Saturday, January 25, 2025

Don't Be Such a... Rick, Richard!

 50ss game of Malifaux.

Strategy: Flank Stuff the Ballots

Schemes: Take Prisoner, Outflank, Protected Territory, Sweating Bullets, Deliver a Message

My list:

Dr. McMourning, Insanitary & Zombie Chihuahua
Sebastian
Rogue Necromancy
Kentauroi with Grave Spirit Touch
Nurse
Guild Autopsy
Little Gasser
Canine Remains
Mindless Zombie

Pool: 2
Schemes: Sweating Bullets (Sebastian), Protected Territory

Opponent had:

Clampetts Fisherfolk & Bruce
Aunty Mel
Uncle Boggs
Sir Vantes
Mossbeard
Swashbuckler
Buckaroo

Pool: 5
Schemes: Outflank, Protected Territory


Turn 1:

There was relatively little engagement on the first round. I guess that's how it usually goes with McMourning2, as just about his entire crew was focused on getting corpse marker on the board. First Canine Remains ate Mindless Zombie, and from the Mindless Zombie's original corpse Sebastian summoned another Canine Remains that kept eating itself for even more corpses. 

Eventually McMourning activated, and gave an extra head for Sebastian, and a third leg for Nurse. He also summoned up a Flesh Construct as you'd expect.  

Little Gasser went full steam ahead towards bottom-left corner strategy marker. Zombie Chihuahua was stuck behind everyone because of a few bottlenecks and did nothing but stank. Which was a decent enough contribution, I suppose. 

While this whole circus was playing out, Anglers were navigating over and around the gibbet terrain in the middle. Sir Vantes lanced the pup Sebastian had summoned, and was holding another bottleneck along with Swashbuckler. Bruce and Uncle Boggs were guarding their back.

Buckaroo sped into contact with the strategy marker at top-right corner, while Clampetts went to hug the centermost ballots and place a scheme marker. 

I thought Rogue Necromancy might need some assistance up there, so Kentauroi took Sebastian along for a ride and charged Clampetts. It did some damage before taking a hike towards  center-right strategy marker.

Aunty Mel was hunting her white whale that was the Rogue Necromancy. Fortunately she didn't her prime target in range, and had to take a double walk to shoot Kentauroi with trigger from her bonus action. But damage was no other than Red Joker. 

Finally Flesh Construct charged Sir Vantes to clog up the narrow passage.


Turn 2:

Bayou got the initiative. Aunty Mel activated. However, after checking my upcoming cards with bonus, she didn't go for the kill on Kentauroi. Instead, she went to attack Rogue Necromancy. That wasn't a good omen, and soon enough after Aunty passed her terrifying check, Rogue's defense came up as Black Joker. Five or six damage. Ouch.

Kentauroi was now able to ride to ballots, plant a vote and charge Aunty Mel without much of an effect. 

Buckaroo placed two votes to top-right strategy marker after failing its Onward in between.

Clampetts heaved Kentauroi away from Aunty Mel and killed the thing. First hired kill. And now Rogue Necromancy was cornered, all alone, by Aunty and bayou master. At least it was able to walk and drop a scheme marker for Protected Territory. 

In the center, Flesh Construct miraculously endured Sir Vantes and Uncle Boggs. Uncle dialed Richard, who answered the call. But when the croc had time to activate, it had other targets. Sebastian had walked and charged to engage Uncle Boggs for Sweating Bullets. Richard attempted to execute Sebastian, but I certainly had low cards in hand to save him.

Swashbuckler had placed two votes into center ballots while out of Sebastian's chatty line of sight. 

McMourning pushed Little Gasser as a desperate measure, and had also done so for Sebastian. 

Guild Autopsy had placed a vote in center-left ballots before Nurse walked over to take his place. Little Gasser, instead of placing a vote to bottom-left marker, did a scheme marker for Protected Territory. 

As a result, Resurrectionists had a grand 3-1 opening.


