Friday, October 27, 2023

Deep Satisfaction

 Had a couple of 50ss game of Malifaux. Both of us have been getting weary of Gaining Grounds season 3 - it's been going on for, what, fifteen months now? - so we decided to shake things up a little with season 1.

Strategy: Flank Symbols of Authority

Schemes: Vendetta, Leave Your Mark, Research Mission, Take Prisoner, Runic Binding

My list:

Hamelin with Servant of Dark Powers & 3x Stolen
Mad Dog Brackett
Benny Wolcomb
Nix
Disease Containment Unit
Prospector
Winged Plague

Pool: 4
Schemes: Research Mission, Vendetta (Benny and a Hunter)

Opponent had:

Hoffman & Mechanical Attendant
Melissa
Peacekeeper
2x Hunter
Guild Mage
Riotbreaker

Pool: 2
Schemes: Leave Your Mark, Vendetta (Peacekeeper and Mad Dog Brackett)

Turn 1:

Nix, Prospector, Disease Containment Unit and Winged Plague place the scheme markers for Benny's rats. I was afraid that various enemy long range shooters would be able to snipe off one of the rats, so I waited and waited until they activated - and surely enough Melissa almost killed the Winged Plague as she was speeding towards marker I had placed to bottom-right corner.

Guild Mage, Mechanical Attendant, Hoffman, Riot Breaker and Peacekeeper were stomping towards Plague in the middle. Benny's Vendetta Hunter was going to harass Mad Dog Brackett on left side of the board, and another was hiding behind the lower building on the right. 

I had a horrible hand, no card higher than seven, so Loyal Rats with Tiny Hats was a bit of a gamble. And once Benny failed the first attempt, I decided to buy an extra card with a soulstone. Lucky I did - would have failed without it!

Hamelin was then able to craft a Rat King out of the cute lil' rats, take a double walk and place a scheme for Mad Dog Brackett. He took Fast from it, and ran near top-left corner where there were two symbols of authority, and tossed Blasted Away at one of them.

Winged Plague charged Melissa with Hamelin's bonus action, missed but managed to give her a blight token with end phase movement trick.

Turn 2:

Benny's vendetta Hunter was barely able to charge Mad Dog Brackett, which pretty much tied Hamelin's hands for that round - the hound-cat-robot-thing needed to be lured off for Outcasts to get any strategy points this round.

Winged Plague Scraped a super tainted claw attack at Melissa. Since every other model than Mechanical Attendant would kill the Winged Plague with weak damage, I thought to try and slow down Melissa by making a scheme marker out of her blight tokens. In the end, opponent didn't take the bait, but at least it took both of Melissa's actions to kill the minion.

But, Hunter from behind a building emerged and claimed one of my strategy markers. Whoops. Didn't realize that was so easy.

Prospector became stunned and charged the Hunter, dealing random singular points of damage. 

Hoffman had overcharged proxied Peacekeeper, and went to telegraph Leave Your Mark by placing a scheme in the middle. 

Rat King gnawed it away and went to offer Diseased aura for Hoffman and proxied Riotbreaker in the pond. Unfortunately Riotbreaker and Guild Mage were able to kill the king. Also Peacekeeper landed its harpoon on Disease Containment Unit and charged it dead. 

Nix placed a scheme marker for Benny and walked to drink Peacekeeper's and Hunter's spirit. Only Peacekeeper had anything to drink.

Since most enemy models had now been activated, it was time to make my gambit for strategy points. Hamelin walked and lured Benny's Hunter away from Mad Dog Brackett. He charged it too, but attack failed to connect.

And there appears to be something going on with vomiting kids and Hunters... Two Stolen were able to inflict four points of damage on the Armor +2 minion with three attacks.

Benny was now free to get Fast from scheme marker that Nix had placed, took a double walk and shot the Hunter with his trusty derringer. Unfortunately he had no vomit bullets in his gun, and the attack missed. But he did score vendetta with his bonus action. Phew!

The Hunter still had two points of health left. Last kid activated, walked and took a vomit on the Hunter. Dead Hunter. So it is again one of these games, where insignificant totems are the main damage dealers? Who knows, maybe.

Mad Dog went to claim a strategy marker, bringing scores to 1-2 for Outcasts when opponent revealed no schemes.

Turn 3:

Hoffman didn't want to leave free reign for Hamelin at the western flank and went to charge him, dealing a couple of damage points. 

