Showing posts with label vassal. Show all posts
Showing posts with label vassal. Show all posts

Thursday, August 6, 2026

Elephant Gun Indeed

 A 50ss game of Malifaux 4th edition on vassal.

Strategy: Corner Recover Evidence

Schemes: Take the Highground, Graverobbing, Runic Binding


My list:

Molly, Chaotic Conductor & Noxious Nephilim
Strange Lady
Archie
Grave Golem
Philip & the Nanny
Night Terror
Gravedigger

Cache: 2


Opponent had:

Lucas McCabe, Dismounted Hunter & Luna
Sidir
Alleyway Echo
Desper LaRaux
2x Rough Rider
Ruffian
Hopeful Prospect

Cache: 3


Turn 1: Both pick Take the Highground, because what else are you going to pick?

Molly takes three walk actions. What an effective use of master action points! Well, she was dropping corpses left and right. I wanted to test if Gravedigger was any good with conductor Molly, and I suppose the first turn was alright. The digger was able to onward, walk and interact the strategy marker I had placed to bottom-right quarter far from everything.

Molly and Night Terror climbed on top of a rock, while Philip & Nanny journeyed up, preparing a shielded on top of a hill. 

Large building next to my deployment had a well-built roof since it was able to hold Archie, Grave Golem, Noxious Nephilim and even Strange Lady. Archie had been pushed around so it could take a couple of swings at nearest Rough Rider, dealing weak damage before leaping on top of the building.

Wastrels had spread out in a similar fashion. Alleyway Echo was slithering towards enemy strategy marker on top, and one Rough Rider was keeping a building to the right... and the rest were at or near the center. Lucas, Sidir and Ruffian were holding a rock near center. Sidir even managed to shave off some four or so points from Archie.

Both scored two easy points from Take the Highground

Forgotten took the lead with 3-2.


Turn 2: Both pick Make It Look Like an Accident.

What a mess.

Out of my 21 action points, I counted that at least THIRTEEN went directly into removing Sidir Alchibal from board, and I'm not even counting action points that went into positioning towards that end goal! And that count included two attacks from Archie (one via Strange Lady's soulstone trigger since Archie had been slowed), and three attacks from Grave Golem.

And Sidir didn't even die.

Well, at least Noxious Nephilim was able to drag him off the rock to score a point from Take the Highground, and the slew of action points thrown at the henchman gave Forgotten the second point as well.

But sheesh. The center was so crowded that I lost Noxious Nephilim and Archie - and just as an added insult the one who did the killing shot against Archie was Hopeful Prospect.

Just about all Resurrectionist models were at the center, sans Gravedigger, and Strange Lady who was involved in the center game. So were the Wastrels, even Desper LaRaux who stubbornly wanted to remove Noxious Nephilim from board instead of doing schemes or whatever Desper enjoys doing.

Since Wastrels had also the same scheme as Forgotten, Luna, Rough Rider, Lucas and Hopeful Prospect at least had to spend an assortment of action points, but not THIRTEEN! 

Anyway, opponent had easy time scoring strategy, since I hadn't been able to drop any  strategies. 

Scores tied at 5-5.


Turn 3: Forgotten takes Reshape the Land, Wastrel takes Ensnare

Grave Golem activated and took three swings at Sidir who was at three, and the henchman died in the perfect world. But one has only to open up the news feed to notice this is not the perfect world. Golem missed every attack.

At least Philip and the Nanny trampled over Sidir with prams? Well... kind of. They did hit their attack, but Sidir was able to discard Timeworn Blade to reduce that damage. Deadly Banter was able to damage him somewhat, but he had been healed for a bit in-between. Sidir activated, used an artifact to teleport to rock formation. He started blasting with machinegun, but Philip & Nanny pushed him to melee with Molly. This scared Sidir, who was at two or three, enough that he just walked away from melee.

Molly paraded Philip & Nanny on top of the rock, and thankfully Sidir failed the damage check. Sidir was now at one health remaining, and Molly had prepared Adaptable at some point in the game. I figured out a hilarious way to end this miserable affair. Molly laughed maniacally, which was enough to push Sidir over the edge. Literally. Mask trigger gave him a point of falling damage. 

Throughout the game Desper had taken quite the trampling from Molly's parades and abandoned token, and Night Terror was able to randomly snipe Desper off from the board. I guess that kept me in the game.

Luna was tearing Grave Golem, and Hopeful Prospect shot it off the board - not! That would've been a bit too much, really. Hopeful Prospect to kill both Archie and Grave Golem.

Instead it just procced Golem's demise, and gave it a tick of poison.

Eventually Alleyway Echo used secret passage to charge Grave Golem. It hit and carved Golem down to one. Opponent had no cards in hand when the Echo tried to use Timeworn Blade to trigger Terror of some kind of lane. He flipped too low to succeed... so in the end it was Hopeful Prospect who indeed caused both Archie and Grave Golem to go down. Bleh.

Ruffian had easy time scoring two point Ensnare from Philip and the Nanny. Fortunately Gravedigger had equally easy time planting ga



zillion scheme markers (two, plus two from previous round) 

Ground was littered with strategy markers for Wastrels, so I didn't even bother contesting the strategy.

Explorer Society took the lead with 8-7


Turn 4:

It feels like rather rare that both players have fully scored their schemes by the last turn. Fortunately neither player had yet scored extra point from strategy, so there was some other objective around when Forgotten were so far behind in attrition.

Philip & Nanny picked up one of the strategy markers, and went to drop a scheme into forest that was just within 6" of enemy deployment. 