Turn 3:

Going from top to bottom, Aunty Mel wasted no time in getting rid of Rogue Necromancy. Buckaroo and Clampetts dominated top-right and center-right strategy markers, and there wouldn't be anything I could do to challenge then throughout the entire game. 

However, Flesh Constructs and Sebastian's bone saw managed to cut through both Sir Vantes and Uncle Boggs, so attrition game looked like it was going to me in the center.  Especially after McMourning replaced the dead Flesh Construct with another. 

Hired Canine Remains stamped its paw mark on a voting paper and dropped in center ballots before being harrowed to death by Mossbeard's tales from the whatever number of seas Malifaux has.

Nurse and Little Gasser continued voting and scheming around bottom-left and center-left strategy markers. 

McMourning used desperate pace on Sebastian to push him away from center, closer to the marker in top-left quarter.

And... I guess... that was it, for the turn? So many models died. Sir Vantes and Uncle Boggs, Canine Remains, Rogue Necromancy and Flesh Construct.

Both players got the strategy points, but Bayou was able to score their Protected Territory. They caught up to 4-3 for Resurrectionists.


Turn 4:

Blasted and bother! Sebastian was just outside of walk & interact distance of top-left quarter's strategy marker, so instead he just walked closer and dropped a scheme for Protected Territory end condition. 

Aunty Mel took a double walk to get Sebastian within shooting distance next turn.

Clampetts walked to bottom-right quarter's strategy marker, planted two votes and Silurid Stomped away. 

In the center, Flesh Construct was trying to kill Swashbuckler, and Swashbuckler was doing the same for Flesh Construct, with both being just about as effective. Mossbeard pretty much secured the center for Bayou. However, after desperate pacing Guild Autopsy twice, McMourning walked to threaten the center at least.

Little Gasser ditched the voting and went to protect territory instead. 

Resurrectionists missed their strategy point, so scores evened out to 4-4.


Turn 5:

Last turn was about wrestling the activation order. If that was the aim, though, Resurrectionists did some poor choices in regards to initiative, as they started game. My reasoning was that I needed that top-left quarter strategy marker more than victory itself.

So, Sebastian picked up that point, and Aunty Mel was left with no effective options. 

Nurse and Little Gasser secured Protected Territory end condition, while Flesh Construct and Swashbuckler were fruitlessly duking it out. Mossbeard went to sit on scheme marker at the center that had been placed earlier. 

In the end, I wasn't able to get ahead in the order of activations and Bayou was able to force McMourning activate before Clampetts. He did mess up with Mossbeard, but trying to push Clampetts twice only halfway succeeded. Not that it would have mattered much. 

Clampetts was able to walk, Silurid Stomp and interact to get Protected Territory and deny me Sweating Bullets. 

Resurrectionists got their third strategy point and Protected Territory easily enough for a 6-6 draw.


Monday, January 20, 2025

McCabe's Special Talent

 A 50ss game of Malifaux on vassal.

Strategy: Wedge Recover Evidence

Schemes: Vendetta, Leave Your Mark, Research Mission, Breakthrough, Sabotage

My list:

Seamus Baker & Copycat Killer
The Strange Lady
Mortimer
Keepside Strangers with Grave Spirit Touch
White Rabbit Co.
Dead Doxy
Dead Dandy

Pool: 6
Schemes: Vendetta (Mortimer on Sidir), Sabotage (Forest to the bottom-left)

Opponent had:

Lucas McCabe2 & Luna
Sidir Alchibal
Jessie Halliday
Mr. Ngaatoro
Rough Rider
2x Ruffian
Hopeful Prospect

Pool: 4
Schemes: Vendetta (Sidir on Strange Lady), Leave Your Mark


Turn 1:

Seamus summoned a Mourner out of Keepside Strangers, who in turn assisted the distraction away from Strangers. Then Seamus walked merrily with Mortimer down the corridor on right... And that's where the fun ended this turn.

Well, Mr. Ngaatoro and Ruffian approaching from the right weren't a concern either, but where to begin...

White Rabbit had crafted a hat for Keepside Strangers before running off to left. Despite not being entirely out of my deployment zone, it was still too close.

