Sunday, February 25, 2024

Some soaked fabric

 A 50 point game of Warmachine Mk4 over War Table.

My list:


Horruskh, The Thousand Wraths
-Inviolable Resolve, Hex Blast

Jackal 1
-Arc Node, Hunter Rifle, Clawed Fist

Jackal 2
-Bloodthirst, Flamethrower, Pneumatic Spike

Tyrant
- Relentless Charge, Shredder, Claw

Assault Reavers + Standard
Strike Reavers + Standard
Warwitch Coven

Command Cards: Infiltration, Old Faithful, Power Swell, Sentry Duty, True Inspiration


Opponent had:

Kapitan Ilari Borisyuk
-Avenging Force, Superiority

Dire Wolf
- Evasive, Long Axe, Plow-Shield

Great Bear
-Slammer, Battle Mace, Blasting Fist

2x Battle Mechanik 
Arkanists
Shock Trooper Gunners
Winter Korps Infantry  + 2x Rocketeer & Standard
Winter Korps Infantry + 2x Auto Cannon

Command cards: Break Through, Careful Reconnaissance, Infiltration, Old Faithful, Power Swell

Steamroller 2024 scenario. Khador started and advanced with Auto Cannon group from the left, and Shock Trooopers plus Rocketeers from the right. Everything else spearheaded from the middle, with Superiority cast on Dire Wolf.

Assault Reavers went to greet Auto Cannon Korps, holding position behind scenario house. Strike Reavers were holding line in the middle, with arc node Jackal and Tyrant with Inviolable Resolve a little behind. Forest on the right masked Warwitch Coven. Flamethrower Jackal ran deep to the forest, ready to fry some Shock Troopers and Rocketeers. 

Second turn Great Bear relocated to contest scenario terrain in case Auto Cannon Korps wouldn't be enough. 

Dire Wolf, Shock Troopers and Rocketeers and Arcanists all stormed right, managing to shoot all but one Strike Reaver and the flag down. Pity, since Horruskh's feat was coming next. 

Despite Auto Cannon Korps being Assault Reaver's prey target, Reavers were able to remove only three of them. Scenario terrain was left unsecured. 

War Witches had loaded up Orgoth warjacks. Hunter Rifle Jackal shot one Mechanik off the board. Flamethrower Jackal walked out of the woods, shocking one Shock Trooper by setting him on fire, and killing the second Mechanik behind Dire Wolf.

Tyrant made a slight overkill with pow 16 shredder cannon by shooting a single Arcanist. That one was contesting center-left objective, though, and I wanted to score control points. 

Turn three Great Bear charged Horruskh anyway while Ilari kept sniping Orgoth warcaster. Attack rolls weren't that impressive, so game did not end. 

Dire Wolf mauled Jackal and Rocketeers shot at the thing, but failed to destroy the light warjack thanks to +3 armor from Horruskh.

Remaining two Shock Troopers, however, removed what was left of Strike Reavers with ease. 

Orgoth turn started, and there was Great Bear that required attention.

Assault Reavers killed remaining Auto Cannon Korps and tossed their flag into acid bath for that -1 Arm aura. War Witches came to help with Dark Shroud. Horruskh managed to wreck the Great Bear, and even have focus left for damage mitigation. He used Vanish to get to safer position.

Tyrant didn't do much to superior Dire Wolf, but at least one Shock Trooper died to gore attack.

I took a two point lead. 

Fourth turn I decided to try to go for scenario victory. Remaining Assault Reavers went to take center-left objective, while arc node Jackal and Horruskh went to take scenario terrain to the left. Tyrant kept flailing Dire Wolf fruitlessly, but by now it just needed to buy time.

And surely enough, Khador Winter Korps were not able to contest all my point scoring areas and get two points themselves in the process. Was it first victory for Horruskh? Not sure. 

Sunday, February 18, 2024

Different Perspective

 A 50ss game of Malifaux.

Strategy: Wedge Raid the Vaults

Schemes: Let Them Bleed, Information Overload, Outflank, Espionage, Ensnare

My list:

Hamelin & 3x Stolen
Nix
Catalan Brawler
Disease Containment Unit
Obedient Wretch
Prospector
Rat Catcher
Catalan Rifleman
Winged Plague

Pool: 1

Schemes: Ensnare, Espionage

Opponent had:

Kaeris & Eternal Flame
Elijah Borgmann
Firestarter
Carlos Vasquez
Fire Golem
2x Firebranded
Fire Gamin

Pool: 0

Schemes: Espionage, Ensnare

Turn 1:

So, this time to shake things up, I decided to take pictures from across the table.

Nah, I'm kidding. I didn't have my camera with me, so I had to rely on my opponent for pictures. And the quality of pictures is certainly a compelling argument for me to finally get  smartphone. 

So plague bid their time, making low-impact activations such as Stolen, Obedient Wretch and Prospector. This might have been a mistake, as Wildifre had all the time in the world to lay down an oppressive carpet of fire to difficult bottlenecks near the center strategy markers. Uh oh. 

Firestarter, Kaeris, Eternal Flame and a Firebranded were nearing one of the center strategy markers, while Elijah, Fire Gamin, Fire Golem and Carlos were going to the another. 

To open my game, Hamelin lured Firebranded to him. I  hoped to kill him with an attack from Catalan Rifleman, two bite attacks from Nix, two axe attacks from D.C.U, and even a few spittles of vomit from a Stolen kid. Alas, Firebranded survived with one health remaining. 

Catalan Rifleman set up a Condor Security area for Nix and D.C.U.

Winged Plague is attempting to flank behind the tree near river, and another Firebranded is doing kind of the same top-left in the picture. 


Turn 2:

Besieged Firebranded opened turn by trying to cause as much havoc as possible. Which wasn't much. 

Winged Plague ran to one of the Arcanist side strategy markers. Kaeris managed to scorch the vermin down and make two additional pyre markers. 

Disease Containment Unit was able to contain Firebranded in the middle, which enabled Hamelin to make a headlong charge to Firestarter. Results were not that impressive, but at least a point of injured was delivered. Firestarter replied, pretty much wasting his action if it wasn't for the last action... He set light under Hamelin's feet, and the piper was being played away from the vicinity of walking life insurances that are Stolen.

I couldn't figure a reliable way to deliver a kid to Hamelin, but to help Hamelin survive a turn, Nix went to bite Firestarter for a bit, getting Hamelin within Cruel Disappointment range. 

Fire Golem came to beat the heck out of Hamelin, but Hamelin clang to his heck rather effectively. He was still one point above half health even after resolving Burning at the end phase. 

Elijah charged Disease Containment Unit, who survived the greatsword. She defied Catalan Brawler's Toss in the Mud just as heroically, wearing her Burning +6 with pride instead.

Firebranded ran past the river, and was greeted by flying rats and sharp pickaxes from Obedient Wretch and Prospector.

Carlos put a sixth pyre marker on board and controlled one center marker with Fire Gamin. Nix, Rat Catcher and Disease Containment Unit were doing the same at the other marker.

Scores went 1-1.


Turn 3:

Kaeris placed a scheme marker and charged Nix, eventually even taking flight with the dog, throwing it away. What a cruel disappointment it was, when Nix charged right back in and chewed Firestarter dead. 

Hamelin was able to weather Fire Golem, which then teleported to Nix. However, fancy tricks by Carlos just were too much for Hamelin to bear. 

