Monday, October 6, 2025

Those Foamy Cliffs

 A game of Malifaux4th edition. Since 4th edition requires a bit more terrain, especially terrain heights, I'm going light with the pictures since some of our terrain choices

Strategy: Standard Plant Explosives

Schemes: Make It Look Like an Accident, Search the Area, Public Demonstration


My list:

McMourning, Malpractitioner & Zombie Chihuahua
Rafkin
Leftovers
Kentauroi
Flesh Construct
Batsch & Amalie
Oskar
Dapperling

Pool: 6


Opponent had:

Sonnia Criid, Unmasked & Kazamir
Samael Hopkins
Witchling Handler
Hex Bow
2x Thalarian Queller
2x Witchling Stalker

Pool: 4


Turn 1:

Schemes: Search the Area (both)

This game my opponent was a beginning player in third edition, and this was very first game of fourth edition he had. I knew this so I left Rogue Necromancy home.

However, at the end of first round it became clear that opponent was quite overwhelmed by the system, and I get it - if you last game was a year ago and it was third edition, first you got to learn again how models interact with each other, how they attack, what are raises and all the basic mechanics around them. 

I wasn't quite aware of the starting point on turn one, so I was able to grab quite the headstart building up scenario and schemes. I had picked up Search the Area purposefully so that I'd just build up for Breakthrough next turn, not scoring points just yet.

Hex Bow and Samael proved to be ideal combo, and together they were able to shoot Flesh Construct off the board on turn one. Their side of the board also had Witchling Stalker and Thalarian Queller against Oskar and Batsch & Amalie. I guess Leftovers were there, too, but they were kind of all over the place anyway.

Remaining models were on the right. McMourning was able to walk and charge a Witchling Stalker, carving a Little Gasser out of it. It was an honest mistake, it completely slipped my mind that Sonnia summoned models by killing them... yeah. 

Someone was able to land the killing blow on the hired Witchling Stalker, so at least Witch Hunters sort of lost power by having a summoned model instead of a hired one. 

McMourning took in quite a bit of damage, as Witch Hunters directed most available attacks on him. This caused most of their crew barely leaving deployment zone. 

Oskar and Leftovers had brought a strategy marker past centerline, and Dapperling did a scheme marker on my deployment zone, and Kentauroi did one on the centerline.

Scorest went 1-0 for Resurrectionists.


Turn 2:

Schemes: McMourning picks Breakthrough, Sonnia keeps Search the Area.

Witch Hunters kept focusing on my models, and while they did respectable damage - both Kentauroi and McMourning would be gone in the end phase - it was clear opponent wasn't playing the scenario or schemes at all. I asked if he needed a hand with those. I had scored two points from Breakthrough after opponent's first activation so it wouldn't matter that much if opponent revealed his scheme to me, and we figured out a way to move forward a tad more aggressively. 

Since Search the Area for Witch Hunters looked next to an impossible one this turn, we decided to focus on building up Harness the Ley Line for next turn. After all, Witch Hunters had pretty much claimed the right half for them to do whatever. There was only Dapperling around.

McMourning died mostly because he black jokered Vial of Goo to poison a Witchling Stalker. He charged and killed it with two strikes, but without that black joker that would have been four points healed. Without thinking I went ahead with summoning one more Little Gasser, which got turned into a Witchling Stalker, which got turned into a Witchling Thrall.

Elsewhere my attacks were meager in their results - but I think by now every single one of my models had dropped their explosives to enemy table half, except for the Flesh Construct who died before being able to. Only Batsch might have been holding on to his explosive, I don't remember.

Scores went 4-0 for Resurrectionists, but at least Witch Hunters were now in way better position to play turn three. 


Turn 3:

Schemes: Late McMourning picks Frame Job with Rafkin, Sonnia takes Harness the Leyline.

Oskar died, Dapperling died, and I think opponent still had the same number of models with which they started the game. I had to make most of my action points.

For a while it looked like Rafkin wouldn't get to frame any jobs, but fortunately Sonnia deliberated on figuring out a way to go and scorch Batsch & Amalie or shoot Rafkin. But Rafkin was standing there, easy to shoot, so he got two points. 

