Three rounds of two-player Yatzy during visit to my parents.
We rolled some dice. Points were scored. I won one round, lost two. Wheee..
Update: And another three round session of Yatzy with three players.
Some sort of a note about each and every session of a board/miniature game I have played since the beginning of this blog.
Three rounds of two-player Yatzy during visit to my parents.
We rolled some dice. Points were scored. I won one round, lost two. Wheee..
Update: And another three round session of Yatzy with three players.
A 50ss game of Malifaux on Vassal.
Strategy: Corner Cloak and Dagger
Schemes: Let Them Bleed, Power Ritual, Ensnare, Espionage, Hold Up Their Forces
My list:
McMourning & Zombie Chihuahua
Sebastian
Rogue Necromancy
Corpse Curator
Kentauroi
Nurse
Gravedigger
Canine Remains
Pool: 3
Schemes: Ensnare, Hold Up Their Forces
Opponent had:
Hungering Darkness & Dark Bet
Gwyneth Maddox
Koji
Kara
Illuminated
2x Beckoner
Tanuki
Pool: 4
Schemes: Ensnare, Hold Up Their Forces
Turn 1:
Well, scheme pool... was. There was little sense in picking other than Ensnare and Hold Up. Both Power Ritual and Espionage required interacting in enemy deployment zone, and our crews weren't really specialized in getting there. Let Them Bleed wasn't appealing option either. Super-healing Rogue Necromancy was annoying for reveal, and not a bloody chance I would try to get Gwyneth down to half of her health remaining.It's been a while since this game was played, so I'll have to be brief.
Resurrectionists had a nasty bottleneck right out of their deployment zone. McMourning was able to summon a Flesh Construct, and Sebastian did a Canine Remains, but there was a staggering blob of models in close proximity to each other in confined spaces. And Hungering Darkness had ran to center line, and I was worried that it might just walk and charge next turn to engage, like, Rogue Necromancy, Sebastian, Corpse Curator, McMourning, Nurse and two Canine Remains.
So, summoned Flesh Construct went to engage and buy some time for the gathering to dissolve.
Ten Thunders were spread out a little better, with Gwyneth and Illuminated going to top strategy marker, and Beckoner plus Hungering Darkness were near middle. Remainder of Honeypot was going towards bottom-right quarter.
Turn 2:
Kentauroi picked up a Canine Remains, picked up an intel and backed off. Canine Remains was to pick up even more intel, but then Illuminated charged the dog. Although attacks missed, interacting was out of the question.Flesh Construct did astonishing job at surviving - it ate up the entirety of activation of both Honeypot masters. Wow. I thought this opened up the game for McMourning to dominate the northern part of map by charging Illuminated. First attack hit and dealt respectable damage. However, next two attacks didn't pass Terrifying (10), and by then I no longer had cards in hand.
Too late I realized my mistake by disengaging Illuminated with Canine Remains - after all I had Hold Up Their Forces as one of my schemes!
Rogue Necromancy went to charge a Beckoner that was hanging around with Koji in between two strategy markers. Attacks did nothing, but Koji did a suspicious scheme marker next to Rogue Necromancy.
Sebastian, Corpse Curator and summoned Canine Remains were holding back in the middle, unsure what to do.
Kara had walked and charged Gravedigger, but not before she had done shenanigans to get an intel.
Both players received strategy point, but Ten Thunders also got Hold Up Their Forces for a 2-1 lead.
Turn 3:
McMourning managed to butcher up Illuminated this turn, as well as engaging Gwyneth. He had received a couple of brilliance tokens from cheating. Gwyneth and Beckoner drained most of Resurrectionists' soulstones by attacking McMourning. Nurse patched him up as well as she could and positioned herself for Bedside Manner as I was afraid Hungering Darkness would try to take out McMourning.However, my fears were unfounded when Hungering Darkness went to pick up intel from Kentauroi.
Kentauroi disengaged from Hungering Darkness, and failed its Ride With Me, so I could not bring it to engage Lynch.
However, summoned Canine Remains and Corpse Curator were able to score Ensnare for me from Lynch. Jakob tried to murder Corpse Curator, which failed. He deliriously moved away from Corpse Curators melee range, which made Hold Up Their Forces hard to accomplish this turn. Sebastian still tried by using Blood Poisoning on Jakob Lynch, even buying the trigger with a soulstone to move Canine Remains into contact with Lynch. Failed.
