer Society deployment zone.

Scores balanced out at 4-4.


Turn 4:

Wow. Just wow. 

I don't think I have seen such carnage in Malifaux before - or at least, only few times. 

Fast Lucas McCabe brandished his lash, and he started striking at the tormented and miserable amalgamations of undead flesh and machine, killing both of them with two strikes. No-heal auras were thus long gone, so Marlena had to try and kill Sidir that only had like three health left. Marlena healed with a severe in an attempt to endure until next turn and took her swing - and took two points of damage from parry. Oh joy.

Nope, she didn't. Sidir butchered her and her teddy with two attacks, and started to shoot with his machine gun just for giggles - and look at that, Red Joker on damage against last remaining Hollow Waif. 

Brutal.

Huckster placed an explosive now that center only had Rusty Alice nearby and took a walk towards own deployment zone. Apparently Alice was a wee bit shaken, watching the carnage unfold, and pretty much missed all of her attacks.

On top side, Rough Rider went to protect one strategy marker Wastrels had planted after Ashes and Dust dropped an explosive to woods and flew to protect the marker it had dropped earlier. 

Scavenger also dropped a strategy marker and shot a severe damage against Rough Rider. 

Desper failed his jump again and had to walk to place strategy marker. 

Below, Leveticus and Mr. Ngaatoro continued their deathmatch, which looked a whole lot more threatening now that all Waifs were gone. 

Despite me putting all the effort into killing Mr. Ngaatoro early in turn, Leveticus only managed to score a weak damage against the henchman. In response, Mr. Ngaatoro beat the old man down to two health remaining. When did they start this game of chicken? Turn two?

Anyway, an honorable mention goes to Hopeful Prospect. He took one shot at Leveticus that missed, and got damaged because of it. And he lost his remaining three health points just because of activating. Poor guy.

Scores continued with a 5-5 tie.


Turn 5:

Leveticus finally scored his kill, and still had action points to place a scheme marker for Protected Territory. 

Rusty Alyce tried to attack McCabe twice, but neither shot hit home. Using the rapid fire felt a bit useless as Sidir still had five health remaining, but I still decided to go for it. And a severe it was. Way too late, but at least I got another kill. 

Rough Rider starts shooting at Scavenger, who bids his time to figure out what to do. For sure he'd not stay in enemy table side, though. Except... he did. Just not in a way I expected.

Lucas McCabe activated and placed a scheme marker on centerline, and started shooting the Scavenger. Double moderates on both attacks were enough to score a kill.

So, now we can add summary execution of prisoners to the long line of Lucas McCabe's heroic actions. In our games that guy has been so beyond abhorred in his moral choices that I should compile an actual list. 

Anyway, we ended game there because Scavenger was the last part able to affect game state in any meaningful way. 

It was a hard fought 7-7 draw when both crews scored full points from strategy, and everything else but end condition of Take Prisoner. 

Saturday, October 19, 2024

Richard? Now that's a good boy!

 A 50ss game of Malifaux on Vassal.

Strategy: Wedge Plant Explosives (gg0 version)

Schemes: Power Ritual, Claim Jump, Search the Ruins, Detonate Charges, Hold Up Their Forces

My list:

Seamus & Copycat Killer
Madame Sybelle
White Rabbit Co.
Mourner
Dead Doxy
2x Rotten Belle
2x Dead Dandy

Pool: 4
Schemes: Power Ritual, Search the Ruins

Opponent had:

Clampetts, Fisherfolk & Bruce
Aunty Mel
Uncle Bogg
Sir Vantes
2x Hermits
Buckaroo

Pool: 4 
Schemes: Search the Ruins, Detonate Charges


Turn 1: 

Surprisingly, Seamus did not shoot anyone dead this turn.

Bayou was somewhat bottlenecked by the weird building in the middle. Uncle Bogg, Bruce and one of the Hermits got stuck on each other, and the head count almost included Sir Vantes, too, if it wasn't for the 3" push that ignores models.  Sir Vantes took position at front, ready to charge the plethora of models in his reach. Too bad only Madame Sybelle did not have a disguise.

Aunty Mel and another Hermit rushed behind a rock on right flank. Buckaroo with a bomb was soloing the left flank.

Resurrectionists offered almost a unified front piecemeal. Going from left to right, Copycat Killer had teleported Seamus within 1" of blocking terrain after the master had dropped a scheme marker to top-left corner. 

Rotten Belle with explosive token and a Dead Dandy were also there on the left front, biding their time as their only real threat was the Buckaroo... oh, and the Clampetts. But they were not directing their rage against the pair. They started tossing dynamite on the widow weeping for her recent loss that had overextended her sorrow by trying to feed on Sir Vantes' grief. She didn't succeed at that, but she certainly caught the sizzling dynamites. Mourner even shared the fireworks with Madame Sybelle, taking five points of damage herself, and three to Madame. 

White Rabbit felt uncomfortable around gremlins, so they crafted a hat for Dead Doxy and went into hiding behind a mud house to the right. Dead Doxy admired her hat in front of the hut.

I now realized I forgot to drop the corpse marker from Mourner deployment. That could have been an easy-ish scheme marker to the corner where he instead wasted an actual action point planting marker for Power Ritual.

Explosive carrying Rotten Belle to the right lured the Dandy a little closer, preparing to flank from far right. 


Turn 2:

Surprisingly, Seamus did not shoot anyone dead this turn.

Before opponent would finish what he started with Mourner, she charged the Angler master. Attack did not amount to anything, but Sir Vantes started to feel a little grief. Soon enough Madame Sybelle failed Undivided Attention with a black joker, so she, already injured, decided it's best to die with high heeled boots on. She actually did rather well against Sir Vantes, after she and Mourner were done, the knight in shining coat of snail slime was down to two health remaining.

