Showing posts with label youko_hamasaki. Show all posts
Showing posts with label youko_hamasaki. Show all posts

Wednesday, February 5, 2025

We Own... Gahk

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Stuff the Ballots

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

My list:

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

Pool: 4
Schemes: Espionage, Protected Territory

Opponent had:

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

Pool: 5
Schemes: Protected Territory, Espionage


Turn 1:

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

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

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

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

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

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

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

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

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

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


Turn 2:

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

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

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

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

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

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

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


Turn 3:

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

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

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

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

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

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

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

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

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

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

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


Turn 4:

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

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

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

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

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

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

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

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


Turn 5:

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

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

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

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

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



Sunday, January 12, 2025

Lost Lost Love

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Raid the Vaults

Schemes: Hold Up Their Forces, Sweating Bullets, Power Ritual, Information Overload, Take Prisoner

My list:

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

Pool: 6
Schemes: Power Ritual, Hold Up Their Forces

Opponent had:

Youko Hamasaki & Chiyo
Bill Algren
Hinamatsu
KOTO
2x Bunraku
Tanuki
Geisha

Pool: 5
Schemes: Power Ritual, Information Overload


Turn 1:

Kirai was forced to start the turn, so, Lost Love and Shikome just schemed in the corners while concentrating. Eventually Seishin gave a couple of walks for the Shikome after most Qi and Gong threats had activated. 

A few other models just walked and concentrated, namely Ikiryo and Onryo. 

Qi and Gong had Bunrakus to the flank, mirroring the schemes of Shikome and Lost Love. Plenty of others were dropping schemes, too. After Tanuki, Geisha and Chiyo were done with their activations, Ten Thunders had five scheme markers on board. That was a dedicated Information Overload -bluff, or perhaps they were trying to deny that scheme from me? 

After KOTO and Youko had activated and were near each other, and after Kari had whistled the granny a little closed, I unleashed my grandiose plan extraordinnaire. Datsue Ba gave double walk for already activated Gwisin. Unfortunately Kirai wasn't feeling that vindictive just yet, and failed to land Thirst for Vengeance on KOTO. But I had already committed, so I carried on with The Plan. Gwisin stomped over KOTO, but the jukebox passed Wp check.

Gwisin did not pass three Df -checks caused by Hinamatsu. I mean, he would have - if it hadn't been for severe damage, twice. 

Bill, Geisha and Tanuki looked like they were going to center-left strategy marker, while Hinamatsu, KOTO and Youko were near enough center-right.


Turn 2:

I have a saying that goes: "If you don't succeed at first, throw enough grannies at it until you do!" ... okay, I just made that one up. But Datsue Ba did attempt to skin KOTO, but there was only so much she could do with a skinning knife against a wooden automaton.

KOTO's nervous energy shuffled itself away from Datsue Ba, and Hinamatsu into melee with the skinner-to-be. 

Kirai activated, and now that she had a real reason to, she successfully thirsted for vengeance on Hinamatsu. But, considering what happened with Gwisin just a moment ago, Kirai decided to swirl the grandmother around for a bit, away from the potential six attacks. 

Hinamatsu failed Wp duel, so an Enslaved Spirit appeared. KOTO passed. Sundering managed to deal in a point to Hinamatsu, And that was it. The entire activation. One damage point, one three point minion.

Hinamatsu botched her first attempt at removing Enslaved Spirit, so she had to spend her flurry ability to get to charge Datsue Ba. Attack scored Onslaught, but this time around damage was done in 2:2 ratio to both combatants. 

I wasn't that eager to lose Datsue Ba just yet, so Kari activated to heal her a little. This gave time for Tanuki to heal Hinamatsu a little. So, Onryo missed the opportunity to shoot Mark of Vengeance to the puppet in time. But I guess that doesn't matter much, as the mark missed anyway. Projected voice, however, did not - and scored severe damage. 

This maneuver exposed Onryo, and Geisha lured it closer to Bill. Bill's fierce challenge reached Shikome's ears, but his Naginata reached Onryo only partially. It was left alive with three health remaining.

I was waiting for either Chiyo or Bunraku to activate from the left, and Bunraku was the first one to do that. The bugger was able to score moderate wound with critical strike, and Onryo exploded into adversarial mist. 

Since there was no contesting center-left marker any more, Shikome went to engage Chiyo. The kid's insults went unnoticed. I mean, Shikome had already been challenged by Bill Algren. Bill! Algren. What a duel it could have been.

Near center-right marker I decided to bring Ikiryo to act as a third shareholder at the vault. I figured it wouldn't be outside the realm of possibility for Bunraku and Youko to go and contest a point away from me.

But, that did no happen. Instead, Bunraku and Youko both attacked the innocent old lady who was holding a skinning knife. No damage. 

However, there were no reveals, either. Both players did score the strategy for a 1-1 tie, though.


Turn 3:

So, I had a 13 in my hand and a pass token. Initiative was guaranteed. Hinamatsu was at three health remaining. Do the math.

WHAT?!? Black Joker?!?!?

So, instead of getting rid of Hinamatsu easily, Tanuki complicated things by healing Tanuki for two.

I still carried out with my grand plan of swirling the heck out of my crew. Kari was brought in to deny any further heals and Ikiryo was moved closer to bottom-right corner. Gaki popped out of adversaried KOTO. 

Hinamatsu wanted to go down in a blaze of glory, and started mauling Datsue Ba. And it sure was close, as the megapuppet carved through my entire stockpile of soulstones and left the granny with just two health remaining. Well, she also left herself with just one health remaining, or so. 

Kari was concerned for the elderly, and walked to get LoS to Datsue Ba. She healed her for two. 

KOTO brought the Gaki down to one health remaining, but I don't actually remember what killed that particular Gaki? Was it Youko herself? Oh well, who cares. There were so many to choose from anyway, when another came into being from Youko. 

I was somewhat alarmed after Bunraku managed to deal two points in to Datsue Ba. Now the minipuppet required only a moderate, or a weak with critical strike to make her go away. But what were the chances of that? It needed to pass Terrifying 12 with Wp4, and then hit with the actual sword.

Yeah. Bye bye, Granny.

Because I lost her stat 7 melee attack before Datsue Ba even activated, Ikiryo had to redirect from going to score Power Ritual. She tried to kill both Hinamatsu and KOTO with Projected Voice, but the attack missed. To at least take down one enemy model this turn, Ikiryo then charged to KOTO, and killed it.