Witch Hunters also had to spend quite a few actions securing their Harness the Leyline, so they weren't able to pick up or drop that many strategy markers just yet. Strategy went to Experimentals.

Scores went 7-2 for Resurrectionists.


Turn 4:

Schemes: Both pick Scout the Rooftops.

Since we were quite exhausted at that point, turn four was mostly theorized through. Claiming two points from Scout the Rooftops would have been an easy job: Opponent already had required terrain pieces, only the scheme markers were missing.

There was zero chance Experimentals wouldn't get their extra points from strategy, but that wasn't too hard for Witch Hunter either. They also had plenty enough actions points to rob me from a regular strategy point and claim it for themselves. Barring any unexpected results, most likely end scores looked like 8-6 for Resurrectionists.

Saturday, September 27, 2025

Sparky and Santa

 For the longest of time I had a game of Dead of Winter. Four players. No, make that five - because we had two games.

Game 1: Winter Has Come

Since it had been so long when we last played this, we took the "normal" side of Winter Has Come. Not the difficult side.

My characters were the mayor and the construct worker. My secret was the Revenge, where at least three other survivors needed to die. Well, it was the long game so I thought it wouldn't be too difficult.

We also had the soldier in our midst, which was a nice combo with the construct worker. At least seven survivors would be needed in the colony to chew through their abilities. The normal way, at least. Extra spawns from crises were another matter.

The colony had absolutely hideous luck with the crises, though. Scenario needed fuel, crises needed fuel or food. There was one junk crisis, but other than that it was either of those two. Like. Wow. Morale became quite of an issue.

And that's when our doctor started to experiment on things. And the first  time she did so, she got the "bitten" result. In the colony. Only bitten result in this game, mind you. This killed two survivors, which was good for me, but trying to kill more at such low morale was risking both the whole game, and could seem really suspicious.

And as morale had nose-dived to three or so by the fourth turn, and to two or so by the fifth and we were getting tormented by the crisis deck, I just couldn't find a way to complete my secret. Because it was the revenge, I thought it might make sense in the roleplaying way to make everyone go down with me. I had the megaphone in my hand, so I might just kill everyone in a location. (Reading FAQ as I write seems to deny this, so good thing I didn't use the megaphone.)

However, since it looked very much like survivors might actually win unless last crisis would knock things over, I decided to tell everyone that I will make us all lose if I'm in the colony. So I was exiled. And funnily enough, my new secret objective was Forgiveness. I would be able to make a valiant sacrifice as my last call for forgiveness by calling zombies to my location with a megaphone.

I did already say I didn't use it, though. We actually had a betrayer whom we did not expect past turn three or so. We even helped him in his endeavor. Morale dropped to zero from a dead survivor, and game was over. Betrayer secret was something like overtake?

So, a victory for the betrayer.


Game 2: Home Sweet Home

This time we had five players. One in particular had never played the game, and had the misfortune of being a betrayer. Even then he was kind of found out accidentally and exiled soon enough. 

Then his new end condition was misplayed, and it did have major impact on what decisions was made. 

For whatever reason, handling crises was way easier this time around. Morale was almost easy to keep at or above five. However, one player in exile caused trouble in building up the main objective. As a result, colony won only on the last possible turn. That was somewhat due to unfortunate blizzard that stopped investigators from moving.

My secret objective was to vote betrayer if we had one, so that was accomplished easily enough. Frostbitten Sparky secured their loner tendencies after the mall santa offed himself on the last turn.

One player failed to stash a hoard of medicine to be a junkie, which is a weird victory condition.

Either one or two out of five failed their secret objective, but colony was barricaded from the outside world, safe and sound nonetheless. 

I Swear I'm Not Wearing a Mic

 Also, a game of Arkham Horror 3rd edition with four players.

Scenario: Shots in the Dark, where Nyarlathotep threatens Arkham.

Investigators: 

Minh Thi Phan, Secretary. 
Tommy Muldoon, Rookie Cop
Marie Lambeau, Entertainer
Patrice Hathaway, Violinist

Starting display window revealed Thompson tommy gun, and since every investigator started at police station, well, three of us stayed there to get it. Patricia did get it, and it was given to Minh, who had to act as the team's discount gangster thug. She was appointed for "cleaning duty" by the O'Bannion's. 