Koji was able to pull of Ensnare before Rogue Necromancy activated. When it did, it failed to kill Beckoner, bringing her down to one health remaining. Beckoner disengaged before Zombie Chihuahua was able to stink her dead.
Gravedigger wasn't able to shoo the big cat away with a shovel. In response, Kara brought Gravedigger down to two health remaining.
Resurrectionists scored strategy, and both players got their Ensnare for a 3-3 tie.
Turn 4:
Hungering Darkness finally turned its attention to McMourning, and so did Beckoner and Gwyneth. The good doctor was out of soulstones now, but still alive and kicking. Nurse healed Resurrectionists master for a bit and went to engage Hungering Darkness. Canine Remains picked up intel and went to engage Gwyneth, which was finally enough for Hold Up Their Forces.Situation looked grim, but then Kentauroi stampeded Tanuki and skewered the little crap with filthy spear. Situation was all bright and sunshines after that.
In the middle Lynch killed Corpse Curator and Canine Remains, and even had the action points to go and sit on a strategy marker that had been moved after Sebastian picked up intel.
Rogue Necromancy went to kill the escaping Beckoner and the Chihuahua challenged Koji. Because that's what Chihuahua's do.
Kara turned Gravedigger into a corpse marker, and it was time to tally the points.
Resurrectionists got their second scheme, but no other points were scored this turn. It was a 4-3 lead for McMourning..
Turn 5:
It was a meticulous turn for sure.
Gwyneth tried to kill Canine Remains that had intel, but thankfully didn't succeed. I don't remember what Hungering Darkness did, likely attacked McMourning. But that situation was locked there now, as McMourning had to stay in place to block Beckoner's way to get to Canine Remains.
Lynch and Kentauroi weren't even activated before the remainder of turn was metaplayed.
Sebastian stole intel from Koji, who in turn had to escape from two ill-placed böryokudan scheme markers.
Rogue Necromancy picked up intel and made a gambit to kill Kara with a single strike. It did not kill Kara with a single strike. Instead, the monstrosity offered itself as a force to be held up for Ten Thunders.
Resurrectionists were able to get their third strategy point, but neither end scheme got scored. Ten Thunders also got their second strategy point, but also managed to get Hold Up Their Forces for a 5-5 draw.
A 50ss game of Malifaux
Strategy: Standard Cloak and Dagger
Schemes: Deliver a Message, Outflank, Espionage, Power Ritual, Take Prisoner
My list:
Seamus Baker with The Whisper & Copycat Killer
Strange Lady with Grave Spirit Touch
Bete Noire
White Rabbit Co.
Dead Doxy
Bone Pile
Dead Dandy
Pool: 5
Schemes: Outflank, Espionage
Opponent had:
Rasputina & Wendigo
Snow Storm
Blessed of December with Soulstone Cache
December Acolyte
2x Silent One
Ice Dancer
Hoarcat
Pool: 1
Schemes: Outflank, Deliver a Message (Blessed of December)
Turn 1:
Let's go from left to right.
Dead Dandy places a scheme marker for Espionage, also bluffing Power Ritual. Since there was only a tiny bottleneck for Bone Pile and Dead Dandy to get through to strategy marker, Silent One blocked that passage with an ice pillar. Bone Pile had to use its second action to remove the thing.Silent One was accompanied by a Hoarcat, but both were still far away from strategy markers.
Acolyte of December was deployed on top of a building, where it took a shot at Strange Lady, damaging it a little. Strange Lady did not approve, and Obeyed the thing off the building, dealing a couple of damage points from the fall. Which was somewhat impressive, as Strange Lady was still distracted from Seamus amputating a Mourner off of her.
Blessed of December walked and leaped to strike at Strange Lady, not doing much.
Rasputina and Wendigo blasts Bete Noire off the board before White Rabbit had the time to craft a hat. Off the board obviously meaning Fade Away in this context. Ice Dancer was there with Rasputina and her totem, dominating center. However, Mourner took up the challenge - or at least peeked in their general direction from behind some barrels.
As my last activation Bete Noire popped up in my deployment zone and ran just past centerline, inside the building on right.
Snow Storm was feeling confident enough to take on Dead Doxy (with a hat), Copycat Killer and White Rabbit Company, which were slowly creeping towards outflank zone and a strategy marker there. Top right quadrant also hides a Silent One, somewhere, somehow.
