Tuesday, March 26, 2024

First duo

 A 75 point game of Warmachine Mk4 in the new duo format.

My list:

Horruskh
-Molok
-Tyrant with Relentless Charge, Scything Flail and Claw

Kishtaar
- 2x Jackals with Arc Node, Hunter Rifle and Pneumatic Spike

Ulkor Barragers
Strike Reavers + Reaver Standard
Warwitch Coven
Reaver Commander
Vulcar Forge Master

Opponent had:

Cygnar Unlimited

Commander Coleman Stryker
-Defender
-Cyclone
-Charger

Major Siege Brisbane
-Defender
-Cyclone

2x Stormblade Infantry
2x Arcane Tempest Rifleman

Scenario was Invasion, and Cygnar started game.

One unit of Stormblades accompanied by Arcane Tempest Rifleman were on the flanks, with all of the heavy machinery lumbering on from the middle. 

Orgoth had less of a formation. Ulkors and a Jackal were closing in from the far right, with a unit of Reavers and their commander screening Kishtaar nearby.

Support units were hanging in the back, behind a burning building with Jackal, Horruskh and Tyrant holding middle. Molok had a bit of an ego, challenging the entire leftern flank in its entirety. 

Cygnaran firepower was scary indeed. Molok lost its legs to Defenders, and all but the flag died from Strike Reaver unit. 

Vulcar was a tad too far away from Molok, so Old Faithful repaired damaged systems of the character warjack. 

Ulkors were able to kill one Arcane Tempest Rifleman with blasts bouncing off from a slightly damaged Cyclone. However, when Kishtaar activated, she used her feat and removed the Cyclone with her pack of Jackals. 

Tyrant went to control my 50mm objective with Horruskh hanging behind feating hard. Molok spent a pathfinder card to charge unit of Stormblades that were holding enemy 40mm objective, killing two of them. So, damage done was okay, but what seemed devastating to me was the amount of control points - I received four of them. That seemed... excessive.

So, opponent replied by feating even harder than my warcasters. Siege removed the entire unit of Ulkor Barragers with his feat and Ground Pounder. A Cyclone and Defender brought Jackal in the Dust Devil clouds down to one or two health remaining. 

Stormblades removed the Reaver Standard and shot Reaver Commander off the board. 

Remaining Stormblades in the left ran away from scary Molok, and last remaining Arcane Tempest Rifleman ran to rob me a point from my 50mm objective. Charger was able to shoot Molok's head off, but thanks to hyper-aggressive that spelled some kind of doom for someone, somewhere.

Stryker also used his feat for a round of invulnerability. Opponent managed to deny me all points and even score two of his own. 

However, next turn Orgoth killed just the Arcane Tempest Rifleman, and all but wrecked a Defender with Molok. Orgoth were able to seize a whopping five points, which placed opponent in an untenable situation - either score four points or kill two casters that had plenty of focus left in bank. 

So, game ended in victory for Orgoth.


Friday, March 22, 2024

Jossittelua

 A 50ss game of Malifaux on Vassal.

Strategy: Standard Stuff the Ballots

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

My list:

Sebastian Baker & Copycat Killer
Madame Sybelle
Bete Noire
Carrion Effigy with Fate
White Rabbit Co.
Bone Pile
2x Dead Dandy

Pool: 6
Schemes: Ensnare, Protected Territory

Opponent had:

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

Pool: 4
Schemes: Espionage, Let Them Bleed


Turn 1:

First turn was rather slow for Resurrectionists - I proceeded to mine the strategy markers close to my deployment witch scheme markers for a potential Ensnare end condition. For that reason, both Dandies, Carrion Effigy and White Rabbit hadn't moved much beyond deployment zone. White Rabbit sew a hat for Madame Sybelle. 

Seamus carved a Mourner from Madame Sybelle, and the trio was closest thing to strategy marker in the center.  Bone Pile was a little further away not figuring out what to do. 

Farthest flanks were held by Bete Noire (left) and Copycat Killer (right), with Bete Noire charging a Watcher that had flown within her walk+charge reach.

Augmented had a Watcher on both flanks. Melissa and a Hunter supported by Medical Automaton were closing in from the middle of center and right ballot, and the rest were in the middle with Hunter and Joss in the frontline.

Voting in the center looked like it would become a hot topic next turn.