Investigators went along with O'Bannions, angering the Sheldon gang. 

If it hadn't been for Marie's busted ability to give extra actions, the investigators' hilarious rolls would have spelled doom for the scenario rather quickly. They were kind of passing their checks, but only barely. Mostly they warded off just one Doom token from board, researched just one clue, did only a single success on Newspapers, etc. This trend was especially harsh for Patrice, who could have researched clues if she managed to roll at least two successes. I mean, technically it could've been done with just one success, but whenever she did, the re-roll just made the whole thing fail. 

However, investigators managed to ward off just enough that no doom tokens really went to the scenario sheet. It wasn't until unstable location in the Sheldon stronghold exploded... twice. Three doom tokens went onto the sheet instantly. 

Investigators tried to speed up their game, eventually finding out the culprit behind the waves of violence. While there weren't that many doom tokens on scenario sheet, the inept (if plentiful) warding caused too many locations to threaten exploding in doom. There was hurry. Sheldon and O'Bannion's both had to be snapped out of their madness, and who better to talk some sanity to possessed gangsters than the Rookie Cop? He talked at least six out of the required eight clue tokens to both gang strongholds.

All in all the game seemed to go fine, but there was a possibility that our attempt to broker peace would have been swept under the rug with the sixth doom token on scenario sheet.

Victory for Investigators.

Thursday, September 18, 2025

Totem Duel

 A game of Malifaux, 4th edition.

Strategy: Flank Boundary Dispute

Schemes: Public Demonstration, Harness the Leyline, Frame Job

My list:

Kirai, Lady of Vengeance & Ikiryo
Datsue Ba
Carrion Fate
Kuchisake-Onna
Lost Love
Shikome
Gwisin
Seishin

Pool: 6

Opponent had:

Hoffman, Inventor & Edie Clark
Peacekeeper
Melissa KORE
Guardian
2x Hunter
2x Watcher

Pool: 4


Turn 1: 

Schemes chosen: Urami: Frame Job with Shikome. Augmented: Harness the Leyline

I was considering either Harness the Leyline or Frame Job, but then I noticed hard nerfs that Harness Leylines had received at some point. However, I decided try and bluff it by moving Shikome as my first activation to the centerline and planting a scheme marker.

Augmented took the bait, and Peacekeeper walked down from a stone formation and charged the minion for two victory points for me.

Shikome survived relatively well, but her position so vulnerable that Kirai walked for a bit and pulled her back with a heal. 

Soon enough Ikiryo walked and charged Peacekeeper and slapped it down to seven health remaining. 

Melissa shot a bunch of damage to Kirai, some of which was redirected to Gwisin.

Kuchisake moved a strategy marker, walked and shot two seishins right to Peacekeeper. One of the seishins gave a walk for Ikiryo for her to go and engage Melissa as well as Peacekeeper, and be in contact with a strategy marker.

Edie gave an action to one of the Hunters, who tried to shoot Ikiryo with harpoon. This failed, but Hunter felt confident that throwing enough harpoons at Df 3 target would eventually do the trick. Which it did. 

Carrion Fate interacted a strategy marker, flied with Gwisin towards  top-left quarter and interacted again the same marker.

As I was running out  of actions at the center, Lost Love had to reposition there to throw a strategy marker past centerline. This left Datsue Ba alone with a Seishin to face against Hunter, Hoffman, Watcher and even a Guardian. 

Oh, minus that Seishin, because Datsue killed the thing herself with Lantern of Souls. Well, thanks to Seishin's valiant sacrifice, both players (and not only Guild) scored a point from strategy. Guild didn't get their scheme and abandoned it for a 3-1 lead to Resurrectionists.


Turn 2:

Schemes: Urami picked Scout the Rooftops. Augmented picked Assassinate on Datsue Ba.

Going from top to bottom, Gwisin eventually placed two schemes - one to corner, one past centerline to bluff both Harness the Leyline and enable double points from Scout the Rooftops.

