Wednesday, July 12, 2017

Flammable Season (Touch of Evil)

As I was on my biannual visit to Kuhmo, I played some board games a little bit for the first time in this... year.

This visit saw a continuation of a Touch of Evil campaign game.

First game was against Delion Dryad.

Using the campaign rules we used one stashed investigation point and randomly picked two heroes and chose one of them. We got Heinrich Cartwright, the Drifter and Captain Hawkings.

These villains that have limited amount minion tokens with some guaranteed ways to spawn them are nasty when used with all three expansion boards. Good thing we had Captain Hawkings, who was able to send militias to chop some woods... some of them never came back from their assignment.

I don't think Shadow Track fell even once because we didn't have tokens to place Living Trees.

Living Trees also weren't particularly apt in rolling sixes - I believe they didn't cause any hero Knock Out's. Other kinds of Wolves and Deep Ones and ambushes in the night did that surely enough, but the dangerous spiral of being Knocked Out all the time, every time did not happen. Only a couple of turns were missed because of getting knocked out during Mystery Phase.

Corner Locations were merciful - only two or three cards that were drawn were strictly bad things or attacks or whatnot.

However, despite all of this it wasn't an easy game. Other causes made Shadow Track speed down towards Darkness. Heroes were quite tanky and had some equipment and both had Spirit + Cunning of eight or more, but beginning Showdown looked like risky business because there were zero "ignore all wounds" event cards in store for us, and neither hero was able to deal absurd amounts of damage.

Also, later in the game both heroes were badly injured most of the time, so we were waiting for the turn when both of us would be fully healed to start the showdown. That turn never came and we had no other option than to begin Showdown when Shadow Track was at "2".

Both flinged their torches at the Dryad during first round. Second round not much damage was dealt by either party. Third turn Captain Hawkings fell, and Heinrich Cartwright along with Widow Jessica the village elder were survivors of this alluring encounter. Maybe they started life together or something.

Game 2:

Next game was against The Scarecrow, which gave nice theme for this summer's touches of evil. Burn them all. With matchsticks and gasoline.

We picked random heroes, who were Valeria, the Eternal and Katarina, the Outlaw. Not too bad at all.

In this game we had to struggle against Shadow Track, as we picked up such Remains in Play cards as The Horror and later in the game Something Wicked. Also almost every single turn there was a murder. Crows started appearing all over the place. Pretty lousy Scarecrow if you ask me.

Throughout the game heroes were undergeared against difficulties they had to face, and there were next to no pick ups from corner locations. Well, actually heroes even couldn't visit corner locations all that much thanks to Order's Influences that made militias go mad, as well as a roadblock at Smuggler's Cove.

Katarina bought Sacred Chalice and got rid of The Horror and Order's Influence, and then Sacred Chalice expired.

Heroes had to start Showdown a little bit too early. Katarina had, what, five Fight dice and Valeria had four. Of course they were absurdly multiplied by ditching keyword Fire. Scarecrow had 14 fight dice at it's height.

But thanks to Katarina getting some 12 Fight Dice with a re-roll from event, damage was more than enough to burn the abomination that had set up it's lair at Icy Waters. "Nobody will suspect I hide in Icy Waters" thought the Scarecrow, I suppose, but a local fisherman was bewildered about a scarecrow that somebody had set up on an iceberg.

Widow Jessica and Lady Hanbrook both died during showdown, and as last act of defiance Scarecrow killed Katarina - just before dying.

Two victories. But still the campaign will take quite a while if we take a year and a half breaks in between the games...

Campaign statistics:


Villains defeated: Spectral Horseman, Vampire, Siren, Bog Fiend, Volgovian Nutcracker, Delion Dryad, Scarecrow
Villains still to be defeated: 12

Heroes dead: Argot Blackwell, Inspector Cooke, Isabella von Took & Liliana, Lost Soul
Heroes remaining: 20

Stashed investigation: 6

Sunday, July 9, 2017

Second Settlement, years 1-2

With King's Man painted, I gave myself permission to start a new settlement for Kingdom Death.

Intro mission went far worse than last time around.

Two survivors perished, one of them being the one who got permanent strength from critically wounding the lion.

An additional Shimmering Mane came from a critical wound against Glorious Mane. On top of that, I got Lion Testes, Lion Claw, Golden Whiskers and Great Cat Bones. Basic resources were Love Juice, Broken Lantern and 2x Monster Hide.

Once more I roll minimum number of starting survivors, meaning I got now Population 8.

Just to see how things work out, I chose Cannibalize as my death principle. I got a fourth Founding Stone and +3 insanity for departing survivors.

Fahert utters the first words and I build Skinnery and Bone Smith.