Rough Rider started shooting White Rabbit, as did Jessie who had been delivered closer by Rough Rider. Harpoon struck true, and even soulstone flare wreaked havoc on my smattering of Dead Dandy, Doxy and White Rabbit. Terrible as it was, Strange Lady had to activate early to heal White Rabbit. 

Lucas had given Timeworn Blade for Sidir, but just took a double walk and an interact to center point with the remaining activation. 

I though that White Rabbit would have better chances of survival against Sidir if Keepside Strangers blocked line of sight. Strangers also had a juicy spot where to throw some snakes. A Ruffian and Jessie were standing within blast distance of each other. So, Strangers teleported and started yeeting snakes. Both attacks missed, though. So zero progress was being made there.

Sidir activated, took a walk and started shooting Keepside Strangers. 

Boom.

Red Joker on damage. 

Fortunately Keepside Strangers had Shielded +1 as well as the hat from White Rabbit, so they were left with three health remaining. White Rabbit wasn't as fortunate, and died to blast. 

At least the second shot missed, but then there was Fast Hopeful Prospect right behind Sidir. He managed to shoot Keepside Strangers down to one health remaining.

Not a problem, though? I just had to win the initiative next turn so as not to lose this important tech piece.


Turn 2:

Hooray! I had a 13 and a 12 in hand. And I flipped initiative before opponent had done so, and was quite confident in getting initiative.

Boom.

Red Joker on initiative for Wastrels. 

I see. So that's how we're going to play.

Rough Rider was able to shoot Keepside Strangers dead, as also opponent had a 13 in his hand.

This game was starting to look like an absolute train wreck, but at least Mortimer was able to decay one un-activated Ruffian dead before Mr. Ngaatoro missed his attack.

Sidir shot Strange Lady down to half of her health remaining despite me attempting to intervene with soulstones, thus scoring Vendetta. 

To get at least strategy point this turn, Copycat Killer teleported Seamus to left. He activated Urban Legend with masks and charged Ruffian. Just one attack hit, though. everything else completely failed.

Lucas, however, was intrigued by the innocent-ish talent scout and charged Seamus to demonstrate his talents in treating children, teenagers, animals, doctors and nurses, the elderly and mentally disabled. 

Well, I still might be able to score by walking and charging Ruffian, and then Obeying Dandy to interact with Strange Lady. That did require some luck to accomplish, as Dandy had only a stat of 4 and was Distracted. Luck was not the name of this game, so Strange Lady just charged Jessie Halliday and missed all her attacks and failed to heal herself.

Even Dead Doxy failed to seduce Ruffian to at least make the strategy marker drop.

Ugh. Horrifying turn.

Scores go 3-0 for Explorer Society.


Turn 3:

FINALLY I began in succeeding in some duels. First, Seamus activates Urban Legend with masks, slaps Ruffian dead, takes a horse by the hand to get away from McCabe's reach, and interacted my very first real strategy point.

Rough Rider disengaged from Seamus, shot... somewhere... and attempted to throw Timeworn Blade to Lucas. Fortunately the action failed because of Alone in the Dark.

Seamus wasn't in too good of a shape, so evidence wielding Dead Dandy was to make the ultimate sacrifice and engage both Lucas and Sidir. This jolly, slightly overweight and generally happy chap of a gentleman was then lashed to death by no other than Lucas McCabe. It took two actions, after which he picked up the strategy marker that had been dropped. Lucas also dug up Timeworn Blade for Sidir.

Strange Lady, having all of her defenses negated by Timeworn Blade,  activated to heal herself for a bit, and kill Jessie with a steady flow of snakes. Only one attack hit, though, so there went that plan.

But it was not Sidir who activated - instead, Luna came to dig up a scrap marker for card draw. This gave Dead Doxy a chance to save Strange Lady, so she took her by the hand and lead her away from Jessie. Then Doxy charged Jessie and caned her down to two health remaining.

Finally Sidir activated, but instead of going for Strange Lady he throwed the blade for Hopeful Prospect and took a walk to get through Seamus' stealth. He took focused shot at Redchapel master, and with two shots brought him down to four health. One quick reflexes shot got Strange Lady down to three health, with Dead Doxy catching blast damage. 

