Thursday, April 27, 2023

Vague Necromancy

Two 50ss games of Malifaux.

Strategy: Corner Covert Operations

Schemes: Assassinate, Sabotage, Leave Your Mark, In Your Face, Set the Trap

My list:

McMourning1 with Grave Spirit Touch & Zombie Chihuahua
Rogue Necromancy
Rafkin
Corpse Curator
Kentauroi
Nurse 
2x Canine Remains

Pool: 4
Schemes: In Your Face, Leave Your Mark

Opponent had:

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

Pool: 2
Schemes: In Your Face, Sabotage

Turn 1:

Corner deployment, so not much engagement happened. More so than usual, when both were stacking conditions and non-conditions on their own models (Brilliance from moving Kitty and Rafkin's formaldehyde galore.)

A large building was dividing my crew, with Zombie Chihuahua, Nurse and Rogue Necromancy were aiming for top-left quadrant, while all the others bubbled up in the middle. Dogs were mercilessly biting Corpse Curator into bits, with Dr. McMourning blaspheming focus out of what was left. 

Ten Thunders were in even more coherent bubble than Resurrectionists, with only Hungering Darkness making a slight exception by being a spearhead.

Turn 2:

One Canine Remains ran to rightmost strategy marker to claim it uncontested. 

Both sides seemed hesitant to engage. The other Canine Remains took a bite off from Corpse Curator, which made it possible for McMourning to summon a Flesh Construct. It was given doctor's orders right away.

Tanukis and Illuminated had formed a nice conga line, so Flesh Construct tried to rain vomit on their parade, failing at that. This however aggravated an Illuminated enough that it charged Flesh Construct. This opened up the game a little, and Rogue Necromancy went to puke over the little furries, scoring a severe blast over Mr. Tannen, Illuminated, and a Tanuki. 

That puke was almost punishable by death. An Illuminated started softening up Rogue Necromancy, and was quickly joined by Hungering Darkness. The henchmaster would have needed a single moderate wound in its three action points to kill the Rogue Necromancy, but fortunately for the chimera, no moderates came and Rogue Necromancy was left alive with one health point. That was a relief, considering it was my model for In Your Face end condition.

Kentauroi transported McMourning a little, and proceeded to stomp one Illuminated dead with a couple lucky damages.

Both players claim a strategy point, and Resurrectionists score Leave Your Mark with a scheme marker that Nurse had planted. Scores go 1-2 for Resurrectionists.

Turn 3:

Resurrectionists cheated initiative for themselves, and didn't want Boring Conversation in middle of Willpower 4. Flesh Construct activated and went to kill already damaged Mr. Tannen.

What Hungering Darkness failed last round, it succeeded now with gross overkill. Rogue Necromancy was gone before having time to activate.

Dr. McMourning butchers last remaining Illuminated and made short work of it. It was only good and proper then to join Gwyneth Maddoxs' game table along with Kentauroi and Flesh Construct. 

Lynch takes a double walk and a charge against Nurse, reducing her to half health. 

Tanukis pump out focus and heals, and opponent spends both pass tokens too. Resurrectionists reply by making useless activations with Canine Remains. Rafkin and Corpse Curator try to tease Lynch a little, but don't do much. 

Kentauroi backs off from melee with McMourning and repeatedly charges Tanuki, but not quite getting the killing blow.

Finally Kitty Dumont activates and goes to claim the middle-right strategy marker. I have the choice of whether to go and try to claim middle-left marker with Nurse, or to engage Kitty and deny a point from Ten Thunders. I choose denial, and scores go 2-3 for Resurrectionists. Ten Thunders got In Your Face, and Resurrectionists strategy.

Turn 4:

Kentauroi stampedes Tanuki dead, but the patchwork horse is then stomped dead by either Hungering Darkness or Lynch himself.

McMourning orders himself out of Gwyneth's melee and charges Kitty Dumont, who had been severely injured by Canine Remains already. McMourning made some hideous damage flips, and is even able to come and attack Gwyneth Maddox for a bit.

Nurse and another Canine Remains engaged Lynch. Second Tanuki had taken a run towards top-left strategy marker with  Zombie Chihuahua yapping right behind.

Corpse Curator was able to secure third victory point for Resurrectionists, and we called it a game then. Opponent had realistic potential for one more point if they won initiative, and while Resurrectionists had zero plausible points coming in, the result was clear victory for Resurrectionists.




Game 2:

Strategy: Flank Guard the Stash

Schemes: Vendetta, In Your Face, Set the Trap, Spread Them Out, Sabotage

My list:

Molly Squidpiddge & Necrotic Machine
Rogue Necromancy
Grave Golem
Forgotten Marshal with The Whisper
Gravedigger
3x Crooligan

Pool: 3
Schemes: Vendetta (Forgotten Marshal on a Hunter), Spread Them Out

Opponent had:

Hoffman the Inventor & Mechanical Attendant
Melissa KORE
Guild Steward
Guardian
2x Hunter
2x Watcher

Pool: 3
Schemes: Vendetta (Guardian on Rogue Necromancy), Set the Trap

Turn 1:

One Crooligan was deployed to both corners of the center line, and one was within 3" of Gravedigger in the middle to get a little focus. Who started right away with blasphemous rituals, no surprises there.

