Showing posts with label forgotten_harbinger_of_havoc. Show all posts
Showing posts with label forgotten_harbinger_of_havoc. Show all posts

Tuesday, November 4, 2025

It Just Had To Come vol whatever

 Two 50ss games



of Malifaux 4th edition.

Strategy: Wedge Informants

Schemes: Assassinate, Harness the Leyline, Runic Binding

My list:

Molly, Harbinger of Havoc & Necrotic Machine
Archie
Philip & Nanny
Night Terror
2x Rabble Riser
2x Crooligan

Pool: 5

Opponent had:

Lynch, Dark Bet & Hungering Eclipse
Gwyneth Maddox
Kitty Dumont
Kara
Mr. Tannen
2x Illuminated
Beckoner

Pool: 4


Turn 1: Forgotten picks Assassinate on Mr. Tannen. Honeypot picks Assassinate on Philip & Nanny.

Eventually Archie leaped, walked and charged to punch a point out of Mr. Tannen. Respectively, same didn't happen for Honeypot, because I wasn't measuring up my distances correctly, and a Crooligan wasn't in fact contesting a marker on my side's quarter after she climbed on top of a building.

In the end, Archie's reckless charge was not a good choice, as opponent was able to remove him from the board. Certainly he disrupted most of the first round for Honeypot, ultimately leading to situation where Honeypot didn't score even a single point this turn. 

Well, not only Archie. There were other choices too, like taking a double walk to contest rightmost strategy marker with Molly, which left her in a precarious position for the upcoming turns.

Also, a Crooligan attacked a contesting Illuminated at the leftmost strategy marker, which didn't do much. But the way the kid shrieked from shadows had the Illuminated jump to Necrotic Machine, letting Crooligan to control the strategy.

From top of my head, I think it was this turn when Kara tried to take the highground, but Molly gave her a walk off from top of building, essentially to the joint corner of the two rightmost buildings in the picture.

Scores went 2-0 for Resurrectionists. Was the Archie gambit worth it? We'll see!


Turn 2: Forgotten picks Scout the Rooftops. Honeypot picks Detonate Charges

I had been playing Scout the Rooftops from turn one forwards, but it still took a lot of work somehow to claim two points from it. Molly and her jinkies were essential in achieving that after Mr. Tannen took a double walk to block my earlier set up.

Kara came to block the marker on my side after shredding up a kid on the roof of a building. Fortunately Philip & Nanny kept pram ramming the cat so hard that during end phase it died to feeling utterly abandoned.

The second kid cheered and ran to Gwyneth to play some exciting new card games, but was beaten to death by a card deck instead. One of the Rabble Risers also died, and the other one at something like two points remaining was moved right next to a bunch of scheme markers for a Detonate Charges.

At least Necrotic Machine was also able to remove one illuminated, so there were losses on both side.

But Forgotten had the heavier toll, so Ten Thunders were able to start collecting strategy points.

Both teams got two from their schemes, so scores went 4-3.


Turn 3: Forgotten picks Grave Robbing, Honeypot picks Take the Highground

... Allrighty, oh-kay'y. 

I mean, once you play this game enough, statistical anomalies are bound to happen.

The turn was a total disaster. My own estimation was that Resurrectionists were struggling in this game, and were rather fighting for a draw rather than victory. But this turn just tilted the scales so far into loss.

The thing was, that I had just a single 13 in my hand. That was from previous turn, by the way. Meaning that I did not draw it on turn three. This is important information.

After we ended the turn, I tallied my discard pile AND my hand. Here we go:

1x 13
1x 11
1x 8
2x 7
3x 6
3x 5
1x 4
3x 3
4x 2
3x 1
Black Joker.

I mean, it was hilarious in its own way. But it did lead to such a one-sided situation, that we could end the game right there and then to a 4-6 victory for Ten Thunder. Sure enough, that point difference wasn't too bad, but Ten Thunders had such an overwhelming majority in contesting models that not scoring two points from strategy was just not going to happen. 

I had the 13 in my hand, and figured that if I just would receive 11+ in my hand, opponent would be able to deny two points for my scheme only with a Red Joker. But that 11 in the stats was not in starting hand. 

So, let's get on to the second game.


Game 2:

Strategy: Flank Plant Explosives

Schemes: Assassinate, Ensnare, Make It Look Like an Accident

Last Breath Seamus & Copycat Killer
Strange Lady
Madame Sybelle
Bete Noire
Dead Doxy
2x Mourner

Pool: 5

Opponent had:

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

Pool: 5


Turn 1: Redchapel picks Ensnare, Augmented picks Make It Look Like an Accident

I must admit I was dreading those harpoons. But you got to move some models in this game, I guess. Mourners seem rather good for their extra walk to drop bombs right off the bat. Unfortunately there were mechanical bats doing just the same for Augmented, and also four legged canine/feline hybrids, that the lone Mourner found herself against top-right.

Another Watcher went to place a strategy marker bottom-left. I managed to arrange Bete Noire there doing just the same, but also charging it with bonus from crew card. Damage was good, but most of it was healed by Mechanical Attendant anyway.

Another Mourner went to place a scheme marker near center point, trying to bait either Peacekeeper or Hoffman himself there, but neither seemed to be that interested. Although I think Peacekeeper attacked her once, but she leaped away with concealment token. Strange Lady did the same, and last attack went to Seamus who had been moved there by Copycat Killer. By then Hoffman had already committed to everything but attacking.