Jessie disengaged from Dead Doxy and took a harpoon shot at Strange Lady, leaving her with just one health. And next, she dropped soulstone flare. I had no other cards in hand other than black joker. At least Doxy and Lady passed the test.

I was afraid that Hopeful Prospect would finish the job, but instead he made the correct move of starting to lay scheme markers for Leave Your Mark end condition.

To the right, Mourner and Mortimer did astonishing job at removing Mr. Ngaatoro before he was able to activate. However... unknowingly Mr. Ngaatoro had locked me out of even the possibility of scoring Vendetta reveal, or even end for that matter.

My last model to activate was the Copycat Killer, who brought Seamus to far right and ran as fast as he could towards my sabotage target.

Both players scored strategy for a 4-1 lead for Explorer Society


Turn 4:

Resurrectionists got the initiative, and I wasted no time in teleporting Seamus back to near sabotage target. Immediately Rough Rider came to harass him - well, Seamus only had four points left and I no longer had any soulstones. Much to my relief, the shot missed. 

Worried that Lucas might take a double walk and a charge at Seamus made me activate the master before trying to save Strange Lady. His activation was... flawed. I was going to write something else, but I took a closer read at Sabotage - no enemy models allowed within 3" of Sabotage scheme markers. Oh well. I try to find consolation in the fact that I could have pushed the Rider away from those markers with Take by the Hand. Instead, Seamus just pulled the horse closer to kiss it on the mouth with a barely hidden cleaver.

In the center, Lucas was able to kill Dead Doxy with a single strike, and collect the evidence of what he had done. I think it was Jessie who shot Strange Lady off the board. 

Mortimer dug up a zombie, picked up evidence from Mr. Ngaatoro and moved closer to my third strategy point.

Mourner did respectable job at holding back the entirety of remaining Wastrels. Luna and Hopeful Prospect were able to bring her down to two health remaining. Sidir closed the turn by planting a scheme for Leave Your Mark, and killing the Mourner.

Scores went 5-3, or 5-2 if we actually go by the rules. 


Turn 5:

So, we were in the assumption that scores were 5-3. However, Explores Society did have three points pretty much confirmed, which meant loss even if Wastrels suddenly went insane and killed Sidir for my Vendetta end condition. 

So, game ended in 8-5 (as played), or 8-4 (misplayed scheme accounted for) for Wastrels. 

Sunday, January 12, 2025

Lost Lost Love

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Raid the Vaults

Schemes: Hold Up Their Forces, Sweating Bullets, Power Ritual, Information Overload, Take Prisoner

My list:

Kirai2 & Ikiryo
Datsue Ba
Kari Zotiko
Lost Love
Shikome
Gwisin with Grave Spirit Touch
Onryo
Seishin

Pool: 6
Schemes: Power Ritual, Hold Up Their Forces

Opponent had:

Youko Hamasaki & Chiyo
Bill Algren
Hinamatsu
KOTO
2x Bunraku
Tanuki
Geisha

Pool: 5
Schemes: Power Ritual, Information Overload


Turn 1:

Kirai was forced to start the turn, so, Lost Love and Shikome just schemed in the corners while concentrating. Eventually Seishin gave a couple of walks for the Shikome after most Qi and Gong threats had activated. 

A few other models just walked and concentrated, namely Ikiryo and Onryo. 

Qi and Gong had Bunrakus to the flank, mirroring the schemes of Shikome and Lost Love. Plenty of others were dropping schemes, too. After Tanuki, Geisha and Chiyo were done with their activations, Ten Thunders had five scheme markers on board. That was a dedicated Information Overload -bluff, or perhaps they were trying to deny that scheme from me? 

After KOTO and Youko had activated and were near each other, and after Kari had whistled the granny a little closed, I unleashed my grandiose plan extraordinnaire. Datsue Ba gave double walk for already activated Gwisin. Unfortunately Kirai wasn't feeling that vindictive just yet, and failed to land Thirst for Vengeance on KOTO. But I had already committed, so I carried on with The Plan. Gwisin stomped over KOTO, but the jukebox passed Wp check.

