Showing posts with label ten_thunders. Show all posts
Showing posts with label ten_thunders. Show all posts

Wednesday, April 29, 2026

Truly Obscene Feasts

 Two 50ss games of Malifaux 4th edition.

First game:

Strategy: Standard Recover Evidence

Schemes: Leave Your Mark, Scout the Rooftops, Grave Robbing

My list:

Kirai Ankoku, Lady of Vengeance & Ikiryo
Kuchisake-Onna
Lost Love
Batsch & Amalie
Carrion Effigy
Goryo
Shikome
Gwisin
Enslaved Spirit

Pool: 4

Opponent had:

Jakob Lynch, Wild Card & Hungering Darkness
Kitty Dumont
Sen
Mr. Graves
Mr. Tannen
2x Illuminated
Beckoner

Pool: 4


Turn 1: Urami picks Scout the Rooftops, Honeypot Leaves Their Mark

Shikome went to pick up the initial strategy marker from far right, while an Illuminated did the same far left. 

Kitty, an Illuminated, Lynch and Hungering Darkness all kept spamming scheme markers near the center point as I was piling my own near it to bluff Leave Your Mark and Scout the Rooftops. 

Kuchisake-Onna summoned a seishin and made a Gaki near the centerpoint, which had Honeypot quite concerned. I think it was Lynch who killed the Gaki as soon as possible, which only prompted a second strategy marker for Honeypot. Bummer. High risk high reward did not pay out... yet.

Goryo had gone to place a scheme marker on top of a cliff near centerpoint. Batsch & Amalie copied it, so there were two. 

Carrion Effigy ran next to a bridge, and Lost Love stood by the effigy's side and went to drop a scheme marker on the terrain piece.

However, Kirai was just about the last model to activate. There were Seishins near the middle so she made an additional Gaki, feasting away the mark Honeypot left. Kirai also gave Ikiryo an action to drop a third scheme marker for Scout the Rooftops.

So, Urami scored two from schemes, but zero from strategy. Honeypot did vice versa, since they were able to pick up the extra point from strategy. Scores tied at 2-2.


Turn 2: Urami picks Detonate Charges, Honeypot stays with Leave Your Mark

The turn was defined by the action happening at the centerpoint. Urami began slapping scheme markers on top of the terrain for Detonate Charges - Scout the Rooftops lead to Leave Your Mark as well. And, well, Honeypot kept scribbling their initials to the hand best as they can.

One notable moment was when Ikiryo walked and charged someone, and then killed herself and blasted Adversary on the entire enemy crew, except for one Illuminated and Beckoner who were hanging around near the left edge of the table. 

Adversary proved to be deadly, as both Hungering Darkness and Kitty Dumont died without too much effort. And then to add an insult to injury, Kuchisake-Onna took a swing at Sen, and scored Red Joker, leaving Sen standing with just one hit point.

Gwisin, Goryo and Batsch & Amalie near each other proved to be a fortress. Attacks kept pouring at Goryo, but in the end phase it had only a few damage boxes marked in after Gwisin took a hit here and there, and the fungal duo did a little jig to cheer their spirit.

Honeypot managed to take a point from Leave Your Mark this time around, but Urami got two from Detonate Charges. Both got strategy, but Urami took the extra point as well for a 6-4 lead.


Turn 3: Urami picks Take the Highground, Honeypot chooses Make It Look Like an Accident

Sen who had just a single hit point left beckoned Gwisin from top of the terrain to score a point from Make It Look Like an Accident. Gwisin then did everything it could to run away, but Mr. Graves would have none of that and killed the target.

Enslaved Spirit died as well, although it first tried to go and claim the red roofed building for scheme. Illuminated in the middle died to Goryo and Kirai.

Shikome, Lost Love and Kuchisake-Onna did Take the Highground, but Kuchisake did summon Ikiryo as well. And as if there hadn't already been enough brutal attacks by Urami models, Ikiryo charged Mr. Tannen and killed him with a single action point. Ikiryo went off the board again, just in case.

Both crews took full points from schemes, but this time around Honeypot was left with no strategy points. This gave Urami a 9-6 lead.


Turn 4:

We didn't play fourth turn, as Honeypot at most might score a tie, and that would have required Urami models doing pretty much nothing.


Game 2:

Strategy: Corner Informants

Schemes: Detonate Charges, Scout the Rooftops, Search the Area


My list:

Hamelin, Plaguebringer & Obedient Wretch
Nix
Fumigator
Tunnel Rats
Tuco Ortega
Rat Catcher
2x Stolen

Pool: 6

Opponent had:

Lucas McCabe, Tomb Delver & 2x Cryptologist
Sidir Alchibal
Desper LaRaux
2x Rough Rider
2x Ruffian
Huckster
Hopeful Prospect

Pool: 3

Turn 1: Both crews pick... surprise surprise, Scout the Rooftops.

