Showing posts with label experimental_malpractitioner. Show all posts
Showing posts with label experimental_malpractitioner. Show all posts

Monday, April 20, 2026

Rogue Appetite

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Informants

Schemes: Make it look like an accident, Search the Area, Runic Binding

My list:

Dr. McMourning, Malpractitioner & Zombie Chihuahua
Sebastian
Rogue Necromancy
Leftovers
Rafkin
Kentauroi
Bone Pile

Pool: 5

Opponent had:

Misaki Katanaka, Fractured & Wanyudo
Ototo
Yamaziko
Katanaka Crime Boss
Katanaka Sniper
2x Torakage
Shadow Fate Effigy

Pool: 5


Turn 1: Experimental picks Runic Binding, Last Blossom makes it look like an accident.

Rafkin started by prodding Leftovers, giving them an Interesting Parts token, and summoned a Little Gasser. Eventually Leftovers took a walk and a oozing slither on top a building, and placed a scheme marker to bluff for either Runic Binding or Search the Area. However, Leftovers were pushed from top of the building by some of the plenty crew signature actions, scoring a point from Make it look like an accident for Ten Thunders.

Yamaziko had taken a central position over a building, spreading those nasty auras all over the board. She even got concealment aura from somewhere to help Ototo, Shadow Effigy and Misaki.

McMourning pushed Kentauroi a bit with crew signature, walked, and had to use Vial of Goo to get a little closer to place a scheme marker to bluff two different schemes again. Eventually Kentauroi pidcked up Bone Pile and went forward, but had take a walk to go and drop a third scheme for Runic Binding. I had already activated Crime Boss inside the binding, and Yamaziko was sort of easy to reach as well. However, I was dreadfully afraid of multiple effective ways Last Blossom had to remove scheme markers that when opponent didn't remove one, I just grabbed the one point from Runic Binding as fast as I could.

Rogue Necromancy and Torakage went to contest strategy marker center-left. Leftovers and Crime Boss were doing the same to marker on the right. McMourning and Ototo were holding the central marker. Or at least were, until Wanyudo came to contest as well.

Zombie Chihuahua walked and charged and gave a solid hit against Wanyudo, which poisoned it as well. Later Sebastian bumbled around, eventually leaping to Chihuahua looking for spare parts. He sawed Wanyudo for a bit, and removed the poison to attack again. The thing was left with just two health remaining.

Various enemy models were able to damage Kentauroi down to one health remaining and burning, even when it had the fumes aura. 

By ganging up on the middle, Resurrectionists were able to take the lead in strategy. Both had scored a single point from schemes, for a 2-1 lead for McMourning.


Turn 2: Experimental Takes the Highground, Last Blossom attempts Breakthrough

I lost the Kentauroi, but I had the first activation. Rogue Necromancy did a leap near Wanyudo, and killed it with Pouncing Strike. However, this took my highest cards from hand, so I didn't push it when remaining two attacks missed Katanaka Sniper.

Ototo hit Zombie Chihuahua and healed back to thirteen or so after probably Sebastian came in sawing the henchman. Chihuahua took a double walk to contest center-left strategy marker, and holding one building for Take the Highground.

Crime Boss was able to smack Leftovers down to three health remaining. Torakage came to contest the center-right marker as well. Bone Pile reinforced Leftovers and threw them a bone, tying up that marker as well.

McMourning did a scary activation by scaling up to Yamaziko, slapping her down to two health remaining and poisoned. She had not yet activated, so that was a death sentence. He also tossed a Vial of Goo on Shadow Effigy, essentially dooming it as well. 

By then both players had spent their entire hand. Shadow Effigy took a point of damage and tried to hail mary itself into Shadow Emissary, but failed the attack and died to poison. Yamaziko, too.

Another Torakage had made it piece of cake to score Breakthrough with two points for Ten Thunders. 

Opponent had kept pushing my models off the buildings left and right, so Resurrectionists struggled to get even one point from Take the Highground. Both players had enough strategy markers to score points, but since Ten Thunders had still scored less from strategy, they got to do the little placearoo.

Scores tied at 4-4



Turn 3: Experimental Makes it look like an accident instead, Last Blossom wants to Assassinate Sebastian

Rogue Necromancer was able to slap Katanaka Sniper down from a shack, scoring a point. However, only one of the attacks hit and left the little guy alive. Zombie Chihuahua tried to score the second point next, but failed to do even one point.Eventually I had to use McMourning to finish the point for me. 

