Painted Ronin

Here are the iconic Malifaux mercenaries, the Ronin from the Outcasts faction. They’re a cheap toolbox of handy skills whose biggest weakness is a pitiful resilience to incoming attacks. Otherwise, they’re mobile, ignore armour and can Flurry if the opportunity arises. They also have the convenient ability to Seppuku if needed, killing themselves for either cards or Soulstones. This is sometimes handy to get resources, but can also be a good way to deny someone points for Distract or similar schemes. They have a place in any Outcast crew, and can probably offer something useful to any crew in the game.

The original metal versions of the Ronin were based on the characters from Kill Bill, so I’m not really sure why they’re now dressed like they are on their way to cosplay at an anime conventions. Still, if giant teddy bears doesn’t break my suspension of disbelief in the world of Malifaux then I suppose I shouldn’t complain about fighters wearing high heels. Considering their slightly ridiculous clothing, I took the opportunity to apply some brighter colours here; each Ronin has a different one assigned. Of course, they all have pink ribbons to match the rest of my Outcasts.

I borrowed a lightbox for these photos, so the lighting is slightly better than normal from me. The photography is just as awful as usual though.





Next on the painting table: Von Schill.

Categories: Malifaux, Painting and modelling | Tags: , | Leave a comment

Painted Leveticus

Here is Leveticus, another of the Outcast faction masters for Malifaux. He has a lot of strange rules in the game that make him play very differently to most options. Leveticus uses his wounds as a resource to fuel his attacks (though somewhat less so after a rebalancing errata from Wyrd) and is very hard to permanently kill. Upon death he is instead buried and can unbury from a Hollow Waif at the end of the turn. This leads him to a very interesting forward planning game style where you need to think in advance where you’ll want Leveticus to appear in the following turn and place your pieces accordingly. The high mobility and survivability this affords is really useful for some schemes, especially Undercover Entourage. In addition, Leveticus has a fairly easy trigger to turn enemy models into Abominations upon death, which makes him really strong for the Interference strategy. I’ve yet to dabble in Leveticus’s wide hiring pool from the Pariah of Iron / Bone upgrades, partly because I don’t really own the miniatures that would make it useful, partly because everyone else seems to consider that to be the optimum play for him, and mostly because I really like the Outcast options.

Considering that Leveticus is, at heart, a part of the ‘mad scientist’ style of miniature, I felt that a white lab coat was the way to go for him. Unfortunately, this meant that my camera simply would not focus properly on him against the white background so my photos are, if possible, even less good that usual.  I really like the way the pink details contracts with the white coat.





Next on the painting table: Ronin.

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Malifaux tournament report: Autumn’s End 2016 (50SS); 24Sep2016

I have been lucky enough to have two tournaments in Scotland on consecutive weekends on dates that I can actually attend, so Gareth and I headed to Common Ground Games in Stirling for Autumn’s End 2016. I was thinking of using Gremlins again, but decided against it for two reasons. Firstly, I have hardly any Gremlins assembled, so I’d end up running pretty much the same crews I did at The Governor General’s Wake last weekend. Secondly, and most importantly, I recently got the cool Kickstarter Hannah miniature and wanted to use her (as a Mercenary I could do that in Gremlins anyway of course, but she is at home in the Outcast faction).

Game 1: Outcasts (me) vs Gremlins (Ross)

Strategy: Guard The Stash, corner deployment

Pool: Convict Labour, Hunting Party, Detonate the Charges, A Quick Murder, Take Prisoner
Outcasts: Hunting Party, A Quick Murder (McTavish)
Gremlins: Detonate the Charges, A Quick Murder (Hannah)

Outcasts: Viktoria of Ashes (Sisters in Spirit, Sisters in Fury, Synchronised Slaying), Viktoria of Blood (Oathkeeper, Mark of Shezuul), Malifaux Child, Johan, Freikorpsman, Freikorps Librarian, Freikorps Trapper, Hannah (I Pay Better)
Gremlins: Zoraida (Crystal Ball, Hex Bag, Tarot Reading), Burt Jebsen (Dirty Cheater), McTavish (Dirty Cheater, Stilts), Trixibelle (Hide In The Mud, Quality Mash Liquor), The First Mate (Where The Captain Can’t See), Bayou Gremlin

Needless to say, I put Hannah in my crew first. I picked the Viktorias with the intention of using them to clear out anyone coming in to the Stash markers using my usual upgrade loadout. The Freikorpsman was included as a cheap piece to sit near a Stash marker and stay as safe as possible; I also thought that Wong might be a strong choice for Ross so the immunity to blasts and auras could be handy. I did think about swapping him and the Trapper for another Henchman to take Hunting Party off the table, but decided that the activations were more valuable even considering the risk of giving up points. Seeing McTavish on the board I figured I would have to kill him at some point so took A Quick Murder, and Hunting Party seemed very do-able considering only a single Bayou Gremlin and maybe some summonings of the Voodoo Doll.


Turn 1: Trixibelle pushes the Trapper back from his advanced position and he shoots back at her for a little damage. The Child casts Sisters in Fury before McTavish moves up and puts down a Hunting Screen in the gap between two buildings. Zoraida summons and Voodoo Doll which Hems Hannah; Johan focuses via I Pay Better and top decks the needed card to remove the condition with Rebel Yell (this might be the first time that this has ever happened to me). The Viktorias move up and I restrain my urge to fire them directly into McTavish; there is no rush at this point.


Turn 2: The Doll Hems Viktoria of Blood. I’m worried that some shenanigans are about to ensue that will stop me using her at all, so I move Viktoria of Ashes up, put up Sisters in Fury and slingshot Viktoria of Blood into McTavish and Zoraida. Sadly, after some fairly rubbish flipping, both are still alive and well. Zoraida Curses the Voodoo Doll, Obeys McTavish to attack Viktoria of Blood with his gator and the Bayou Gremlin to drop a scheme marker. McTavish then eats the scheme marker and cheats the flip so he gets a free attack; he puts some fairly beefy damage into Viktoria of Blood. Johan removes the conditions from her then Trixibelle heals and moves into scoring range of the right Stash marker. My Freikorpsman moves over to make sure I’m scoring both markers. The First Mate uses Menacing Croak to push Hannah into range of him and swipes at her; she eventually smacks him back. The Bayou Gremlin drops another scheme marker, presumably for McTavish to use later and the Librarian kills the Voodoo Doll to score Hunting Party. We both score for the strategy.


Turn 3: McTavish discards the nearby scheme marker and finally polishes off Viktoria of Blood. The Malifaux Child puts up Sisters in Fury as I’m not in a rush to take activations this turn. Trixibelle fails a Gremlin ‘Lure’ on Viktoria of Ashes and heals some more wounds. Viktoria of Ashes throws herself into McTavish, but Black Jokers the first damage flip and forces the discard of Stilts for the second attack so I don’t even get a Whirlwind out of it. Burt Jebsen comes back round and hits Viktoria of Ashes and Zoraida Obeys him to kill her, Obeys McTavish to take a shot at the Librarian and fails to Obey Trixibelle. Hannah finishes killing The First Mate and the Trapper blows away the Bayou Gremlin to sort me out for Hunting Party. Johan, the Freikorpsman and the Librarian all fail to kill Trixibelle. I score Guard The Stash and Hunting Party.


Turn 4: The Librarian kills Trixibelle. Zoraida Obeys Burt and McTavish to walk forward, realising that the strategy is getting away from her, then Obeys the latter to attack the Freikorpsman. Johan kills McTavish to finally score two VP for A (not very) Quick Murder. Burt gets stuck into Hannah but can’t kill her; she kills him in return with the last attack being a copy of the Librarian’s Ancient Words. I score again for Hunting Party and the strategy.


Turn 5: Zoraida moves and drops a scheme marker; I opt not to go near it as I sense Detonate the Charges. I score again for Guard the Stash; Outcasts win 9 – 1 (4 for Guard the Stash, 3 for Hunting Party and 2 for A Quick Murder for me; 1 for Guard the Stash for Ross).


Ross was a really nice chap and it was terrific to meet him and play for the first time. I liked his crew a lot, and I’m particularly impressed with Burt and McTavish; I am certainly considering getting them for my own Gremlins at some point. I think Ross was a bit optimistic going for A Quick Murder on Hannah as she can be tricky to dispatch and doesn’t really need to put herself too much in harm’s way. Although I was a little disappointed at how the Viktorias bounced off the Gremlin crew it did have the effect of pinning them all back almost in their own deployment zone so it was quite effective in giving me control of the strategy.

Game 2: Outcasts (me) vs Neverborn (Steve)

Strategy: Reckoning, flank deployment

Pool: Convict Labour, Show of Force, Exhaust Their Forces, Catch and Release, Frame for Murder
Outcasts: Show of Force, Frame for Murder (Viktoria of Blood)
Neverborn: Show of Force, Frame for Murder (Teddy)

Outcasts: Viktoria of Ashes (Sisters in Spirit, Sisters in Fury, Synchronised Slaying), Viktoria of Blood (Oathkeeper, Mark of Shezuul), Malifaux Child, Johan, Freikorps Librarian, Hannah (I Pay Better), Taelor (Oathkeeper, Tally Sheet)
Neverborn: The Dreamer (Restless Dreams, Dreams of Pain, On Wings of Darkness), Teddy (On Dreaming Wings), Nekima (Mimic’s Blessing), Doppelganger (Mimic’s Blessing), 2 Daydreams

Despite knowing Steve for a couple of years and meeting him at almost every tournament in Scotland, we had previously never been paired up in a game. Reckoning is an easy choice for the Viktorias again, especially with Frame For Murder in the pool. I put it on Viktoria of Blood and consider it a win either way – either she dies and I score points, or she’s left to rampage about the opponent’s crew. I put Taelor in with Tally Sheet since she’s good at killing stuff and hard to dispose of in her own right; Tally Sheet was to give me options (along with I Pay Better on Hannah) for Show of Force. As it happened, Taelor was an especially good pick against the summoning from The Dreamer; I have to admit that I thought it a strange choice of master from Steve for Reckoning. With Frame For Murder in the pool against me I always just accept that I’m losing three VP somewhere.