Early on Forgotten Marshal provides some nice defense support against ranged attacks in the form of Night Terror. So nice, in fact, that Forgotten Marshal and Gravedigger both took two points of damage from standing too close to Night Terror after Melissa landed a moderate blast on it.

That went just fine. 

So, Molly went back to making non-activations with Crooligans and whatnot. Molly herself had activated early, too, and went to remove one of Hoffman's pylons. I was a little afraid of harpoons, though. To protect her best I figured the best place to be was on the center line. Well, actually it wasn't a bad spot - she was in base contact with a strategy marker and lamp post, meaning she couldn't be pushed towards any aspiring harpooners. 

Electric current, harpoons and explosions certainly were coming at her, with Molly always dodging behind the lamp post just in time. 

Crooligan on top-left marker was harassed down to three health by a Watcher. Mechanical attendant was also coming that way.

A Hunter had come a little too close with its harpoon, and Rogue Necromancy was able to ambush, walk and charge it without much of an effect. And then turn ended and the robot just walked away with deadly pursuit... doh.

Second Watcher came suspiciously within 2" of both Rogue Necromancy and Molly and placed a scheme.

Turn 2:

Second turn was intense. Guardian charged Rogue Necromancy and brought it down to one health remaining and revealed Vendetta. Gravedigger who was supposed to go and control bottom-right marker pressed panic button and came to stitch the beast back into shape. 

Hunter then charged it, but didn't make an exemplary activation and only brought Rogue Necromancy down to two. Necrotic Machine ran to offer some emergency syrette, but that was a bummer. It healed only one and ended Poison +3. 

Hoffman tried to shoot Molly, but lamp post was a non-alternating target of alternating current. 

Crooligan that was teased by Watcher teleported to middle to place a scheme marker close to middle-left marker. Mechanical Attendant tried to shoot the kid, but missed.

Somehow Rogue Necromancy was able to tear Hunter into shreds with nothing serious to threaten it any longer. Second Watcher went to place a scheme marker near Rogue Necromancy.

Turn was nearing end, so my it was time to unfold my grand plan. Opponent refused to activate Guild Steward, so I had to go with a slightly different route. Molly removed Watcher's first scheme marker near herself with Lost Knowledge and had vendetta Hunter real disturbed with her stories - the thing went down to one health remaining. 

Idea was that even with a heal of three, Steward wouldn't be able to heal Hunter enough for Forgotten Marshal not to score his vendetta, provided that he'd hit.

He did, with severe damage on negative modifier to boot. Hunter was back at one health.

One Crooligan placed a scheme in bottom-right corner, and another teleported to Rogue Necromancy to place third scheme for Spread Them Out.

Scores go 3-3 when both players scored both their schemes and strategy.

Turn 3:

Guild wins initiative, which spelled doom for Rogue Necromancy. Two weak damages from Guardian would do the trick. I had Red Joker in my hand, so I was optimistic Rogue Necromancy would survive. First attack was too high for Red Joker to matter, so Rogue went below hard-to-kill threshold. Second attack... opponent flips Red Joker and Rogue draws a "1".

Molly was my first model to activate, and she disturbed vendetta Hunter to death and claimed the resulting scrap as lost knowledge. 

Melissa shot a nasty grenade that caught Necrotic Machine, Forgotten Marshal, Molly and Night Terror in its blast. She also shot Night Terror dead. Damn these bats, they just don't last long enough.

Crooligan in the middle placed scheme and walked behind barrels, safe from the dreaded Mechanical Attendant. Nice. Except now he was half an inch move away from Hoffman's melee range, so I suppose the threat of Mechanical Attendant was resolved for the Crooligan for all eternity when Hoffman tried to pat his head with construction claw. 

Crooligan in the bottom-right corner placed a scheme, and the one Crooligan past center line placed scheme and continued to walk towards enemy strategy marker. 

Forgotten Marshal tried to shoot Watcher in the middle and did some damage, but didn't kill. He then went to summon another Night Terror who discarded a card to get to engage the Watcher.

The mechani-bat, however, disengaged all too easily and flew to contest middle-right marker that I was trying to claim with Gravedigger. Night Terror shrugged and charged Guardian. 

Guild Steward healed Guardian and ran to contest middle-left marker that also had Hoffman, Mechanical Attendant and Grave Golem within 2" of it. 

Both players scored strategy for a tough 4-4 situation.

Turn 4:

It's the eternal cycle of life, where Hoffman continues to beat Molly, Gravedigger and Necrotic Machine continue to heal Molly. 

Night Terror had come to engage Melissa and Guardian. Melissa dispatched Night Terror, and Necrotic Machine went to block Guardian's potential charge against Molly.

Forgotten Marshal, being my Vendetta point, started to sneak away from the action and acted as a homing beacon for a Crooligan that charged Watcher dead.