Geisha went to control center-left marker, while riskily maneuvering Bunraku went to top-left strategy. 

Despite using her focus, Shikome was not able to kill Chiyo with just one action. The deed required two actions, and my last card from hand. This was a little problematic, as this was now third turn Lost Love would have to just... do nothing, I guess. Well, at least he was spamming some scheme markers, as it certainly looked like Ten Thunders was overloading Resurrectionists with information.

Bill stopped challenging random Shikomes and entered the bottom-right melee. He did cleave half of Ikiryo's health away with naginata.

Both crews scored strategy but no schemes for a 2-2 tie.


Turn 4:

Kirai started Resurrectionist activations again, and brought Ikiryo to safety from Bill's horrible naginata, and pushed Gaki to engage Bill instead. Ikiryo was able to kill Hinamatsu with rams trigger.

Bill Algren targets an Enslaved Spirit that had just happened to happen with Heroic Intervention. This was a good move, as it flinged Youko away from recently big melee of bottom-right. The spirit was heroically freed from its slavery, and Ikiryo was back in Bill's reach. Bill got a plus on his damage flip, so he took last card from my control hand. He smacked Ikiryo for a couple more damage only, which she healed by killing Bunraku.

Lost Love did not approve, though, as this was his fourth turn spamming useless scheme markers.

The other Bunraku went to power up a ritual on top-left corner, while Geisha went to control top-left strategy marker. Tanuki ran to center-left strategy marker, but was in no shape to interact. 

Youko also went to control center-right strategy marker, and placed a scheme marker there. Gaki couldn't believe that Youko would bluff Information Overload that hard, and came to check the scheme marker, engaging Youko in the process. The Gaki was summoned last turn, so it was eligible to be used in schemes.

Shikome was finally able to go and place a scheme marker for Power Ritual.

I didn't get a strategy point this turn, but scores continued in a 4-4 tie, as Resurrectionists got both schemes, and Ten Thunders only one plus the strategy.


Turn 5:

Kirai activated first, and tried to save Ikiryo by removing her from Bill's clutches. Unfortunately, though, there is only so much survivability you can expect from a Df 3 model versus stat 6 attacks. Anyway, Kirai swirled around with mask triggers, and eventually placed a scheme marker to bottom-right corner. Shikome did that in bottom-left, and flew to control bottom-left strategy marker. 

However, after Bill removed Ikiryo, I ditched any attempts at scoring third strategy point. Kari went to act as a homing beacon for Lost Love, who finally - for the first turn in this game - actually did anything. He teleported to Kari, tried to remove a scheme marker with Soothe Spirit (failed) and charged Youko (failing at that). But at least he was engaging.

Tanuki wobbled to help Youko in controlling the center-right strategy marker. 

Resurrectionists were able to score both schemes, while Ten Thunders got strategy and Information Overload for a 6-6 draw.

Friday, August 23, 2024

We Need Information

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Cloak and Dagger

Schemes: Take Prisoner, Let Them Bleed, Sweating Bullets, Death Beds, Information Overload

My list:

Hamelin & 3x Stolen
Nix
Fumigator
Johan Creedy
Tunnel Rats
Rat Catcher
Prospector
2x Winged Plague

Pool: 2
Schemes: Let Them Bleed, Information Overload

Opponent had:

Youko Hamasaki & Chiyo
Shojo
2x Kunoichi
2x Bunraku
2x Geisha
2x Tanuki

Pool: 2
Schemes: Take Prisoner (Johan), Death Beds (strategy)


Turn 1:

There was relatively little engagement in the first turn, probably because of the enormous, obstructive building in the middle.  But it was enough for quite a set-up.

A single Bunraku was sent to top-left corner, and was greeted by Prospector and a Winged Plague. 

Another Bunraku sped towards bottom-right corner, and there I only had Rat Catcher trying to get to a strategy marker there. Well, Hamelin was also nearby, but he was kind of busy, facing Youko, Geisha and Tanuki as he was. 

Hamelin had walked and lured Tanuki within charge range, but failed the attack. Unclean Influence aided another Winger Plague in gathering an intel first turn, and I must say I'm warming up for Winged Plagues for this scenario. The end-phase movement certainly helped in delivering the plague gamin to relative safety.

Tunnel Rats were also able to teleport inside central building and claim an intel. 

Geishas were pulling Ten Thunders models around, and another Tanuki placed a highly suspicious scheme marker to enemy deployment side. 

Stolen did little else than ate enemy activations. 

Fumigator had shot a scheme marker near center point, and Nix went to guard it like a good boy. Shojo managed to land a bad boy insult on the dog.

Youko's activation was a tad distressing. First she riddled Nix, presumably something like "well are you a good boy or a bad boy?" Nix was nihilistic over the question and discarded black joker. Rat Catcher took a quick follow-up riddle, but only got distracted. Youko had ran out of pass tokens (well, they had one...) so she concentrated and asked Nix again: "Well ARE you?"

Nix blinked, and finally question got through his skin. He did no know. He was Distracted +3, because I didn't want to discard my twelve of crows. In the hindsight, bad mistake.

Kunoichis started activating left and right, and managed to get their hands on Red Joker. Apparently opponent had enough rams in hand to trivialize landing Unexpected Ferocity. 

I also had Johan Creedy who could have tried to yell rebelliously how good of a boy Nix was, but didn't consider a confusedly low self-esteem to be a critical threat to a dog's well-being. So little I know about dogs. One charge attack and one shuriken later Nix was still at five health remaining, but I had only one soulstone now, and six points of damage were prevented by soulstones and incorporeal.

Lastly, Chiyo ran to have her toes on my side of table for her inconspiousnesses.


Turn 2:

Second turn couldn't have started any more terrifyingly. I knew opponent had Red Joker in hand. Opponent had two Kunoichis with Tools for the Job. Nix had Distracted +3. This meant opponent had all but guaranteed start. 

With a moderate damage block Nix would be able to tank two minimum damages, so I tried to fish for those. I was able to give a negative modifier to damage flip, but even then damage was moderate and damage block was not a severe. 

I did have a 12 in my hand, but I knew for sure opponent had Red Joker. Buh-bye, Nix. 

It took two strikes for Hamelin to take part in the important duty of population management of Tanuki species. A rat that emerged from the corpse charged Youko with Unclean Influence. Hamelin's Lure of Bunraku failed because of concealment. The Bunraku then proceeded to strike Rat Catcher down to two health remaining.