Turn 1: A Daydream pushes Teddy about and sacrifices itself for The Dreamer; the Malifaux Child puts up Sisters in Fury. The Dreamer summons a Stitched Together and Lelu then uses Empty Night to make Nekima Fast. Fast Nekima is definitely on my list of Things I Don’t Want To See. Most of my crew move up, careful to stay outside move plus charge range of Nekima. Somewhere around this time I realise that I haven’t asked Steve my standard ‘have you faced the Viktorias before?’ question’; it turns out that he hasn’t so I explain the theory. Despite this, the Stitched Together, Lelu and Teddy all end up bunched together within slingshot range, so Viktoria of Blood discards Oathkeeper and blends all three of them. I wanted to make sure that I only had to deal with one of Teddy and Nekima so I think it was worth doing this even in turn one where it didn’t score me points. Indeed, it actually cost me points as killing Teddy gives Steve his points for Frame For Murder. Nekima flies over and makes pretty heavy work of smiting Viktoria of Blood; she survives and Hannah copies Healing Energy to heal her via her sister.


Turn 2: I helpfully flip high enough on initiative that Steve doesn’t Ill Omens to go first. So Viktoria of Ashes casts Sisters in Fury and companions her sister who carves up Nekima quite thoroughly but fails to hurt the Doppelganger. The Doppelganger copies Masamune and swings it into Viktoria of Blood. The Malifaux Child heals the Viktorias as I luckily have the right card in hand. The Dreamer summons a couple of Daydreams and an Alp, then turns into Lord Chompy Bits who kills Viktoria of Blood and gives me three VPs for Frame For Murder finally. Taelor uses Oathkeeper and kills Lord Chompy Bits. I score for Reckoning and Show of Force.


Turn 3: Taelor focuses via I Pay Better and charges the Doppelganger. I needed the Focus to get round the negative flip from Mimic’s Blessing but she Black Jokers the first swing and of course misses the second due to the negative flip. It attacks back using Taelor’s own Relic Hammer against her. The Malifaux Child puts up Sisters in Fury. The Dreamer summons Lelu and makes him Fast, being careful to put him out of reach of Taelor’s Welcome To Malifaux ability. The Librarian discards a card to focus and fires at a nearby Daydream; I have 11 of tomes in hand to get the blasts and wipe out a whole pile of Daydreams and the Alp standing next to each other but Steve cheats in 13s on both attacks to so I can’t even land a single hit. Lelu charges into the Librarian for some nasty damage and is in turn killed by Johan. Viktoria of Ashes charges into the scrum, slightly hurting The Dreamer but taking two Daydreams, the Alp and the Doppelganger out with a Whirlwind. I score for Reckoning and Show of Force again.


Turn 4: Taelor swings twice at the Dreamer; the first is put onto the last Daydream (killing it) and the second I am able to cheat in the Red Joker to end the small child with a massive magic hammer. Outcasts win 10 – 3 (full score for me; 3 for Frame For Murder for Steve).

It was wonderful to get a game against Steve as he’s one of the last of the regular Stirling players I hadn’t previously played. Obviously his unfamiliarity with the Viktorias was a big factor in the game, and I feel a bit bad for not discussing it with him before we started. Having said that, I am really surprised that he hasn’t played against them before as Steve is quite a frequent tournament-goer. Steve’s choice of The Dreamer seemed quite strange as he’s best known as a summoner which is not really ideal in Reckoning. However, I’m not really familiar with The Dreamer so perhaps he also has a lot of options as support; of course the threat of Lord Chompy Bits is quite strong too.

Game 3: Outcasts (me) vs Guild (Lewis)

Strategy: Headhunter, normal deployment

Pool: Convict Labour, Show of Force, Leave Your Mark, Undercover Entourage, Public Demonstration
Outcasts: Show of Force, Undercover Entourage (Jack Daw)
Guild: Show of Force, Public Demonstration (Brutal Effigy, Warden, Guardian)

Outcasts: Jack Daw (Writhing Torment, Twist and Turn, Firing Squad Injustice, Guillotine Injustice, Drowning Injustice), Freikorps Librarian, Guilty, Rusty Alyce (Desolate Soul), Hannah (I Pay Better), Johan, Hodgepodge Effigy
Guild: Lady Justice (Implacable), Brutal Emissary (Conflux of Justice), The Judge (Debt To The Guild, Unrelenting Leader), Nino Ortega (Hair Trigger), Brutal Effigy, Warden, Guardian

For the third time, Hannah was the first model in my crew. I was quite close to just putting down the Viktorias again, but in the end went for Jack Daw as he is so good for Headhunter with the pushes and not-quite-Obeys from his upgrades. I took Rusty Alyce as I thought I might be able to gun down a few minions and summon in Abominations with her to gum up the Guild crew. I originally had Taelor in the crew but felt that I was lacking in activations so I swapped her out of Johan and the Effigy. Again, Show of Force seemed like a good choice out of a fairly uninspiring scheme pool; I also took Undercover Entourage on Jack Daw as he is hard to pin down, mobile and likely to survive to the end of the game. I appear to have failed to take a picture of our deployment.

Turn 1: Hannah, Alyce and Johan get made Tormented by various means and our crews advance; the Guardian puts Protect on Lady Justice. For reasons that are still not clear to me I leave Alyce right in the open so Nino eagerly Rapid Fires into her, drawing some soulstones out of me. She Rapid Fires him right back but can’t do enough to kill the sniper. Lady Justice, to my great surprise, triple walks directly toward me, leaving her crew behind her. Johan pushes thanks to being near Jack Daw and charges Lady Justice, hurting her rather badly.


Turn 2: Johan Flurries Lady Justice taking her down to just a couple of wounds. The Brutal Effigy races up and puts Fear Not The Sword on Lady Justice who then chain activates and kills Alyce. The Librarian finishes off Nino and the Judge hurries over to pick up the poor chap’s head. The Emissary fires off a few shots into my crew. Hannah finishes off Lady Justice and the Guilty collects her head. Jack Daw charges in to hurt The Judge, giving him Firing Squad Injustice and then puts Guillotine Injustice on the Guardian. Lewis duly discards the cards to keep the construct in play and charges back at Jack Daw for no effect. Sadly I have moved Jack Daw into the perfect place for Lewis to score Public Demonstration for the full three VPs; he also score for Show of Force and we both score on Headhunter.


Turn 3: Johan kills the Warden and is killed in turn by the Emissary. Hannah focuses with I Pay Better and smites The Judge for severe damage and the trigger; this not only takes him down to his Hard to Kill wound but also does some hefty damage to the Guardian and Effigy and paralyses the latter. The Guardian walks away from Jack Daw to collect a head.  This was good focusing on the victory conditions from Lewis; it’s easy to get distracted by such a brawl in the centre. Unfortunately, this also means the Guardian is out of combat so the Librarian Rapid Fires to kill it. The Guilty picks up another hand head and The Judge repositions; with Firing Squad Injustice and only a single wound left he couldn’t afford to make any attacks. My Effigy puts Loyalty To The Coin on Jack Daw and ineffectively stabs the Emissary a couple of times. Jack Daw finishes off The Judge and the Brutal Effigy, handily turning a couple of the trash cards I was holding into tasty soulstones. We both score for the strategy again and I score for Show of Force.


Turn 4: Hannah attacks the Emissary. It moves to a better position and puts a bullet into most of my crew with the built-in trigger on Never Bluff A Six Gun; I forgot that Nether Flux on Hannah would have stopped this cold but it didn’t matter. The Guilty and the Effigy combine to put the killing blows into the Emissary and the Librarian picks up a head. With no more work left to do, Jack Daw heads off to score Undercover Entourage. Outcasts win 10 – 6 (full score for me; 2 for Headhunter, 3 for Public Demonstration and 1 for Show of Force for Lewis).


As usual, Lewis ran me hard in that game; he’s a really nice opponent who is getting better every time we play. I think I probably could have controlled Lady Justice better in this game; Firing Squad Injustice would have been lovely on her. But Lewis made (in my opinion) quite a big mistake just throwing Lady Justice at me on turn 1; possibly he hadn’t accounted for the extra mobility the Jack Daw afforded Johan. It gave me the chance to really hurt his master while she was isolated from the rest of her crew and ultimately take her out of the game very early. Hannah did some great work in this game; previously I hadn’t really appreciated how much value she gets from Jack Daw’s pushes extending her tiny threat range. Lewis did make a good scheme choice with Public Demonstration as I didn’t see it coming at all and indeed moved Jack Daw right into position to give up maximum points.

So once all the scores are in I am very pleased to get first place, just ahead of Ian’s Neverborn on points difference. I was amazed by the number of people at the event; Kai is well-known for running a great tournament and so it is fantastic to see that the word is spreading and we’re seeing more and more Malifaux players coming out. With so many players I’d like to see us moving to four round events more regularly but of course this has its own practical considerations. Thanks to Ross, Steve and Lewis for three great games of Malifaux, and to Kai for continuing to be a wonderful tournament organiser.