Guild Steward starts to walk towards middle of board, still contesting middle-left marker. Unfortunately he did so within 1" of Grave Golem, which scored its first and only useful actions in the entire game - killing steward and taking only four damage in reprisal.

Molly started to disturb Guardian with her stories and brought it down to one health.

Crooligan deep in enemy table half ran within 2" of their strategy marker, and Resurrectionists clawed a 4-5 lead from strategy.

Turn 5:

Hoffman didn't want to listen to Molly's stories any longer and finally smacked her dead. However, that was essentially a point loss for Guild. Grave Golem was too firmly lodged in place, and Guild was not able to control bot top-left and middle-left markers with only two models. 

Crooligans were able to place enough scheme markers 10" away from each other, and Forgotten Marshal was at full health and hard-to-kill. Guild had Guardian at one health an no healers, so Necrotic Machine, Grave Golem or Forgotten Marshal just needed to land one hit doing whatever damage. We ended game there in 4-7.

Monday, April 24, 2023

Hunting Spree

 Had a 50 point game of Warmachine a few days ago.

My list:

Orgoth Sea Raiders
Kishtaar, with Eyeless Sight spell and Hex Blast
-Tyrant (Relentless Charge, Harpoon, Ripper)
-Jackal (Arc node, Hunter Rifle, Pneumatic Spike)
Assault Reavers with Standard
Strike Reavers
Ulkor Barragers
Warwitch Coven

Opponent had:

Cygnar Storm Legion
Anson Wolfe
-Courser with a loadout
-Stryker with a loadout

2x Stormguard Legionnaires
Tempest Thunderers

Scenario was Split Decision.

Orgoth started game. My forces were clumped in the middle with Ulkor leading the way with both warjacks and Assault Reavers. 

Cygnar had one unit of Stormguard Legionnaires on both flanks, and both warjacks and Tempest Thunderers in the middle. Anson used feat as means to contain Orgoth aggression.

On my second turn Assault Reavers made a rather poor engagement, managing only to bring one Tempest Thunderer down to one health remaining, and killing a single legionnaire.

I made a plan to run with Tyrant and then use Open Fire with feat to harpoon Courser to my lines. This worked just fine when even Ulkors managed to make decent dent in the Cygnaran light jack. Strike Reavers finished what was left of it.

Under Pandemonium even Jackal's rifle did a nice brutal shot at Stryker.

Opponent, however, played the Old Faithful, mitigating most of what Jackal did. 

Tempest Thunderers, Eiryss and a unit of Stormguards promptly removed Assault Reivers from the board completely. Well, at least they didn't get to Jackal.

Stryker, however, did get to Tyrant and wrecked it all too easily. Another unit of Stormguards killed two Ulkor Barragers. 

Situation looked grim, but then Kishtaar started having fun with ricochet. She cleared way for Jackal to shoot Eiryss dead, which gave me the lead in scenario points. Strike Reavers and the lone Ulkor destroyed most of the unit of Stormguard Legionnaires on the left. Now I just needed for Strike Reavers to hold...

... which they didn't, as Cygnar had plenty of access to electro leap. Stryker removed remaining four Strike Reavers alone, and the couple of Stormguards managed to kill Ulkor. Anson ran to the flag, so Orgoth lead in scenario points was short lived. Now Cygnar was in charge.

Another unit of Stormguards easily wrecked Jackal, so my turn started with only Kishtaar and unit of Warwitches left. 

In such a hopeless situation it's time to get dangerous. Kishtaar had a really fun activation, where she charged Stryker, but killed it with ranged shot killing a three Stormguard Legionnaires with two richochet shots and a the reload shot. She took full advantage of Swift Hunter and even ended up engaging the rightmost unit of Stormguards, killing some of them with melee attacks.

Alas, such a killing spree wasn't enough to bring victory when Anson landed a knockdown spell on Kishtaar. A lone surviving Stormguard and two Tempest Thunderers charged Kishtaar dead. 

Wednesday, April 12, 2023

Follow the White Rabbit (for exclusive discounts)

 

Finished a couple of models yesterday, the other one of them being White Rabbit & Co. 

I had these decorative sticks lying around and got the idea how absurd it would be if you were strolling around in a forest, and suddenly you encounter these guys who try to sell you a hat. 

Considering all the insanity that goes around in Malifaux, I think that's only fitting.

I put the trees in place with epoxy glue, so I believe they are firm enough for play. But only time will tell. 

The hats are separate 3d-printed pieces I just placed on the model. Idea is that when they offer Comfortable Hat to a model, I can actually place that hat on the upgraded model.