Because of... reasons... Catalan Brawler charged Elijah Borgmann and missed. He tried to toss D.C.U. to mud again, failing at that. Such a disgrace for Condor Security! Well, his sacrifice at least was... just that. A sacrifice. Instead of Disease Containment Unit, I lost self-healing Catalan Brawler.

Firebranded disengaged from Prospector and placed an illegal scheme marker to centerline, touching board edge. This left Prospector free to run to Arcanist side strategy marker, but he failed to drop a scheme marker to Arcanist deployment with bonus action. To make matters worse, Fire Gamin came to contest the strategy marker, too. 

Obedient Wretch managed to kill Firebranded with a tossed rat. Disease Containment Unit, a couple of Stolen and Catalan Rifleman were quite not so successful with Elijah. He was brought down to two health, though.

Rat Catcher, engaged by Kaeris, placed a scheme marker near her and took a walk as far as possible from Kaeris in preparation of some ensnaring.

However... no player revealed schemes. No player scored strategy. Scores remained 1-1.


Turn 4:

So turn four started still at 1-1. 

Fire Golem nearly killed Nix, and I figured the dog would die to Kaeris unless I activated and healed him. But, if Nix healed and Kaeris activated, I would not get Ensnare. So I decided to sacrifice Nix and score Ensnare by planting a scheme marker with Rat Catcher. 

Kaeris activated sure enough, but surprisingly she did not kill Nix. Instead, she went to Plague side strategy marker that I wouldn't be able to contest. Oh well. Nix activated, drank some spirits and killed Eternal Flame and was back at full health. 

Disease Containment Unit failed it's attacks on Elijah, but succeeded in pushing Nix close enough to an Arcanist side strategy marker. Elijah then killed Disease Containment Unit, and nobody killed Elijah.

Carlos went to contest Nix's marker and even placed a scheme marker, looking very much like a set-up for Ensnare. 

Obedient Wretch went to place a scheme marker on the centerline.

And Prospector... I had done everything to get a high enough Crows to my hand throughout the turn - even charging a Malifaux Rat dead with Stolen. Prospector tried to appraise an Arcanist scheme marker. But, no crows turned up. And flip from the deck for Malifaux Mining Law's scheme marker was... not crows. So I missed Espionage.

Arcanists scored strategy, but Outcasts missed out on that. They, however, had received Ensnare so scores went 2-2.


Turn 5:

Nix and Rat Catcher went to contest the Arcanist side strategy marker, but Fire Golem came to bulk Arcanists up. It didn't exactly help, either, that Carlos scored a severe with his breath of fire. 

Kaeris placed a scheme marker to my deployment zone, and finally Prospector managed to land crows on Malifaux Mining Law for a scheme marker in enemy deployment zone. 

Elijah went to control one of the center markers. Catalan Rifleman picked up a scheme marker it had planted earlier, walked a bit closer and dropped another scheme marker with bonus action, this time within 3" of Elijah instead of 3.1"

Obedient Wretch ran to control another Arcanist side strategy marker. 

Both players scored strategy, Ensnare and Espionage for a close fought 5-5 draw.

Sunday, February 11, 2024

Palm Beaches or Lava? Everyone chooses lava!

 Strategy: Wedge Plant Explosives

Schemes: Ensnare, Take Prisoner, Let Them Bleed, Death Beds, Hold Up Their Forces

My list:

Dr. McMourning, Insanitary & Zombie Chihuahua
Sebastian
Carrion Emissary
Kentauroi
Nurse
Bone Pile
Guild Autopsy
Canine Remains

Pool: 4
Schemes: Let Them Bleed, Death Beds (Corpse)

Opponent had:

Lucas McCabe & Luna
Sidir Alchibal
Desper LaRaux
2x Rough Rider
2x Ruffian
Tanuki

Pool: 4
Schemes: 

Turn 1:

I got to choose deployments, and decided to force opponent to split his crew. However, this didn't work quite so well, as opponent had three ride-with-me's and chain gangs available, as well as Desper's unparalleled mobility. 

Carrion Emissary opened my game by bringing zombies on board, which Canine Remains chewed to bits, and the bits were built into another Canine Remains that went to chew even more zombies. All in all, shuffling about like that gave me a Flesh Construct that had Emissary's Rot and Rend attack on the first turn, and extra legs for Kentauroi. 

All this took quite a few activations, and after Rough Rider and Ruffian had moved Sidir to mid-field behind center lava pool, I decided to launch Kentauroi missile to engage Sidir and maybe damage an already activated Ruffian. Well, it did not only that, but killed Ruffian with a single blow. I figured Kentauroi would survive at least one round with Sidir. It could have charged somewhere, but with second action it instead placed a scheme marker for possible Death Beds later on.

Tanuki and Luna had already activated, and Rough Rider in the right had shot summoned Canine Remains dead and dealt some damage to Flesh Construct, too. However, I had completely failed to take into account  that Lucas was able to charge over Luna without needing to resort to call his dog on the horse. So... Lucas severely damaged Kentauroi with two attacks, armed with Timeworn Blade. Which was then tossed for a fast Sidir. Two attacks was enough to beat the dead horse off the board even after Bone Pile had ran to toss a bone for heals. 

Sebastian had been shot by Ruffian and another Rough Rider, but was healed by Nurse. Flesh Construct was able to land a Rot and Rend on Sidir, but no blast over Lucas. Boo.

Desper relocated to center, ready to dominate left side. 


Turn 2:

Intense turn ensued. Ten Thunders won the initiative, and Tanuki was able to heal Sidir for a bit. That was the only move that deterred me from walking and charging him with Carrion Emissary with heal denying aura on. 

In the hindsight I probably should have done that anyway, but Emissary next to unactivated Lucas and Sidir seemed like a bad idea when removing Sidir most likely would need at least a few activations.

Instead, Flesh Construct walked and charged. It missed the first attack, parried by Sidir. The construct was now at three health remaining - it might actually die to second parry! It attacked anyway, and Sidir actually would have parried if I didn't cheat my highest card in. And look at that, Red Joker for damage. Unfortunately Sidir managed to block three of the six damage. 

Worried about Carrion Emissary's aura, Sidir was quick to activate and heal himself back to eight. He killed the Flesh Construct and started to shoot around, dealing two points to Carrion Emissary and two to Sebastian. 

Ruffian and Rough Rider to the left began to drain my soulstones away by shooting Sebastian repeatedly with success. Situation got so dire that Zombie Chihuahua had to blast Sebastian for all of his four Poison, and even Nurse was forced to open her bottle of painkillers for him. The Rough Rider even had the audacity to go and heal Sidir back to full with a lucky trigger for Ride With Me. 

Nurse did what nurses do best, and went on a killing spree. Ooops. That doesn't look quite right, but I can't figure what's wrong. Anyway, she walked and assisted McMourning's distractions away, charged Sidir, even catching fire. Sidir was stunned and pushed into lava. 

McMourning had, by the way, earlier walked on top of rocks and summoned another Flesh Construct. He grafted rusty bone saw for the Construct and pushed Carrion Emissary forward with Desperate Plot. 

The reason I didn't commit Carrion Emissary to heal and soulstone denying activities was that I was waiting for Desper to activate first. If Desper would engage Sebastian, I would be able to place strategy with Emissary. And if Desper would not, well, all the easier to score with Sebastian and kill Sidir at my leisure. 

However, that was a recipe for disaster. While good news were that Ten Thunders had to use all of their soulstones to block damage, bad news were that the damage blocks were never less than two. Flesh Construct with bonesaw managed to only trickle one point of damage in at a time.

