Sunday, June 15, 2025

Swell Tune

A 50ss game of Malifaux 4th edition on Vassal. This is again a feedback report for Wyrd that I can't be bothered to write differently.

Strategy: Wedge Informant

Schemes: Make It Look Like an Accident, Public Demonstration, Runic Binding

My list:

Molly, Harbinger of Havoc & Necrotic Machine
Archie
Philip & Nanny
Forgotten Marshal
Batsch & Amalie
Night Terror
Crooligan
Dapperling

Pool: 5

Opponent had:

Youko, Silk of the Lotus & Chiyo
Bill Algren
KOTO
Kabuki Warrior
2x Courtesan
2x Bunraku

Pool: 5


Turn 1:

Both pick Runic Binding, although I seriously considered Public Demonstration.


Archie: Leaps, walks, interacts a scheme.

Kabuki: Walks, charges and bonus action to Archie for a total of five points of damage.

Night Terror: Leap, Walk and sonic screech to Kabuki Warrior, scoring You're Coming With Me, moving Kabuki more than 2" away from strategy marker.

Bunraku: Onward, charge and attack at Night Terror. No damage.

Necrotic Machine: Walk and Tap the Leyline to guard strategy marker.

KOTO: Discards to pulse Insight, double walk to a strategy marker on Ten Thunder's side. He had been deployed inside a forest, so it took two walks.

Philip & Nanny: Rambling Man and Walk to scale a terrain and place a scheme marker.

Bill: walks and uses Heroic Intervention to move Kabuki Warrior and Bunraku, but fails to injure Night Terror. Foiled Plans trigger removes Philip's scheme marker.

Molly: Takes a double walk to scale terrain, Jinkies! "A Clue" to place scheme near activated Bunraku, and soulstone trigger for Philip & Nanny to place a scheme back.

Courtesan: Walks, Black Jokers a lure on Night Terror, gives focus for Bill. Runic Binding for Resurrectionists.

Dapperling: Double walk to a strategy  marker on the centerline.

Chiyo: Walks and uses Invitation on Night Terror to move it away from contesting strategy marker, and another on Philip & the Nanny, which fails.

Forgotten Marshal: Double walk to center marker, copied Deadly Banter and scored two raises against Kabuki Warrior, thanks to Abandoned token. Two scheme markers within 2" of Chiyo for possible Ensnare next turn.

Youko: Walk and charge to Forgotten Marshal, attack missed but Cover Agent did a scheme and used soulstone trigger to walk Forgotten Marshal away from strategy marker.

Crooligan: Teleported to Archie and placed two schemes near Bill Algren for possible Ensnare next turn.

Courtesan: Double Walk to center strategy, as she got Draw Out Secrets from Shared Secrets for third marker to Runic Binding.

Batsch & Amalie: Double walk to contest center. Ten Thunders got one point from Runic Binding.

Bunraku: Double walk and charge to Forgotten Marshal, also claiming center.


3-2 for resurrectionists.


Turn 2: 

Resurrectionists: Ensnare

Ten Thunders: Take the Highground


Archie: uses hulking leap to get next to Bill, and flails attacks at him, trying to hit rams for heals. He hit once for four points of damage and got the rams. 

Bill: Tries to slap Night Terror, but fails. Concealment helped here a lot. Heals himself for two, and Resurrectionists got two points from Ensnare.

Philip & Nanny: Walks down from a building, Rambling Man's through Youko and Courtesan, turns around and pram rams Courtesan for two points of damage.

Kabuki Warrior: passes Philip&Nanny test and charges Night Terror, Red Jokers five points of damage. Furious Rush passes Philip & Nanny test and also flips Rams, removing Slow, and misses the attack on Night Terror. Last attack also misses Night Terror, but takes away my last high card from hand. I removed Abandoned token to get third point for Spooked bar.

Night Terror: Having only two health, leaps away and double walks behind a building in the Ten Thunders deployment zone.

Bunraku: swings at Forgotten Marshal for two points of damage and stays in place to guard center strategy marker.

Molly: Walks down from building, tells two disturbing stories for Bill, one of which damages him a little. Misfit Press with Focus also fails on Bill, so he stays guarding rightmost strategy marker.