Turn 2:

Dead Dandies finished solving their identical murder mysteries at my side of ballot boxes. One Dandy went in the direction of rightmost ballot that had been claimed by Medical Automaton and Watcher. Another Dandy was sewn a fancy hat by White Rabbit. Rabbit went to remove a destructible box for moves next turn.

Bete Noire wasn't able to kill the Watcher on left with a single strike, so she couldn't fulfill his duty as a citizen just yet. 

Before Mourner was killed by plethora of Augmented action points, Seamus used his entire activation to drop a scheme just past the center ballots, take Mourner by the hand and drop two votes in the center. I would have certainly liked to do other things with Seamus, but I had messed up with Madame Sybelle by charging Joss and then hitting him again. I had originally planned to interact a scheme close to Joss. 

Fortunately Joss wasn't able to land his hits on Madame Sybelle - that irreducible damage track sure is scary! - only one weak damage with critical strike came in. 

One Hunter engaged Bone Pile, and another leaped on Seamus and used deadly pursuit to go and engage White Rabbit and Dead Dandy. 

Carrion Effigy healed whatever damage Hunter had done to Bone Pile.

Scores went 2-1, with lead for Resurrectionists from revealing Ensnare.


Turn 3:

Madame Sybelle popped her aura and injured Joss heavily. After that opponent got totally fixated on killing Madame Sybelle. Joss, Hoffman, Melissa and even a Hunter that disengaged from White Rabbit and Dead Dandy all took their shots. Keeping Madame on board took all of my remaining soulstones, but she was left standing with two health. Undivided Attention and Alone in the Dark trigger on Urban Legend helped there immensely, although I don't think even a single point of damage was done via distractions. 

In the center, Seamus had put up his aura, placed a vote and a scheme marker.

Bete Noire dropped a scheme to left and placed her vote. White Rabbit and a Dead Dany were slowly, so slowly getting past the center line. 

Second Dandy went to place a vote on rightmost ballot before getting engaged by Medical Automaton. Since it looked like even fight, Watcher just dropped a scheme out of Dandy's LoS and another vote to the ballot. 

Effigy turned into Emissary tried to relieve Dead Dandy in melee with Medical Automaton by rotting and rending in their general direction, but failed to accomplish anything. Even bonus action failed because of no cards left to cheat.

Hunter and Bone Pile continued their less-than-lethal duel, and suddenly we were looking at the end phase. 

Bete Noire had scored me second strategy point for a lead of 3-1.


Turn 4:

Guild got the initiative, and Joss butchered Madame Sybelle as expected. It took only one strike, and as such Joss got some extra time to scribble his vote to the ballot. I made the mistake of activating Seamus first, taking Hunter by the paw to get a charge lane at Joss. Only one attack hit Joss and dealt minimum damage, so the henchman was still alive at one health. Mechanical Attendant was able to heal him for two.

What I should have done was to activate Carrion Emissary and put up Aura of Decay and go and charge Joss so even if it fails, Joss wouldn't be able to heal.

Fortunately Emissary was able to kill what remained of Joss with a single strike though, so there's that. 

Melissa charged and started shooting Carrion Emissary, bringing it down to two health remaining. This forced Bone Pile to stop scratching the chrome paint of Hunter and disengage to throw a healing bone for Carrion Emissary. 

Having now activated just about every model I could use for votes in the middle, Hoffman was left free to stuff his own stack of votes to center, resetting the points. Last action was an attempt to attack Carrion Emissary, but no hits were scored. 

Copycat Killer blasted Medical Automaton with half-pint flintlock, dealing a severe damage and bringing the automaton to one health. But the minion activated next, healed itself for two and tried to perform a surgery on Dead Dandy. Dandy did not approve and spanked the tiny robot dead with a single well placed hit with fancy cane. After violence, Dandy flamboyantly dropped his vote into the ballot. Watcher, however, claimed that box and came to engage Dandy.

Dandy on the left insulted a Hunter and charged it to engage. This forced Hunter to disengage, so it wouldn't be able to interact this turn. I had high suspicion opponent got Espionage for one of his schemes. 

Another Hunter that had been engaged by Bone Pile was now free to move and vote at Resurrectionists side right ballot.