Four ice pillars had risen up already, although one of them had been removed.
Turn 2:
Again from left to right, Bone Pile and Hoarcat toss an informant between them, both gaining an intel point. Dead Dandy positions right behind the strategy marker after Hoarcat had tossed it back. Dandy placed a scheme marker in outflank zone.Blessed of December is mauled pretty badly by Strange Lady and Seamus, but Silent One patches up the beast a little. Acolyte, Rasputina and Blessed of December all get fixated with attacking Strange Lady, and surely enough it takes three stones to keep her going. Not a single damage block was below two, though, so I had some luck in there.
Mourner tries to go to interact with a strategy marker until she realizes she was a summoned model. Instead, she dropped a scheme marker touching the centerline.
Either Rasputina or Silent One blocked Bete Noire's advance with an Ice Pillar, and after White Rabbit gave her a nice hat, she was forced to spend one action point to take a walk towards enemy deployment zone for Espionage. Then either Rasputina or Silent One blocked her advance again with an ice pillar.
Ice Dancer, however, was able to get perfect line to get past Bete Noire and White Rabbit Company... three times, no less. This drained my hand, but I was able to keep Bete Noire fairly intact.
Snow Storm got frustrated over my Disguised models, and went to charge White Rabbit Company instead. Future sales of haberdashery plummeted, as the duo was left with two health remaining.
Dead Doxy went to outflank zone on right, and Copycat Killer came to wreck an ice pillar that had risen right next to Dead Doxy after she had activated.
Both players scored strategy, but Resurrectionists got a 2-1 lead thanks to claiming Outflank.
Resurrectionists managed to maintain a healthy population of only four ice pillars with a cost of two action points.
Turn 3:
Hoarcat and Bone Pile start a duel in the outflank zone, while Dead Dandy claims an intel and goes into hiding behind a building.Ice Dancer provided Hoarcat with an emotional support ice pillar, and perhaps it was this turn when she healed Blessing of December instead? I forget. Anyway, Blessed of December leaps to Seamus and delivers a message to him.
Seamus spends his entire activation delivering a heart-warming message to Blessed of December, too, and Seamus compliments Blessed's uncanny ability to play dead after he greeted the aspiring talent with bladed bouquet. He even had time to compliment an ice pillar's majestic stature with a slam action.
Bete Noire had faded away again, and popped up from Blessed of December's corpse. She and Strange Lady charged the already damaged Acolyte of December and killed him.
Wendigo went to pick up an intel, and summoned Mourner went to take it from its cold, living hands. She even took half of the totem's health away.
I think it was Rasputina who made Bete Noire fade away after Ice Dancer had tormented her with endless pirouettes.
I wanted to keep the option to move Seamus right to get outflank on turn five, so White Rabbit Company took a grim, determined expression and crafted a hat for themselves. They walked within 0" of Snow Storm and poked it with needle and thread. Their bravery shall be remembered.
Unfortunately, though, that's all that will be remembered as Snow Storm slapped them dead even through the hat. However, Copycat Killer survived at two health remaining.
My first activation had been to run Dead Doxy to enemy deployment zone. Thus, Espionage was complete. Resurrectionists also got a strategy point, while Arcanists got Deliver a Message for a 4-2 lead for Resurrectionists.
Turn 4:
Duel between Bone Pile and Hoarcat continued without much of a progress for either side. I don't actually remember what Dead Dandy did, but looks like he was busy setting up new scheme markers for Outflank end condition.Silent One got an intel I think, and so did Bete Noire. Noire dropped a scheme marker for Espionage end condition as well. Strange Lady that had suffered from Slow starting from turn two had attempted to Obey Bete Noire to interact, but Bete Noire takes orders from no-one.
Seamus walks and charges Wendigo that had moved below bell tower. He strikes the totem down and walks into contact with strategy marker.
I'm not sure what Mourner did, probably just mourned how she couldn't land a hit against Wendigo.
Rasputina was shooting Winter Strikes against Bete Noire and Strange Lady, securing Slow for Strange Lady four turns in a row.
After getting intel, Ice Dancer and Silent One on the right tease Dead Doxy, and she is a little bummed by their harsh words. She is slowed, so she couldn't reposition to a better place to drop a scheme marker.