Eventually Molly was able to deliver the remaining three, and although we initially played the extra point tad wrong, Explorer Society had no trouble getting a ton of schemes to the big building near Resurrectionists deployment. Unfortunately strategy was tied as well, which lead to 10-9 victory for Lucas McCabe.


Wednesday, July 15, 2026

Rat is a four letter word, suppose Nix is as well

 A 50ss game of Malifaux 4th edition.

Strategy: Flank Boundary Dispute

Schemes: Leave Your Mark, Assassinate, Scout the Rooftops

My list:

Hamelin, Piper & Benny Wolcomb
Nix
Fumigator
Tunnel Rats
Johan Creedy
2x Rat Catcher
Stolen

Pool: 4

Opponent had:

C. Hoffman, Inventor & Edie
Peacekeeper
Clipper
Warden
2x Hunter
2x Watcher

Pool: 4

Turn 1: 
Plague picks Scout the Rooftops, Augmented leaves their mark.

Early on Guild put Peacekeeper on the central platform without having even been activated yet. I was horrified, all my models were easily within reach of a 12" charge threat. 

Nix had to spend an eleven and a twelve from my hand to land Blight token on Peacekeeper before walking within 3" of the scary robot. In the end it was a good trade since it kept the scary robot in check, unable to do much. 

Clipper had flied with Hoffman closer, and they both went to drop enough scheme markers to center point to account for Rat King's devour abilities.

Benny and Hamelin had spawned more than enough rats for that Rat King to form. Rat Catchers had not managed to do the same, especially when Benny turned one of the rats into a scheme marker for Scout the Rooftops. Rat King did little else except that it removed a pylon.

Johan Creedy managed to leap to Peacekeeper. He started hammering Hoffman with relic hammer, but managed barely to scrape off some paint.

Stolen and Tunnel Rats dropped enough schemes for Scout the Rooftops. Augmented had over-secured their Leave Your Mark, so that was two points for both. However, two Watchers and the Hunters ensured that Plague fell behind in scenario and Guild took the lead with 3-2.


Turn 2:
Plague picks Detonate Charges, Augmented Makes It Look Like an Accident

A Hunter pulled down Rat King from center platform, but didn't manage to kill it. The Rat King got to Watcher before it was able to activate and surprisingly enough killed it. This was incredibly good news for Tunnel Rats, who were then able to deliver a strategy marker to enemy deployment zone.

The platform saw some intense fighting. Nix charged in to guard two strategy markers, and to get Hoffman, Peacekeeper and Clipper within loose bowels range. Hoffman lost his Blight token, though, because Nix considered it better to stun him.

Hoffman beat Johan down to two remaining, and Johan smacked five points of damage back with a Red Joker. Both Peacekeeper and Clipper spent most of their activations trying to kill Johan, but only brought him to one remaining. At moments like those the cost of ten makes sense for Nix. Clipper did snipe the Rat King off from the board, though.

Fumigator charged in to guard a strategy marker he just threw around. Attacks missed, checks failed.

Hunter attacked him back and brought him down to four remaining. At least Hunter took two points from hazardous terrain throughout the turn. 

Hamelin and Stolen played volleyball with two strategy markers with Watcher and Warden. 

Rat Catchers brought in so many rats that another Rat King formed and tore Hunter down to three health remaining. The catchers managed to throw away one enemy strategy marker back to their side, which meant a strategy point for me this turn.

However... I had been so busy navigating the high-stakes puzzle at the center that I was not able to get enough schemes to score even one point from Detonate Charges. I decided to keep the scheme, though, since I think I managed to bluff Leave Your Mark of my own.

So, Guild kept the lead at 6-3. Sure, point situation was not ideal, but board state did not look too bad.


Turn 3:
Plague kept Detonate Charges, Augmented takes Breakthrough. 

... things were really starting to heat up at the center. And holy moly Nix is a terrifying model if opponent lets it be - the doggo absolutely dominated the platform, essentially continuously giving Slow to Clipper, Hoffman and Peacekeeper. However, Peacekeeper was able to kill Johan as the first activation. Not much I could do about that. 

Hoffman and Clipper placed schemes on the centerline. One was removed by a devouring Rat King, another was removed by obeyed Clipper. 

Third one, late in the turn, was placed by Warden, and that one stuck.

Edie placed one in the deployment, so I kept a keen eye one the surviving Watcher. I left Benny as my very last model to activate, and that was enough for Guild to ditch their Breakthrough. Instead, Watcher delivered a strategy marker to my deployment. 

However, Stolen had managed to throw another strategy marker to enemy deployment, so Plague managed to claim the upper hand at strategy. They finally managed to score Detonate Charges as well, so scores tied exactly at 6-6. Round ended with seven rats on board without me particularly even trying to summon them... those raises just kept coming.


Turn 4:
Plague picks Take the Highground, Augmented tries to Assassinate Nix.

Guild started by taking out one of my strategy markers out of their deployment zone, and then guarding it with a Hunter. 

I considered my options. I wanted to kill Hoffman before he'd activate, so I thought that opening up two strategy markers by moving Nix behind Peacekeeper would work, especially as Hoffman had blight token to remove for the spectral bite, and I had a 13 in my hand.

Nix landed Red Death just fine, just ripping off Shielded from Hoffman. Then the good boy bit Hoffman, and Hoffman said: bad boy! Nix was so shocked from those words, which essentially functioned as the Red Joker for Nix.

Then Peacekeeper activated, and beeped as well: Bad, bad boy! Nix was so devastated that he drew Black Joker for defense. 

