Showing posts with label gg4. Show all posts
Showing posts with label gg4. Show all posts

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. 


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. 

Tuesday, March 11, 2025

Laugh Off Standoff

 A 50ss game of Malifaux.

Strategy: Corner Cloak and Dagger

Schemes: Hold Up Their Forces, Power Ritual, Outflank, Death Beds, Information Overload

My list:

Seamus Baker & Copycat Killer
Strange Lady
Madame Sybelle
Bete Noire
White Rabbit
Gravedigger
Rotten Belle

Pool: 5
Schemes: Power Ritual, Outflank

Opponent had:

Shenlong & 2x Aspiring Student
Sensei Yu
Fuhatsu
2x High River Monk
2x Wandering River Monk
Low River Monk

Pool: 3
Schemes: Death Beds (strategy), Outflank


Turn 1:

Monks had two strike teams of High River Monk, Wandering Monk and an Aspiring Student going to both corners, top-right and bottom-left. Top team was also reinforced with Low River Monk. High value monks and Fuhatsu were coming through from the middle. 

I had far less of a uniform crew. Copycat Killer and Gravedigger were going towards bottom-right, and after White Rabbit Co. crafted a hat for Bete Noire, both she and Rotten Belle were going towards top-right. 

Madame Sybelle walked inside a forest to take some concealment in case Fuhatsu would start shooting around. But instead Seamus charged from behind and stabbed Madame in the back, dropping a new Mourner on the board. Fuhatsu eventually shot a couple of damage points to the newly summoned model.

Mourner nearer to centerline as well as center point, and Strange Lady healed all the damage Seamus had done. No intel was picked this turn, which wasn't exactly a surprise with corner deployment.


Turn 2:

Resurrectionists got the initiative, and Bete Noire went to place a scheme marker for Outflank and Power Ritual before High River Monk would activate. Soon enough it did, and had Bete Noire down to two health remaining, plus Burning +2. But the hat had not been knocked over.

A little too enthusiastic Wandering River Monk on top went to pick up intel from strategy marker, only to become counter-picked by Mourner. Rotten Belle also benefited from this by getting intel from the marker that was placed.

In the center Seamus had taken Mourner by the hand and crafted a new Dead Doxy out of her before picking up intel from a strategic bystander.

Sensei Yu and Shenlong were trying to kill off the Dead Doxy once it had walked next to a strategy marker, but Regrettably (yeah, via masks), she survived with two health remaining and Burning +2.

Strange Lady told Gravedigger to walk forward a bit toward bottom-left, and Gravedigger did so. He also dug up a corpse to get within 1" of strategy marker, picked up intel and walked away from the tide of monks about to crash bottom-left.

I was a bit worried that various punchy shenanigans would soon drain Seamus of his intel, so Copycat Killer took a double walk to dropped Seamus to bottom-left corner. And right after another High River Monk came to set Seamus on fire, while Wandering River Monk was picking up intel. From strategy marker, though.

Madame Sybelle took a long walk out of forest and went to sit on center-left strategy marker after Fuhatsu had activated. If I remember correctly, Fuhatsu shot Dead Doxy in a forest and took a walk to cover more of the board with that horrifying gun.

However, Resurrectionists got both Outflank and Power Ritual, although this left Bete Noire with only one health remaining, and burning. Both crews got strategy, and scores went 3-1.


Turn 3:

Resurrectionists got the initiative, so the now hatless, burning Bete Noire at one health remaining was able to get an activation. She did some damage in to High River Monk before becoming the first casualty of the match. The monk also placed a scheme marker to the corner,

Mourner was able to nearly kill High River Monk before an Aspiring Student four-wind punched Low River Monk nearby to heal the beatstick minion. Now at four health remaining, I didn't think Rotten Belle would be able to kill High River Monk, so she proceeded to smack Low River Monk with a parasol.

Wandering River Monk on top went to pick up an intel, and walked to engage Rotten Belle.

In the center, Sensei Yu scored Death Beds from Dead Doxy. Shenlong walked to pick up intel from a strategy marker, and possibly attempted to strike Copycat Killer.

Four Winds Punch that pushed Low River Monk had actually come from Sensei Yu pressuring the totem to do that. With his actual activation, Aspiring Student walked and charged Strange Lady that had earlier healed Seamus. Boom. Six damage in with that 1/1/2 damage track. Well okay, Shenlong had switched his upgrade to High River Style. 

