Friday, August 30, 2024

The Dead Hate the Tanuki

 A 50ss game of Malifaux on Vassal.

Strategy: Wedge Raid the Vaults

Schemes: Death Beds, Information Overload, Let Them Bleed, Ensnare, Power Ritual

My list:

Dr. McMourning, Insanitary & Zombie Chihuahua
Sebastian
Dead Rider
Corpse Curator
Kentauroi with Grave Spirit Touch
Nurse
Guild Autopsy

Pool: 4
Schemes: Death Beds (corpse), Ensnare

Opponent had:

Jakob Lynch, Dark Bet & Hungering Darkness
Kitty Dumont
Mr. Graves
2x Illuminated
2x Beckoner
Tanuki

Pool: 4
Schemes: Information Overload, Ensnare


Turn 1:

I deployed Kentauroi to top-left corner, Dead Rider to top-right. Only Dead Rider dropped a scheme marker to bluff Power Ritual and counteract Information Overload. Once the situation in the middle started to look clear, I decided I had no time to make such bluffs. 

As is usual for my McMourning, turn started real slow. Sebastian crafted a dog out of Corpse Curator, and the dog crafted a corpse out of the corpse curator. I realized this was actually the extent of corpse markers this turn, so, yeah, it took me a lot of activations to accomplish... nothing, really. Oh well. At least Sebastian got a new head, and Corpse Curator sported a fancy trio of legs. Sebastian was amputated for a second corpse marker first turn.

Corpse Curator had been mauled by my own troops down to two health remaining, but Nurse, Catalyst and poison heal from end phase brought it back to full. It went to place a scheme marker right past the right flank of my deployment wedge, where Guild Autopsy had crafted a soulstone out of curator-dog-corpse. 

So yeah, there Experimentals were. Barely out of their deployment zone.

Beckoner had placed a Power Ritual looking scheme marker to Ten Thunders left corner and was still hugging wedge deployment line, but everyone else was within about 3.5" of centerline, on centerline, or past it. That did not bode well for my strategy game.

In the center there was Lynch as the spearhead, Beckoner just about on the center point and Hungering Darkness right next to strategy marker. It had placed a scheme marker with its third action point. Death Beds? Ensnare? Information Overload?

Tanuki and Kitty were a little behind the center bunch. Mr. Graves and an Illuminated were approaching from the left, and then we had a single Illuminated coming from right.


Turn 2:

Resurrectionists got the initiative, and Canine Remains picked up a bone and delivered it near Lynch, and interacted a scheme marker, too. 

With their first activation Hungering Darkness charged Sebastian right away. Thanks to good damage blocks, Sebastian was only reduced down to two health remaining. Well, he did still have a spare head.

So I decided to take a little risk with Sebastian and drag a scheme marker close to Lynch with Corpse Curator. It managed to make a sludge marker, too, so that's a bonus. 

From then on my memory on activation order is gone, so let's go from right to left.

Illuminated placed a scheme marker on bridge. Dead Rider was pushed a bit forward with Desperate Pace, and on its own activation it rode into the river, charged the dastardly scheming Illuminated and went to control strategy marker at bottom-right, worth two points for Resurrectionists.

Guild Autopsy was just crafting soulstones and shooting dogs. It had tried to shoot a Beckoner, but Black Jokered the damage after declaring Wild Shot. What a champ.

Kitty tried to charge Corpse Curator, but the curator proved to be just as unassuming as Kitty's attacks were. All missed. However, she left a scheme marker with bonus action, and things were looking a lot like Information Overload. 

Nurse had healer Sebastian for three, and Sebastian healed one from Catalyst and two from poison. 

McMourning was swimming in corpses like Scrooge McDuck in coins, but he wasn't nearly as greedy. He crafted a fine Flesh Construct out of the surplus before climbing on top of crates to pace Dead Rider forward.

After Lynch had charged and killed Canine Remains (and placing a scheme marker) Sebastian made a new puppy with whom to play fetch. Remaining attacks, as well as Flesh Construct's attacks, brought Hungering Darkness down to four health remaining until I remembered how useless it is to attack Endlessly Hungering Darkness. Oh well. 

Tanuki and Illuminated went to raid the center-left marker. We all know what Tanuki was raiding from that. Well, we might even have a pretty decent guess what Illuminated was craving, too.

To block Mr. Graves from walking and charging Kentauroi, Kentauroi charged in first. Unfortunately charge attack missed, but the second one scored a bit of damage and a trickle of poison.

Beckoner in the middle went to contest center-right marker, and the other Beckoner at Ten Thunders bottom-left corner took a double walk to maybe become relevant one day.

Resurrectionists had been able to score Ensnare from Lynch, but so were the Ten Thunders able to score Information Overload. Both players got strategy for a 2-2 tie.


Turn 3:

And then we had a bit of a weird turn. 

This time going from left to right, Mr. Graves beat Kentauroi down to one health, so it had to activate right away to regenerate at least a little. It was able to infect Mr. Graves with poison, and cut him down to two health remaining. Last attack scored Like The Wind trigger, which was more appropriately Like Brave Sir Robin. Illuminated tried to walk and charge to finish the centaur, but missed. As I didn't Sir Robin to hold that flank all alone, I sent Canine Remains to bolster that front. Yup. Doesn't look good, there in the west.

Tanuki healed Mr. Graves for one and schemed, while Beckoner also dropped a scheme marker and walked to secure center-left strategy marker. 

Lynch and Hungering Darkness weren't really up to the task in holding center, but at least the real master healed itself back to full. 

Flesh Construct did more than anyone could have expected - all three attacks hit Lynch, and even scored one severe in the process. This had a heavy toll on Honeypot's soulstone stash, and so the former master survived with four health remaining. 

Kitty had activated early enough to drop a scheme marker near Corpse Curator, who soon enough triggered Ensnare for Ten Thunders. Curator went to place a scheme marker near already activated Illuminated on the bridge. 

Most of my brain's processing power went into figuring out how to score Death Beds this turn. And surely enough, that plan worked! Nurse with movement of 7 was able to charge then un-activated Illuminated with accompanied stun and 3" push past centerline. That didn't help me too much, as Illuminated activated next, healed back to four and charged Nurse for two points of damage.