Sunday, April 2, 2023

Conducting Disorder

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Carve a Path

Schemes: Assassinate, Sabotage, Hidden Martyrs, In Your Face, Secret Meetup

My list:

Molly, Chaotic Conductor & Necrotic Machine
Philip & Nanny
Archie with The Whisper
Noxious Nephilim
Forgotten Marshal
Bone Pile
Crooligan

Stones: 5
Schemes: Hidden Martyrs (Bone Pile & Crooligan), Assassinate

Opponent had:

Nellie, Voice of Disorder with Lead-Linen Coat & Printing Press
Allison Dade with Lead-Linen Coat
Auguste Hart
Pale Rider
Guild Mage
Guild Lawyer

Stones: 6
Schemes: In Your Face, Hidden Martyrs (Lawyer & Auguste)

Turn 1:

Noxious Nephilim kicked one strategy marker down to Crooligan that had deployed From Shadows.  Bone Pile started moving another marker from top. My aim was to somehow hug the edges of the map with my markers so that opponent wouldn't be able to control my interacts.

Forgotten Marshal summoned a Night Terror that eventually went to tease Nellie without much of an effect. Necrotic Machine and Philip & Nanny walked a bit and concentrated, with Philip & Nanny going a bit further with Deadly Pursuit since there didn't seem to be that much lethal threats around for the baby carriage. 

Guild was moving in one, compact front with Pale Rider, Allison Dade and Guild Mage delivering a strategy marker towards top. Nellie was in the middle, with Guild Lawyer, Auguste and Printing Press below, moving second Guild strategy marker from the middle. 

I had been worrying the Guild Mage a lot, since that heal procs also from my discards. I was afraid that Archie would just die embarrassingly, but I did have a really good hand with multiple severes and black joker. 

So, after Molly had paraded Archie a bit forward, the big guy was able to leap and charge Guild Mage and remove it from the board. Major relief.

Turn 2:

Since Archie clearly overperformed last turn, he made up for it by not doing absolutely anything at all to Nellie who hadn't activated yet. 

Auguste and Guild Lawyer were busy delivering strategy marker in the middle, but Philip & Nanny managed to kick it back into middle of hazardous terrain.

Night Terror seemed to be impervious to attacks, and that Negation Aura certainly had its toll on Guild until Allison activated and drew, like, almost a full hand back from zero cards. Okay only four cards, but still insane card draw potential. 

Pale Rider kicked strategy marker to my side, but Bone Pile ignored my own marker and went to kick enemy marker back, as Crooligan was able to get one of my markers to enemy side without opposition.

Nellie was spamming Lessons of Ephraim Wade, but fortunately mostly just managed to remove Focused from my various models. 

It seemed like an uneventful turn until Forgotten Marshal, a summoned Rabble Riser and Philip & Nanny were able to kill Guild Lawyer, so even if I couldn't do anything for my Assassination attempts, at least Guild was losing synergy pieces. 

Resurrectionists got strategy, while Guild revealed Hidden Martyrs on Guild Lawyer and Auguste Hart. 1-1.

Turn 3:

Archie tries to grind through Nellie but mostly just manages to remove her Shielded. 

I get fixated on removing Auguste Hart, and toss Philip & Nanny, Noxious Nephilim and even Molly on it. Bad idea, I guess Lessons of Ephraim Wade involved something about not bunching up. Cursed Translation was also a scary ability, but it wasn't until Pale Rider punched strategy marker to my side and charged Archie that my position started to feel threatened. It's only two irreducible damage, sure, but when it ticks on seven models it's bound to have an effect.

Forgotten Marshal failed to summon anything but at least put out Philip & Nanny's fire. Necrotic Machine went to push enemy marker back to their side and healed itself as well as it could. Bone Pile double interacted Resurrectionist top marker to enemy side.

Auguste died, Rabble Riser died and nothing at all was done to my scheme progression, but at least Guild was denied a strategy point while Resurrectionists scored one for 1-2 lead.

Turn 4:

Archie beats Nelly a little, again not accomplishing anything. Pale Rider, however, accomplishes somewhat more by killing Archie in one activation. At least the rider had to bite Burning +7 while doing that. The irreducible damage from Pale Rider's bonus essentially killed Philip & Nanny and Night Terror, although the actual killing blows might have come from Lessons or Cursed Translation. 

Nellie also gave an action for Pale Rider who took a walk way past centerline. In Your Face incoming, I suspected. Because of that Bone Pile and even Molly herself tried to attack the horseman with additional help from a summoned Rabble Riser, but the darnest thing didn't take even a single point of damage. Only damage came from that enormous pillar of fire it was riding with. 

Noxious Nephilim charged Nellie and continued Archie's work of not-doing-damage. Though putting it like this isn't fair for the big guys, at least they were draining Nellie out of soulstones but still it might have been nice to deal more than one point of damage at a time. 

Crooligan was able to kick strategy marker to opponent's deployment, and Necrotic Machine did the same on top. 

Guild surely enough revealed In Your Face while Resurrectionists got third strategy point. Scores went 2-3 for Resurrectionists. 

I dreaded last turn, as so many of my models were just about to draw their last breath. 

Turn 5:

Opponent, however, prioritized In Your Face and went to my deployment zone, far beyond my reach with Pale Rider. 

This left Noxious Nephilim, Molly, Necrotic Machine and a summoned Night Terror to claw at Nellie, and the end result of my Assassination was: Nellie was alive with one point above 50%. I think I scored more than seven hits on Nellie throughout the whole game, so safe to say that Lead-Linen Coat was the thing standing between my two or zero points. 