Gwisin did not pass three Df -checks caused by Hinamatsu. I mean, he would have - if it hadn't been for severe damage, twice. 

Bill, Geisha and Tanuki looked like they were going to center-left strategy marker, while Hinamatsu, KOTO and Youko were near enough center-right.


Turn 2:

I have a saying that goes: "If you don't succeed at first, throw enough grannies at it until you do!" ... okay, I just made that one up. But Datsue Ba did attempt to skin KOTO, but there was only so much she could do with a skinning knife against a wooden automaton.

KOTO's nervous energy shuffled itself away from Datsue Ba, and Hinamatsu into melee with the skinner-to-be. 

Kirai activated, and now that she had a real reason to, she successfully thirsted for vengeance on Hinamatsu. But, considering what happened with Gwisin just a moment ago, Kirai decided to swirl the grandmother around for a bit, away from the potential six attacks. 

Hinamatsu failed Wp duel, so an Enslaved Spirit appeared. KOTO passed. Sundering managed to deal in a point to Hinamatsu, And that was it. The entire activation. One damage point, one three point minion.

Hinamatsu botched her first attempt at removing Enslaved Spirit, so she had to spend her flurry ability to get to charge Datsue Ba. Attack scored Onslaught, but this time around damage was done in 2:2 ratio to both combatants. 

I wasn't that eager to lose Datsue Ba just yet, so Kari activated to heal her a little. This gave time for Tanuki to heal Hinamatsu a little. So, Onryo missed the opportunity to shoot Mark of Vengeance to the puppet in time. But I guess that doesn't matter much, as the mark missed anyway. Projected voice, however, did not - and scored severe damage. 

This maneuver exposed Onryo, and Geisha lured it closer to Bill. Bill's fierce challenge reached Shikome's ears, but his Naginata reached Onryo only partially. It was left alive with three health remaining.

I was waiting for either Chiyo or Bunraku to activate from the left, and Bunraku was the first one to do that. The bugger was able to score moderate wound with critical strike, and Onryo exploded into adversarial mist. 

Since there was no contesting center-left marker any more, Shikome went to engage Chiyo. The kid's insults went unnoticed. I mean, Shikome had already been challenged by Bill Algren. Bill! Algren. What a duel it could have been.

Near center-right marker I decided to bring Ikiryo to act as a third shareholder at the vault. I figured it wouldn't be outside the realm of possibility for Bunraku and Youko to go and contest a point away from me.

But, that did no happen. Instead, Bunraku and Youko both attacked the innocent old lady who was holding a skinning knife. No damage. 

However, there were no reveals, either. Both players did score the strategy for a 1-1 tie, though.


Turn 3:

So, I had a 13 in my hand and a pass token. Initiative was guaranteed. Hinamatsu was at three health remaining. Do the math.

WHAT?!? Black Joker?!?!?

So, instead of getting rid of Hinamatsu easily, Tanuki complicated things by healing Tanuki for two.

I still carried out with my grand plan of swirling the heck out of my crew. Kari was brought in to deny any further heals and Ikiryo was moved closer to bottom-right corner. Gaki popped out of adversaried KOTO. 

Hinamatsu wanted to go down in a blaze of glory, and started mauling Datsue Ba. And it sure was close, as the megapuppet carved through my entire stockpile of soulstones and left the granny with just two health remaining. Well, she also left herself with just one health remaining, or so. 

Kari was concerned for the elderly, and walked to get LoS to Datsue Ba. She healed her for two. 

KOTO brought the Gaki down to one health remaining, but I don't actually remember what killed that particular Gaki? Was it Youko herself? Oh well, who cares. There were so many to choose from anyway, when another came into being from Youko. 

I was somewhat alarmed after Bunraku managed to deal two points in to Datsue Ba. Now the minipuppet required only a moderate, or a weak with critical strike to make her go away. But what were the chances of that? It needed to pass Terrifying 12 with Wp4, and then hit with the actual sword.