However, Sir Vantes killed the Mourner, healed himself for two points and stunned Madame. And set Dead Dandy on fire with Bait the Waters. How does that even work out?! Bruce licked the Sir's wounds away, so in the end he was missing just one point of health.

Since situation was about to get tough for Madame, White Rabbit Co. offered her some support with a fancy new hat, and again went hiding, this time inside some fog terrain.

Hermit and Aunty Mel to the right didn't manage to kill Dead Dandy that had exposed himself. Rotten Belle to the right took position to plant a bomb next turn, while Dead Doxy started her long road towards bottom-right corner. 

Buckaroo to the left bonus walked, dropped a bomb and charged Copycat Killer, but did not score enough damage to kill. Clampetts, I think, shot a couple points of damage to Dead Dandy in the middle, leaped to forest on the left and did a scheme marker there at end of activation. She may have tried to attack Copycat Killer too, but there the bugger is still standing in the picture with one health remaining. 

Copycat Killer made a relatively big mistake in trying to shear the creature during live rodeo. He managed only to poke damage to it. Worried about the damage he'd done, he tried to plug the hole with a bullet from his half pint flintlock pistol. While Buckaroo got decent damage out of these attacks, the 6" of free movement was also a problem. 

However, I didn't and wouldn't get strategy points this turn unless Seamus used Secret Passage to get to the weird building in the middle, walk and place both a strategy and a scheme marker. Although now that I think about it, maybe I could have done without a scheme marker for one more turn and shot Buckaroo instead. Oh well. 

Dead Dandy went to place a scheme marker next to a wall, and turned Mourner's corpse into a scheme marker. 

Rotten Belle to the left had taken a double walk to get into contact with enemy strategy marker. 

Scores went 2-1 for Resurrectionists, as they got their Search the Ruins.


Turn 3:

Surprisingly, Seamus did not shoot anyone dead this turn.

Madame Sybelle took some serious beating in the middle by Hermit, Sir Vantes and even Bruce. She lost her hat and used up my remaining soulstones. But still she was standing during end phase, with two health remaining! 

She tried to kill Bruce, but instead damaged Hermits. Two points got through its armor. Second attack hit Bruce, but left the puppy with one health remaining. 

White Rabbit proved to be a bloodthirsty beast when it, too, scored two points of damage to Hermits that had been pushed around by Uncle Bogg to drop a scheme next to terrain. Hermits removed itself from melee with scuttle and charged Sybelle. Uncle Bogg had placed a strategy marker, too, but according to all safety procedures he is sitting on the explosive in the picture. 

Rotten Belle to the right goes to drop a strategy marker while Hermits and Aunty Mal on that flank kills Dead Dandy and nearly Rotten Belle, thanks to a moderate damage with three negative modifiers to the flip. 

 Clampetts kills Coopycat Killer, staggers Rotten Belle and leaps to interact a strategy marker and do a scheme marker with silurid shenanigans. Buckaroo runs to remove a scheme marker from my top-left corner.

Staggered Belle wasn't going anywhere soon, so she just picked the box of explosives from ground and shambled to Bayou side of table. 

Burning Dandy in the middle did a double walk to perhaps make a scheme marker before succumbing to flames. 

Seamus took a secret passage, doubly walked to bottom-left corner and placed a scheme marker there for Power Ritual. 

Both players scored strategy, Bayou got Search the Ruins and Resurrectionists did Power Ritual for a lead of 4-3.


Turn 4:

Surprisingly, Seamus did not shoot anyone dead this turn.

Madame Sybelle, however, did score a kill against Hermits in the middle. First kill for Resurrectionists, yaaay! At least that was what I suspected would happen. Nope, White Rabbit's needle and thread was Resurrectionist's most impressive instrument of death in this game.

Dead Doxy drops a scheme for Power Ritual end and hopes Rotten Belle survives long enough to lure her, as there was now grave concern that top-right corner would be gone during fifth round. She at least had the hat. No such luck, however. Aunty Mel kills Rotten Belle to the right with her bonus action and goes pick up her explosives. Aunty's Hermits had earlier charged past Belle's engagement range to drop their explosives on my side of table. 

Bruce manages to bite off half of what was left of Madame Sybelle, and Sir Vantes carried through with the rest. 

Uncle Bogg went to secure the mud house on my right side, while Clampetts interacted a scheme, stomped almost next to White Rabbit Co. and dropped an explosive. Shenanigans brought up a scheme marker that started to look a lot like Detonate Charges on White Rabbit.

Buckaroo goes to drop a scheme marker in forest in the center on my table edge.

Situation looked grim. Due to less than ideal placement of strategy markers to the left, Rotten Belle was able to squeeze in one strategy marker adjacent to board edge - but she wouldn't be able to drop the second bomb she had with the marker Seamus had dropped earlier.

Seamus dropped a strategy and a scheme to bottom-left corner and took a double walk towards his earlier, misplaced explosive. 

Before burning to ashes, Dead Dandy placed a scheme marker for Search the Ruins end condition.

Both players got their strategy, and Bayou finally got their Detonate Charges for a 5-5 tie.


Turn 5:

Surprisingly, Seamus did not shoot anyone dead this turn.

It looked like I was at Clampetts's mercy with Power Ritual, so Dead Doxy with the hat just ran into contact with a terrain piece, out of sight of Aunty Mel. 

Seamus was able to walk to the troublesome strategy marker, pick it up, move away and drop it again. Most efficient use of 4 AP master's action points, let me tell you!

Rotten Belle was thus able to place my fourth explosive to the ground, and there was exactly enough scheme markers next to terrain to score Search the Ruins.

Clampetts had no trouble in getting to my top-right corner to convert my scheme marker there, so Power Ritual was ruined.

Throughout turn I had been burning through my stash of pass tokens and DAMN wasn't the mobile hat booth of White Rabbit Company more popular than it has ever been! Bruce, Buckaroo, Uncle Bogg and Sir Vantes all trampled over each other to reach the booth. 