Although not much else happened other than troops closing in, it was apparent that Wastrels were not practicing enough social distancing. Rat Catcher summoned a couple rats, one of which went to drop blight on a Ruffian, from which it spread to a Rough Rider and a Cryptologist.

McCabe went to contest the marker in the center, and a Stolen ran to gave him pox after the kid had been lured by Hamelin and disoriented by fogs from Fumigator.

Five Wastrels were coming from the right, three of whom had bunched up. Nix was able to blast one Blight in there, from where it spread to Sidir, a Ruffian and the Hopeful Prospect.

Tunnel Rats was saved for the last activation, and dropped a scheme for Scout the Rooftops, and then used Secret Passage to deliver another marker to Wastrel side of the board, getting two points from scheme. Wastrels didn't have such a trick up their sleeve, and instead had to do with one. 

I gave strategy to Wastrels to move the markers around. I didn't know if that would pay off, but in my last Informants game I was at the receiving end of this, so I wanted to try it out.

So, a 2-2 tie again.


Turn 2: Both crews pick... surprise surprise, Detonate Charges

First activation was Rough Rider trying to shoot Tunnel Rats dead from a vantage point. But thanks to rotten luck and some cards from hand, stat five with a plus fate was not able to cut through def four. This had major repercussions, since Tunnel Rats was later able to walk on top of tall tower and contest the strategy marker on the Wastrel side, plus drop a scheme marker near enemy models with Biting Insult. Opponent was able to claim the marker back, but that required two models instead of one.

And whose a good boy? Nix is! And by good I mean of course super annoying. Good to see that the piece is conditionally as infuriating as ever.

Nix charged near Ruffian, Hopeful Prospect and Sidir. Would this trick pay off as well? He bit Sidir, who used his Tarnished Mirror to slap four damage back to Nix. Ouch. Bonus action was promptly the heal instead of revelers dropping. 

Welll, in the end Nix made took 50% off of Hopeful Prospect's activation, but he was able to remove blight from Sidir. My hand was relatively poor, just one ten, five empowers and... the Red Joker. I had difficult choice to make. A full-activation Sidir would mean horrible news to Nix, so a Stolen took double walk near the bunch and used Onward. No Tomes to empowers, and no Tomes from flip. So, Red Joker it was, to get off that bonus walk and re-apply blight to Sidir and Hopeful Prospect, and Desper LaRaux as a bonus as well. 

Ruffian beat the snot out of that Stolen, and Desper leaped out of Nix cancellation aura and charged the Stolen, killing them. 

Sidir walked and scaled on terrain, tried to shoot Nix but was canceled. He did a mortar strike and used soulstone to shoot Nix anyway, and managed to land in a couple of damage points.

New edition made it look like McCabe was sort of behaving better, but he relapsed into whipping a kid to death at the center. To his defense, the kid had already given him two poxes. 

A Rough Rider to the right climbed on the industrial platform and started shooting at Obedient Wretch, and brought her down to one health remaining. She thought since she'd die soon anyway, she went to at least take Hopeful Prospect with her. And didn't even die.

Tuco disillusioned Rough Rider away from contesting a strategy marker, and went to drop a scheme near the horse.

Plague had been able to dodge any too serious consequences for their actions... but then, something happened. No, that trend did continue, but it continued in such a way that it started to feel bad. Rat Catcher summoned a couple rats more, which eventually formed into a Rat King. With the remaining bonus and a single action point Rat King was able to kill an uninjured Rough Rider!

Somehow Wastrels had failed to plant any charges, and Plague lucked out full two points thanks to Tunnel Rats.

Both scored strategy, but Plague still had less points so they were able to move the markers for a 5-3 lead.


Turn 3: Plague picks Runic Binding, Wastrel stays with Detonate Charges

Now un-blighted Sidir was able to shoot Nix off the board. That could have been the beginning of a turning point for Wastrels, but then the Rat King ate Ruffian who had taken just one point of damage. Again with one action point and bonus. What is happening in here?! First summoned Gaki's eats all the schemes, now summoned rats do the same for models.

Plague did play a little too obvious Runic Binding, so Wastrels were able to wriggle out of maximum points, so Hamelin had to suffice with one. Tunnel Rats died in the process. 

