Showing posts with label 50ss. Show all posts
Showing posts with label 50ss. Show all posts

Monday, November 24, 2025

Where are you, Richard?

 A 50ss game of Malifaux, 3rd edition, Gaining Grounds 3.

Strategy: Standard Carve a Path

Schemes: Leave Your Mark, Catch and Release, Spread Them Out, Hidden Martyrs, Spread Them Out

My list:

Seamus AKA Sebastian Baker & Copycat Killer
Madame Sybelle
Bete Noire + Grave Spirit Touch
Keepside Strangers
Carrion Effigy
Gravedigger
Necropunk
Dead Dandy

Pool: 4
Schemes: Spread Them Out, Hidden Martyrs (Necropunk + Dandy)

Opponent had:

Clampetts Fisherfolk & Bruce
Aunty Mel
Uncle Boggs
Sir Vantes
2x Buckaroo
2x Skulker Skin

Pool: 2
Schemes: Spread Them Out, Catch and Release (One of the Buckaroos)


Turn 1:

First turn was fairly straightforward positioning. I set up Necropunk far left to leap, walk + drop a scheme, with Copycat Killer and Gravedigger nearby as well. 

Seamus went center, and summoned a Dead Doxy out of Bete Noire. He managed to flip a moderate even with the double minus.

Keepside Strangers got to Seamus to kick a strategy marker, and walked back to not be so dangerously close to, well, everything.

Madame Sybelle, Carrion Effigy and Dead Dandy were closing in from the right.

Anglers had a heavy emphasis on the right, with just a Buckaroo and Skulker Skin going from the left. Aunty Mel, another Buckaroo and Skulker Skin were going towards center, and the remaining gremlins were right, or further right. Clampetts themselves eventually stomped their way past centerline, moving a strategy marker past centerline and dropping first scheme marker for Spread Them Out.


Turn 2:

Clampetts disengaged Madame Sybelle, who had charged in to tie up Clampetts and Sir Vantes. They then charged Carrion Effigy, smacked it dead with two strikes, and stomped deep into my deployment to drop a second scheme marker for Spread Them Out.

Eventually Dead Dandy went to try to remove first scheme marker Clampetts had done, but failed his check. 

I had some trouble Spreading my Them Out, so Bete Noire had to waste her activation to run to act as a homing beacon for Keepside Strangers, who leaped in and went to drop a scheme marker far to the right.

Dead Doxy went to place a scheme to the center before getting pushed to Uncle Boggs and Bruce by Sir Vantes, I think.

Seamus did nothing only a master could do. He just walked and kept kicking strategy markers, both friendly and enemy. In the end he wasn't even able to hinder Angler's progress that much. However, since Aunty Mel was standing, like, five inches from Seamus' face, I decided to sacrifice Copycat Killer instead. And look at the little guy! He shot Skulker Skin down to one health remaining.

Necropunk did the third scheme marker for Spread Them Out, and so died the Buckaroo who charged through Necropunk.

Scores went 2-2.


Turn 3:

Seems like I missed picture from turn three, but I think I can infer much of what happened. 

From left to right, Necropunk leaped to top-left corner, starting to cultivate the second part of Spread Them Out.

Buckaroo did the same. 

Aunty Mel made Copycat Killer go away, just as expected. Seamus, however, threw a wig on Copycat Killer's corpse and tossed a bar or lipstick that hit Copycat Killer squarely in the forehead, and raised him as a Rotten Belle. 

Situation in the small funnel from where I was delivering my strategy markers was a convoluted mess, but I managed to keep both my markers past the centerline, and so did Anglers.

Dead Doxy nearly canes down Bruce after the pup and Uncle Boggs had tried to kill her. Uncle Bogg also repositioned to engage Madame Sybelle, who was duking it out with Sir Vantes. She certainly needed some back-up, so Dead Dandy walked and charged Uncle Bogg.

Keepside Strangers placed away from Sir Vantes engagement range, climbed on top of a container and threw some snakes at Bogg. Damage was moderate, so Dead Dandy took more damage than anticipated, although the damaging itself was intentional to make him a more enticing target to kill.

Bete Noire charged Sir Vantes and tickled him for a bit before burying herself with a trigger.

Clampetts didn't have much of an activation after failing to stomp. 

Both players got strategy for a 3-3 tie.


Turn 4:

Madame Sybelle was able to withstand Sir Vantes' fury, although this finally drained all of my soulstones. She also did disengage half an inch to not be engaged by Uncle Bogg. Fortunately Uncle Bogg took the bait and ate Dead Dandy in one bite - that was Hidden Martyrs for me.

Keepside Strangers was able to shoot Bruce dead with snakes. Aunty Mel isn't as successful, although just one hit brings Gravedigger down to half of his health remaining. 

Martyr number two, Necropunk, continued to spawn scheme markers while hugging the edge of the board. Unfortunately Skulker Skin was able to shoot a couple of wounds off from him.

Catching and Releasing Buckaroo got tired of trying to engage Seamus, and took a triple walk to go next to Madame Sybelle instead.

Clampetts was able to stomp around and kick a strategy marker to my deployment zone. After the mess that was my own strategy marker delivery, Bete Noire had to teleport in to kick one marker to Angler deployment after Seamus, Gravedigger and the Rotten Belle 

Both players scored strategy and second scheme for a 5-5 tie.


Turn 5:

Skulker Skin robbed me a chance at Hidden Martyrs, but the punk did score Spread Them Out end for me.

Gravedigger kicks the second strategy marker to enemy deployment. 

Aunty Mel and Clampetts secured fourth strategy point for Anglers. Catch and Release Buckaroo managed a successful disengage and ran out of reach.

I tried to figure out a way to get Bete Noire to act as a beacon for Keepside Strangers, but Sir Vantes had pushed them down from the container, which meant their LoS was severely restricted. 

Had Rotten Belle managed to disengage from a Buckaroo more than 1", perhaps Bete Noire could have done it, but Belle botched the disengage. There was no chance of Sidekicking Keepside Strangers to Bete Noire, walking and kicking enemy strategy marker out of my deployment, so game ended in a 8-7 victory for Anglers.

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.


Tuesday, August 5, 2025

My Very First Ashen Core

 A 50ss game of Malifaux 3rd edition, with the addition of terrain scaling and jumping from 4th.