Allison kicked one strategy marker to my side, but Crooligan was able to By Your Side from Forgotten Marshal to get it back in Guild's table half. 

Rabble Riser challenged Bone Pile and "stunned" it, pushing it 3" closer to Allison. Then it activated within 8" of Molly, discarded a card to move 3" and ran to engage Allison, giving me at least one point from schemes.

Resurrectionists got their fourth strategy point and one point from Hidden Martyrs, while Guild got their In Your Face. Game ended 3-5 for Resurrectionists. 

Tuesday, March 28, 2023

My threat assessment ain't working no more

 A 50 point game of Warmachine.

My list:

Orgoth Sea Raiders
Kishtaar with Death March and Hex Blast
-Tyrant with Relentless Charge, Harpoon and Ripper
-Jackal with Arc Node, Flamethrower and Assault Shield
Ulkor Barragers
Assault Reavers with Standard
Strike Reavers
Reaver Commander

Opponent had:
Cygnar Storm Legion
Major Anson Wolfe with uh, spells

- 2x Coursers with Dodge, Voltaic Spear and Electrified Shield
- Stryker with Relentless Charge, Voltaic Halberd and Stormblazer Cannon
2x Stormguard Legionnaires
Sharpshooter
Eiryss

Scenario was a Mk4 steamroller scenario.

Opponent advanced with a unit and a solo on both flanks, and battlegroup in the middle as is optimal in this scenario. 

We had a sprawling fog bank in the middle that slowly dissipated as time went on.

I had Strike Reavers and Commander on left against Anson's Eiryss and Stormguard. On right I got standardized Assault Reavers with Ulkors nearby wondering what to do. 

Tyrant ran behind objective, and Jackal ran so that Kishtaar was able to cast Death March on Assault Reavers.

I had played eyeless sight on Strike Reavers to get Eiryss, but even with a re-roll 11 was a stretch. Stealth went on Assault Reavers.

Second turn opponent had pathfinder card at their disposal, which resulted in a Stormguard unit charging Assault Reavers. Three Reavers died. 

Eiryss shoots one Strike Reaver, and that was it for the casualties that turn. Cygnaran warjacks advanced cautiously behind fog.

But one of the fog templates got removed on my turn, Kishtaar walked to have her toe in center zone and used feat. And damn was that feat brutal with Tyrant. Entire Courser was dismantled in one activation.

Assault Reavers killed a bunch of Stormguard, and Jackal came to spray what was left of them. But even with feat only one target out of two died.

Strike Reavers managed to shoot one Stormguard on the left, but were at least protected by Set Defense. Ulkors were just picking their nose and doing armpit noises because fog was blocking line of sight to anything useful.

But yeah, Malifaux is definitely having and effect on my Warmachine play. I mean, the distance between Kishtaar and Stryker looked great enough not to worry. But with Energizer it was easy 11". After Eiryss shot Kishtaar's focus points away and dealt seven boxes of damage on top of it, it was only a matter of Stryker hitting Kishtaar.

And it did.

Saturday, March 25, 2023

Interesting Conversation

 Did a Malifaux demo with my usual setup of Sebastian, Flesh Construct and 2x Guild Autopsy vs Philip & Nanny, Shikome and 2x Crooligans.

I don't know if it gave the wrong impression about the lethality of this game when Guild Autopsy Red Jokered Crooligan to death on very first shot opponent ever did. Uh oh.

At least Flesh Construct didn't do much to Shikome that had sailed full speed ahead to get to enemy deployment zone,, but then again Shikome was able to kill it with her activation. 

Models were dropping so fast in this game that when it was turn four I only had Philip & Nanny left on board. They had managed to score Breakthrough, but other than that I had only one point from strategy while opponent had three.

I could have tried to prolong the game and try to get Breakthrough end condition, but since it was demo game I decided to try something a little more exciting. Philip & Nanny charged Guild Autopsy, scored Accidental Roll Over and went to ask one more question from another Guild Autopsy that had one health left. 

Guild Autopsy just couldn't handle that question and died. 

But Philip & Nannys conversations weren't boring enough this time, as Sebastian could easily remove the remainder of their hit points. In fact a little too efficiently, when Philip & Nanny died to one hit when they had five health remaining - opponent had Assassinate for scheme. 

Opponent seemed to enjoy the game and soon enough this city may get Lady Justice within their ranks.

Monday, March 20, 2023

Slapsticking and Spitting

 A 50ss game of Malifaux on Vassal.

Strategy: Wedge Cursed Objects

Scheme pool: Spread Them Out, Load 'Em Up, Set the Trap, Leave Your Mark, Public Demonstration

My list:

Hamelin, the Piper & 3x Chosen
Nix
Benny Wolcomb
Catalan Brawler
Hans
Obedient Wretch
Rat Catcher
Malifaux Rat

Pool: 5
Schemes: Set the Trap, Leave Your Mark

Opponent had:

Charles Hoffman & Mechanical Attendant
Melissa K.O.R.E
Guild Steward
Guardian
2x Hunter
2x Watcher

Pool: 3
Schemes: Spread Them Out, Load 'Em Up

Turn 1:

Hamelin starts to slowly build up Benny's rat machine with Rat Catcher and Obedient Wretch. I get a little anxious over the well-being of Hans, so Catalan Brawler walks to him and plants a scheme marker. So, instead of Hans, a Hunter attacks Catalan Brawler. 