Settlement produces Bone Darts, Rawhide Headband, Boots, Gloves and Vest. (Shimmering Mane was archived for extra hides)

I nominate two random survivors for Love Juice and I roll 7. I take Protect the Young life principle. Parents get survival and permanent evasion.

Storage:
4x Cloth
4x Founding Stone
Bone Darts
Rawhide Headband, Vest, Boots, Gloves

Innovations & Principles:
Language
Cannibalize & Protect the Young

Resources:
Lion Testes, Golden Whiskers, Great Cat Bones, Broken Lantern

It might take some time before I get to play next time, so this write-up only has prologue.

Second year I chose White Lion (like there's any choice...) for Quarry, and first hunt even was Aromatic Breeze with 09 from d100. Rudaghet enters the bright light and rolls 7. Brain damage. Second hunt event is Marked Territory, which is a bummer since no survivor has 3+ Understanding at this point. Roll is 71 from the d100 - and Nos founds the relic by rolling 10. Looks like I might get Ammonia after all... if I beat the lion with weapons as poor as these.

Since Aromatic Breeze brought lion a little bit forward, Showdown starts right next.

Random terrain cards are two Acanthus Plants and...

... the lonely tree.

Hiding in Tall Grass makes lion's first attack miss. Paterna checks upcoming AI cards and places Alert on top of the deck, and then Materna flings Founding Stone at the beast, critically wounding throat. Lion gets knocked down.

Since hitting is not that big of an issue this turn, I decide I'll try to get some extra critical hits against White Lion from using bare hands. Nos gets +3 insanity and ??? resource from Fuzzy Groin.

Next Lion attacks Paterna with Vicious Claw. Only one attack hits, which is promptly dodged away. Materna lobs a bone dart at Lion, hits but doesn't cause a wound, which in turn makes the lion grab Paterna six spaces forwards... closer to the Lonely Tree. Materna encourages Paterna right up. He gets to Lion'a blind spot, but doesn't score any hits.

I didn't want a turn in which I wouldn't score even one injury on the beast, so Rudaghet throws Founding Stone at the lion - and injures Strange Hand. Nice - it might be possible to try and glitch the Lion now, since I definitely know there's Vicious Claw in the AI deck.

Lion Sizes up, but that doesn't scare anyone.

I decide to use this turn mostly to regroup. Materna tries to attack with the bone dart, but doesn't hit. Rudaghet finds and eats an Acanthus plant and so does Nos.

Paterna attacks but doesn't score hits, and then he retreats back to the relative safety of Tall Grass.

I should have checked the AI card though - it was Combo Claw, which would have given Paterna understanding. Oh well. At least the Lion didn't attack anyone.

Paterna checks upcoming AI's - Revenge and Grasp. I decide to pick Grasp next since it only has Speed 1, which is easy to dodge. But I did not have to - Lion missed. Materna missed Bone Darts, but Paterna scores a critical hit to White Lion's knee, getting a -1 movement token for it. Nobody else scores any wounds.

White Lion attacks with Maul, but since there are no knocked down survivors or Grab targets from last round, it just sniffs... while being completely surrounded by survivors.

Relative easiness of this fight so far makes me feel almost bad. Almost. Paterna critically wounds Fuzzy Groin and gets Lion Testes. Priority Target token and +1 damage might yet become my downfall in this fight. There's five more cards in the AI deck. Next card is Combo Claw, which yields understanding to all but Paterna, who tried to hide a little further in the Tall Grass.

Turn for survivors is extraordinary. One critical wound (+3 insanity to all non-deaf survivors) and at least two other wounds were inflicted.

White Lion attacks with Maul, and even if there are no targets for this attack once more, the priority target is on Paterna. Both attacks hit. With the damage token hits caused four damage. Paterna dodged one that went to Body, and rolled 1 for arm injury. I knew this was going way too well! That's what you get from ripping these so called "ding-dongs" from lions, I suppose.

Nos pulls the Trap hit location and is decapitated.

No... no... NO! Everything was going so perfectly...! And now this thing escalated into to deaths in less than a full round. Oh well.

And here is where I realize the only cards left in AI deck are Maul and Combo-Claw. Eh. This game really has no steady course. I spent quite a while checking the internets (all of them) for an answer if this is a premium example of making my remaining survivors into super-understanders. Rudaghet gets +1 permanent movement and Materna ignores next severe injury this showdown.

White Secret lunacy gives Vestiphobia for Materna and Anxiety for Rudaghet. Materna rolls Story of the Survivor and Rudsghet gains Ageless.


I get rid of Maul just fine, but somehow I had shuffled Clever Play rather badly, and it caused Materna to get knocked down and lose all Body & Arms injury levels. But eventually I grind the last two remaining damage points in, and the two-hour long Showdown ends in style with a critical hit to Fleshy Gut.