Idea behind using up my pass tokens was to wait until everyone had activated, miraculously score masks trigger from Beckoning Call to remove a Bayou scheme marker, and then try to move or disengage if need be away from remaining scheme marker. But eventually White Rabbit got staggered by Clampetts, so now White Rabbit would have to do with 1.5" of movement inside tide markers. 

Well, that plan fell short at the masks -trigger part that never happened.

Bayou had brutally enforced their Detonate Charges end condition, and had more than enough markers for Plant Explosives and Search the Ruins. 

And as Resurrectionists lost their Power Ritual while scoring remaining points, it was still a 8-7 loss for Seamus. 

Also... absolutely mind-blowingly, Seamus did not even shoot at anyone in this entire game. 

Thursday, October 17, 2024

But They're Just Cannons

 A 50 point game of Warmachine on War Table.

My list:

Kishtaar with Wind Storm & Inviolable Resolve
- Ravener
- Jackal with Advance Deployment, Clawed Fist and Hunter Rifle
- Jackal with Advance Deployment, Heavy Bolter and Hunter Rifle
Ulkor Barragers
Assault Reavers & Standard

Opponent had:

Ilari Borisyuk with Avenging Force and Something
- 3x Dire Wolf with Evasive, Cannon and Scrap Saw
Sergeant Lazarenko
Sergeant Sergei Krol
2x Winter Korps Infantry with Rocketeers & Standard

Scenario was Recon from Steamroller 2024.

Khador started, and their formation was rather symmetrical one. Infantry Korps at flanks, warjacks and warcaster kind of there in the middle, and sergeants were supporting the infantry units, Krol on the left and Lazarenko to the right.

Orgoth hid a Jackal, Ulkor Barragers and Ravener behind a forest, another Jackal and Warwitch Coven to the left and Assault Reaver unit going into Dust Devil objective terrain, getting stealth from a command card.

And Kishtaar. Well. Yeah. I realized I had no good target for Inviolable Resolve either in range, or even in the list, she just cast Wind Storm and ran to objective. Whoo boy. Not to self: check those threat ranges once in a while.

So, despite Wind Storm, a Dire Wolf was able to charge nine points of health off of Kishtaar. Ouch.

Other Dire Wolves were less successful in their endeavors, and one of the Jackals only took a few points of damage. 

Ilari and Lazarenko were proccing their Prowl inside of a batch of tall grass, Lazarenko claiming the 30mm objective. Infantry Korps unit to the right played Stealth on them to offer some protection against harpoons of Assault Reavers.

The other Winter Korps unit went to secure enemy flag terrain along with Sergeant Krol.

On my turn, first models to activate were Ulkor Barragers that removed half of Winter Korps from the left, as well a few boxes off from centermost Dire Wolf.

Then, thanks to my interesting choice with Kishtaar's placement, she was now in a bad place. She did use her feat, cast +2" range spell, shot with a Jackal and spent her own shots at the centermost Dire Wolf, but could not wreck it. She had zero focus points, again. At least Power Swell gave one.

However, I did not consider that enough of a protection. Jackal with ranged attacks only had to spent its entire payload against the Dire Wolf, and even then got it only down to one hit point remaining. There were no other attacks I had available, so Rifle-Claw Jackal had to spent its feat shot against the Khadoran heavy at one health remaining. Both Jackals formed a wall of steel to block LoS to Kishtaar, and the ranged-only version even had Shield Guard card played on it.

Assault Reavers went to shoot Infantry Korps to the right. Being their Prey target, four models able to attack reduced the number of Korps by equal amount while still controlling flag zone.

Well, Ilari had his feat turn, and Beat Back on Dire Wolf cannons were able to open up LoS for both Dire Wolves during Hour of the Wolf. Fortunately Ilari had been spending his time shooting at Assault Reavers for secured feat procs, so his sniper shots downed only two of those. Remainder of Winter Korps in the right took out a third Assault Reaver.

First Dire Wolf shot against Kishtaar was shield-guarded by Jackal, but the other one was not. Damage roll, however, was not enough to end the game. She now had three hit points remaining.

Winter Korps on the left were able to seriously injure Shield-Guarding Jackal - so much so, that it only had about two boxes remaining in Movement. 

But hey, game continued. Did Kishtaar learn her lesson yet? Oh no, why would she! She just kept shooting at a Dire Wolf, killing of Sergeant Lazarenko with ricochet shots. She was, again, left with just one Focus for damage block. Oh well.

Ulkor Barragers went to pick up cache and killed all but one Winter Korps on the left. I had tried to repair broken Jackal with Old Faithful, but rolled a beautiful "1" for the amount. War Witches gave two points of focus for it, and one for the still functional Jackal. 

Broken Jackal killed the last Winter Korps on the left, which meant Khadoran flag terrain was no longer controlled. Ulkors were also blocking enemy 30mm objective. 

Assault Reavers retreated to Orgothian flag terrain zone, and Orgoth went to have four point advantage in scenario thanks to an off-point gained earlier.

However, Kishtaar still had to survive a grenade pod barrage from Sergeant Krol and a fully boosted cannon shot from Dire Wolf. Big cannon missed, and so did the little cannons. We ended the game there, as scoring two while denying me every point was unlikely with the forces currently on board. Victory for Orgoth.

Tuesday, October 8, 2024

Richard, nooo!

A 50ss game of Malifaux

Strategy: Flank Turf War

Schemes: Assassinate, Search the Ruins, Take Prisoner, Breakthrough, Claim Jump

My list:

Madame Sybelle with Grave Spirit Touch & Carrion Effigy
Bete Noire
White Rabbit Company
Flesh Construct
Gravedigger
Rabble Riser
2x Rotten Belle

Pool: 4
Schemes: Take Prisoner (One of the Buckaroo's), Breakthrough

Opponent had:

Clampetts, Fisherfolk & Bruce
Uncle Boggs
Aunty Mel
Sir Vantes
Hermits
2x Buckaroos

Pool: 5
Schemes: Assassinate, Search the Ruins

 Turn 1

Madame Sybelle did not consider turfs adequately settled last time around, so the henchman master and Clampetts had to settle the scores again.