My problem was that while there was a scheme marker close enough, there was no corpse marker within 2" of the Illuminated. So, McMourning had to abandon center and charge the Illuminated and do an impromptu amputation, before killing Illuminated next to a scheme and a corpse marker. 

Situation was tough. Opponent had Kitty and Beckoner near center-right strategy marker, while I only had Corpse Curator there. Opponent also had center-left marker, while I had bottom-right that's worth two. So, it was up to Sebastian to try to deny Ten Thunders a point. He walked through Hungering Darkness and disengaged with -2 Mv. He was able to get within 2" of the Vault, but he was in a precarious position. He was ending his activation, which prompted a check from Feed the Darkness. Cheating would give Brilliance for Sebastian because of Beckoner, which in turn would trigger Delirium, getting him out of strategy marker's reach. And that's exactly what happened.

However, as the very last activation on this turn, Dead Rider was able to get line of sight to Beckoner that was contesting center-right. Rider passed the check for Revel in Death, and made a melee attack against the Beckoner that had four health and Poison +1. Flips were excessive, and that contestant went down. 

Scores went 4-3, lead being that of Resurrectionists.


Turn 4:

... and carnage ensued. 

Ten Thunders got the initiative, and Lynch butchered Flesh Construct before it was able to activate.

Kentauroi used this opportunity to regenerate to five health, ride away from melee and stampede Mr. Graves down to one health. Charge attack scored a hit with my only 13, killing the bouncer. This left Kentauroi free to charge Tanuki and Beckoner, stampeding both but missing the attack.

Sebastian had healed back to full, but he had been dodging his fate long enough. Nine action points from Hungering Darkness finally did its trick. Sebastian, gone. 

Illuminated at top-left strategy marker claimed the vault and massacred Canine Remains. 

Tanuki, then, went on a drunken rampage and smashed Kentauroi dead with a jug. It also went to talk dirty to Lynch before deliriously wandering towards center. Later in the turn, that heinous Tanuki had to pay for it sins, when Dead Rider walked, raised three Mindless Zombies and rode back to bottom-right strategy marker. One of the Zombies with respectable melee stat of 6 put wrong to right by removing Tanuki from board with a double severes with negative modifiers. Justice!

Remainder of the turn was more peaceful. Nurse just went to scheme with a corpse, and Corpse Curator lobbed a scheme marker near another corpse marker. McMourning ran into the river to, perhaps, one day plant a scheme marker for Ensnare end. I'm not quite sure what Kitty did, and Zombie Chihuahua was not sure what it was doing when it tried to bite Beckoner. 

Guild Autopse went to place a scheme marker near top-right strategy marker, if Hungering Darkness or someone decided to reposition there next turn.

Both players got their strategy, and scores continued 5-4 in favor for Resurrectionists


Turn 5:

Last turn was kind of intense wrestling on the activation order. Ten Thunders gave Resurrectionists the initiative, which meant I would have to score first - all but giving Information Overload for Ten Thunders.

Resurrectionists kept activating Mindless Zombies, Chihuahuas and whatnot no delay important activations. 

Lynch killed a zombie, placed a scheme, charged and killed another zombie, and walked in delirium to control center-left marker along with Beckoner. Mindless Zombies and Chihuahuas had been trying to kill the pleasant distraction, but it didn't work out. 

Eventually Hungering Darkness activated, disengaged, concentrated and charged Nurse. Good thing that she had an extra leg, because she fell from no damage taken to one health remaining with a Red Joker. 

Guild Autopsy had to pick up the scheme it had planted earlier and carry it a couple of inches closer to Hungering Darkness for a possible Ensnare end condition.

I was running out of action points, so Corpse Curator dragged a scheme marker originally planned for Death Beds to Ensnare Hungering Darkness. Nurse was healed herself for a bit, pulled herself away from melee and walked to bottom-right strategy marker to place a scheme marker. 

Finally it was clear that I would have the last activation, and last to activate from Ten Thunders would be Kitty Dumont. I had the markers for Ensnare on Hungering Darkness, but not Death Beds. Opponent was sure to get Information Overload and the strategy while Ensnare looked unlikely.

My last two models to activate were McMourning and Dead Rider. I chose Dead Rider to ride to control bottom-left strategy marker. So it was up to Kitty to decide the game now. She dislodged from melee with a bonus action, and went to remove Guild Autopsy's sorry scheme marker. 

Now I could score either Ensnare or Death Beds, but not both. And sure enough, opponent got the Information Overload and strategy point. But so did Resurrectionists, barely claiming victory by 7-6.


Friday, August 23, 2024

We Need Information

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Cloak and Dagger

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

My list:

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

Pool: 2
Schemes: Let Them Bleed, Information Overload

Opponent had:

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

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


Turn 1:

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

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

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

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

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

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

Stolen did little else than ate enemy activations. 

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

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

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

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

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

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


Turn 2:

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Turn 3:

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

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

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

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

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

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

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

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

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

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

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

Scores continued in 3-3 tie. 


Turn 4:

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

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

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

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

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

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

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

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

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

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


Turn 5:

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

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

So, a 5-4 victory for Youko.

Thursday, August 8, 2024

Zaharasheth

 A 50 point game of Warmachine over War Table.

My list:

Skorne Unlimited
Dominar Rasheth
-Titan Sentry
-Rhinodon
-Basilisk Krea
Praetorian Swordsmen
Paingiver Beast Handlers
Void Spirit
Venator Dakar
Mortitheurge Willbreaker

Command cards: Blessing of the Gods, Break Through, Careful Reconnaissance, Infiltration, Power Swell

Opponent had:

Khador Winter Korps
Kapitan Zahara Vilkul, Avenging Force, Fog of War, Superiority
-Dire Wolf with Shield Guard, Ice Hammer, Scrap Saw
-Great Bear with Slammer, Heavy Cannon, Blasting Fist
Shock Trooper Gunners
Winter Korps Infantry + 2x Autocannon + Standard
Winter Korps Infantry + 2x Rocketeer + Standard
Arkanists
Winter Korps Officer
Battle Mechanik

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

Scenario was Two Fronts from Steamroller 2024.

Khador started game and advanced under Fog of War, with battlegroup and assorted support going towards 50mm objectives. Shock Trooper Gunners were there in the middle, too, and two units of Winter Korps and their Officer to the left. 