Strategy: Standard Raid the Vaults

Schemes: Take Prisoner, Sweating Bullets, Information Overload, Power Ritual, Let Them Bleed

My list:

Leveticus, Pariah & 2x Hollow Waif
Rusty Alyce
Ashes and Dust
Marlena Webster
Vee
Soul Battery
Scavenger
Abomination

Pool: 2
Schemes: Sweating Bullets (Ashes and Dust), Power Ritual

Opponent had:

Kastore, Awakened & Marathine
Barbaros
Gwyll
Leech King
White Eyes
Cavern Nephilim
Urnbearer

Pool: 3
Schemes: Sweating Bullets (Barbaros), Information Overload



Turn 1:

Amalgam was quite evenly distributed along their deployment. From left to right I had Hollow Waif, Ashes and Dust, covering the bottom-left corner. Ashes left a scheme marker there, tool Rusty Alyce and Marlena were just beyond bottom-left corner's strategy marker, while Leveticus went already to cast a useless Soul Harvest. My idea was to limit regeneration overheals that way, but only Leech King actually cared about that.

Scavenger, Abomination and Soul Battery were around the centerpoint. Vee placed a scheme marker to bottom-right corner and took a walk forward, as I had no targets for intel gathering. Last Hollow Waif was at the right table edge, biding her time.

Most of Neverborn Resurrectionists walked and concentrated, plus had their overheal shenanigans. White Eyes was coming from the left, hugging table edge there. Cavern Nephilim was next, inside a ruined building. Leech King was behind the building, near  top-left strategy marker and Urnbearer next o Leech King. 

Gwyll went on top of building, next to top-right strategy marker. Kastore was a bit further on the same building, having enthralled Scavenger to charge Soul Battery. Barbaros was past the building, so all Returned henchmen and master was in top-right quarter, and Ashes and Dust for sweating bullets was in bottom-left corner. Yay.

Marathine had gone to place a scheme marker past centerline near center-right strategy marker.



Turn 2:

Leech King was able to summon a Giant Leech right next to Leveticus, who did two pings of Soul Harvest next, and finished off the Giant Leech with a lucky melee attack.

Cavern Nephilim does an Echolocation to Marlena, blasts damage to Alyce and uses its second action to maul her. White Eyes walked, charged Ashes and Dust and leaped to Rusty Alyce to attack her, too. And lands a Red Joker on damage. Damage block reduced that by two, armor by one and one was transfered to Marlena. It felt wild to mark only two boxes of damage from Red Joker.

Alyce has to stay in melee with both models to contest bottom-left marker... although I don't quite know why. I guess I still had some hopes to deny Returned a point. As even Vee took a walk, Gathered Intel for Soul Battery, and didn't get tomes for her own burial. Soul Battery rant to contest bottom-left strategy marker, too.

Urnbearer comes to contest center-left marker that was held by only Leveticus, so Ashes and Dust had to walk and charge her, not doing much. 

Kastore enthralls Abomination to slam a bush in front of it and charged the thing. Abomination survived, but was finished off by Barbaros.

Scavenger was staggered and stunned from last turn, so he wasn't able to do much.

Hollow Waif slammed a part of the hedge maze and takes a shot at Kastore, not doing anything.

Gwyll exists, staying disguised on top of a building.

End phase thing of Kastore drops third required marker for Information Overload reveal, and both crews get their strategy point for a 2-1 lead for Kastore.


Turn 3:

Bottom-left quarter sees some fierce combat. It takes the combined efforts of Rusty Alyce, Marlena Webster and Hollow Waif to finally kill the gravely injured White Eyes. Soul Battery doesn't do much of anything, but he does explode into two soulstones. 

Cavern Nephilim and White Eyes attacked Rusty Alyce, so much so that I was almost out of soulstones again despite Soul Battery's sacrifice. Last to join the fray was Kastore himself, who took a double walk and charged Marlena. I don't blame him, both Rusty Alyce and Marlena were starting to be low on health - but so were Cavern Nephilim and Kastore himself after a lucky shot from Scavenger's shotgun and Hollow Waif's gun.

Leveticus walked, pinged Leech King and Urnbearer for a point of damage, and killed Urnbearer with a strike. Leech King charged him, and so did Barbaros. Well, technically he charged Ashes and Dust, but that inbuilt Shove Aside is a thing. After Barbaros was done, both Ashes and Dust and Leveticus were low on health. Well, Ashes wasn't that low, but a bad Cage Fighter coupled with Black Blood might rob me of Sweating Bullets. So, Ashes and Dust just had to concentrate and shrug.

Scavenger and Vee were controlling center-right, Leveticus and Ashes and Dust the center-left. Cavern Nephilim had bottom-left all by itself, so both players got their strategy. Both also reveal Sweating Bullets, so scores go 4-3 for Kastore.


Turn 4:

Somehow Marlena Webster survived the onslaught of Kastore, and that spelled doom for Kastore. Sure, Returned master took kind of a risk, but Marlena was like down to three health or so - she should have been removed with four master action points. 

But instead Rusty Alyce and Leveticus make the Returned master Gone. 

Buuut... after Leech King and Barbaros were done, Leveticus was down to one health remaining and Ashes and Dust was transformed to Ashen Core and Dust Storm. 

Cavern Nephilim did a scheme and went on top of tower, still contestin bottom-left marker. This eventually forced Marlena to go contest it.

Vee had walked and healed Leveticus, and was contesting the center-right marker with Gwyll. Where did Scavenger go? Well, he was able to score Masks with Weird Device to get an 8" teleport, then walk to control top-right strategy marker.

This evened scores to 4-4.


Turn 5:

Barbaros sure enough killed Leveticus with bonus action and charged to beat Vee. Gwyll went to place a scheme, contesting center-right marker, but did so near enough Vee that she was able to engage both henchmen for Sweating Bullets.

Rusty Alyce walked within 6" of centerpoint and tried to finish off Leech King, but failed to do so. Instead the King engaged her. Giant Leech was also summoned.

Hollow Waif at one health remaining went on top of the tower where Cavern Nephilim was, but it took both of her actions. Fortunately Cavern Nephilim failed to kill her with one attack, so it wasn't able to drop a scheme. 

That was pretty much the last deciding factor, as now Marlena and Scavenger were able to deny Kastore the Information Overload.

Outcasts got Power Ritual reveal, and both players got Sweating Bullets end condition for a 6-5 victory for Leveticus. 


Monday, July 7, 2025

Survival Elections

 A 50ss game of Malifaux, 3rd edition. My intention was to use options that I have used less often, and that I can't use in 4th edition. 

Strategy: Standard Cursed Objects

Schemes: Breakthrough, Load 'em Up, In Your Face, Spread Them Out, Leave Your Mark

My list:

Leveticus & 2x Hollow Waif
Yannic Waller
Ashes and Dust
Marlena Webster
Hard Stop Herbert
2x Catalan Rifleman
Abomination

Pool: 5
Schemes: Load' Em Up (schemes), In Your Face

Opponent had:

Charles Hoffman & Mechanical Attendant
Melissa KORE
Peacekeeper
Guild Steward
Hunter
Warden
2x Watcher

Pool: 5
Schemes: Spread Them Out, Leave Your Mark


Turn 1:

Hollow Waifs spent their activations concentrating, while Hoffman loaded up Peacekeeper, Melissa and Attendant, before double-walking to the center of the board. Mechanical Attendant slammed a piece of destructible hazardous terrain to open up way for Peacekeeper.