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Malifaux tournament report: The Governor-General’s Wake (50SS); 17Sep2016

Joe, Gareth and I took the early train up to Aberdeen for a Malifaux event run by the new local Henchman. Our last visit to Aberdeen had only 6 players including us, so I was really pleased that good organisation this time managed to get a highly respectable 18 players turning out this time. We were met from the train by one of the players which was a really nice personal touch and much appreciated since we were probably going to get lost on the way to the new shop in Aberdeen. I was really excited for this event since it marks my first competitive run-out for my Gremlins. As it turned out, my first round game was against the chap who greeted us.

Game 1: Gremlins (me) vs Gremlins (Ben)

Strategy: Interference, normal deployment

Pool: Convict Labour, Show of Force, Leave Your Mark, Undercover Entourage, Frame For Murder
My Gremlins: Convict Labour, Frame For Murder (Rooster Rider)
Ben’s Gremlins: Convict Labour, Frame For Murder (Rooster Rider)

My Gremlins: Ophelia LaCroix, Lenny, Whisky Golem (Barrel Up), 2 Young LaCroix, 2 Lightning Bugs, 2 Rooster Riders, Slop Hauler
Ben’s Gremlins: Wong (Gremlin’s Luck, Dirty Cheater), McTavish, Trixibelle, Sammy LaCroix (Ooo Glowy on McTavish), Old Cranky, 2 Rooster Riders, 2 Stuffed Piglets

My first game in a tournament with Gremlins, and it is a mirror match. My crew selection is highly limited by what I own and have assembled, so my masters came down to a choice between Wong and Ophelia. I picked the latter somewhat arbitrarily; both masters appeal to my preference for damage dealers. I like Lenny for the additional mobility and free ram for Ophelia, and the Whisky Golem is basically the reason I’m playing the faction at all (I won the Nightmare version at a previous event). Of the rest, I love everything about Rooster Riders from the concept, through the miniatures and right up to the rules. The remainder of the crew are pieces I like but are pretty much entirely selected because I happen to own them. Frame For Murder on a Rooster Rider was a simple choice since they can’t be left to run around and much of Ben’s crew was made up of henchmen. Convict Labour has been quite incidental to score in friendly games thanks to Reckless on the Lightning Bugs and Rooster Riders and Nimble on the Golem.


Turn 1: Both of my Young LaCroix Reload Ophelia, not so that I can actually use the attacks but so that they can be Plinked off if needed later on. My Lightning Bugs drop scheme markers for Convict Labour. Trixibelle pushes McTavish toward me. On the right, Ben’s Rooster Rider moves up and drops a scheme marker; my Rooster Rider over there charges in and hurts it badly. Lenny Tosses Ophelia and the Slop Hauler forward and Ben’s other Rooster Rider charges into her. Ophelia Squeals out of the way after the first attack but still takes severe damage on a negative flip, which hurts. My other Rooster Rider charges the Stuffed Piglet on the left, blowing it up and Stampeding into McTavish and getting my own back by dropping severe damage on a negative flip to him. McTavish makes a bit of a meal of fighting the Rooster Rider so eventually it falls to Wong to kill it, thereby scoring me full points for Frame For Murder. Apparently it didn’t dawn on me quite how obvious this play was, as immediately afterwards Ophelia guns down the Rooster Rider who attacked her and gives Ben all three points for his Frame For Murder. The Slop Hauler heals Ophelia.


Turn 2: McTavish blows away my central Lightning Bug; the other Bug kills Ben’s last Rooster Rider. Ophelia shoots McTavish with My Threatenin’ Gun, forcing some good cards out of Ben’s hand and paralysing Sammy. She finishes off McTavish then misses an opportunistic shot with the Jug Rocket at Trixibelle (I was out of range to just shoot her). So much for using the upgrades for Plinking purposes! Wong moves into sight and targets Lenny. I cheat to keep him on negative flips but the Red Joker comes up to nearly kill Lenny, actually kill the Slop Hauler and badly wound Ophelia. The surviving Stuffed Piglet charges my Rooster Rider, eventually being killed in return. The Whisky Golem charges into Wong to tie him up but can’t actually land a hit. Trixibelle kills Lenny. I score for the strategy and for Convict Labour.


Turn 3: Trixibelle cheats to win initiative. Wong hits the Golem with his Fan to Poof into the clear, takes a shot at Ophelia which she uses to Squeal back into engagement with him and then hits her with his Fan too. My Rooster charges Trixibelle to keep her busy. Sammy Jynxes the Whisky Golem with Twisted Legs so it sadly drops another scheme marker and takes Iron-bound. Cranky fires into the melee between Ophelia and Wong and luckily gets Ophelia with both shots, killing her. The Young LaCroix get revenge by killing the old Gremlin. Trixibelle remarkably fails to deal with the Rooster Rider. The Lightning Bug knocks Sammy down to a single wound. Neither of us score for Interference since we’re all in a massive scrum in the middle of the board, but I score again for Convict Labour.


Turn 4: Trixibelle uses Ill Omens again to win initiative. Sammy kills the Rooster Rider then turns one of my scheme markers into a Stuffed Piglet. The Whisky Golem moves to engage as much as possible of Ben’s crew, then Wong uses his Fan to Poof away again and drop a scheme marker. My Lightning Bug finishes off Trixibelle and puts down a replacement scheme marker (I love Reckless!). The new Piglet moves over to stop me scoring Convict Labour and my Young LaCroix does the same for Ben. No-one scores at all.


Turn 5: The Whisky Golem kills Sammy and the Stuffed Piglet; the latter explodes and kills my Lightning Bug.  In retrospect, I’m not sure why I didn’t do the Piglet first as the explosion would have seen off Sammy anyway, and thereby had a ‘spare’ AP to use.  Wong uses Boom to cleverly remove my scheme markers, then moves to kill off my Young LaCroix parked next to his other marker. Ben scores for Convict Labour. My Gremlins win 6 – 4 (1 for Interference, 2 for Convict Labour and 3 for Frame For Murder for me; 1 for Convict Labour and 3 for Frame For Murder for Ben).


Wow, what a close game; a perfect first tournament game for my Gremlins. I was too enthusiastic to kill Ben’s Framed Rooster with Ophelia; I think I could have done the job with the Slop Hauler almost as effectively. Of course, I would still have given up some points but not so many. Both of us ended up committing pieces to the no-scoring zone in the centre of the board and I think that we could both have positioned better there. Otherwise, I was quite happy with my play. I have to say that in addition to being a lovely opponent, Ben had chosen a really nice crew. Everything fitted together neatly and had a role to play, and everything seemed to add a bit of synergy to the rest of the crew. There are certainly some pieces that I might have to consider getting (especially Old Cranky and McTavish) once I have finished assembling all the stuff I have already.

Edit: this is what it looked like from Ben’s side.

Game 2: Gremlins (me) vs Neverborn (Ewan)

Strategy: Collect The Bounty, close deployment

Pool: Convict Labour, Hunting Party, Public Demonstration, Exhaust Their Forces, Neutralise The Leader
Gremlins: Hunting Party, Neutralise The Leader
Neverborn: Hunting Party, Neutralise The Leader

Gremlins: Ophelia LaCroix, Lenny, Whisky Golem (Barrel Up), 2 Young LaCroix, Mancha Roja, 2 Rooster Riders, Slop Hauler
Neverborn: Zoraida (Animal Shape), Hooded Rider, Teddy (Retribution’s Eye), Nurse, Iggy (Enraged Tantrum), Doppelganger, Insidious Madness

I’ve never faced Neverborn with Gremlins, so I just stayed with more or less the same crew as game one. The only change was swapping out the Lightning Bugs for Mancha Roja, partly to avoid giving up too many points for Collect The Bounty and partly because I didn’t really think that I’d need to ignore armour or scoot around with Reckless so much. Looking back, I wonder if Wong might be a better option here as he’s quite tricky to kill and has better willpower than Ophelia. On the other hand, it’s hard to argue with the sheer damage output of Ophelia. Since Ewan only had the two minions, one of which I expected to be slung through my crew quickly and the other which I would need to deal with early on, I picked Hunting Party as I not only had three options to score it but also could expect to drop both minions regardless of the source of damage. Zoraida could summon the Voodoo Doll and just hide it to deny me points but that would hamper her damage output and with an open board and good mobility I could possibly catch it anyway. I thought twice about Neutralise the Leader, but went for it as Ophelia has positive flips to get round proper manners, my henchmen and enforcers have good damage in case they focus and Rooster Riders can pick up positive flips when they Rampage.


Turn 1: The Young LaCroix hand Ophelia more guns. The Doppelganger moves forward into cover and uses Blend In to ward off any shooting at her. The Hooded Rider redeploys laterally behind the building on my left. Lenny Tosses Ophelia and the Slop Hauler forward, and the Insidious Madness walks to engage my master. I should have seen that coming, but got greedy with her movement. Mancha Roja barrels into the Doppelganger and knocks her down to a single wound. Zoraida summons the Voodoo Doll which Hems Mancha Roja, then Obeys Teddy to walk forward. The Rooster Rider takes one for the team, killing the Doppelganger and blocking Teddy from getting into Mancha Roja. The Nurse fails Take Your Meds on Ophelia and is attacked by another Rooster. Teddy tears the first Rooster into shreds, ending up engaged with Ophelia. With no cards left in hand, I soulstone for a positive flip on the horror duel for Ophelia to attack Teddy and succeed on the second card. That worrying business duly dealt with, Ophelia blasts Teddy into stuffing. The Whisky Golem makes a mess of attacking the Insidious Madness. Although it is slightly frustrating to have killed four Bounty points worth of crew on the first turn where it counts for nothing, I still consider it worthwhile to get rid of the Doppelganger and Teddy so early in the process.