I did realize my Seamus shenanigans were off by a large margin, because I could have done what I wanted so easily with just a well placed Secret Passage. Oh well. At least Seamus was able to claim Ensnare with two points.

Opponent couldn't make Make It Look Like an Accident work, but they did claim strategy. So did Resurrectionists for a 3-1 lead.


Turn 2: Redchapel picks Frame Job with Mourner, Augmented picks Breakthrough

I tried to bluff Madame Sybelle as the potential Frame Job target, but I had picked Mourner who had just three health remaining. However, this particular opponent had a history for giving me easy Frame Jobs, so he was really hesitant to attack anything at all near the center. Some non-damage action pulled Madame away, but she just charged right back. Mourner walked away to place a bomb, but charged right back. And in the end, Hoffman refused to frame a job. 

To confuse opponent even more, Seamus wasted his activation by dropping three scheme markers on top of a building to bluff for Search the Area. Well, it wasn't a total waste - I was also building up for Scout the Rooftops next  turn.

Copycat Killer also had teleported on the building, and shot Melissa that had climbed on top to contest Search the Area. He shot Melissa with the monster cannon, and fell from the building, nearer enemy deployment zone to place a strategy marker there.

Fortunately all this also lead to a situation where he couldn't claim Breakthrough, so neither player got scheme points.

Bete Noire managed to slice a Watcher into scraps, but it took every action she had.

Warden, Hunter and Peacekeeper punched through Dead Doxy, who took admirably long before she died. 

With great difficulty both players had managed to drop five bombs. Augmented, however, had placed two of those on my deployment zone, so they received the bonus points, catching up on the scores to 4-3 lead for Redchapel.


Turn 3: Redchapel picks Scout the Rooftops, Augmented kept Breakthrough

Augmented kept Breakthrough. Although I did have first activation, I wasn't in a position to deny it. 

This turn, however, went absolutely horribly for Redchapel in other ways as well. 

My plan had been to discard walk with Mourner to pick up the bomb she had placed earlier, then take a double walk. Later, Strange Lady would give her the interact required to score extra point from strategy. However, I wasn't paying attention to the actual deployment line, and the Mourner scaled a terrain to get on top of a fateful building to receive cover from possible attacks. She did receive those, sure, but wouldn't be able to plant the explosive! Strange Lady did give her at least the interact to place a scheme marker for Scout the Rooftops, but... wait, there's more.

Seamus had to teleport in to save the day, but even that I managed to mess up. He teleported, placed bomb in enemy deployment, walked to scale terrain and placed a second scheme marker for Scout the Rooftops bonus points. Except that he didn't. Instead, he picked up the neutral bomb Mourner had left when she eventually had died.

Last two paragraphs summed up probably my most horrible case of self-sabotage in the entirety of my Malifaux career. First, the Mourner robbed me of a point - I was one strategy marker short of receiving victory point from strategy. Then, I didn't have the models to place enough scheme markers for Scout the Rooftops bonus points. GAH.

Opponent was able to score Breakthrough with ease, and then focus on killing my models and ensure strategy.

Scores tied at 6-6, as Resurrectionists had been able to claw at least the bonus points for strategy. 


Turn 4: Redchapel picks Leave Your Mark, Augmented picks Assassinate on Strange Lady

I had the option to pick either Detonate Charges or Leave Your Mark. Since I already got one next to center point, I thought I'd have my shot at that, because opponent likely would avoid my scheme marker like the plague. 

Opponent was quite sure I had picked Detonate Charges, but decided to drop some scheme markers to the center anyway, just in case. Once that started happening, I tried to redirect what was left - mostly just Bete Noire - to engage models there so they'd not make even more schemes. 

I won't say opponent had easy time killing Strange Lady. She did take some effort for sure, but if Peacekeeper, Hoffman, Hunter and Melissa decide with all their action points that you're getting assassinated, you kind of... are. 

I was passing as much as possible to make my last move, Seamus dropping three schemes for Leave Your Mark. Unfortunately Augmented still had one activation left, and that was Mechanical Attendant, who was able to teleport to Hoffman, walk and drop a scheme. This denied me one point.

Resurrectionists were the worse bombers this turn, too, so opponent got three points and Resurrectionists only one. This ended the game in 7-9 victory for Guild.

Sunday, June 15, 2025

Swell Tune

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

Strategy: Wedge Informant

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

My list:

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

Pool: 5

Opponent had:

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

Pool: 5


Turn 1:

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


Archie: Leaps, walks, interacts a scheme.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


3-2 for resurrectionists.


Turn 2: 

Resurrectionists: Ensnare

Ten Thunders: Take the Highground


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


5-3 for resurrectionists.


Turn 3:

Resurrectionists: Pick Reshape the Land with Scheme markers.

Ten Thunders: Stayed with Take the Highground


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

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

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

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

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

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

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

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

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

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

Night Terror: Two schemes for Reshape the Land.

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

Dapperling: Double walk to center strategy marker.

Ten Thunders: Pass

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

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

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


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

8-4 for Resurrectionists.



Turn 4:

Ten Thunders: Ensnare


Courtesan: Fails to damage Philip & Nanny

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

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

Dapperling: Double walk to control strategy marker on centerline.

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

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

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


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