After Peacekeeper was done castigating Nix, he was reeling with five health remaining, and Guild got their first point from Assassinate.

Hamelin activated and went to guard the strategy markers Nix had left. He did crew action on Hoffman, leaving him down to four health. Then he obeyed Nix to attack. Attack hit home and Guild master was done.

Losing master's full activation was a hit Guild could not take. Tried as they might, Nix endured all the attacks made against him - thanks to blight tokens. 

And because Nix refused to die, Guild didn't have enough actions left to challenge strategy. 

A 10-7 victory for Plague.


This was first time I used two Rat Catchers and Nix with the piper, and I was almost horrified at how well they all functioned together. Last two turns there was a constant mass of six to seven rats on board, which meant Nix could wantonly cancel enemy actions, after which they'd just get blight right back. 


Sunday, July 12, 2026

Contrary to popular belief...

... peons DO count for strategies. Stay tuned! 

A 50ss game of Malifaux.

Strategy: Flank Informants

Schemes: Detonate Charges, Frame Job, Harness the Leyline

My list:

Kirai, Envoy of the Court & Ikiryo
Datuse Ba
Kuchisake-Onna
Oskar
Shikome
Gwisin
2x Enslaved Spirit

Pool: 4

Opponent had:

Dreamer, Fast Asleep & Lord Chompy Bits
Bandersnatch
Widow Weaver
3x Alp
2x Stitched Together
2x Daydream

Pool: 4


Turn 1:
Urami picks Frame Job with Ikiryo, Nightmare harnesses the leyline.

From top to bottom, Lord Chompy Bits took a double walk to threaten top-left strategy marker after Enslaved Spirit had ruined his bed that Dreamer had made. 

Ikiryo goes to bluff Harness the Leyline, Detonate Charges and Frame Job to the top-left marker. Alp leaped, walked and charged the totem. I had to cheat to fail the defense, which I did, to score two points from Frame Job.

Kirai eventually summoned a Gwisin out of the very same Alp, as I was a bit worried Lord Chompy Bits might chomp Ikiryo next turn.

Nightmare had both Daydreams loitering in their deployment zone, and one Stitched Together to guard the strategy marker.

In the center there was a big melee. Hired Gwisin and Shikome had taken position there to control the center marker before Dreamer came to beat up my minions. Fortunately there were not other Nightmare models there to power up the bat. After he and another Alp were done, both Gwisin and Shikome were down to five health remaining. Oskar wanter to join the party, and smacked the Alp down to three plus poisoned. And yet this packing up of models within 4" of Dreamer wasn't enough to give me control of the center marker, when Stitched Together took a double walk to start contesting. Oh well.

Below, Widow Weaver placed a shadow lair for Bandersnatch to teleport to. This eventually enabled Bandersnatch to drop a scheme marker to the centerline and charge Seishin Datsue Ba had been saving up for an extra activation.

Scores went 2-2 from my full scheme and opponent getting 1+1.


Turn 2:
Urami has a public demonstration on Dreamer, Nightmare assassinates Kuchisake-Onna

Such a brutal turn.

In the end, the totems were brawling near the top-left marker, both contesting it. In the picture there is Enslaved Spirit that has not yet resolved the flicker token.

A Stitched Together abandoned a strategy marker to kill Shikome, who had tried to escape the center.

Another Stitched Together removed the hired Gwisin. I was quickly running out of minions to score Public Demonstration!

To get any points at all from scheme I had to do a silly activation with Kirai, delivering the summoned Gwisin and Enslaved Spirit within 2" of Dreamer and dropping a scheme nearby, essentially not using any of her master abilities. 

Below, opponent was eventually able to kill Kuchisake Onna - although not before she had activated and summoned Seishins and a bunch of Gakis. Gakis were instrumental in killing the Alp that was contesting strategy marker there. Unfortunately all the Seishins were removed by Daydream arcing its attack from under a bed nearby, and even grabbing the minion to itself.

Widow Weaver and Bandersnatch were able to overpower Datsue Ba at the bottom-right marker. 

Resurrectionists lost a staggering amount of models, but at least all three Alps went down with them as well.

At an enormous cost Resurrectionists got two points from Public Demonstration, while Neverborn took the lead with 5-4 from two from schemes and the strategy.


Turn 3:
Urami assassinates Lord Chompy Bits, Nightmare detonates charges

Chompy Bits gets under the bed, and it and Dreamer remove Oskar without too much of an issue. Another Enslaved Spirit took a flicker token as well. Kirai summoned a second Gwisin to the center, so she was rather well protected from Dreamer and Lord Chompy Bits next turn.

The Gwisins and Enslaved Spirit were able to kill a Stitched Together at the center, and Oskar and possibly Kirai herself killed Lord Chompy Bits... the first time around. Dreamer summoned it right back, but at least now the totem was no longer counting towards strategy.

So, only masters were contesting the central marker. As my last activation Ikiryo went to charge and kill a Daydream, and went to claim the marker for Resurrectionists.

Datsue Ba was severely mauled by Widow Weaver's spell action, so she took flight from melee with Bandersnatch. Fortunately the spider did not follow and instead teleported to a shadow lair to drop scheme markers near Gaki for Detonate Charges. 

This time I was able to be the only player getting strategy points, plus full scheme points. However, the lone Gaki was easy target to get full points from Detonate Charges as well.

Scores tied at 7-7.


Turn 4:
Nightmare attempts to Take the Highground.