Wastrels were pushing for the Detonate Charges this time a little more insistently, but Tuco was able to shoot off one of the markers, so Wastrels took zero once more. Plague also received strategy while Wastrels did not, so the situation looked grim after Hamelin was leading 7-3. 


Turn 4: 

Situation did in fact look too grim for McCabe, and we did not play the fourth round.


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.




Friday, March 13, 2026

This Is Not a Breakthrough

 A 50ss game of Malifaux on Vassal.

Strategy: Corner Recover Evidence

Schemes: Leave Your Mark, Search the Area, Breakthrough

My list:

Jack Daw, Spirit of Betrayal & Lady Ligeia
Montresor
Kari Zotiko
2x Hanged
Crooked Man
Guilty

Pool: 6

Opponent had:

Jakob Lynch, Dark Bet & Hungering Darkness
Gwyneth Maddox
Kitty Dumont
Mr. Graves
Kara
2x Illuminated
Beckoner

Pool: 1


Turn 1: Tormented picks Breakthrough, Honeypot takes Leave Your Mark

Hanged and Guilty placed two scheme markers, Montresor watched Crooked Man to make a leap at one of them, and then during Crooked Man's own activation he did the same for the second marker to get in range to interact and pick up the strategy.

At least it took Beckoner and Mr. Graves some effort to get an Illuminated in range to do the same for Ten Thunders.

Since Ten Thunders looked like they were trying to assault Crooked Man with shenanigans, Jack Daw activated and brought the undead miner a little further into safety, and slapped injustice upgrade on Gwyneth as well.

Since opponent had not been trying to reach the center point until the very end of the turn, I was out of tools to deny Leave Your Mark... or was I? Kari used silver whistle to give a walk for another Hanged, and then the minion charged Kara and Hungering Darkness, who had been doing the scheming business. My idea was to score rams or tomes for the melee attack to block at least one point from Ten Thunders, but the attack missed. Bonus did hit, slowing Kara as well as giving her staggered.

Lynch charged the Crooked Man, but brings him only down to two remaining.

So, Ten Thunders took the lead with 3-1, since both scored strategy and Resurrectionists took Breakthrough just to abandon it.


Turn 2: Tormented picks Assassinate on Kara, Honeypot takes Take the Highground

Kara was in big trouble. I had a thirteen and a black joker in hand, and she was still staggered. Montresor charged and hit with both attacks, bringing her down to two remaining. Cursed to Watch gave an action for the Hanged, who had to use the black joker to secure kill. Assassination scored.

However, Illuminated was able to kill the Crooked Man and collect the evidence. Hanged did the same for Kara's evidence, and dropped a scheme for two thirds of my next turn's schemes.

Hungering Darkness and Lynch both had miserable activations, missing most of their attacks. Resurrectionists had better success, but they were burning through their soulstones with reckless abandon. This maxed out the injustice upgrades, targets being Lynch, Hungering Darkness, Gwyneth and Illuminated. None of them were able to get rid of their upgrades just yet.

Another Illuminated and a Beckoner took positions on high ground, and so was Mr. Graves who had been sitting on top of a terrain since turn one. 

Although Ten Thunders were occupying enough terrain to get two points from Take the Highground, Gwyneth invited Montresor to play at Mr. Graves's table, thus getting his nasty aura away from any upgraded enemy models.

Resurrectionists managed to catch up a little, but game was still 5-4 for Ten Thunders.


Turn 3: Tormented picks Runic Binding, Honeypot makes it look like an accident

Jack Daw activates first, and removes Hungering Darkness with Drawn to Betrayal. He shot an Illuminated down to two health remaining, although Lynch who went down to seven health remaining was a juicy target, too. I just didn't want to scare him away from between my scheme markers.

The damaged Illuminated activated right away, but failed to do anything meaningful - except give Runic Binding for Resurrectionists.

Montresor walked to get at least two models under his aura, but failed remaining actions. 

Lynch also suffered a multitude of rams, but at least he got a point from Make It Look Like an Accident by forcing Guilty to fall, and summoned Hungering Darkness back. Guilty then legged it as far as it could, but Kitty managed to drag it back for Hungering Darkness to charge and kill with the crew bonus. 

Gwyneth eventually came to pick up the strategy marker from the Guilty. However, a Hanged was able to finish off the already activated Illuminated, scored Reposition so that it could move from melee with Hungering Darkness, pick up the strategy marker and pull Hungering Darkness back into melee. 

Kari and Hanged were able to finish off Lynch. Another Illuminated went to place schemes for next turn, and Beckoner seemed to be doing the same.

While Ten Thunders did get two points from their scheme, they didn't get a point this turn from Strategy. Scores tied at 7-7.