Fuhatsu charged Madame Sybelle, stunning her and pushing away from melee. He tried to shoot Strange Lady for a bit. Next shot went to Strange Lady, fortunately only dealing weak damage but still bringing her down to two health remaining, Burning +2.

Madame Sybelle managed to lash Fuhatsu down to five health remaining despite being stunned. 

Bottom-right, early on Seamus spent his entire activation killing another High River Monk, before Copycat Killer switched their places and went to sit on a strategy marker. This caused Wandering River Monk to go to bottom-left corner and drop a scheme marker. Aspiring Student charged Copycat Killer, and managed to broom the Little Seamus below the carpet. 

Gravedigger had picked up another point of intel and distanced himself from the local monks.

Resurrectionists had managed to block intel points from Ten Thunders, but this turn Shenlong managed to score both of his schemes for a 4-3 lead for Seamus. Resurrectionists were also all out of soulstones by now.


Turn 4:

From top to bottom, Rotten Belle was able to kill Low River Monk before it healed High River Monk any more. Mourner harassed High River and Wandering River monks without that much of an effect. Wandering River Monk leaped to pick up an intel and ran towards top-right corner. 

Later during turn, Seamus took a double walk and took Mourner by the hand to deliver himself next to Wandering River Monk to collect his intel.

In the center, Shenlong didn't manage to do anything with his activation. White Rabbit's fashion statements beat martial arts this time. White Rabbit gave a hat for Strange Lady before they went into position to pick up intel next turn.

Strange Lady had killed Aspiring Student and healed herself before Sensei Yu walked and charged her, smacking her down to two health remaining and Burning +2 once more. 

One of my first activations had been Madame Sybelle trying to kill Fuhatsu, but she only brought the enforcer down to one health remaining before Juggernaut healed him for four. Le Sigh. 

Fuhatsu was able to stun and push Madame Sybelle again.

Bottom-left Gravedigger went inside fog bank. Aspiring Student came to harass him, while the other Wandering River Monk went to pick up intel.

Both players scored strategy for a 5-4 lead for Resurrectionists.


Turn 5:

Early enough Seamus and Mourner were able to deny opponent Outflank by killing Wandering and High River Monks. 

This, however, made the other Wandering River Monk reckless at bottom-left corner. Because there was no incentive for him to go and pick Outflank, he leaped to strike Gravedigger with the 3" push attack. Despite concealment the attack hit sure enough, and pushed Gravedigger mere 0.5" away from being able to score both Outflank and Power Ritual.

Opponent had picked up enough intel in the middle so that the best course of action for Gravedigger was to drop a corpse push & walk to Wandering River Monk and pick up his intel. This robbed Ten Thunders at least one point.

In the center, Shenlong Four Wind Punched Sensei Yu to strategy marker, and as the situation unfolded, the result of the game now hinged on whether Shenlong flipped a 6+ for The Dragon Command's It. He did not, so game ended in 5-4 victory for Seamus.

Sunday, February 23, 2025

Hatemail for the Four Winds

 A 50ss game of Malifaux

Strategy: Corner Plant Explosives

Schemes: Hold Up Their Forces, Information Overload, In Your Face, Ensnare, Power Ritual

My list:

Dr. McMourning with Killer Instinct & Zombie Chihuahua
Sebastian
Carrion Emissary
Rafkin
Kentauroi
Nurse
Little Gasser

Pool: 4
Schemes: In Your Face, Power Ritual

Opponent had:

Shenlong & 2x Aspiring Students
Sensei Yu
Banying
High River Monk
Charm Warder
2x Wandering River Monk
Low River Monk

Pool: 4
Schemes: Ensnare, Hold Up Their Forces


Turn 1:

McMourning kept spamming astonishing amounts of poison on his models (well, Rafkin did, actually), while Shenlong and other monks kept enlightening themselves in corner deployment - absolutely zero shots were fired between teams.

Kentauroi, Nurse and Zombie Chihuahua were going towards top-left corner. Little Gasser placed a scheme marker to my deployment corner and wobbled forward. 

Everything else was hanging around in the graveyard. McMourning crafted a soulstone out of a zombie Carrion Emissary propped up. One Mindless Zombie survived the turn.

A Wandering River Monk was going towards both top-left  and bottom-right corners, and everyone else meditating between them.