Turn 2: The Rooster Rider kills the Nurse and bounces off Iggy. The Insidious Madness Induces Phobia a couple of times and draws out some cards from my hand to avoid the effects, then the Whisky Golem focuses and smashes it into oblivion (scoring Hunting Party in the process). Ophelia shoots Zoraida for some good damage but her activation is ended with Regret after I end up doing moderate on a negative flip. Iggy puts five Burning onto the Voodoo Doll, much to Mancha Roja’s consternation, so the big chap charges the Voodoo Doll to make sure it definitely dies. Zoraida Bewitches Ophelia and Obeys the Whisky Golem to walk over and hit her. Mancha Roja burns to death. I score for the strategy and Hunting Party.


Turn 3: The Rooster goes Reckless and activates Rampage. It charges back and forth between Iggy and Zoraida, killing both and picking up Neutralise the Leader for the latter. Did I mention how I love Rooster Riders? Ewan has seen enough, and has only the Hooded Rider left against almost my entire crew, so he calls it a day. Gremlins win 10 – 0.


Every game against Ewan is a pleasure as he’s such a nice laid-back man who clearly enjoys his Malifaux. In this tournament he had decided to play the same crew regardless of strategies and schemes, which I suppose didn’t help him much here (though he evidently won his first match, so it must have worked well enough). I felt that he was too hesitant with the Rider, relying on not using it for two turns while it charged up, and that allowed me to take the rest of his crew piecemeal. From my side, of course, everything went well enough. I’m not sure that I have a good answer to the Voodoo Doll; I guess I need to start putting some condition removal in my crews.

Game 3: Gremlins (me) vs Ten Thunders (Dave)

Strategy: Headhunter, flank deployment

Pool: Convict Labour, Take Prisoner, Hunting Party, Set Up, Inspection
Gremlins: Convict Labour, Hunting Party
Ten Thunders: Take Prisoner (bouncing Lightning Bug), Set Up (Lenny)

Gremlins: Ophelia LaCroix, Lenny, Whisky Golem (Barrel Up), 2 Young LaCroix, 2 Lightning Bugs, 2 Rooster Riders, Slop Hauler
Ten Thunders: Brewmaster (Binge, Running Tab), Shadow Emissary (Conflux of Shadow), Fingers (Drinking ‘Problem’, Smoke Grenades), Apprentice Wesley, Oiran, 2 Performers

I gave some thought to changing up my master to Wong here, but ultimately decided to stay with familiar territory and use the same crew as game one. It gives up heads quite easily, but most of the crew is quite aggressive so I can sometimes keep the pressure on anything on the front line and abuse Reckless to pick up heads behind it. Dave is a really strong player and I didn’t feel at all confident to beat him with Gremlins considering my lack of experience with them, but I was quite pleasantly surprised to find a rather non-killy crew facing me here. A more aggressive crew could really have punished my fragile minions. Still, using Fingers and the Performers is a really good move in this strategy as they can pick heads up even in the middle of my crew. I took Convict Labour again because it’s quite easy for mobile Gremlins to score while on the way to somewhere else. Hunting Party was chosen because all the Ten Thunder minions in the crew are quite killable so I would either dedicate effort from the Whisky Golem and Lenny, or just aim to exterminate all of them and score by default.


Turn 1: The Oiran Lures one of my Lightning Bugs, Brewmaster brings him closer with One For The Road, then hits him with Binge and Swill. The Bug uses Reckless and drops two scheme markers for Convict Labour, sensing its doom. A Performer Siren Calls it closer still and Fingers loads about one hundred poison onto the poor happy chap. Finally the other Performer explodes him with the Sip of Wine trigger on Siren Call before using Seduction to remove one of the markers. A good sequence of moves, but it’s been pretty much the whole crew’s activations simply to kill a five soulstone minion and get his head into their deployment zone. Meanwhile, the Young LaCroix reload Ophelia and Lenny Tosses her and the Slop Hauler toward the Ten Thunders. The Shadow Emissary, realising the danger, pushes Fingers back into cover. Ophelia shoots Brewmaster, hitting moderate damage on the first shot and top-decking a critical Red Joker on the second to blow the drunken Gremlin away; Dave is unable to flip the Red Joker on damage prevention that would have been needed to keep him alive. Even worse, Apprentice Wesley is too far away to take up the mantle. Both Rooster Riders charge into the Ten Thunders, mainly to keep them occupied but not really doing a great deal other than some incidental damage.


Turn 2: Fingers heals himself and stacks a load of poison onto the left Rooster Rider. It activates and kills the Oiran, then the Emissary kills the other Rooster Rider. Lenny Tosses Ophelia again. Wesley picks up a head and bravely moves to intercept Ophelia, so the Whisky Golem smashes him into the floor and scores Hunting Party. On the right, the Performer fails to Siren Call Ophelia and is riddled with bullets for her troubles in return. The other Performer kills the poisoned Rooster Rider with the Sip of Wine trigger. My Slop Hauler picks up a head; actually not my first choice of head but the original candidate was covered by Fingers’ Chatty aura. We both score for Headhunter; I also score for Convict Labour and Hunting Party.


Turn 3: The Lightning Bug misses attacks on Fingers and the Performer. Ophelia companions and takes the Emissary down to Hard to Kill. The Emissary responds by charging the Whisky Golem, which ignores it in return, focuses and drops a Red Joker for damage onto Fingers. The ultimate drinker, killed by a robot made of whiskey barrels; we agreed that it was how he would have wanted to go. The Performer picks up a nearby head and puts enough poison onto the Whisky Golem that it will die at the end of the round thanks to the Emissary’s aura. Almost my entire crew fails to hit the Emissary, then Lenny charges the Performer but can’t quite kill her. The Slop Hauler picks up another head for me. We both score again for the strategy and I score for Convict Labour.


Turn 4: The Lightning Bug finishes the Performer, then Ophelia chain activates to charge and kill the Emissary. Gremlins win 10 – 2 (full score for me; 2 for Headhunter for Dave).

It is a real treat to play Dave any time as he is among the strongest players in Scotland. This game was a very interesting match up as my crew is very aggressive (relying on getting enough activation superiority to have a ‘spare’ option around to pick up a head) compared to Dave’s very reactive crew (note the amount of effort required simply to kill a Lightning Bug in the first turn; however thanks to Chatty and Don’t Mind Me it is hard to score points against and scores them itself quite easily). While it is true that the Red Joker kill on Brewmaster in turn 1 was important, I had another shot to take at him that round and might have taken initiative on round two so he was at a big risk of dying to Ophelia.  Overall, I felt that I had enough of a ranged threat to handle the Brewmaster without worrying unduly about the Drinking Contest, and enough of a threat to get heads dropped in places I could actually reach.

When the scores are in, I get first place; ahead of Gareth only on VP difference. It was really fun to play Gremlins at a tournament and I’m looking forward to putting enough of them together to have a bit more choice in crew composition. Learning a new faction is really exciting as it feels like so many avenues are open to explore. Thanks to Martin for being a responsive and helpful organiser, and to Ben, Ewan and Dave for three fun games of Malifaux. Also, special thanks to Steve for swapping his raffle prize of a War Wabbit for my winning voucher; I’m looking forward to putting that big chap together and trying it out.

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Painted Hollow Waifs

These hapless ladies are Hollow Waifs; they are the totems for the Malifaux Outcast master Leveticus. There isn’t much to say about them in game; you might as well hire two with Leveticus most games since they’re free and no-one else can hire them at all. They provide the mechanic for Leveticus’s fairly entertaining in-game life and death cycle. Hollow Waifs are not very hard to kill, which somewhat inconveniences Leveticus, but on the other hand they don’t really contribute much to a game other than a bit of activation control so they’re rarely fully in harm’s way. Positioning them to be safe but allowing Leveticus to unbury out of them into a threatening part of the board can be a challenge, especially considering that they additionally need to be close to a six (or more) soulstone model when it happens.

I decided to make them very visually distinct from each other with completely different dress colours. Of course, each still has a little pink on them to make them fit in with the rest of the Outcasts. I have to admit that I spent very little time on them, as befits their role in Leveticus’s grand scheme.





Next on the painting table: Leveticus.

Categories: Malifaux, Painting and modelling | Tags: , | 2 Comments

Painted Abominations

Here are the Abominations (formerly Steampunk Abominations) for my Malifaux Outcasts. They’re thematically aligned with Leveticus, and though they can be hired by any Outcast master I almost never find that I want to. Instead, they can be summoned by various models’ triggers on attacks, notably Leveticus himself and Rusty Alyce, when a victim dies. Needless to say, they’re not especially good in their own right. Instead, they are quite annoying to be near, stopping the use of (0) actions and removing built-in suits for some actions. This means that summoning them near priority enemy models can be a form of causing Slow as they need to spend AP to clear themselves of the irritating Abomination. I’m often conflicted on doing this as some schemes and strategies score point for killing things, and summoning a load of weak minions right next to their hardest pieces can be a way to haemorrhage points. Therefore it needs consideration about whether this is actually valuable in each game.

The miniatures themselves are a pleasingly eclectic bunch. As befits a group of cheap irritation pieces, I kept the painting as simple as possible, with minimal colours on each. They were really enjoyable to put paint on though, as each is an individual quite unlike any of the others.





Next on the painting table: Hollow Waifs.