Turn 4: Tormented picked Leave Your Mark, Honeypot wanted to Reshape the Land.

We played only a few activations in, as Jack Daw was able to pick up marker from Lynch, kill Hungering Darkness again and pick up it's marker as well. Beckoner committed to Reshaping the Land, after which Kari went to stand on the center point and dropped a second marker for Leave Your Mark. She tolled Mr. Graves into a corner and tied him up with a Drowned. I still had eight action points plus signatures left to do my scheme. While there was a fleeting chance Ten Thunders might deny a point from Leave Your Mark, it was next to impossible to deny both.

So it became a 10/9-8 win for Jack Daw. 


Monday, January 12, 2026

Make It an Accident

 A 50ss game of Malifaux on Vassal.

Strategy: Wedge Informants

Schemes: Ensnare, Take the Highground, Harness the Leyline

My list:

Molly, Chaotic Conductor & Noxious Nephilim
Archie
Keepside Strangers
Carrion Fate Emissary
Rabble Riser
Night Terror
2x Crooligan

Pool: 4

Opponent had:

Lynch, Wild Card & Hungering Darkness
Gwyneth Maddox
Kara
Koji
Mr. Tannen
2x Illuminated
Beckoner

Pool: 4


Turn 1: Both crews pick Take the Highground

Honeypot had a bit easier time fulfilling their scheme, as they had a bit more options to leap on near their deployment zone. It wasn't exactly tough for Forgotten either, as they had such a repertoire of movement tricks. Carrion Fate flied a Crooligan on top of building on the right, and the same happened with another Crooligan and Noxious Nephilim to the left. Third piece was taking a charge at an Illuminated contesting center-right strategy marker and swinging the minion a couple of times before leapin on top of a rock.

Another Illuminated to the left and Koji had two terrain pieces, and near the centerpoint Kara and Hungering Darkness were holding a flooded building for their scheme.

Molly went parading on a tent near center, too. I thought that her unusual defense ability would work wonders on such a small platform, and I needed someone to place markers for Ensnare, as well as bait Honeypot uniques nearby.

Scores went 3-3.


Turn 2: Forgotten picks Ensnare, Honeypot picks Make It Look Like an Accident.

Hungering Darkness charges Keepside Strangers and nearly kills them. A Crooligan from left discarded a card to leap to Keepside Strangers, dropped a scheme next to Hungering Darkness and went to engage the thing. Keepside Strangers had already spawned one scheme marker last turn for a possible Breakthrough at one point or another.

Crooligan messed up Honeypot's scheme big time, since they were planning on throwing a kid off a window. Just a little too late Honeypot realized that the second Crooligan on top of building had Shielded. 

Forgotten got their Ensnare soon enough, as Gwyneth charged in to kill Night Terror. Turns out Night Terrors are garbage players at card games, because Gwyneth had no trouble card sharking the minion dead. However, Illuminated ones seem equally as bad at playing with ice cream, as Archie was able to pummel the guy to mist. 

Lynch nearly killed Carrion Emissary, damaging it down to two health remaining. It flied away, scared of gambling any more and instead placed two scheme markers while also contesting center-right strategy marker.

Beckoner walked to contest the same marker, tying the control. She was able to lure Crooligan off the building, but no-one believed it was an accident since the kid was shielded.

Now defenestrated Crooligan went to control bottom-right strategy marker.

Rabble Riser and Noxious Nephilim squabbled with Koji and Illuminated, neither side making much of a progress.

In the center Kara tried the only possible action for Honeypot to score their scheme, and attacked Molly. Attack hit, but didn't score Rams.

Molly was Forgotten's last model to activate, and she slapped Kara off from kitchen counter with parade baton. She had to use two Parade Routes on Crooligan to get it to contest strategy marker in the center.

Forgotten took the lead with 6-4.


Turn 3: Forgotten picks Reshape the Land with schemes, Honeypot attempts Breakthrough.

Gwyneth finishes Carrion Emissary before it is able to activate. Archie makes a tit-for-tat exchange with Beckoner, killing her before she activates.

Koji and Illuminated to the left nearly kill Rabble Riser. In fact they would have if it wasn't for a lucky Rams during Rabble Riser's attack when he was still at one health remaining.

Fortunately I was reading around opponent's cards, and noticed Illuminated's "Don't Turn Your Back" in time - I had this grand plan of flying Noxious Nephilim and Rabble Riser to bluff Search the Area for a bit, but making the markers for Reshape the Land instead.

Molly had to spend her entire activation to walk on top of central building and parade the Nephilim out of Illuminated's engagement range.