Yannic Waller tried to take a cautious walk, taking cover from a wall and consolidating a Catalan Rifleman closer. 

Melissa punished Yannic with her gatling gun, dealing in a total of three damage after a damage block..I got worried for her safety, because Peacekeeper was yet to keep its peace for the turn. Marlena Webster took a double walk inside tall grass to tether Yannic's soul.

However, Peacekeeper was more into leaving a lasting mark, and took a double walk to place a scheme marker near center point. 

There were now Peacekeeper, Hoffman and Melissa near each other in the center. Although Guild Stewanuki and Mechanical Attendant were also near the trio, they had already activated. Catalan Rifleman was able to stun both Peacekeeper and Hoffman before Leveticus activated. Hoo boy. First action point was to transfer some of Hollow Waif's essence for Yannic Waller, and then blast Peacekeeper twice with Unmaking. After he was done, Peacekeeper was down to two health remaining.

One Watcher was hugging both table edges. Warden was kind of aiding the one to the right, and Hunter was with the left one. Ashes and Dust took a walk+charge at the left Watcher, dealing just one point of damage, but scoring Like the Wind for some additional movement.

Another Catalan Rifleman landed a solid two-pointer on rightmost Watcher. Augmented saw Hard Stop Herbert rolling slightly past centerline on the right, and they were hating. Oh dear. That meme betrays my age. Anyway, he dropped a scheme there. Abomination was on the same flank, trying to figure out what to do.


Turn 2:

Augmented won initiative, and so Hoffman activated. He took a walk to get near Peacekeeper and healed it for four. 

Before Watchers would do something annoying like drop their cursed token on my models, Ashes and Dust activated and secured a strategy point for me, along with a scheme marker.

Guild Steward healed Peacekeeper back to full and removed its stun. Oh well. There's plenty more irreducible damage where it came from. To keep Peacekeeper within 3" of Hoffman for In Your Face, Yannic decided to sacrifice herself for democracy. She walked near Hoffman and blasted democratic elections, healing herself, Catalan Rifleman and Leveticus, while damaging Hoffman, Peacekeeper and Warden.

Her sacrifice was in vain, though, since Peacekeeper wanted to keep peace elsewhere. It walked, charged and flurried Marlena Webster... dead. Strategy point for Augmented. So, Leveticus would have to get within 3" of the thing, then.

I started trying to soften it up first, and Catalan Rifleman was indeed able to flip a double severe with negative modifiers. I think he also stunned somebody, perhaps Melissa. However, Mechanical Attendant took a double walk to heal Peacekeeper for a bit.

So... Leveticus walked and charged in, right on top of Marlena's corpse. He managed to flip a double severe with negative modifiers with double Necrotic Decay. Boom. Peacekeeper gone. Then he casually unmade Mechanical Attendant dead. Ew. That's all I have to say. Eww. However, Leveticus was now at four health remaining without Augmented having dealt even one point. It was all my own handiwork.

Melissa and Warden dealt with Yannic, bringing her down to one health remaining. 

Hunter was speeding towards my deployment zone.

Hard Stop Herbert pushed onward, dropped a scheme near Watcher on the right, and charged the steel pterodactyl, not doing much.

The Watcher disengaged and flew to receive cover from my remaining attacks. But Catalan Rifleman didn't shoot it - he took a double walk behind a cage, where centerline meets the table edge. Hollow Waif walked and siphoned Watcher instead, but dealing only one point of damage, so it now had just one point remaining. Unfortunately Abomination that had ran to Herbert's first scheme wasn't close enough to cover Watcher inside Entropy aura.

Hunter kept creeping towards my deployment zone, which had me believe opponent might have picked Breakthrough.

So, Amalgam got their In Your Face, but so did Augmented get their Leave Your Mark. Both got strategy points for a 2-2 tie.


Turn 3:

Augmented got initiative again, and decided to fly with the Watcher who had one point remaining to place a scheme.

Yannic had to activate to advocate for democracy again, giving her the sorely needed health point to get her above Hard-to-Kill threshold. Other than that she didn't do much, except drain action points from opponent. Because of Hard-to-Kill, it took both Melissa and Warden to kill her. Melissa did shoot Catalan Rifleman down to one health remaining. I wanted to try to save him, and brought Abomination in to the fray instead. Unfortunatly it was only able to get Warden within no-heal aura, but at least it took Hoffman's entire activation. Augmented got their strategy point that way. 

Either the Catalan Rifleman at one health or Hollow Waif to the right killed Watcher, scoring strategy for Amalgam.

Hunter did a scheme marker NOT in my deployment zone, so it wasn't the breakthrough I suspected. Now my guess was all spread out. 

Hard Stop Herbert climbed on top of hill to place a scheme marker, while the Catalan Rifleman hiding behind a cage did the same. Ashes and Dust dropped sixth marker.

Leveticus took a double walk out from tall grass, and charged in between Hoffman, Melissa and Warden. At the end of turn. Warden went down to one health remaining.

Guild Steward only healed Warden for a bit, and went to place a scheme marker suspiciously more than 10" away from both Watcher's scheme, and one that Hunter placed earlier this turn. 

So, Augmented got their Spread Them Out, but so did Amalgam get their Load 'Em Up. Both got strategy for a 4-4 tie.


Turn 4:

Leveticus wrecked Warden for strategy point, and dealt some damage to Melissa. As he was engaging both Melissa and Hoffman, he was quite annoyingly there, blocking interacts. And he had used Necrotic Decay to get to two health remaining, so a very juicy target indeed. Somehow Hoffman had to spend all of his action points in killing the old man, before he got teleported to Hollow Waif to the right. 

Since Melissa was now unengaged, I was worried that she might do some miraculous flips and yeet Leveticus to the Waif on the left, so Hard Stop Herbert took a point of falling damage, Onward and walk to stand in front of Leveticus. 

Melissa did indeed try after dropping a scheme marker, and dealt moderate with negative modifiers against Herbert. No blast trigger though.

Guild Steward also dropped a scheme marker and walked into position to do even more next turn. Hunter dropped a marker and went to tease Hollow Waif. Hollow Waif teased Hunter back, and tried to position so that Deadly Pursuit couldn't be used to best effect.

Ashes and Dust just kept hanging around in the enemy deployment zone.

My easiest curse token targets had been the Catalan Riflemen, but the one who had a single point of health left had started running towards bottom-right corner, and was out of reach. The other one was hiding behind the cage. Warden had carried a curse token, so Amalgam gained a narrow lead of 5-4.