Turn 2:

Resurrectionists got the initiative, and Kentauroi went to drop a scheme marker to top-left corner for Power Ritual.

After that, I tried to stall by activating Mindless Zombie, Zombie Chihuahua and Little Gasser, but opponent had Aspiring Students and other non-critical models to activate. I wanted models such as High River Monk and Shenlong to do their activations before committing to anything meaningful. But that plan had to be revised.

Carrion Emissary advanced next to a wall, concentrated and did a bunch of zombies. Before High River Monk would activate. Nurse sped up to Carrion Emissary for some Bedside Manner. Eventually this did save the bird after Shenlong and whatnot had shot the Carrion Emissary what they got. High River Monk then charged Emissary and did weak damage. But after second attack Nurse picked up the bird and cradled it away from danger.

McMourning did a thing, where he walked, ordered himself to walk a bit forward, dropped an explosive and charged Charm Warder. I didn't expect Charm Warder to die with one hit, but that just happened. 

A Wandering River Monk planted an explosive past centerline near top-left corner before walking back to safety.

Both players scored strategy, but Resurrectionists also got Power Ritual for a 2-1 lead.


Turn 3:

Looks like third turn is missing a picture. 

Well, from my perspective one of the more pivotal moments was Fast High River Monk attacking the already injured Carrion Emissary, managing to kill it with flurry attack. There went my In Your Face end option.

To avenge that, Rafkin, Nurse and whatever I could conjure up spammed and stacked attacks and Poison on the High River Monk. Success rate was only moderate, but that was enough to soften up the target for McMourning to come and finish as one of my last activation for the turn.

Kentauroi placed another scheme marker and a strategy marker to top-left corner. 

Carrion Emissary's Zombies that now had a turn to activate went to stand on the explosive token McMourning had dropped to deny easy pick-ups. Sure, they died to whatever opponent directed at them, but at least they had to direct something at them.

Banying leaped to a scheme marker somebody... perhaps Yu? ... had dropped and went to tease my explosive carrying Little Gasser. Fortunately attacks didn't hit, but Little Gasser wasted his entire turn trying to pull off Pull My Finger -trick - failing both tries. 

Shenlong had Four Wind Punched McMourning and Sebastian both within 3" of two scheme markers, so there wasn't really a way I'd be able to deny Ensnare this turn. 

I was starting to run low on zombies to guard explosives, so Sebastian went to sit on the first one that McMourning had placed. I'm not sure if guarding explosives by sitting on them is the safest course of action, but whatever that works, I guess.

Both players scored strategy, and Ten Thunders scored Ensnare easily enough. Resurrectionists struggler with In Your Face, but eventually managed to get that for a 4-3 lead. 


Turn 4:

This turn McMourning went on an amazing rampage. He ordered himself to centerline to drop High River Monk's explosive, then charged Low River Monk, killing him in one hit. He had three health remaining, but he bought critical strike with a stone. There was still one Aspiring Student in McMourning's melee range, and that went down, too. While targets themselves weren't all that impressive to strike down, the fact that they hadn't been activated yet was a biggie.

Taking notes from Sebastian from last turn, Rafkin went to sit on an explosive. Wandering River Monk came to check if Rafkin was okay because that didn't look safe.

Shenlong Four Wind Punched McMourning into contact with Sensei Yu, so Hold Up Their Forces was secured for Ten Thunders.

Banying didn't do a particularly good job at getting rid of Little Gasser, so the other Wandering River Monk had to come and finish the guy who still wasn't finished with the Pull My Finger trick. 

Nurse was able to push Sebastian away from melee with Shenlong so that he was able to go and drop a strategy marker.

Kentauroi rode to Ten Thunders strategy marker, picked it up and went in position to drop it next turn.

Resurrectionists scored strategy, and finally Ten Thunders got their Hold Up Their Forces. Scores continued 5-4 in McMourning's favor.


Turn 5:

Resurrectionists had no trouble with getting the fourth point from strategy. But both scheme end conditions were out of question. 

Sebastian was able to kill Sensei Yu, and McMourning did the same to Nurse to deny a target for Ten Thunders schemes. But all that wriggling was in vain - three Four Winds Punches were able to deliver people and scheme marker to engage Rafkin and Sebastian.

That ability just blows (four times) my mind without a TN, with such a long range, high stat and no targeting restrictions. It managed to claw a close fought 6-6 draw for Douglas and Shenlong.