Concerned, I activated Winged Plague at top-left before second Bunraku butchered it. First attack hit, and second action crafted a scheme marker out of two Blight tokens Bunraku had.

Shojo walked closer to activate Boring Conversation. Johan tried to misplace his gigantic runic sledgehammer on top of Chiyo with high velocity... twice... but didn't quite succeed. 

Youko activated, walked and charged Rat Catcher and riddled Hamelin for a bit. Hamelin shrugged at the riddle he did not quite understand and discarded a four of crows not to be distracted.

Kids started demonstrating their disapproval of killing a doggo, and spat three points of damage to Kunoichi in the middle. This kind of opened up a possibility for me to score Let Them Bleed this turn... except a Tanuki came to heal the dog slayer for two. 

I tried to activate a Stolen to go engage Youko and her and Bunraku blight tokens. Youko forced Fumigator to activate instead. I no longer had cards in my hand and didn't want to try to fish a tome from top of deck, so he took a double walk towards Youko and Bunraku.

A Geisha called Chiyo away from Johan's sledgehammer, and another Geisha dropped a scheme marker. Second Kunoichi charged Johan and did a couple of damage points. 

Bunraku at top-left got away from melee with Risky Maneuver, walked and took intel from strategy marker. And since Chiyo picked another Intel later, Prospector did not go and steal Bunraku's intel. Instead, he picked his own and charged Bunraku for two points of damage through armor. 

My future killing potential did not seem great, so Tunnel Rats started shooting Kunoichi with their trench gun. Miraculously despite Boring Conversation both attacks hit and dealt a point of damage, and even a minefield was dug up. 

Winged Plague in center went to place a potential scheme marker for Information Overload.

Both players scored strategy, Outcasts revealed Let Them Bleed and Ten Thunders got their prisoner from engaged Johan. Scores were 2-2 tie.


Turn 3:

Top-left, Bunraku began acting disagreeably, stunning Prospector, so Prospector had to put it down and interact with a strategy marker. Wingman Winged Plague Plagueman went to place a scheme near the corner.

After being declared a prisoner, Johan failed to hit Kunoichi twice. At least flurry attack hit, but by then I had nothing to cheat with. Boom. Dead Kunoichi, even with negative modifiers. Top-left quarter was now entirely uncontested by Ten Thunders.

Tunnel Rats had picked up an intel and teleported away from action to score points. Strategy marker went pretty much where it left, when Tanuki picked up intel and healed injured Kunoichi for a bit before escaping with intel. 

One Stolen went to guard Hamelin, and another managed to damage Kunoichi after a concentrated attack.

Third kid, well, that one was beaten into a pulp rat by Youko's horrible, horrible words. Ensuing rat was also talked off the board by Qi and Gong master. But Youko still had treasured a few, choice words inside her heart. She delivered them to Hamelin with not much of an effect other than removing cards from Hamelin's hand via Nihilism.

I had not drawn any Tomes into my starting hand, so Fumigator was not able to reliably fume scheme markers around  the board. He concentrated and charged Youko, missing the attack.

Shojo was late to activate that turn, and only managed to affect Hamelin with Boring Conversation in any meaningful way. She also scored a hit with melee attack, delivering poison to Hamelin. 

Before Stolen and Fumigator had activated, Hamelin had tried to show Youko his cool, black staff in close proximity. He was distracted, though, so first attack was understandably a failure. I had to cheat my last card to pass the conversation check, though. Concentration went just fine, but when Hamelin tried to attack Youko for that Injured +5, conversation proved too boring. 

Winged Plague below had flown to place a scheme near a strategy marker. Damaged Kunoichi took a double walk nearby, and a Geisha came to place a scheme marker right next to Plague's scheme. I had the suspicion that opponent was suspecting me of Information Overload. However, I failed to take into account that that was a good set-up for Death Beds, too.

Bunraku below had picked up intel and did... I don't remember, something. Chiyo ran to touch centerline.

I had four scheme markers on opponent's side of the table, and opponent had five scheme markers in total, so no point for Outcasts from that. But at least opponent didn't reveal anything either. 

Scores continued in 3-3 tie. 


Turn 4:

Going from top to bottom, Winged Plague picked up intel from strategy marker and Prospector placed a total of two scheme markers - one with trigger from Malifaux Mining Law. 

Tunnel Rats failed to teleport, so they just placed a scheme marker on my side of table for Information Overload end condition. Johan did the same, while he went inside the building in the middle to shrug his shoulders.

Geisha nearer center placed a scheme marker and walked close to my side, and Tanuki continued to run like the drunk little coward it was. Chiyo was just just about the last model to activate, and just placed a scheme marker.

Kunoichi had killed the Winged Plague below, and scored Death Beds that way. Geisha was able to go and collect an intel from the marker that Winged Plague had been guarding. 

And then, the big melee... Uh, oh. Maybe I should have just disengage last turn with Hamelin so that he might have done anything useful this turn. But I just could not resist trying to land that Injured +5 on her, before Boring Conversation was even on! 

Focus from last turn gave me an opportunity for two clear strikes, but Hamelin missed both. Losing Nix after first activation was one of the game defining moments for sure, but achieving absolutely nothing with six action points on turns three and four with my master certainly had an impact, too!

At least Youko's action points weren't that grand either - just a dead Stolen -, but she only needed to stand there to mess up with my activation order.

Fumigator had charged to steal an intel from Shojo, and Bunraku killed a rat and came to steal intel from Fumigator. 

A Stolen tried to spit at Youko, but failed at that and split into two Malifaux Rats because of the shame. 

Ten Thunders took the lead by 5-4, since they got Death Beds but had spawned enough scheme markers to deny Outcasts a hypothetical Information Overload.


Turn 5:

I had plans to try to get a miraculous Let Them Bleed end condition with pustulent tumors, but an abominable Bunraku managed to kill Hamelin, as Fumigator wasn't able to land even a single hit to discourage any manner of risky maneuvers. 

After that turn was pretty straightforward wrestle of Outcasts gaining hypothetical Information Overload or not - and in the end it was ten scheme markers versus ten scheme markers.

So, a 5-4 victory for Youko.

Friday, May 5, 2023

Biting Insult Bites Back

 A 50ss game of Malifaux over Vassal.