Yeah. Bye bye, Granny.

Because I lost her stat 7 melee attack before Datsue Ba even activated, Ikiryo had to redirect from going to score Power Ritual. She tried to kill both Hinamatsu and KOTO with Projected Voice, but the attack missed. To at least take down one enemy model this turn, Ikiryo then charged to KOTO, and killed it.

Geisha went to control center-left marker, while riskily maneuvering Bunraku went to top-left strategy. 

Despite using her focus, Shikome was not able to kill Chiyo with just one action. The deed required two actions, and my last card from hand. This was a little problematic, as this was now third turn Lost Love would have to just... do nothing, I guess. Well, at least he was spamming some scheme markers, as it certainly looked like Ten Thunders was overloading Resurrectionists with information.

Bill stopped challenging random Shikomes and entered the bottom-right melee. He did cleave half of Ikiryo's health away with naginata.

Both crews scored strategy but no schemes for a 2-2 tie.


Turn 4:

Kirai started Resurrectionist activations again, and brought Ikiryo to safety from Bill's horrible naginata, and pushed Gaki to engage Bill instead. Ikiryo was able to kill Hinamatsu with rams trigger.

Bill Algren targets an Enslaved Spirit that had just happened to happen with Heroic Intervention. This was a good move, as it flinged Youko away from recently big melee of bottom-right. The spirit was heroically freed from its slavery, and Ikiryo was back in Bill's reach. Bill got a plus on his damage flip, so he took last card from my control hand. He smacked Ikiryo for a couple more damage only, which she healed by killing Bunraku.

Lost Love did not approve, though, as this was his fourth turn spamming useless scheme markers.

The other Bunraku went to power up a ritual on top-left corner, while Geisha went to control top-left strategy marker. Tanuki ran to center-left strategy marker, but was in no shape to interact. 

Youko also went to control center-right strategy marker, and placed a scheme marker there. Gaki couldn't believe that Youko would bluff Information Overload that hard, and came to check the scheme marker, engaging Youko in the process. The Gaki was summoned last turn, so it was eligible to be used in schemes.

Shikome was finally able to go and place a scheme marker for Power Ritual.

I didn't get a strategy point this turn, but scores continued in a 4-4 tie, as Resurrectionists got both schemes, and Ten Thunders only one plus the strategy.


Turn 5:

Kirai activated first, and tried to save Ikiryo by removing her from Bill's clutches. Unfortunately, though, there is only so much survivability you can expect from a Df 3 model versus stat 6 attacks. Anyway, Kirai swirled around with mask triggers, and eventually placed a scheme marker to bottom-right corner. Shikome did that in bottom-left, and flew to control bottom-left strategy marker. 

However, after Bill removed Ikiryo, I ditched any attempts at scoring third strategy point. Kari went to act as a homing beacon for Lost Love, who finally - for the first turn in this game - actually did anything. He teleported to Kari, tried to remove a scheme marker with Soothe Spirit (failed) and charged Youko (failing at that). But at least he was engaging.

Tanuki wobbled to help Youko in controlling the center-right strategy marker. 

Resurrectionists were able to score both schemes, while Ten Thunders got strategy and Information Overload for a 6-6 draw.

Tuesday, January 7, 2025

Waving a flag

A 50 point game of Warmachine on War Table. 

My list:

Horruskh with Inviolable Resolve and Windstorm
-Ravener
-Tyrant with Relentless Charge, Shield and flail
Ulkor Barragers
Strike Reavers + Standard
Warwitch Sirens

Command cards: Careful Reconnaissance, Infiltration, Old Faithful, Power Swell, True Inspiration

Opponent had:

Cryx Dark Host
Bane Witch Agathia
-Desecrator
-4x Deathripper
-2x Ripjaw
Bane Warriors
Pistol Wraith
Necrotech

Command cards: Old Faithful, Blessing of Gods, Breakthrough, Infiltration, Power Swell


We were playing a Steamroller 2023 scenario. Cryx started, with Nanes and three bonejacks to the left, Pistol Wraith and remaining three bonejacks to the right, and Desecrator, Necrotech and Agathia in the middle. Agathia had cast Hellwrought on Desecrator.