Skorne started with Praetorian Swordsmen to the left, supported by Mortitheurge Willbreaker and Void Spirit. Swordsmen had Castigate on them. It looked like a tall order for five Swordsmen to remove thirteen Winter Korps, but I was seriously outnumbered anyway. Go, heroes, go. 

Venator was exactly 6" away from 30mm objective, and battlegroup was sitting within 3" of Basilisk Krea, with Krea being fully in cover. 

So that was the setting after first round. Second round Winter Korps advanced behind a forest, outside Praetorian charge range. 

Shock Trooper Gunners repositioned to middle inside rubble terrain. Arkanists took positions inside a trench and around 50mm objective, with heavy warjacks nearby. No shots were fired, from Khadoran side, except for Shock Trooper Gunners. Well, kind of.

Dominar Rasheth cast Influence on one of them, blasting the other two and finished the last guy with Sunder Spirit.

Flesh-Hardened Praetorian Swordsmen ean to engage Winter Korps infantry in a bit of a suicide mission. Void Spirit that had been used as an arc node stood nearby. Venator took the flag in middle. Battlegroup tried to take as defensive a position as possible, but damn were they afraid and starved of threat range without Titan Gladiator. Do your worst, Zahara!

Well, they shot Praetorian Swordsmen and Void Spirit off the board. Nothing else, though, so it could have certainly been worse. However, Zahara rolled full six cloud effects, thus being able to cover his entire contingent of troops on the right side. 

Bad news? My "heavy" hitters would still not be able to reach any targets, and western flank was pretty much lost. 

I decided to stall for a turn, waiting for a better opening. Mortitheurge Willbreaker ran to contest my 40mm objective. Titan Sentry and Rhinodon walked a little forward, shielded by Basilisk Krea. Paingiver Beast Handlers sacrificed themselves to land Blood Mark on Great Bear and kill each and every Arkanist with a ritualized Breath of Corruption.  

Mortitheurge was removed easily enough and both 40mm objectives were lost. Zahara killed last Beast Handler and cycloned to relative safety of a trench. Both Khadoran warjacks were able to charge Titan Sentry, failing to kill it. 

While that was a slight boon, situation was terrible for Skorne anyhow. Having sacrificed the damage boost of Paingivers, I decided to go for assassination. Fortunately Rhinodon was well within charge range of enemy warcaster that was at zero focus points. Whoopsie!

Rasheth used his feat and tried to connect Blood Mark and Sunder Spirit on Zahara, but there was a trench in the way. Even Krea attempted to paralyze the Khadoran warcaster, but failed. So, it was up for a carnivorous Rhinodon to win Rasheth the game. 

Initial charge attack with tail scored a respectable amount of damage, dropping Zahara down to three hit points remaining. First claw attack missed, but last one did hit naturally. Even double 1's killed the target, so, it was a victory for Skorne. 

Saturday, August 3, 2024

You've Changed, Lucas. I don't feel like I know you any more.

 A 50ss game of Malifaux on Vassal.

Strategy: Flank Stuff the Ballots

Schemes: Take Prisoner, Espionage, Outflank, Ensnare, Protected Territory

My list:

Kirai2 & Ikiryo
Kari Zotiko
Jaakuna Ubume
The Ferryman
Lost Love
Goryo
Gwisin with Grave Spirit Touch
Seishin

Pool: 4
Schemes: Espionage, Protected Territory

Opponent had:

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

Pool: 4
Schemes: Take Prisoner (Goryo), Outflank


Turn 1:

Vengeful ghosts were indeed a little afraid of Sidir's machine gun.

Seishin walked Goryo behind a tall building, Goryo then went to bottom-right corner, Lost Love dropped a scheme marker to my left corner, all easily out of range of Sidir. 

But Sidir wasn't in a hurry to activate. Desper went to top-left corner, Ruffian chain ganged Jessie a little forward, swaggered around and concentrated on the meaning of life. Tanuki swore like a sailor, Luna dug up a Phantasmal Mask for Lucas, and I found out I had to commit to... something, I guess. 

Ikiryo carefully walked towards center-left strategy marker and concentrated, somehow thinking she was safe there. No. Jessie took two harpoon shots at the ghost and dragged Ikiryo next to Jessie and an already activated Ruffian.

Kari took only a little walk into a forest clipping through my deployment zone and swirled mists around Jaakuna Ubume. My plan was that if I had to bring someone to be shot at by Sidir's machinations, a concealed Serene Countenance model in cover might be one for the job.

Especially, when Lucas activated and took a double walk, tossed Phantasmal Mask for Sidir and shot Ikiryo down to one health remaining. 

Gwisin walked to offer some hit-taking for Jaakuna and Ferryman, so killing Jaakuna would be impossible this turn. 

Kirai waited so she'd be able to heal whatever damage Sidir would do, but the henchman would just sit there. Ferryman had also activated just to walk behind cover and concentrate, all in fear of The Gun. But activations were traded in such a manner that it looked like Sidir would be the last to activate. Another Ruffian and Rough Rider moved Sidir a bit and closed in on center-right strategy marker.

Kirai had to activate. So she did. She slapped come concealment on Gwisin and The Ferryman, swirled Kari, Seishin and Ferryman around, buyng Masks for herself. Ferryman and Kirai both moved to defy Sidir.

And then, Sidir activated. He looked at the robust defenses I had built and thought, "screw that" and shot Ikiryo dead instead. Uh oh. 


Turn 2:

Ruffian going center-right activated and continued his journey, missed his shots and generally acted like the swaggering fool he was. 

I decided to risk it all, and Kari walked, gave a charge for The Ferryman with silver whistle, and charged Sidir for that no-heal aura. Ferryman clawed Ruffian for four points of damage, Kari tickled Sidir for three. Machine gun was locked away, now. Kind of, at least. 

Luna tried to dig up an artefact for Lucas, but failed at that. 

I decided to walk Goryo to bottom-right strategy marker to place a vote before Rough Rider would get any funny ideas. Lucas dropped Phantasmal Mask for Sidir and charged Kari, but failed to connect hits. 

Sidir tried to whack Kari for a bit, and did so with a fair severe + critical strike. Stone blocked three of those damage away, though, and Sidir who was now at four health reflected on his life choices. So, he disengaged twice to get away from the range of no-healing aura to Juggernaut a couple points back. 

Jaakuna went to place a hazardous aura to center ballots box, getting Sidir inside of it. She also placed a vote.