Widow Weaver came to contest the strategy marker that had Datsue Ba guarding it. But that was not enough, Chompy Bits just walked out of engagement and charged the granny. Thanks to a prepared Shielded she was left alive, but Bandersnatch was able to leap to a shadow lair that had been conjured up by Widow Weaver. Datsue Ba died, and Bandersnatch continue on its way on top of Ht 2 terrain. 

Gwisin was unable to kill Daydream with a single attack. However, Ikiryo and Kirai did much better against Dreamer, getting that kid off from my lawn. Permanently. 

It was looking good, since I would a



t least be able to block Take the Highground from Neverborn with my last Gwisin. Both Ikiryo and Kirai were controlling the central marker. At worst game would end in a draw. Opponent only had a Daydream left to activate.

...

...

Yeah.

Daydream targets Kirai and succeeds with the attack, claiming an extra raise from fright token.

And Stitched Together was able to easily get to contest the strategy marker on top of centerpoint.

So, the game suddenly turned to 9-7 loss for Resurrectionists. 



Sunday, May 24, 2026

This is not a dispute, this is a massacre

 A 50ss game of Malifaux

Strategy: Wedge Boundary Dispute

Schemes: Frame Job, Take the Highground, Public Demonstration

My list:

Seamus, Last Breath & Copycat Killer
Strange Lady
Madame Sybelle
2x Dead Dandy
2x Mourner
Gravedigger

Pool: 3

Opponent had:

C. Hoffman, Steel Sculptor & Mechanical Attendant
Peacekeeper
Melissa KORE
Clipper
2x Hunter
2x Watcher

Pool: 2


Turn 1: Resurrectionists took Public Demonstration, Guild picked Take the Highground

Lines were closing in with such almost never-seen-before symmetry. Guild did take it further to the centerline, but they had to with their scheme, which Augmented scored without issues.

Resurrectionists had a bit more issues since they had no effective placement tricks outside of Seamus. Strange Lady at least gave interacts left and right so that both players got all of their strategy markers past centerline.

Public Demonstration did require some struggle. Clipper didn't go where I expected, so Madame Sybelle had to move it on top of the highest building near my deployment. Hoffman had not yet activated, so I was worrying he would give a walk for Clipper. It was about half an inch away from Strange Lady's aura, so Seamus had to Secret Passage, strike twice to score Shove Aside and then Secret Passage away. 

Thus, both players scored full points turn one for a 3-3 tie.


Turn 2: Resurrectionists took Assassinate on Clipper, Guild picked Search the Area

Seamus activated and killed Clipper with a line of 13, 12 and 11 in my starting hand. In a perfect world, that is. Opponent was flipping good and cheated severes from hand as required. Clipper was brought down to three, after which is just activated and ended activation within 6" of Hoffman to heal four. Strange Lady got to the building as well, charged and moved Clipper off the building. I still had Dead Dandy and Mourner to deal with it.

Despite Dandy attacking it with a stat of 6 versus willpower of 4 and a three for minimum damage, the bugger just somehow wriggled until the end of turn with three health remaining. Infuriating.

Oh, ho, ho. You sweet summer child. THAT was supposed to be infuriating? How about this.

Hunter activated, charged Dead Dandy. Red Joker and a Pouncing Strike to Mourner that deals in damage. Second action point was to attack Mourner, which killed her and scored Pouncing Strike to Dead Dandy, which killed a second minion that still had not yet activated. Hunter got Fast, but fortunately at least that harpoon attack missed it's target, but that... that stuff right there was crippling.

Gravedigger died as well before it got to activate.

At least all of these models dying before they got to activate had something positive to come out of it. Augmented got zero points from their scheme, because there was no-one left to activate to score those points.

However, Augmented absolutely dominated the strategy this round, and Resurrectionists only got one point from their scheme as well. Scores were a 4-4 tie.

Situation was grim, but we still continued because there was some game left thanks to no points from Search the Area.


Turn 3: Resurrectionists took Runic Binding, Guild picked Breakthrough

I tried to block opponent from scoring full points from Breakthrough, and at least I did make him exert some effort to do that. 

Sybelle was in a good position to affect strategy, but Hunter was in a better position to affect Sybelle. Hunter would need to die, but Sybelle just wasn't able to do that alone in one activation.

Copycat Killer was able to press strategy a little, but that was not enough because Madame Sybelle was tied up. Usually it should be the other way around with Madame Sybelle, I suppose. 

At least Dead Dandy had been able to remove Clipper before it activated.

Seamus was imperative in making the Runic Binding go off, so both crews took full points from schemes. Only Guild did strategy, though, so they got a 7-6 lead.


Turn 4: Resurrectionists took Ensnare, Guild picked Assassinate on Seamus

Although it was a desperate situation for Seamus, we did some activations to confirm. Strange Lady was able to get a point from Ensnare easily enough. Opponent activated Hoffman first to get rid of one of my strategy markers, which in itself was bad but Seamus did a secret passage to a Watcher that had Hastened and Fast conditions. He was able to kill it, but it took all actions so he wasn't able to push back the strategy marker Hoffman had just tossed away. This put Seamus out of reach from most Guild models.

Madame Sybelle was able to kill the Hunte



r that was tormenting her, but since that took both actions as well, there was little she could do to affect strategy. 

The surviving Mourner was able to damage the second Watcher before it got to activate, but did not score a kill. 

Around there we stopped game, because Dead Dandy alone in my deployment zone wasn't going to tip the strategy over to me. In the end scores werent' that terrible despite the outrageous rampage of Hunter on turn two. Game was a 9-8 loss which could have been a 10-8 loss if opponent was able to deal a couple more points in to Seamus.