I had become a little carried off with the Dandy beating R2D2 and spent all cards from my hand, so to score Protected Territory this turn White Rabbit had to make a hat to happen. After Bete Noire ran to Guild side left strategy marker, White Rabbit Co. concentrated and sew a hat for Bete, and walked to the same strategy marker. 

So, opponent was able to deny me a third strategy point, and got the second one himself. However, Resurrectionists scored Protected Territory for a total of 4-2 lead for Resurrectionists.


Turn 5:

We decided to play until game was clear. My first activation was to run Dead Dandy to engage Hunter, which already made scoring strategy point difficult for Guild. Melissa shot off Dandy's hat, but the gent stood still. 

Emissary went to engage both Hoffman and Mechanical Attendant. But when second Dead Dandy succeeded in removing opponent's scheme marker on centerline, we called it quits. Almost. We realized opponent might try to peck a point of damage in to Dead Dandy for Let Them Bleed end condition.

Resurrectionists got 5 or 6 points, while Guild might have scored 4 in best case scenario.



Tuesday, March 19, 2024

Can't Get the Angle R ight

 Gave a second round of Malifaux demo to a local Angler prospect. 

Crews we had:

Sebastian & Zombie Chihuahua
2x Flesh Construct
Guild Autopsy

Pool: 2

Opponent had:

Aunty Mel & Bruce
3x Skulker Skin

Pool: 4

Scenario was my demo standard: if a model was killed this round, gain 1 point. Scheme pool: Dig Their Graves, Assassinate, Breakthrough, Deliver a Message, Detonate Charges.

This set-up worked quite well. There were two targets for Aunty Mel's White Whale. Experimentals had absolutely horrible defense with Bruce around, so Skulker Skins had no trouble connecting hits, but weren't dealing that much damage per hit, while Flesh Constructs had to rush in and play it risky, certainly dishing out damage where I wanted. This resulted in a steady trading of models for victory points. 

Both of my schemes (Detonate Charges and Deliver a Message) required enemy models alive, so I couldn't just go to town with Sebastian's bone saw. Opponent, on the other hand, just needed my models dead with Assassinate and Dig Their Graves. 

So it was a pretty good demo setting. 

As a honorable mention Aunty Mel ended game with four Tide Markers that she had placed herself... had not one of them been turned into a scheme marker, there would have been five. Movement is way overrated in Malifaux, anyway. 👀

Sunday, March 17, 2024

A Spoiled Gaki in Every Adult

A 50ss game of Malifaux.

Strategy: Wedge Cloak and Dagger

Schemes: Death Beds, Sweating Bullets, Espionage,  Power Ritual, Hold Up Their Forces

My list:

Kirai, Envoy of the Court & Ikiryo
Datsue Ba
Lost Love
Goryo with Grave Spirit Touch
Goryo
Gwisin with Grave Spirit Touch
Gwisin
Seishin

Pool: 2
Schemes: Power Ritual, Espionage

Opponent had:

Nekima, Broodmother & Blood Hunter
Hayreddin
Mature Nephilim
2x Young Nephilim
Lilitu
Black Blood Shaman

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

Turn 1:

A scary bunch of Nephilim discouraged Urami to fly across the board. Fortunately there were corners to secure for both Espionage and Power Ritual. Ikiryo placed one scheme marker in the bottom-right corner and Lost Love in another. Seishin walked Ikiryo a bit forward, within interact distance to rightmost strategy marker. Goryo with Grave Spirit Touch received the same treatment towards center-right marker.

Goryo went and picked up intel. By now Nephilim had summoned a Terror Tot a bit past the centerline, spammed some Focused with Black Blood Shaman, shot off a part off Mature Nephilim with Hayreddin, and eventually grew a Lilitu into another Mature. Former Lilitu proceeded to charge my intel claiming Goryo.

There were still fast Nephilim models left to activate, so Kirai activated and walked into front of wedge, and started swirling some spirits, a non-touched Gwisin closer to Terror Tot and Goryo away from melee. Gwisin charged past Terror Tot and managed to pop Enslaved Spirit out of it and Mature Nephilim. In the picture, tough, the spirits are the scheme markers. Kirai2's summons are not ideal when dealing with Black Blood models for sure.

Hired Mature went to pick up intel and screen Nekima, and my other Goryo went to pick up intel from the same marker. Datsue Ba startled the Mature by shouting things only grandmother knows.