Strategy: Standard Turf War

Schemes: Assassinate, Detonate Charges, Dig Their Graves, Power Ritual, Outflank

My list:

Seamus2 with The Whisper & Copycat Killer
Madame Sybelle
White Rabbit Co
Mourner with Grave Spirit Touch
Dead Doxy
Gravedigger
Rotten Belle

Pool: 7
Schemes: Dig Their Graves, Outflank

Opponent had:

Youko Hamasaki & Chiyo
Bill Algren
Hinamatsu
Kabuki Warrior
2x Bunraku
Tanuki
Geisha

Pool: 3
Schemes: Detonate Charges, Outflank

Turn 1:

What a game. What a game. 

I really liked the scheme pool on this one. You could plausibly bluff almost any of these schemes. 

Game started ordinarily enough.

The map involved quite a few bottlenecks which divided Ten Thunders into two segments. Up were Kabuki Warrior, Chiyo, Tanuki and Geisha. Middle had another Bunraku, Hinamatsu, Youko and Bill on top of a container of some sort. Bottom part was, well, Bunraku.

Tanuki had placed a scheme marker in corner and for a long time I was quite certain opponent had picked Power Ritual. 

Resurrectionists had a slightly more coherent line, with Copycat Killer holding high up, Gravedigger at the strategy marker and Madame Sybelle, Seamus, Rotten Belle and White Rabbit Co in the middle with Mourner not far behind. Seamus summoned another Dead Doxy, and the pair went to take the bottom flank. Non-summoned Doxy had been given a comfortable hat. Gravedigger had dropped a corpse and a scheme to my top corner, hinting at Dig Their Graves or Power Ritual.

Turn 2:

Rotten Belle moves forward and lures Hinamatsu to middle. And she didn't even have to spend any action points for it! Although she kind of did use six action points for it. Hinamatsu walked and charged her dead. 

Since Kabuki had been measuring if he'd be able to charge Copycat Killer, I got concerned for his wellbeing. White Rabbit Co gave a hat to Seamus and beckoned Copycat to Gravedigger.

Youko comes to interact with the middle marker. That seemed like a perfect spot for Madame Sybelle to charge to, engaging both Hinamatsu and Youko. She managed to soften up the puppet a little, nothing fancy. 

Chiyo runs to place a scheme on top outflank area and Mourner takes a double walk to get into a more relevant position with her aura. Bunraku runs to bottom outflank area, and Seamus puts on his aura and comes to tickle Hinamatsu. At least the puppet had to spend some resources to stay at five health remaining. The corpse of Rotten Belle  wasn't all that rotten or even so belle, when Seamus rised a Dead Dandy from the marker.

Dead Doxies manage to get the hatted Doxy to bottom outflank area, and even place a real scheme marker hugging the table edge. I had been worried on where Bill Algren was about to go, and he came to dance with Doxies instead of the (g)rave party in the middle. 

A Bunraku and Kabuki Warrior came to engage near the center while Tanuki and Geisha were still far from action. Gravedigger continued to secure Dig Their Graves end condition and interacted with strategy marker as well. 

Very last action for me was to take a double walk with Copycat Killer and engage Chiyo with Seamus, who also had a comfortable hat.

Scores go 1-2 for Resurrectionists when both score strategy and Doxy and Seamus both lost their hats at outflanking maneuver. 

Still looking like a normal, regular game for sure.

Turn 3:

I knew I was in for some rough time when in the first fourteen cards there were eight severes and only one card below six.

You'd imagine such draws at least gave me a good headstart? Nope. Hinamatsu activated first and attacked Madame Sybelle five times, not missing a single attack. It took four of my soulstones to even keep Madame at four health remaining...

Or maybe they didn't all go when Hinamatsu was mutilating Madame. Perhaps some were used when Bunraku attacked her. But that was only after White Rabbit had given a fancy hat for Madame and beckoned Kabuki Warrior away to do something distracting with Seamus, who was at the top outflank area.

Madame's survival was paramount, so Mourner walked and charged Youko and surprisingly claws her for some damage. Now Youko would need to spend possibly even two actions to get to Sybelle, and perhaps Bill would reconsider repositioning himself from bottom.

Tanuki healed Hinamatsu back to full. Seamus activates Urban Legend aura and spends remaining actions beating Chiyo with a bouquet. Not his best moment, nearly killing a kid with a bouquet. And only nearly. Kabuki Warrior charges Seamus and invades his personal space to such an extent that Copycat Killer is not able to place himself in melee with Chiyo. But at least he had one focused stat 5 attack versus Chiyo's defense of 4 and remaining health of one? Yeah, that he had, and... missed.

Yeah, but now there was a nice aura of automatic damage in the middle. And while scoring Dig Their Graves with Madame Sybelle's hat would probably mean Sybelle dying next turn, I was ready to make that trade. 

Except Madame Sybelle missed melee attack and missed Beckoning Call. Dead Dandy missed with his fancy cane, but at least landed a solid biting insult with Urban Legend triggering a damage on the puppet. Sheesh... that was already four mostly wasted action points.

It was somewhat of a comfort when Bill Algren with fast condition tried to challenge the summoned Dead Doxy, failed and then heroically intervened the other Dead Doxy. Instantly he saw the error of his ways and regretted all the wrongs he had done when Doxy flipped masks.

Bunraku at bottom had placed a scheme marker and went to engage summoned Doxy. By now it was clear that opponent had Outflank. Good thing that I had two 3" pushes available with stat 5 versus wp 5, the other of which would be with negative fate for Bill's defense. 

Failed, all failed. 

What is happening in here?! 

I feel like I had solid moves planned, but really - all that I actually achieved this turn was to strike a kid in the face with a bouquet and insult a wooden puppet! Well alright, there was that attack by Mourner against Youko that did a little damage, but that damage wasn't impactful.

Scores even out to 3-3 when both players get strategy and Ten Thunders reveals their outflank.

Turn 4:

Grave Spirit be praised! Resurrectionists won the initiative. Seamus activated, and thanks to The Whisper I knew I had no masks in initiative flip, in starting hand or three upcoming cards. As if I needed those soulstones anyway.  So Seamus was able to take Madame Sybelle by the hand and lead her away from Hinamatsu. He activated Urban Legend with bought Alone in the Dark and attacked Bunraku once, missing. Second attack went to Hinamatsu as I didn't want to attack Df 7 Bunraku. Guess what? It was a miss.

Bunraku tries to come to kill Madame Sybelle and almost succeeds at it when first attack spent my last soulstone in damage block and toppled her comfortable hat. Second attack fortunately missed.