Then, much to my horror, Rough Rider charged Carrion Emissary and Bone Pile that had walked to heal Emissary and shoot Sidir with a bone javelin. Now I had one attack to Sidir and the chance to plant a strategy marker.

But, I still had my hopes up to at least score Let Them Bleed even if Desper engaged Sebastian. Which he didn't. Instead, he went to place a strategy marker and concentrate.

Carrion Emissary flew to Sidir to take its one and only peck, and scored an impressive hit with double poison. Would've been nice to actually get that poison in, because Black Joker turned up at damage. Ah well. At least it managed to surround Tanuki with Mindless Zombies. Wait... why was Tanuki surrounded by zombies? Don't they crave fresh brains?

Lucas charged Nurse. So let's add nurses to Lucas' whipping portfolio of children, grandmothers, doctors and geishas. Or maybe not. Nurses probably were there already. Sadistic as only Lucas can be, he didn't even kill the Nurse, leaving her to slowly burn alive.

Sebastian was in range to charge Sidir, but Sidir was still at five health. To score Death Beds, both attacks needed to hit and deal at least one moderate or critical strike. Failing that I was looking at possibility of not scoring strategy this turn and Sidir dying to poison and burning, thus me not getting Death Beds. 

I deemed Sidir-removal important enough to not score strategy on first turn. But when Blood Poisoning missed Sidir, I just couldn't take the risk and charged Rough Rider instead, and placed strategy marker. Moderate damage and double poison on the Rough Rider helped a little. 

Canine Remains had walked to place a scheme and corpse marker to close right table edge for Death Beds end condition. 

So, both players did score strategy and no reveals were made. Scores went 1-1.


Turn 3:

Well, it was Resurrectionists that got the initiative. Carrion Emissary activated Aura of Decay just in case, and proceeded to butcher Sidir - failing at that. But he was now down to one health remaining. 

Lucas removed Sidir from Emissary's aura, killed a Nurse and dug up a Phantasmal Mask for Sidir. 

This was not enough to save Sidir, as Sebastian charged him and killed the henchman, scoring Death Beds. He also managed to saw some damage in to Rough Rider.

And just like that game turned rough for Ten Thunders. And it didn't exactly help that Resurrectionists kept passing their defensive flips with impunity. Luna dug up a Timeworn Blade for Rough Rider, who went to pick up my only explosive on the enemy table half, and charged Sebastian, managing only to remove my soulstones. 

Ruffian set himself on fire attacking Sebastian, and another Rough Rider on the right rode away from melee, shot Carrion Emissary with his rifle, and charged back.

First Mindless Zombie that Carrion Emissary had summoned last turn traumatized Tanuki down to one health remaining. Second Mindless Zombie felt pity for Tanuki, as the poor furry imagined itself as a teapot. 

Guild Autopsy scored a lucky severe against Desper, which looking back now was a bit of a game-changer. Now I had the option to reach for Let Them Bleed. 

And as I had pretty much lost the strategy for this turn, McMourning removed Flesh Construct from melee range of Lucas, and took a double walk to centerline far right.

Bone Pile charged Rough Rider that was engaging Carrion Emissary, but failed to do damage. In shame, it buried itself with second action point. Flesh Construct came charging in next, and succeeded in slapping the two required points in. Just for giggles the Flesh Construct attempted a Projectile Vomit over Ruffian engaging Sebastian, and managed to land two blasts, injuring another Rough Rider and Lucas McCabe. Drats. I could have just killed the melee target, but I was afraid to, because I needed one of them alive with half or less health remaining.

Desper went to place a strategy marker. 

Ten Thunders got the lead when both players scored both schemes, but Resurrectionists missed on strategy. A 3-4 lead for Ten Thunders.


Turn 4:

Sebastian butchered a horse and took its explosives. Tanuki was able to smash a Mindless Zombie dead, but Carrion Emissary came to avenge Mindless Zombie. Oh, what am I talking? Emissary for sure didn't come to avenge Mindless Zombie, it just wanted to peck Tanuki dead. Which it did. Dead. Tanuki died to death. Hahahaha. Ha.

Anyway... Luna dug a Timeworn Blade for Lucas, and the Ten Thunders master started whipping a hunchback for a bit before he got bored and went to place a third explosive for Ten Thunders. He tossed Timeworn Blade for Desper LaRaux. Guild Autopsy went to see if it would luck out a second time in a row against Desper, but no such luck.

Flesh Construct was able to kill another Rough Rider, and went to place it's explosive deep into Ten Thunders territory. McMourning did the same, and so did Bone Pile that emerged from Mindless Zombie. 

Both players secured strategy for a 4-5 lead for Ten Thunders. However, it was clear from the board state that Resurrectionists had won anyway, and we didn't play the last turn. While there was a desperate possibility for a fourth strategy point for Ten Thunders, schemes were unlikely. Resurrectionists, however, had three points 99% secured. 

Saturday, January 20, 2024

Anger Issues

 A 50ss game of Malifaux over Vassal.

Strategy: Corner Raid the Vaults

Schemes: Let Them Bleed, Hold Up Their Forces, Protected Territory, Death Beds, In Your Face

My list:

Ensouled Jack Daw & Lady Ligeia
Montresor
Auguste Hart
Midnight Stalker
Malifaux Child
Hanged
Crooked Man
Guilty

Pool: 3
Schemes: Protected Territory, Death Beds (Corpse)

Opponent had:

Tomb Delving Lucas McCabe & Luna
Sidir
Koji
Kara
Huckster
Cryptologist
Tanuki
Ruffian

Pool: 4
Schemes: Death Beds (Scrap), In Your Face

Turn 1:

Montresor gave Hanged a little walk and lumbered towards center-left strategy marker along with Malifaux Child. Auguste was speeding to top-left strategy marker and for a long time seemed uncontested, until Ruffian that had Fast from Timeworn Blade took a full run towards top.

After Sidir had activated Jack Daw felt bold enough to hide behind a forest at the center, almost contesting center-right marker. Lady Ligeia and Crooked Man were lazily following him.

Hanged attempted to connect some Forbidden Knowledge to Kara, but the cat was just damn too menacing. Guilty ran to Hanged, and Midnight Stalker joined to form a trio that could seize bottom-right strategy marker next turn.

Lucas and Sidir were holding the middle behind center forest. Kara and Koji reinforced Sidir with claims to center-right strategy marker. Huckster was kind of everywhere, at the moment of picture she was inside the building near bottom-right strategy marker. Cryptologist was also jogging there, but with Mv 4 it was going to take a while.

Tanuki and Luna acted like the animals they were behind Lucas' back. 


Turn 2:

I was hesitant, because I was quite aware of the risks involved. But nonetheless, when I won the initiative, Montresor activated and ran into forest. Luna dug up artifacts-to-be, and then - Jack Daw charged and landed hazardous terrain aura on Sidir. Two Draw Them Ins later both Kara and Koji were engaged by Jack Daw and were staggered,

It was an oppressive move for sure, but now my master was next to Sidir, Koji, Kara and even within easy charge range of McCabe.

McCabe, however, didn't charge Jack. Instead, he tossed Phantasmal Mask for Sidir and went to contest center-left strategy marker. 

Lady Ligeia moved to complete the unholy trinity of Montresor, Jack and her. 

Huckster used secret passage to deliver a scheme marker below Kara and near Jack Daw. Death Bed mirror seemed likely. So, Guilty came to plant a scheme near Kara. Guilty received some consolation from Sidir after sharing his guilt. Sidir was staggered below the burden.