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Painted Hodgepodge Effigy

This is the Malifaux Outcast faction effigy, the Hodgepodge Effigy. Like the Brutal Effigy, which which it shares a statline, the Hodgepodge Effigy is a highly effective scheme runner which is far more annoying to kill than its low cost would suggest. It does have a fairly rubbish melee weapon in case it is ever required to shank anyone but I generally don’t find it making attacks. The two selling features of the Effigy (beyond an ability to survive and drop scheme markers cheaply) are creating cloud cover and allowing Masters to gain soulstones. Using the Mist action to put some soft cover can be important in some match-ups if there are critical open areas that you want to sit in and not be shot so much. The Hodgepodge can also put a condition on a master to allow them to discard a card and gain a soulstone if they kill anything. I’ve found this most useful with Leveticus in combination with the Tally Sheet upgrade so far as he often kills a couple of cheap minions in a turn. It should be really good with the Viktorias but I find that I use Viktoria of Blood to do the fighting far more than Viktoria of Ashes; it also telegraphs the intention if you need to use the chain activation as that stops you chain activating both Viktorias instead.

The photos are even worse than usual today.  I liked assembling this little chap but found him quite dull to paint as there just isn’t that much detail to pick out.  I deliberately kept him in muted colours as befits his supporting role, with the exception of the bright pink neckerchief.



Next on the painting table: Abominations.

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Malifaux tournament report: Scottish GT 2016 (50SS); 23-24Jul2016

This weekend was the biggest Malifaux event of the calendar in Scotland, the Scottish GT. Each year surpasses the last with a record 44 players from across the UK and beyond signed up. Joe, Ben, Gareth and I drove out to Common Ground Games in Stirling and for perhaps the first time ever, actually managed to arrive on time. With so many players, it was not possible for the TO to keep people from regular gaming groups apart, so my first game was against my most regular opponent: Gareth.

Game 1: Outcasts (me) vs Ten Thunders (Gareth)

Strategy: Guard The Stash, corner deployment

Pool: Convict Labour, Frame for Murder, Leave Your Mark, Undercover Entourage, Show of Force
Outcasts: Frame for Murder (Jack Daw), Show of Force
Ten Thunders: Frame for Murder (female Illuminated), Show of Force

Outcasts: Jack Daw (Writhing Torment, Twist and Turn, Firing Squad Injustice, Guillotine Injustice, Drowning Injustice), Freikorps Librarian, Freikorps Trapper, Taelor (Scramble), Guilty, Rusty Alyce (Desolate Soul)
Ten Thunders: Misaki (Recalled Training, Stalking Bisento, Hidden Agenda), Sensei Yu (Servant of Five Dragons, Wandering River Style), Oiran, 2 Illuminated, Yamaziko, Kang

Considering that there were 43 other players, it was a bit of a weird start to the day to get matched up with Gareth as we play each other very frequently. I had big doubts about this game as the strategy and scheme pool looked really good for Jack Daw, but I’m wary of playing him into Ten Thunders as they can kill him so easily with all their positive flips. In the end, I decided to go for it with a slightly elite crew to score on the strategy. Taelor got Scramble to get her through all those forests. When I saw Gareth’s crew, I knew I’d be losing pieces left and right to Misaki (he’s pretty good at killing my miniatures with her) so I went for Frame For Murder on Jack Daw – I might as well make the best of it. With upgrades on both Alyce and Taelor I opted for Show of Force as the other scheme.


Turn 1: The Guilty makes Alyce Tormented. Sensei Yu fires Misaki across the board, making her Fast in the process. My Trapper guns down the Oiran. Jack Daw makes Taelor Tormented, she moves up and is promptly cut in half by Misaki. Ouch!


Turn 2: Jack hurts Misaki, she pokes him back a bit. My Guilty kills Misaki off (no points for it, but it’ll be a short game if I can’t get her under control). The female Illuminated moves up and is eventually killed by Alyce, giving up 3VP for Frame For Murder. In retrospect I should have seen that coming, but I suppose I needed to kill her at some point. The other Illuminated moves up in clear sight of the Librarian; I opt to use Furious Casting for some minor damage instead of moving the Librarian up to actually score on the strategy. Yamaziko comes round the corner and smites Jack Daw a few times since I’d forgotten that she also got positive flips on masters. I guess I’m not going to have to fake Frame For Murder on him anyway. I score for Show of Force but neither of us get anything on the strategy.


Turn 3: Yamaziko finishes off Jack Daw, scoring me the points on Frame for Murder, nimbles over to the Trapper and drops some damage on him and the Guilty. The Trapper pushes free and pings a couple of pointless shots off the Illuminated along with the Librarian but still fail to kill it; it charges in to keep the Librarian pinned away from the Stash markers.  The Guilty is unable to escape from Yamaziko and Alyce and Kang trade punches on the left.  Gareth scores for Guard the Stash and Show of Force.


Turn 4: Kang kills Alyce. The Trapper shoots Yu a couple of time for minimal impact and the Illuminated makes much easier work of the Librarian the she was making of him. The Guilty moves to make sure I score the strategy and Yu Airbursts the Illuminated back into the fray. We both score for the strategy and Gareth scores Show of Force again.


Turn 5: This’ll be short as all my stuff is dead! The Trapper misses Yu again; I was hoping for a lucky shot to drop him and deny Gareth the points for Show of Force at least. Yamaziko kills the Guilty and the Illuminated polishes off the Trapper. Gareth again scores for the strategy and Show of Force. Outcasts lose 5 – 9 (1 for Guard the Stash, 3 for Frame for Murder and 1 for Show of Force for me; 3 for Guard the Stash, 3 for Frame for Murder and 3 for Show of Force for Gareth).


Gareth played a great game to deny me on what I needed. The funny thing is that although we play all the time, the record is very much in my favour and we’ve never met in a M2E event. So in the car, Gareth had joked that he wouldn’t go easy on me if this was the day we did get matched up… and indeed he did not. I probably should have selected a different master as Jack Daw is a bit too much at the mercy of Ten Thunders, but Gareth is pretty experience now at using the Misaki missile to kill whatever he wants dead. I made a big mistake with the Librarian in attacking the Illuminated; I should definitely have gone for the points in turn 2; in the end it might not have mattered but in a close game I couldn’t have afforded to let that go. So after a defeat, I was down the tables to meet Mark. Operation: Submarine was on.

Game 2: Outcasts (me) vs Arcanists (Mark)

Strategy: Turf War, standard deployment

Pool: Convict Labour, Hunting Party, Mark for Death, Set Up, Show of Force
Outcasts: Hunting Party, Show of Force
Arcanists: Hunting Party, Mark for Death

Outcasts: Viktoria of Ashes (Sisters in Spirit, Sisters in Fury, Synchronised Slaying), Viktoria of Blood (Oathkeeper, Mark of Shezuul), Freikorps Librarian, 2 Freikorps Trappers, Johan, Malifaux Child, Taelor (Scramble, Oathkeeper)
Arcanists: Kaeris (Seize The Day, Blinding Flame, Purifying Flame), Firestarter (Imbued Energies), Howard Langston (Imbued Protection), Johana, Willie the Demolitionist, Gunsmith, Union Miner

I went for the Viktorias here in order to leverage Mark of Shezuul for the expected tide of Steam Arachnids, with Taelor and Johan in the crew for their powers against constructs. I’m not sure why I bothered with Scramble on Taelor as I don’t usually find the extra movement worth it without needing the Unimpeded too; probably I should have put Scout The Field up instead simply to score Show of Force. The Malifaux child is a handy option for activation control and sometimes can save an AP from Viktoria of Ashes by casting Sisters in Fury for her. The Trappers were in to take advantage of the relatively open board. In the end, I was quite surprised not to see Ramos here, but at least Langston would be worth trading Taelor for. Since Mark had only two minions I took Hunting Party (and anyway, Viktoria of Blood is pretty good at incidentally carving down minions via Whirlwind).


Turn 1: We move up, the Trappers taking pot shots mainly at the Union Miner. Langston moves up and makes his steam cloud and Kaeris sets the Union Miner on fire so that he’ll heal up at the end of the turn. The Malifaux Child casts Sisters in Fury. When the Firestarter moves up quite close to Langston (to take advantage of the cloud I suppose) I realised that it hadn’t occurred to me that Mark might not have seen the Viks Slingshot before as he’s been a regular at tournaments since Malifaux 1.5. It’s a bit late now so I demonstrate the principle by launching Viktoria of Blood into Langston, killing him and the Firestarter and making Mark burn a few Soulstones fruitlessly trying to keep the latter standing. Lucky for me that Mark is such a cheery chap as it ended up being a bit of a ‘gotcha’ moment.


Turn 2: Kaeris sets Viktoria of Blood on fire and the follow up attacks from the Union Miner leave her on one wound. That’s enough though as she vaporises the Miner (scoring for Hunting Party in the process) and puts a few wounds on to Willie. Willie closes up the distance to drop some blasts. The Trappers ping a couple of shots into Johana and the Gunsmith misses Taelor. The Malifaux Child puts up Sisters in Fur and , improbably, manages to cast Misplaced Sympathy on Viktoria of Ashes, thereby healing her sister. Johana uses Open Revolt to heal some nearby Arcanists before the Librarian kills the Gunsmith. Taelor uses Oathkeeper and smashes Kaeris; she’s followed by Viktoria of Blood who leaves the Arcanist master on one remaining wound. I score for Show of Force and Turf War.


Turn 3: Willie Marks Viktoria of Blood for Death and hurts her a bit. Viktoria of Ashes blends Johana and Kaeris. The Librarian heals Viktoria of Blood (so she won’t die in the explosion when Willie dies), then the latter carves down the Demolitionist. Outcasts win 10 – 0.