Kara continued to attack Molly, making the cat even more distracted. 

A Crooligan moved to remove a scheme marker some Honeypot model had placed on my deployment zone. That was my attempt to deny Breakthrough. Unfortunately Honeypot had plenty of more activation by then, but at least it forced Hungering Darkness to scheme around.

Both players scored full schemes and strategy for 9-7 lead for Forgotten.


Turn 4: Honeypot picks Assassinate on Molly

Noxious Nephilim tried to remove Koji from equation to get one strategy marker for Forgotten. Both of his attacks needed to hit, but the first one failed already unless I spent a thirteen from my hand - which I did. But second attack missed as expected.

Lynch scores one point from Assassinate, and also gives Molly slow. She had three health remaining. She had to activate next, and went over the central building to take a charge at Koji. Koji died, but so did Molly when Illuminated activated. 

Opponent was able to kill Keepside Strangers and Crooligan effortlessly. I still had one chance to tie the game - Archie pushing both Gwyneth and Mr. Tannen away from their respective strategy markers. Attacks hit well enough, but no masks were scored in any of the cases. Since it was double point round, Honeypot claimed a 11-9 victory.

Monday, December 29, 2025

Rusty New Year

Two 50ss games of Malifaux 4th Edition.

Strategy: Corner Recover Evidence

Schemes: Public Demonstration, Scout the Rooftops, Reshape the Land

My list:

Rusty Alyce & 2x Hollow Waif
Marlena Webster
Ashes and Dust
Maurice
Vee
Scavenger
2x Abomination

Pool: 4

Opponent had:

Jakob Lynch, Dark Bet & Hungering Darkness
Gwyneth Maddox
Kitty Dumont
Mr. Graves
Mr. Tannen
2x Illuminated
Beckoner

Pool: 3

Turn 1: Amalgam picks Public Demonstration on Lynch, Honeypot picks Scout the Rooftops

I built up an awkward chain of activations to bring Rusty Alice to pick up the first strategy marker. I had placed it quite far to the left, well out of easy reach of both Amalgam and Honeypot models.

So in the end, Maurice tossed Ashes and Dust into mud for 2", and then Ashes and Dust went to drop a scheme marker for Alyce to jump into. Then all it took was a double walk and interact.

Honeypot had placed their marker closer to center, but terrain on my side blocked an easy denial of picking up that one. I had originally chosen Public Demonstration on Lynch based on his positioning - I thought he also might take a double walk and interact to pick up the evidence. However, I didn't take into account various abilities Honeypot had for additional movement. Instead plain Illuminated went to pick it up.

I didn't have any options to block Scout the Rooftops either. At least Honeypot wasn't fast enough to get the second point from scoutings.

After Illuminated had picked up strategy marker, I was sure Amalgam lost their scheme points this turn. However, Scavenger had advanced mid-field. He had shot the scoring Illuminated with shotgun without much of an effect. Although failure, this baited Lynch to eclipse himself closer and start hacking at Scavenger. I still had one Abomination left to activate, and it took a double walk to hug Lynch.

Both players scored strategy and one point from their schemes for a 2-2 tie.


Turn 2: Amalgam picks Detonate Charges, Honeypot picks Leave Your Mark

Amalgam minions were lit this turn. Scavenger and Abomination scared Lynch away after they brought him down to six health remaining or so. The second Abomination was able to kill the Illuminated that had picked up strategy last turn. 

After Lynch escaped, Hungering Darkness entered the brawl in his place, and got shot four points of damage from Hollow Waif thanks to a Red Joker.

Honeypot wasn't quite as adept at dishing out damage, but didn't fall much behind. Especially Maurice was a sorry punching bag, missing all of his attacks. At least he bled Injured all over enemy models while going down to four health remaining.

I was quite powerless to stop Honeypot from leaving their mark on the centerpoint, especially after Mr. Graves, Kitty and Illuminated spawned a total of four scheme markers there. Rusty Alyce could have gone and removed one of those, but instead she went to a terrain to place two scheme markers to it, thus scoring extra points from scenario.

Vee is amazing model to spawn a bunch of scheme markers, too. Her and Marlena were able to score Detonate Charges for two points from Hungering Darkness.

Both players scored strategy, but Amalgam did it twice. Both crews got two from scheme, so Amalgam got the lead at 6-5.


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

With great trouble Amalgam was eventually able to score Grave Robbing reveal from Hungering Darkness. Ashes and Dust was able to pick one enemy remains for the second point, but Mr. Tannen used his invisible hand to turn another remains into a scheme marker. So I needed to kill one more model for two points from scheme. I certainly tried, but Mr. Graves was too difficult to take down with the models I still had left to activate.