Prospector charge Hunter that had escaped his reach with deadly pursuit, chipping steadily through Hunter's plating one damage point at a time. 

Scary, scary Peacekeeper nearly killed Nix - and in return Nix wasn't even able to scratch the Peacekeeper even once to make it fail some duels. 

So, it was time to call in the kids for help. 

They started throwing up on Peacekeeper so aggressively that Guild Mage had to reposition itself to heal the big guy. Feverishly absurd, those damn kids. And thanks to them, Nix was back online.

Hamelin beat the heck out of Hoffman, but was not able to kill him. Neither were the only kid who attacked the guild master despite his injured +3. 

Mad Dog Brackett went to place a scheme near Blasted Away marker and strategy marker. Mechanical Attendant tried to shoot the bandit, but wasn't much of a nuisance.

Last but least, even Benny Wolcomb charged Hoffman, but could secure the last few points.

Riotbreaker had been able to place the scheme marker for Leave Your Mark without contest this time around, but so did Mad Dog reveal Research Mission. Melissa had been too far from my strategy marker, so neither player scored strategy points this turn. Scores went to 2-3 from schemes alone.

Board state looked really strong for Plague.

I had Benny quite far from other threats than Hoffman, so he'd be able to escape and run far from any- and everything next turn, thus guaranteeing a point for me. Nix might be able to screw Hunter over with Loose Bowels so that it would not be able to score strategy when that would be relevant. And Hunter wasn't that far from dying. And Hoffman himself was just about dead. Melissa wouldn't contribute to anything else than strategy point next turn.

Turn 4:

... and then, things just happened. What I love about this game is that the situation is rarely if ever as clear as it seems. Guild won the initiative, and Hoffman started to beat Benny. And surely enough, my end point from vendetta disappeared despite me having two soulstones to protect Benny. Well, my mistake for even putting Benny in a situation where bad luck would even be able to kill him. But sheesh... Hoffman is a grown up man in an exoskeleton, not a vomiting kid. He should not dish out damage like that.

Prospector goes to do his daily work of clipping a point of damage in to Hunter.

And then Peacekeeper clobbers Nix into oblivion. Two such unlikely deaths was... not ideal, to say at least. But at least Hoffman had spawned some rats around. Hamelin activated and started beating Hoffman, but somehow didn't manage to land even a single severe damage despite multiple attacks with plus modifiers for damage - injured +4 from first hit tends to do that. With last action Hamelin buys tomes with the soulstone Prospector had spawned, got an extra rat and formed a Rat King.

Kids had emptied their stomach, and somehow weren't able to do score the last damage point in to Hoffman. In the end that duty fell to newly formed Rat King, who happily obliged. 

Melissa took a strategy point and runned and gunned Prospector dead.

One of the kids had to go and charge Hunter now, and actually hit with frantic flailing. Hunter had two health remaining. But that started to look too much when Hunter killed the Stolen with one hit, and the resulting Malifaux Rat with another. 

Mad Dog Brackett took a strategy marker while Riotbreaker and Guild Mage were spawning scheme markers in the middle. 

Scores went to 3-4, still in favor of Plague, but how had the tables turned!

Turn 5:

Hunter went to take third strategy point, so there was little I could do to help that. So, instead, a frantic kid with frantic flails went to charge Peacekeeper instead in an attempt to stop if from placing a scheme marker. But let me tell you. Those heartless Peacekeepers don't care if there is a child on the spot where they need to plant a scheme marker. 

Opponent had Red Joker in hand, which was unfortunate because that way he was able to stun Mad Dog Brackett. I had had plans of taking scheme marker for Fast, then taking a double walk to get to another strategy marker and drop a Blasted Away marker with bonus action for Research Mission end condition. 

Eventhough Research Mission looked rather secured, I ultimately decided that a strategy point was 100% guaranteed if picked up. So Mad Dog ate the scheme marker anyway and charged Mechanical Attendant. Idea was that I might get Research Mission anyway from its scrap marker, but attack failed. Boo. But he did get the strategy marker. 

Another kid went to enemy table side and sacrificed itself to make a corpse marker... for science. Hamelin took a double walk and placed a scheme marker on top of the kid's corpse... for science.

Then he commanded the rat that had emerged from the kids body to charge Mechanical Attendant... for science. And look at that, the stat 3 attack hit and even got a Red Joker for damage. Shame that their damage track is 0/1/1 when alone, because that didn't change a thing. 