As always, playing Mark is a lovely experience as he’s always smiling and enjoying the game. He took the Viks Slingshot in his stride and, though I am still quite surprised he’s never seen it before, I should have offered to tell him about the crew before we started. There’s not a lot to be learned from this as an Outcast player I think. With one game of the first day still to go, I was happy to be drawn against Conor who had traveled up from England to take part. I love to play against new faces at tournaments; variety is the spice of gaming.

Game 3: Outcasts (me) vs Ten Thunders (Conor)

Strategy: Reckoning, flank deployment

Pool: Convict Labour, Exhaust Their Forces, Leave Your Mark, Occupy Their Turf, Search the Ruins
Outcasts: Convict Labour, Search the Ruins
Ten Thunders: Leave Your Mark, Occupy Their Turf

Outcasts: Viktoria of Ashes (Sisters in Spirit, Sisters in Fury, Synchronised Slaying), Viktoria of Blood (Oathkeeper, Mark of Shezuul), Freikorps Librarian, 2 Freikorps Trappers, Johan, Malifaux Child, Rusty Alyce (Oathkeeper)
Ten Thunders: Lucas McCabe (Glowing Sabre, Badge of Speed, Promises), Kamaitachi, 3 Torakage, Yamaziko (Smoke Bombs, Smoke and Shadows), Lone Swordsman (Recalled Training)

I was very close to taking Jack Daw again here and playing a very defensive game but I learned from game 1 and went instead for a full on offensive approach with the Viktorias again. The terrain has some sparse areas so I put a pair of Trappers and Alyce in my list to abuse that; I only hoped not to face Shen Long and a pair of Katanaka Snipers. On seeing Conor’s list I assumed that he was planning to buy the Torakage and them gum me up with them while forcing me to deal with the Lone Swordsman cutting all my people to bits. Convict Labour and Search The Ruins felt like good choices here as I could score them without having to engage. Therefore if Conor played a stand-off kind of game then at least I could get on with laying scheme markers all over the place. Additionally, if I place the markers well and score Convict Labour in turns 2 to 4, then the same ones can also do for Search the Ruins in turn 5.


Turn 1: The Torakage disappear in clouds of smoke, one of them taking a Trapper bullet to the face before this; the other Trapper misses a focused shot at Yamaziko. McCabe Black Flashes the Kamaitachi then uses a soulstone to give both the Badge and Sabre to the Lone Swordsman. He then saunters out into some cover on the left. For reasons I am still not clear on, the Kamaitachi then pushes him past a tent on the left to engage (but at more than 2″) the Trapper while also not being close enough to count the cover. Alyce, unable to believe her luck, Rapid Fires into him, drawing more soulstones, most of Conor’s good cards and still leaving him on a single wound. The Lone Swordsman Nimbles up and, to my astonishment, kills McCabe to dismount him (hilariously, he Black Jokered the first damage flip and had to try again). Viktoria of Blood, fully charged with Sisters in Fury, is launched into the Lone Swordsman, dropping him easily and polishing off McCabe and the last of the Ten Thunders soulstones via whirlwind. The Torakage pop out of thin air near to Viktoria of Blood.


Turn 2: I win initiative. Viktoria of Ashes casts Sisters in Fury, blends two of the Torakage and companions to Viktoria of Blood who kills the last. Conor has seen enough and concedes 10 – 0.


I felt rather sorry for Conor; he’d just finished a very hard game in round 2 and told me that he had not really managed to get his head right to play our game. I believe that his plan was to swamp my side of the board with Torakage and start scoring for his schemes, leaving the rest of the crew to pick off anything I left in range. But he ended up using too many resources burying the Torakage and was consistently a half inch out on his critical positioning throughout the game. I took Conor out for a couple of pints to commiserate him since we had almost the entire round time left by the time we got finished. Anyway, Conor was a total gentleman throughout this rather one-sided game and was quite apologetic that he’d capitulated so easily. Round 4 on the Sunday was against a contender for top Gremlin; a local I’ve never played before.

Game 4: Outcasts (me) vs Gremlins (Callum)

Strategy: Headhunter, standard deployment

Pool: Convict Labour, Exhaust Their Forces, Inspection, Neutralize the Leader, Take Prisoner
Outcasts: Convict Labour, Inspection
Gremlins: Convict Labour, Neutralize the Leader

Outcasts: Jack Daw (Writhing Torment, Twist and Turn, Firing Squad Injustice, Guillotine Injustice, Drowning Injustice), Freikorps Librarian, 2 Guilty, Johan, Rusty Alyce (Desolate Soul), Hodgepodge Effigy, Void Wretch
Gremlins: Ophelia LaCroix (Jug Rocket), War Pig, Lenny (Hide in the Mud), Rami LaCroix, Gracie, Francois LaCroix (Hide in the Mud)

Headhunter is definitely a Jack Daw kind of game as I can push my own pieces around if I’m careful with deployment. Seeing Inspection in the pool I thought it would be worth taking a couple of really cheap minions (the Effigy and the Void Wretch here) and detail them just to sit and score for that scheme while also dropping two of the needed markers for Convict Labour. Guilty can be a bit of pain to deal with for Gremlins with decent defense and not much to challenge their terrible willpower; Hard To Kill is often relevant too. Seeing Callum’s crew I though he’d probably push right up the centre in one big ball of death around Lenny, so I was pretty surprised when he set up the War Pig and Gracie somewhat to my right and the rest on the far left.


Turn 1: Rami starts us off by shooting the Librarian for weak damage. The Guilty make Alyce Tormented but fail to do the same to the Librarian. Lenny walks forward (I was really expecting him to Toss Ophelia and Francois) and Ophelia walks up next to him, Jug Rockets Francois forward and shoots a Guilty. Francois chain activates and kills the Void Wretch. So much for that plan. Alyce is moved forward by Jack, guns down Lenny (but critically, we forgot about Hide In the Mud) and summons an Abomination. I considered whether that was worth it or not as it would leave a pretty easy head marker right next to Ophelia, but I figured it was probably worth it to cost her AP.


Turn 2: The Librarian shouts her Ancient Words at Francois. Ophelia kills the Abomination and shoots Alyce. She companions Francois who picks up Lenny’s head and shoots again at Alyce. She’s had enough of this, killing Francois and summoning another Abomination. The Guilty start to drop scheme markers for Convict Labour. The War Pig charges into the Effigy which survives and escapes to get in place for Inspection. Rami knocks the wounded Guilty down to its Hard To Kill wound. Jack Twists and Turns to make a Guilty pick up a head and puts down a scheme marker. Gracie moves further back from my crew. We both score for Headhunter and I score for both of my schemes.

Turn 3: Jack Daw charges and hurts Ophelia badly, giving her Firing Squad Injustice to keep her honest. Callum then notices a weird (but seemingly legitimate) rules interaction as Ophelia uses Plink! to get rid of it; she also shoots a good number of wound out of Jack Daw (scoring a point for Neutralise The Leader). I throw stuff at Ophelia until eventually a Guilty drags her down; the Librarian picks up her head. Johan charges Gracie, achieves almost nothing and is eaten in return. The War Pig continues to bounce off the Effigy which tries to stay safe. Alyce puts some bullets into Gracie. I score for the strategy, Inspection and Convict Labour.


Turn 4: Jack Saw uses the Ghost Of Malifaux trigger to get up to Rami, killing him with a couple of swings. Gracie picks up Johan’s head and my Abomination picks up Francois’. The War Pig drops a scheme marker for a belated attempt at Convict Labour. Alyce kills Gracie, summoning another Abomination simply because I can. I score for the strategy and get the last points for my schemes.


Turn 5: The War Pig fails to kill the Effigy. One of the Guilty picks up one of the many heads lying around the place. Outcasts win 10 – 3 (full score for me; 2 for Headhunter and 1 for Neutralise The Leader for Callum).


Callum was really fun chap to play with, always with a smile on his face and a witty comment. He even brought a prop: a tube of lube; apparently my reputation precedes me. Obviously, forgetting about Hide In The Mud on Lenny was important, but I think I had the advantage. Callum seemed overcautious with Gracie; considering that I didn’t have any good way to get round armour he could possibly have benefited from ramming her into my crew and taking advantage of the confusion. I felt that the Gremlin crew was a bit too elite as there was nothing that wanted to spend its AP picking up heads dropped by the LaCroix.

Game 5: Outcasts (me) vs Resurrectionists (Josh)

Strategy: Extraction, close deployment

Pool: Convict Labour, A Quick Murder, Covert Breakthrough, Hunting Party, Show of Force
Outcasts: A Quick Murder (Valedictorian), Hunting Party
Resurrectionists: A Quick Murder (Taelor), Covert Breakthrough

Outcasts: Viktoria of Ashes (Sisters in Spirit, Sisters in Fury, Synchronised Slaying), Viktoria of Blood (Oathkeeper, Mark of Shezuul), Freikorps Trapper, Johan, Malifaux Child, Rusty Alyce (Oathkeeper), Taelor (Oathkeeper)
Resurrectionists: Dr Douglas McMourning (Decaying Aura, Plastic Surgery, Moonlighting), Zombie Chihuahua, Valedictorian, Sebastian, Flesh Construct, 2 Rotten Belles, 2 Canine Remains

Close deployment in a game where the other crew can’t afford to hang back has Viktoria written all over it, especially with that scheme pool saying ‘come into the middle and be blended’. I put Oathkeeper on both Alyce and Taelor figuring that I could possibly use them to deny Show of Force if I hadn’t burned the upgrade by then. Taelor is a good bet against Resurrectionists as there is always the threat of Welcome to Malifaux spoiling their day. The board was ridiculously open but I felt that I’d be better served with a ‘take and hold’ approach to the centre rather than using Trappers to force the other crew into my arms. Nevertheless, I picked up one Trapper to act as spot removal of anything awkward that was left on a few wounds. I set up first and put everything right at the front (except the Child, who was hiding to avoid giving up Hunting Party if picked). Josh took the most cautious possible approach, lining up his crew almost on his own board edge.


