Sunday, May 10, 2026

Endure Not

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Plant Explosives

Schemes: Ensnare, Take the Highground, Grave Robbing


My list:

McMourning, Insanitary & Corpse Curator
Sebastian
Rogue Necromancy
Leftovers
Oskar
Kentauroi
2x Dapperling

Pool: 3

Opponent had:

Clampetts, Ballyhoo Bucket & Judd&Honey
Uncle Boggs
Aunty Mel
Sir Vantes
Mossbeard
3x Buckaroo

Pool: 1


Turn 1: 
Experimental Ensnare, Anglers Take the Highground

Resurrectionists were being cagey with their activations, activating both Dapperlings first and McMourning walking and spamming graft tokens on Leftovers, Kentauroi and Sebastian. But eventually I had to open up my game, and Oskar activated to move Rogue Necromancy a little forward via actions and triggers, and he walked and scaled to a height 3 terrain.

Aaand that's when hell started raining on Oskar. Aunty Mel, Judd and Honey and Sir Vantes went to attack him. Thanks to some luck, Oskar ended the turn with seven hit points... and he was in cover against all of the attacks.

However, eventually Bayou activated Clampetts to go and place a strategy marker past the centerline. This opened up Leftovers to leap to Mossbeard and place a couple of scheme markers to get at least one point from Ensnare, enabled by Corpse Curator.

One Buckaroo to the left placed a strategy marker, and Clampetts had placed another. Obnoxious Rogue Necromancy took a soulstone leap, interacted a strategy marker and charged the Buckaroo. Didn't hit, though.

Kentauroi dragged McMourning to centerline and placed its strategy marker, while Sebastian walked to centerline, dropped explosive and graft-leaped to a Buckaroo. 

Anglers had plenty of spaces to get two points from their scheme, while Experimental could take just one. They did, however, tie the score by scoring strategy alone for a 2-2.


Turn 2:
Experimental picks Search the Area, Anglers Make It Look Like an Accident

Right of the bat Anglers took a point from their scheme by making Oskar fall from the rocky terrain. Oskar took flight right after, trying to hide behind the height 3 terrain. In the end this did not work out, as Judd & Honey were able to climb on top of the terrain and shoot Oskar below fifty percent.

Rogue Necromancy botched it's activation, trying to eat a Buckaroo that escaped with two health remaining. Two other Buckaroos ran into or near my deployment, and there was little I could do to prevent that.

Corpse Curator went to place a scheme marker to my deployment zone for next turn's possible Breakthrough, and then went to scale on top of a cover terrain. After being mauled by Clampetts. 

McMourning and Sebastian had to wait to almost last activations to push four scheme markers to a forest half inside enemy deployment to get Search the Area. 

Leftovers were beaten to a pulp after dropping their explosives, then healed, and right after that beaten down to three hit points once again. 

Anglers took two points from scheme, but so did Experimentals, while maintaining upper hand in strategy for a 5-4 lead. 


Turn 3:
Both crews attempt a breakthrough.

Anglers spammed strategy markers to Experimental deployment zone easily enough thanks to Buckaroos, and one of them even denied full points from Breakthrough. So that caused Resurrectionists to pick up only one point from scheme. However, Anglers sufficed for one point for their own as well.

Clampetts killed a Dapperling, making it drop its explosive charge. 

I had completely misread the strategy extra points, and thought that the thing was to place two scheme markers to enemy deployment zone. So I wasted Sebastian's activation completely to that, not to mention not getting an extra point either. Oh well.

Uncle Bogg started slicing up Leftovers, eventually even dissecting a bisection.

I had pretty much lost the center and my own rear, Anglers having free reign over my side of the board. They were able to catch up with the strategy, despite Resurrectionists having six strategy markers past the centerline.

So, Anglers scored both strategy and extra point from strategy, plus their one point from Breakthrough as well. Experimentals just got one point from strategy and one from scheme. This tied the scores at 7-7.


Turn 4:
Experimental Assassination of Mossbeard, and Anglers picked Frame Job on Sir Vantes.

Another absurd case of lack of attention. I somehow thought I needed only one point from Assassination to score maximum points from schemes... which was, well, not true at all.

Early on Sebastian went to charge and sepsis Mossbeard for the point. Later one of the Last Bites even threw some dirt on Mossbeard, bringing him down to one remaining plus poisoned.

Mossbeard was moved by someone, then dropped an explosive and tried to heal himself. And look at that, a most unfortunate Black Joker if there ever was one.

Now, Anglers still had Judd & Honey available for heals. But it was disturbingly easy to go and plant that single point of damage in to Mossbeard with Rogue Necromancy's leap action.

That alone brought Resurrectionists to 9 points. While it looked like Anglers would get the strategy point this turn, we ended the game anyway since Anglers had their Frame Job on Sir Vantes, who at that point had no nearby models that had any inclination to attack him.

A 9-8 victory for McMourning. 

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