Turn 5:

Melissa did the unimaginable, and walked and charged to take a shot at the Catalan Rifleman who was literally in contact with two table edges. And scored the kill. 

Opponent was able to place all and every scheme marker for Leave Your Mark and Spread Them Out without me being able to do anything to that. Ashes and Dust got In Your Face uncontested.

However, the other Catalan Rifleman took a double walk to Melissa and bonus action interacted her his own curse token. Herbert charged Melissa, but she was able to block all damage with soulstones.

So, it was Leveticus' job to deal the last remaining three wounds in. However... there was a 13 and Red Joker coming up with Sanguine Evocations, so game was pretty much decided there and then. Leveticus unmade Melissa and took a double walk to get within three scheme markers for a close 8-7 victory for Outcasts.


Game 2:

Strategy: Flank Covert Operations

Schemes: Load 'Em Up, Set the Trap, In Your Face, Catch and Release, Public Demonstration

My list:

Hamelin, the Piper & 3x Stolen
Nix
Benny Wolcomb
Yannic Waller
Fumigator
Disease Containment Unit
Tunnel Rats
Malifaux Child

Pool: 4
Schemes: Set the Trap, Public Demonstration (Malifaux Child, DCU, Fumigator)

Opponen had:

Jakob Lynch & Hungering Darkness
Gwyneth Maddox
Mr. Graves
Mr. Tannen
2x Illuminated
Beckoner
Tanuki

Pool: 3
Schemes: Catch & Release (Illuminated), Set the Trap


Turn 1:

At least Gwyneth, Mr. Tannen, Mr. Graves, Lynch and Tanuki were funneling though a narrow gap from the center of their deployment zone. Gwyneth had been moved around by various effects so that she was able to go to center-left strategy marker and drop a scheme marker.

Catching and Releasing Illuminated was going towards center-right strategy marker along with Hungering Darkness. Beckoner was almost hugging the table edge and running towards top-right strategy marker. Bottom-left was covered by the other Illuminated.

I realized I had not remember to hire a Malifaux Rat to my crew to do the final act of coronation. But I still carried on with the task of making enough rats to form a Rat King. 

Tunnel Rats and Fumigator placed one scheme markers and traveled towards the upper half of the board. Yannic Waller was leading the way. She took a point of burning along the way from hazardous terrain, because Fumigator and Tunnel Rats had managed to block other ways.

After placing her own scheme marker, Disease Containment Unit managed to lure a rat out of Fumigator's scheme marker with Rapid Response. 

Malifaux Child slapped the fourth marker and went to benefit from concealment from inside the tall grass. 

Nix went kind of halfway between bottom-left and center-left strategy marker. 

Hamelin took a walk forward and removed the scheme marker Gwyneth had placed, before obeying Mr. Graves to charge Tanuki. Bwahahaha. Unfortunately the little **** didn't die to fencepost-to-face.

Benny did a bunch of rats and walked on top of a hill.


Turn 2:

... and that was eight pass tokens for Ten Thunders. 

Hungering Darkness walked and charged Yannic Waller, slapping  her for severe damage. So she was at one health remaining, and burning. Fortunately democracy saved the day! Or... at least the turn. She did the elections and healed her back to two.

Beckoner went to top-right strategy marker and placed a scheme marker. Tunnel Rats did the same. 

Catch-and-releasing Illuminated walked near center-right strategy marker and tried to scintillate clouds somewhere. Benny, who was able to snatch Fast from a free scheme marker, walked within 2" of center-right marker and started shooting the Illuminated without much of a result.

Mr. Tannen, Mr. Graves, Lynch and Gwyneth claimed the center, re-establishing a scheme marker. Lynch was able to shoot respectable damage in to Hamelin with unrespectable Derringer.

Disease Containment Unit had been slowed by Hungering Darkness, so she wasn't able to move far enough to score Public Demonstration. Malifaux Child couldn't either. 

Rats formed into Rat King and tried to get closer to action with its two actions - remaining vigor from a delicious cheese offered by Stolen.

Last Illuminated went to bottom-left strategy marker and placed a scheme marker there.

Fumigator and Nix went to place required markers for Set the Trap. Hamelin obeyed Disease Containment Unit and Malifaux Child near Jakob Lynch. 

Outcasts managed to get both of their schemes, and claimed top-right strategy marker. Opponent took center-left, which seemed to be a hotspot to contest.

Scorest went 3-1 in favor or Hamelin.


Turn 3:

Since there was no tanukis nearby, Mr. Graves applied fencepost to Malifaux Child for lethal results. 

Rat King wanted to avenge the boy, and did get three attacks out to Mr. Graves, bringing him down to one health remaining. But Tanuki cheered him up above Hard-to-Kill threshold.

Benny Wolcomb went fast again and charged Illuminated that was holding center-right strategy marker. My intent was to kill the thing and claim that marker, but Benny did only like two points of damage. Tunnel Rats teleported nearby and tried to shoot the Illuminated with trench gun, without much of a result. Irony here was that I essentially offered Ten Thunders their Catch & Release this way. Oh well.

Yannic Waller managed to activate before Hungering Darkness, and used the power of democracy to survive for yet another turn. Hungering Darkness did bring her back down to one health remaining, though, and she still had burning. Fumigator had to assist that away for her not to die.

Gwyneth had done quite the move. She managed to call Hamelin, Disease Containment Unit and Rat King to play at her table - Hamelin being far from Stolen now, with only five or seven health remaining. I think she did some additional damage in to Plague master, so not only one but two Stolen had to walk close by. But even so, Hamelin decided to ditch the situation and went  outside of Boring Conversation range. He obeyed already activated bottom-left Illuminated away from strategy marker, and tried to remove scheme marker from under Gwyneth Maddox, failing at that. 

Nix walked in front of Hamelin to act as a bodyguard. 

Lynch went to place a scheme near Benny. 

Beckoner claimed top-right strategy marker, I claimed center-left. Ten Thunders got their Set the Trap, but also Catch and Release from Benny's voluntary embrace. 

Scores evened out to 4-4 tie.


Turn 4:

...and then everybody died. Hungering Darkness finally killed Yannic. Benny and Tunnel Rats were able to catch and release Illuminated from his life, thus denying a point.

Gwyneth and Mr. Graves killed Disease Containment Unit and Rat King. Hamelin obeyed Mr. Graves to raise Tanuki to fencepost. I think Mr. Graves actually passed the resist, he just obeyed Hamelin out of his own volition. However, Tanuki didn't die. Instead, Tanuki was obeyed to swing at Mr. Graves who was at one health remaining. Unfortunately Tanuki missed, too.

It was probably Nix that then was able to kill Mr. Graves, but not finish Tanuki.