Courtesan: Charges Molly to contest rightmost strategy, but misses attack. Shares secrets with herself, and attacks Molly again with focus. This time hits, and Qi and Gong gets their Leverage bar full.

Batsch & Amalie: Walks and scales on top of building, moves with Expanding Influence in an attempt to heal Molly and Archie and copy a scheme marker, but black jokers Eternal Waltz.

Chiyo: Walks to contest rightmost strategy, misses one Invitation on Molly, but second one hits, so Molly doesn't contest the marker any more.

Forgotten Marshal: Walks to contest center strategy marker, Pine Boxes Bunraku away from it and Deadly Banters Bunraku for a couple more points of damage. I made the mistake of not moving Bunraku out of Marshal's melee.

Courtesan: Fortunately Courtesan does the same mistake in reverse, and uses Lure to bring Bunraku back to contest - and out of Marshal's melee, raising Spooked bar. She removes distracted from Bunraku with Shared Secrets and punches Philip & Nanny for three damage.

Dapperling: Backtracks from centerline to strategy marker on my side and prepares a Shielded.

KOTO: uses Music Swells three times, dealing two points to Forgotten Marshal and four to Philip and the Nanny. Could've been a lot worse, as KOTO black jokered last Music Swells. Opponent considered this skill busted, and it certainly is a scary one on a 5 point model. More thoughts at the end.

Crooligan: Teleports to Forgotten Marshal, Hide and Shrieks Youko with a raise, getting her Abandoned and places her from strategy marker, slaps three points of damage in to Youko and fails another Hide and Shriek at Bunraku. That one had concealment. Still a good activation. At least by now Spooked bar was full.

Bunraku: Bonus action to talk into melee with Archie, tried to attack him and walked on top of a silo.

Necrotic Machine: Walks to position, heals Forgotten Marshal for three and pulls Youko away from center with Pulled into the Story.

Youko: Had to take a double walk to get on top of a small shack. Covert Agent on Forgotten Marshal failed, but then she used We Own You on Forgotten Marshal. Only Ten Thunders got strategy point, but Abandoned token on Youko made her fall from the shack and thus not score Take the Highground.


5-3 for resurrectionists.


Turn 3:

Resurrectionists: Pick Reshape the Land with Scheme markers.

Ten Thunders: Stayed with Take the Highground


Batsch & Amalie: Expanding Influence, to fall from central building. Heals Philip & Nanny and Mushroom Clouds Bunraku, who falls down to one health remaining. Trigger enables BA to go contest strategy marker that I had moved during last end phase.

Courtesan: Focuses Bunraku with secrets, and walks next to Philip & Nanny. Attacks them, misses. I was perplexed by this move until KOTO activated...

Philip & Nanny: Black Jokers Rambling Man. Deadly Banters Bunraku, but can't cheat because of Entranced. Second Deadly Banter kills the Bunraku.

KOTO: Music starts to swell on Courtesan, calls checks for Crooligan, Batsch & Amalie, Philip & Nanny. He does this twice before retreating to a strategy marker. Miraculously enough only Crooligan failed the check, and only once.

Crooligan: Teleports to Philip & Nanny, misses Hide and Shriek, walks to leftmost strategy marker and placed a scheme.

Courtesan: Walks on top of big building in the center and tries to lure Batsch & Amalie away from center strategy marker. Fails, but this takes my last severe away from hand. Shares secrets with either Kabuki or Bill, I forget which.

Archie: Leaps to Chiyo and starts beating the kid. Chiyo performs her Last Act.

Bunraku: walks to an elevated terrain near my deployment and prepares a focus.

Necrotic Machine: tries to heal Forgotten Marshal, fails, and walks out of Youko's LoS.

Kabuki Warrior: Uses bonus action to go and contest rightmost strategy and attack Archie, almost killing him. In fact, without "Want some ice cream?" Archie would have died. Abandoned token moves Kabuki away from contesting strategy.

Night Terror: Two schemes for Reshape the Land.

Kill: Bill Archie with one attack (he had two remaining), fails to heal himself and walks on top of a silo. Because the attack killed, Each Flaw doesn't trigger, right?