Both Buckaroos went towards top-left quarter, and since the other one of them was my chosen prisoner, I dedicated a Rotten Belle, Rabble Riser and Bete Noire for the pair.

Another Rotten Belle and Gravedigger went towards bottom-right quarter, trying to hide behind the building.

White Rabbit Company crafted a hat for Flesh Construct, who I thought would be taking damage soon enough, as he was Aunty Mel's adversarial target. Hermits blasted White Rabbit Company, which had me worried for their safety, so Madame Sybelle tried to act as a body block between them and Bayou. It kind of worked, though Madame certainly was in a precarious position after Sir Vantes pushed her closer.

Flesh Construct was my last model to activate, and it went to flip center marker for Resurrectionists. Aunty Mel took a shot at the thing, dropping its fancy hat already.

After interacting top-right strategy marker, Clampetts went near the center point to toss dynamites around. Aunty Mel was nearby as their back-up.

Sir Vantes led the charge of Hermits, Bruce and Uncle Bogg from Bayou bottom branching flank. They just had to cut through Madame Sybelle to follow through. Easy, right?


Turn 2:

Only thing more annoying than to tie up a Buckaroo is to tie up two Buckaroos. It was a weird mess how that panned out, but eventually Rabble Riser and Bete Noire managed to kill one. Take Prisoner target took a run towards bottom-left quarter, but fortunately it was well within Rotten Belle's reach to go and engage.

Aunty Mel killed Flesh Construct without breaking a sweat, and picked White Rabbit Company her next target. Hastily they sewed a hat for Madame Sybelle before trying to get as far from action as possible. I think they also beckoned Aunty Mel within 2" of Madame. At least they attempted that.

However, they would have needed to take both action points as walks away, as they were shot to pieces by Hermits and Clampetts. The Fisherfolk are also a scary good schemer, as they were able to leap, interact and end their activation to score reveal condition of Search the Ruins.

As I had been losing my turf markers left and right, Rotten Belle to the right and Gravedigger had to dedicate their activations to get a turf marker in a hard to reach place of bottom-right quarter.

So, scores went 2-2 as both players got strategy, Resurrectionists Take Prisoner and Bayou Search the Ruins.


Turn 3:

Prisoner Buckaroo disengaged from Rotten Belle, and I considered my chances about catching a model able to walk 18" a turn, take a 3" move whether I landed or missed a Lure, and able to push enemy models away with a tactical action. Good riddance, Buckaroo. Rotten Belle lured Rabble Riser closer for it to go and claim top-left quarter as Madame's turf. This also let Bete Noire to walk to enemy deployment zone and plant a scheme for Breakthrough.

Center brawl drained my resources. There were so many Anglers around, and annoyingly enough they were dealing damage only one point at a time, so they succeeded in creeping beneath Assassinate range of health. 

Aunty Mel took some good damage from Madame Sybelle, but Aunty wasn't too shabby damage blocker with soulstones either. Carrion Effigy had tried to come and somewhat restrict that, but it only had a point of health left. Sir Vantes broke the effigy to its components.

Rotten Belle on right re-took bottom-right quarter, and Gravedigger rushed towards Bayou deployment zone. Uncle Boggs had charged Madame Sybelle earlier in the turn, but had an emergency push towards Gravedigger by heroic intervention from Sir Vantes.

Clampetts had placed a scheme to a brick wall and leaped to a bigger rock formation to secure a second terrain piece for Search the Ruins end condition.

Prisoner Buckaroo had run into contact with bottom-left quarter strategy marker, but didn't have the action points to interact. Bayou did get Assassinate reveal condition, but so did Resurrectionists get Breakthrough and strategy point. It was a 4-3 lead for Resurrectionists! 


Turn 4:

In the ceter it was finally time for Madame Sybelle to fall, perhaps because opponent ran out of cards and had I cheated a little higher card, opponent would have had to shuffle deck for just one card. And look at that, moderate wound with one negative modifier. Ah well. Lesson learned. But she sure tanked like a pro in this match, and maybe even could have made it to last round.

Uncle Boggs charged Gravedigger, but dealt only two points of damage. Gravedigger then dug up a corpse and went to take a closer look - away from melee - and now able to interact a scheme. Bete Noire was doing the same at the top lane of Bayou deployment.

Rabble Riser tried to run and stun someone with his challenge, but Anglers cared little about the punk zombie.

Buckaroo got bottom-left quarter for Anglers and went into contact with another brick wall, and Clampetts walked and leaped to a crypt of sorts, tagging third terrain with a scheme marker. 

Rotten Belle at left made a futile attempt at running towards prisoner Buckaroo just to do something at least. She was essentially out of game anyway.

Bayou evens the scores to 4-4 tie with a strategy point.


Turn 5:

Game was pretty much done for at the center, top-left, bottom-left and bottom-right quarters, but there were some exciting elements going on in the top-right quarter. 

Well, center ties into that when Rabble Riser had walked and charged to try to kill Aunty Mel to neutralize bottom-left marker, burning through my hand in the process. 

Uncle Bogg also forced me to cheat and discard cards to protect Gravedigger. The Angler henchman managed to score Slow on Gravedigger that took away the option for me to score a surprise third strategy point and deny opponent one point, although truth be told - that somehow escaped my attention at the time. But with two action points Gravedigger would have been able to flip top-right strategy marker for Resurrectionists. Then he'd only have to survive Richard's charge attack without soulstones or cards in hand, easy!