Oh well. At least Rusty Alyce was able to royally screw Honeypot by taking a walk to contest bridge terrain that was controlled by Kitty Dumont. She took a shoot at Beckoner to summon Abomination, and shoved Kitty off the bridge for good measure anyway.

Mr. Tannen had one terrain for Take the Highground, but the summoned Abomination was now contesting the second piece Honeypot had.

Illuminated was able to take a double walk to scale on the hill, but would have needed to also succeed in his bonus action, since you have to go 100% supported with scale terrain. This action failed when opponent didn't have any cards in hand, which robbed Honeypot scheme points this turn.

Honeypot did manage to claw strategy point from Maurice, though. Hungering Darkness gave the point for Amalgam, so Alyce's lead grew to 8-6.


Turn 4: Amalgam picks Runic Binding, Honeypot picks Make It Look Like an Accident

Mr. Graves was able to fell a Hollow Waif from top of terrain, but she was left alive with two health remaining or so. To deny Make It Look Like an Accident, she tried to hide behind the same building she had stood on. Lynch did some odd shenanigans with eclipses and whatnot, and went to kill her anyway.

Vee had managed to craft a perfect Runic Binding if Lynch had stayed in place. I was weighing if I should reveal the scheme for just one point now that Honeypot had surely secured two. In the end I decided to take the one point as I was ahead in points anyway.

Various models were able to kill the summoned Abomination. Rusty Alyce attempted a hail mary set of perfect actions. First, she needed to shoot Beckoner dead with one shot, then Scrounge to Abomination's corpse to touch both Abomination's strategy marker and pick up Beckoner's strategy. She managed just that, and we called it a game. Game ended in 10-8 victory for Rusty Alyce. At best Lynch could have narrowed it down to 10-9.


Game 2:

Strategy: Flank Boundary Dispute

Schemes: Detonate Charges, Harness Ley Lines, Public Demonstration

My list:

Rusty Alyce, Rider Remade & Soul Battery
Marlena Webster
Vee
Hard Stop Herbert
Scavenger
Abomination
Necropunk
Angel Eyes
2x Bloodwretch

Pool: 3

Opponent had:

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

Pool: 4


Turn 1: Amalgam: Public Demonstration on Peacekeeper. Augmented: Public Demonstration on Hard Stop Herbert.

Early on Vee pushed Alyce and Marlena a wee bit forward. That was the first mistake. 

Hoffman gave Melissa fast and extra walk, so she got into position to blast Rusty Alyce four times, hitting with each shot. Each shot dealt two damage. 

I had a bunch of 13's on my hand, so Marlena Webster took a walk and shot Melissa with her healing shot, but only managed to heal two points from Alyce.

And then Peacekeeper walked and used Wrecking Ball to charge Marlena. Fortunately it did only three damage or so, but this left Marlena a prime target for assassination next turn.

However, Peacekeeper was now in easy to reach position for Public Demonstration, and that was indeed what happened. Rusty Alyce jumped over a fence to get Peacekeeper within 6", and summoned two Abominations to the demonstration target before galloping away much like brave sir Robin.

Hard Stop Herbert and Bloodwretch were delivering a strategy marker to top, where it looked like Warden and Watcher would be the main adversaries. 

Another Watcher as well as Hunter were delivering two strategy markers towards bottom, where I had Scavenger and Bloodwretch.

I was able to present Augmented a dilemma to either score one point from Public Demonstration or one point from strategy, but not do both. They took the strategy.

Amalgam took the lead with 3-1, as their public demonstration was a SMASHING success.


Turn 2: Amalgam: Detonate Charges. Augmented: Assassinate on Marlena Webster

Peacekeeper started smashing Marlena as the first activation of the turn, scoring Assassinate both reveal and end condition instantly. It still had actions left to smash Necropunk in one hit.

I wanted to bring Rusty Alyce to middle, but Melissa's gatling gun had put the fear of god in Alyce. Both Abomination and even Bloodwretch went to engage Melissa. They were all dealt with easily enough, but Melissa wasn't able to blast everyone dead, as she had to scale on top of terrain to yeet my strategy marker back whence it came.

Angel Eyes took a shot at Watcher, who stumbled out of her reach with crew card shenanigans. The thing leaped to bully my strategy markers even more. Finally Scavenger was able to put an end to the Watcher's rampage over my precious little markers, and out of spite scrounged Watcher's corpse off from board. Which was a short-sighted mistake.