Sunday, May 10, 2026

Endure Not

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Plant Explosives

Schemes: Ensnare, Take the Highground, Grave Robbing


My list:

McMourning, Insanitary & Corpse Curator
Sebastian
Rogue Necromancy
Leftovers
Oskar
Kentauroi
2x Dapperling

Pool: 3

Opponent had:

Clampetts, Ballyhoo Bucket & Judd&Honey
Uncle Boggs
Aunty Mel
Sir Vantes
Mossbeard
3x Buckaroo

Pool: 1


Turn 1: 
Experimental Ensnare, Anglers Take the Highground

Resurrectionists were being cagey with their activations, activating both Dapperlings first and McMourning walking and spamming graft tokens on Leftovers, Kentauroi and Sebastian. But eventually I had to open up my game, and Oskar activated to move Rogue Necromancy a little forward via actions and triggers, and he walked and scaled to a height 3 terrain.

Aaand that's when hell started raining on Oskar. Aunty Mel, Judd and Honey and Sir Vantes went to attack him. Thanks to some luck, Oskar ended the turn with seven hit points... and he was in cover against all of the attacks.

However, eventually Bayou activated Clampetts to go and place a strategy marker past the centerline. This opened up Leftovers to leap to Mossbeard and place a couple of scheme markers to get at least one point from Ensnare, enabled by Corpse Curator.

One Buckaroo to the left placed a strategy marker, and Clampetts had placed another. Obnoxious Rogue Necromancy took a soulstone leap, interacted a strategy marker and charged the Buckaroo. Didn't hit, though.

Kentauroi dragged McMourning to centerline and placed its strategy marker, while Sebastian walked to centerline, dropped explosive and graft-leaped to a Buckaroo. 

Anglers had plenty of spaces to get two points from their scheme, while Experimental could take just one. They did, however, tie the score by scoring strategy alone for a 2-2.


Turn 2:
Experimental picks Search the Area, Anglers Make It Look Like an Accident

Right of the bat Anglers took a point from their scheme by making Oskar fall from the rocky terrain. Oskar took flight right after, trying to hide behind the height 3 terrain. In the end this did not work out, as Judd & Honey were able to climb on top of the terrain and shoot Oskar below fifty percent.

Rogue Necromancy botched it's activation, trying to eat a Buckaroo that escaped with two health remaining. Two other Buckaroos ran into or near my deployment, and there was little I could do to prevent that.

Corpse Curator went to place a scheme marker to my deployment zone for next turn's possible Breakthrough, and then went to scale on top of a cover terrain. After being mauled by Clampetts. 

McMourning and Sebastian had to wait to almost last activations to push four scheme markers to a forest half inside enemy deployment to get Search the Area. 

Leftovers were beaten to a pulp after dropping their explosives, then healed, and right after that beaten down to three hit points once again. 

Anglers took two points from scheme, but so did Experimentals, while maintaining upper hand in strategy for a 5-4 lead. 


Turn 3:
Both crews attempt a breakthrough.

Anglers spammed strategy markers to Experimental deployment zone easily enough thanks to Buckaroos, and one of them even denied full points from Breakthrough. So that caused Resurrectionists to pick up only one point from scheme. However, Anglers sufficed for one point for their own as well.

Clampetts killed a Dapperling, making it drop its explosive charge. 

I had completely misread the strategy extra points, and thought that the thing was to place two scheme markers to enemy deployment zone. So I wasted Sebastian's activation completely to that, not to mention not getting an extra point either. Oh well.

Uncle Bogg started slicing up Leftovers, eventually even dissecting a bisection.

I had pretty much lost the center and my own rear, Anglers having free reign over my side of the board. They were able to catch up with the strategy, despite Resurrectionists having six strategy markers past the centerline.

So, Anglers scored both strategy and extra point from strategy, plus their one point from Breakthrough as well. Experimentals just got one point from strategy and one from scheme. This tied the scores at 7-7.


Turn 4:
Experimental Assassination of Mossbeard, and Anglers picked Frame Job on Sir Vantes.

Another absurd case of lack of attention. I somehow thought I needed only one point from Assassination to score maximum points from schemes... which was, well, not true at all.

Early on Sebastian went to charge and sepsis Mossbeard for the point. Later one of the Last Bites even threw some dirt on Mossbeard, bringing him down to one remaining plus poisoned.

Mossbeard was moved by someone, then dropped an explosive and tried to heal himself. And look at that, a most unfortunate Black Joker if there ever was one.

Now, Anglers still had Judd & Honey available for heals. But it was disturbingly easy to go and plant that single point of damage in to Mossbeard with Rogue Necromancy's leap action.

That alone brought Resurrectionists to 9 points. While it looked like Anglers would get the strategy point this turn, we ended the game anyway since Anglers had their Frame Job on Sir Vantes, who at that point had no nearby models that had any inclination to attack him.

A 9-8 victory for McMourning. 

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, November 17, 2025

Back in His Element

 A 50ss game of Malifaux 4th edition on Vassal.

Strategy: Flank Informants

Schemes: Reshape the Land, Search the Area, Leave Your Mark

My list:

Jack Daw Ensouled & Jaakuna Ubume
Montresor
Kari Zotiko
Ferryman
Hanged
Crooked Man
Guilty
Drowned

Pool: 4

Opponent had:

Lucas McCabe, Relic Hunter & Luna
Sidir Alchibal
Desper LaRaux
2x Rough Rider
2x Ruffian
Huckster

Pool: 6


Turn 1: Tormented picks Reshape the Land, Wastrels pick Leave Your Mark

Ferryman ferried a Guilty with it to top-left strategy marker, where Guilty dropped two schemes to start bluffing Search the Area. Unfortunately opponent didn't commit to denying imaginary scheme.