Tanuki sweared Sidir back to full. Gwisin walked and charged Sidir, but took only a parry to the face. 

Ferryman killed Ruffian and placed a scheme on the centerline. Rough Rider disengaged with Ride With Me and got a funny idea to run and hug Goryo. And since Desper had failed to jump, but used his activation to get to top-left corner and placed a scheme there, it looked awful lot like Outflank.

What escaped me was that it also looked like taking prisoners. 

Lucas had beaten Kari down to four health remaining. There were no immediate threats to the henchman, so Seishin had time to walk Kirai forward. And hoo boy, what an activation Kirai did!

First she healed Kari for a bit, and swirled Gwisin and through Lucas and Sidir. Both of them failed their checks, so an Enslaved Spirit and a Seishin popped up. With her last action she swirled Ferryman to center-right ballot box, and used bonus action to give Lucas adversary. She received Masks off the deck, and was able to try and summon Ikiryo. Despite needing 8+ card, I decided to spend a stone for Crows. And, an Ikiryo it was. Ouch.

Ruffian woke up from his contemplations, chain-ganged Jessie closer to center-left ballot box and charged the now exposed Gwisin. And flipped Red Joker for damage on the first hit, also slowing it. Greedy as he was, he took another focused swing at Gwisin, but scored only a single point of damage and drowned in Jaakuna's aura.

Jessie scored center-left ballots, while Ikiryo reduced Lucas down to four health remaining.

Finally, Lost Love teleported to repositioned Kari and placed a scheme marker for Espionage.

Both players scored strategy, and Resurrectionists got their Espionage. Ten Thunders, though, received both of their schemes for a lead of 3-2.


Turn 3:

Lucas won the initiative, and started warning everybody of the threat of Phantasmal Mask with "Careful, it's cursed!" on Sidir. All three action points went into it, and result was only Enslaved Spirit ended up dead. However, Jaakuna was at three health with four points of injured, Gwisin was still at one health and Ikiryo had two left with Injured +4. 

McCabe also rode away from melee and outside of Kari's aura. So, Kari activated right away and tried to heal  Ikiryo. She failed the check, though, and had to do attempt again, this time with better results. Silver Whistle commanded Ferryman to interact a vote. However, Lucas was left outside of her no-heal aura... for now.

But instead of Tanuki, Sidir activated. With one big strike he killed Ikiryo nonetheless, and also cleaved Gwisin dead. 

Before Def 1 Jaakuna would die to whatever, Kirai activated and healed her for a bit. Only a bit, though, as she had failed the first try. She also pushed Kari to melee with Lucas and swirled off to center line with mask trigger.

Next problem was Luna walking and charging Lost Love, scoring moderate wound. Summoned Seishin charged that-who-was-not-a-good-boy, trying to free Lost Love from the clutches of an overenthusiastic dog. Luna survived, albeit with just a single hit point remaining until Tanuki activated to ruin it all, healing Luna back to two.

That was too much of a threshold to deal with frantic flailing, so Lost Love teleported to Kari, walked and placed a scheme marker for Protected Territory.

Despite Jaakuna having both concealment aand Serene Countenance and even cover to boot, Jessie was able to sink two points of damage in through incorporeal. Red Joker helped in that.

Jaakuna attempted to punish Jessie for that, and indeed brought her down to one health. 

Rough Rider took off from melee with Goryo by kicking some dust. He tried to shoot the ghost and, after Goryo had activated, kicked the dust.

Desper placed a vote and a scheme in top-left corner and leaped off.

Ferryman dropped a scheme and walked closer to action next turn, and a Seishin had gone to engage Sidir to block him from participating in voting process.

Resurrectionists got their territory protected, and both players scored strategy for a 4-4 tie. 


Turn 4:

Turn started with Luna delivering Phantasmal Mask for Lucas, and charging Lost Love again - killing my premium support schemer. My first activation was to remove Jessie with Jaakuna Ubume, put up Drowning Aura and walk into position to cover Lucas, Tanuki and Sidir with hazardous terrain.

For whatever reason this infuriated Tanuki, who charged Jaakuna. That miserable drunkard managed to deal one point of damage in to Jaakuna and four to itself. Well, Jaakuna was now at one health remaining.

Lucas made a gambit to ride away from melee but into the hazardous terrain. He concentrated and struck Jaakuna, but failed to kill. Depressed, Lucas was about to commit suicide in hazardous terrain by taking another melee attack without a plus to his flip against Serene Countenance - and, look at that. Masks and high enough flip to kill Jaakuna. Mask trigger brought Lucas to fulfill his civil duty and put a vote in the ballots.

Kirai walked up, and swirled Kari to kill Tanuki with rams trigger. Idea was that then Kari would be free to walk and place a vote to Ten Thunders deployment ballots. But... Kari Missed. 

Kirai landed adversary on Tanuki, which is proper indeed, but still failed to kill the filthy beast with Sundering. Problem? Perhaps, as Sidir killed Seishin in the middle and placed a vote in the center box, gaining majority there. 

Kari activated an used silver whistle to have Ferryman charge and kill Tanuki, and then she went on to place a vote. 

Ferryman tried to kill Lucas, failing like a champ, but at least it engaged Sidir and Lucas now. 

Meager Seishin killed Luna, and Goryo walked within 1" of a scheme marker... and only later I realized Goryo was prisoner for Ten Thunders' scheme, so he would not be able to score Protected Territory without also giving a point to Lucas. Or that's what I still thought by that time. Turned out the friendly model distance was 3", not 1"... oh well.

Desper took a long run towards ballots box on my side of table. 

Game went 5-5 as both players got strategy.


Turn 5:

Lucas went to remove my scheme marker from centerline and came back to engage both Kirai and Ferryman. Sidir also went to engage Kirai. Line of Sight to Ferryman was also blocked, so it was a tricky situation for Kirai. She had wo walk in Sidir's melee range, then not Black Joker Swirling Spirits for Ferryman and also score Masks... and black joker it was not. And I had masks in hand. 

That enabled both scheme end conditions for me, while wastrels got fourth point in strategy for a 7-6 victory for Kirai.







Friday, July 19, 2024

Revenge Bombings

 A 50ss game of Malifaux.