Nix walks and charges the activated Hunter and deals a one point of damage, which wasn't much, but at least the activation ended with three blight tokens on the enemy.

Another Hunter kept shooting without hitting anything, so northern portion of the turn was safe-ish.

A big blob of robotic menace is advancing in the middle. Mechanical Attendant, Hoffman, Melissa, Guardian and even Guild Steward were all there. I was especially afraid of Melissa, but Hans managed to shoot some slowness into her. But still, I couldn't do Rat King shenanigans before she had activated. 

Hamelin had placed two more scheme markers with Obey via Obedient Wretch and Rat Catcher, so there were four scheme markers. Finally Melissa activated and shot Rat Catcher a bit. Bonus action grenades, however, did two damage to Obedient Wretch and Hamelin himself.

Both Watchers were almost hugging the table edges up and down, which kind of looked like Spread Them Out, or possibly Load 'Em Up.

Benny managed to do a Rat King just fine, and a Stolen threw up two damage in to Hunter that was engaged by Nix. 

Turn 2:

Then came the second turn where nothing seemed to work. At least in some important places it felt the same for opponent. But not for the first activation, no.

Melissa opens salvo, and kills Rat Catcher and deals again two points in to Obedient Wretch and Hamelin with grenades. 

Since Hunter was free to roam because of Deadly Pursuit movements, Nix re-engaged and didn't really achieve anything, except for a blight token with Drink Spirit.

Hunter jumps on Nix's chest and heaves him close to center point and starts shooting with great success. I was losing soulstones fast from just trying to keep Nix alive. 

That Injured +1 from Pounce On Chest had me worrying for the safety of that dog, so Catalan Brawled walks and schemes for safety measure.

But then another Hunter manages to pounce on the dog's incorporeal chest, getting that Injured to +2. I'm ready to kiss Nix goodbye when even Hoffman joins the dog beating club, but miraculously Nix kept surviving. Sure, it took all good cards from my hand and 60% of my soulstones but still he was living up to his name as one of the more annoying pieces.

Hans took a double shot at Watcher on top that had spawned a scheme marker, but failed to kill. But no worries, Hamelin can always obey him for an extra shot.

Rat King had to charge Guardian to tie up enemy, and surely enough gnaws off three points of health from the Guardian as well as slowing it. Guild Steward and Guardian attacked Rat King, reducing it to only three health remaining. 

But that Hunter, though. The one who already had five blight tokens. With it's low willpower of four it had already passed Wp attack stat 6 melee attack and Bleeding Disease from Nix. Obedient Wretch escaped the spot that had such forecast of shrapnel and used Bleeding Disease on the Hunter. Still, nope.

But then a line of kids started vomiting over Hunter, and every single of those spits hit the target, dealing one point of damage each, killing Hunter. Six out of seven damage points had come from children's stomach acids. Go figure. Damn shame the Hunter did not have Cursed Object, though. 

I'm breaking turn order a little here, because Benny runs off to a Hill. He takes a shot at Watcher, missing it but still starting a chase sequence. Next turn Watcher walks to place a scheme marker, while Benny is running behind the robot bat, hitting it with a rat or something. Next turn Watcher disengages, moves as far away as possible. Benny eats the Watcher's scheme marker and continues the chase, all the while missing his attacks or doing just one one point of damage. This continued until the very last turn, where Benny finally dismantled the thing. But... I mean. Yeah, that just happened.

In the end, I didn't get strategy point this round. Hamelin just couldn't obey Hans even when he concentrated first. But at least with a soulstone he was able to interact with Melissa to get a scheme marker for Set the Trap.

Scores go 1-2 for Outcasts. Guild got strategy and Outcasts scored both schemes.

Turn 3:

Guild wins initiative and starts again beating poor Nix. Opponent seemed to have a ridiculously good hand, but fortunately mine wasn't too shabby either - at least I got the Red Joker. I managed to save Nix from Hoffman, but it took all of my good cards away again.

Nix activated to heal, and while his attacks did pretty much nothing (those Hunters were still winning against stat 6 attacks vs their wp 4), but at least he got enough going on that he survived the remaining Hunter.

The dog was in a poor shape, though, so instead of Condor Security shenanigans Catalan Brawler decided to place a scheme marker and charge Melissa, not really doing anything. 

Guardian mauled Catalan Brawler, bringing him down to two health remaining. 

And Hans, oh, Hans... what to do with you. That's already four attacks against a weak four point minion without much of a result.

Watchers were spamming scheme markers, and Benny was doing the slapstick thing.

Melissa managed to kill Catalan Brawler, and Guild Steward and Mechanical Attendant healed whatever damage I could scratch on Melissa's armor.