Vee was important model to score Detonate Charges, as she passed Secret Inspection checks left and right without cheats. This left Hard Stop Herbert able to walk, scale and interact Augmented strategy marker away, which in the end was the factor that forced Melissa's hand.

Lastly, Rusty Alyce charged Peacekeeper after detonating some charges, and managed to dish out five damage or so. However, she was now in a precarious position even if she had managed to heal up back to seven or so, and Augmented had the start next turn.

Only Hoffman scored strategy this turn, but Rusty Alyce got two scheme points easily enough.

Amalgam was still leading with 5-4.


Turn 3: Amalgam: Graverobbing. Augmented: Detonate Charges

... and this is where everything fell apart.

Although Peacekeeper failed to kill Rusty Alyce, she was equally unable to kill Peacekeeper. I had the option to run away with last action, but instead I was greedy and tried to finish the thing for graverobbing purposes. I didn't have the cards to secure that, so obviously it failed miserably, and now Alyce was sitting with two health remaining.

Hoffman healed Peacekeeper a little, charged and killed Rusty Alyce.

Peacekeeper was at three health remaining without Shielded. Abomination tried to claw it dead. I thought that if I a managed to land a total of two points and Injured to the robot, it'd die. But damage was only one, without Injured. So Mechanical Attendant just moved, schemed and healed Peacekeeper back to unfortunate amounts of health.

I still threw everything I got at Peacekeeper to score schemes, but killing took the effort of my entire remaining crew. The flips were absolutely miserable.

However, Scavenger was MVP of sorts. He took off from melee with Hunter, Scrounged to Guild scheme marker and shot the Peacekeeper dead. This gave me a point, and denied a point for Augmented. But the thing was, Scavenger was my second to last activation - it was impossible to get extra point from Graverobbing. And Augmented dominated the strategy markers, and most of the board so totally that we didn't continue the game even if Amalgam was still leading the scoreboard with 6-5.


Turn 4: Amalgam: Runic Binding. Augmented: Take the Highground.

Third turn was such a horrid spectacle that we did not play fourth turn. It was clear Augmented would get four points, while Amalgam had a minimum and maximum of one. 

Augmented won with something around 9-7.

Fun fact: I didn't receive Red Joker in any of my flips throughout the game. Not even in checks that essentially waste Red Joker. Same can't be said of the Black Joker, who certainly made an appearance every single turn. 


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.

Wednesday, October 29, 2025

Covert Game of 3rd

 A 50ss game of Malifaux 3rd Edition.

Strategy: Flank Covert Operation

Schemes: Sabotage, Secret Meetup, Public Demonstration, Catch and Release, Leave Your Mark

My list:

McMourning, Insanitary & Zombie Chihuahua
Batsch & Amalie
Leftovers
Rafkin
Corpse Curator
Nurse
Guild Autopsy
Canine Remains
Enslaved Spirit

Pool: 3
Schemes: Catch and Release (Guild Autopsy), Public Demonstration (Curator, Nurse, Canine Remains, Enslaved Spirit)

Opponent had:

Shenlong & 2x Aspiring Students
Sensei Yu
High River Monk
Lotus Eater
2x Fermented River Monk
2x Wandering River Monk

Pool: 5
Schemes: Secret Meetup (Batsch&Amalie a Wandering River Monk), Sabotage (a power generator to right)


Turn 1:

First turn Monks claimed top-right quarter with Shenlong, Yu, both Fermented River Monks and a Wandering River Monk. That was unfortunate, since I really hadn't much else than Batsch & Amalie and Enslaved Spirit going there, having set up McMourning's factory along the bottom fork of my flank deployment.

Which I messed up, by the way. I charged McMourning too far from Corpse Curator, so I wasn't able to summon a Flesh Construct. To cut my losses, McMourning gave some extra legs for Guild Autopsy and Rafkin.

Only the two versatiles of my crew got away from bottom-right quarter.

Monks also spent quite a bit of time meditating, but they were still far more spread out that Experimentals. High River Monk, Lotus Eater and a Fermented River Monk were in a position to easily redirect to center-left strategy marker, and the second Wandering River Monk was speeding uncontested towards bottom-left strategy marker.


Turn 2:

Soon enough a Fermented River Monk went to charge Batsch and Amalie. With the last possible attack Batsch & Amalie backed off from engagement range. 

... from that point on, models just kept piling up to the narrow passage between a container and nurgle tower. 

Shenlong had charged in to drop Enslaved Spirit dead, but somehow failed at that. Nurse, the spirit, Guild Autopsy and even Lefovers surrounded Shenlong. Right next to that septic blob were the Batsch & Amalie, Fermented River Monk and Wandering River Monk, so that's a concentration of 41 point plus one master.