Ototo crushed Sebastian in one cruel activation, two points for Ten Thunders again.

Leftovers were split open, and one of the Bisecrions and their assorted appendages were cut down by Misaki and Crime Boss. One Bisection remained, though. Status quo remained for center-right marker, although Bone Pile, Torakage and Bisection were all sitting with just three health remaining. 

As their last activation, another Torakage went to claim the strategy marker on my side of the board. Rafkin had to backtrack. He had two attempts to shoo off the minion - first with crew signature, which failed. Then by scoring masks on the melee. Attack hit, but was not masks.

Ten Thunders got a point from strategy while Resurrectionists got none. Both had scored two from schemes, so it was a 6-7 lead for Misaki.


Turn 4: Experimental reshapes the land with corpses, Last Blossom tries to Scout the Rooftops

Rogue Necromancy. Did a thing. By murdering Misaki, who was at eleven health remaining. Okay, there might have been a black joker involved there. This was a deciding factor for the game, though. Although I see we played one major aspect of the strategy incorrectly - those strategy markers had been happily arranged within 8" of each other. So close in fact, that a single model was able to contest all three. And that had been Misaki.

 Remains of Leftovers had been scattered all across the Ten Thunders side, but there were four of them. I had a hard decision to make - and Chihuahua killed itself for the fifth marker.

I had this demented plan of running McMourning to the center, attacking Crime Boss or Ototo and summoning Chihuahua back, and remove the summon token with crew signature. However, a Torakage abandoned scheme and rushed on top of the building with most remaining Last Blossoms, and there was no easily available space for the good doctor. He was able to claim one strategy to himself with what remained of a Last Bite.

A narrow 10-9 victory for McMourning.




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, April 26, 2025

I miss Richard

 The very first Malifaux 4th edition game.

Strategy: Corner Recover Evidence

Schemes: Assassinate, Scout the Rooftops, Take High Ground

My list:

Dr. McMourning, Malpractitioner & Zombie Chihuahua
Sebastian
Rogue Necromancy
Rafkin
2x Flesh Construct
2x Little Gasser

Pool: 4
Starting scheme: Scout the Rooftops

Opponent had:

Clampetts Fisherfolk & Bruce
Uncle Bogg
Aunty Mel
Sir Vantes
Mossbeard
Buckaroo
Skulker Skin
Hermits

Pool: 4
Starting scheme: Scout the Rooftops


Turn 1:

Oh boy, were there roofs to scout. Corner deployment did make getting bonus points difficult, but neither player had problems delivering those markers in place. I could have done that with excessive ease had I remembered Drag Behind from Little Gassers. But, I didn't, so a Flesh Construct had to walk to make a marker on top of a nearby building. Rogue Necromancy went to place the other, because, wow... Speed 7 and a bonus leap of 7" + base? I'm not sure if I'm okay with such mobility.

Buckaroo with hastened speed of 8 took a double walk to pick up strategy marker near Rogue Necromany's building. Somehow I'm okay with that, though. At least it took some set-up, and it wasn't on a 10-point murder machine.

Kentauroi had dragged Rafkin near centerline in the middle, and McMourning... again with speed 7... took a double walk to pick up strategy marker before anyone got any ideas about denial. 

Sir Vantes attempted to deny Kentauroi a peaceful life right after. Hastened and leaping from puddle to puddle, it was able to charge a bunch of damage in, which fortunately didn't have that much of an impact thanks to crew upgrade. 

Rafkin patched up Kentauroi as well as he could, which meant one point. Yaaaay.

Sebastian took a walk and a charge at Sir Vantes, popping out a Little Gasser out of Sir Vantes. 

Zombie Chihuahua and a Little Gasser got left behind after turbo moves from remaining crew. 

What about the Angler angle? Aunty Mel was the one who delivered a scheme on top of the high tower, while Mossbeard did the same to a multi-part building top-center. 

Clampetts began stomping about, accidentally stepping on a Little Gasser that exploded for a bit of damage and poison next to Sebastian, McMourning and Sir Vantes. 

Uncle Bogg, Skulker Skin and Hermits were approaching from left table edge, but what they had in mind was anybody's guess. 

Both players scored strategy and a scheme for 2-2 tie.


Turn 2:

But this is where our scheme paths diverged. McMourning picked up assassination on Sir Vantes, and Clampetts proceeded to light the beacons instead. 