Snow Storm makes Copycat Killer go splat, thus robbing me outflank end condition. The bestial henchman still had an action point left to interact a scheme for Arcanists' own flanking maneuvers.
Resurrectionists scored no points this turn. Arcanists finally got their Outflank, as well as second strategy point. Scores tied at 4-4.
Turn 5:
We did not play the last turn to the very end. Silent One to the left went to place an Outflank scheme marker, and Snow Storm did the same on right, so that was Outflank end condition for Arcanists.
Ice Dancer skated nearer to remove Dead Doxy's scheme marker with Don't Mind Me, but Doxy was able to lead Ice Dancer away fir Take by the Hand. She was then able to drop a scheme marker for Espionage end condition.
Arcanists missed on Deliver a Message, while Resurrectionists didn't get their Outflank.
After collecting intel points for two turns, Resurrectionists were able to carve a 6-5 victory with a third strategy point.
A 50ss game of Malifaux
Strategy: Standard Corrupted Idols
Schemes: Vendetta, Breakthrough, Outflank, Dig Their Graves, Hold Up Their Forces
My list:
Molly, Chaotic Conductor & Necrotic Machine
Philip & Nanny
Noxious Nephilim with Grave Spirit Touch
2x Rabble Riser
2x Night Terror
Crooligan
Pool: 5
Schemes: Dig Their Graves, Breakthrough
Opponent had:
Clampetts, Fisherfolk & Bruce
Aunty Mel
Uncle Bogg
Sir Vantes
Buckaroo
Hermits
Skulker Skin
Pool: 6
Schemes: Outflank, Breakthrough
Turn 1:
Molly was the defender during deployment, and for once there was a conscious choice on my part which half Bayou would have to deploy first - whatever side Aunty Mel was on. That aunt terrified Noxious Nephilim to no end.So, Nephilim deployed to far left. Molly made it parade forward for a bit to interact a scheme, and later in turn the beast puked a corpse next to the scheme marker.
The beast also slapped three points of damage to Clampetts after the Angler master had launched itself to remove my poor Night Terror that had recklessly flown to toss corrupted idols around.
Uncle Bogg had pushed Sir Vantes forward, and the foul knight - along with Clampetts - tossed an even fouler idol twice, at least 3" into my table side. The thing was guarded by the 2" reach of the filthy spear of Sir Vantes.
Rabble Riser went to charge Sir Vantes, but that Armor +2 is a thing against a damage track of 2/3/4
I think it was the Hermits that shot a few points of damage in to Philip & Nanny that Necrotic Machine tried to heal. Aunty Mel was with the Hermits, there in the lower left quarter of the top right quarter. (Wasn't that clear?)
Crooligan had emerged From Shadows to claim Breakthrough, but a Skulker Skin seemed to have other ideas when it ran towards rightmost Outflank area. Remaining Night Terror took a flying double walk towards the Crooligan to perhaps support the kid one day.
Since there was now Clampetts, Sir Vantes, Hermits and Aunty Mel in a relative proximity of the center, another Rabble Riser sticked around near Philip & Nanny and Necrotic Machine to do some damage next turn.
Far to the left Buckaroo took a full 18" walk towards my table edge.
Turn 2:
Second strategy marker appeared in the center. Hermits, Sir Vantes and even Clampetts ensured that it was on my side of the table and out of my reach.However, Molly and her endless parading also put one Idol on the enemy side, and Noxious Nephilim charged Clampetts, flew past them and took the idol within its 2" melee range.
Clampetts, Bruce and what else had damaged Noxious Nephilim for a few points of damage. That wasn't too dangerous in itself, but Aunty Mel relocated to the second floow of building in the middle. Necrotic Machine had to run to heal the Nephilim, but failed its heal thanks to me trying to fish card from Molly's bonus action. Oh well.
Philip & Nanny was able to slow both Sir Vantes and Clampetts, and by now Sir Vantes was looking seriously damaged. Instead of doing damage, Rabble Riser to the right went to place a scheme marker near the Angler enforcer. The other Rabble Riser had suffered damage from various effects - mostly from Clampetts dynamites - and went to place a scheme marker near the corrupted idol that Noxious Nephilim was guarding, next to Uncle Bogg. Then it charged past Sir Vantes, and that point was the only one it managed to do this turn.