I get Blistering Plasma Fruit from Lonely Tree.

Rewards: (includes critical hits and the benefits of Cannibalize)
3x Monster Hide, ???, 2x Monster Bone, 2x Broken Lantern
Lion Testes, Eye of Cat, White Fur, Lion Claw, Lion Tail

I guess I don't get the innovation from Found Relic since the event revealer died.

Settlement event was Dark Dentist, so it wasn't even a time to rage-quit at this point. Rudaghet gained +1 permanent strength from Age event.

I nominate Voici to stand as voice of reason during Endless Screams.

With endeavors I innovate Ammonia and build Organ Grinder. Rudaghet eats the Blistering Plasma Fruit.

Cat-Eye Circlet and Rawhide Pants are must haves. I also built King Spear and Whisker Harp
Second Rawhide Vest and gloves, plus extra Bone Darts and Monster Grease. Resource-wise settlement is broke now, but I dare to feel hopeful. And after all - Butcher is soon coming to town and losing to him destroys all resources. This time, though, I have read the rules a little bit better so I will not lose a gridfull of equipment if Butcher becomes fascinated with some particular survivor and distracts himself to the wilderness.

However, next year I will try to do this special showdown with Cand...ice.

Resources:
3x Broken Lantern


Storage:
4x Cloth
2x Founding Stone
2x Bone Darts
Rawhide Headband, Vest, Boots, Gloves, Pants
Rawhide Headband + Gloves
Cat Eye Circlet
King Spear
Whisker Harp
Monster Grease


Innovations & Principles:
Language, Ammonia
Cannibalize & Protect the Young


Saturday, July 8, 2017

Expansions, House Rules and such

Last time I didn't make a very detailed note what expansions and house rules and such I was using in my first campaign. I have already started a second settlement. I'll post the first few Lantern Years in the near future.

So, the kit that settlement2 tag is going to have is as follows:

I use random cards from quite a few expansions even if I haven't been able to get all the contents. Additionally I use all the 1.4 modifications I've been able to find. I tweaked a couple of the events from Spidicules and Slenderman to fit to use without the rest of content.

However, fully and operating expansion are:

Sunstalker
Lion God
Lonely Tree

Additionally I will be using the challenge scenarios from the Kingdom Death website. However, I will restrict all of them to one try per campaign regardless of the outcome. I find it somehow abusive if you can repeat a scenario until you succeed.

I've also tried to do some research on my expansions, and general consensus seems to be that Lion God is too hard for what it potentially gives. This house rule is not going to alleviate that much, but since it is Lion God after all, I think it's proper that it gives one less basic resource than usually, and 1 + monster level White Lion resource.

My encounter with Butcher on my first run was devastating, and many seem to think that there is not much to gain or even lose from Nemesis Encounters if you send four useless survivors to perish in them. However I will not tinker around the Nemesis encounters in my second campaign other than add a chance to innovate Crimson Candy from Butcher and King's Man, since I don't have actual means to innovate it.

Tuesday, July 4, 2017

Circle Farewells

When I gave my Circle miniatures away yesterday, we played one 10 point game.

I used

Asphyxious the Hellbringer & Deryliss
- Slayer
- 3x Helldiver

Scrap Thralls
Warwitch Siren

Opponent had:

Tanith, the Feral Song
- Warpwolf Stalker
- Gnarlhorn Satyr
- Gorax
Druid Wilder

Opponent was very new to Circle Orboros - I think he mentioned that none of the miniatures he used in this game are familiar to him. He was a little hesitant to engage. I, on the other hand, was way too eager to engage. Practically I traded Slayer for Druid Wilder. Helldivers were offensively useless (understand that however you wish...) but Field Marshal made them difficult to completely remove from the board.

It was pretty much Asphyxious himself who tore through enemy heavies. Though twelve focus were not enough to remove one Warpwolf Stalker - I spent even the last focus point on Asphyxious in order to try and trigger Blood Boon. Never happened. Vociferon came and showed Asphyxious how warbeasts are destroyed.

Valiantly Tanith tried to assassinate Asphyxious, but her personal damage output isn't that amazing after all. Asphyxious personally shackled her soul to a cage.

Mordikaar vs Vayl2


A 75 point game of Warmachine/Hordes from about a week and a half ago.

