Sunday, July 23, 2023

Jack the hitpot

 Two 50ss games of Malifaux during my traditional Kuhmo visit.

Strategy: Flank Guard the Stash

Schemes: Hidden Martyrs, Vendetta, Secret Meetup, Load 'Em Up, Assassinate

My list:

Dr. McMourning & Zombie Chihuahua
Sebastian
Rogue Necromancy
Carrion Emissary
Rafkin
Nurse
Little Gasser

Pool: 2
Schemes: Hidden Martyrs (Rafkin & Little Gasser), Vendetta (Sebastian on Koji)

Opponent had:

Jakob Lynch, Dark Bet & Hungering Darkness
Gwyneth Maddox
Koji
Kara
Mr. Tannen
Illuminated
Tanuki
Beckoner

Pool: 3
Schemes: Hidden Martyrs (Beckoner, ) Load 'Em Up (scheme)

Turn 1:

McMourning's crew was taking it slow. Both Rafkin and Sebastian were really, clumsy next to Rogue Necromancy, Sebastian, Rafkin, McMourning and Zombie Chihuahua. Unfortunately two out of five formaldehyde flasks failed to drop, so I didn't live the dream of getting to reshuffle my deck within first few activations of the turn. Oh well.

Lynch was doing his thing, dishing out brilliance to friendly models and giving them extra pushes. 

Kara went to place a scheme marker past centerline, and the rest of Ten Thunders were just bunching up and concentrating. Oh. Except for Hungering Darkness, who obeyed Carrion Emissary to Rot and Rend nearby Nurse. Damage ended up being severe, and blast clipped the bird itself.

 Koji was close to the middle, followed closely behind by Gwyneth and Beckoner. So close in fact, that the Emissary was able to pay back in kind and shoot Koji with the gun, and blast over Gwyneth and Beckoner. So... sixteen damage in first turn. Not a bad first appearance for Carrion Emissary, although seven of those were against frie

Hungering Darkness and Illuminated were already contesting the middle-right strategy marker, with Tanuki speeding towards bottom marker.

As the very last activation for the round McMourning went to create a Flesh Construct, who walked and charged Koji. 

Resurrectionists had a high profile first rank consisting of McMourning, Carrion Emissary and Rogue Necromancy in the middle, with most of my other models behind them. Little Gasser was biding its time, so it would be able to run within 2" of top strategy marker.

Turn 2:

A big turn for sure. Kara opened the turn by pouncing on summoned Flesh Construct's chest and tearing it apart for a bit. Flesh Construct activates right away while it still got time for it, and didn't do much damage in itself, but drained soulstones and high cards from opponent, who was trying to protect his henchman.

Lynch finishes the job on Flesh Construct and releases Hungering Darkness from engagement.

Carrion Emissary unleashes another devastating volley of Rot and Rend on Koji, scoring a moderate which meant nasty damage for Kara and Lynch. It also spawned zombies to engage Illuminated.

Carrion Emissary had proved to be such a scary model, and Hungering Darkness wasn't going to have any of it. It was in range to charge the big bird. Fortunately one attack failed to hit, because I would have lost my Emissary. It was sitting with one health remaining after Ten Thunders leader had done its thing. This forced my hand to activate Nurse, who managed to heal the bird only by one, but at least she got off a charge attack against Hungering Darkness that stunned the beast.

Illuminated killed both Mindless Zombies. Sebastian saw a chance to score Vendetta with using Blood Poisoning on Koji. He managed to bring him down to one health, and even Kara received damage from bone saw. 

Koji tried to shoot Sebastian, but didn't do much. Then it was Rogue Necromancy's turn to have probably most effective Projectile Vomit that it ever did. It concentrated and vomited over Lynch, scoring severe damage which meant two blasts. Koji and Kara died, and even Lynch took three damage from Necrotic Decay.

Tanuki came to heal Lynch, while Rafkin took double walk and transfused three poison from McMourning to Lynch.

Gwyneth charged Sebastian, and that deck of cards sure is more lethal than a pesky derringer. Sebastian was left reeling with one health remaining. For the second time ever I guessed right Hit the Jackpot and drew a card instead. 

Fortunately Paw Patrol was left to activate, so Zombie Chihuahua ran to offer Blood Poisoning for Sebastian, which healed him for five. So, he was in a fairly secured position. Or so I thought.

Beckoner lures him to hazardous terrain, and punches him essentially down to two health remaining. Two health points and in a hazardous terrain (Dmg 1, Injured +1) was not a good spot for Vendetta end condition carrier.