Ten Thunders claimed bottom-left marker, Outcasts center-right for a 5-5 tie.


Turn 5:

Hungering Darkness and Lynch were able to kill my last public demonstrator, so that was a point off from me.

Tunnel Rats were able to teleport behind Lynch and drop a scheme with trigger, and charge him to engage. Mr. Tannen had come to center-right strategy to perhaps claim it, but Nix was obeyed to engage him.

Hamelin was able to walk and disengage to bottom-left strategy marker to claim it.

Game looked very much like a stalemate, as Lynch had a scheme marker next to Benny who was at less than half health remaining. He had already tried to injure Lynch down to half health remaining.

... and once again, rude, spitting kids won me the game. He started throwing up at Lynch from top of a hill, missing with first attack, but landing a solid (ew...) three points in with his last attack. Lynch was not at half of his health remaining.

It was a close fought 7-6 game in favor of Outcasts. 

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.


Friday, April 25, 2025

Farewell to third

 A 50ss game of Malifaux...third edition, maybe I need to specify.

Strategy: Corner Cloak and Dagger

Schemes: Protected Territory, Power Ritual, Outflank, Take Prisoner, Deliver a Message

My list:

Seamus & Copycat Killer
Strange Lady
Batsch & Amalie
Oskar
Gravedigger
Dapperling
Rotten Belle
Dead Dandy

Pool: 5
Schemes: Take Prisoner (A Showgirl), Protected Territory

Opponent had:

Colette DuBois & 3x Mechanical Doves
Carlos Vasquez
Altus Keene
Irena Keene
Angelica Durand
Blackbird
2x Showgirl

Pool: 3
Schemes: Power Ritual, Protected Territory


Turn 1:

Corner deployment saw only limited engagement between the crews. Although there was one cannon shot. Rotten Belle lured Copycat Killer forward for a bit, and Strange Lady obeyed the totem even further. Eventually this led to Seamus teleporting to top-right quarter, walking, picking up intel and shooting Irena, before walking into safer pastures. The attack hit fine, buuut there was this Black Joker that came up on the damage flip. 

Other than Seamus, only Dead Dandy was walking towards top-right quarter, where two strategy markers were. His arrogance was outmatched only by his overconfidence. Irena, Altus, Mechanical Dove and even a Showgirl were going in the same direction. Even Carlos Vasquez was relatively close, although he was closer to center point, where he put a pyre marker next to Seamus.

Prisoner Showgirl, Colette and another Mechanical Dover were hiding behind tall wall sections in a real close proximity. Blackbird and Angelica were with them, too, but not inside blast radius.

Rotten Belle was barely outside of deployment zone - Copycat Killer was inside deployment zone - and Gravedigger was just as clueless as what he should do.

Fungal gang had fully committed to going to bottom-left quarter, with Strange Lady slowly following them.


Turn 2:

Oh, second turn picture is out of focus. But from what I can gather, going from top to bottom, Seamus was transported back to center. Altus and Irena secured an intel point, and Dead Dandy ran to perhaps scheme and pick up strategy markers next turn. 

Altus and Irena had teased Seamus with Pyre markers before he got teleported, so there was two markers scorching Copycat Killer now. Tried as he might, Copycat Killer just could find the right cord to cut from Mechanical Dove that he was engaging.

Seamus tried to utilize his hand cannon to remove models near prisoner-to-be Showgirl, but for the second time in a row Seamus messed up his attack. Carlos, on the other hand, continued to spew pyres at Seamus this time at the center of the board.

Strange Lady, Gravedigger and Rotten Belle figured out how to pick up intel from an informant inside pyre marker, while Colette kept threatening fungal gang with stuns and whatnot. I think it was Seamus' gun that scared off Colette from the board this turn, so in that way there was at least a degree of success to his attack.

Anyway, before that, Colette had sword-tricked Oskar off the board. Batsch & Amalie were slowly dancing through a forest to pick up intel, and succeeded at that. Dapperling went to place a scheme marker for Protected Territory, but I couldn't figure out a way to put another marker.

Scores went 1-1, as both teams got strategy.


Turn 3:

Again from top to bottom, Dead Dandy planted a scheme for Protected Territory and charged to cane Mechanical Dove. Showgirl and Altus removed that marker as well as the Dandy.

Miraculously Copycat Killer survived the onslaught by Irena - although the totem got enough burning going on that he'd die during end phase. But still not quite willing to leave the entire top-right quarter for Performers free to roam, Copycat yeeted Seamus back there to contest. Before getting teleported Seamus had shot Blackbird off the board. My first recorded kill for the match. Yay.

Colette took position quite annoyingly within 2" of my prisoner target. 

I certainly tried to unpack that situation, but Colette was impervious to Rotten Belle's lures, and only a Mechanical Dove failed cordyceps check from Batsch & Amalie, who attempted to impress performers with their power of dance. Maybe anyone else would have been impressed, but after all these were professional performers. 

For the odd chance I'd score Take Prisoner, Gravedigger ran to engage Showgirl, but Colette just would not stop stepdancing. 

Angelica Durand went to remove Dapperling's scheme marker, and Oskar also had been laughed off the stage by Durand. 

Both players scored strategy for a 2-2 tie.


Turn 4:

Seamus finally got his cannon rolling, but that might have came a tad too late. But it certainly gave me some hope when Irena died to just one shot from Seamus' flintlock

But, there were still Showgirl and Altus scheming to no end. However, at least I managed to get Seamus standing on two strategy markers for the next turn.

Center was a mess thanks to Colette's stun shenanigans. 

I tried to launch Strange Lady at Colette in attempt to make her fade away, but that just didn't happen. 

Oskar and Batch & Amalie were busy collecting intel, so they couldn't contribute to trapping the center Showgirl. Dapperling also had to use his actions to push Oskar forward. 

Angelica and Carlos take positions at or near board corners, and there was little I could do to that. 

So, Arcanists scored both of their schemes, while Resurrectionists still got none. Both got their strategy points, however, for a 5-3 lead for Arcanists.


Turn 5:

Seamus picked up two intel and teleported off to place a scheme required for Protected Territory. Dapperling robber prisoner Showgirl of intel, and it was probably Oskar who picked the fourth point for the turn.

Gravedigger had placed a scheme under itself a few turns ago, so that was a check for Protected Territory end condition.

Prisoner showgirl also didn't take any steps away from the centerline, so that was also Take Prisoner for Resurrectionists. 

However, after all this I had ran completely out of activations to deny any points for Arcanists, so the - possibly last game of Malifaux third edition for me - ended with a 8-6 victory for Colette.