A Young Nephilim went to stalk the same strategy marker Ikiryo was going for, and another Young took center.


Turn 2:

Oh my, looks like I forgot to take picture from the most important and eventful turn of all. Last turn picture everyone is still on board, next turn picture everyone's gone. Ah well.

What I do remember is that Seishin gave a walk for Ikiryo, who went to stand on strategy marker. 

Hired Mature Nephilim charged towards Datsue Ba and Goryo, pushing ghosts here and there with Shove Aside. Gwisin and Kirai were able to kill former Lilitu with great trouble. After that, killing a baby was too much of a task and Terror Tot was able to grow into a fully fledged Lilitu that kept trying to lure grave spirit touched Gwisin. In the end Gwisin was forced into melee with Mature Nephilim that later charged the granny. Gwisin's activation was wasted with missing a Threaten and disengaging to guard Kirai. 

Before Mature Lilitu had died, Nekima had darkly bargained it to place a scheme marker on the centerline. Gwisin engaged by the Mature Lilitu scraped off the scheme marker, feeling proud of himself thus ruining Espionage for Neverborn. With the free walk went to engage the new and improved Lilitu. 

Well, he was just about to die, though. Young Nephilim in the middle was able to just slap a scheme marker next to Gwisin, and models around the Urami bodygoard failed so hard that Gwisin died and scored Death Beds for the opponent.

Goryo with Grave Spirit Touch went to place a scheme marker on centerline, and as last activation for the round Young Nephilim charged it and nearly killed the ghost, bringing it down to one health remaining.

Ikiryo had ran to top-right corner to bring Lost Love there to drop scheme markers for both of my schemes.

Datsue Ba started tickling hired Mature with skinning knife, steadily making weak progress that in total damaged my models equally much. 

Both players scored strategy, Neverborn got Death Beds and Resurrectionists took Espionage for a 2-2 tie.


Turn 3:

Nephilim got the initiative, and Mature Nephilim banished Goryo that still had an intel on it, invoking a blast of Adversary condition. This at least gave an activation for the touched Goryo, regenerating back to three health. It brought itself back down to one. It was likely Young Nephilim that killed my fragile ten point investment.

Someone managed to summon an Enslaved Spirit out of Lilitu, who was then able to chain gang Datsue Ba out of melee. The grandmother charged through Mature Nephilim, managing to get two summons out of the beast first by getting a Gaki from moving through, and then Onryo from  scoring a kill with Weigh Sins. 

Hayreddin had used Life From Blood, and Blood Hunter charged Gaki. Gaki would have proven to actually be a Terror Tot if it wasn't for moderates on damage with negative modifiers.

Onryo and Seishin tried to deal with Blood Hunter, but weren't up to the job. Seishin even managed to die somehow, although I forget how. 

Ikiryo and Lost Love played their own game next to Neverborn board edge.

Black Blood Shaman had been sneakily collecting intel last round and this, thus giving a point for Neverborn. They also got their own Espionage, while Resurrectionists revealed Power Ritual for a 4-3 lead for Neverborn.


Turn 4:

Both players started to run low on significant, non-summoned models. I was thinking of trying to go for a strategy point until Young Nephilim managed to kill remaining Gwisin. That was a marking point where granny chose violence, again. Unfortunately Young Nephilim endured grandmother's wrath. 

Kirai was able to pull off another Gaki from Blood Hunter with Onryo, and Gaki even killed the puppy. Onryo was free to go and place a scheme on centerline so that there was no realistic way to deny me at least that line of Espionage. 

Ikiryo went to pick up Neverborn scheme marker from their deployment zone. Young Nephilim went to place one on mine, though.

No additional points were scored this turn.


Turn 5:

ome excitement left for the last turn. Onryo was able to engage Black Blood Shaman, but the bugger was able to disengage and place a scheme with Nekima's Dark Bargain. 

Ikiryo placed a scheme to enemy deployment and went to act as a Lost Love homing beacon for last corner of Power Ritual. 

Datsue Ba and Kirai were swirled by the spirits on top of two strategy markers, and both were able to pick intel. Nekima, however, ruined that plan by stealing Kirai's intel. 