Strategy: Flank Plant Explosives

Schemes: Outflank, Power Ritual, Let Them Bleed, Information Overload, Deliver a Message

My list:

Kirai, Envoy of the Court & Ikiryo
Kari Zotiko
Ferryman
Goryo
Shikome
Gwisin with Grave Spirit Touch
Drowned
Seishin

Pool: 4
Schemes: Let Them Bleed, Power Ritual

Opponent had:

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

Pool: 0
Schemes: Deliver a Message, Outflank

Turn 1:

Since it's been a while when this game was played, I'm not going in to usual detail. 

Kirai had to watch in horror how pretty much every Wildfire model gathered in top-right quarter, trying to beat Kari, Ikiryo and Goryo. Fire Golem took some astonishing damage from Goryo, with a severe or a moderate from charge attack, and a Red Joker from Violent Ghosts. 

There were also Fire Gamin, Carlos and Eternal Flame. One Firebranded was going towards top-right corner, and Firestarter was flying towards bottom-left. Ferryman was going there too to offer some company for the twisted firestarter.

Shikome had placed a scheme marker for Power Ritual, and was aided by Seishin a little forward towards top-right corner. 

Kaeris and another Firebranded were about there in the middle, while Elijah Borgmann alone was challenging Gwisin and Kirai.


Turn 2:

Ikiryo scrapped Eternal Flame, and punched a hole in Carlos. The firebreather, Fire Golem and Fire Gamin all were attacking Kari hard, and were joined even by Kaeris herself. Kari had had to heal herself for quite a bit, but can't heal them flames, no.

Goryo made quite of an activation. It flew past Fire Golem to get in better position and killed the Golem and Gamin with Violent Ghosts. In total it did take a little more than that, though, when Drowned had been projectile vomiting on the blob for two turns now, plus all the vengeance procs. 

After Firebranded ran to top-right corner, Shikome walked, planted a scheme and teleported to Firebranded. I had somehow mixed up in my mind between Outflank and Power Ritual, d'oh... Shikome's scheme was too far from Power Ritual, but close enough to block my future interacts in top-right!

Firebranded in the middle placed an explosive. Firestarter had done the same bottom-left after Ferryman. And since I was still thinking about Outflank, Ferryman tried to go and curse Firestarter instead of putting a proper marker for Power Ritual.

Oh well. At least Elijah didn't butcher Gwisin, although it had to be healed with Kirai on top of its regeneration. Trampling over Elijah did not score any summons. 

Both players scored strategy, but Arcanists also got Outflank for a 2-1 lead.


Turn 3:

Kaeris tried to remove Kari, and managed to toss the troublemaker away with her last action. Well, the captain just healed herself and charged back to deny heals for Carlos, who had pinged himself below half of his health remaining.

Carlos placed a third explosive on my side, and Goryo went to place my second one, slowly creeping towards top-right corner where Firebranded was able to kill Shikome,

Ikiryo was able to scrape about six points of damage to Elijah, who had killed Gwisin with a single strike, charging Drowned next. Let Them Bleed was secured now. 

Kirai swirled Ikiryo past Firebranded, and finally we saw the first and only summon of this entire game - a Gaki, that swallowed Firebranded with its only action.

Firestarter started speeding towards Kirai in such a fashion which almost made me think he might have a message to deliver. Ferryman went to place required marker for Power Ritual.

Both players scored strategy, but Resurrectionists scored both of their schemes for a 4-3 lead for Kirai.


Turn 4:

By the end of the turn, Kari had managed to rake up eleven points of burning. And after the end phase, she was at one health. Kaeris and Carlos had tried to attack Seishin and Kari, but were doing terrible job with both - but Kari's disengages were also dreadful to watch. First, one inch. Second, one inch. Kirai had to swirl the captain away from melee. 

Ikiryo killed Firestarter before he could activate, and Drowned managed to down Elijah. 

Goryo had planted my third explosive and charged Firebranded, managing to get itself only killed. Power Ritual end condition was doomed now. 

Both players scored strategy, so Kirai held the lead at 5-4. 


Turn 5:

We did not play fifth round, as it was apparent that Resurrectionists would get a bare minimum of six points, and with absurd luck Arcanists would get a maximum of five. So, a 6-4, 6-5, 7-4 or 7-5 victory for Kirai.

Wednesday, July 17, 2024

A Shrubbery

 Before it gets past a full year since last painting update, here's a few Malifaux models as well as shrubberies, crates and barrels. 

Shrubberies are supposed to go on some sort of zone to act as some sort of tall grass area same way trees often do. Crates and barrels will be much needed scatter terrain for my terrain collection.

I added some shrubbery to Tunnel Rats too in a fit of fancy. Kari Zotiko also received nothing but water texture for her base so that was a bit of an exception for me. 

Fumigator is has nothing special going on for it, but The Ferryman was envisioned as a 100% figurehead of the ghost ship, no mermaid corpses included. Some water texture was added to the base, as I had to somehow rationalize to myself how a ghost ship would move around on dry land with a weird water splash under.



Saturday, July 13, 2024

Kishtaar vs Ilari on King of the Hill

 It's been a while since I got to play Warmachine with actual miniatures. But here we are, a 75 point game of Warmachine.

My list:

Kishtaar with Silence of Death, Unnatural Darkness
-Tyrant with Hunter head, Harpoon and Ripper
-Jackal with Arc Node head, Hunter Rifle and Heavy Bolt Thrower
-Jackal with Advance Deployment head Pneumatic Spike, Flamethrower
Assault Reavers & Standard
Strike Reaver & Strandard
Gnashers
Warwitch Coven
Grhotten Champion
Halexus
Reaver Commander

Cards: Break Through, High Alert, Infiltration, Old Faithful, Sentry Duty

Opponent had:

Ilari with Avenging Force, Superiority
-Medvitsa
-Dire Wolf with Evasive head, Cannon and Scrap Arm
-Great Bear with Slammer head, Heavy Cannon and Blasting Fist
Arkanists
2x Shock Trooper Gunners
Winter Korps with 2x Autocannon & Standard
Winter Korps with 2x Rocket Launcher & Standard
Winter Korps Officer
Battle Mechanik

Cards: Old Faithful, Power Swell and 3x I Don't Remember

Scenario was King of the Hill from Steamroller '23. Khador started, and had Superiority on Medvitsa. All the warjacks and Ilari were pushing through center, and there was one unit of Shock Troopers and Winter Korps Infantry on the flanks.