However, by then I didn't even have enough cards in hand to get past Uncle Bogg's chatty. Not to mention overbearing stench of Richard, who was finally summoned into the game into contact with Gravedigger. Getting stunned would have messed up the digger's corpse inspection push.

So, Anglers scored strategy and both schemes, while Resurrectionists just got their Breakthrough for a grand total of 7-5 for Anglers.


Sunday, September 29, 2024

Quit it, Richard!

 A 35ss practice game of Malifaux.

Strategy: Standard Turf War

Schemes: Detonate Charges, Harness Ley Lines, Assassinate, Vendetta, Hold Up Their Forces

My list:

Madame Sybelle with Grave Spirit Touch & Carrion Effigy
Bete Noire
Flesh Construct
Gravedigger
2x Rotten Belle

Pool:2
Schemes: Detonate Charges, Vendetta (Bete Noire on Aunty Mel)

Opponent had:

Clampetts, Fisherfolk & Bruce
Aunty Mel
Uncle Bogg
Sir Vantes
Buckaroo

Pool: 3
Schemes: Harness Ley Lines, Assassinate


Turn 1:

What's this? New player starting in this city? So, time to craft a 35 point list with Madame Sybelle. Since there was Assassinate in pool, I decided not to make that one all too easy and upgraded my henchman master with Grave Spirit Touch.

Rotten Belles turned turf markers to Resurrectionists, while Anglers turned their left marker with a Buckaroo. 

Buckaroo had Aunty Mel backing him up, but remainder of gremlins were either in the middle or going for it.

Uncle Bogg had moved Sir Vantes quite a bit up the board already, so Bete Noire charged him to shake things up. She managed to deal two points in through armor before Fading Away from Filthy Spear's strike.

Bruce healed Sir Vantes and drooled up a pool.

Flesh Construct made its likely most successfull projectile vomits up to date by scoring a severe against Sir Vantes, blasting through Bruce and Uncle Bogg. 

Madame Sybelle had taken hiding position behind a pile of crates, but was moved away from her cover by either Sir Vantes or Clampetts. Both kept attacking her, but Gravedigger was there to heal about half of the damage being done.


Turn 2:

Rotten Belle on the left did three points of damage to Buckaroo. The two picked up a fight, but Belle was not impressed by the rodeo. 

Madame Sybelle tried to kick the drooling puppy, but botched the strike and left the abomination standing with one or so health. 

Boggs or Sir Vantes moved Bruce about to drop a scheme marker on centerline. Sure enough that happened, but Carrion Effigy was able to siphon that dog-fish-thing off the board with a focused shot. 

Attacks in the middle kept failing by both sides of the game so there was nothing to report. Gravedigger crafted another launch pad fo Bete Noire and placed a scheme marker for Detonate Charges before walking on top of it. 

Bete Noire had charged herf vendetta target, but scored only two wounds. Rotten Belle on the right failed both Lures at Flesh Construct, so instead of detonating charges the thing just kept flailing at Sir Vantes.

Both players scored strategy, but no scheme reveals were made.


Turn 3:

Rotten Belle on left nearly killed the Buckaroo. The thing was at one health remaining after she stopped swinging her parasol. However, then Aunty Mel activated and slapped casual six points of damage to Bete Noire. Good thing I had used Fade Away. Next he showed the ropes for Buckaroo and healed it with Red Joker.cAnd here for a moment I thought I had been making progress...

Larger trio of Boggs, Sir Vantes and Clampetts stoped fooling around and killed both Gravedigger and Flesh Construct. This neutralized both of my strategy markers. Buckaroo managed to get to interact with bottom-left strategy marker, giving a strategy point for Bayou.

Scores were still even, though, as Carrion Effigy landed a lucky shot against Aunty Mel. Afterwards, Bete Noire did not take kindly being called a White Whale, and would have knifed Aunty dead if it hadn't been for a moderate damage block. This got Vendetta for Resurrectionists.


Turn 4:

Uncle Bogg summoned Richard, and those plus Sir Vantes avenged Aunty Mel that had been beckoned by Madame Sybelle to her death by damaging the henchman master enough to score Assassinate.

Buckaroo ran to bottom-right strategy marker, and was quickly engaged by another Rotten Belle there.

Clampetts leaped away from melee to deal with Harness Ley Lines. That she did, but also opened up Detonate Charges for me by Rotten Belle and Bete Noire that had earlier been buried by some non-damaging action.

Neither player scored strategy, but Resurrectionists got Detonate Charges, while Bayou snatched Assassinate and Harness Ley Lines. This gave gremlins the lead at 4-3.


Turn 5:

And for a stylish ending, Richard somehow managed to execute Madame Sybelle. This left Uncle Bogg free to deliver Sir Vantes to centerline for scheme markers and to interact with center strategy marker.

Clampetts were able to deliver another two markers to centerline, while Bete Noire that had buried again just ran away to table corner to get Vendetta end.

Scores went 7-4 for Bayou.

Sunday, September 22, 2024

Sword Hat Trick

 A 50ss game of Malifaux.

Strategy: Corner Stuff the Ballots

Schemes: Sweating Bullets, Espionage, In Your Face, Hold Up Their Forces, Take Prisoner

My list:

Ensouled Jack Daw & Lady Ligeia
Montresor
Hans
The Ferryman
Auguste Hart
Crooked Man
Drowned

Pool: 6
Schemes: Sweating Bullets (Montresor), In Your Face

Opponent had:

Colette Du Bois & 3x Mechanical Doves
Cassandra Felton
Shadowlark
Coryphee Duet
Angelica Durand
Blackbird
2x Showgirl

Pool: 0
Schemes: Espionage, Sweating Bullets (Cassandra Felton)


Turn 1:

Performers started performing right off the bat - Coryphee Duet was delivered some 28" inches from one corner of the board to another. While that could have been a relief, there were now two ballot boxes guarded by Coryphee Duet. Not gonna challenge those, yeah.