Monday, February 17, 2025

Prisoner Steak, Rare+

 A 50ss game of Malifaux.

Strategy: Flank Raid the Vaults

Schemes: Take Prisoner, Ensnare, Outflank, Deliver a Message, Sweating Bullets

My list:

Ensouled Jack Daw & Lady Ligeia
Montresor
Yannic Waller
Midnight Stalker
The Ferryman
Crooked Man
Dead Outlaw

Pool: 6
Schemes: Ensnare, Deliver a Message (Midnight Stalker)

Opponent had:

Rasputina & Wendigo
Snow Storm
Blessed of December
Ceddra
December Acolyte
Silent One with Magical Training
Silent One

Pool: 4
Schemes: Ensnare, Take Prisoner (Dead Outlaw)


Turn 1:

Well, what's the most sensible thing to do with your master on turn one? Well... maybe charge enemy henchman, master, totem and a bunch of minions? Right, we'll go with that.

Jack Daw absolutely failed each of his attacks, though, so there was some degree of worry about his well-being. At least there was more than a decent set-up for Draw Them In next turn.

Montresor and Jack Daw were relatively early activations - which only meant that they were slowed and staggered the next turn. Joining in on the slow/staggered team were Crooked Man and Dead Outlaw, plus Lady Ligeia was cheering them up by just being slow. 

Most of that was Rasputina's doing, although models such as Snow Storm and Silent Ones certainly helped. 

Staggered was annoying especially on Crooked Man, as I kept trying to figure out how to move the guy outside of his activation - only to realize that yeah, not going to happen because of Staggered. So Crooked Man just wobbled forward with its mighty Mv of 2, doing nothing else. 

Eventually Blessed of December leaped from its deployment position to the right to herd Dead Outlaw to a nice little blast zone with Lady Ligeia and Montresor. 

Yannic Waller had smashed one ice pillar and went behind the hull of a ship to hide from Acolyte of December. 

Midnight Stalker started to climb up on a building to perhaps contest center-right marker next turn. 

Ferryman went to contest the strategy marker on bottom-right quarter, and those were the most meaningful parts of the turn from my perspective.


Turn 2:

Arcanists won initiative. Rasputina did horrible things on her turn. Some of which were already hinted in the description of turn one. Slow and staggered, everywhere!

I must have forgotten to take a picture on turn two, though, because sure as hell I didn't take down Snow Storm on turn two. 

Instead, Jack Daw did Draw Them In twice. Damage done wasn't all that impressive for a full master activation, but it did have a heavy toll on opponent's hand that, I heard later, had five severes.

Early on Blessed of December leaped to put a dent on Dead Outlaw. And after a blast from Rasputina and a couple of damage from Blessed of December last turn, moderate damage (with negative modifiers) was all that it took to take down Dead Outlaw before it had the time to activate. 

Bummer? Sure. However, I did not know Dead Outlaw was opponent's Take Prisoner target. Whoops. 

Montresor spent his entire activation to get as many models within his stagger aura, and Crooked Man interacted a scheme within 3" of Blessed of December. He also put up his Mining Law aura, getting two markers required for Ensnare next turn. Shame, that Blessed of December had Deadly Pursuit.

Since I had such secure position on the center-left marker, Ferryman felt confident enough to miss its attacks against Silent One that had Magical Training upgrade. 

Likely there was some more nuance to this turn, but I got not picture. My memory ain't what it used to be.

However, Midnight Stalker leaped, walked and delivered a message to Rasputina.

Both players scored strategy, with Midnight Stalker giving Outcasts 2-1 lead.


Turn 3:

Arcanists got the initiative again, and Rasputina did a bad, bad thing. This time around I think it was Montresor, Midnight Stalker and Jack Daw that got the cold shoulder - and most Jack's damage with Draw Them In was negated with Freeze Over. Oh well.

At least Jack Daw was able to land hazardous terrain on Snow Storm before bursting away with speed and pushing Montresor a little closer with bonus action. Snow Storm wouldn't have any of that aura, and walked a tad away to blast with Ice Tornado. Talk about Anger Issues. The upgrade, I mean. That didn't go away because models were damaged. However, staggered expired.

Montresor was able to toss a noose around Snowstorm's head and pull it back within Hanging Ropes aura. 