And, uh, Peacekeeper. Yeah. That thing killed Carrion Fate in just one activation. Didn't even empower anything. Carrion Fate had a rotting fate. 

Kirai wasted two actions to get in a summon. An extra Shikome tried to engage Peacekeeper before it had wronged fate.

Melissa and Hunter smacked the summoned Shikome down to two remaining. Watcher had ran to a strategy marker, and as my last activation Kuchisake tried to kill both Watcher and another Hunter to the right, but failed the attacks despite benefiting from Adversary.

Hired Shikome activated late in the turn and went to place a scheme for Scout the Rooftops. Edie spammed actions here and there.

There was this final gathering of Watcher, Hunter and Hoffman against a granny. Hunter started clawing her, which got her down to six health remaining. She had to activate to save herself, and summoned Ikiryo to bodyblock Hoffman. She tried to skin a metal robot, but did only a few points of damage. But she scored crows and healed for a bit.

Watcher had interacted, leaped and interacted a strategy marker deep into Resurrectionist deployment zone. To at least remove that terrifying schemer, Ikiryo charged it, but failed to kill. I don't remember what actually killed the Ikiryo - probably some combination of Edie's shenanigans. But yeah, Ikiryo died, but Lost  Love teleported in to re-summon it. She smacked Hunter down to two remaining from the summon attack, and then charged the Watcher dead.

However, Hoffman had walked on top of terrain when first (or second, however you count it) Ikiryo had blocked Datsue from view. He scored two beam attacks, managing to stagger her and bring her down to two health remaining. 

Guardian went to toss one of my strategy markers back to wrong table half.

Resurrectionists fell behind in strategy, but had scored doubles from Scout the Rooftops. Datsue was still clinging to her dear life, so Assassination succeeded only in half. Scores went 5-3.


Turn 3:

Schemes: Urami picks Detonate Charges, Augmented picks Scout the Rooftops.

Hunter started beating Datsue Ba, who was at two health remaining. And look at that - she survived. It did take two of my highest cards from hand, though. But then the granny skinned Hunter, healed for a bit and even infused a soulstone. That somewhat eased the pain of losing Carrion Fate that easily.

The other Hunter went to engage Gwisin at top-left corner after shooting summoned Shikome dead.

Kirai attempted to remove Peacekeeper, and did it in a costly manner. She walked on top of a stone, used crew action to bring Ikiryo to hit Peacekeeper - and then hit it again with soulstone trigger from Soothe Spirit. Not sure how that counts as soothing, but at least Peacekeeper fell to two health remaining.

With a single raise and soulstone trigger, Peacekeeper would be able to smack Ikiryo off the board and not die to Vengeance. The robot decided to take it's chances, and died to vengeance. Ikiryo did go down to one health remaining, though, so she activated and walked and charged... somewhere? She didn't  really accomplish anything, though.

Melissa shot Ikiryo dead with quick reflexes, and damaged Kuchisake down to four health remaining. Kuchisake, feeling threatened by the presence of a tiny, not yet activated Watcher, summoned Ikiryo back after walking to within 12" of Lost Love. Ikiryo was able to kill the bat with summon attack.

Hoffman went to place a couple of scheme markers on top of terrain, and shoot Datsue Ba down to one health remaining.

Edie spammed actions again, but used one action to go and engage hired Shikome. Ikiryo charged Edie, and while she landed a hit, she wasn't able to free Shikome to do any scheming. Shikome walked away from melee, then, and walked and charged Hoffman on top of the terrain to block Scout the Rooftops.

Lost Love teleported to Ikiryo to plant a couple of scheme markers to Edie for a victory point.

Augmented scored strategy, but missed Scout the Rooftops. They didn't abandon the scheme, because they had it set up pretty well.

Scores went 6-4 for Resurrectionists.


Turn 4:

Urami was able to even out the number of strategy markers and claim a point from Take the Highground. Augmented scored the strategy too. They weren't able to remove Shikome from blocking the double points from Scout the Rooftops.

Game ended 9-7 for Resurrectionists. 

Both totems seemed... Intense. For both crews I'd dare to say that they were the MVP's of the match.






Tuesday, August 26, 2025

Decaying Ghosts

 A 3rd edition game of Malifaux.