Wednesday, April 9, 2025

Bygone, Forgotten

 A 50ss game of Malifaux

Strategy: Wedge Stuff the Ballots

Schemes: Sweating Bullets, Outflank, Let Them Bleed, Take Prisoner, Deliver a Message

My list:

Molly, Chaotic Conductor & Necrotic Machine
Batsch & Amalie
Oskar
Archie
Keepside Strangers
Forgotten Marshal with The Whisper
Crooligan

Pool: 6
Schemes: Take Prisoner (Aua Warrior), Deliver a Message (Archie)

Opponent had:

Tiri, Nomad & Oro Boro
Barbaros
Kett
Parson
The First Light
Ancient Construct with Servant of Dark Powers
Aua Warrior

Pool: 6
Schemes: Outflank, Deliver a Message (Barbaros)


Turn 1:

Tiri had a worrisome gang gathering up to top. Barbaros and Ancient Construct were spearheading the attack, with Parson next in line, followed by Tiri and First Light in the reseve.

Bygone remainders were going bottom, which meant Kett, Aua Warrior and Oro Boro.

It was a problematic situation, as it looked like I wouldn't be able to stop Bygone from getting top ballots, and top-left quarter would most likely collapse too, as there was only Molly and Keepside Strangers guarding the place. Batsch & Amalie were there also, but he was bound to his place for a while, as Oskar went to sit next to center ballots. Archie was unsure what to do, so he parked up behind Oskar in the center. So my heaviest guys were at the center where there was zero enemy models. Oh well.

Forgotten Marshal and Necrotic Machine took a walk and concentrated, and Forgotten Marshal summoned a Night Terror. Kett blasted them all with a shockwave.

Crooligan had been deployed next to bottom ballots, where he concentrated hard on who to vote for. Oro Boro was scary close, and such were the developments of first turn.


Turn 2:

Ancient Construct lobbed Barbaros to Molly's face. How rude. The upper class that was Keepside Strangers were shocked at this vulgar display and teleported to Molly, though they were already right next to Molly. But, the idea was to get out of Barbaros's melee range to back off and toss snakes at Barbaros like the true upper crust of the bourgeois. 

But then Barbaros just handed a note for Molly. Well he handed it stuck to macuahuitl, but still. 

Crooligan put two votes in to bottom ballots before Oro Boro indeed came to attack him. 

Let's go from bottom to top from here. Aua Warrior took position inside a towerish structure that's barely visible in the picture, where eventually Night Terror caught up to it, declaring Aua Warrior as a prisoner. Before that, however, Forgotten Marshal had to summon a Rabble Riser  to go and engage Kett, who had earlier been able to blast Necrotic Machine and Forgotten Marshal both with Alter Gravity. 

Oskar did a total of three votes to center ballots. Impressive from a man turned into fungus. 

But then there was this problematic rubble tower in between top left and right quarters. 

I had to stall as much of my activations as possible to see where Tiri would go for Deliver a Message.  And she went behind the building. Ach.

I figured a plan to Parade Route Archie to a better position, but that proved difficult as Molly was caught in the ring by Barbaros. Fortunately she was able to Parade Route Barbaros away first before parading with Archie. Balck Blood and whatnot had caused quite a bit of wounds to Molly, Batsch & Amalie and Keepside Strangers, so Batsch put up a jig for heals. 

Parson and First Light were nearing the top ballots, but weren't there quite yet. Archie was able to leap and charge (without making an attack) to Tiri to hand over a message.

It was a 3-1 opening for Resurrectionists.


Turn 3:

Going from top to bottom this time around, Tiri and First Light went to outflank zone to place the required scheme marker. Archie leaped to engage Ancient Construct and did an exercise in futility by attacking the thing while it had Shielded. First Archie leaped to top-right quarter ballots, placed a vote and charged back in a flurry. 

Fortunately Archie survived the attacks by Parson and Ancient Construct rather well... until with last possible attack Parson rolled double severes with negative modifier. Oh well. Happens. At least the big guy survived long enough for Crooligan to teleport to the same ballots to continue voting. He also dropped a scheme marker in anticipation of Deliver a Message end condition.

Molly and Keepside Strangers continued in trying to damage Barbaros. The nephilim henchman had already managed to plant two votes to top-left quarter ballots. 

Kett killed the Rabble Riser, but then Oskar, Necrotic Machine and Forgotten Marshal ganged up on Kett and failed to do much of anything. Forgotten Marshal at least managed to summon  another Night Terror to go and engage Oro Boro. The first summoned Night Terror was there too, although that one went down after Aua Warrior charged it. 

Outcasts got their first strategy point and their other scheme, so now Resurrectionists only had 4-3 lead.


Turn 4:

Oskar, Batsch & Amalie, Necrotic Machine and Forgotten Marshal finally managed to push through Kett and claim bottom-right quarter.

Night Terros were keeping Aua Warrior and Oro Boro surprisingly busy, thus making opponent claiming third ballots unlikely. 

Archie and Crooligan both died, so Parson and Ancient Construct pushed through to Keepside Strangers and Molly. 

Scores went 5-4, but we did not play the last turn. It seemed impossible for opponent to get third ballots, but they would most likely be getting Outflank. While neither had a good chance at Deliver a Message, four scenario points for Resurrectionists seemed likely thanks to those Night Terrors refusing to die. 


Sunday, March 30, 2025

Kari Why Won't You Die Already???

 A 50ss game of Malifaux

Strategy: Standard Raid the Vaults

Schemes: Outflank, Protected Territory, Espionage, Deliver a Message, Hold Up Their Forces

My list:

Kirai & Ikiryo
Datsue Ba
Kari Zotiko
Lost Love
Gwisin
Drowned
Gaki
Enslaved Spirit
Seishin

Pool: 7
Schemes: Hold Up Their Forces, Espionage

Opponent had:

Broodmother Nekima & Blood Hunter
Hayreddin
Hinamatsu
2x Young Nephilim
Black Blood Shaman
Terror Tot

Pool: 8
Schemes: Espionage, Protected Territory


Turn 1:

Nekima grew up a Terror Tot into a Young Nephilim that engaged to stall Datsue Ba, Lost Love and Gaki down the bottom-left quarter. This kind of worked, except that the Young Nephilim (or Elder Tot?) died to combined attacks of those three models. 

Drowned, Kari and Gwisin hid inside a tiny forest for whatever reason. After all, opponent didn't have any relevant ranged actions, let alone gun actions. But hey, concealment, yay!

Enslaved Spirit took a bold stance, standing alone within about 2.5" of the center point. 

Kirai had been chain-ganged further a little bit, and she summoned a Goryo on board that charged a Yonug Nephilim, delivering moderate damage. It was also engaging Nekima some 5" past the centerline.

A Seishin-walked Ikiryo charged managed to Black Joker her attack against Hinamatsu, so I just offered a Def 3 target to a Stat 6[+] combatant. Oh well.