Dapperling: Double walk to center strategy marker.

Ten Thunders: Pass

Molly: Double walk to contest rightmost strategy marker, and deny center building for Courtesan. Misfit Press pushes Bill from silo. Disturbing story misses Courtesan. 

Youko: Pushes Dapperling off from shack with trigger, tries to do the same for Batsch & Amalie but fails because of Red Joker. Backroom Dealings on Dapperling  failed.

Forgotten Marshal: Walked to center strategy, shrieked at Courtesan and tried to shoot her with a peacebringer, neither of which succeeded. But she did have concealment.


Ten Thunders got one point from Take the Highground, but Resurrectionists took three from double scheme + strategy.

8-4 for Resurrectionists.



Turn 4:

Ten Thunders: Ensnare


Courtesan: Fails to damage Philip & Nanny

Crooligan: Walk, charge and shriek to KOTO for three points of damage. Important bit was to contest KOTO's strategy marker.

Bill: Walk to contest a strat marker. He had Slow from earlier press. 

Dapperling: Double walk to control strategy marker on centerline.

KOTO: Kills Crooligan, and was illegally pushed out of strategy marker with Abandoned token as there was no Forgotten model in correct place. This restriction is kind of hard to remember.

Necrotic Machine: Does nothing, just controls a strategy marker out of LoS to enemy models.

Kabuki Warrior: Bonus action and charge to Philip & Nanny, killing his target. 


After this we ended game, as there didn't seem to be any possiblity for Qi and Gong to score a tie. KOTO in legal place might have enabled a strategy tie, but that would have brought scores only to 10-6. 


Saturday, June 7, 2025

Me? Same...

 A 50ss game of Malifaux fourth edition.

Strategy: Standard Plant Explosives

Schemes: Scout the Rooftops, Search the Area, Grave Robbing

My list:

Molly, Chaotic Conductor & Noxious Nephilim
Strange Lady
Philip and the Nanny
Archie
Night Terror
Rabble Riser
Crooligan
Dapperling

Pool: 3

Opponent had:

Hoffman, Steel Sculptor & Mechanical Attendant
Melissa KORE
Peacekeeper
2x Hunter
2x Watcher

Pool: 6

This is a somewhat more boring write-up, since it was aimed at as a beta report for Wyrd. I see no point in writing it again with a little more color.


Turn 1: Both pick Scout the Rooftop

Dapperling: Deployed on top of a building, went walked to drop a scheme for Scout the Rooftops.

North Watcher: Went to drop a strategy marker.

Philip and the Nanny: bonus action to get near a little house, climbed on top of it and put a scheme for Scout the Rooftops.

South Hunter: Leap, a shot at Dapperling for two damage, and a walk.

Molly: spent all actions on Parade Routes (Archie, Strange Lady, Rabble Riser) Signature on Archie.

Hoffman: Command Construct on north Hunter, black jokered the same on Peacekeeper. Full Charge on Peacekeeper for Fast, and crew action to shield himself and Peacekeeper.

Archie: Charged south Hunter, dealing just one point of damage due to tie. Signature jump to forest at the centerpoint, dropped a strategy marker.

Peacekeeper: Walked and charged Archie, dealing six points of damage.

Strange Lady: Walked and healed Archie twice. Got Draw Out Secrets both times. 

Mechanical Attendant: Walk and Resupply.

Crooligan: By Your Side to Strange Lady, walk and place a scheme marker for Scout the Rooftop on bonus point terrain. Shriek failed.

Melissa: Charged to shoot Crooligan. Crooligan cheated to survive the first shot, but signature shot killed the kid with Critical Strike and two raises. Last shot procced Dapperling's demise.

Noxious Nephilim: Flied with Night Terror (had to cheat 11+), tapped Leyline and charged south Hunter but didn't do much. 

South Watcher: Failed Leap, took two walks near board edge.

Rabble Riser: Walk and interact to place an explosive past center line. Signature failed.

North Hunter: Signature leap, dropped a strategy marker past center line and shot Philip and the Nanny - opponent was mixing up Take the Highground and Scout the Rooftops and thought he might deny a point this way. But the attack missed anyway.