Guild Mage had quite a way with words, as he spoke Mad Dog Brackett dead, making all of Plague's efforts with science for naught. And to make it worse, it soon came into my attention that Peacekeeper was still very much alive, and had vendetta on Mad Dog Brackett.

Well, if I didn't get points from my scheme, then opponent wouldn't, either! Rat King gnawed one of the required scheme markers from Leave Your Mark, and that was the last consequential action for the game.

A rather exciting 5-5 draw!


Game 2:

Strategy: Standard Recover Evidence

Schemes: Sabotage, Catch and Release, Take Prisoner, Leave Your Mark, Let Them Bleed

My list:

Jack Daw with Servant of Dark Powers & Lady Ligeia
Montresor
Auguste Hart
Hanged with Servant of Dark Powers
Crooked Man
Drowned
Guilty

Pool: 4
Schemes: Sabotage (large cloud on bottom-left), Leave Your Mark

Opponent had:

Jakob Lynch & Hungering Darkness
Gwyneth Maddox
Mr. Graves
Kara
2x Illuminated
Beckoner

Pool: 2
Schemes: Take Prisoner (Guilty), Sabotage (a rock formation in top-right corner)

Turn 1:

Opponent picked left table edge for deployment.

Herald move enabled Jack Daw to walk to middle, plant a scheme and expose some suppressed memories for Mr. Graves. Lady Ligeia and Drowned had the ungrateful duty of removing some hazardous terrain markers from Montresor's way. The Guilty in electric chair had even more ungrateful duty of diving into water. But the keyword isn't Tormented for nothing, I guess.

Auguste Hart and Hanged were doing flanking maneuvers below. Hanged especially was horrified of Mr. Graves' fencepost, so it kept its distance until the bouncer was finally staggered. 

Kara, who had no intel token, was coming to greet Hanged and Auguste, so my sabotage didn't look so easy after all.

Hungering Darkness charged Jack Daw, and Montresor offered emotional support by charging Hungering Darkness back. Nobody was really doing anything in the melee. But the important bit was getting that sweet suffocation aura to center point.

Mr. Graves, and Illuminated and Jakob Lynch were only a tad behind Hungering Darkness, with Tanuki being the only one of the bunch over 6" away from Montresor.

Another Illuminated and Gwyneth Madddox were hiding between the two buildings north-west. Beckoner had been biding its time in activation order, and eventually launched herself rapidly towards rock formation at top-right corner of the map... surely it wasn't going to sabotage my rock formation?! Damn them! I'm gonna sabotage their smoke formation, then!

Turn 2:

Then came the second turn... where nothing happened. Nothing at all. 

Every plan and attempt was foiled, and nothing worked for either player.

Ten Thunders had a little more luck in beating an intel token off from Montresor, but did not manage to claim it or kill Montresor. 

Jack Daw unsuppressed the memories of an Illuminated next to Mr. Graves, and Hanged was able to unlock some forbidden knowledge in Kara, making it have a psychotic break.

While it wasn't apparent yet that whatever we tried would fail but too many models had already failed activation, I decided that having Tanuki heal those precious damage points I had managed to cause would be catastrophic. So Hanged activated Entropic Curse.

And yet the Tanuki healed Mr. Graves. Only one point with a severe, but still that was an insult to injury, or, well, heal actually.

Beckoner went to place a scheme marker to the rock formation, but that wasn't quite enough to sabotage it yet. 

Only point that was scored this turn was Leave Your Mark from the scheme marker placed on first turn.  

Turn 3:

Last turn it had looked like everybody and their pet was highly resistant to dying. But that was about to change in one of the most brutal turns I have seen. 

Montresor activated and was cursed to watch how Crooked Man would fail its first earthquake, but blast spectacular damage on Mr. Graves and Jakob Lynch. I had no crows in hand, so it was a lucky shot when Montresor did his bonus action and flipped crows straight from the deck, killing both Mr. Graves and Illuminated. 

Joy was for such an action was short lived, when Jakob Lynch activated and succumbed Montresor to darkness, turning the resilient henchman into an insignificant Depleted. 

Auguste went to pick Illuminated's intel.

Another Illuminated who had hanged with Gwyneth started flinging absolutely horrifying scintillating clouds that were able to reach Drowned, Jack Daw, Crooked Man, Lady Ligeia and Guilty. I was lucky to pass most checks naturally, but Drowned fell down to one health remaining. 