Orgoth had Ravener rampage through the woods to my side flag, with Strike Reavers in the middle behind an impassable tower. Tyrant and Horruskh were there too. Horrusk gave Inviolable Resolve for Strike Reavers. Ulkor Barragers closed in from the left.

Desecrator shot at ARM 19 Strike Reavers. It was a direct hit, but damage didn't penetrate that armor. Howeer, two out of three blast damage rolls somehow succeeded at that. Go figure?

Everything opponent had on the left packed themselves to trenches. Pistol Wraith claimed flag, and the bonejacks there started to pivot to center. 

It was time for Horruskh's feat now. Remaining Strike Reavers got Tough from command card, walked near centerpoint and started shooting a Ripjaw that was hiding behind the tower. They managed to do some damage, but the kill shot was made by Tyrant's shield cannon.

Horruskh put up Wind Storm and went to control a flag. 

Ravener advanced behind Strike Reavers. Ulkor Barragers managed to kill Necrotech, but they also triggered Hellwrought with unfavorable tradeoff for Orgoth.

Ulkor Barragers were killed easily enough after Agathia arced Parasite on them. As an added bonus, Desecrator certainly had a thing going on with blast damage rolls in this game. Two Bane Warriors were removed by the finalizing shot made by Desecrator.

The flock of bonejacks continued to swarm the circular zone, leaving the right side with only incorporeal Pistol Wraith scoring points. However, Ulkor Barragers had been my only models contesting circular zone, so Cryx took the lead in scenario.

Since I had not hired enough solos to control flags, Horruskh was stuck at Orgoth flag. At least he had Fate-Blessed to support his team. 

Strike Reavers went to contest circular zone and shoot at bonejacks, dealing random damage points here and there. With some help from Reavers, Tyrant was able to remove remaining Bane Warriors. 

Ravener charges Pistol Wraith with fell cleaver, destroys the ghost and goes berserk on Cryx objective. Thus, Orgoth took lead in scenario.

While Agathia did respectable job personally killing Strike Reavers, the flock of bonejacks and Desecrator didn't fare as well against Tyrant. Although that was probably thanks to Agathia missing her boosted Parasite against Def 11 target. 

This gave me quite of a lead in scenario play, as now I was able to contest the circular zone with Ravener. Unfortunately Tyrant wasn't able to thin the number of enemy models, well, at all. Not even when Warwitches were supporting with Dark Shroud.

It was already turn five, so even if I was leading with points, I didn't think my models would last long enough to actually give me even scenario victory. 

This time Tyrant went down with ease, as Agathia cast Parasite on it for good measure. Bonejacks tried to kill any Warwitches they could find. They missed one. 

Another Deathripper wasn't enough to challenge Ravener, but it blocked its way to reach Agathia. With the aid of some finger maths, I reckoned Ravener and a singular Warwitch would have to survive for a one full round to give me scenario victory - or kill Agathia now.

Horruskh tried to blow Deathripper that was engaging Ravener away with Thunder Strike. Despite melee bonus, the spell hit and Ravener was free to get blocked by another damn Deathripper. No matter how I tried, there just wasn't a way to get to Agathia. So, the monstrosity just wrecked the bonejack and started to pray.

Its prayers went unanswered. In fact, the Ravener took absolutely horrendous damage rolls in. It almost looked like last Warwitch from coven would be the one to defy odds, but now. Last possible attack made another Deathripper sealed her deal, and Horruskh started his sixth turn with only him remaining. 

For a while I had been four points above Cryx in scenario game, so now Horruskh just needed to survive, or opponent would have to score four points. So, Horruskh cast Inviolable Resolve on himself, went hiding behind a flag and waved it... not to surrender, but to taunt.

A couple of Hellfires just weren't enough to kill undamaged Horruskh with five focus for damage blocks, so it was a tiebreaker victory for Orgoth.