Sidir tried to give shielded for Koji and Kara with Phantasmal Mask, but didn't want to cheat to succeed. I guess it was the guilt. Or, maybe not, because he had no qualms about cheating attacks against Jack Daw. Jack received only three damage in total, but this drained all of my soulstones. 

Koji and Kara went berserk and tried to kill Jack Daw, to hell with hazardous terrain! Too bad none of the actions scored a hit. But Koji and Kara were down to three health both. Ouch. At least Crooked Man didn't manage to land earthquakes on Huckster. 

Malifaux Child came to wrestle center-left strategy marker from the clutches of McCabe. This, however, prompted Russian to shoot the kid with derringer and then walk a little closer after he failed to score a kill. Tanuki ran to secure the vault for Ten Thunders. Oh well. At least it wasn't healing Koji or Kara.

Auguste went to control top-left strategy marker and began an interview with no-one. That's his thing. 

Hanged went to place a scheme marker near bottom-right strategy marker, and after Midnight Stalker failed to leap, he ran to at least secure the marker.

Cryptologist went to provide his aura to the troubled lot near middle. 

Both players scored strategy, and neither revealed schemes. But the situation was rapidly turning sour for Ten Thunders. However, Jack Daw was vulnerable now. They had their chance.


Turn 3:

Unfortunately Jack Daw won initiative. While opponent passed admirably Draw Them In checks even while the models were staggered, there were just too many checks. Only Koji died, though. Lucas whipped up another Timeworn Blade for Sidir and went to whip a kid to death. 

Guilty was only guilty of compassion. He tried to pet the kitty. Kitty died. Tenderly Guilty dug up a pretty Death Bed for the kitty and scored a scheme for Outcasts. 

Sidir tried to remove Jack Daw, but managed to bring him down to two health remaining. As a final act of defience Sidir did Blade Storm, prompting tests for Montresor, Lady Ligeia, Guilty, Jack Daw, Huckster who was at one health and Cryptologist who was at one remaining, too. 

It would have been cool to lose Jack Daw this way, but it was not to be. Only Huckster died.

Montresor activated and did his things, killing Cryptologist. It started to look like game over, so Ruffian tried to make the unlikely shot that would kill Jack Daw, who got both concealment and friendly fire.

Attack did not land, and we did not continue the game. My gambit paid off in a brutal manner. 


Tuesday, January 16, 2024

Changing Plans

 A 50ss game of Malifaux.

Strategy: Standard Stuff the Ballots

Schemes: Protected Territory, Deliver a Message, Ensnare, Let Them Bleed, Power Ritual

My list:

Seamus & Copycat Killer
Madame Sybelle
Mortimer
Bete Noire
White Rabbit & Co.
2x Rotten Belle
Dead Dandy

Pool: 4

Schemes: Ensnare, Power Ritual

Opponent had:

Colette DuBois & 3x Mechanical Doves
Carlos Vasquez
Cassandra Felton
The Firestarter
Angelica Durand
Coryphee Duet
Showgirl

Pool: 2

Schemes: Ensnare, Protected Territory

Here's the thing.

We got presidential elections coming up in Finland. So I printed out the candidates and put them into strategy markers, and randomly distributed the markers over the board. So now we just wait and see if Malifaux matches are a reliable way to predict these things


Turn 1:

Power Ritual in standard deployment, so I placed a scheme marker to both of my corners. White Rabbit & Co. placed it right, and then pushed itself forward a little by tossing a hat to Bete Noire. A Rotten Belle did the same left, except no hats. 

Mortimer managed to dig up a zombie while going far left to offer his votes. Dead Dandy put a scheme marker next to my left strategy marker and begun to wait for the ballots to open.

In the middle Rotten Belle advanced a little and lured Seamus forward. Carlos, also going to middle, put a pyre marker blocking Seamus from using his gun unless he would take some burning in the process.

Madame Sybelle went mid too and activated Undivided Attention. I wanted opponent to activate the dreaded Coryphee Duet, but for some reason he just wouldn't. So I had to offer a bait. Bete Noire. 

Colette and Angelica had moved Coryphee forward, so it charged Bete Noire. Fortunately it failed the first attack with Black Joker, but second had Bete Noire fade away. Coryphees split their duet. 

Copycat Killed transferred Seamus to right wing, and from there he dismantled a piece of destructible terrain, took aim and shot the activated Coryphee. Blam. And now it's a mannikin! Severe 8.

Remaining Coryphee seemed much less threatening until it walked and charged Madame Sybelle, dealing moderate damage even with two negative fate modifiers. Damage block was one. Whee. 

On the performer side of things, Showgirl was waiting in performer-left strategy marker. Carlos and Colette were center-stage, while Angelica, Firestarter and some birds were holding right. 


Turn 2:

Dead Dandy placed a couple of votes on my left strategy marker, while Mortimer went to place one on the far-left. A Mechanical Dove attempted to peck him, but didn't feel that murderous today. A Rotten Belle on the left took a double walk to a corpse that had been dug up by Mordimer prior to his vote. Showgirl also placed two votes on performer-left strategy marker.

Those were the easy parts of the turn, but then there was a sort of cluster copulation in the middle. Coryphee attacked Madame Sybelle twice, dealing moderate damage both times despite having negative modifiers. Three times in a row. Madame Sybelle was burning through my soulstones rapidly.

To offer Madame a degree of protection, White Rabbit & Co. walked and charged Coryphee, and tossed a fancy bullet sponge hat for Madame Sybelle.

This prompted Colette to secure vantage point for her spectacular tricks. She placed a vote to the center ballot, and presto-changoed... changod? White Rabbit & Co. for a Mannikin. Madame Sybelle was not grateful for her hat, but when she lashed where hat crafters had been, a Mannikin fell dead in their place. 

Two murderbirds, Angelica and Carlos ganged up to beat up White Rabbit & Co., or maybe they just wanted new clothes and demanded them rather forcefully. Miraculously White Rabbit survived, but with two health and Burning +1. Rotten Belle lured them away from their way too enthusiastic customers. 

Seamus ran to place a vote far-right, while Firestarter flew to my right corner to place a scheme. 

Copycat Killer tried to shoot Coryphee, but results were not impressive. 

Bete Noire popped up from zombie dug up by Mortimer earlier. She charged and climbed to the stage to place a scheme marker, with the marker and her hat easily within 3" of Colette.

Both players score strategy, but no schemes were revealed. Scores: 1-1.


Turn 3:

Mortimer wrecked Mechanical Dove and moved as far forward as close as possible to performer top-left corner while still being able to vote. However, he wasn't able to dig up a homing beacon for Bete Noire this time around. 

Carlos, Andgelica and a bird are able to finish what they started with White Rabbit & Co., but not until they were able to offer their most magnificent hat to Rotten Belle. Well, not all of their resources went into killing the merchants. They were also able to score Ensnare with Madame Sybelle.

When Colette activated, Resurrectionists scored their Ensnare. Colette removed Coryphee from melee with Madame Sybelle, and went to strike Bete Noire with distracting illusions. Well, most distracting illusion probably was that Bete Noire faded away. 

Rotten Belle on the left walked and tried to lure Showgirl away from top-left strategy marker. It kind of worked, just not the way Belle meant. Lure attack failed, but Showgirl walked in to melee to strike Rotten Belle with a hairpin.