Shadowlark and a Showgirl were going towards the bottom two strategy markers, while remaining performer troupe were tromping towards marker in the center. 

Blackbird, another Showgirl and Cassandra Felton were out there in the open, however, not quite close enough to Hans' clockwork rifle. Hans just took a little walk to the edge of a cargo container to start shooting next turn.

Jack Daw, however had taken a double walk to inaudibly whisper to a Mechanical Dove. Dove was not impressed, but showgirls beckoned poor Jack's ensouled mind and walked him right next to Cassandra Felton. So, Coryphee Duet was not the only model that was flinged over 24 inches this turn by performers. 

So, at the end of first turn, remaining Tormented models were lagging dangerously far behind. Ferryman had managed to Black Joker its Lost In the Fog against Montresor. This had repercussion for the next turn, so let's go there.


Turn 2:

Cassandra started by nimbling past Jack Daw, suspiciously engaging Tormented master within 6" of center point.

As I did not know opponent had Sweating Bullets on Cassandra, I tried to figure out a way to deliver Montresor to Cassandra. But, if Ferryman used Lost in the Fog to move Montresor close enough to get to Cassandra, I most certainly would not get strategy points this turn. So thanks, Black Joker on turn one. 

In the end, I chose strategy points that Ferryman went to pick. 

Jack Daw, though, managed to land some Anger Issues on Cassandra, and then walz past Blackbird and Showgirl with Burst of Speed. Draw Them In also dealt a point of damage to Showgirl. I had been saving a one of rams from first turn in my hand just for Hans, and he was able to snipe off Showgirl from the board. Let's call that the sniper rifle trick.

However, next Colette did a sword trick on Jack Daw. Well, that only buried Tormented master, but I did groan inside a little when I looked at my Espionage bluff scheme marker - my only scheme marker - on my deployment zone. 

Unfortunately that was not the only trick this turn saw - Shadow Lark Red Jokered a surprise shot trick against Drowned, killing it in two shots. Shadowlark's backup dancer was then able to go and place a vote on center-left box. 

Coryphee Duet was able to place three votes, one to top-right and one to center-right strategy marker. 

Montresor was able to slow and stagger Cassandra with a tossed noose. A Mechanical Dove had flown to block Montresor, but Lady Ligeia, the melee monster we all know and love, was able to remove that blockage. 

Both players scored strategy.


Turn 3:

Montresor started turn by charging Cassandra. She had only three health remaining after that. 

After what had happened to Jack Daw I wasn't exactly feeling secure that Montresor would still stand there, engaging Cassandra in the end phase, so I decided to unbury Jack Daw, take a double walk and charge Cassandra. The only killable cost 8 model died, so I had to take In Your Face as soon as possible.

And, sure enough, soon Montresor was standing next to Colette, and where one Montresor stood was now Angelica Durand. And Auguste Hart was sword tricked off the board before he had activated. This, at least, gave him a chance to remove that failed bluff scheme marker from my deployment zone. 

A Mechanical Dove flew next to Hans and started being Annoying. I was impressed. That was actually effective use of Annoying rule. It just takes an insignificant model with Puny to meaningfully pull off. If Hans wanted +10" range, he needed to concentrate - which would only give him Distracted from Annoying. So, no +10" range. Also, his field guide referencing would be next to useless, too. 

Coryphee Duet walked and charged The Ferryman, and hilariously enough Red Jokered it down to one health remaining. Then the thing just split up into two. Ferryman, who was distracted, had one chance to kill the un-activated Coryphee, and obviously it just failed that. Coryphee killed the enforcer. 

Hans was able to demote one of the Coryphees into a mannequin.

Crooked Man crooked hard against odds against charging Shadowlark and voting Showgirl. It survived, although he did fail every single one of his own actions, though.

Blackbird was speeding towards my deployment corner, so, and Espionage it was. As if that wasn't clear enough from five or so scheme markers in a pool where only one scheme required markers. 

Outcasts had not placed even a single vote this turn, but Arcanists got their second strategy point. Points were still 2-2, though, thanks to killing Cassandra In Your Face.


Turn 4:

If game had not been ridiculous enough as of yet, things were about to change. 

Colette sword-tricks Montresor back to my deployment zone, as Angelica had been able to remove the scheme I had placed in the center to be a homing beacon for Montresor. 

Montresor walked and charged Blackbird, but only managed to drop another scheme marker thanks to Set the Scene. 

I had been carefully waiting for opponent to burn through his control hand so that Hans would have his best shot at injuring Blackbird seriously enough.

So, he took a shot. Attack dealt a point of damage through Shielded +1, but opponent drew Get Off the Stage straight from the deck. So, Hans was teleported near center. He still had LoS to Blackbird, though, so he took another shot. Two points in, and again Get Off the Stage from top of deck. So Hans was taking snap shots at Blackbird while getting teleported from scheme marker to scheme marker. 

Jack Daw couldn't figure out a way to meaningfully contribute to scoring, so he went to kill a Coryphee. At least he managed to do just that. 

Crooked Man crooked even harder than last turn, as neither Showgirl nor Shadowlark were able to kill that Df 4 model who was at three health remaining. Yay! Go, Crooked Man!

However, Outcasts were not able to score any points that turn. Arcanists got a strategy point, as well as Espionage reveal. Points went 4-2 for Arcanists.


Turn 5:

So... Montresor had one turn to run about 38" for In Your Face. I might have a shot at Sweating Bullets, but not at scenario. Arcanists had potential for all three points. We ended the game, as even if I somehow denied all three points from Arcanists and scored my maximum of one, I'd still lose.


Monday, September 16, 2024

Heist at Hogwarts Transcontinental

A 50ss game of Malifaux.