I had not realized how much I had damaged Snow Storm already. When Midnight Stalker leaped to it and half-heartedly poked it with a knife, the thing just died, though opponent tried to save it by spending a soulstone. Go figure? Stalker was then able to charge Wendigo that had two health remaining, but botched that attack.

Throughout this entire winter storm laced with tormented vengeance spirit, Yannic Waller tried to come and arrange a little democratic elections, and yeah, that went just about as you might expect, given the circumstances. Acolyte even kept shooting harpoons at her before repositioning to control strategy marker in top-left quarter.

Yannic had consolidated power of Crooked Man now that it was no longer staggered. Idea was to place a scheme marker with trigger, which succeeded. However, Blessed of December activated right next and deleted Crooked Man from the board with a Red Joker on damage flip. That... that guy just spent two turns to advance a total of 2" and place two scheme markers. Three, if you count Yannic's contribution.

Anyway, Blessed was now free to go and claim the vault that was worth two points for Arcanists.

Sightless Snow and Ceddra removed Lady Ligeia after she had tried to yell for a bit. 

Ferryman had managed to land no-heal on Snow Storm, before it failed an attack against Silent One. Ashamed, Ferryman backed to control strategy marker on bottom-right quarter.

Both players scored strategy for a 3-2 lead for Outcasts.


Turn 4:

Everybody died. GG.

Okay, well, more specifically  Wendigo died to three attacks from Midnight Stalker before the enforcer leaped to strategy marker worth two points for Outcasts.

Jack Daw, no longer slowed, was able to go and place scheme markers to ensnare Ceddra or Sightless Snow or whoever it was at the time. The beast attacked Montresor, who ticked down to zero health remaining. I pondered if I should just leave the henchman for dead, as there were scheme markers close enough to score Ensnare. In the ended I decided not to, and that was when opponent revealed Ensnare. 

At least Montresor succeeded in killing the Silent One without upgrade.

Rasputina and perhaps even Acolyte - I forget the details - had killed Yannic Waller after she finally managed to arrange democratic elections. I hope that's not, like, foreshadowing whatever the hell is happening in the world right now. But I royally digress.

Ferryman charged Silent One with the upgrade, missing again. This time it backed down to strategy marker. 

So, both players scored strategy and Ensnare for a 5-4 lead for Outcasts.


Turn 5:

Last turn had enough variables to warrant for a play. Montresor managed to toss noose over Sightless Ceddra before dying without triggering Eternal. Idea was to deny Ensnare end condition from the Arcanists after they had spammed scheme markers all over the center area.

Rasputina moved away from Outcast scheme markers so as not to be within 2" of a marker at least. 

Leaping, Fast Midnight Stalker rectified that.

In the end, Jack Daw was able to place a scheme marker so that Sightless Ceddra would trigger  Ensnare end condition for Outcasts, but that just meant that he himself was Ensnared. 

Rasputina had enough models to score strategy. Both players scored Ensnare, but Outcasts got to deliver their message for a 7-6 victory.


Tuesday, February 11, 2025

Let Them Weep

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Cloak and Dagger

Schemes: Let Them Bleed, Outflank, Take Prisoner, Protected Territory, Deliver a Message

My list:

Kirai2 & Ikiryo
Datsue Ba
Kari Zotiko
Lost Love
Shikome
Gwisin with Grave Spirit Touch
Drowned
Seishin

Pool: 5
Schemes: Let Them Bleed, Protected Territory

Opponent had:

Misaki Katanaka & Shang
Ototo
Banying
Yamaziko
Minako Rei
2x Torakage

Pool: 5
Schemes: Deliver a Message (Torakage), Protected Territory


Turn 1:

Early on Ototo took position over a strategy marker that had been placed next to a lake. And that pretty much set the course for the first half of turn one, except for a tiny Seishin activation that gave a walk for Datsue Ba and Ikiryo.

Kari gave a walk for Gwisin and rushed closer to Ototo. 

I don't actually remember what Torakage did up there, because that looks like a one move. It probably moved and charged Kari, who had swirled past Ototo during Kirai's activation. This summoned up an Enslaved Spirit, which chain ganged Kari over Torakage. 

Shikome had also been pushed right next to a strategy marker, so she was able to interact with it and fly towards top-left corner to protect precious intel. 

Yamaziko took a double walk with bonus action and interacted an intel, too. Strategy marker was picked up by Lost Love, who teleported in to heal Kari after Misaki had jumped out of the shadows to beat Kari with a stick.