Fortunately McMourning makes an amazing activation, raining skull saw attacks on Lynch so that poison is enough to kill him in the end phase.

Little Gasser took a flight to top-left strategy marker. 

Situation looked harsh for Ten Thunders, but scores went even when both players received strategy, vendetta for Resurrectionists and hidden martyrs for Ten Thunders. 2-2

Turn 3:

Carrion Emissary tried to go to smack Tanuki a bit because that is a proper thing to do, but failed at everything except putting down some coffin markers. This resulted in Gwyneth butchering Sebastian. Good bye, vendetta points. Again I guessed right with Hit the Jackpot, so this is somewhat of a record for me.

To repay Gwyneth's insolence, McMourning gave himself some doctor's orders to leave the melee range of Hungering Darkness and remove last martyr of Ten Thunders - the Beckoner. He managed to deal damage to already damaged Gwyneth, who was left standing with two health points. Somehow I found the willpower not to try and kill her and instead walk to contest a strategy marker that Rogue Necromancy had been guarding for a couple of turns.

Hungering Darkness charged Carrion Emissary, and this time it smacked the bird dead with just two attacks, and was able to walk to contest the center-right strategy marker. 

Rafkin charged Illuminated, engaging Hungering Darkness just for the sake of it. He didn't hit. Unfortunately Illuminated went to attack Nurse. To remove additional targets around Rafkin the Hidden Martyr, Nurse pulled herself here and there with bottle of painkillers and went to charge Tanuki at bottom-right marker. This forced Mr. Tannen to come and claim the strategy marker.

A bloody game it had been. Neither player revealed more schemes, so scores went to 3-3.

Turn 4:

I had a good hand, but I blew most of the good cards in defending Rafkin. I wanted to waste as much action points from Hungering Darkness and Illuminated before getting him killed. And it worked rather well, Hungering Darkness and Illuminated needed all of their action points to finally score the kill.

McMourning killed Gwyneth, and took a run towards strategy marker in enemy deployment. 

Mr. Tannen and Tanuki were not able to kill Nurse at bottom marker, but neither was Nurse able to do anything useful. 

Scores went 3-5 for Resurrectionists, and as such we didn't play last turn. Ten Thunders had no plausible way to even the scores even if Resurrectionists didn't get any points, and scoring end condition from hidden martyrs was still possible for Resurrectionists anyway.


Game 2:

Strategy: Standard Turf War

Schemes: Claim Jump, Detonate Charges, Outflank, Take Prisoner, Vendetta

My list:

Madame Sybelle & Carrion Effigy with Effigy of Fate
White Rabbit Co.
Bete Noire
2x Flesh Construct
Dead Doxy
Rotten Belle
Dead Dandy

Pool: 4
Schemes: Detonate Charges, Outflank

Opponent had:

Perdita the Neverborn Hunter with Lead Linen Coat & Enslaved Nephilim
Francisco with Lead Linen Coat
Pale Rider
Guild Mage
Nino Ortega
Abuela Ortega

Pool: 7
Schemes: Claim Jump (Pale Rider), Outflank


Turn 1:

Perdita started the game by summoning a pistolero, the one that let family members ignore concealment. Guild kept their distance, and I certainly didn't want to give any easy shots for them. However, that still happened when a Flesh Construct went near the middle of board. Nino and Pale Rider took a few shots at it, but thankfully damage was low and Madame Sybelle managed to pull a heal with Undivided Attention.

Another Flesh Construct went to place a scheme marker past top-left strategy marker. Dead Dandy went to interact with that strategy marker, and turned the scheme into a launching pad for Bete Noire. Nino and Pale Rider were there on top-right marker.

At the bottom of things, Dead Doxy and Rotten Belle took the bottom-left marker and had big plans for outflanking. 

Remainder of my crew were in the middle, with Carrion Effigy just concentrating and doing nothing behind dense clouds. White Rabbit Company had crafted a fine hat for Bete Noire, who had ran to middle to possibly act as a bullet sponge next round.

Guild had Francisco coming from the bottom-right, with the remainder of their crew in a not-dense cloud effect packed like sardines. I've been told Flesh Constructs absolutely loathe sardines and are ready to puke from the slightest mention of those...


Turn 2:

Perdita summons the pistolero that reduces blast damage. So, suddenly it looked far less of an option to use projectile vomit with bazillion blast templates over six enemy models when they'd just receive no damage or extra effects - at all.