My master of choice was not a master at all, but a dom. 

Strategy: Flank Turf War
Schemes: Assassinate, Deliver a Message, Breakthrough, Outflank, Take Prisoner

Madame Sybelle
Carrion Tanuki
Mortimer
Keepside Strangers
White Rabbit Company
Mourner with Grave Spirit Touch
3x Rotten Belle
Dead Dandy

Pool: 1
Schemes: Take Prisoner (coatless Witchling Thrall), Deliver a Message

Opponent had:

Sonnia Criid & Purifying Flame
Samael Hopkins
Witchling Thrall with Lead Lined Coat
Witchling Thrall
Witchling Handler
Hex Bow
Sanctioned Spellcaster

Pool: 5
Schemes: Assassinate, Outflank


Turn 1:

There was a bit of a distance between deployments, after all, so Mourner felt secure enough to blaspheme the corpse she was mourning for to give focus for Sybelle, White Rabbit, Keepside Strangers and a Rotten Belle. She took a walk and focused herself, so that she was protected by a cloud. White Rabbit crafted Mourner a fancy, nice hat for solace and comfort in these trying times.

That was until Samael, Sonnia and Hex Bow all took cover behind a wall and started blasting away at Mourner. Down to one health remaining and burning, new fancy hat already ruined.

Rotten Belle's had started to lure Carrion Effigy closer to heal Mourner, but suddenly there was no time for that and I was not ready to lose such an important piece against Ruthless thralls. Madame Sybelle had to beckon Mourner away from the fog, next to Keepside Strangers. A Rotten Belle had to walk to assist those flames away. What a miserable funeral.

Fortunately Keepside Strangers had a strong sense of decency, and they sidekicked themselves to Madame Sybelle, lobbing a basketful of snakes over fence where witch hunters had formed a conga line of execution. 

And wow, look at that. Severe damage. Hex Bow suffered the most, while Samael and Sonnia's sufferings were mitigated a little by arcane shielding. And that was just the first activation. Remaining snakes were tossed at Witchling Thrall that was to become prisoner. Now that I think about it, I wonder why I even did that. Perhaps my reasoning was to soften the thrall a bit to maybe make it heal itself instead of beating everything to a pulp. Anyway, how could I have known the thrall was a snake enthusiast, and just walked closer to see where those adorable snek were coming from.

Elsewhere the Lead Lined Coat Witchling Thrall had ran next to strategy marker on the center point. No models had seriously started closing in on the top-right outflank corner, so my trio of Mortimer, Rotten Belle and Dead Dandy felt quite at ease going for a happy picnic by wreckage of train that had been heading towards Hogwarts. 



Turn 2:

Guild easily got the initiative thanks to unspent pass tokens, and prison-to-be Witchling Thrall charged Keepside Strangers. Only one attack hit, so I didn't feel all that threatened there just yet. Carrion Effigy went to heal Mourner.

Then Sonnia activated and shot a severe Sapping Flames at Keepside Strangers. Whoop-de-doo what an action that is with Pyrotechnics. Keepside Strangers, Rotten Belle, Carrion Effigy, Madame Sybelle, Mourner and White Rabbit & Co. were all set on fire with just two blast markers. Horrifying. Sonnia also summoned a Hex Bow from Keepside Stranger's fires. 

Situation quickly jumped from concerning to alarming. Fortunately Hex Bows weren't succeeding in their attacks all that much, so I scrambled together a desperate plan to score at least the reveal of Deliver a Message: White Rabbit would make a hat for Keepside Strangers and take a double walk closer to Sonnia. Then Strangers would sidekick themselves to White Rabbit and go give a message to Sonnia, who was furthest in the line of the firing squad. 

I shouldn't judge the hat makers too harshly when they failed to sew a hat while they were burning. But fail they did, so they just had to take a double walk near Samael that had not yet even activated. I did have a couple of good cards in my hand, though, but it was still a precarious situation - opponent needed to just score moderate or two weaks to kill the hatters. 

Well, it was only a weak. And even Keepside Strangers survived long enough to deliver a message for Sonnia. After doing that, well, I can only say that Sonnia has never heard the saying "never shoot the messenger!" ... or, in the case of White Rabbit, "never watch with glee how the messengers burns to death in front of your eyes without you doing as much as lift a finger to help them"

I was worrying that the Witchling Thrall in the middle would take interest in helping out his brother, so Dead Dandy departed from the picnic trio to shake his cane furiously at Lead Lined Coated Witchling Thrall. Results were what's you'd expect in such a scenario.

Mortimer also took a slight detour and went to dig up a zombie from the middle of railroad tracks.

Picnic Belle went to flip top-right turf for Resurrectionists.

Thrall with the coat still had some resemblance of respect for an angry old man with a cane and hit him only once with enhanced fists. Unfortunately this excited either Purifying Flame or Sanctioned Spellcaster to drop a point of damage and Burning +1 to his top hat, which killed Dead Dandy in the end phase.

However, Witchling Thrall that needed to be alone, stayed alone. Madame Sybelle walked to engage it, but tried to beckon it to Rotten Belle for a charge at the row of Witch Hunters past the fence. Both Beckons failed, though.

If we look at just the scored, round was good for Resurrectionists that claimed a 3-1 lead. 


Turn 3:

Madame Sybelle started by disengaging from Witchling Thrall, and charged the Witch Hunter line. She killed the already injured Hex Bow, and even tickled Samael for a bit. She was also engaging the summoned Hex Bow. Soon enough she was also engaging Witchling Thrall, who charged her in the back. I don't quite remember all the actual attacks that rained on Madame Sybelle, but after Witchling, Samael, Hex Bow and Sonnia, she was down to three health remaining and Burning +6. Perfect for assassination.