Not a problem. There were plenty of hats where they came from! White Rabbit Co. came to offer their services immediately and tried to use beckoning call to move Bunraku to give it distracted and staggered. Madame Sybelle's scarlet temptation even gave negative fate for Wp 4 Bunraku. Yeah, miss. Needle and thread? Miss. So that's already seven action points of aggression towards the Bunraku, out of which only one insult hit home.

Gravedigger charges Bunraku next and misses. Last action goes to heal Madame Sybelle, and at least that was a decent severe. Next challenger was Mourner, who lands On Your Heels with Feed On Grief against Bunraku. Shocking. I actually hit with an attack and dealt one (1) damage point. Well, it was positive for me and negative for Bunraku. Although that doesn't guarantee anything as I learned in this game. Claw attacks scored On My Feels when they... missed. Ten action points. Two successes. 

By then Tanuki had not activated, but the lucky On Your Heels made it possible for me to block any easy line of sights to Bunraku. During the Bunraku beatings Bill Algren had killed Dead Doxy with one strike and Kabuki Warrior had done the same to Copycat Killer. 

Things were growing more desperate by the minute. But all was not lost! Bunraku was at half health remaining, so Madame Sybelle could get straight flip against it despite some distractions. Yeah, miss.

Alright. We still got one more chance. Kill Bunraku with last attack and score Pulled Here and There. Two fate cards. Bleeder Lash, go! AND LOOK AT THAT! Indeed Masks came up with a decent card of 10 and opponent had 9 and Red Joker was still in my deck. With original stats the attack would have hit. But because of extra defense from Bunraku's Df-trigger, the attack missed by one. Just for giggles Madame Sybelle tries Undivided Attention and flips Rams for healing trigger. But card value if five and needed six. Such a bad luck was no longer even annoying, it was straight out hilarious. Twelve actions, two successes. Two points of damage done by me, one by opponent.

But as it happened, Hinamatsu activated and went to attack Dead Dandy, failing her attacks. But then she takes Aggressive Stance and things take a surreal turn. Both players had taken notice of the absurd levels of bad luck and tiny cards Resurrectionists had got and deck was nearing empty. High cards were expected when Madame Sybelle, Mourner, Seamus, White Rabbit Co and Dead Dandy had to take Willpower 13 checks of gain Distracted. Not a single card was above four! They all failed!

Seriously? At this point one couldn't help but audibly laugh at the situation.

Dead Dandy activates next and turns a scheme Tanuki had placed into a corpse. 

Throughout the turn I had struggled to get required suits for my cards for anything to work. To end the train wreck of a turn with at least a psychic satisfaction of insulting a cute little furry, Dead Dandy declared a distracted Biting Insult at Tanuki.

And the thing is... Biting insult has no triggers at all. And that was where I managed to flip the Red Joker!

That really broke the bank and my stomach muscles still hurt from laughing spasms as I write this.

Turns out that yeah, it can get a lot, lot worse.

We didn't play fifth round when scores went to 3-4 for Ten Thunders from strategy.

I had relatively secure one point coming but zero chances of any additional points, while Ten Thunders had Outflank with 100% certainty and quite likely Detonate Charges and fourth strategy point. 

Sunday, February 12, 2023

Sad Fate of Sebastian's Kennel

 A 50ss game of Malifaux on Vassal.

Strategy: Wedge Plant Explosives

Scheme pool: Assassinate, Deliver a Message, Breakthrough, Take Prisoner, Hold Up Their Forces

My list:

McMourning, Insanitary & Zombie Chihuahua
Sebastian
Corpse Curator
Carrion Effigy
Kentauroi
Bone Pile
Little Gasser
Canine Remains

Stones: 5
Schemes: Hold Up Their Forces, Deliver a Message

Opponent had:

Youko Hamasaki &  Chiyo Hamasaki
Bill Algren
Shojo
2x Kabuki Warrior
Bunraku
Tanuki
Geisha

Stones: 4
Schemes: Take Prisoner (Nurse), Deliver a Message

Turn 1:

The tip of my wedge had a tractor that divided my crew. Below was Nurse, Bone Pile, Carrion Effigy and Zombie Chihuahua. Above, the rest within 1" of a 30mm marker. 

Slowly building up corpses started with Canine Remains taking a bite out of Corpse Curator. Sebastian made a new Canine Remains from that corpse, which duplicated its own corpse in turn. That mechanic is just silly. Flask of formaldehyde poisoned most of the crew.

McMourning's plan had been to walk for a bit, then use Desperate Pace first on Sebastian to make him chatty, and then Kentauroi for absurd speed boost. I may have been a little extravagant managing my hand, and was left without proper cards for Desperate Paces. I had to give Sebastian a spare head, because he was blocking Kentauroi's push anyway.

Kentauroi and Little Gasser began speeding top, although Little Gasser was lured in to a bad position by Kabuki Warrior, who had Bill Algren and Shojo as his buddies. 

The massive blob of Canine Remains, Sebastians, Corpse Curators and McMournings were greeted by Youko, another Kabuki Warrior and Tanuki. Youko landed a traumatizing riddle on the Insanitary, dealing three damage as by that time I didn't have cards in my hand.  

Nurse failed to heal McMourning, so Zombie Chihuahua repositioned itself to stink fourth point of Poison for McMourning.

Bone Pile sniped a critical javelin through Tanuki as is only proper. Carrion Effigy healed the lost bone.

Below, Qi and Gong had sent Chiyo and Bunraku. And Geisha I suppose, although she was hardly out of Ten Thunders deployment zone. 

Turn 2:

Ten Thunders won initiative, and Kabuki Warrior charged the poor little Gasser, killing it with charge attack, so he still had plenty of action points to plant first explosive.

I was somewhat afraid of Bill engaging Kentauroi, so to secure a strategy point for me, the equestrian monstrosity rode with itself, walked and planted an explosive into forest.

In the middle, another Kabuki Warrior charged into fray, engaging Bone Pile and Nurse. 

Nurse disengaged from Kabuki, assisted distracted away from McMourning by solving the dreaded riddle and then charged back to Kabuki Warrior in an attempt to stun him. No such luck.

Shojo gets to forest near the middle and starts Boring Conversations, getting both Canine Remains and McMourning under the area. At least McMourning is able to navigate through such discussions by summoning a Flesh Construct to block LoS. He gives Sebastian's bone saw for a Canine Remains and pushes Bone Pile away from melee and Flesh Construct next to Shojo. Corpse Curator is given a spare head. That's quite a few actions there, but one came from quick reflexes. 