In the center, High River Monk and Fermented River Monk were attacking Corpse Curator, dealing plenty of damage, but the armored skeleton had like ten points of poison for heals. Later, McMourning walked in to summon a Flesh Construct to the mix.

Rafkin took a double walk near center-left strategy marker to screen Canine Remains, who was a claimer for me this turn. 

Monks claimed bottom-left strategy marker, Experimentals got the center-left. Experimentals had ganged up on Shenlong to claw both scheme reveals. However, Monks also got one of their scheme - Secret Meetup with Philip & Nanny and either Wandering or Fermented River Monk.

Scores went 3-2 for Resurrectionists.


Turn 3:

Shenlong wanted to kill Guild Autopsy, but first he had to remove Enslaved Spirit. This did happen, but it took two action points. McMourning's extra legs saved Guild Autopsy, when Shenlong cheated a Red Joker for damage with dragon kick thing. Nurse also lost 66% of her health.

Nurse could be sacrificed, so Zombie Chihuahua healed Guild Autopsy for five. 

Yu and Fermented River Monk tried to kill Batsch & Amalie, the pair was gobbling up soulstone refreshments in record time between their waltzes. Same kind of happened at the center, where Corpse Curator miraculously managed to survive yet again. So did all the Monks, too, despite Corpse Curator, Flesh Construct, Canine Remains and McMourning mauling High and Fermented River Monks.

Near the center-left marker, on top of a building, Rafkin was barely holding up against Lotus Eater and eventually even an Aspiring Student - who was about to become first casualty for Monks after purposefully botched blood transfusions by Rafkin.

Wandering River Monk relocated to center-left strategy marker.

Leftovers and another Wandering River Monk claimed top-right strategy marker.

Resurrectionists continued with 4-3 lead.


Turn 4:

... and then there was a traditional turn where everybody died. Or at least Batsch & Amalie and Canine Remains, High and Fermented River Monk, and both Aspiring Students did.  

Since Yu and Shenlong were camping near the right edge of the board, I figured scoring Public Demonstration end condition might prove problematic, especially after losing also Canine Remains. Nevertheless, Nurse parked nearby and Zombie Chihuahua tried to go and stall the master and henchman. But I considered more important to try to secure all strategy points, and bottom-left strategy marker was way out of my reach. McMourning and Guild Autopsy ran towards is fast as they could, but still it would take a lot to get there next turn.

Fortunately both High River Monk and Fermented River Monk died from the center so that Corpse Curator was free to claim center-right.

Leftovers would have liked to go to deny extra movements for Shenlong and Yu, but before they got the chance to activate, Wandering River Monk leaped to push the thing inside severe terrain.

Ten Thunders didn't get a strategy point, but scored their second scheme of Sabotage. Resurrectionists got strategy, continuing the 5-4 lead.


Turn 5:

Last turn was mostly just about if Experimentals could get bottom-left strategy marker and end point from Catch and Release - and if Monks would get center-right claim as well as their schemes.

Public Demonstration was denied easily enough. Corpse Curator did t


ry to deny Secret Meetup end condition by removing enemy scheme with Dredge Up, but that didn't amount to much even when the resulting melee attack scored crow trigger.

Resurrectionists couldn't deny Ten Thunders schemes, but they did lack the models to go and claim additional strategies.

Wandering River Monk wasn't able to grab Catch & Releasing Guild Autopsy, who was also claiming a strategy point from bottom-left.

Game ended in a narrow 7-6 victory for McMourning.

Monday, July 7, 2025

Survival Elections

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

Strategy: Standard Cursed Objects

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

My list:

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

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

Opponent had:

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

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


Turn 1:

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

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

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

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

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

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

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


Turn 2:

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

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

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

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

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

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

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

Hunter was speeding towards my deployment zone.

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

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

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

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


Turn 3:

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

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

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

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

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

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

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

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


Turn 4:

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

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

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

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

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

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


Turn 5:

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

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

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

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


Game 2:

Strategy: Flank Covert Operations

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

My list:

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

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

Opponen had:

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

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


Turn 1:

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

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

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

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

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

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

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

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

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


Turn 2:

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

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

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

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

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

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

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

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

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

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

Scorest went 3-1 in favor or Hamelin.


Turn 3:

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

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

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

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

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

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

Lynch went to place a scheme near Benny. 

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

Scores evened out to 4-4 tie.


Turn 4:

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

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

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

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


Turn 5:

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

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

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

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

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

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