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.