Night Terror scraped some damage in to Skulker Skin, but wasn't going to stay and challenge it any longer than necessary. Skulker removed itself from melee with On The Move and took a couple of shots at Night Terror, bringing it down to two health remaining after poisons.
Crooligan went to place a scheme for Breakthrough, and Buckaroo did the same in the opposite corner of the board.
Both players scored strategy and Breakthrough for a 2-2 tie.
Turn 3:
What a rollercoaster of a turn, but that is kind of fitting for the chaotic conductor. First, Aunty Mel starts shooting her adversary target, Noxious Nephilim. First attack - Red Joker on damage. Second attack - Black Joker on damage. It might be that she managed to score a weak hit with trigger from her bonus action. All in all the beast survived, albeit down to around one or two health remaining.Noxious Nephilim activated to regenerate four. It tried to remove Bruce before it would be able to heal Sir Vantes or the Hermits, but only landed a weak hit with last attack. Fortunately it had rams, so it received a little bit of healing.
Molly managed to score Dig Their Graves by parading Hermits through the scheme marker right to it's grave.
Idols near the center were being thrown around like ragdolls. Molly's built in trigger to interact with Parade Route was put to heavy use, but that wasn't helping much against teamwork by Uncle Bogg and Clampetts.
Both Rabble Risers went down this turn, one of them being eaten by Bruce. Crooligan and Night Terror spammed scheme markers in enemy deployment zone.
Opponent had Skulker Skin at the outflank zone on right, and Buckaroo did a quick retreat to the zone on left. Two out of three strategy markers were on my side of table now, and Sir Vantes was harassing Philip & Nanny, who were the last model to activate for me. I had three soulstones remaining, but I managed to pull off a nice combo with accidental roll-over with two soulstones. The pram rammed through Sir Vantes right next to corrupted idol, and scores went 3-3 as Resurrectionists got Dig Their Graves, and Bayou got Outflank.
Turn 4:
A third idol appeared on the center point, which complicated things, as soon enough it was apparent that I was losing the attrition game hard. Aunty Mel had no trouble killing Noxious Nephilim, and eventually even Philip & Nanny had to go. They spent my last soulstone trying to get a moderate block, but failed to do so.However, Molly's parades and whatnot launched one idol way past centerline, and again I somehow managed to wriggle out of a desperate situation by using obscure actions. Strange Behavior by Necrotic Machine was able to dislodge it from melee with Uncle Bogg, free now to interact. Two idols secured for me.
Skulker Skin stopped outflanking and instead went to throw an idol that had spawned on the third turn to my side, and i had ran out of action points to do anything to the environmental threat that was corrupted idol next to riverbank.
Buckaroo also stopped to outflank and went into position to scheme next turn for Breakthrough.
Clampetts also leaped closer to my deployment zone. I think they were the culprits in removing Philip & Nanny this turn, though.
Scores continued with hard-fought 4-4 tie.
Turn 5:
Bayou got to choose which table edge the idol would appear. Strangely enough, I think Skulker Skin was Bayou's MVP, scoring two strategy points and two halves of scheme points all by itself for a total of three.
Crooligan teleported to center and planted a scheme for Dig Their Graves, and tossed the idol on centerline. Aunty Mel, however, went to toss it right back in a dynamite tennis fashion.
Before all that happened I was still aiming for three strategy points, so Molly went to throw an idol far enough that Aunty Mel would not be able to throw that one back. Looking back now, it would have been way more beneficial to try to drop schemes for Dig Their Graves end condition.
Buckaroo and Clampetts secured Breakthrough for Bayou, and the first one mentioned didn't Black Joker it's bonus walk either. So Bayou was able to score seven points out of eight.
Resurrectionists could only get their Breakthrough for a total of five. A 7-5 victory for Clampetts.
A 50 point game of Warmachine on War Table.
My list:
Cryx Blackfleet
Captain Aiakos
-Reaper
-Slayer
-Deathripper
Satyxis Raiders + Sea Witch
Ogrun Party Pirates
Ogrun Ironmongers
Satyxis Blood Witch
Opponent had:
Cryx Unlimited
Well, this just might be shortest Warmachine game post in a while.
There wasn't much nuance to the fight - Asphyxious misjudged 9" walk from Reaper + 10" range. Only a single Bane Warrior had to be cleared from between the lane Reaper with Careful Reconnaissance and enemy warcaster that had zero focus. Turn 2 caster kill.