Kishtaar gave Silence of Death for Assault Reavers and walked behind Reaver Commander. I had not realized how well Unnatural Darkness combines with Kishtaar's prowl, so that was a bit of a whoopsie. 

Another blunder was Grhotten Champion running towards center with Tyrant following close behind. Too close. My plan was to sacrifice the champion and start doing business with Kishtaar's feat next turn. I even played High Alert on the solo if opponent decided to ignore Champion and shoot Tyrant instead. 

Buuut... Tyrant was exactly within Medvitsa charge range. Whoop. Sie. 

Both light jacks and Warwitch Coven were waiting to make up their mind if they were going to center or right. Assault Reavers with Stealth activated were definitely going right.

Strike Reavers were hiding in tall grass terrain at center-left, and Halexus was holding the western flank all by himself when second turn started for Khador.

Shock Trooper Gunners and Winter Korps officer all went to shoot Halexus, who was left standing with two health remaining. 

Grhotten was not as lucky when Dire Wolf, Great Bear and Ilari removed it from board. Rocket Launchers softened up Tyrant a little before Medvitsa charged and tore my only heavy warjack into bits. On the plus side, autocannon unit of Winter Korps and their Shock Troopers relocated from rectangular zone on right, leaving it to Orgoth without contest.

Halexus walked to engage Shock Trooper Gunners on far left and killed two of them. Ambushing Gnashers tied up remaining Shock Trooper and an officer. 

Strike Reavers were able to remove half of Rocket Launcher Korps. So that flank looked pretty good. Center, on the other hand...

Well, I did down Medvitsa eventually, but it cost me feat and exposed Warwitch Coven. Kishtaar and my shooty Jackal spent their entire activations on attacks against the Khadoran character heavy, but failed. Thankfully Reaver Commander made the finishing blow. 

Flamethrowing Jackal went to score a point from rightmost zone, and Assault Reavers clogged middle section by charging Dire Wolf, merely scraping its paint.

Khadoran counter was devastating. Another Shock Trooper Gunner unit entered to contest the zone on right, and managed to wreck Flamethrower Jackal's movement. This left it an easy prey for Great Bear's heavy cannon. 

Dire Wolf, Ilari and Autocannon Winter Korps were able to remove all but one Assault Reaver, while the remaining trio of Rocket Lancher Korps did the same to shield-walling Strike Reavers. Only the flag remained. 

Last remaining Shock Trooper Gunner in left shot six points of damage to a Gnasher, but that was all that happened there.

Phew. Well, Ilari had used his feat this turn and was able to use it for moderate success. 

Gnashers killed Korps officer and remaining Shock Trooper. Halexus ran to mayhaps do something useful in turns to come. So did Strike Reaver flag. Reaver Commander used his shield in a lethal manner against a rocket launcher, but for one reason or another went soft with BURNING INFERNUS MMMMEGABLADE

Kishtaar used Sentry Duty to attack from behind cloud effect and thinned down crowd of Winter Korps. 

Gun platform that is Jackal managed to kill two Shock Trooper Gunners, and now I realize I forgot Swift Hunter procs. Dang. But looks like 4" might have not been enough to reach rectangular zone. 

Luck was not on Khador's side next turn, but still they managed to reduce Orgoth numbers on the left down to two Gnashers, one of which was knocked down, and kill Reaver Commander. This did give Khador a control point, nullifying Orgoth lead. 

Jackal was able to shoot away a contesting Shock Trooper, and even wreck the already injured Dire Wolf with the help of Dark Shroud and Kishtaar's shots. Strike Reaver flag removed last Rocket Launcher, and one Gnasher that was still able to attack knocked out enemy objective, Orgoth gaining a two point lead in points.

Then the disaster struck. Great Bear was able to charge Jackal that was scoring points, promptly removing it. Gnashers died, flag died, and I was left with just two Warwitches and Kishtaar. Yet was this still enough for a victory...?

Warwitches walked to offer Ilari some Dark Shroud, and Kishtaar started ricocheting shots off of Arcanist. Unfortunately first ricochet attack missed, although second hit, dealt five points of damage through focus points and even set Ilari on fire. 

Fire, however, was not able to inflict eleven points of damage alone. 

Kishtaar fell. 


Sunday, June 30, 2024

Planting Daggers

Two summer games of Malifaux in the pine woods of Kuhmo, both were 50ss. 


Strategy: Standard Plant Explosives

Schemes: In Your Face, Death Beds, Sweating Bullets, Power Ritual, Espionage

My list:

Ensouled Jack Daw & Lady Ligeia
Kari Zotiko
Midnight Stalker
Auguste Hart
Hanged
Prospector
2x Guilty

Pool: 3
Schemes: Sweating Bullets (Hanged), Espionage

Opponent had:

Dark Bet Lynch & Hungriest Darkness
Gwyneth Maddox
Mr. Graves
Kara
Soul Battery
2x Illuminated
Tanuki

Pool: 3
Schemes: Sweating Bullets (Gwyneth), In Your Face


Turn 1:

So, now with the new henchman in my possession, I wanted to try how Montresor-less Jack Daw would fare. What madness is this?! Why do I torment myself so?

Since scheme pool had Power Ritual, I remembered to bluff it - top left Midnight Stalker, and bottom-left Prospector. 

Top looked somewhat problematic, when there was pretty much only a Guilty and Midnight Stalker there, all of whom had explosive tokens. Against them, there was Mr. Graves and an Illuminated. So, Auguste had rather unpleasant job of running to engage Mr. Graves. 

Once the second Illuminated committed to center after Lynch had activated his aura, Jack Daw walked and charged the Illuminated. He managed to land the hazardous upgrade and even deal four points of damage in hopes of luring Hungering Darkness in the middle for Hanged to score Sweating Bullets.

That plan failed miserably, because Hungering Darkness did a full run & charge maneuver right to Hanged, who had already activated and whispered forbidden upgrades for Jakob. Otherwise good, I guess, but Hanged wasn't within 6" of center point. 

Fortunately Kari Zotiko was able to come and heal the damage Hungering Darkness had caused, and whistle a walk for Hanged.

Kara was approaching from the bottom-right, and Gwyneth and gone to center, staying just outside of hazardous aura of middle Illuminated. 