Perdita managed to shoot the hat off of Bete Noire, but White Rabbit Company demonstrated that there were plenty of those hats where they came from.

Nino shot  Dead Dandy off the board, and Pale Rider and a couple of Pistolero de Latigos did the same for Flesh Construct in the middle. Unfortunately kill shot came from Pistolero, so the upgraded Pistolero got an upgrade.

Francisco landed a horrifying severe+1 on Bete Noire. Fortunately I had chosen Fade Away, but on top of that she also had to discard her second fancy hat. What is this thing happening in here? I was sure Guild keyword was Family and not Fashion Police.

I figured that I just needed to play my game and let Family shoot my crew to pieces and hope for enough points via schemes. And at least outflank reveal wasn't hard to get this round, with Flesh Construct going top and Doxy going bottom. Rotten Belle also went to place a scheme marker that hopefully would be detonated one day.

Madame Sybelle was in contact with the middle strategy marker, and had turned it over for Resurrectionists.

Then we had a little mix up when Bete Noire charged Nino from Flesh Construct's corpse. We had forgotten it had Shielded +1. and Bete had scored exactly enough damage to kill Nino. She used last action to concentrate when we still thought Nino was dead. But come next turn, I realized Nino had been shielded. The best backtrack we could do was putting Nino back on table with one health remaining. 

Scores go 1-2 for Resurrectionists.


Turn 3:

It's big bird time, when Carrion Emissary hatches from Effigy. 

But, Perdita opens the turn by summoning a third model. She then starts taking trick shots at Bete Noire - thankfully none of which manage to land that stun.

Bete Noire butchers Nino this time for real and just concentrates, because not much use in trying to attack the Pale Rider. 

Pale Rider shoots Bete Noire, who fades away, leaving Pale Rider free to ride to strategy marker that had been switched to neutral, and flip it back to Guild's possession.

White Rabbit Company gives a comfortable hat for Madame Sybelle, who then had the difficult choice between trying to score Detonate Charges with her hat, or charge in the thick of Guilders. She chose violence, because I wanted to remove Guild Mage. Both her attacks did hit, but took off only four points of Mage's health.

Doxy placed a scheme marker for Outflank. Situation looked hopeful when Francisco didn't succeed in killing Rotten Belle, but then Abuela took a shot with her shotgun, killing the meatshield. Would Doxy survive two full rounds against Francisco, protecting the scheme marker? Only time would tell.

The summoned gang shot White Rabbit Company to pieces and went to switch middle marker to Guild. Carrion Emissary had to take a double walk to get within 6" of Flesh Construct who had earlier been doing some outflanking to provide +1 movement for the experimental minion. This enabled it to do a double walk and interact top-left strategy marker back to Resurrectionists. 

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

But the start of turn 4 seemed rather grim for Resurrectionists.


Turn 4:

Madame Sybelle killed Guild Mage and tried to retreat into position where her fine hat would perhaps give a point from Detonate Charges. But that did not happen.

Pistoleros, Monster Hunters and Pale Rider shoots dead Carrion Emissary, who had flown to outflank area to place a scheme marker. One Pistolero grew to a Monster Hunter, which I suppose is fair - after all, it killed a gosh darn Carrion Emissary! Can't get much more of a monster than that. 

Flesh Construct flipped top-left marker back for Resurrectionists after it had become neutral from Emissary's death, and ran behind dense clouds to hide from Family's ranged attacks, hopefully getting a point from Outflank last round.

Perdita summoned even more Pistoleros, and then she, Francisco and the Pistolero and Abuela killed Dead Doxy. Thankfully she had managed to navigate Francisco in to a position for me to score Detonate Charges, but that meant I lost any chance for scoring Outflank end condition.

Bete Noire appears from Guild Mage's corpse and goes to flip bottom-right strategy marker from Guild to neutral. Thus, no points for build but one for Resurrectionists from Detonate Charges.

Scores go 2-4 lead for Resurrectionists.


Turn 5:

A Pistolero goes to engage Flesh Construct behind the clouds, and the rest of summoned gang sets up markers for Outflank.

Perdita uses trick shot to stun Bete Noire, which essentially takes my star player out of the game. At least she was able to go back to strategy marker and flip it out of spite for Resurrectionists.

Then Francisco placed another scheme for Outflank and shot Bete Noire dead. I had the option to threaten the middle area with Madame Sybelle with my stack of six pass tokens, but I thought as far as points go, it's essentially the same to deny a point from opponent. 