Night Terror: Walk, Leap and interact to drop a strategy marker to Guild deployment zone.

Scores: 3-0 for Resurrectionists from strategy and double Scout the Rooftops.


Turn 2: Both pick Detonate Charges

Hoffman: Commands Peacekeeper to attack Archie, walks away from deployment, gives Fast to Peacekeeper and charges Archie for a couple points of damage due to tie.

Rabble Riser: Charges Hoffman, lands Misplaced Trust on Peacekeeper and takes a second swing at Hoffman. Missed both melee attacks, though.

Peacekeeper: Goes full-ape on Archie, which pretty much drains both player's hands, although Guild had that bit worse. Archie survives with four health.

Strange Lady: Healed Archie twice and tried to attack Hunter, but missed. 

Melissa: Shoots Noxious Nephilim thrice and Night Terror once. Total: Four points of damage to Noxious Nephilim.

Noxious Nephilim: Fly With Me's with Dapperling, costing me my last card from hand. Taps leyline and charges south Hunter, missing.

South Hunter: Places a scheme next to Nephilim and throws an explosive past centerline. Unnatural Speed to engage Nephilim.

Night Terror: Fails leap, walks to drop a scheme near Melissa.

South Watcher: Leaps and drops a strategy marker to Resurrectionists deployment zone, walks nearer to center.

Dapperling: Walks and drops strategy marker to Guild

Mechanical Attendant: Walk and resupply

Molly: Charges north Hunter and slaps it for a point of damage. Rabble Riser walks closer. Maniacal Laughter healed Archie back to full, and two Parade Routes on Philip and the Nanny failed.

North Hunter: Unnatural Speed next to neutral strat marker that was left by Crooligan. Picked up strat marker and placed scheme next to Rabble Riser.

Philip & the Nanny: Rambling Man off from building, dropped strat marker and Deadly Banter on north Hunter, triggering Foiled Plans.

North Watcher: Leap near Philip & Nanny and two interacts to get scheme markers.

Archie: Anticipating a beating, Archie prepared for Shielded and took a futile attack at Hoffman, also failing leap.

Scores: 7-2 for Resurrectionists


Turn 3: Both pick Runic Binding.

North Hunter: Leaps near Molly and walks to place a second strategy to Resurrectionists deployment. 

Rabble Riser: Walks to place a scheme marker on top of a building, and gets Abandoned token on Mechanical Attendant.

Melissa: Shoots Night Terror for four points of damage, then Run & Guns to centerline and kills Night Terror. Last shot goes to Noxious Nephilim, missing. Resurrectionists scores Runic Binding for two.

Philip & the Nanny: Rambling Man to Guild strategy marker, pick it up and go back into contact with own strat marker.

Mechanical Attendant: Resupply, scheme marker near Philip & Nanny

Molly: Walk and charge to Hoffman to guard a strategy marker. Attacked twice, but only managed to disengage Hoffman thanks to shock absorption. Maniacal Laughter for Archie.

Hoffman: Dropped a scheme and a strategy marker. Failed Command Construct thanks to Strange Lady.

Dapperling: Walked and charged south Hunter, didn't do anything.

South Hunter: Tries to kill Noxious Nephilim, fails, and is pushed out of melee with Abandoned token.

Noxious Nephilim: Flies with itself, walks and drops a strat marker.

South Watcher: walks to place a scheme for Runic Binding.

Strange Lady: Tries to move Philip & the Nanny away from Runic Binding, succeeds. Tries the same for Rabble Riser, but fails. Two points for Guild.

Peacekeeper: Beats Archie down to five health.

Archie: Leaps to Hoffman and beats him down to six remaining.

North Watcher: Picks up Resurrectionists strategy marker to make totals equal.

Scores: 10-6 for Resurrectionists.


Turn 4: Both pick Game Over

We didn't play the fourth turn, as scores were 10-6, which kind of removed any agency for Resurrectionists without the two points on last turn thing even for beta report.


Wednesday, June 4, 2025

Talent Deep Inside

 A 50ss game of Malifaux, 4th edition.