Gwisin charged Ototo to soften him up for Let Them Bleed next turn.

Below, Minako Rei went to pick up intel. Datsue Ba robbed her right after, and Drowned was able to claim a strategy marker that had been placed after Minako did her thing. 

Unfortunately, wicked granny wasn't the only one able to play that game. Banying leaped to a shadow marker, was able to deal a bunch of damage to Datsue Ba and steal the intel she had stolen. The insolence!

Ikiryo and Torakage were glancing each other menacingly nearby. Ikiryo had walked, and then tried to yell at a shadow, which went just about as effectively as you might expect. 


Turn 2:

Torakage ninja'd itself to a shadow marker, gave a message for Kirai and walked to my deployment zone. 

Kirai activated early to push people around, herself included. While Yamaziko kept passing summon checks, Ototo did much less so. Gaki appeared. Ototo did smack dead the Enslaved Spirit he had spawned last turn, and took half of Gaki's health away.

The end result of Ototo's attacks, Enslaved Spirit's useless claws and Gaki's feeble attacks was that Ototo was now down to four health remaining, unable to heal thanks to Kari.

Misaki continued to torment the top-left quarter, robbing Lost Love of intel and killing the love enforcer before he had the chance to activate. 

Shikome and Kari were able to plant scheme markers for Protected Territory.

Datsue Ba nearly killed off Banying, and I was happy that Let Them Bleed was also secured.

Until Shang healed Banying with Red Joker straight top of deck. 

Then I did what was most likely my greatest mistake throughout this game. I thought that Ikiryo could risk taking Karmic Fate. My brain somehow completely skipped about the Karmic Ties ability on Minako Rei.

So, she charged Minako and certainly did some damage in - but also dealing that damage to herself. Oh well.

At least Drowned was a champ with his projectile vomit. Both attacks hit Banying and scored blasts on both attempts. With the ensuing Poison this meant that both Minako and Banying would fall to 50% of their health remaining 

Minako summoned a Katashiro that nearly killed Ikiryo. Fortunately Minako didn't manage nearly as much, and Ikiryo was left with one health remaining.

Torakage below went to place a scheme marker near strategy marker.

Both players scored strategy point and both schemes for a 3-3 tie.


Turn 3:

What weird mess of a turn that was. Hot sport that was top-left quarter somehow got even more crowded than it already was. Nobody seemed to die there, but certainly they were within last 30% or less of their health remaining.

First of all, Ototo just took a step outside of Kari's no-heal range, healed itself with a severe and smacked the Gaki dead. 

Gwisin, Kari, a new Gaki and whatnot ganged up on Ototo, but managed to bring him only down to three health remaining, while Misaki did the same to Kari. 

An Enslaved Spirit dealt a couple points of damage to Yamaziko, while the opposing grandmother wasn't able to deal with the summoned spirit. 

Shikome dived far behind the train column to protect intel she had picked up on turn one. 

Shang came to heal Minako after she had killed Ikiryo. Resulting Wanyudo rolled over Datsue Ba for Burning +4.

Drowned tried to charge Banying, who managed to get his defensive trigger to leap off to threaten Kari who was at such low amount of health. This called for drastic granny measures. Datsue Ba disengage from the melee below and charged Banying, not doing much but at least engaging him.

There was a real possibility of Banying killing Datsue Ba, but that didn't come into being. Instead, during end phase, Datsue Ba went down to two health remaining. 

Both players scored strategy for a 4-4 tie.


Turn 4:

This turn the game fell apart for Resurrectionists. Ten Thunders got the initiative, and Ototo activated. He was rolling moderate wounds left and right, which was a little problematic with unactivated, incorporeal models with three health remaining. Gaki died, Kari died, and Ototo healed again. 

Kirai was able to activate, and did a bunch of swirly shenanigans. She also healed Darsue Ba for a little. Unfortunately Misaki was more than able to kill Datsue Ba right next, so Urami chances of victory were rapidly dwindling.

However, it's wonderful in Malifaux how absolutely weird stuff can happen that just might turn the tide around. Drowned activated and started vomiting. Both attacks scored at least moderates. I did place an incorrect amount of Riptide Markers, but fortunately that didn't actually affect anything. Only Banying and Misaki took damage from those. But still that was, like, nine points of damage from a couple of 1/1/1 attacks. Impressive.