McMourning spent his entire activation trying to erase Sir Vantes, but after Douglas was done the knight was still standing with two hit points remaining, which went down to one right after. At least he wasn't able to kill Kentauroi, who in turn slapped Sir Vantes dead and harvested. It grabbed McMourning by the collar and rode away to sunset with the good doctor. Reason being that McMourning was already damaged and poisoned, and I needed time to figure out how to deal with that.

Sebastian went past centerline to drop a scheme marker for Frame Job, perhaps. 

Mossbeard told such a harrowing story for Kentauroi - yelled it far away from top of building no less - that killed the horse. I don't quite remember who picked up the intel, but I figure it was Clampetts, whose silurid stomping shenanigans are crazy. They also placed a scheme marker to a noose.

Aided by Uncle Bogg's shenanigans Skulker Skin was able to go and place a scheme marker past centerline, just a little over 10" away from Clampetts' scheme. And then there was Buckaroo, who took a triple walk to drop a scheme marker.

Zombie Chihuahua and Little Gasser ganged up on the Buckaroo. If you can call a yapping Chihuahua and the smelly kid asking to pull its finger "ganging up." A Flesh Construct came to add some projectile vomit to the mix. 

Buckaroo was nearly dead. And I wanted him dead, so Rogue Necromancy walked down from the scouted building and tried to leap to Buckaroo... twice. No luck.

Uncle Bogg came to contest the center. Rafkin managed to land poison on the henchman with charge attack, and even did serious damage with a medical procedure (that's how you're supposed to do it, right?) as well as popping a NASTY zit that turned out to be a Little Gasser. Somehow Sebastian was cured of poison by that spectacle. 

Hermits charged in to engage Sebastian, and Flesh Construct in the middle walked and charged to engage Aunty Mel. No damage thanks to cover.

Anyway, both players scored strategy and scheme, but Bayou managed to double down on lighting the beacons for a 5-4 lead.


Turn 3:

Frame Job was where it was at for me. Anglers, on the other hand, seemed to act  more coherently than a bunch of murderhobos. Looked like they had an agenda other than murdering people and framing murdering people. After lighting the beacons, they proceeded to harness ley lines.

With all their combined might, McMourning, Rafkin and Little Gassers barely managed to kill Uncle Boggs - a feat that was possible by misplaying new and improved hazardous terrain. It was kind of a bummer, as it affected scoring this turn, because Rafkin was able to pick up the ensuing strategy marker. 

Mossbeard went to convert Sebastian's scheme marker, which was annoying as by then Uncle Boggs was still alive, and I had planned for Rogue Necromancy to kill him. Instead, it black jokered its leap. Ah. Well, it attempted again, spent a stone and was able to make a scheme within 2" of Sebastian. And just in time, as Hermits landed a blow on Sebastian, thus securing Frame Job for me.

Aunty Mel dispatched Flesh Construct in the center. 

Zombie Chihuahua and Little Gasser were able to drop Buckaroo down to one health and Poisoned. 

Skulker Skin and Clampetts secured another two-point scheme for Bayou, but received no strategy this turn. Resurrectionists scored a two-point Frame Job and strategy for a 7-7 tie.


Turn 4:

Anglers had harnessed all the power they could, so it was nothing but strategy for them from now on. Resurrectionists, on the other hand, still had not caused mayhem enough and wanted to detonate charges on top of their slaughter.

Eventually the game boiled down to if Clampetts would get two strategy markers - then  I would need to kill Bruce who was at one or two health remaining and collect the strategy. Failing that was certainly a possibility - after all McMourning had already activated, trying to saw that fishdog in two halves. I could have tried to projectile vomit the dog once with Flesh Construct, leap next to Bruce with Rogue Necromancy with an empowered trigger, take a swing and interact.

But, it didn't come even that far as Clampetts botched their Silurid Stomp while they either had no cards in hand, or not high enough. Game ended 9-7 for Resurrectionists.


So... how did I like my first game of fourth edition? Game is still action packed with crucially important decisions at every turn, so that's good. The flow does feel different, however. This was the corner deployment, and yet even Experimental - not known for its base speed, although exceptions apply - was easily able to go past centerline on turn one. It does feel like movement has been overcompensated for requirement to score on turn one. 

Also, the ease of spawning more and more Little Gassers felt almost abusive. Okay, it can explode into your own face, like it happened with Sebastian and McMourning. But two points of damage feels like a lot especially when three models in keyword have that trigger, and the models can explode themselves the turn they come into play.

But all in all fourth edition shows potential for a faster Malifaux that still feels like what Malifaux means for me.