Madame Sybelle takes a double walk and swings her lash at Abuela, dealing some four points of damage. In hindisght, I probably should have went to cover the strategy marker entirely with Sybelle's melee range, as opponent was able to a por el and frighteningly remind Abuela closer to strategy marker and out of Madame's melee range. It wasn't a big sliver of marker Abuela had to work with, but it was enough to tag it for Guild.

Pale Rider rides to marker in the middle, thus scoring Claim Jump end condition. 

In one fell swoop, points went from 2-4 to 5-4 for Guild. 

Saturday, July 22, 2023

Withers withers

 A couple of years it has been, but during my visit to Kuhmo I got to play my second game of Arkham Horror 3rd edition.

Scenario was the Dead Cry Out.

My investigator was Norman Withers the astronomer, and the rest were Agatha Crane the parapsychologist, Calvin Wright the haunted and Zoel Samaras, the chef.

Of course I didn't have the experience to tell if we were doing good or bad, but after a few rounds the other players started to express their anguish. I don't get it. The first monster that spawned was only some sort of a gluttonous giant, that the chef and the haunted guy beat no sweat.

Norman Withers started to ramble about his psychic visions in a police station, and against all odds he was gifted with map of arkham. Don't know why they had used excessive force when circling the sanatorium with a ball point pen. 

 Well, players were rolling their wardings rather poorly, so Norman Withers had to come and save the day when Uptown had like two, two, three doom tokens in their locations. He and Agatha managed to remove two doom tokens in total. With Lore 4 + rerolls and Lore 5. Yeah.

Monsters kept spawning and Chef and the Haunted guy were busy with them. Also the bystanders needed to be taken into consideration. Situation was doomed, hopeless, without any prospect of good outcome until Norman Withers bought the spell Wither. This is when he started single handedly beating any and all monsters that he engaged, and saved handsome allies like Arthur Johnson in the process. 

Technically I didn't lie. But as it happened, Norman engaged only one monster in the game. 

While scenario sheet didn't receive too many doom tokens, investigators had absolutely horrible luck in getting any clues either. 

Haunted guy was stuck in St. Mary's Hospital, the parapsychologist at train station and chef in silver twilight lodge. 

Only the hero of the team, Norman Withers who uses Wither kept moving anywhere, and he did so into the underworld. 

Painstakingly other investigators flipped those colored markers, and in our plight obviously luck gave us two same colors, which meant scenario just dragged on and on, ultimate demise approaching rapidly while investigators still had no clue how they were supposedly to even win exactly. 

Fortunately they did manage to flip third colored token - one round before the game ended in Mnar thing's victory.

Tuesday, July 4, 2023

Chilled Rat Cubes

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Covert Operation

Schemes: Breakthrough, Catch and Release, Set the Trap, Load 'Em Up, Vendetta

My list:

Hamelin the Piper & 3x Stolen
Nix
Benny Wolcomb
Mad Dog Brackett
Obedient Wretch
Prospector
Catalan Rifleman
Malifaux Rat

Pool: 5
Schemes: Set the Trap, Vendetta (Nix on Blessed of December)

Opponent had:

Rasputina & Wendigo
Blessed of December
Arcane Effigy
Ice Golem with Soulstone Cache
Ice Dancer with Magical Training
2x Silent Ones

Pool: 6
Schemes: Breakthrough, Load 'Em Up (Ice Pillar)


Turn 1:

Catalan Rifleman, Obedient Wretch and Prospector put scheme markers for Benny as fast as possible, because I was afraid of Rasputina shooting my rats dead before they would be able to form a Rat King.

Fortunately opponent wasn't too concerned with emerging scheme markers and Benny was able to make a Rat King just fine. However, it was then when Rasputina just shot Rat King off the board with two blast attacks, damaging Mad Dog Brackett and Benny Wolcomb quite a bit in the process. 

The mentioned gang was traveling south on the left side of my deployment zone, slowly as ever.

Hamelin and Prospector were greeted by the Ice Golem in the middle, and Prospector was left alive mostly because opponent forgot about flurry. Ice golem was the only Arcanist model past center line.

Blessed of December went to top corner marker, so Nix sniffed in its general direction and went to close in for vendetta.

Ice Dancer was going for bottom corner marker. Silent One and Arcane Effigy were somewhere getting to center-right strategy marker while Wendigo, Rasputina and another Silent One were sitting in their deployment zone. 