Strategy: Corner Cloak and Dagger

Schemes: Protected Territory, Ensnare, Hold Up Their Forces, Information Overload, In Your Face


My list:

Kirai, Envoy of the Court & Ikiryo
Kari Zotiko
Jaakuna Ubume
Lost Love
Goryo with Grave Spirit Touch
Gwisin with Grave Spirit Touch
Gwisin
Seishin

Pool: 3
Schemes: Hold Up Their Forces, Protected Territory

Opponent had:

Kastore, Fervebt & Marathine
Barbaros
Gwyll
Leech King
Cavern Nephilim with Grave Spirit Touch
Urnbearer
Blood Vessel

Pool: 3
Schemes: Protected Territory, In Your Face


Turn 1:

There was little engagement between forces. Cavern Nephilim and Kastore went top-left, so I was hesitant to commit there. So I didn't. 

Barbaros was flying near right table edge, and the remainder of Returned were in between these two flanks.

Urami had Ikiryo nearest to Kastore, with non-GST Gwisin and intel picking Lost Love close by... too close!

Near the center point there was also a juicy gathering for Kastore - Jaakuna, Kari and Goryo all within blast ranges. 

GST Gwisin and Kirai were going bottom-right, although Kirai was still near enough the center to cover it with her auras.


Turn 2:

Kastore walked and charged Ikiryo, and blasted both Lost Love and Gwisin... with a red joker on damage. Whoopsie. Second attack killed Ikiryo easily enough.

Cavern Nephilim picked up intel and walked forward, past centerline.

In the center Kari made a gambit, walking and charging to engage Gwyll and Urnbearer, almost catching Blood Vessel. The trio beat Kari down to three health remaining.

Goryo ran away with intel, and Lost Love teleported to Kirai and went to pick up bottom-right intel, far from most  threats. He was now at two health remaining, and it looked like Barbaros might be within shenanigans+walk+charge range, so grave touched Gwisin went to engage him. And engage for Hold Up Their Forces.

Seishin took a double walk to heal the other Gwisin pitifully. Gwisin then walked to take a swing at Kastore. He did a surprise moderate with negatives, but his purpose was to Hold Up Their Forces.

Kirai went to place a marker for Protected Territory, Jaakuna did the at the center. Goryo had accidentally spawned an Enslaved Spirit, whose defensive flips were through the roof. Leech King and Blood Vessel dealt just a single point of damage in.

Both crews got strategy, while Returned got In Your Face from Ikiryo. Urami got both of their schemes for a 3-2 lead.


Turn 3:

Cavern Nephilim started dropping scheme markers past center line. Kastore removed a Gwisin, and came to threaten center. Goryo charged him and dealt four points in, and Seishin ran nearby to offer its weak heal in case Goryo survived Kastore.

Kirai was able to summon Ikiryo out of Barbaros. She also picked up intels.

Barbaros and Leech King were attempting to murder the Enslaved Spirit, and oh my god were those defensive absurd again. It still continued to survive, albeit down to one health remaining. 

Urnbearer lured Gwyll away from Kari's melee, who was then able to pick up intel after Jaakuna had picked up one too. Jaakuna was trying to go top-left, where there were no longer heavy hitting dangers around. 

Grave touched Gwisin walked to guard Kirai, and Ikiryo just took a double walk to perhaps blast Leech King, Barbaros and Blood Vessel with a projected voice.

Both crews got strategy, so Resurrectionists continued with 4-3 lead.


Turn 4:

Kastore rampaged through Goryo and Seishin, killed Seishin and charged Kirai. Gwisin took the attack, although that didn't stop her from being damaged with blasts.

Finally Enslaved Spirit is killed, but another one was summoned in its place, along with a Gaki. 

Ikiryo walked and charged into the bunch instead, but managed to die to Gwyll's decays.

Kirai continued swirling and picking up intel, also trying to save half-wounded Gaki in the process. It could have been used for Protected Territory end condition had it survived.

Goryo and Kari finally kill the Urnbearer. Kari floats aimlessly, not quite deciding if she should push for intel or Protected Territory end condition. Jaakuna does kind of same.