Blood Hunter managed itself close to centerline to the left, and another Young Nephilim went to center-left strategy marker.


Turn 2:

Surely enough Ikiryo went down, but not without a fight. Hinamatsu slashed her half of her hit points until a new and improved Mature Nephilim removed Ikiryo. Nekima also left Goryo that had been summoned earlier with only two points remaining before blasting Datsue Ba, Gaki and Lost Love with Blood Has Been Spilled. 

Ikiryo's sacrifice was valiant enough, as this made it possible for the as-of-yet-not-killed Goryo to engage Nekima, and hired Enslaved Spirit to engage the emergent properties of Young Nephilim.

Kari got beaten up by Hayreddin - real bad. In fact it took a moderate damage block and a damage block over an instance of Black Blood to keep him alive. This forced both Kirai, Lost Love and Kari to patch the henchman up. 

A summoned Enslaved Spirit did free Kari from the melee against Hayreddin, and Seishin gave a free walk for my namesake so that Lost Love was eventually able to teleport to her and plant a scheme for Espionage.

Hayreddin had also engaged Drowned, who had his back taken by Kirai. Yeah, that's what the ability means, I assure no one. Drowned dropped a scheme marker on the centerline and charged back to Hayreddin.Witnessing all those weak damages by Drowned and Gwisin was painful because of Black Blood, but the minions endured. 

Black Blood Shaman didn't get close enough to center-left, so Datsue Ba was able to charge the Young Nephilim guarding the place, thus contesting it.

Kirai did have the center-right strategy marker as well as the top-right one, and managed to score both schemes for a 3-0 lead on turn two.


Turn 3:

Hoo boy. Was it a massacre.

Goryo, both Enslaved Spirits and Gaki - all gone, most before they got to activate. But Neverborn got casualties too - more important names at that, Hayreddin, Hinamatsu and a Young Nephilim. 

Enslaved Spirits bought time for Kari to patch herself up almost to full health, so a single strike from Mature Nephilim quite didn't make the sea captain go down.

At the end phase Datsue Ba was at one health remaining thanks to all the black blood that had been spilled in her proximity. But that was one point too many for Neverborn to score a point this turn, while Resurrectionists did gain their second.

Opponent wasn't able to get schemes this turn either, so we decided to end the game with 4-0 victory for Kirai. Three models to go around just didn't seem enough for Nekima to contest strategy. 

Saturday, March 29, 2025

My First Very Own Ratsplosion

 Two 50ss games of Malifaux

Game 1:

Strategy: Flank Break the Line

Schemes: Catch and Release, Breakthrough, Spread Them Out, Assassinate, Bait and Switch

My list:

Leveticus, the Pariah with Servant of Dark Powers & 2x Hollow Waif
Rusty Alyce
Johan Creedy
Soul Battery
Scavenger
2x Necropunk
2x Abomination

Pool: 4
Schemes: Catch and Release (Necropunk Standing), Spread Them Out

Opponent had:

Hoffman the Inventor & Mechanical Attendant
Melissa KORE
Peacekeeper
2x Hunter
2x Watcher
Medical Automaton

Pool: 4
Schemes: Spread Them Out, Assassinate


Turn 1:

I somehow had misread Leveticus's card horribly, and for whatever reason I was thinking he had Armor +1. This lead to me severely overestimating his durabilitiy. So before game even began, he heralded himself inside forest, all way too close to a Hunter and Hoffman himself.

Eventually Leveticus went to strategy marker, moved it next to himself on the opposing table side and put a scheme marker for Spread Them Out. 

Hoffman laser beamed Leveticus for three points of damage, and the Hunter landed another three with a Red Joker on damage. Though the damage block had been a severe, Leveticus was already down to half of his health remaining!

Other than that both crews played it safe. In or near Leveticus' quarter there was Hollow Waif, Catching and Releasing Necropunk, Abomination and Soul Battery against Hoffman, Hunter and a Watcher.

In the center Johan and Rusty Alyce were slowly getting themselves towards center to face Peacekeeper, Medical Automaton and perhaps Melissa. 

And to the top-right quarter we had the rest, Scavenger, Necropunk, Abomination and Hollow Waif facing Hunter, Watcher and Mechanical Attendant.


Turn 2:

No masks in starting hand for Necropunk leaps, but surely things would change over the course of this turn? 

Abomination went to throw a strategy marker to Hoffman, hopefully trading action points with a master. And it succeeded... kind of. Hoffman did walk and throw the thing back to the centerline, but he also lasered Leveticus down to three health remaining. Leveticus sheepishly trotted away and went to pick a fight for someone his own size - a Watcher. He did get the heal trigger, but that just wasn't enough to deny opponent a possible assassination.

Watcher disengaged and went into contact with strategy marker Leveticus had moved last turn, and Hunter tried to do some damage in to Leveticus - fortunately failing with that.

Medical Automaton ran to base contact with Hoffman's strategy marker.

Soul Battery went to drop Desperation on Catch and Releasing Necropunk, just in case. 

Melissa, Peacekeeper, Mechanical Attendant and even Hunter top-right spent their activations both advancing and shooting Scavenger that was in melee with Hunter. And eventually they managed to do it before Scavenger had even activated. 

Watcher top-right did schemes and flew towards my deployment zone. 

So, after all the studied opponents and whatnot, I still didn't have any masks in my hand for Necropunk leaps even when they were left as the very last models to activate. 

Necropunk top-right had concentrated earlier, and spent his Focused to attempt leap with two cards. Nope. So instead he just scraped Hunter for a bit.

But the more important Necropunk below used his Focus for a leap, too. Nope. But he was able to cheat from top of deck with Desperation. Aaaand... nope. No Catch and Release for me this turn, or even a single additional scheme marker.

Fortunately my models had given Augmented hard time while getting killed, so they had not been able to deliver even one strategy marker to my side, unlike Leveticus. However, Hoffman was able to reveal Assassinate for a 1-1 tie. 


Turn 3:

... and then came the turn when everybody just exploded. Hunter top-right? Gone. Watcher bottom-left? Gone thanks to 3x Soul Reaping. Medical Automaton? Dead. Peacekeeper? No more. 

That might have looked good if Amalgam didn't also lose Necropunk top-right, both Abominations and Johan Creedy. 

Points-wise Augmented took a leap, and pretty much claimed strategic victory, as I had only four models left that were able to interact. 

But, Necropunk did get to Hoffman to score Catch & Release. Opponent got their first strategy point, and even Spread Them Out on top of that for a 2-3 lead for Guild.


Turn 4:

Outcasts got the initiative, and Necropunk leaped the heck away from Hoffman. He did drop a scheme marker for Spread Them Out, which was a mistake as both Hoffman and Melissa pursued him. They didn't get the little guy, but he did went down to two health remaining.