Turn 1: The Trapper has line of sight and range to the Chihuahua and blows it off the table. The Belles respond by Luring him forward. The Canine Remains come in and poison the poor chap too. Viktoria of Ashes moves forward, puts up Sisters in Fury (the Child had previously failed to cast it) and places Viktoria of Blood in a threatening position. It works well as an area denial tool as Josh is careful to measure her threat range whenever he moves anything. Unfortunately this distract him from the rest of my crew. Sebastian moves into the open so Alyce drops Oathkeeper, walk up and Rapid Fires him, burning some good cards and soulstones out of Josh’s hand. In the end, Viktoria of Blood just drops a scheme marker to fake starting Convict Labour. Playing those good cards to keep Sebastian alive costs McMourning as he is unable to connect with an Expunge on the Trapper.

Turn 2: Sebastian is clearly sick of being shot so he puts up Undercover and moves to get more of the Resurrectionist crew under it. I think that Josh had forgotten about the changed threat range on the Viks slingshot now that I could activate them both again; Viktoria of Ashes casts Sisters in Fury, walks over and places her sister in contact. Viktoria of Blood chain activates, drops Oathkeeper and walks to line up a charge on McMourning. She blends McMourning himself, Sebastian and an incidental Canine Remains (scoring me for Hunting Party in the process). The Flesh Construct finishes the Trapper and Alyce puts down the other Canine Remains. Johan hurts the Flesh Construct and the Belles Slow Viktoria of Blood and Taelor. The Valedictorian comes forward but Taelor can’t get to her. We both score for the strategy; I move the Informant marker toward my board edge.


Turn 3: Taelor puts some big dents in the Valedictorian; the Flesh Construct hits her back. The Malifaux Child fails again to cast Sisters in Fury though at least this time it does draw the Black Joker out. The Valedictorian Flurries to take Taelor down to a single wound with poison on her. Viktoria of Ashes puts Sisters in Fury up and finishes the Flesh Construct. She companions to Viktoria of Blood who walks over and one-shots a Belle (another point for Hunting Party). Johan hits the last Belle and Alyce Rapid Fires to finish the Valedictorian and score my points for A Quick Murder. Taelor soulstones away the poison damage. I score for Extraction.


Turn 4: Viktoria of Ashes finishes the last Belle. Outcasts win 10 – 1 (full score for me; 1 for Extraction for Josh).


Josh was a very nice opponent, always very clean and clear about what he was doing. I think that he was too cautious in his approach (or didn’t out activate me by enough) to get a win in the game; his deployment alone gave me a massive positional advantage that he would always have to work to overcome as the game went on. As it turned out, he made a mistake in his estimation of Viktoria of Blood’s threat range in turn 2 that allowed me to get such a big attrition advantage that the game was pretty much over by the time she was finished. From my side, of course, everything went swimmingly and I was quite happy with my positioning.

When the final scores are in, I have successfully submarined my way into second place and top Outcast. I had a wonderful time playing the games and socialising with some very lovely people during, between and after the gaming. Thanks to Gareth, Mark, Conor, Callum and Josh for five terrific games of Malifaux and thanks again to Kai and his team for their hard work to make the event the huge success that it has been.

As a small addendum to the weekend, I accidentally packed Mark Elwood’s winners trophies in my bag when leaving, so I also had an unexpected bonus night out to go into Edinburgh to find him and return them.

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Painted Guilty

Here are the three Guilty for my Malifaux Outcasts. They are thematically linked with Jack Daw (more on him later) as they share the Tormented keyword. This allows them to be pushed around by Jack Daw when they’re near him, and also allows him to copy their actions. They are quite effective cheap scheme runners, but I find that they compete too much with Freikorpsmen if I’m not using Jack Daw. They have an action which allows other pieces to gain the Tormented characteristic so I usually take at least one with Jack Daw to allow me to spread that around my non-Tormented pieces. Taelor, Johan and Rusty Alyce particularly love to be Tormented near Jack Daw; the first two so that they can mitigate their painful slowness and the last so she can push into place for a cheeky Rapid Fire at a miniature that felt safe.

I really liked to paint these three chaps as they have such character. In retrospect I think that I might have been best to paint them partly assembled due to the number of undercuts caused by the strapping on the bed guy and the whole chair of the seated guy. Often when painting sets like this I try to tie them together somehow but the Guilty are all so completely different that I just treated them as individuals and went wild. I assume that these are mostly intended to be based on the ghosts in the courtroom from Ghostbusters (2?). It does look silly that they are strolling about the Malifaux battlefield with all this furniture attached to them, but there is so much silliness in Malifaux that this isn’t really the thing that would break my suspension of disbelief.


I was trying to get the sheets here to look like surgical drapes by painting them white and colouring them only with green washes, but it didn’t work out quite the way I hoped. Still, I was happy enough with the end results… and anyway didn’t fancy going back to mess with painting around the strapping again to be interested in revisiting the paint.





The pajamas on Mr Electric Chair were a similar unsuccessful attempt at simulating surgical gowns. I chose pink for the electric sparks simply because that was the only way I could think to get the colour onto this model. The cross guy was the easiest to paint as he isn’t full of annoying undercuts, but also my least favourite now that he is painted; I’m just not satisfied with my colour choices. Still, I’m not likely to need three in a single crew.





Next on the painting table: Hodgepodge Effigy.

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Malifaux tournament report: Crumpetfaux (50SS); 26Jun2016

The second part of Fated Festival was a much more straightforward 50SS Gaining Grounds event, probably just as well after the mind-bending mystery of Sins of the North.

Game 1: Outcasts (me) vs Arcanists (Marcus)

Strategy: Guard The Stash, normal deployment

Pool: Convict Labour, Take Prisoner, Leave Your Mark, Search The Ruins, Public Demonstration
Outcasts: Convict Labour, Search The Ruins
Arcanists: Take Prisoner (Taelor), Public Demonstration

Outcasts: Leveticus (Tally Sheet, Desolate Soul), 2 Hollow Waifs, Taelor (Oathkeeper), Freikorps Trapper, Freikorps Librarian, Johan, 2 Ronin, Hodgepodge Effigy
Arcanists: Marcus (Feral Instincts, Trail of the Gods), Cassandra (Practiced Production), Cerberus (Imbued Energies), The Firestarter (Imbued Energies), 2 Molemen, Dawn Serpent, Malifaux Raptor

Yes, I did find myself playing against a man called Marcus, using the Malifaux master Marcus. With Guard the Stash and a lot of blocking hard cover I was expecting to see Ramos and a lot of Steam arachnids here so I took Taelor to try to keep on top of the summoning (or at least force activation order decisions). Leveticus has felt strong for me against Arcanists as they have plenty of pieces that rely on armour to keep them safe; this crew has a lot of ways to ignore armour. Given that I was expecting to fight in the centre, I decided to go back to my Guild roots of ‘kill everything, then drop scheme markers’ approach and took Search the Ruins. I thought that I could use the Ronin to go wide and drop a marker each away from the fight for Convict Labour, then swing into the centre as a sort of ‘second wave’ to keep me scoring on the strategy. If I was quite surprised to find myself not facing Ramos, I was astonished to see Marcus set up his entire crew in the far left corner as far away as possible from the Stash markers.


Turn 1: The Cerberus Leaps up staying out of the Trapper’s line of sight. Cassandra uses Practiced Production to help the Molemen advance more quickly. Leveticus, devoid of targets, walks up and drops a scheme marker. Marcus increases his walk, advances and takes Defensive Stance before the Trapper shoots him.


Turn 2: The Cerberus uses Imbued Energies, Leaps (flipping the Red Joker to Marcus’s irritation) and eats the left Ronin. Taelor uses Oathkeeper and beats it to death. The Molemen both sidle shiftily up to her and Marcus eventually Alphas the Dawn Serpent to join them for Public Demonstration. The Raptor moves right up into my deployment zone so the Librarian Focuses and shouts the bird to death. The Trapper Black Jokers a shot on Marcus, the surviving Ronin and the Effigy drop scheme markers and Leveticus knocks a few wounds off the Dawn Serpent. Marcus gets three points for Public Demonstration and I score for the strategy and Convict Labour.


Turn 3: The Dawn Serpent hurts Taelor and Leveticus expends a silly amount of effort to kill one of the Molemen, failing even to summon an Abomination in the process. Taelor swats the Dawn Serpent out of the sky. Marcus continues to lurk around the edge of the battle with Defensive Stance and the Librarian fails to deal with the last Moleman. Meanwhile, Cassandra and the Firestarter continue to run about behind the building at the back of the board to no discernible purpose, and the rest of my crew drop a load of scheme markers. I score again for Guard The Stash and Convict Labour.


Turn 4: Marcus Alphas Leveticus. Despite his dismal showing under my control, the old chap apparently has a lease of life now that he’s fighting for the Arcanists, charging the Librarian and killing her then one-shotting the Effigy before disappearing into the void. Taelor kills the second Moleman, and the Trapper and Johan combine to drop Marcus down to a few wounds left. Johan is denied the kill by the Black Joker. I score Convict Labour and the strategy again.


Turn 5: Marcus takes extra melee damage and beats up Leveticus, but the old man survives by eating Soulstones. In return he kills off Marcus and has enough AP left to deal the last wounds to the Firestarter. I score for Guard the Stash; Outcasts win 10 – 3 (full score for me; 3 for Public Demonstration for Marcus).