However, Blood Vessel leaps to Kastore, walks and uses bonus action to plant a scheme for protected territory.

Lost Love survives, and that's it.

However, thanks to Kirai's weird summons Urami was able to contest strategy markers so that Returned failed to pick three intel for this turn. They did, however, reveal their Protected Territory.

Scores continued in 5-4 favor of Resurrectionists.


Turn 5:

Kastore kills my extra summons, freeing Leech King and Barbaros to pick up intel - which they did. So much in fact that a single steal wouldn't  rob Returned of their strategy points this turn.

Gwyll managed to shoot Kari down to one health remaining. Didn't know ghosts decayed this effectively. 

Lost Love had managed to teleport away to safety to Jaakuna, who was holding the marker for Protected Territory.

However, having lost both Gaki and Enslaved Spirit before they were able to activate, I wasn't able to make enough scheme markers to counter Marathine's removals.

Cavern Nephilim easily got to my deployment and to drop a scheme there. 

Kirai tried to summon a new Ikiryo to Blood Vessel in an attempt to deny a point from Protected Territory, but failed to score masks on Thirst for Vengeance. I did have a twelve of masks in hand, though, but I had to save that one.

GST Gwisin got to engage Leech King, and Goryo disengaged from Gwyll, walked and used bonus action with the aforementioned twelve of masks to teleport to Barbaros for Hold Up Their Forces.

Counting scores, Urami got fourth strategy point plus Hold Up Their Forces. However, Returned scored their third strategy point as well as both schemes, so we were looking at a tough 7-7 draw.


Thursday, August 21, 2025

Machine Gun of Injustice

A 50ss game of Malifaux 4th Edition on Vassal.

Strategy: Flank Informants

Schemes: Grave Robbing, Public Demonstration, Breakthrough


My list:

Jack Daw, Spirit of Betrayal & Lady Ligeia
Montresor
Kari Zotiko
Guilty
Guilty 2
Drowned
Drowned 2
Crooked Man
Bone Pile

Pool: 6


Opponent had:

Lucas McCabe Tomb Delver & Cryptologist
Sidir   
Desper
Jessie   
Rough rider
Rough rider
Ruffian 
Huckster  


Turn 1:
Schemes: Tormented: Public Demonstration on Lucas. Wastrel: Grave Robbing with Remains

Tormented picked Public Demonstration on McCabe. Wastrels picked Grave Robbing with 

True to the deployment's name, two flanks quickly formed. 

A Guilty, Kari, Lady Ligeia, Montresor and Jack Daw were on one, butchering up a Huckster and summoning a Drowned to Jessie.

Well, Jack Daw was kind of part of that flank a until Desper LaRaux yanked him from strategy marker in the center and planting him to face Rough Rider's and Sidir's gun barrels. 

To the right, models were piling up to a strategy marker near the center of top-right quarter. First, Crooked Man ran to contest the marker, trying to lure McCabe nearby. Due to some luck, this eventually succeeded after a Cryptologist, Rough Rider and Ruffian had failed to kill it. Granted, Crooked Man did have cover as he was inside a building.

Miraculously enough, McCabe was not able to score the kill either. However, one of the Rough Riders managed to score the kill. A hired Drowned and Bone Pile contested the marker, but Wastrels had it with Cryptologist, Rough Rider and McCabe. But I still had a Guilty left to activate that I had planned to onward-walk and walk to drop a scheme near McCabe for double points on Public Demonstration. However, Onward failed even with an empower.

Wastrels scored Grave Robbing with Remains marker, and Tormented also got a point from Public Demonstration. Both got strategy thanks to Desper hooking Jack Daw away from center.

Game was tied at 2-2.


Turn 2:
Schemes: Tormented: Assassinate Jessie. Wastrel: Leave Your Mark


Sidir shot Jack Daw down to four health remaining, so Kari had patch him up as well as he could. She also used soulstone trigger to move him to a slightly better defensive position. My next activations were Montresor charging Jessie, who was staggered, and almost killed her. Jessie was able to heal herself a bit, but finally Jack Daw scored  double points from assassinate.