It was looking real bad, but Obedient Wretch managed to land Analyze Weakness on Hunter, and even got in a Bleeding Disease. Stolen kids started doing what sixth graders do best and spat another Hunter dead. 

I got a list with a sniper par excellence, a rough bodyguard and a merciless gangster, even a spectral ghost hound and none of them had done a thing. But a line of vomiting kids, yeah, Guild, watch out!

Guild caught me by surprise by revealing Load 'Em Up on scheme markers. I had not considered that your own scheme markers also count for that... Whoops.

Scores draw 3-3... or so we thought. Actually opponent could have also revealed Spread Them Out, but my initial reading of the scheme lead me to think that the six markers needed to be on board at the real end end of the turn.

Turn 4:

Hoffman almost makes it! Kills Nix, that is. He gets Nix down to one health remaining. But then Nix activates and heals enough to weather whatever opponent threw at it. Later in the turn when Hamelin removed a scheme marker with Eyes in the Walls, Nix went back to full after a spree of unsuccessful willpower duels.

However, Hans finally lands a killing shot at a Watcher, securing a strategy point for Outcasts.

Benny does the slapstick thing.

Obedient Wretch tries to analyze Guardian's weaknesses, but doesn't find any. Kids stop doing damage but I can't really blame them. They've already done their part, and more.

Guardian smacks Rat King dead and charges Hamelin, hitting him down to three health. 

Scores "go" 3-4 for Outcasts thanks to opponent not getting a Cursed Object token removed. 

Turn 5:

Hoffman fails to kill Nix again. That dog has really soaked up some action points! At least eight from Charles, about as many from both Hunters as well as shots by Melissa. That is certainly an impact in the game even if Nix kept failing his attacks.

Until last turn, where Nix then started succeeding attacks. Guardian was at six health remaining and had six Blight tokens. Much to my astonishment, Nix passed to Bleeding Diseases against Guardian, killing it. 

But apparently there was some kind of complex karma thing going on, since now when Nix actually started doing something with its action points, Nix died to Melissa's melee attacks. 

Benny finally kills the damn bat and yakety sax stops playing. 

Since opponent was still playing for Spread Them Out, it became a race of activations for opponent not to lose models before getting a scheme marker placed out of Hamelin's line of sight. Mechanical Attendant managed, but both Guild Steward and Obedient Wretch fell to two passed Bleeding Diseases. 

Hamelin removed Attendant's scheme marker and we called it a game.

And it was when I was writing this and double checking things, I noticed the scoring error. 

Although game ended 4-5, I think it's fair to say it was a 5-5 draw because that point loss for Guild was on my conscience. 


Monday, March 13, 2023

Super Secret Meetup (It Just Had To Come vol IV)

 A 50ss game of Malifaux.

Strategy: Standard Guard the Stash

Schemes: In Your Face, Vendetta, Catch and Release, Secret Meetup, Set the Trap

My list:

Seamus & Copycat Killer
Madame Sybelle
Bete Noire
Carrion Effigy
Bone Pile with Grave Spirit Touch
Dead Doxy
Gravedigger
Dead Dandy

Pool: 5
Schemes: Set the Trap, Secret Meetup (Dead Doxy & Young Nephilim)

Opponent had:

New Broodmother Crew (Neverborn)

Size: 50 - Pool: 8

Leader:

 Nekima, Broodmother & Blood Hunter
Athorak
Serena Bowman
2x Young Nephilim
Black Blood Shaman with Ancient Pact
Terror Tot

Pool: 8
Schemes: Set the Trap, Secret Meetup (Madame Sybelle & Athorak)

Turn 1:

I deployed Dead Dandy, Gravedigger and Copycat Killer far to the right, Seamus and Dead Doxy close to bottom-left strategy marker and more or less everything else in the middle. 

Most of the Nephilim gathered in the middle, too, which was a lot of concentrated black blood right there. Once Gravedigger took a double walk and planted a corpse marker past center line far on the right, the blob was diluted a little when Young Nephilim walked and charged Gravedigger, dealing some damage in.

I only realized how well this sacrificial trick "worked" when Copycat Killer transported Seamus there, and he already had a corpse marker for Cause For Celebration. But, quotations were there for a reason. Terrorize to remove friendly fire penalty? Missed. Concentrated shot at the Young Nephilim? Missed. Even bonus action shot with a boost from soulstone missed. Great job, Seamus. 

Nephilim shenanigans had the Terror Tot to grow into a Lilitu, who then lured Bete Noire nearby.

Madame Sybelle had tried to use Beckoning Call on Bone Pile, but the numbskull just wouldn't take the hint. Later Dead Doxy tried to take Bone Pile by one of its four hands, which also failed. And when the Pile finally activated, Athorak had already blocked any line of sight. Oh well. At least Young Nephilim for my secret meetup was behind my required building.

Turn 2:

It was a big turn for sure. 

Gravedigger miraculously survives attacks by Young Nephilim, and even manages to drop a corpse for Seamus to celebrate Blood Hunter to eat. 