Strategy: Corner Boundary Dispute

Schemes: Reshape the Land, Ensnare, Harness the Ley Lines

My list:

Seamus AKA Sebastian Baker & White Rabbit & co
Madame Sybelle
Bete Noire
Keepside Strangers
Batsch & Amalie
Dead Doxy
Mourner
Dead Dandy

Pool: 3

Opponent had:

Tiri, Nomad & Oro Boro
Iron Matron
Kett
Parson
First Light
Ancient Construct
Aua Warrior

Pool: 5


Turn 1: Redchapel: Ensnare, Bygone: Harness Ley Lines

There was next to no interaction between players thanks to deployment and strategy. Both players were busy delivering their strategy markers. I made a total of seven or eight interacts on markers, and eventually was able to get two markers past centerline, while Explorers got only one. Tiri did end up shooting Seamus for four points of damage, so my last activation was to teleport Keepside Strangers to him, move Seamus more than 6" away from Tiri, walk past centerline and drop a scheme marker for Frame Job.

Neither player scored schemes, although Explorers certainly could have had a shot at Harness Ley Lines for at least one point with their Toss and Steamroller shenanigans.


Turn 2: Redchapel: Frame Job on Keepside Strangers, Bygone: Scout the Rooftops

First Light shot Keepside Strangers, but attack was tied. I had to cheat to get the damage for Frame Job.

Madame Sybelle beckoned Bete Noire closer, after which Dead Doxy lured Bete Noire closer. Now she was ready to walk and charge to Aua Warrior, who by then was the only model on that flank. I had all of my strategy markers going that way. Sensing danger, Kett repositioned to attack Bete Noire from a mile away.

Batsch & Amalie healed Seamus a little, but had to position poorly to get him in range. 

Dead Dandy walked and scaled a terrain to drop a scheme marker for possible Harness Ley Lines next turn, but that plan went sour when Parson entered same terrain and smacked Dandy to two health points remaining. Tiri and First Light also entered the same terrain complex that was designated as quite a few different terrain pieces, dropping scheme markers as they went. 

Ancient Construct had tossed Iron Matron around, and Tiri goaded her for a wacky activation where she charged Seamus, used Pass Through to get away from melee and eventually went near center point, perhaps to challenge me dominating the strategy next turn. Seamus had a choice to deny Scout the Rooftops or go attack Iron Matron. He went for Iron Matron.

Scores went 4-2 for Resurrectionists.


Turn 3: Redchapel: Harness the Leyline, Bygone: Detonate Charges

Seamus started to search for talent inside Iron Matron, killing the thing in one activation,  although Sybelle helped with two out-of-activation attacks from signature action and masks trigger. This attack could have been even more devastating if Batsch & Amalie had been closer. 

Kett failed to kill Bete Noire, but Bete Noire was able to finalize Aua Warrior before it managed to activate, so it was a double or triple whammy on that side of table after the incident with Iron Matron. 

Dead Doxy had tried to make Madame Sybelle a homing beacon for Bete Noire, but black jokered Ominous Rustling. 

Ancient Construct charged Seamus, not doing much, but Tiri kept dropping scheme markers in contact with the Construct by using Defensive Energy. It was obviously Detonate Charges, because why not. That must be the easiest scheme to score as it is. However, White Rabbit Co. was able to ruin that with a stetson, and even harness some leylines with a fez. 

Keepside Strangers and Mourner also did markers for Harness the Leylines, but as the very last activation First Light was able to walk and scale into position to deny Harness double points and drop a scheme near Mourner for Detonate Charges. 

Scores went 6-3 for Resurrectionists.


Turn 4: Redchapel: Scout the Rooftops, Bygone: Take the Highground

Game was quite clear, but we played anyway to get a full game for this report. By complete accident I started harassing Tiri's claims on highground by trying to engage her to hinder interacting. First Parson knocked aside Batsch & Amalie who scaled next to Tiri to dance, I guess. Mourner went to do the same, but Tiri used Voice of the Aua on Parson, who knocked aside them as well. 

Those were pretty much the relevant model interactions. Remainder of the turn was my models climbing on terrain to drop scheme markers, and Tiri held three pieces of terrain.

Scores went 10-5, with both having scored five from schemes. Strategy somehow had gone completely one-sided in favor of Redchapel.