Unfortunately, those were just about the only results I made this turn. Shikome tried to walk, challenge-teleport to Yamaziko and extort the ancient law of granny-for-a-granny, but the challenge failed. Instead, Shikome had to meekly walk right next to Yamaziko and nudge her menacingly.

Kirai also wasn't able to land an Ikiryo summon on Ototo, although she did get masks for the first Thirst for Vengeance. I just didn't have a high enough card in my hand. 

Ten Thunders were able to get the lead at 5-4 by scoring strategy.


Turn 5:

We did not play last turn, as in the best of cases Resurrectionists would gain five points, and at their absolute worst Ten Thunders would get six, with seven being most likely outcome.

I don't tend to blame RNG too much in this game, but I must say that it did start to feel a bit excessive handicap when the only severe card I got to my starting hand was on turn 5 - which we didn't play. But what can you do - sometimes that just happens. 

Wednesday, February 5, 2025

We Own... Gahk

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Stuff the Ballots

Schemes: Outflank, In Your Face, Let Them Bleed, Protected Territory, Espionage

My list:

Molly, Chaotic Conductor & Necrotic Machine
Philip & Nanny
Batsch & Amalie
Keepside Strangers with Grave Spirit Touch
Oskar
2x Dapperling

Pool: 4
Schemes: Espionage, Protected Territory

Opponent had:

Youko Hamasaki & Chiyo
Bill Algren
Hinamatsu
3x Bunraku
Tanuki
Geisha

Pool: 5
Schemes: Protected Territory, Espionage


Turn 1:

Map was extremely challenging to say the least. So much severe terrain that it would be enough for three tables worth of Malifaux. 

Anyway, I started to dismantle my deployment with Fungal models. Batsch & Amalie went to take a charge from Bill Algren. Damage block was severe, so yay for that. Waltzers were within 6" of Oskar, so Oskar was able to plant a free scheme for Espionage before walking and not managing to do anything useful. 

Dapperlings were the same, barely getting out of deployment. But at least there were two markers secured for Espionage end condition.

One Bunraku was going to bottom-right corner, where Crooligan was just concentrating around. Another Bunraku went to top-left corner, where there was... nobody at all. Free reign for the puppet.

Well, Philip and the Nanny was at top-left quarter's strategy marker. They had been trying to stay far from Hinamatsu's charge range - and succeeded at that. Molly, however, wasn't as lucky. Hinamatsu walked and charged to mutilate the parade conductor. Attack failed. 

I was a little worried about those six potential attacks coming for Molly the next turn, so I somehow thought it was a good idea to teleport Keepside Strangers to Hinamatsu and try to plant Slow on her. I did have the crows in my hand for that, but the nine wasn't high enough. 

At least Hinamatsu took Distracted +1 and a severe damage from handful of snakes... but now they were... right there. Next to Hinamatsu. Only a miracle would save them next turn.

Third Bunraku had lured Bill a little closer for his Batch-bashing, and Tanuki was following close behind. Chiyo sprinted to have her pinky toe inside my table side, and there was little I could do to that toe right now.

Youko was inside a forest  within a couple of walks to center or top-left quarter strategy marker, not quite within 6" of Keepside Strangers and Molly. 

Geisha didn't want to tear her dress like her master, so she took the long way out from forest after dropping a scheme marker for most likely some counter-espionage. 


Turn 2:

Resurrectionists got the initiative, and started with Crooligan to place a scheme marker and a vote to bottom-right box.

This left Hinamatsu all the time it needed to rip Keepside Strangers into shreds... or so I thought. While it took all the better cards in my hand to save the Strangers, they actually survived the onslaught of onslaughts. So they still had one activation going on for them. They sidekicked themselves to Necrotic Machine and started blasting Bill Algren with snakes to no effect. But, they had survived.

Next Bill tried to kill the Strangers, and brought them down to one health remaining. But all the heals in the keyword were not Forgotten, and soon enough after Necrotic Machine and Molly had activated, Keepside Strangers were still at four health remaining even after an angry Bunraku attacked from the bushes.

On the fungal side of things, a Dapperling managed to go and place two votes to center ballots before Youko walked within interact distance. Oskar kept flailing at Bill, dealing in some respectable damage that was soon healed by Tanuki. Well, at least Oskar enabled an interact for Batsch & Amalie. 