Coryphee nimbled and walked to Dead Dandy and struck him. The puppet was distracted, but still hit. And again the thing scored moderate wound with two negatives on damage flip! Ouch.

Bete Noire popped up from a corpse Mortimer had dug up earlier and charged Showgirl. She was quite distracted, and managed to land one hit of moderate damage. 

Firestarted went to place a vote to bottom-right marker and flew as far from Seamus as possible. 

Carlos had placed a spectacular fire show next to ballot on the far right. Seamus had to make his run through the flames to reach top-right corner with his four actions.

Both players scores strategy and Ensnare, but Resurrectionists got the lead by also scoring Power Ritual. Scores went 3-4.


Turn 4:

Rotten Belle on the left killed Showgirl. Mortimer's decay and Dead Dandy's cane finally killed Coryphee and the ensuing Mannequin. 

Firestarted planted a scheme and went to bottom-right strategy marker, where Dandy had spammed three votes. 

Carlos managed to drop a pyre near the center ballot and. shuffle himself to far-right strategy marker and even place a vote there. I had two there, though. Seamus placed another scheme to top-right corner and went to vote on top-right strategy marker.

Madame Sybelle kept lashing at Mechanical Doves while engaging Angelica. Angelica was trying as hard as she could to cane Madame Sybelle dead. 

I don't remember why Colette walked down from top of the building in the middle, perhaps to place a scheme for Ensnare and/or Protected Territory.

Hatted Rotten Belle started to climb closer to center ballot.

Bete Noire popped up from Showgirl's corpse and went to place two votes to top-left strategy marker. Copycat Killer was speeding towards top-left corner.

Performers failed to score strategy, but got Protected Territory instead.  Ressers got third strategy, for scores of 4-5.


Turn 5:

We didn't play fifth turn past Angelica's activation where she failed to cane Madame Sybelle's hat off and Rotten Belle's vote to center.  This ensured Ensnare end condition for me and tied Colette's hands to come back to center and claim the strategy marker back.

It was apparent that I'd get Power Ritual and Ensnare end conditions, while opponent would get Protected Territory end and strategy for a grand total of 6-7 for Resurrectionists.

Now. One question remains. What did Cassandra do during this entire game? I don't know, somebody has to go and ask her at her slot in carrying case.

Saturday, January 13, 2024

Infiltraitor

A 50 point game of Warmachine on War Table.

My list:

Horruskh, The Thousand Wraths
Spell rack: Inviolable Resolve, Second Sight
10          Jackal 1, Arc Node, Hunter Rifle, Assault Shield
7           Jackal 2, Bloodthirst, Mace, Assault Shield
17          Molok

3           Reaver Commander
7+2       Strike Reavers &  Reaver Standard
4           Warwitch Coven

Command Cards: Careful Reconnaissance, Grave Robbing , Infiltration, Old Faithful, True  Inspiration

Opponent had:

Khador - Winter Korps
Kapitan Ilari Borisyuk
Spell Rack: - Avenging Force, Fog of War
11          Dire Wolf, Pathfinder, Long Axe, Plow-Shield
14          Great Bear, Reposition, Heavy Cannon, Blasting Fist

2+2   2x    Battle Mechanik
7       Shock Trooper Gunners
6+1       Winter Korps Infantry, 2x Rocketeer & Standard
6+1       Winter Korps Infantry, 2x Auto-Cannon & Standard

Command Cards: Blessing of the Gods, Break Through, Careful Reconnaissance, Infiltration, Old Faithful

Scenario was Invasion

Khador started and advanced with a unit of Winter Korps on both flanks, with everything else in between. Ilari cast Fog of War and Avenging Force.

Horruskh cast Inviolable Resolve on Molok and Second Sight on Jackal with rifle.
Melee Jackal was almost the sole contender to zone on the right. Horruskh, Molok and Jackal with rifle were in the middle, with Strike Reavers and their solo advancing behind a forest. Molok also played Grave Robbers already 

Khador wasn't able to do much else than positioning next. Great Bear that went to contest rectangular zone missed its cannon on Reaver Commander, but Ilari was able to snipe that solo off. Winter Korps unit went to contest circular zone one left with half of their strength, with Shock Troopers backing them up in a trench nearby.

Dire Wolf went to contest circular zone on the right, supported by Auto-Cannon group of Winter Korps and a singular Mechanik.

Orgoth also wasn't in a position to dish out that much damage, but it was in position to endure it. Strike Reavers popped True Inspiration on them, walked into the forest and managed to kill one of the three contesting Winter Korps.

Molok and ranged Jackal were filled with focus by Warwitches, and Molok took Pathfinder card to charge a single Winter Korpsman. It certainly died to a 17-point beatstick with three focus. The grunt became a +3def buff for Molok.

Ranged Jackal shot the last contesting Winter Korps, thus giving Orgoth point advantage.

Horrusks used his feat, turning that Molok into a dreadful Def 14, Arm 24 monstrosity that cannot be knocked down!

Melee Jackal just went to contest circular zone, staying within charge range of Dire Wolf. I wanted to believe my light warjack would be able to take some Long Axe into face with Arm 22. 

Khador turn was painful to watch. That +3 armor messed up a lot of things, when opponent's highest rolls were just about the average. Dire Bear was able to deal a few points of damage to melee Jackal, but not enough to destroy systems. Shock Troopers were able to kill two Strike Reavers - that's it. No more killing today, folks.

Warwitches filled melee Jackal and ranged Jackal with focus, and went to Dark Shroud the Dire Wolf. Jackal wasn't able to do much, especially considering that there was a Mechanik nearby. Even if it had hit with all of its attack, I doubt systems would have broken anyway, because I rolled columns poorly.

Molok removed two Winter Korpsmen that had ran to block easy access within 1" of Great Bear. That probably saved Great Bear, because even five P+S 18 attacks that all hit, plus a POW 13 rifle shot and whatever Strike Reavers were able to do didn't bring the bear down.

I didn't consider Horruskh was in that bad of a position, and so didn't even consider playing Infiltrate on him. 

Then... Old Faithful repairs Great Bear for five. On its activation Great Bear also uses Breakthrough to gain Unstoppable which it already had to move away from melee. It scores a critical shot against Horruskh. No damage, though, thanks to the only point of focus camp.

Ilari advances next and shoots Horruskh with his rifle, but doesn't score a crit and is able to remove only four of Orgoth warcaster's health.  Next shot, though... Is a critical, Horruskh is already knocked down and damage roll is exactly 15 points in.

That's what you get for not infiltrating around. 

Monday, December 25, 2023

Christmas in a Pine Box

 Some Christmas games of Malifaux.

First game:

Strategy: Standard Plant Explosives

Schemes: Information Overload, Protected Territory, Sweating Bullets, Power Ritual, Hold Up Their Forces

My list:

Molly Squidpiddge & Necrotic Machine
Philip & Nanny
Archie with the Whisper
Forgotten Marshal with the Whisper
Rabble Riser
Night Terror
2x Crooligan

Pool: 3
Schemes: Protected Territory, Hold Up Their Forces

Opponent had:

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

Pool: 2
Schemes: Sweating Bullets, Power Ritual


Turn 1:

For a change I did not deploy Crooligans via From the Shadows, and deployed them instead to both of my corners. There they were able to bluff Power Ritual while making Information Overload more difficult for opponent.

Guild also had Watchers to their farthest flanks, and one of them placed a strategy marker to one of their corners. 