Bill kills a puppy, but Sebastian is there to make a new one.

A surprise for the round came from Canine Remains who had rusty bone saw - it charged Shojo just for giggles, and giggle it did with successful boring conversation check, successful attack flip and double severes even with accuracy penalties. With blast damage to boot, which spilled to Kabuki Warrior. I wish Sebastian was as proficient using his saw.

Bunraku had placed a strategy marker and charged Bone Pile. Chiyo felt safe enough to run past Bunraku's and Bone Pile's squabbling. Carrion Effigy just healed whatever Bone Pile had suffered, and Bone Pile scraped one point of damage in to the puppet.

At least Corpse Curator did something useful down below by conjuring its first sludge marker for the game. 

Youko, Tanuki and Geisha were hanging around the tip of Ten Thunders' deployment zone, lifting spirits and asking riddles. I think Shojo created three pass tokens in total from this round.

Most useful activation of the turn was when Zombie Chihuahua charged Kabuki Warrior in the middle, accomplishing only foul odor and blocking McMourning's path to enemy strategy marker. 

Scores go 1-2 for Resurrectionists when I reluctantly reveal Hold Up Their Forces. 

Turn 3:

Qi and Gong starts the turn with ten pass tokens with still more to come. And what a brutal turn it was.

Shojo put up boring conversation, which turned out to be a hideous ability when combined with Distraction aura from Kabuki Warriors. Well, of course willpower 3-4 on my models highlighted the problem... 

While I still had the chance, Carrion Effigy went to place a strategy marker so that I'd gain a point this round.

Bill Algren charged Sebastian, severing off his extra head and leaving him with four wounds remaining.

Kentauroi had to come and charge Kabuki Warrior that was sitting dancing near Shojo to block his charge to Sebastian. Stampede dealt a point of damage to both models, but this model was no miraculous Canine Remains and failed Boring Conversation check.

Kabuki Warrior? Killed the Kentauroi in two clean swipes. 

Sebastian summoned a Canine Remains and walked within 1" of Bill.

Youko forced Carrion Effigy to pick up the strategy marker it had placed earlier, so I had to figure out a way to get strategy marker past the centerline. Opponent didn't have such worries as Ten Thunders had already three markers placed. 

My plan was to poison Bunraku and then leave melee with Bone Pile in Cursed Sludge. So, Corpse Curator managed to land another sludge marker with a red joker, placing it under Chiyo. I would have been happy for just one point of damage to guarantee Chiyo's eventual death, but second attempt with Dredge Up dealt severe damage despite negative modifiers. 

I also wanted to kill Bunraku Bone Pile, so I started to activate Canine Remains to see how the situation develops. I had either Bone Pile or McMourning to drop a strategy marker. Buuut then Bunraku activated, escaped melee with Risky Maneuvers and dealt four points in to Bone Pile, which fortunately still had four more. Opponent scores a second hit, and obviously it had to be Rams that it flipped - meaning critical strike. Moderate damage would now kill Bone Pile. I didn't have high enough cards in my hand to dodge the hit, but at least I managed to score a tie, which meant triple negatives. And look at that... moderate from four cards!

Uh. At least that decided what I had to do with McMourning. Except that Kabuki Warrior in middle had killed Zombie Chihuahua, and a Geisha had lured Bill Algren away from Sebastian - right there to block path for McMourning, who had originally planned to walk to enemy strategy marker, pick it up and then place a marker past centerline.

Instead, he tried to push the Bunraku in to burning hazard, but failed. Last two actions had to be walk and interact. 

One Canine Remains had ran to engage Youko to maybe deliver a message one day.

So, I lost Kentauroi and Bone Pile to less than likely flips. What was a steady game had become a struggle instead.

Ten Thunders doesn't reveal any schemes, so scores go 2-3 for Resurrectionists. 

Turn 4:

Ten Thunders wins initiative, and Bunraku goes to place Bone Pile's explosive marker touching Resurrectionist's deployment zone. 

Flesh Construct jumped at the chance to kill Shojo now that Boring Conversation wasn't up yet, but brought her only down to two health remaining. And then there was that dreaded conversation again with Shojo also healing from it. 

Canine Remains finally delivers a message to Youko Hamasaki, but so does Geisha to McMourning. Nurse had given McMourning some painkillers without succeeding anything else, really. Youko asked her some riddles and then owned her, disengaging and moving to Bunraku. 

I lost all of my Canine Remains this turn, but not before one of them did severe damage in to Bill Algren. It probably shouldn't go like this, but come to think of it - majority of my crews damage came from Canine Remains in this game, with only Flesh Construct coming even close.

While Sebastian was attacked by Bill and Kabuki Warrior, both had had to spend actions on killing puppies. So Sebastian survived, with one health remaining. Fortunately this was all he needed to summon one more Canine Remains.

Kabuki Warrior in the middle had disengaged to engage Carrion Effigy, but didn't score a hit. McMourning managed to disengage by using my last soulstone (Distraction aura + conversation), pick up enemy strategy marker and even use Desperate Pace on Carrion Effigy to push it away from melee.

So, the effigy went to a little safer place to plant a strategy marker.

But my joy was short lived, because in the end phase opponent revealed also Take Prisoner. Scores were 4-5 for Resurrectionists.

Turn 5:

Ten Thunders started killing my un-activated models left and right. Kabuki Warrior started the ordeal by killing Sebastian and luring Shojo from the forest. This was Flesh Construct's chance to shine, and shine it did - finally Shojo was dead. And the construct was engaging a higher cost model that had already activated.

Although Corpse Curator succeeded to place fourth strategy marker for me, Youko was able to remove one. To protect one McMourning had tried to disengage twice from Kabuki Warrior, failing both times with Kabuki Warrior flipping a severe to move reduction. 

So, McMourning just implanted his rusty tools to Nurse, who was in a nasty position. If I wanted points from Hold Up Their Forces, she needed to engage someone of higher cost. However, if she was engaged, Ten Thunders would get their prisoner. I thought it best to leave her next to Bill and Geisha who had already activated that turn.

Bunraku had no trouble in getting a scheme marker next to McMourning, and Kabuki Warrior in the middle even charged to kill Carrion Effigy just for giggles. 

In the end I had lost more models than I had had at the beginning of the game. Five of them were Canine Remains, which is especially impressive since I began the game with just one. 

Even Zombie Chihuahua had been killed, bringing the total of innocent puppies killed to six. Apparently Qi and Gong thought it appropriate to also kill their keeper. I guess no dogs allowed in their holdings. 