Lucas, Cryptologist and Ruffian managed to kill both Bone Pile and Guilty as I was securing assassination. Both Rough Riders and Desper block center marker and drop two scheme markers for Leave Yout Mark. One Rough Rider was especially well placed so that Lady Ligeia and another Guilty were not able to go place even one scheme marker block Leave Your Mark double points. At leastLady Ligeia was able to claw Rough Rider down to three health remaining. 

Both players got strategy and doubles for their schemes, so scores were tied at 5-5.


Turn 3:
Schemes: Tormented: Runic Binding. Wastrel: Reshape the Land


Somehow Sidir was able to shoot both Jack Daw and Guilty dead in one activation. Sure, Daw was down to two hits with a raise, Guilty required just one without a raise. Rough start for a turn, but at least the dying ended there. Oh wait, it didn't. Later Lucas McCabe drowned Drowned in bullets, despite it being in cover and concealment. 

A Drowned and Montresor plant the required schemes for Runic Binding, which easily enough scores two points. But I was running out of action points now that Jack Daw and Guilty were gone before they were able to activate. Wastrels were able to drop scheme markers with impunity, with there being little I could do to remove them even if I suspected Reshape the Land.

Resurrectionists  were able to kill the already gravely injured Rough Rider. My losses were not quite 3:1, because Kari had been able to summon a Drowned, but it was a non-interacting, non-contesting model.

Both crews scored two points from schemes, but since Lucas McCabe had shot Drowned that had been controlling bottom-right strategy marker, Tormented lost a point from strategy.

Scorest went 8-7 for Explorer Society.


Turn 4:
Schemes: Tormented: Ensnare. Wastrel: Search the Area.

Both crews scored a point from their schemes. Tormented had quite a few movement shenanigans, but failed to utilize them well enough to push a required number of Wastrels away from contesting strategy markers, and so Explorer Society reached full 11 points again 8 by Resurrectionists.








Tuesday, August 12, 2025

Coughing in the audience

 Strategy: Wedge Recover Evidence

Schemes: Ensnare, Take the Highground, Harness the Leyline


My list:

Hamelin, Piper & Benny
Nix
Fumigator
Tunnel Rats
Ratcatcher
2x Stolen
2x Prospector

Pool: 3

Opponent had:


Colette, Star of the Show & 3x Mechanical Doves
Shadowlark
Cassandra Felton
Blackbird
2x Showgirl
Altus Keene
Irena Keene

Pool: 2


Turn 1: Plague picked Take the Highground, Performers attempted Ensnare

Plague started and got strategy point with Tunnel Rats. 

Colette walked, Sleighed a decoy marker near Tunnel Rats and bedazzled them twice, drawing up secrets with both.

Hamelin walked, gave a walk for Tunnel Rats to get out of likely Ensnare, summoned rats and moved rats and Nix with Piper's Dance.

Irena walked, charged a Malifaux Rat and blasted away one of the earlier scheme markers.

Benny summoned rats and resupplied.

A Mechanical Dove walked and charged and killed Tunnel Rats with crow trigger.

Fumigator took a double walk to stand next to deployed enemy strategy marker. Caustic Mist summoned a new Tunnel Rats and did damage to Colette, and we erroneously (I think?) delivered Shadowlark to Fumigator. Wordening could use some clarification. I would've considered "attack" to refer to attack action, but opponent intuitively associated damage to attacks. 

Showgirl walked to beckon Shadowlark closer, but quickly regretted that because of hazardous. 

Rat Catcher double-walked on top of terrain and summoned a couple of rats.

I tried to stall with Malifaux Rats, but opponent just activated Mechanical Doves 

And then Shadowlark went to town with Fumigator, leaving it to one or two health remaining. 

Stolen took a double walk to enemy strategy marker and summoned a couple of Malifaux Rats. 

Altus zapped a couple of Malifaux Rats with arced Shatter Illusions.

Last Stolen and a Prospector didn't do very meaningful activations, but another Prospector went to control the Highground.

A Showgirl and Cassandra go to Keene siblings. 

Nix ran on top of terrain inside enemy deployment for scheme.

Performers failed to score points. Plague got two.



Turn 2: Plague picked Search the Area, Performers took Reshape the Land on Decoy markers.