Hoffman, Peacekeeper, Steward and Mechanical Attendant were closing in from the middle, while Hunters were also at flanks, just not as far there as Watchers.

Peacekeeper was Guild's spearhead, and Forgotten Marshal went to summon a Night Terror to engage the scary enforcer. 

Night Terror was providing concealment for Molly, Necrotic Machine and Philip. Archie thought it was safe to leap, walk and place an explosive near a trench, but Hoffman offered him some electric current. Melissa was more traditional and filled Archie with lead. Worried for his safety, Molly ran to remove one pylon near trenches and heal Archie for two by making him discard a moderate card.


Turn 2:

Turns out I overestimated Archie's survivability once again. Melissa didn't manage to do much, so Necrotic Machine went to heal Archie back to seven health. But then Hoffman himself activated, walked and charged Archie - and killed him with two strikes.

So, instead of spamming explosive markers around the board, Night Terror and one Crooligan from one of my corners went to tie up Guild Steward and Mechanical Attendant so that it would be difficult for them to come and heal Hoffman. I had plans for that guy.

And once healers were tied, Molly started disturbing Hoffman with her stories. She had to turn Archie's corpse into Lost Knowledge first, and still was able to land only one batch of three irreducible damage to Guild master. 

Rabble Riser was fighting a Hunter on the left, while Hunter did the same with Rabble Riser. Neither was doing any progress. Watchers were flying towards my corners, and one of them planted an explosive token on board. 

Hunter on right tried to shoot Forgotten Marshal, but was distracted by Philip and the Nanny's boring conversations.

After Guild Steward removed Slow from Peacekeeper that had been caused by Philip and the Nanny, Peacekeeper smacked a summoned Night Terror dead and rather walked than charged to engage the prams. 

Another Crooligan teleported to Necrotic Machine in the middle and went to place a strategy marker. 

Forgotten Marshal put on a camera and filmed his most successful boxing video ever and uploaded it to youtube - Hunter was put into Pine Box. Summoning failed, though. 

Necrotic Machine was engaging Charles Hoffman, and by then I was misremembering that Guild Steward was five points. I thought I didn't have Hold Up Their Forces secured, so Philip and Nanny didn't push away from Peacepeeker with Deadly Pursuit. 

Soo... Guild scores Sweating Bullets and strategy, Resurrectionists got Hold Up Their Forces and strategy for a 2-2 tie. 


Turn 3:

Necrotic Machine poisons Hoffman and drains his last soulstone away. Melissa shoots Rabble Riser away from board and opens way for Hunter to go and place an explosive. And it does that, but only after Molly had disturbed Hoffman down to one health remaining. 

Hired Night Terror attempts to sacrifice itself by killing Guild Steward, but only manages to bring him down to one health. I see a pattern emerging here.

Guild Steward fortunately fails his motivational speech, but poison was dispelled from Hoffman's system. 

Forgotten Marshal walked on top of hill to summon third Crooligan and shoot Hoffman with Peacebringer, thus avenging the butchering of Archie.

Hunter inside Marshal's pine box wasn't able to get out. Peacekeeper also didn't manage to destroy a baby carriage. I suppose that didn't sit well with its protocols. Although it took all of my soulstones to protect the henchman.

A Crooligan that was engaging Mechanical Attendant went back to Forgotten Marshal and placed scheme marker and third explosive for me. Another one went to hide behind building, hiding a scheme marker there. 

Both players score strategy, but Resurrectionists also snatched Protected Territory for a 3-4 lead.


Turn 4:

Crooligans began to spam scheme markers all over the place. Melissa tried to discipline the kids a little with her gatling gun, but not a child listened. Watchers essentially did the same to my corners.

Night Terror was finally able to kill Guild Steward that had an explosive token, but died itself to reprisal. 

Hunter still wasn't able to get out of Forgotten Marshal's pine box. Another one attacked Molly and dealt good enough damage if we don't take into account it was turn four already. Forgotten Master disengaged, and disturbed Peacekeeper to death. Necrotic Machine moved forward to place fourth explosive marker next turn.

Guild wasn't able to get their strategy point this round, but did scored Power Ritual. Resurrectionists got strategy, still continuing with one point lead of 4-5.


Turn 5:

Situation looked difficult for Guild. Watcher failed to kill Philip and Nanny who had only one point of health left. That could have given at least strategy point for Guild by giving Peacekeeper an opportunity to plant an explosive. 

Resurrectionists had so many vectors to score at least two of the three possible points, and it seemed unlikely that Guild would get strategy point this round that we ended the game when Molly managed to kill Peacekeeper. Victory for Molly. 

Game 2:

Strategy: Standard Cloak and Dagger

Schemes: In Your Face, Outflank, Information Overload, Power Ritual, Take Prisoner

My list:

Molly, Chaotic Conductor & Necrotic Machine
Grave Golem
Rogue Necromancy
Noxious Nephilim
Forgotten Marshal with The Whisper
2x Crooligan

Pool: 4
Schemes: Information Overload, Take Prisoner (Mr. Graves)

Opponent had:

Jakob Lynch, Dark Bet & Hungering Darkness
Kitty Dumont
Mr. Graves
Soul Battery
Illuminated with Silent Protector
Illuminated
Beckoner
Tanuki

Pool: 3
Schemes: Outflank, In Your Face


Turn 1:

Information Overload and Power Ritual in the same scheme pool in same deployment made for a quite similar start as last game - both Crooligans were deployed regularly to place a scheme marker to both of my corners. 

Ten Thunders had Hungering Darkness in far-left with Mr. Graves nearby. Hungering Darkness took a double walk and concentrate, guarding the strategy marker with its 2" melee range. Forgotten Marshal summoned a Night Terror that eventually went to engage Hungering Darkness in hopes of wasting its action points, or perhaps walking away next turn to place a scheme. 

Noxious Nephilim flew to the hill on right, within walking distance of both strategy markers. 

Grave Golem inside a cloud for some concealment. Rogue Necromancy had a whopping 6" move from activating near Molly and ambushing. It walked and interacted with strategy marker, and later interacted a scheme marker past centerline

Even if I had two 10-point rather resilient models in the center, a whole throng of everything else than Hungering Darkness, Mr. Graves and Kitty Dumont looked overwhelming in a big blob like that. Kitty was going towards the rightmost strategy marker.


Turn 2:

Hungering Darkness slapped Night Terror dead and charged Rogue Necromancy, almost killing it. Scared of such a display of power, Rogue Necromancy activated, pushed itself out of melee by discarding a card with Molly, and then took a double walk away from action to protect the intel token.

Mr. Graves ran to cover the same leftmost strategy marker that Hungering Darkness had been guarding. History repeated itself when Forgotten Marshal summoned another Night Terror to block future interacts for Mr. Graves.

A Crooligan jumped to Forgotten Marshal to plant a scheme past centerline, in contact with table edge. When the Night Terror activated, it charged Mr. Graves to deny him any meaningful interaction.

Soul Battery, an Illuminated and a Beckoner all claimed an intel token from strategy markers. Necrotic Machine was also able to claim one intel, and so did Grave Golem while it was walking with pride. 

Lynch made a scary opening by taking two walks and a charge against Molly. I didn't feel like I had enough tools to deal with Luck Thief, so Lynch was now at just about the worst position imaginable. 

Another Crooligan teleported to Noxious Nephilim to walk and scheme.

Since opponent was holding Kitty's activation, I had to activate Noxious Nephilim first and bring it to guard strategy marker - just not interact with it, because Kitty might steal the intel. However, Kitty did not she walked to where centerline met table edge and planted two schemes.

