A 50ss game of Malifaux 4th edition on Vassal. This is again a feedback report for Wyrd that I can't be bothered to write differently.
Strategy: Wedge Informant
Schemes: Make It Look Like an Accident, Public Demonstration, Runic Binding
My list:
Molly, Harbinger of Havoc & Necrotic Machine
Archie
Philip & Nanny
Forgotten Marshal
Batsch & Amalie
Night Terror
Crooligan
Dapperling
Pool: 5
Opponent had:
Youko, Silk of the Lotus & Chiyo
Bill Algren
KOTO
Kabuki Warrior
2x Courtesan
2x Bunraku
Pool: 5
Turn 1:
Both pick Runic Binding, although I seriously considered Public Demonstration.
Archie: Leaps, walks, interacts a scheme.
Kabuki: Walks, charges and bonus action to Archie for a total of five points of damage.Night Terror: Leap, Walk and sonic screech to Kabuki Warrior, scoring You're Coming With Me, moving Kabuki more than 2" away from strategy marker.
Bunraku: Onward, charge and attack at Night Terror. No damage.
Necrotic Machine: Walk and Tap the Leyline to guard strategy marker.
KOTO: Discards to pulse Insight, double walk to a strategy marker on Ten Thunder's side. He had been deployed inside a forest, so it took two walks.
Philip & Nanny: Rambling Man and Walk to scale a terrain and place a scheme marker.
Bill: walks and uses Heroic Intervention to move Kabuki Warrior and Bunraku, but fails to injure Night Terror. Foiled Plans trigger removes Philip's scheme marker.
Molly: Takes a double walk to scale terrain, Jinkies! "A Clue" to place scheme near activated Bunraku, and soulstone trigger for Philip & Nanny to place a scheme back.
Courtesan: Walks, Black Jokers a lure on Night Terror, gives focus for Bill. Runic Binding for Resurrectionists.
Dapperling: Double walk to a strategy marker on the centerline.
Chiyo: Walks and uses Invitation on Night Terror to move it away from contesting strategy marker, and another on Philip & the Nanny, which fails.
Forgotten Marshal: Double walk to center marker, copied Deadly Banter and scored two raises against Kabuki Warrior, thanks to Abandoned token. Two scheme markers within 2" of Chiyo for possible Ensnare next turn.
Youko: Walk and charge to Forgotten Marshal, attack missed but Cover Agent did a scheme and used soulstone trigger to walk Forgotten Marshal away from strategy marker.
Crooligan: Teleported to Archie and placed two schemes near Bill Algren for possible Ensnare next turn.
Courtesan: Double Walk to center strategy, as she got Draw Out Secrets from Shared Secrets for third marker to Runic Binding.
Batsch & Amalie: Double walk to contest center. Ten Thunders got one point from Runic Binding.
Bunraku: Double walk and charge to Forgotten Marshal, also claiming center.
3-2 for resurrectionists.
Turn 2:
Resurrectionists: Ensnare
Ten Thunders: Take the Highground
Archie: uses hulking leap to get next to Bill, and flails attacks at him, trying to hit rams for heals. He hit once for four points of damage and got the rams.
Bill: Tries to slap Night Terror, but fails. Concealment helped here a lot. Heals himself for two, and Resurrectionists got two points from Ensnare.
Philip & Nanny: Walks down from a building, Rambling Man's through Youko and Courtesan, turns around and pram rams Courtesan for two points of damage.
Kabuki Warrior: passes Philip&Nanny test and charges Night Terror, Red Jokers five points of damage. Furious Rush passes Philip & Nanny test and also flips Rams, removing Slow, and misses the attack on Night Terror. Last attack also misses Night Terror, but takes away my last high card from hand. I removed Abandoned token to get third point for Spooked bar.
Night Terror: Having only two health, leaps away and double walks behind a building in the Ten Thunders deployment zone.
Bunraku: swings at Forgotten Marshal for two points of damage and stays in place to guard center strategy marker.
Molly: Walks down from building, tells two disturbing stories for Bill, one of which damages him a little. Misfit Press with Focus also fails on Bill, so he stays guarding rightmost strategy marker.
Courtesan: Charges Molly to contest rightmost strategy, but misses attack. Shares secrets with herself, and attacks Molly again with focus. This time hits, and Qi and Gong gets their Leverage bar full.
Batsch & Amalie: Walks and scales on top of building, moves with Expanding Influence in an attempt to heal Molly and Archie and copy a scheme marker, but black jokers Eternal Waltz.
Chiyo: Walks to contest rightmost strategy, misses one Invitation on Molly, but second one hits, so Molly doesn't contest the marker any more.
Forgotten Marshal: Walks to contest center strategy marker, Pine Boxes Bunraku away from it and Deadly Banters Bunraku for a couple more points of damage. I made the mistake of not moving Bunraku out of Marshal's melee.