I was also stressing out about Sidir, but fortunately I had two 13's in my starting hand. Jaakuna scaled on top of a building, lured Sidir closer and gave him the Rams upgrade. Next she did the special from crew card to yank Sidir to the building too, and used soulstone trigger to also deny him Masks.

So that was a 50% chance to fail any action. So out of three actions Sidir was able to do, he had a good chance of failing at least one. However, he sliced Jaakuna with just two attacks, and did a mortar strike and shot a third time. Well, at least that failed. 

Infuriated, Jack Daw threw curses left and right - specifically, to the Rough Rider center-left, and Sidir to the right. He also lost Tomes, so next turn if  he continues to pass 75% of his actions, someone will suffer. (Spoiler: That someone was Jack Daw.)

Since opponent was so clearly trying to leave his mark, Crooked Man went to crook his scheme markers and even craft up his own. I forget who removed that scheme marker, so Kari had to waste a soulstone to give Crooked Man another interact. Montresor was to do the last required marker for Reshape the Land one pointer, but failed because my hand was empty.

At least Hanged, my second last activation, landed a Rams out of deck on Lucas to remove one scheme from Wastrels. and also pulled Rough Rider from contesting central strategy marker.

Scores went 1-2 for Wastrels, as they were able to get one point from the half mark they had left of themselves. Jack Daw was just spewing bad words in all directions, and failed to reshape anything.


Turn 2: Tormented Picks Search the Area, Wastrels pick Reshape the Land

Guilty placed third scheme for Search the Area, used Onward to get to enemy deployment zone and dropped a scheme marker there, too. Opponent left my three markers alone, and as such I was able to grab the one point from Search the Area. Later Ferryman placed the marker for end condition, walked and charged Rough Rider and McCabe.

Tormented gang is on fire at the center - figuratively. In the center Rough Rider died to Ferryman, Hanged and Kari - and even McCabe went down to five. And that was only after he healed for two and three. 

Montresor charged Sidir and punched in the face for five points as he punched himself in the face for five points. Ouch. That upgrade sucks. Second attack brought Sidir down to two, which sucked even more, because Sidir has hard-to-kill. However, Sidir was also staggered, and Kari had summoned a Drowned on the roof. Even a stat 5 begins to have an effect on a stat 3 defender. Sid went down to one, which was a sitting duck for Jack Daw's automatic damage sprint. Which he did, killing Sidir and dropping right next to already injured Ruffian. He smacked the minion dead, and picked up his litter, too. Meaning, scheme marker.

It was a delight to watch the opponent struggle with Sidir's three Jack Daw upgrades, but Sidir himself didn't seem to bother. He was making his flips just fine, even damaging Jack Daw for three points.

Luna, Huckster, surviving Rough Rider and even Desper were dropping schemes for Reshape the Land. I couldn't remove the markers fast enough, and he had too good schemers anyway. However, I did manage to set up Breakthrough for next turn. 

Because I had chosen violence, I fell behind on strategy points. Scores went 3-5 for Wastrels.


Turn 3: Tormented picks Breakthrough, Wastrels pick Search the Area

Noose was tightening for Wastrels. They fell so much behind on action points.

However, the death train started losing steam... kind of. Breakthrough scored two points just fine after the first activation, but Tormented managed to kill just one model this turn. Though in all honesty, that model was Lucas McCabe. 

To dodge around his horsey-healing tricks, Tormented had do ping him for one point, and only from hazardous terrain and tactical action. I need to savor this turn, because that's exactly what happened. Well, one point of damage came from a Drowned or something, but Lucas didn't proc his heal just yet. Eventually Montresor was cursed to watch as Kari tolled Lucas into hazardous terrain, leaving him at two health. He had taken one point from hazardous already during his own activation, as he rode Huckster to my deployment zone. Jack Daw was then free to either kill Lucas by rolling over him twice, or deny opponent points from Search the Area. I made the scoring-wise incorrect decision to kill Lucas, but in my heart I know it was the right decision for the wrongs he's done against the humanity. Even in this game he trampled a mistreated, crooked miner with several lung diseases under the hooves of his horse.

So, Huckster and Desper were able to secure two points from Seach the Area for Wastrels. Breakthrough scored two for Tormented, who also took the upper hand in strategy. It was still a 6-7 lead for Wastrels.


Turn 4: Tormented picks Public Demonstration on Desper. Wastrels pick Frame Job on Luna.

Desper was the first to activate, and went to bottom-right corner. Now, if I only would receive a soulstone or two from somewhere... like from the Guilty who had just one health left...

... which certainly could have happened, if Jack Daw didn't go and kill the Ruffian a hit away from killing Guilty. 

Unfortunately Hanged went to charge Luna to bluff Assassinate. That he did, but also scored a point for Wastrels from Frame Job.

Me activating Jack Daw that early was mostly to save up lesser minion activations, as well as Kari and Ferryman for their movement tricks. But I certainly didn't need both of those models, or even furthest Drowned. However, no amount of stalling found me an opening to rush two minions to Desper. 

Double points on turn four, however, tied the scores to 8-8.



Thursday, September 18, 2025

Totem Duel

 A game of Malifaux, 4th edition.