Both players scored strategy, Resurrectionists got Information Overload, Ten Thunders Outflank for a 2-2 tie.


Turn 3:

After Night Terror had clawed Mr. Graves within 1" of Crooligan, he killed the summon, but left the kid intact. 

Lynch shuffled around for a bit and summoned Hungering Darkness next to Molly, and with last action Red Jokered a damage flip to Molly. At least damage block was a severe.

Concerned for master's safety, now somewhat healed Rogue Necromancy charged Hungering Darkness and managed to deal quite a bit of damage that were all healed when Hungering Darkness activated. Hungering Darkness managed to bring both Molly and Rogue Necromancy to low levels of health, but at Molly proved to be an adept healer when she Red Jokered her own heal flip, and gave a little boost to Rogue Necromancy, too. Getting savagely mauled by a monster and a drug addict disrupted Molly's parade and she failed to connect Parade Route to Grave Golem. 

Grave Golem had been pushed into melee with Lynch's delirium, but I wasn't too worried about this turns strategy. I had intel on Rogue Necromancy and Necrotic Machine, and both Lynch and Hungering Darkness had already activated. Grave Golem flailed fruitlessly at something, while an Illuminated killed second Crooligan. Tanuki did... something? and Beckoner ran forward to bring her problematic brilliance aura to middle. 

Noxious Nephilim tried to claw at Kitty, but didn't do enough. At least opponent burned through their soulstones in the process.

To make surviving a little easier next turn, Necrotic Machine came to attack Hungering Darkness and managed to poison it for two. Yay, no more triggers.

However, very last activation was an Illuminated in the middle that had to walk over a wall. It charged Necrotic Machine, and scored severe with a +1 from sharpened brilliance.

It had been a tough situation anyway, but losing an intel point like that made me lose strategy for this turn.

At least the Crooligan on left tagged Mr. Graves a prisoner, so scores were still a 3-3 tie.


Turn 4:

Molly tried to keep me playing the scenario by letting Grave Golem walk with pride to a strategy marker, then parading Rogue Necromancy to spam some movement duels to Lynch, Hungering Darkness, Beckoner and Illuminated. That didn't have much of an impact, though. 

This turn Hungering Darkness managed to kill Rogue Necromancy before it had even activated. Mr. Graves tried to beat a kid with a fencepost, but didn't succeed. The kid then jumped to Forgotten Marshal and charged Soul Battery. Crooligan scored severe damage, but that just triggered hard-to-kill. And then it was perfect opportunity for Soul Battery to sacrifice itself. Yay. First dead honeypot model in this game where I had two 10-point and one 9-point beater. And that kill was opponent's bonus action anyway.

Forgotten Marshal hadn't been able to summon anything for two full rounds. I was running out of activation points to claim points. At least Forgotten Marshal was able to put Mr. Graves inside the Pine Box. I was considering to smuggle my prisoner to my side of the table in a casket. 

Grave Golem claimed a second intel token on its own activation and speeded away from any sources of counter-intelligence. Lynch, however, disengaged and engaged the enforcer in melee. 

Noxious Nephilim nearly killed Kitty Dumont, but "nearly" wasn't enough. Kitty's unassuming demeanor started to actually threaten Nephilim's existence. 

Both players scored strategy, but Ten Thunders also claimed In Your Face from Rogue Necromancy.


Turn 5:

Kitty and Illuminated removed Noxious Nephilim after it had failed to kill Kitty once again.

Lynch summoned Hungering Darkness on the hill so that it was able to go outflanking with a scheme marker. Forgotten Marshal brought Mr. Graves as far past the centerline as possible, and then Crooligan teleported to block Mr. Graves advance as well as possible. It removed Hungering Darkness' scheme marker and scraped two points of damage to Forgotten Marshal. 

I had planned that if all else fails, Grave Golem might distance itself from melee, charge Forgotten Marshal, kill him and thus unbury my prisoner back on board. 

But unexpectedly I was able to claim enough intelligence to get third victory point from strategy. I had also Information Overload secured. Crooligan had ruined opponent's Outflank, and Kitty had chosen to try and secure Outflank, thus Ten Thunders also missed In Your Face end condition.

Miraculously Resurrectionist managed to carve a 6-5 victory although they did not manage to kill even a single model. The only one that Ten Thunders was Soul Battery, to it's own bonus action.

Saturday, November 25, 2023

McMourning For President

 A 50ss game of Malifaux on Vassal.

Strategy: Wedge Stuff the Ballots

Schemes: Take Prisoner, Hold Up Their Forces, Deliver a Message, Espionage, Let Them Bleed

My list:

Dr. McMourning & Zombie Chihuahua
Rafkin
Corpse Curator
Kentauroi with Killer Instinct
Nurse
Gravedigger
Little Gasser
2x Canine Remains

Pool: 4
Schemes: Take Prisoner (Rough Rider), Hold Up Their Forces

Opponent had:

Lucas McCabe, Relic Hunter & Luna
Sidir Alchibal
Desper LaRaux
Jessie Halliday
Rough Rider
Cryptologist
Tanuki
Ruffian

Pool: 3
Schemes:

Turn 1:

Canine Remains took a bite out of Corpse Curator, and went to north-west marker. Gravedigger spammed Focust for most of my forces and took a double walk behind my crew, maybe still one day getting to a position to contribute to the game.

I had received four high masks in my starting hand, so Rafkin was able to accidentally drop four flasks of formaldehyde at his feet. Had opponent not had the ongoing threat of Sidir, that activation could have been Poison +9 for most of my crew. But I just didn't dare to bunch up like that.

Kentauroi took Rafkin along with a ride and walked within 2" of Canine Remains at north-west marker with the intention of going to top marker next turn.

Another Canine Remains went to south-west marker, and Little Gasser went to concentrate behind destructible boxes too far to walk and interact to either center or bottom marker. Nurse had earlier tried to push it here and there a little, but couldn't open the cap of the bottle.

Corpse Curator had gone to hide behind rocks near middle, and had Chihuahua with it. 

Opponent had been bunching up in the middle with Luna digging up a scrap and Lucas turning it into a Timeworn Blade for Sidir. He took Sidir for a ride, but fortunately wasn't able to place Sidir quite close enough to shoot EVERYTHING. Lucas, however, went to center ballot box and shot Rafkin staggered and slow with his net gun. Cryptologist was there in the middle, too. Tanuki had tried to motivate Sidir but failed.

Rough Rider and Ruffian were going to top marker. Jessie went to forest near center, while Desper LaRaux easily went past the centerline, within 1" of the bottom ballot.

Sidir was the last model opponent activated, and he swaggered a little forward and started shooting Rafkin. First attack was severe damage, how else. Second attack was mask triggered, so I was prepared to say farewell to Rafkin. But Black Joker saved him, and either the additional attack missed Kentauroi or all the damage was healed in the end phase. 

Dr. McMourning was the very last model to activate, and he gave Doctor's Orders for himself to go and make a health inspection to voters. And since brain is required for informed voting, he took out his skull saw to inspect Jessie's brains. Unfortunately one attack missed and another's damage was blocked in its entirety with a soulstone.

Turn 2:

Resurrectionists managed to win the initiative, and McMourning tried to kill Jessie. He did get two attacks in and Jessie down to two health remaining. That's when he ordered himself to ballots in the middle to interact. Yeah. I completely forgot Precise ignores even hard-to-kill. Yay.