Carrion Effigy tried to heal Rotten Belle and Mourner that had both been slowly cooking for a couple of turns. Mourner went to try and do some extra damage in to Samael, but results were not exceptional. Rotten Belle also tried to make her parasol count for something, but Sanctioned Spellcaster did not want to take a closer look. 

Mindless Zombie that had been summoned earlier walked and charged Witchling Thrall that had the coat. I suppose that's the way how to deal with such a melee monster - feed trash models to it. Unfortunately it did not have the appetite for Mindless Zombies - that one was eventually removed by a well placed single shot from Witchling Handler's collier revolver. Coatling Thrall, that had received Fast from Sonnia, was then free to go and try to dig up more zombies from inside of Mortimer. Fortunately all attacks missed. Mortimer was a bit more effective at landing hits, but they were just dropping weak ones against Lead-Lined Coat. 

Another Rotten Belle that had been hiding near my bottom-right strategy marker positioned herself to perhaps act more meaningfully during rounds four and five, as my choice of activating models seemed like it might become more limited in the near future. 

Miraculously I didn't lose other than Mindless Zombie that activation phase, although Carrion Effigy did burn out from the board in the end phase.

However... next turn would start with Madame Sybelle, Mourner and a Rotten Belle with enough burning to die without extra input from enemy - though Mourner had regeneration and was far away from anything, so maybe she'd survive.

Points went to 4-2, when Resurrectionists got  strategy and Guild got Assassinate but no strategy thanks to Hex Bow dying out in the top-left quarter.


Turns 4-5:

Resurrectionists had gained the edge in pass tokens last turn, so it was their free reign to pick a model to activate. Madame Sybelle killed Samael before she was put down and turned into a Witchling Stalker. 

After that it was mostly just Guild scrubbing the board with remaining zombies. Mortimer managed to survive as a blocker for a while, but even he succumbed at the end of turn four. Prisoner Witchling Thrall was able to kill Mourner, and whatever models there were in center had easy time dealing with two Def 4, Wp 4 models that were Rotten Belles.

At the end of fourth turn Resurrectionists still technically had the lead at 4-3, but Guild had essentially secured Assassinate end. Resurrectionists began last turn with just a single Rotten Belle, hidden behind the train.

So, last turn was pretty much just a matter of if Guild won 6-4 or 5-4. After shenanigans Hex Bow was able to run to Outflank corner. However, Witchling Thrall had more difficult a job in interacting bottom-left strategy marker and running within 3" of the other Outflank corner. Without handling from Handler the thrall fell short of his goal by about two inches. A 5-4 victory for Sonnia. 

Sunday, September 15, 2024

Kill-stealing the kill-stealer

 Visited some friends in Vaasa, which meant a round of Arkham Horror, 3rd edition.

Scenario was Silence of Tsathoggua.

Investigators we had were Jenny Barnes the dilettante, Wendy Adams the urchin, Mark Harrigan the soldier and Stella Clark, letter carrier.

Investigators had a smashing success in their first few turns. In fact, two clues were found in the very first round. Stella bought shotgun with money from Jenny, and deliverer Mark to fight some monsters. As expected, he removed those with zero effort.

Same could not be said about the dilettante, who rolled and re-rolled a total of nine dice, but scoring only a single point of damage to grasping fungus.

Really early there an anomaly emerged in Riverdown district, but investigators were able to normalize things in just one round, too. 

It all seemed... too easy. 

However... Jenny started getting spammed by Lore checks with her mighty lore of 1, and despite focusing and re-rolls other players managed to pick only one doom token from the board at a time. Letter carrier became Tainted. Harrigan was more than adept at beating down monsters, but then again, that's all that he did. And that did not count too much for the scenario victory, except for when he shot down the elite Dhole that had been experimented upon, almost wrecking Corpse Picker on the same turn. 

For the longest of time only one Clue token was on the scenario sheet, while doom tokens kept popping up in there. Even Jenny had managed to pick up clues and had two in her possession, but did not succeed in planting even one of them on scenario sheet after six dice worth of rolls. I sure felt useful with my character.

After the letter carrier punched a street kid, clues started dripping where they should, and a new wing was opened in the science building to test the found Mi-Go stuff. Unfortunately, a street was eaten off the city by a gigantic maw. So investigators were in a bit of a hurry.

And soon enough, Tsathoggua awakened as investigators were unable to stop the amount of doom spiraling out of control. 

What struck me as a bit odd was how easy it was to stop Tsathoggua from gobbling up the city - although we did have perfect investigator for that, Stella, who was able to add a success by spending a focus point. Which meant that converting clue tokens into stops cost only one clue from scenario sheet. 

Anyway, we were a bit unprepared as the awakening happened so unexpectedly. This left into drastic measures. Harrigan had the Mi-Go brain box thing, so Jenny gave Harrigan her determination to find Isabella as well as her glamorous dress. Next, Harrigan absorbed Wendy's talents and personality, and most importantly, a lucky cigar case.

So, two investigators were robbed of their personalities and Harrigan, in his new fancy dress and brandishing a shotgun, went to shoot Tsathoggua for a bit. 

A Dhole had spawned in the same district as science building, and Stella had enough health to survive for two rounds, so there was somewhat of a limit. However, first round of attacks dealt twelve damage in to Tsathoggua. That's an impressive number of wounds for seven dice worth of attacks. Combined with automatic damage from tokens on scenario sheet, this meant the big bad evil had just four health left after first attack. 

Robbed of her personality Jenny, as a final act of defiance, tried to kill steal Tsathoggua with Astral Projection. Well, that amounted only to one extra damage.

Next turn.

Before Harrigan activates, Jenny tries to kill-steal the beast again with Astral Projection. She had three re-rolls at her possession, so she just might do that! Alas, two extra damage was the best she could do.

But then Wendy, the other robbed investigator, announced she would intervene in my kill-steal attempt. And there it was, two extra successes. So, that just happened. Kill-stealer got kill-stealed.