Tanuki was supporting middle, and Soul Battery was with Mr. Graves and Illuminated on top.


Turn 2:

Hungering Darkness began to beat the snot out of Hanged, which was easier said than done. Damage blocks were plentiful, and after three attacks that all hit, Hanged had taken only two points of damage in. But, as it was my Sweating Bulleteer, I could not risk it. Kari activated, charged Hungering Darkness for severe damage, and healed Hanged back to full, with complementary Concealment from the heal action.

But opponent just wouldn't leave it at that! Lynch activated, walked and charged Hanged, but damage was blocked. Although first Illuminated had to deal with her anger issues, just walking around and concentrating hard.

In the center, Gwyneth walked past the wall and charged Jack Daw, dealing a couple points of damage.

Lady Ligeia had exposed herself by walking into middle. Jack Daw healed Hanged for a bit, bought Masks and attacked Illuminated, pushing himself within 4" of Illuminated, Lynch, Gwyneth and Hungering Darkness. It's a shame I did not buy Rams for the upcoming Draw Them In, as Hungering Darkness, Lynch and Illuminated all failed the Mv checks. 

On top, Illuminated and Guilty went to place a strategy markers while Midnight Stalker did his thing, placing scheme on the centerline and speeding towards opponents deployment. 

Auguste was able to slap five points of damage in to Mr. Graves despite negative fate modifiers. Tanuki had to patch up the bouncer as best as it could before Mr. Graves missed all of his attacks. 

Bottom, Kara walked and tried to pounce on Kari. She failed, and instead charged Prospector, missing the attack completely. 

The round felt... wrong, because of the disparity of our flips. I scored severe and moderate damages with negative modifiers, blocked damage with severes and moderates and at least connected pretty much every attack I made. 

Opponent, on the other hand, missed every attack of Mr. Graves, Kara and Gwyneth, and half of Lynchs' attack as well. When he dealt damage, it was minimum or black joker. 

However, it's rare to see this uniform lines in Malifaux. All but perhaps one model fits inside a 4" or 5" wide corridor. 

Both players scored strategy, and Outcasts got Sweating Bullets for a 2-1 lead for Jack Daw.


Turn 3:

From top to bottom, Midnight Stalker was able to place a strategy marker and a scheme marker inside opponent's deployment area. With absurd damage flips, Guilty was able to kill the uninjured Illuminated that had placed a strategy marker last turn.

Auguste tickled Mr. Graves down to two health remaining. Tanuki failed to heal the bouncer, but did manage to remove Distracted. And finally Mr. Graves had had enough of chasing ghosts, and offered a deep dive interview to Auguste from his fencepost. Auguste died in two hits. Another Guilty charged Mr. Graves, bringing him down to one health remaining. Unfortunately Soul Battery was there to bring Mr. Graves over the Hard-to.Kill threshold before sacrificing himself for two soulstones.

In the center, hot damn I had not realized how awesome counter Kari or even Hanged's heal reduction aura is to Luck Thief! Hanged had activated early to activate his aura, so both Gwyneth and Lynch we vulnerable now like never before. 

Illuminated was able to heal herself a bit and steam off her anger issues with focused concentration. 

Jack Daw used all of his actions to kill Lynch. He might have had some actions to spare if he didn't have to cheat to succeed at Draw Them In, with the brilliance gained from that pushing him out of range from Gwyneth and Hungering Darkness. Final blow came from Unquiet Soul. 

Hungering Darkness considered Kari an easier prey than Hanged, but the attacks dealt in only weaks. Kari activated and healed herself, plus tried to smack the henchman leader for a bit now that it wasn't able to heal.

Prospector pushed himself out of melee, walked to centerline and dropped a scheme marker after Kara had missed all attacks against him.

So that was a second unfortunate turn for Ten Thunders in a row.  

Outcasts scored strategy and Espionage, while Ten Thunders got Sweating Bullets with Gwyneth for a 4-2 lead for Jack Daw.


Turn 4:

Mr. Graves survived against all odds, but at least Tanuki died against all odds. Jack Daw finally got his Guilt of the Many train running. Tanuki had to pay for the sins of everyone involved. Mr. Graves dropped an explosive, as did Kara. Lucky Guilty from last turn was able to pick up strategy marker that an Illuminated had left.

Hungering Darkness had been unlucky thus far in its attacks, but that all changed this turn when it was able to kill Kari and use its heal action before Hanged had activated Entropic Curse. Oh well. I was not in a position to complain. 

Midnight Stalker spawned all of his remaining strategy marker and scheme markers without anyone able to contest. 

In the middle Gwyneth took small steps in getting closer to my deployment zone for In Your Face end condition, and Illuminated tried all it might on removing Lady Ligeia - but Lady didn't even flinch. 

Outcasts scored strategy, and so did Ten Thunders with In Your Face to boot for a 5-4 lead for Jack Daw.


Turn 5:

As it was such a struggle for Ten Thunders, we did not play until the very end. When Jack Daw removed opponent's third strategy marker, it was about 7-5 game over for Jakob. 


Game 2:

Strategy: Flank Cloak and Dagger

Schemes: Let Them Bleed, Ensnare, Protected Territory, Outflank, Espionage

My list:

Hamelin the Piper & 3x Stolen
Nix
Benny Wolcomb
Hans with Wanted Criminal
Tunnel Rats
Rat Catcher
Winged Plague
Malifaux Rat

Pool: 6
Schemes: Protected Territory, Espionage

Opponent had:

Charles Hoffman & Mechanical Attendant
Joss
Melissa
Peacekeeper
Hunter
Medical Automaton
2x Watcher

Pool: 2
Schemes: Protected Territory, Ensnare


Turn 1:

Nix and Rat Catcher placed required scheme markers for Benny, and Hamelin obeyed Rat Catcher to do that again.

Hamelin was able to obey a Hunter back to enemy deployment zone. 

Supercharged Peacekeeper, however, was a bit of a problem. It hit with harpoon gun and moved plague master to a distressing position behind a wall, with closest models being the Peacekeeper and already activated Hoffman. 

Benny conjured up some rats and walked forward to perhaps save Hamelin next turn. Hired Malifaux Rat formed the Rat King. 

Both augmented Watchers speeded towards strategy markers nearest to outflank corners, so I thought opponent might have that scheme. Hans brandished his clockwork rifle and took aim - missing the bat completely.