Courtesan: Fortunately Courtesan does the same mistake in reverse, and uses Lure to bring Bunraku back to contest - and out of Marshal's melee, raising Spooked bar. She removes distracted from Bunraku with Shared Secrets and punches Philip & Nanny for three damage.
Dapperling: Backtracks from centerline to strategy marker on my side and prepares a Shielded.
KOTO: uses Music Swells three times, dealing two points to Forgotten Marshal and four to Philip and the Nanny. Could've been a lot worse, as KOTO black jokered last Music Swells. Opponent considered this skill busted, and it certainly is a scary one on a 5 point model. More thoughts at the end.
Crooligan: Teleports to Forgotten Marshal, Hide and Shrieks Youko with a raise, getting her Abandoned and places her from strategy marker, slaps three points of damage in to Youko and fails another Hide and Shriek at Bunraku. That one had concealment. Still a good activation. At least by now Spooked bar was full.
Bunraku: Bonus action to talk into melee with Archie, tried to attack him and walked on top of a silo.
Necrotic Machine: Walks to position, heals Forgotten Marshal for three and pulls Youko away from center with Pulled into the Story.
Youko: Had to take a double walk to get on top of a small shack. Covert Agent on Forgotten Marshal failed, but then she used We Own You on Forgotten Marshal. Only Ten Thunders got strategy point, but Abandoned token on Youko made her fall from the shack and thus not score Take the Highground.
5-3 for resurrectionists.
Turn 3:
Resurrectionists: Pick Reshape the Land with Scheme markers.
Ten Thunders: Stayed with Take the Highground
Batsch & Amalie: Expanding Influence, to fall from central building. Heals Philip & Nanny and Mushroom Clouds Bunraku, who falls down to one health remaining. Trigger enables BA to go contest strategy marker that I had moved during last end phase.
Courtesan: Focuses Bunraku with secrets, and walks next to Philip & Nanny. Attacks them, misses. I was perplexed by this move until KOTO activated...
Philip & Nanny: Black Jokers Rambling Man. Deadly Banters Bunraku, but can't cheat because of Entranced. Second Deadly Banter kills the Bunraku.
KOTO: Music starts to swell on Courtesan, calls checks for Crooligan, Batsch & Amalie, Philip & Nanny. He does this twice before retreating to a strategy marker. Miraculously enough only Crooligan failed the check, and only once.
Crooligan: Teleports to Philip & Nanny, misses Hide and Shriek, walks to leftmost strategy marker and placed a scheme.
Courtesan: Walks on top of big building in the center and tries to lure Batsch & Amalie away from center strategy marker. Fails, but this takes my last severe away from hand. Shares secrets with either Kabuki or Bill, I forget which.
Archie: Leaps to Chiyo and starts beating the kid. Chiyo performs her Last Act.
Bunraku: walks to an elevated terrain near my deployment and prepares a focus.
Necrotic Machine: tries to heal Forgotten Marshal, fails, and walks out of Youko's LoS.
Kabuki Warrior: Uses bonus action to go and contest rightmost strategy and attack Archie, almost killing him. In fact, without "Want some ice cream?" Archie would have died. Abandoned token moves Kabuki away from contesting strategy.
Night Terror: Two schemes for Reshape the Land.
Kill: Bill Archie with one attack (he had two remaining), fails to heal himself and walks on top of a silo. Because the attack killed, Each Flaw doesn't trigger, right?
Dapperling: Double walk to center strategy marker.
Ten Thunders: Pass
Molly: Double walk to contest rightmost strategy marker, and deny center building for Courtesan. Misfit Press pushes Bill from silo. Disturbing story misses Courtesan.
Youko: Pushes Dapperling off from shack with trigger, tries to do the same for Batsch & Amalie but fails because of Red Joker. Backroom Dealings on Dapperling failed.
Forgotten Marshal: Walked to center strategy, shrieked at Courtesan and tried to shoot her with a peacebringer, neither of which succeeded. But she did have concealment.
Ten Thunders got one point from Take the Highground, but Resurrectionists took three from double scheme + strategy.
8-4 for Resurrectionists.
Turn 4:
Ten Thunders: Ensnare
Courtesan: Fails to damage Philip & Nanny
Crooligan: Walk, charge and shriek to KOTO for three points of damage. Important bit was to contest KOTO's strategy marker.
Bill: Walk to contest a strat marker. He had Slow from earlier press.
Dapperling: Double walk to control strategy marker on centerline.
KOTO: Kills Crooligan, and was illegally pushed out of strategy marker with Abandoned token as there was no Forgotten model in correct place. This restriction is kind of hard to remember.
Necrotic Machine: Does nothing, just controls a strategy marker out of LoS to enemy models.
Kabuki Warrior: Bonus action and charge to Philip & Nanny, killing his target.
After this we ended game, as there didn't seem to be any possiblity for Qi and Gong to score a tie. KOTO in legal place might have enabled a strategy tie, but that would have brought scores only to 10-6.