I had Black Joker in my hand, and so Hanged was able to teleport to Tanuki with Horrifying Whispers. First attack missed, so I lost hope of killing the miserable furball. Which wasn't exactly a bad thing, because I also wanted to draw cards - I had not received even a single crows to my starting hand or at any other point I drew cards. And Crooked Man needed those to place third scheme marker for Leave Your Mark. Anyway, Hanged declared Weigh Down trigger for +1 damage, and flipped a Red Joker for damage. I can't quite describe the deep, sincere and transcendental satisfaction of killing an uninjured Tanuki with a single strike. 

Gwyneth shot Drowned dead and charged Jack Daw, which started to look like a critical mistake when it became apparent that no other model was able to reach a strategy marker and claim a victory point for Ten Thunders that turn. It was probably. I don't remember who in the end killed the Depleted that once had been Montresor - either Jack Daw or Lady Ligeia. 

Guilty placed a scheme marker and walked on top of it. 

Kara charged Auguste, and Hungering Darkness and Lynch probably kept mauling Jack Daw. He was down to two health remaining when turn ended, which made next round's initiative quite of a concern.

Crooked Man charged Kara and failed to place a scheme marker with Malifaux Mining Law. 

Beckoner was not able to place the required second marker for Sabotage. 

Scores went 2-0 for Outcasts, when they got strategy.

Turn 4: 

I had two unspent pass tokens from last round, and I got a 13 to my starting hand. I cheated fate with that to activate Jack Daw first.

Fun fact: this was second time in row I received no crows in starting hand.

And Jack Daw had to heal himself - he spent all three action points to activate Hungering Darkness' suppressed memories and thankfully succeeded with the last. Thus, thanks to Kara's psychotic proximity, he was able to heal two with bonus action and one when activation ended. 

Illuminated didn't wait to get engaged and walked to pick strategy marker for a victory point.

Hanged did the same with Tanuki's remains and walked to Outcast sabotage target. 

Auguste survived what Lynch was able to throw at him, but wasn't as lucky when Hungering Darkness abandoned its position and tickled Auguste dead with his tentacles. 

Kara attacked Crooked Man, leaving him with three health remaining. I was afraid that Kara would be able to kill Crooked Man next turn, so the cat's psychosis lead it into contact with intel dropped from Auguste, trying to persuade it to spend an action point before charging Crooked Man.

Guilty charged Illuminated, not doing anything. Gwyneth continued to play card with Jack Daw. 

Beckoner was finally able to sabotage rocks.

Crooked Man failed to place a scheme marker - but he did flip the correct suit. But card value was five, when the action needed a six.

Both players scored strategy, and Ten Thunders got sabotage for a situation of 3-2.

Turn 5:

Third turn in a row I received no crows in starting hand. Why, why was I Tormented like that? 

But in the end it didn't bother as much, because Kara activated first and killed Crooked Man before it had a chance to activate. So even if I had had crows, I could not have used them.

Then something of an unexpected turn of events happened. Hanged placed a strategy marker after Lynch had secured a strategy point for Ten Thunders.

Hanged flipped Black Joker on terrifying check against Hungering Darkness. Nice, some mileage out of Forever Doomed. Then it attacked the beast with Horrifying Whispers - and opponent flipped Red Joker on defense. I was able to cheat a Masks 1 to teleport back into action.

My grand plan was to attack Hungering Darkness, score a tomes and drop third scheme marker. Well, highest tomes in my hand was a four, and Hanged had spent all of his luck already. No scheme for me.

Ten Thunders weren't doing anything of consequence with their last actions except for Beckoner, who scored Sabotage end.

I did consider it somewhat excessive, when opponent cheated a severe card when Guilty tried to disengage from Illuminated and Gwyneth. But soon enough it would make all the sense in the world - I mean, he was Guilty, and opponent had Take Prisoner as their scheme.

But fortunately Guilty had gone far enough that Jack Daw was able to teleport to him with Suppressed Memories, place the third scheme marker and walk over it to protect his final mark.

So, Outcasts did not receive strategy point this turn while Ten Thunders did. They also received end condition from both of their schemes, but so did Outcasts. It was a 5-5 draw, although it feels like a victory for Ten Thunders because they missed one point just from a slight lapse of attention.


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