Game was a 6-6 draw.

Tuesday, January 17, 2023

Doggo knows some tricks

 Had a 35ss game of Malifaux over Vassal.

Strategy: Wedge Corrupted Idols

Schemes: Breakthrough, Assassinate, Claim Jump, Take Prisoner, Dig Their Graves

My list was:

Dr McMourning & Zombie Chihuahua
Sebastian
Corpse Curator
Flesh Construct + Killer Instinct
Guild Autopsy
Little Gasser

Stones: 3
Schemes: Dig Their Graves, Assassinate

Opponent had:

Youko Hamasaki & Chiyo Hamasaki
Bill Algren
Kabuki Warrior
2x Bunraku
Tanuki

 Stones: 1
Schemes: Take Prisoner (Corpse Curator), Breakthrough

Turn 1:

The map was... quite something for Corrupted Idols! First idol came to being from bottom table edge, which was kind of out of my reach as I had deployed in a nicely poisonable little clump in the middle. 

Sebastian did the Sebastian thing and spent 60% of my hand in the first activation. 

Chiyo and Bunraku were moving on top of the map and had two idol spawn location all for themselves when Youko owned a well-riddled Corpse Curator that I had brought on train within killing distance of Bill and Kabuki Warrior and Tanuki. 

McMourning had to activate and give Doctor's Orders for the Curator. Bill tried to challenge it and Kabuki Warrior lured it back into melee with Youko. 

One Bunraku was running to Corrupted Idol below, and remainder of my crew were crawling in forests and train platforms in the middle.

Turn 2:

Idol dropped in the middle.

Corpse Curator activated first and tried to plant a hazardous terrain over Youko, Bill and Tanuki but even with soulstone I had not been able to get a crows into my hand. And yes, it failed to do that naturally.

Kabuki Warrior surprisingly took a walk back and lured Corpse Curator past hazardous razor wire. Smells like prisoner.

I figured I would be able to try to start softening up Youko with Flesh Construct and afterwards heal with Blood Poisoning... but turned out that Bill Algren took the thing down with just two attacks. And even challenged Dr. McMourning when I was low on cards in my hand.

Feeling the need to keep Bill and Youko engaged, McMourning then charged Bill, scored three points in and would have killed Bill if it wasn't for the only soulstone Ten Thunders had available. I suppose Dr. McMourning didn't have proper yellow overalls and a katana. He also gave doctor's orders for Corpse Curator, because I suspected Take Prisoner. 

Bunraku on top came over train carriage platform and lured Corpse Curator next to it, so there was little I could do to stop Take Prisoner now.

Zombie Chihuahua ran next to Youko and unleashed its horrific odor. 

Youko did what you usually do when you're confronted by a mad doctor with bonesaw and an aggressive chihuahua chewing at your feet. She told the dog to play dead with her cutting words, and did the doggo know this trick! Proudly it demonstrated its skills for. All. Eternity. Next she starts asking riddles from Dr. McMourning. I guess along the lines of "Your dog just died but did I kill it?" 

Sebastian walks so so slooooowly on top of train carriage, and Bunraku below throws a Corrupted Idol to my side. Little Gasser charges Bill in hopes of trickling in some damage. Well, it failed, but at least there was now another source of horrific odor.

Chiyo cautiously walks towards my deployment zone, well past the center line. Deployment zones in the image are shown as flank, because the corners tell nicely where to put the strategy marker. Guild Autopsy goes to guard middle-down strategy spawn point.

Scarily enough, points go 0-2 for Ten Thunders and Resurrectionists are already down two models.

Turn 3:

Corrupted Idol enters play middle-down.

Because of number disparity, I really needed to start thinning down the Ten Thunders model count. McMourning managed to kill Bill after transplanting his distractions away to Little Gasser. 

Bunraku on top starts swinging at Corpse Curator and managed to stun it and shove it to the other side of the train. My plan had been to move it to cover Kabuki, Tanuki and Youko with Cursed Sludge. Then Little Gasser would have been able to place a scheme marker in anticipation of Dig Their Graves.

So, instead I secured my first strategy point with Guild Autopsy. 

Kabuki Warrior then comes and kills Little Gasser. I start spending my pass tokens, and Bunraku comes and kills Guild Autopsy. Chiyo runs to my deployment zone, and Sebastian lobs a flask of formaldehyde into the brawl in the middle.

Tanuki tries to heal Youko, and secretly I pray to whatever tyrant that is looking favorably over Dr. McMourning's ordeals - and yes, Tanuki heals only for one point. This meant that poison condition would bring Youko to assassination threshold. Then Tanuki charged McMourning and even did some damage before disengaging.

Scores even out to 2-2.

Turn 4:

Ten Thunders wins initiative, so Youko took a run away from the action. 

Sebastian charged Bunraku below, but caused only one wound in - but with poison. With catalyst, Bunraku would not be able to use risky manouvers to get out and toss my idol away. 

Kabuki Warrior did some impressive damage to Dr. McMourning.

Corpse Curator disengaged and charged Youko, no succeeding and once again I had no crows in my starting hand for hazardous terrain. At least one additional poison was caused.

Tanuki activated next to heal Youko, and doctor was not far away, swinging his bone saw. But Tanuki was able to dodge the attack.

Remaining Bunraku committed suicide by jumping off the train, running through razor wire, doing some risky maneuvers and finally tossing corrupted idol in the middle to my side. 

Scores go 2-4 when opponent gets Corrupted Idols and Breakthrough.

Turn 5:

Resurrectionists win initiative. I was pondering if I should activate Corpse Curator or McMourning first. I picked the wrong one, Corpse Curator. It finally places its first sludge marker during game, woohoo! Then it places scheme marker and tries to attack Youko. Looking back at the picture now at the time of writing I realize what I should have done instead - instead of useless attack at Serene Countenance model, it should have taken a little walk to block off Youko's escape. 

Now, she just ran away full speed nonstop. 

Sebastian tossed an Idol to Ten Thunders side and walked for a bit to deny Kabuki Warrior from running to deny him. Instead, Kabuki Warrior ran to engage Corpse Curator. 

McMourning disengages and of course that ABOMINABLE FREAKING FURRY COSPLAY UGLY HAT MONSTER shaves off two inches off of Dr. McMourning's movement. That was exactly enough to make it really difficult to get within clear 8" of Youko for a Focused Blood Poisoning.