My list was:
Void Seer Mordikaar
- Agonizer
- Archidon
- Basilisk Krea
- 2x Reptile Hound
- Titan Gladiator
Cataphract Cetrati (max)
Paingiver Beast Handlers (min)
Praetorian Swordsmen (max) + Officer & Standard
Venator Flayer Cannon Crew
Extoller Soulward
Mortitheurge Willbreaker
Void Spirit


Opponent had:

Oracles of Annihilation
Vayl, Consul of Everblight
- Angelius
- Carnivean
- Naga Nightlurker
- Nephilim Bolt Thrower
- Ravagore
- Seraph

Blackfrost Shard
2x Blighted Nyss Shepherd
2x Blighted Nyss Sorceress & Hellion
The Forsaken
Succubus


This will most likely be the briefest (ohh... brie-fest...) write-up on Warmachine game in my whole blogging history. Notable mentions were how I got an amazing feat turn thanks to opponent not being able to land 9+ with boosts. Next I managed to grab four control points in one go, and even had a relatively good chance at winning with scenario when I started the turn with 0 control points. However, Void Spirit rolled damage something close to 1,1,2.

Then I was - once more - way too overconfident with my four control points. Sure opponent needed to do quite a few shenanigans in order to succeed, but Legion was able to pull off an assassination. Why I never learn...


Monday, July 3, 2017

Another Era Comes to Pass

Somehow I think this is worthy of a post of it's own.

Seems like I don't quite have the time any more to keep three full factions in a steady rotation. Sure, launch of Mk3 probably exaggerated this, since I had to start my statistics from scratch. Now I only have fifteen warcasters and warlocks that I need to play kind of equally. No, probably not. I need to further cut down their number, perhaps by leaving Asphyxious1, Deneghra1 & 2 and Venethrax statistically frozen.

So it is time to let the beasts run free and sell all of my Circle of Orboros models. Almost all - I still do have a Blackclad Wayfarer I once converted for a league, and the old metal Gorax. Let's not talk about the old metal Gorax. For possible demo purposes I retained Kaya the Wildborne, Wild Argus and Feral Warpwolf - some of the ugliest models in my collection, but hey.

Profits go to supply my fondness of Kingdom Death. Lonely Tree is the newest expansion I got.

Thursday, June 22, 2017

Rasheth vs Goreshade the Bastard

A 50 point game of Warmachine from who knows when. Got to start writing these things up lest I forget everything.

My list was:

Dominar Rasheth
- Agonizer
- Cyclops Savage
- Aradus Sentinel
- Rhinodon
Paingiver Beast Handlers (min)
Praetorian Swordsmen (max) + Command Attachment
Venator Reivers (min)
Swamp Gobbers Bellows Crew
Paingiver Bloodrunner Master Tormentor

Opponent had:

Goreshade the Bastard
- 2x Nightwretch
- Reaper
- 2x Slayer

The Withershadow Combine
Mechanithralls (max)
Necrosurgeon & Stitch Thralls
Satyxis Raider Captain
Warwitch Siren

Scenario was Extraction and Cryx started game.

Opponent brought a couple of his warjacks too close and I decided to launch Rasheth's feat. Feat was satisfying, as it wrecked quite a few Mechanithralls and two Slayers plus a Nightwretch.

Gnawing Pain from Agonizer and Rasheth's feat being an aura-like effect didn't make Cryx's retaliation a very impressive one. A reaper and a full minimum unit of Bane Thralls killed pretty much just the Cyclops Savage.

I could have attempted an assassination next, but I thought my position was strong enough to play safe.

Well, my next turn wasn't all that beautiful either. I was struggling to remove the Bane Thralls, and I couldn't even wreck Reaper.

I opponent would have removed both heavies next turn, it could have turned the tables entirely. But that didn't happen even if Goreshade charged in. Neither heavy beasts died.

I somehow got rid of the Deathwalker, critically knocked down Goreshade with Rhinodon, and then Aradus Sentinel walked to maul the cryxian warcaster. Aradus had to take a free strike from Reaper, but that didn't accomplish anything.

Goreshade was destroyed. I suppose there would be extra details I could squeeze from my brains into this writing, but in the end it was pretty straightforward game.


Wednesday, June 14, 2017

Someone call a Doctor! Butcher is here

Just finished a couple of Kingdom Death miniatures.

There's Doctor to represent various supporty survivors with little to no possibility to inflict wounds on enemies.

Then there's the Butcher - first nemesis encounter that ruined my, and many other players' early game, too.

I decided to leave the lantern cloak separately, because it fits so well to the Butcher model that he dons it on when he's level 2 and 3.

Butcher, along with The Hand, were shipped with incorrect bases, so I made some tinkering. I slapped a magnet on the 50mm base, and made some custom bases for Butcher, The Hand and King's Man, putting a magnet inside of them, too.

Butcher's base went a little... over the top. But considering all the innocent new player blood he's spilled, I think it's only appropriate.

Anyway, here they are.