Strategy: Flank Boundary Dispute

Schemes: Public Demonstration, Harness the Leyline, Frame Job

My list:

Kirai, Lady of Vengeance & Ikiryo
Datsue Ba
Carrion Fate
Kuchisake-Onna
Lost Love
Shikome
Gwisin
Seishin

Pool: 6

Opponent had:

Hoffman, Inventor & Edie Clark
Peacekeeper
Melissa KORE
Guardian
2x Hunter
2x Watcher

Pool: 4


Turn 1: 

Schemes chosen: Urami: Frame Job with Shikome. Augmented: Harness the Leyline

I was considering either Harness the Leyline or Frame Job, but then I noticed hard nerfs that Harness Leylines had received at some point. However, I decided try and bluff it by moving Shikome as my first activation to the centerline and planting a scheme marker.

Augmented took the bait, and Peacekeeper walked down from a stone formation and charged the minion for two victory points for me.

Shikome survived relatively well, but her position so vulnerable that Kirai walked for a bit and pulled her back with a heal. 

Soon enough Ikiryo walked and charged Peacekeeper and slapped it down to seven health remaining. 

Melissa shot a bunch of damage to Kirai, some of which was redirected to Gwisin.

Kuchisake moved a strategy marker, walked and shot two seishins right to Peacekeeper. One of the seishins gave a walk for Ikiryo for her to go and engage Melissa as well as Peacekeeper, and be in contact with a strategy marker.

Edie gave an action to one of the Hunters, who tried to shoot Ikiryo with harpoon. This failed, but Hunter felt confident that throwing enough harpoons at Df 3 target would eventually do the trick. Which it did. 

Carrion Fate interacted a strategy marker, flied with Gwisin towards  top-left quarter and interacted again the same marker.

As I was running out  of actions at the center, Lost Love had to reposition there to throw a strategy marker past centerline. This left Datsue Ba alone with a Seishin to face against Hunter, Hoffman, Watcher and even a Guardian. 

Oh, minus that Seishin, because Datsue killed the thing herself with Lantern of Souls. Well, thanks to Seishin's valiant sacrifice, both players (and not only Guild) scored a point from strategy. Guild didn't get their scheme and abandoned it for a 3-1 lead to Resurrectionists.


Turn 2:

Schemes: Urami picked Scout the Rooftops. Augmented picked Assassinate on Datsue Ba.

Going from top to bottom, Gwisin eventually placed two schemes - one to corner, one past centerline to bluff both Harness the Leyline and enable double points from Scout the Rooftops.

And, uh, Peacekeeper. Yeah. That thing killed Carrion Fate in just one activation. Didn't even empower anything. Carrion Fate had a rotting fate. 

Kirai wasted two actions to get in a summon. An extra Shikome tried to engage Peacekeeper before it had wronged fate.

Melissa and Hunter smacked the summoned Shikome down to two remaining. Watcher had ran to a strategy marker, and as my last activation Kuchisake tried to kill both Watcher and another Hunter to the right, but failed the attacks despite benefiting from Adversary.

Hired Shikome activated late in the turn and went to place a scheme for Scout the Rooftops. Edie spammed actions here and there.

There was this final gathering of Watcher, Hunter and Hoffman against a granny. Hunter started clawing her, which got her down to six health remaining. She had to activate to save herself, and summoned Ikiryo to bodyblock Hoffman. She tried to skin a metal robot, but did only a few points of damage. But she scored crows and healed for a bit.

Watcher had interacted, leaped and interacted a strategy marker deep into Resurrectionist deployment zone. To at least remove that terrifying schemer, Ikiryo charged it, but failed to kill. I don't remember what actually killed the Ikiryo - probably some combination of Edie's shenanigans. But yeah, Ikiryo died, but Lost  Love teleported in to re-summon it. She smacked Hunter down to two remaining from the summon attack, and then charged the Watcher dead.

However, Hoffman had walked on top of terrain when first (or second, however you count it) Ikiryo had blocked Datsue from view. He scored two beam attacks, managing to stagger her and bring her down to two health remaining. 

Guardian went to toss one of my strategy markers back to wrong table half.

Resurrectionists fell behind in strategy, but had scored doubles from Scout the Rooftops. Datsue was still clinging to her dear life, so Assassination succeeded only in half. Scores went 5-3.


Turn 3:

Schemes: Urami picks Detonate Charges, Augmented picks Scout the Rooftops.

Hunter started beating Datsue Ba, who was at two health remaining. And look at that - she survived. It did take two of my highest cards from hand, though. But then the granny skinned Hunter, healed for a bit and even infused a soulstone. That somewhat eased the pain of losing Carrion Fate that easily.

The other Hunter went to engage Gwisin at top-left corner after shooting summoned Shikome dead.

Kirai attempted to remove Peacekeeper, and did it in a costly manner. She walked on top of a stone, used crew action to bring Ikiryo to hit Peacekeeper - and then hit it again with soulstone trigger from Soothe Spirit. Not sure how that counts as soothing, but at least Peacekeeper fell to two health remaining.

With a single raise and soulstone trigger, Peacekeeper would be able to smack Ikiryo off the board and not die to Vengeance. The robot decided to take it's chances, and died to vengeance. Ikiryo did go down to one health remaining, though, so she activated and walked and charged... somewhere? She didn't  really accomplish anything, though.

Melissa shot Ikiryo dead with quick reflexes, and damaged Kuchisake down to four health remaining. Kuchisake, feeling threatened by the presence of a tiny, not yet activated Watcher, summoned Ikiryo back after walking to within 12" of Lost Love. Ikiryo was able to kill the bat with summon attack.