Rusty Alyce had been a total beast throughout this game, killing Mechanical Attendant and getting the second Watcher down to one health remaining, as well as dealing most damage in to Peacekeeper. So that gave a little hope for the remaining match.

But, Hunter bottom-left managed to pounce on Leveticus's chest, thus engaging him and denying him double walk + interact for third Spread Them Out marker. 

Hollow Waif tried to come and remove the construct that was now at one health remaining, but even with focus and bonuses from Entropic Siphon, she didn't get the kill. Leveticus had to smack the thing, buying two Rams with now plentiful Fate tokens. Essentially he healed four points, again being almost full health.

But you know what else was actually full? My table side, with ALL the strategy markers. 

Outcasts get no points, while Guild claimed second strategy point for a 2-4 lead.


Turn 5:

After Hoffman mauled my scheme runner and rudely bulldozed the scheme marker it had placed, Leveticus ditched the idea of Spread Them Out. 

That was 50% of activations available for Guild, though, as they only got Melissa and the master on board. Hollow Waif had shot the second Watcher dead by now. 

However, neither did I have enough significant models for, well, pretty much anything. But at least Rusty Alyce was able to lob one strategy marker past centerline, and Leveticus did the same for a surprise comeback... of one point. Though Guild didn't get any more points, they still won with result of 3-4



Game 2:

Strategy: Standard Turf War

Schemes: Catch and Release, Detonate Charges, Death Beds, Claim Jump, Vendetta

My list:

Hamelin & 3x Stolen
Nix
Benny
Hans
Fumigator
Tunnel Rats
Obedient Wretch
Malifaux Child

Pool: 5
Schemes: Detonate Charges, Vendetta (Hans on Mr. Graves)

Opponent had:

Lynch Dark Bet & Hungering Darkness
Kitty Dumont
Mr. Graves
KOTO
2x Illuminated
Beckoner
Tanuki

Pool: 3
Schemes: Detonate Charges, Vendetta (KOTO on Fumigator)


Turn 1:

I deployed Hans to top-right corner slightly inside a building along with all the Stolen. I waited and waited his activation so that I might possibly get a good shot at something - perhaps Mr. Graves already - all the while building up a Rat King with Hamelin, Benny, Fumigator, Nix and Tunnel Rats. 

And lo, Hamelin was able to lure Mr. Graves quite a bit forward, eventually. But it was then that Hungering Darkness did a freaking triple walk to get to Hans. Uh. I did not anticipate that. To make matters worse, Hans failed to disengage twice, moving 0" with the first, and only 2" with the second attempt. 

Uh oh. 

Other than that, Malifaux Child went to flip bottom-right turf marker for Outcasts.

On the opposing side, Beckoner did the same bottom-left, where she was hanging around with Kitty Dumont. Lynch, who had pulled Hungering Darkness a little closer, was nearby with an Illuminated bodyguard.

Thanks to Hamelin's lure, Mr. Graves was way past the centerline. KOTO, Illuminated and Tanuki were holding top-left quarter. 


Turn 2:

... aaaand there went my two points. Hans got smacked off the board with just two attacks by Hungering Darkness. 

So that was super devastating. Fortunately there was some unexpected developments throughout the turn that still kept me in game. Mainly, Nix doing Nix things. 

Benny and Nix both attempted to maul Mr. Graves, but opponent managed to keep him alive with the help from KOTO, Tanuki and even Jakob Lynch himself. In turn, most of those models were also beating up Nix, who kept on hanging by the thread. This did take most of my soulstones, though. 

Eventually Hamelin had to lure both Nix and Benny away from the melee with Mr. Graves, as the amount of black blood getting spilled was going to get prohibitive. Kids with their vomiting disease and Obedient Wretch with bleeding disease managed to kill off the bouncer. 

Fumigator placed both scheme markers for Detonate Charges on a top-left Illuminated.

In the center, Kitty Dumont ran to center marker, so it was being held by both Lynch and Kitty. 

The other Illuminated managed to pull off a charge against Nix, but not killing the puppy. Right after Rat King tore the minion to pieces. I'm not sure if I've ever seen such a performance from Rat King... but that Focus+2 and Strength In Numbers certainly adds up!

Tunnel Rats and Malifaux Child went next to a building in the bottom-right quarter to perhaps teleport to bottom-left quarter one turn, as there was only Beckoner challenging both these models now. 

So, both players scored strategy, but Outcasts also got their Detonate Charges for a 2-1 lead.


Turn 3:

Ten Thunders really hated that dog. 

Lynch, KOTO and even Hungering Darkness tried to slap the last few remaining damage points in to Nix, but opponent kept failing enough flips so that Nix had the insolence not to die second turn in a row.

This gave Fumigator free reign to flip top-right turf for Plague, as he was no longer engaged. 

Rat King went to engage remaining Illuminated, and nearly killed its second model. They didn't, but neither did the Illuminated remove Rat King.

Tanuki and Kitty claimed the center turf and dropped scheme markers there.

Beckoner took a double walk right next to bottom-right turf marker. That was time for Malifaux Child to teleport to bottom-left turf marker and flip it neutral. Tunnel Rats were then able to overpower Beckoner with two strikes from the mining tools. 

Both players scored strategy, for a 3-2 continuation in Hamelin's favor.


Turn 4:

Nix proved to be quite the survivor. I activated the dog early to get him away from bottom-left quarter to save that turf. I guess Lynch and Hungering Darkness figured out that killing the dog was not in their best interested, and removed Benny Wolcomb instead. Illuminated and KOTO did the same for Rat King.

Malifaux Child claimed bottom-left turf, while Tunnel Rats teleported right next to Tanuki and started to shoot Tanuki with a trench gun. 

Once it got to Hamelin's activation, I had the choice to either try to prevent scheme points from what looked like Detonate Charges setup against Nix, or kill Tanuki with a rat bomb. 

I never say no to a guaranteed Tanuki kill. 

So, Ten Thunders scored their Detonate Charges, but Outcasts got third strategy point for  a 4-3 lead.


Turn 5:

We didn't play the entire turn, as a key piece for any points died. Or, a couple did, in fact. I just didn't know that the Illuminated was one with Vendetta against Fumigator. Nix bit the Illuminated dead.

But what eventually ended the game was Obedient Wretch and a Stolen meeting their inevitable end of getting consumed from within by a total of four rats. Hamelin succeeded to surround Kitty with Malifaux Rats thanks to Unclean Influence, and then had enough successess to use Pustulent Tumors a total of four times right next to Kitty.

I don't think I have ever seen so many Pustulent Tumors happening all at once. Yikes.

That essentially ended game with a 5-3 victory for Outcasts.