So, it looked like both players were going to get both scheme ends and nothing else. But Resurrectionists still had a chance for a draw - Gaki would have to disengage and get at least 3" of movement to gobble up one corpse from Death Beds end condition, and come back to engage Young Nephilim so that it would not be able to go and scheme with the respectable numbers of corpses around, considering that one of the teams weren't dropping any markers on death...

So, a 6-5 victory for Neverborn.

Friday, March 8, 2024

Destinies Galore

 Since the longest of time, I played a three player game of Talisman. 

My character was the Scavenger, and the other players were the Alchemist and Totem Warrior. 

Early on in the game Totem Warrior found the Cataclysm Blade and went to wreck face in the Highlands. The Alchemist "found" a Flail in the city and went to wreck face, well, kind of nowhere. All manners of enemies seemed determined not to encounter him, or if they did they were of such high level that the battle turned into a stand-off. 

Scavenger was just fooling around without accomplishing much by herself, but Auctioneer encountered by other characters gave her a Greatsword and a Spiked Shield. A notable find for her was the Magic Wand.

As Scavenger's game didn't seem to be going anywhere, she made the drasic desicion to go to Woodlands and chose the Path of Fortune. And what a fortune it was to get the Alchemy spell from magic wand! However, Scavenger did n't rush to cast the spell and waited intead until she was closer to meet with her destiny. 

However... in the particular corner space where you draw cards equal to the difference between two die rolls, she managed to land on the maximum of five cards. And what an excitement it was. First Oberon robbed Scavenger of her fate and lives, and Urdr filled the lives back. Then it was time for Baba Yaga to torment her, but fortunately she did not turn into a toad. And then Leprechaun - again one opportunity to turn into a toad! Fortunately no, this Leprechauns was rather nice and gifted Scavenger with six gold. 

Scavenger had twice lost all of her fate during her time in the woodlands, thus being Fateless a tad too often. Nonetheless, I pushed my luck and was finally gifted with the destiny of The Champion.

Around that time Totem Warrior had come back from the Highlands, and entered Woodlands, too. His journey there was miserable, as right near the end of it with Path of the Wyrd he got turned into a toad. Heroically the little ribbit survived whatever the trees threw at it, and even landed on his stuff right after turning back into Totem Warrior. And his luck did not end there - he had a successful encounter with Queen Mab, gettinga free destiny before managing to score another destiny from Path of the Wyrd. One of them was the Wealthy, and the other one was one to replenish a fate whenever another player replenished fate, I think?

Throughout the fateful ordeals of Totem Warrior and Scavenger, Alchemist had played a weird game. He had not exactly had bad luck, no, not like that... at least in the way it is usually meant. He had nice items and a few followers, spells and stuff, but actual stat ups had evaded him all through the game. 

Totem Warrior had scary enough base strength via stats and items, so my Scavenger was in a hurry to go to Crown of Command before he'd come out of the woods. With ease she beat the Eagle King, managed to find the Arnkell, forced the lock of Portal of Power, ditched Arnkell after finding the Ageless Talisman from Plain of Peril, and teleported to the space before Crown of Command. Then, she won the game. Right? Nope. 

She only managed to cast the Command Spell two or three times, failing every time, before Alchemist attempted to play the kingmaker and summoned Scavenger away from Crown of Command with the Gongs of War. 

It was time for Totem Warrior's gambit of power. 

He shuffled about in the outer region until he managed to land on Woods space for a raft. With ease he passed the Portal of Power, and didn't have much of a problem in the inner region, having more than enough followers to feed to the Lich. Scavenger was following him just behind his steps, but got an unlucky roll in mines or wherever and got teleported to Crags.

So, Totem Warrior was able to reach Crown of Command without anyone opposing. However, once there, Scavenger opposed him indeed, as now her stats went through the roof due to Ageless Talisman.

Easily enough Scavenger passed the first two spaces of the Inner Region. However, even all the Totem Warrior's followers had not fed the appetite of Lich. Scavenger was to lose six lives even after trying to haggle to price with fate.

And, as a cruel twist of fate, that was Scavenger's last Bright Fate. I didn't take into account that Scavenger had Death Pact spell - by using that fate to redirect the loss of lives to Totem Warrior would have almost certainly won me the game.

Oh well. Scavenger died there, and Alchemist defied Totem Warrior by dying to a random enemy rather than the Command Spell.


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.