Sidir starts shooting Rafkin and kills him. Another shot goes to Kentauroi, making it slow.

Kentauroi then activates and shrugs off the slow. I was happily riding with Canine Remains until I realized that is also a bonus action. After some backtracking the centaur just went to interact with the ballots alone.

Luna dug up a scrap marker, and Little Gasser went to gas Jessie to one health remaining + poison from horrific odor. One health remaining and Catalyst nearby at least delayed her activation.

Lucas went next and brought Cryptologist closer with Ride With Me. He scrounged a Phantasmal Mask for Jessie and placed two votes in the ballots. So now was my chance to kill Jessie.

Zombie Chihuahua was not able to reach Jessie with its 0" melee range, but at least it could use Blood Poisoning. It succeeded with a focus, but damage was blocked with last soulstone opponent had. So, dog went closer and stank another poison for Jessie. 

I lost my chance to kill the henchman when Tanuki came to heal her next back to three health. 

Canine Remains on north-west counter placed a vote in and took hiding behind a small shack. 

Cryptologist started making cursed translations out of McMourning's prescriptions, and nearly killed Zombie Chihuahua in the process. Somewhat bothersome was Shielded +1 for Jessie. 

Ruffian and Rough Rider go to tease Kentauroi but in the end only manage to damage themselves with poison. 

Jessie disengages and tries to flare up Zombie Chihuahua and even shoot it with a harpoon, failing at both. 

Corpse Curator walks and charges Cryptologist, dealing a whopping two points through armor.Now the curator was in base contact with Cryptologist, with Poison +7 and even succeeded to leak out an additional point of poison for itself and Cryptologist via bonus action. Result: dead Cryptologist in the end phase.

Desper interacts bottom marker, leaps and charges Canine Remains. Fortunately the dog survives and even bites Desper back with four damage before healing back to full from poison.

Both players score strategy, and Corpse Curator and Canine Remains at Desper reveal Hold Up Their Forces for a 2-1 lead for Resurrectionists.

Turn 3:

Ruffian uses Chain Gang to dislodge himself from melee and interact to votes to top ballot box. McMourning went to finish what he had failed to do last turn and killed Jessie in two strikes. Having thus completed the health inspection, he charged Lucas to start checking if his brain is okay.

Desper killed the guard dog at south-west ballot box, interacted with it and leapt to my deployment zone.

I was afraid that Sidir would shoot Kentauroi, who was my best and only chance at scoring Take Prisoner and strategy. Corpse Curator went to attack him, and managed to make a Sidir-repellent sludge marker. 

Lucas, however, would deny that right next by hitting it with Bull Whip and moving its 0" melee range tad away from Sidir. He also tossed a timeworn blade to the henchman while dropping a vote to the box at the same time. Zombie Chihuahua had to save the Curator, and it took a double walk to shoot it with Blood Poisoning. 

Surviving Canine Remains behind hay shack tried to run to engage Sidir, but even with Mv 6 he was out of reach. At least the dog got close enough to deny any improper advances. Turned out that there were none - Sidir killed Canine Remains with a sword and started shooting McMourning and Corpse Curator whenever a random masks gave the option for him. 

Since most important Ten Thunders models had now been activated in the middle, I decided to make my gambit. Little Gasser went to interact with center ballot once. I didn't have masks in my hand for Nurse, but I waited patiently for one to come up in discard pile. 

Rough Rider started shooting Kentauroi, only getting enough damage in for Kentauroi to heal them all in the end phase. But most importantly, Rough Rider was now more than 2" away from Ruffian. Kentauroi rode to ballots to interact twice and was careful to position itself so that Deadly Pursuit would get it to engage Rough Rider. And there was a mask on top of discard pile, too, with no enemy models left that would likely give me any flips.

But then Tanuki activated. That stupid little furry drunkard charged Zombie Chihuahua, killing it in one inebriated strike, and continued to wobble through forest near middle. Aaaargh! No more masks on top of discard pile.

Well, at least Nurse got two focuses, so she tried to offer Little Gasser painkillers with focus. And so I lost my strategy point for the round - no masks for Pushed Here And There. Tanuki would pay for this! Nurse charged the drunken furball with anger issues to sedate it for good. First attack with focus hit for two points, and Tanuki was stunned. Second attack, now with negative modifier thanks to beer goggles, also somehow hit and gave me masks - making Tanuki also staggered.

Luna charged Corpse Curator and dragged it around the board with You're Coming With Me. 

So, I lost the scenario point but at least I did get Take Prisoner with Kentauroi's deadly pursuit.

Funnily enough, that deadly pursuit also gave Ten Thunders Take Prisoner, as they had it on Kentauroi.

Scores even out to 3-3. 

Turn 4:

McMourning starts the turn getting out of Lucas' melee with Doctor's Orders, and goes to check Sidir's brain. I would have really needed him to die and surely enough I got a stellar hand. But sadly so did opponent - Red Joker made Sidir to go only down to three health, with poison +1. 

Sidir activated next and while he didn't manage to kill McMourning just yet, the damage was serious. Opponent wasn't too scared of my 

Corpse Curator went into shenanigans mode, and put up its bonus aura, making Lucas not engage him.  Then he charged Lucas and brought Sludge Marker on top of the relic hunter and McMourning. It also tried to kill Sidir with its own Blown Apart -marker, but didn't score a hit. Oh no.

Fast Lucas activated next and finished what Sidir couldn't - it went to very last attack Lucas was able to make, but Doctor went down. He did get quite a few poison from that, though, until he was able to ride like the wind away from sludge marker. He also threw Timeworn Blade for Tanuki, presumably to make it fast to come and heal Sidir. But that was out of question - Nurse concentrated and put the final dose in to Tanuki healing it from breathing. 

Desper failed to leap. I don't know what he was planning, but at least now he just took a walk and a charge to middle, engaging Little Gasser. That was devastating, because Desper had no poison and was too far from Corpse Curator's aura anyway. No interacts for me this turn. Instead, Little Gasser disengaged and charged Sidir. Sure, Sidir would die to poison even if Little Gasser did only minimum damage of one. But, the gasball had taken lessons from Tanuki and slapped Sidir dead with frantic flailing. 

On top of things, Rough Rider and Ruffian had been shooting Kentauroi, bringing it as low as one hit point. The undead horse charged Ruffian dead with just one blow, and almost killed my Take Prisoner target with another charge. Whoops. 

Lucas dismounted when his horse collapsed from all the poison.

Thanks to Desper I didn't receive another strategy point even this turn. Ten Thunders also managed to surprise me with Let Them Bleed reveal, gaining a nasty 3-5 lead.

Turn 5:

It was quite the final round of voting in the middle, when Kentauroi first charged Rough Rider dead and rode like the wind away, then rode with itself a bit more and walked within 1" of center marker after Lucast had escaped from there. 

Corpse Curator also made sure it was in the position. 

Looking back now, I should have tried to scare Desper away with Little Gasser, but I had been saving it up for a potential Hold Up Their Forces grab. But it was not to be. Nurse made an exceptional activation when she gave two interacts for Kentauroi and healed Corpse Curator back to full, pushing herself to engage Lucas. 

Had I activated Little Gasser first, Desper could have only tried to kill Nurse. But now Desper was able to take two interacts and leap away - too far for Little Gasser to reach, and one vote from Gasser wasn't worth anything.

So, nobody scored anything in the last turn. Ten Thunders won 3-5.