Instead I resorted to moving away from Kabuki Warrior with Doctor's Orders and trying to transfer seven poison to her for a grand total of twelve, but it was not to be. 

Game ends 3-5 when opponent gets a point from Take Prisoner, and I get the strategy point.

All in all, I think Youko teaches an important lesson here. Remember kids, if you encounter a manic looking twitchy doctor in dark alley who wants to give you a new transplants free of charge, run. Each step is crucial. At most you'll have time for some backroom dealings along the way.

Wednesday, October 5, 2022

Brutal Verbal Abuse

A 35ss game of Malifaux on Vassal. 

Strategy: Corner Plant Explosives

Schemes: Vendetta, Power Ritual, Outflank, Harness Ley Lines, Claim Jump

My list:

Madame Sybelle & Carrion Effigy
Flesh Construct
Dead Dandy
Dead Doxy
2x Rabble Riser
2x Mindless Zombie

Stones: 2
Schemes: Vendetta (Flesh Construct on Kabuki Warrior), Harness Ley Lines

Opponent had:

Youko Hamasaki & Chiyo
Bill Algren
Kabuki Warrior
2x Bunraku
Geisha

Stones: 2
Schemes: Power Ritual, Outflank

Turn 1:

The abundance of severe terrain made for poor choices on my part. Majority of my crew parked in one big clump in the middle, while Madame Sybelle was racing towards bottom-left. I also didn't really think much about the placement of my explosive tokens - Madame really should have taken two of them. 

Also Ten Thunders was struggling with the terrain, but at least they spread their crew more over the board. A lone Bunraku was coming to greet Madame Sybelle, Kabuki got stuck in enemy deployment zone and Youko, Bill and Chiyo had their own little bubble about six inches away from centerline. One Bunraku and Geisha looked like they were trying to reach top-right corner.

Turn 2:

Madame Sybelle places one explosive marker and a scheme marker within 3" of bottom-left corner. Bunraku got scared of her and backtracked a little. The other Bunraku took a double walk to top-right corner.

Rabble Riser went to place a scheme marker on the centerline and was then lured by Geisha closer so that Bill was able to beat it down to one health remaining.

Flesh Construct places a scheme on centerline and an explosive past it. Kabuki Warrior however manages to move the scheme off the line. Doxy runs to centerline and Effigy fails to heal Flesh Construct. 

But all was not lost - a Mindless Zombie ran near centerline and Dead Dandy turned it into Ten Thunders scheme marker. Thanks, Chiyo. 

Well, at least Ten Thunders wouldn't be drowning in pass tokens just yet.

Scores go 0-1 for Resurrectionists when Ten Thunders fail to bring any explosives to my side.

Turn 3:

A big melee happens in the middle. Bill kills Rabble Riser and interacts an explosive on my side. He challenges a second Rabble Riser who then cannot do much else than beat Bill - which it does rather well with a total of four damage through armor. Later in the round I was planning to score Ley Lines this round and I didn't want Bill to heal, so Carrion Effigy walked to bring some Aura of Decay for Bill.

Well, Youko tore Carrion Effigy to shreds with her cutting words. 

Dead Doxy walks Flesh Construct a little forward in the middle forest and seduces Bunraku and its unrequited love, Kabuki Warrior. Flesh Construct then charges Kabuki Warrior, not landing even a single hit thanks to opponent's cheats. That was rather annoying, but Kabuki Warrior giving Red Joker to Flesh Construct in damage flip was critical. 

For Kabuki's second attack I flipped Black Joker for Flesh Construct and was prepared to say goodbye to my two Vendetta points. Opponent hit, but evened out earlier Red Joker by flipping Black Joker to damage this time. Of course New Horizon succeeded and moved another scheme marker to a bad position for me. 

Madame Sybelle walked and interacted a scheme to centerline, and tried to save Flesh Construct by using Beckoning Call on Bunraku. Well, she failed to land Beckoning Call but miraculously both attacks by Bunraku missed Flesh Construct, too.

Dead Dandy fails to turn a corpse marker into scheme marker, which means no scheme reveals for me this turn. Good news? At least Bill wouldn't heal this round from revealed schemes. 

Bunraku on top-right interacts and places explosive marker.

Scores go 2-2 when both players score strategy and Ten Thunders reveals Power Ritual.

First two turns looked so good, but there were a few hardships too many this round so it all looked grim now.

Turn 4:

Ten Thunders won initiative, but activated Youko first, but I'll get to that later.

So I had one more chance of getting a point from Vendetta. Flesh Construct activated, concentrated and attacked Kabuki Warrior. Well look at that, Black Joker my old friend.

Bunraku kills Flesh Construct and engages Dead Doxy with bonus action. It dealt a couple points of damage before Madame Sybelle came forward and used I've Got Your Back on her. This secured me third point from strategy.

Bill Algren went to take a swing at Dead Dandy, and did something I'll get to later.

Mindless Zombie goes to hang around near center line followed by disengaging Dead Dandy. Kabuki Warrior kills Mindless Zombie.

Geisha lures another Bunraku away from top-right corner, and the puppet then runs near duel between Youko and Rabble Riser. 

But yeah, that Rabble Riser. I feel sorry for him. First Youko acts all nicely and offers him some Backroom Dealings, immediately followed by 3x Cutting Words. Bill Algren goes "Well aren't you a pathetic weakling if you can't fight me in a duel" before leaving the melee entirely. Chiyo misinforms nasty lies what Bill went to do with Rabble Riser's momma and ends with a biting insult how Rabble Riser's momma is dead. 

Poor Rabble Riser.

But Kabuki Warrior delayed Harness Ley Lines no longer, so scores go 3-4 for Resurrectionists with both players scoring strategy. 

Turn 5:

Youko continues to torment Rabble Riser with her cutting words, but the zombie murderer wants to get even with Bill. He disengages and tries to challenge Bill, failing at that. Bill then kills Rabble Riser, escalating to physical violence from the verbal abuse of last round.

Dead Dandy makes a scheme marker out of a corpse, but can't interact one because he was in melee with Kabuki Warrior. Kabuki - third time in this match - manages to dislodge my scheme marker.

Dead Doxy pushed Madame Sybelle out of the forest with Take By the Hand and interacted a scheme. But then a wild Bunraku appeared and it doing nothing at all was super effective. Had Madame been able to activate, she could have placed two more scheme markers for Harness Ley Lines end condition.

Chiyo places third explosive for Ten Thunders. Resurrectionists score no points this turn, so game ends in draw, 4-4.