The Dancing Duo had had enough of Tanuki and tried to kill the little *hit, but took a point of poison from scheme marker they had just placed. And Beer Goggles caused the attack to miss. Damn you Tanukiiiii....!

Two remaining Bunrakus went to their respective corners. However, at the bottom there was this Crooligan, who fortunately didn't take in even a single hit. Philip & Nanny at top-left quarter voted and slowly pushed prams through burned down forest to act as a homing beacon for orphan kids.

Both players scored strategy, while neither announced any reveal parties. Scores went 1-1.


Turn 3:

... and just like that - out of a sudden - attacks stopped failing.

Keepside Strangers kicked their side to Molly, keeping outside of Hinamatsu's reach. The puppet, however, spent one action point to walk over and clawed them dead with just two strikes. And that was even when being poisoned and within 3" of Necrotic Machine.

Dapperling at the center placed a scheme marker over center line and voted, before getting clawed down to one health remaining by Bunraku. This somehow aggravated Tanuki in its drunken stupor, and the furry little beast got mayhaps its first recorded kill.

As I was planning on scoring both schemes this turn, my models weren't wasting actions on hitting Bill Algren. Instead, Oskar blasted Tanuki twice with a mushroom cloud. Once spores had settled, Tanuki was no more. 

Batsch & Amalie shot Bunraku with a mushroom cloud and went to vote at the bottom-right quarter ballots with the help of Oskar. 

Another Dapperling charged Bunraku and bloomed a scheme marker more than 3" away from Bill. 

Philip & Nanny took a walk that much further away from Bunraku at top so they could place a scheme marker for Protected Territory. Right next Crooligan jumped to Philip to remove a scheme marker from Ten Thunders deployment zone. It also dropped a marker for Espionage. 

This unfortunately gave way for Bunraku to claim bottom-right ballots box.

Necrotic Machine had a pleasing activation, when it charged Youko and injected a total of four damage points in to her, catching both Hinamatsu and Youko under neurotoxin aura before either had activated. Youko whacked Necrotic Machine with her words, but they weren't quite sharp enough to scrap the construct. In fact, a little positive reinforcement from Molly went a long way into repairing the damage those harsh words had caused.

Lastly, Ten Thunders had no cards in hand in the end phase, so Necrotic Machine punched Bunraku for fun and profit. Gone was the puppet.

Both players scored strategy. I revealed both schemes, but Ten Thunders only got their Protected Territory. So it was 4-3 lead for Molly.


Turn 4:

Going from bottom to top, Bunraku placed a scheme marker on the centerline. 

Batsch & Amalie placed a scheme marker for Protected Territory end condition, and Crooligan continued spying in the enemy deployment zone. 

Bill and Oskar were locked in a deadly duel, not really contributing to victory points any longer. 

Dapperling managed to bloom Chiyo's scheme marker away from my deployment. 

At the center ballots Geisha lured Youko away from melee, and Qi and Gong master spent all of her action points to empty the box.

Necrotic Machine and Molly had managed to bring Youko down to two health remaining, with one Poison spilling over for turn five. Hinamatsu somehow managed to either miss all its attacks, or damage got blocked with soulstone, or Black Joker came up on damage flip.

Because Philip & Nanny didn't know what Bunraku would do, they dropped two votes to top-left ballots and pursuited towards top-left corner. Bunraku was just within range to Risky Maneuver and walk itself to my deployment zone and drop a scheme.

Neither player scored strategy, but Ten Thunders did get their Espionage. Scores went 4-4.


Turn 5:

Molly pushed Philip & Nanny towards top-left corner and gave them an interact afterwards. With hindsight it would have been much better to use that one on Necrotic Machine to place a vote to center box, but that's hindsight for ya.

With her last action Molly tried to finish off Youko, but dealt only a single point of damage. 

Necrotic Machine wasn't able to get an attack in. It disengaged from Hinamatsu, used Strange Behavior and walk to engage Youko. I can only wonder why on earth  didn't interact with the ballots instead. Oh well.

Neither player was able to do much to deny scheme end conditions for the other, but Resurrectionists managed to get the lead with votes. Until Youko activated. She disengaged and got within 10" of Crooligan that had placed a vote to bottom-left quarter strategy marker. Riddles landed without a sweat, and getting past target number of We Own You.

Just before Youko succumbed to poison, she commanded Crooligan to place a vote to the box, ending the game in a 6-6 draw.