Hoffman went to place a couple of scheme markers on top of terrain, and shoot Datsue Ba down to one health remaining.

Edie spammed actions again, but used one action to go and engage hired Shikome. Ikiryo charged Edie, and while she landed a hit, she wasn't able to free Shikome to do any scheming. Shikome walked away from melee, then, and walked and charged Hoffman on top of the terrain to block Scout the Rooftops.

Lost Love teleported to Ikiryo to plant a couple of scheme markers to Edie for a victory point.

Augmented scored strategy, but missed Scout the Rooftops. They didn't abandon the scheme, because they had it set up pretty well.

Scores went 6-4 for Resurrectionists.


Turn 4:

Urami was able to even out the number of strategy markers and claim a point from Take the Highground. Augmented scored the strategy too. They weren't able to remove Shikome from blocking the double points from Scout the Rooftops.

Game ended 9-7 for Resurrectionists. 

Both totems seemed... Intense. For both crews I'd dare to say that they were the MVP's of the match.






Thursday, August 21, 2025

Machine Gun of Injustice

A 50ss game of Malifaux 4th Edition on Vassal.

Strategy: Flank Informants

Schemes: Grave Robbing, Public Demonstration, Breakthrough


My list:

Jack Daw, Spirit of Betrayal & Lady Ligeia
Montresor
Kari Zotiko
Guilty
Guilty 2
Drowned
Drowned 2
Crooked Man
Bone Pile

Pool: 6


Opponent had:

Lucas McCabe Tomb Delver & Cryptologist
Sidir   
Desper
Jessie   
Rough rider
Rough rider
Ruffian 
Huckster  


Turn 1:
Schemes: Tormented: Public Demonstration on Lucas. Wastrel: Grave Robbing with Remains

Tormented picked Public Demonstration on McCabe. Wastrels picked Grave Robbing with 

True to the deployment's name, two flanks quickly formed. 

A Guilty, Kari, Lady Ligeia, Montresor and Jack Daw were on one, butchering up a Huckster and summoning a Drowned to Jessie.

Well, Jack Daw was kind of part of that flank a until Desper LaRaux yanked him from strategy marker in the center and planting him to face Rough Rider's and Sidir's gun barrels. 

To the right, models were piling up to a strategy marker near the center of top-right quarter. First, Crooked Man ran to contest the marker, trying to lure McCabe nearby. Due to some luck, this eventually succeeded after a Cryptologist, Rough Rider and Ruffian had failed to kill it. Granted, Crooked Man did have cover as he was inside a building.

Miraculously enough, McCabe was not able to score the kill either. However, one of the Rough Riders managed to score the kill. A hired Drowned and Bone Pile contested the marker, but Wastrels had it with Cryptologist, Rough Rider and McCabe. But I still had a Guilty left to activate that I had planned to onward-walk and walk to drop a scheme near McCabe for double points on Public Demonstration. However, Onward failed even with an empower.

Wastrels scored Grave Robbing with Remains marker, and Tormented also got a point from Public Demonstration. Both got strategy thanks to Desper hooking Jack Daw away from center.

Game was tied at 2-2.


Turn 2:
Schemes: Tormented: Assassinate Jessie. Wastrel: Leave Your Mark


Sidir shot Jack Daw down to four health remaining, so Kari had patch him up as well as he could. She also used soulstone trigger to move him to a slightly better defensive position. My next activations were Montresor charging Jessie, who was staggered, and almost killed her. Jessie was able to heal herself a bit, but finally Jack Daw scored  double points from assassinate.

Lucas, Cryptologist and Ruffian managed to kill both Bone Pile and Guilty as I was securing assassination. Both Rough Riders and Desper block center marker and drop two scheme markers for Leave Yout Mark. One Rough Rider was especially well placed so that Lady Ligeia and another Guilty were not able to go place even one scheme marker block Leave Your Mark double points. At leastLady Ligeia was able to claw Rough Rider down to three health remaining. 

Both players got strategy and doubles for their schemes, so scores were tied at 5-5.


Turn 3:
Schemes: Tormented: Runic Binding. Wastrel: Reshape the Land


Somehow Sidir was able to shoot both Jack Daw and Guilty dead in one activation. Sure, Daw was down to two hits with a raise, Guilty required just one without a raise. Rough start for a turn, but at least the dying ended there. Oh wait, it didn't. Later Lucas McCabe drowned Drowned in bullets, despite it being in cover and concealment. 

A Drowned and Montresor plant the required schemes for Runic Binding, which easily enough scores two points. But I was running out of action points now that Jack Daw and Guilty were gone before they were able to activate. Wastrels were able to drop scheme markers with impunity, with there being little I could do to remove them even if I suspected Reshape the Land.

Resurrectionists  were able to kill the already gravely injured Rough Rider. My losses were not quite 3:1, because Kari had been able to summon a Drowned, but it was a non-interacting, non-contesting model.

Both crews scored two points from schemes, but since Lucas McCabe had shot Drowned that had been controlling bottom-right strategy marker, Tormented lost a point from strategy.

Scorest went 8-7 for Explorer Society.


Turn 4:
Schemes: Tormented: Ensnare. Wastrel: Search the Area.

Both crews scored a point from their schemes. Tormented had quite a few movement shenanigans, but failed to utilize them well enough to push a required number of Wastrels away from contesting strategy markers, and so Explorer Society reached full 11 points again 8 by Resurrectionists.