Marcus was a lovely opponent, and we were both really impressed with Marcus Alpha-ing Leveticus in the fourth turn. Marcus did make a big error in making no attempt to score Guard The Stash; he couldn’t afford to give up 4 points to me without a fight at all. I was quite surprised, considering the board and the presence of a Malifaux Raptor and Practiced Production, that Marcus hadn’t picked Leave Your Mark. Lunch was preceded by an excellent sword-fighting demonstration, then we were on to the second round.

Game 2: Outcasts (me) vs Resurrectionists (Martin)

Strategy: Extraction, normal deployment

Pool: Convict Labour, Hunting Party, Show Of Force, A Quick Murder, Occupy Their Turf
Outcasts: Hunting Party, A Quick Murder (Carrion Emissary)
Resurrectionists: Show Of Force, Occupy Their Turf

Outcasts: Leveticus (Tally Sheet, Desolate Soul), 2 Hollow Waifs, Rusty Alyce (Desolate Soul, Oathkeeper), Taelor (Oathkeeper), 2 Freikorps Trappers, Johan, Hodgepodge Effigy
Resurrectionists: Nicodem (Maniacal Laugh, Love Thy Master, Undertaker), Mortimer (Corpse Bloat), Philip and the Nanny (Take Back The Night, Necrotic Preparation), Nurse, Carrion Emissary (Carrion Conflux), Chiaki (Pull Of The Grave)

I knew that this would be a tough game with Martin as he’s really strong with Resurrectionists. I hoped that I could keep the expected summoning under control with Taelor and also make some use of Desolate Soul to possibly do a little summoning myself. When I saw the crew I thought my best option would be to try to swamp the Informant marker early on and then try to escort it back away from Nicodem’s summoning while staving off the inevitable swarm of Punk Zombies. I hoped to use my large number of henchmen and enforcers to score Hunting Party against the summoned minions. The Emissary was going to need to die early on anyway so I picked A Quick Murder against it.


Turn 1: The Nurse and Chiaki drop scheme markers which Philip eats for cards. Mortimer throws out a couple of corpse markers and a Trapper Black Jokers a shot at Nicodem (hoping to drain some resource). Nicodem raises Mindless Zombies then turns them into a Rotten Belle and a Hanged, making the former Fast. The Nurse Lures Johan in and the Hanged and the Emissary put him down to his Hard To Kill wound.


Turn 2: Leveticus fails to put even a single wound on the Emissary. Chiaki fails to finish off Johan so I activate him to kill the Mindless Zombie from the Shards (scoring a point for Hunting Party). One Trapper kills Chiaki and the other puts some damage into the Emissary. Nicodem summons a Punk Zombie and uses it to hurt Alyce. Taelor kills the Emissary for A Quick Murder. The Belle Lures the right-hand Trapper into the open. We both score for Extraction and Martin scores Show Of Force; I move the Informant marker back towards my board edge.


Turn 3: Taelor kills the Punk Zombie (for Hunting Party) and puts up Welcome To Malifaux. The Nurse stops Leveticus from doing anything but walking. The Hanged does its Whispers on Taelor, the Belle Lures her and Mortimer puts her down to a single wound. Philip even attacks her, but flips the Black Joker. The Trappers put shots into the Nurse and Nicodem and Alyce Rapid Fires at Nicodem to try to force some resources out of him. Nicodem heals himself with corpse counters, finishes Taelor himself and summons another Hanged and Punk Zombie. The latter kills a Waif and the former finishes Alyce. We both score for the strategy, I move the marker again, and Martin gets another point for Show Of Force.


Turn 4: Leveticus finally shows what he can do by killing both Hanged and the Belle, summoning an Abomination from the Belle to try to pin Nicodem back a little. The Punk Zombie polishes off one Trapper. Mortimer makes short work of the Abomination and my surviving Trapper runs round to act as an Anchor for Leveticus. Nicodem summons a Punk Zombie and nearly kills the Trapper with it. We score again for Extraction and Martin gets the last point for Show Of Force.


Turn 5: One Punk Zombie smacks Leveticus, who walks away and kills the Nurse. Nicodem summons a Doxy which pushes the Punk Zombie away from the centreline; they are joined by the other Punk Zombie to score Occupy Their Turf. The Effigy is unable to keep Mortimer or Philip away from the Informant Marker so Outcasts lose 9 – 10 (4 for Guard The Stash, 3 for A Quick Murder and 2 for Hunting Party for me; full score for Martin).


Wow, what a great game! I gave my best shot there, trying to force a high engagement line and then fall back with the Informant marker in order to force Nicodem (or his summons) to use his AP for walking toward the scoring zone rather than just killing all my stuff. Still, a 10 – 9 defeat to a player of Martin’s calibre is still no mean feat. Looking back, I should have put a bit more priority into killing the Nurse before the Emissary as the threat of her Take Your Meds (and the actuality of it in turn 3) was quite significant. I also tried to spend some effort making sure that Nicodem was on the back foot by putting Trapper and Alyce bullets into him, but Martin is very canny about where he needs to spend cards and where he can save them.

Game 3: Outcasts (me) vs Arcanists (Graham)

Strategy: Collect The Bounty, normal deployment

Pool: Convict Labour, Exhaust Their Forces, Show Of Force, Catch and Release, Detonate The Charges
Outcasts: Convict Labour, Detonate The Charges
Arcanists: Exhaust Their Forces, Detonate The Charges

Outcasts: Leveticus (Tally Sheet, Desolate Soul), 2 Hollow Waifs, Taelor (Oathkeeper), 2 Freikorps Trappers, Johan, 2 Ronin, Hodgepodge Effigy
Arcanists: Marcus (Feral Instincts, Hunger Cry, Trail of the Gods), Myranda (Imbued Energies), 2 Canine Remains, Howard Langston (Imbued Energies), Mechanical Rider (Imbued Energies), Jackalope

By this point in the weekend I was tired out and didn’t want to go for anything too complex, so I went with my default Leveticus crew and put Taelor in it for Alyce in case of a lot of summoning. There were a few good points to put Trappers so I took two; if the lines engaged on a wide front I planned to use them to drop markers for Convict Labour, otherwise I dedicated that job to the Ronin and Effigy. I picked Detonate The Charges partly because I didn’t really fancy the other schemes and partly because I figured if I was dropping markers for Convict Labour anyway then I might be able to get some of Graham’s stuff to blunder into them.


Turn 1: The Canine Remains both bite Langston and the Mechanical Rider to turn them into beasts. The Trappers take pot shots at the Mechanical Rider and Myranda heals it a bit. Otherwise we just jockey for position a bit.


Turn 2: Johan hurts Langston and is Decapitated by the first part of a return Flurry. Leveticus kills Langston and summons an Abomination (I’m in doubt about whether the annoyance value I could get out of the Abomination was worth the risk of giving up Bounty points for it) and the Jackalope just to get it out of my face. Marcus races across the board and turns both Taelor and the Ronin into beasts, then domesticates them both. The Rider shoots at the left Trapper, dropping a scheme marker into the middle of a clump of my crew and summons a Metal Gamin. The Trappers both put a few shots into the Mechanical Rider then the Gamin and Abomination poke each other ineffectually. Myranda becomes a Cerberus which takes a cagey approach and the Ronin and Taelor both fail to escape Marcus’s clutches. The rest of my crew on the right drop scheme markers I score for Convict Labour.


Turn 3: Marcus Howls, make Taelor a beast and kills the Ronin. He then Domesticates and hits Taelor and companions to the Cerberus. It charges Taelor but I manage to flip two severes on prevention flips to avoid her taking any damage at all. The Trapper on the left drops a Canine Remains before being shot again by the Mechanical Rider, which summons another Metal Gamin. Leveticus kills the Rider and the new Metal Gamin. The old Metal Gamin kills my Abomination and the other Trapper kills the second Canine Remains. We both score 2 for Detonate The Charges and I also score for Collect The Bounty and Convict Labour.


Turn 4: Taelor hurts the Cerberus which jumps up and eats the wounded Trapper. The Ronin, finally making into the action from the far right flank, kills the Metal Gamin. Marcus smacks Taelor around and Leveticus and the Trapper join forces to kill the Cerberus. I score again for Collect The Bounty and Convict Labour.


Turn 5: Marcus takes extra damage and melee expert then kills Taelor and rushes over to make the Ronin a beast. The Ronin Flurries him back and does Seppuku to stop Marcus from passing damage on to her. Leveticus nearly kills Marcus and the Effigy finishes him off. I score for the strategy. Outcasts win 9 – 2 (4 for Collect The Bounty, 3 for Convict Labour and 2 for Detonate The Charges for me; 2 for Detonate The Charges for Graham).


I had a great time playing against Graham and I always find it a challenge when I’m up against Marcus as he has so many cool tricks. I gave up swinging at Marcus too easily on turn 2; I should have forced some Soulstones out of him at least with a focused attack from Taelor. I think that Graham made a poor choice of schemes as he was never in a position to score on Exhaust Their Forces; even if he did get enough extra bodies out there to make it a reasonable proposition I would have had a lot of ways to ensure scoring Collect The Bounty with all the armour-ignoring things in my crew. I’m still undecided about the value of summoning nuisance pieces (i.e. the Abomination in this case) in Collect The Bounty; on the one hand it’s a free Bounty point but on the other hand it wastes some valuable AP which could allow my heavy hitters to swing the game my way elsewhere.

Once all the scores are in, I have achieved a creditable second place behind Martin and ahead of Maria on VP difference. As with all Nate’s events this was superbly run with everything being handled smoothly. Thanks to Nate for the great organisation, and to Marcus, Martin and Graham for 3 fun games of Malifaux.

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