Mad Dog Brackett destroying an Ice Pillar, there were still five of them when turn ended.


Turn 2:

Outcasts won initiative, so Prospector put a scheme marker with bonus action and disengaged from Ice Golem. Now the thing was at least in hazardous terrain. 

Almost the entirety of my turn could be summarized as: I tried to kill the Ice Golem.

All the Stolen vomited on it, Hamelin moved it a bit in hazardous terrain, Mad Dog Bracket shot it with armor piercing rounds, Catalan Rifleman shot it. Benny only tried to use Swarm Them on it before going to a little better position for future scoring.

Sure, Silent Ones kept healing the thing, but still that was egregious amount of resources needed to kill an enforcer, especially when you take into account how much it stalled my advance.

But finally, as the very last activation for me, Obedient Wretch tossed a rat on the golem and down it went. 

The kill came with a cost, however. Nix had tried to go and bite Blessed of December. But Blessed had the two inch push built into its melee, so my strategy points looked grim. Nix used a focus point and three soulstones in defending against the attacks, but still Blessed landed a hit. However, it didn't push Nix away from strategy marker range and came to engage the spectral hound instead, while Ice Dancer tagged bottom corner strategy marker.

Killing Ice Golem sure gave me some hope, but still the situation was tad oppressive.  I managed to keep the amount of ice pillars steady, but it took a lot of action points. Malifau Rats and Stolen are good for the job, though, unless the kids need to puke on something.

Anyway, scores went 0-1 for Arcanists.


Turn 3:

Nix managed to beat the heck out of Blessed of December and possibly might have even killed it if not for their vendetta. The target leapt into safety and let them both score top corner marker.

Prospector is finally killed by a Arcane Effigy. 

And my crew? Well, most of the action points for me this turn went into dealing with ice pillars. Ice Dancer started speeding towards my deployment zone from the left with a screen of ice pillars. Mad Dog Brackett had to remove those so that Obedient Wretch was able to walk and place a scheme marker next to Ice Dancer. 

Catalan Rifleman dropped a scheme to give Benny Wolcomb fast, who later took a double walk to place a scheme near Wendigo and a Silent One. 

Hamelin had a bit of a useless activation when I misplayed Obey - apparently Obey makes enemy scheme markers. So instead he walked Arcane Effigy into hazardous terrain. There were also some Eyes in the Walls of an ice pillar. Even those got rats inside of them!

So, points went 3-3 when both players got strategy, Outcasts both their schemes and Arcanists Load 'Em Up.


Turn 4:

Blessed of December goes to place a scheme marker on my deployment zone. Scary fast model, that one. But Bleeding Disease also has a scary range, and with two tries Nix is able to kill the vendetta target.

Rasputina staggers and slows the entire bunch of Mad Dog Brackett, Catalan Rifleman and Obedient Wretch. Mad Dog had already activated. He had tried to remove Ice Dancer, but that didn't go as planned. Instead, Ice Dancer moves into my deployment zone and places a scheme marker, with four Ice Pillars worth of LoS block. One was removed by Stolen, but still the dancer was unassailable.

Benny tried to beat Wendigo, not succeeding. 

Hamelin managed to move a Silent One away from center-right marker. Benny was the one who actually scored strategy that turn, as he could engage Wendigo but Wendigo not him. 

Scores stay even 4-4, as Outcasts score strategy and Arcanists get Breakthrough.


Turn 5:

Benny was as useless a fighter as ever, and still couldn't remove Wendigo. Rasputina on the other hand was almost able to push Wendigo to my deployment zone. Stolen tried to come and engage it but frantic flailing is frantic flailing. At least sniper rifle was far more effective, and killed Wendigo before it could place third scheme marker for Breakthrough end condition.

Obedient Wretch had ran to bottom-corner strategy marker.

Ice Dancer had placed the second Breakthrough marker and was screened by a wall of ice. Mad Dog could have blown it to hell, but what was the use because she had already activated?

Rasputina placed three ice pillars near herself, but Hamelin was able to land a zero damage Bleeding Disease on her with soulstone bought Music in the Air, thus denying Load 'Em Up.

Nix was alive, Blessed was not.

Scores jumped to 6-4 for Outcasts. 

That amount of ice pillars was just crazy. I was lucky to have picked the piper Hamelin, as now at least I had the action points and actions to remove them - and still there were twelve of them on board when game ended.