Bete Noire goes to tickle Lilitu for a bit, and Madame Sybelle charges in to tickle Lilitu a lot, killing her. Bete Noire takes too big of a beating and fades away as is to be expected. What was not expected, however, was the attacker to the Young Nephilim from left who was Doxy's planned secret meetup.

Athorak goes hangs around close to his secret meetup building, looking almost as aimless as Dead Doxy, because Madame Sybelle in the middle of every melee on the board. 

Carrion Effigy came to heal Madame Sybelle and failed to activate Aura of Decay. Nekima came and scrapped the useless puppet. 

Black Blood Shaman went to guard top-right marker. I had a difficult choice of taking a point from strategy or from Set the Trap, but not both. I chose Set the Trap by disengaging with Seamus, shooting Blood Hunter dead and transforming Lilitu's corpse to a scheme marker with Dead Dandy.

Bone Pile places another scheme close to Athorak, while Doxy meekly places a scheme marker for at least secret meetup end condition.

Neither player got strategy, while Resurrectionists had Set the Trap for 0-1 lead.

Turn 3:

 Unsung hero of the match proved to be Gravedigger. The reason for no songs was most likely that the only thing he did was to survive time after time attacks by Young Nephilim. He then moved away from melee by digging up a corpse and then going to contest top-right marker. But, in the end, Serena Bowman set the twisted reality where Gravedigger had already stayed alive for far too long right by shooting him. 

Madame Sybelle failed to kill Serena, but at least Undivided Attention was up and running. 

Nekima summoned a Terror Tot and healed models. Seamus was missing shots left and right again. However, his shots were at least tolling opponent's hand... but still it ain't fun missing that big cannon so many times in a game. At least he managed to terrorize Nekima away from strategy marker.

Athorak summons a corpse which grows Doxy's meetup Nephilim into a Mature. Bete Noire pops up in the middle of the melee and finally somebody does something and kills Serena Bowman.

Black Blood Shaman runs to contest center-right marker, so there was two eligible models within 2" of the marker from both sides. Athorak and Doxy were arm wrestling (well, they were not since Athorak didn't take into Doxy's hand when she tried to make him fall from top of pillar) the center-left , so it was up to Bone Pile to open Resurrectionists strategy scores. Neither side reveals additional schemes, so scores go 0-2 for Resurrectionists.

Turn 4:

Otherwise decent enough looking game for Resurrectionists falls apart this turn, when Bete Noire uses Poisoned Fate on Mature Nephilim and succeeds. And then, only after then she tries to disengage. Failing spectacularly at that. I hadn't considered that the damage from Poisoned Fate is damage from an action or ability, so she kind of spelled her own doom. 

"Nyeh nyeh nyeh, imma poison your fate, Nephilim! Noo, I poisoned my own fate!"

Because soon after, Mature Nephilim activates and starts cheating to its heart's content. Bete Noire had ended her activation with three health left, so that was kind of bad news. After it had done cheating, Bete was at one health and Madame Sybelle at six. 

Next, Mature Nephilim casually kills Madame Sybelle with a severe. I still had one soulstone so I could have tried to block damage, but I had a suspicion that Madame Sybelle could be Secret Meetup target, so I let her die.

And if it didn't look horrifying already, Athorak charges Dead Doxy, gets Red Joker on damage and kills her with second hit. So it was something like twisting a knife in wound, when Mature Nephilim had moved near enough that Dead Doxy could have taken it by the hand and scored Secret Meetup.

At least Seamus kills Black Blood Shaman, and Bone Pile scores damage in to Nekima. Copycat Killer tries to kill Nekima (he could have done it with Red Joker and opponent blocking only one damage... if only...!) before she charges Bone Pile. 

Terror Tot grows into Young Nephilim, and the Young Nephilim who had been flocking around Gravedigger took a full double walk and Fly With Me to bottom-right strategy marker.

This turn Resurrectionists score nothing, and opponent gets a strategy for 1-2 for Seamus.

Turn 5:

Neverborns seize most of the strategy markers. I only have Seamus and Bone Pile who were able to get strategy markers, so... 

While Athorak and a summoned Terror Tot manage to bring Seamus down to less than half health remaining, opponent doesn't have enough scheme markers to score both Secret Meetup end and Set the Trap end. This was thanks to Copycat Killer's magnificent performance at killing a Young Nephilim.

Heck, that alone was almost more impactful than anything Seamus did the entire game. Okay, I'm not being fair to Seamus but missing his shots that many times in a game with plentiful extra shots... sheesh... he doesn't deserve any fairness. 

Both players get Secret Meetup end, which is amusing since neither pair actually met in their designated places. 

Neverborn also gets second strategy point.

So...

Yeah. If we're looking strictly at points scored, this may have been the toughest game up-to-date.

I skimmed through the entirety of my Malifaux games on this blog, and out of games that were played in their entirety, ie, not conceded prematurely, with game size of 50 soul stones, I didn't find a single game of 3-3 points or less. Although I didn't read the write-ups where I had not clearly stated the end points, so I may have missed if there ever was one.