Shadowlark, Colette and Blackbird kills a Stolen, played whack-a-rat and seriously damaged Tunnel Rats, as well as picked up strategy. After Irena picked up another strategy, I didn't even bother for this round.

Hamelin and Benny summoned quite a few rats that were eventually cleared out by Altus and Mechanical Doves. Hamelin managed to black joker Haunting Melody on Nix, which was especially bad for Search the Area. 

Tunnel Rats moved and escaped the venue by walking and using Secret Passage to drop a scheme marker for Search the Area now that 

Cassandra and Showgirl were beating Benny, who summoned more rats. Benny was able to damage Showgirl down to one remaining, but Altus was able to heal her back to full.

Shadowlark and Colette put down the required decoy markers for Reshape the Land one pointer.

Nix placed two schemes for Search the Area, which Plague scored with one point thanks to Hamelin's black joker.

Plague got a point from scheme, while Performers got a point from strategy as well as one from their scheme for a 3-2 lead for Plague.



Turn 3: Plague picks Breakthrough, Performers took Public Demonstration.

For strategy extra point, Tunnel Rats dropped a scheme with trigger before being killed by Mechanical Dove... again. 

It shouldn't have been that hard, but it took Prospector, Benny, Stolen AND Hamelin to kill one Showgirl. And it happened at a good point too, because opponent could have revealed  Public Demonstration. Benny got tome trigger from his rat summons, and planted it on the centerline. With the marker that Prospector dropped last turn, Plague was able to score two points from Breakthrough.

Fortunately opponent wasn't that effective with attacks, either. I lost only Rat Catcher, second Stolen and the Tunnel Rats, plus every rat my crew was able to summon. 

In three turns I had managed to kill a Showgirl. Strategy was not looking good.

But, Plague did manage to get the extra points for Recover Evidence, and two for Breakthrough. Performers also got the extra evidence point as well as regular point, but Public Demonstration failed. Scores went 6-4, so chances were it wouldn't matter that much that I was so far behind on attrition.


Turn 4: Plague picks Frame Job, Performer picks Detonate Charges

Plague managed to kill the other Showgirl, too, and Hamelin picked up both strategy markers. 

I also had the opportunity to bluff each possible scheme with my first move - moving with Prospector's bonus, dropping a scheme and charging Cassandra Felton. This could be Frame Job, build up for Assassinate as Cassandra was barely above half of her health, or even Public Demonstration since Prospector was a minion.

Irena came to butcher up the Prospector, netting Plague two Frame Job points.

Arcanists managed to get just two scheme markers to Benny Wolcomb, but they also picked up two strategy markers.

Game ended in a 9-6 victory for Plague.



Saturday, August 9, 2025

No Fronts

 A 50 pts game of Warmachine Mk4 over War Table.

My list:

Master Necrotech Mortenebra & Deryliss
-Harrower
-Seether
-Slayer
-Deathripper

Mechanithralls +3x Brute Thrall
Necrosurgeon & Stitch Thralls
2x Necrotech
Machine Wraith


Opponent had:


Cygnar Storm Legion
Major Anson Wolfe
 +Onslaught, Force Hammer, Snipe

-Stryker with True Sight head, Voltaic Halberd, Heavy Mag-Bolter
-Courser with Arc Node head, Voltaic Spear, Electrified Shield

2x Stormguard Legionnaires with Standards
Arcane Mechaniks
Sharpshooter

Scenario was Two Fronts.

Second turn I did a Harrower + Lucky Penny Soul wraithshot thing to trigger overrun for Seether, who had Spectral Steel on. The thing charged to enemy 50mm marker, and mauled Stryker down to two health remaining, thanks to two rolls of only 4 with two dice. Well, at least someone was there contesting the 50mm marker.

Mechanithralls were just able to charge a unit of Legionnaires and remove half of them, the important bit being that they contested enemy 40mm.

Cygnar struggled to remove the Seether, but ultimately did so. Both units of Legionnaires removed half of Mechanithralls. Board state looked like an interesting battle might be coming up, but Cryx got two points from 50mm and 40mm markers, thus also claiming the two point bonus, while Cygnar only got one point - thus giving the win already for Mortenebra.