Winged PLague had placed an Espionage scheme to my deployment zone, and Tunnel Rats were inside a fog bank and near blocking terrain to mayhaps leap to score schemes next turn.

Guild had Melissa and Hunter flankin from top, Joss from below center and the big guys with supporting models in the middle, enjoying the fiddling performance Hamelin was putting out for them dangerously close.


Turn 2:

Sure enough, the Watchers placed scheme markers and interacted with strategy markers in both corners, but more akin to Protected Territory. So I wouldn't be able to deny them point this turn in any feasible way, but Hans shot the one on top-right corner anyway. This time he scored a hit, but didn't drop a scrap marker on board.

Joss was such a terrifying Nix-killer that the Rat King just ran to block Joss' charge lane to the good boy. With 0" melee range Rat King wasn't in reach to declare a charge. Joss was content on beating up the three kids in a trenchcoat, but landed only two points of damage.

Center saw some odd action. Hoffman overcharged Peacekeeper once more, walked closer and attacked Hamelin with enhanced blowtorch, setting the piper's cape in flames. 

That was not enough to stop him from piping, though. First he stunned Peacekeeper with Piper's Influence, and then obeyed it away with 2" push and 4" walk, behind Medical Automaton so that at least one action would be wasted on a walk. He also obeyed Nix to walk a little forward behind a strategy marker and Rat King. He also obeyed Rat Catcher forward.

Medical Automaton attacked Peacekeeper to use Bedside Manner - it never occurred to me that it is possible to use the ability this way, too - to place it in front of it. The bot also removed Stunned, so Hamelin was in deep trouble.

Benny sacrificed himself and walked and charged Peacekeeper. And even after four attacks, Benny was still standing with three health to boot! Although that was mostly due to one damage block being Red Joker. 

Hunter also spent its entire activation shooting Benny, bringing him down to one health and depleting all of Plague's soulstones. Two surprise shots by Mechanical Attendant later Benny was gone. Might have been the noblest thing he ever did in his life.

Nix had activated Loose Bowels, interacted an intel and placed a scheme marker on the centerline for Espionage. 

Throughout the turn toll on my hand had been heavy, and in an attempt to save Benny I had cheated every 8+ card from my hand. I needed more to secure scheme points this turn.

So, a Stolen walked forward and spat at something before splitting into two rats. Another Stolen, then, charged one of those rats and managed to kill it for a card draw. A three. Not good. So, despite Hamelin being in such a precarious position, second Stolen used Inevitable Fate and became two rats. And YES. It was no more and no less than the exact eight needed. Unfortunately not Crows, but that would have to do.

After Melissa had shot Winged Plague dead that had flown into a cloud to get intel, Tunnel Rats used their teleports action and failed the check. Two kids, your sacrifices were not in vain. Tunnel Rats teleported to Guild deployment zone to place a scheme. Rat Catcher went to place a second marker to center line.

Phew. What a turn. Both players scored strategy, and Espionage for Plague, Protected Territory for Guild. It was a 2-2 tie.


Turn 3:

Hoffman overcharged Peacekeeper, walked past the wall in middle and charged Hamelin. He only had five health remaining for now, so he had to figure out whether his life was worth a thing in this situation. Unfortunately he decided it was, so he obeyed Peacekeeper to charge Mechanical Attendant and stunned Peacekeeper afterwards. He obeyed Rat King within 0" of Joss and walked so that Peacekeeper would not be able to melee him. 

This... was not good, after all. Peacekeeper decided to ditch the effort and go after Tunnel Rats. Luckily enough the Rats survived, but only with three health remaining. Some combination of a Hunter and Melissa removed this super important model from me. 

Before all this happened, though, I had tried to block Peacekeeper's movement with Malifaux Rats, but there were only two of them. Medical Automaton and Mechanical Attendant were plenty enough to remove those. 

At least opponent had used good cards in accomplishing all of that, so Joss had to beat Rat King with no cards, and he had also been slowed by Rat King's ability. No damage to Plague, but Rat King landed three hits on Joss. Nix also charged the henchman to get within interaction range of a strategy marker, but failed to kill Joss. However, he was seriously injured and would have to go down next turn.

Hans didn't do anything of note, and even the Watcher he had damaged last turn was able to hide behind a dense cloud. Why am I paying this guy?

Plague was struggling with strategy markers, and were not able to score strategy this turn. But Guild had no such problems thanks to Hans' magnificent performance. Scores went to 3-2 lead for Guild.


Turn 4:

Hans scored his first kill and second damage instance in the game by shooting down the Watcher at bottom-left corner. Not during his own activation, no. He had to be OBEYED to do that.

Rat King nibbled Joss dead with just one bite, and thus had a chance to aid in scoring Protected Territory next turn. 

Nix picked up Intel and moved along with the strategy marker.

Hamelin had disengaged by stunning Hoffman into a hazardous marker, obeyed Hans and likely also gave an attack for Rat King before it had killed Joss.

Rat Catcher picked up intel and tried to place itself behind Melissa so that Hunter would not get a clear shot at him. Unfortunately Peacekeeper was able to get a lane to charge him, that meant no points for me this turn from strategy.

Thanks to Hans, or should we say Hamelin, neither did opponent. He was able to collect two intel this turn because he had been so busy with killing my models. 

Painstakingly opponent spawned scheme markers in the middle with Hoffman and Medical Automaton. I didn't think much of it as I had completely forgotten there was Ensnare in the pool. Looking at the picture now it's... kind of obvious, isn't it?

However, Hamelin had already activated, so points stayed at 3-2.


Turn 5:

It's turn five, and Hans scored his first OWN kill in the game by shooting top-right Watcher dead. This actually had an effect in the game as because of activation orders, Guild just could not get three intel this turn either. But neither did Outcasts, as Mechanical Attendant came to steal the intel Nix had.

Hamelin obeyed Nix to interact a scheme marker into enemy deployment, and that's when opponent scored Ensnare.

Melissa went to secure Protected Territory end condition, and Medical Automaton placed a scheme marker that was hugged by Hoffman.

Rat King walked to place a scheme marker deep in the enemy table side, and Nix charged right past Mechanical attendant to place a second scheme for Protected Territory whatever condition.

Scores went to 5-4 victory for Guild.