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.

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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.

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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

Schemes
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

Crews
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.

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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!

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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.

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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.

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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.

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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).

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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

Schemes
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

Crews
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).

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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.

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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.

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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.

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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

Schemes
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

Crews
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.

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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.

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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.

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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

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

Crews
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.

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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.

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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.

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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.

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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).

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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

Schemes
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

Crews
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.

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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.

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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.

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

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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.

Categories: Battle reports, Malifaux, Tournaments | Tags: , , , , , , , | Leave a comment

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.

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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.

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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.

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Next on the painting table: Hodgepodge Effigy.

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

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

Schemes
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

Crews
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.

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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.

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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.

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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.

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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.

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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).

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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

Schemes
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

Crews
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.

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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.

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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.

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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.

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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.

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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).

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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

Schemes
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

Crews
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.

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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.

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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.

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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.

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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.

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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).

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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.

Categories: Battle reports, Malifaux, Tournaments | Tags: , , , , , | 3 Comments

Malifaux tournament report: Sins of the North (50SS); 25Jun2016

Last year I had the pleasure to attend the Kings of the North festival held at the Moor House Adventure Centre (i.e. a Scout camp) near Durham for 2 days of Malifaux goodness. After some reorganisations, the equivalent event took place this weekend, this time under the banner of Fated Festival. This post is about the story encounter run by Connor Barker on the Saturday.

The event was structured with three sets of three tables and some match-making jiggery-pokery to ensure that each player got to play on each of the sets once. In addition to the schemes and custom strategy for each table, there were other things that could be done to earn clues to a mystery. Winning the game was worth one clue, as was playing a fully painted crew, taking a certain pre-specified scheme from the pool (and scoring at least two points from it). Each table also had a special condition that variously affected the game state and allowed one player to get another clue. Finally, each master had a list of things to do for clues; for example one of Leveticus’s was to keep his favourite waif alive for the whole game.

Game 1: Outcasts (me) vs Outcast (Maria)

Strategy: Shindig; Handbags and Gladrags (like Squatter’s Right, but instead of tagging the marker you could pick them up and wander off with them); random deployment

Schemes
Pool: Convict Labour, Hunting Party, Exhaust Their Forces, Catch And Release, Search The Ruins
My Outcasts: Hunting Party, Search The Ruins
Maria’s Outcasts: Catch And Release, Hunting Party
Story scheme: Interact with a remarkably tough neural Performer in the middle of the board to get her to your deployment zone.

Crews
My Outcasts: Leveticus (Tally Sheet, Desolate Soul), 2 Hollow Waifs, Rusty Alyce (Desolate Soul), Freikorps Trapper, Freikorps Librarian, Johan, 2 Ronin, Hodgepodge Effigy
Maria’s Outcasts: Hamelin (Infectious Melodies, Piper, Sewer King), Stolen, Ama No Zako (Oathkeeper), Nix (Oathkeeper), Hodgepodge Emissary (Conflux of Plague), Iggy (Oathkeeper), Crooligan

Maria and I had been out for a nice run before the event, but getting back a bit late resulted in our being paired together. Between the Shindig and random deployment I didn’t really have any idea what would be good, so I just figured to take a straightforward crew for Leveticus that I knew I could make work. The advantage of this crew is that there are so many anchors that it can be tough to get rid of Leveticus permanently. I chose Hunting Party thinking that I could easily drop the Stolen and Crooligan, and that would force Maria to keep summoning other options for me to kill off for points. Search The Ruins felt like a good fit since I’d have to be in the middle of the board anyway.

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Turn 1: Hmm, random deployment is a mess! My Ronin pushes the Performer my way. Nix tags her for Catch And Release. The other Ronin picks up a Squat marker on the right; the Emissary Blights her, tags her for the scheme and casually steals the marker off her. Johan picks up another Squat marker and Iggy sets him ablaze. Hamelin Obeys my Trapper to break the Shindig by shooting the Crooligan (scoring 2 points in the process), then Obeys the Crooligan twice to pick up a Squat marker and tag Johan. He finishes up by summoning a Stolen. Now that the gloves are off, Alyce guns down Iggy; Leveticus is foiled by bad cards trying to hurt the Emissary. Maria scores for Catch and Release.

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Turn 2: Johan smites the Crooligan to score Hunting Party and the Emissary kills a Waif to do the same. Nix disengages and collects another Squat marker. The Trapper kills both Stolen (this was a mistake; I should have left them be and hoped to pick them off later with Johan or Alyce). The Blighted Ronin bounces off the surprisingly resilient Emissary. Hamelin Obeys Ama No Zako twice to collect another Squat marker and the Librarian takes the last one. Alyce and Leveticus fail to finish Nix. We both score for the strategy, Maria scores again on Catch and Release.

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Turn 3: The Emissary hurts the Ronin and gives the Memento trinket to Nix; sadly it can’t push to within chain activation range. Leveticus polishes off Nix and knocks the Emissary down to a single wound. Ama No Zako drops Oathkeeper and charges in to kill the Trapper (Hunting Party). The right Ronin guts the Emissary and both Ronin do Seppuku (to stop Catch and Release). Hamelin Obeys Ama to collect the Squat marker dropped by Nix and flee; Johan charges in to put some big damage on her. We both score for the strategy again.

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Turn 4: Johan Flurries to kill Ama No Zako. Hamelin walks over to pick up both Squat markers. My entire crew throw what they have at him, but it isn’t enough. One surviving rat runs to escape my crew. We both score again for the strategy.

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Turn 5: Leveticus kills Hamelin but none of my crew can reach that rat who is denying me the points for Hunting Party. I do score for the strategy though. My Outcasts lose 8 – 9 (4 for the strategy, 1 for Hunting Party and 3 for Search The Ruins for me; 3 for the strategy, 2 for the Shindig, 2 for Hunting Party and 2 for Catch and Release for Maria).

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As with every game against Maria, I had an absolutely wonderful time. Every move Maria makes seems to make my own game plan harder to achieve and she is so focused and aware of how she’ll score or deny VPs at all times. The move from Hamelin to break the Shindig by using Obey on my Trapper was very clever and really set the tone. My biggest mistake was wasting shots from the Trapper to kill Stolen in turn 2; I should have put them into Hamelin to either eat resource or soften him up for later. That would have given me more targets of opportunity for scoring Hunting Party. Everything else worked reasonably well; there was no danger of losing Leveticus to a mis-placed anchor or Waif. I had hoped to use the Tally Sheet / Hodgepodge Effigy / Abomination summoning machine in this game but somehow I just couldn’t get it going at all.

Game 2: Outcasts (me) vs Guild (David)

Strategy: Headhunter, normal deployment

Schemes
Pool: Convict Labour, Mark For Death, Show Of Force, Hunting Party, Undercover Entourage
Outcasts: Hunting Party, Undercover Entourage (Leveticus)
Guild: Hunting Party, Undercover Entourage (Joss)
Story scheme: Pick a piece of terrain in the far half of the board, then end the game with two scheme markers next to it

Crews
Outcasts: Leveticus (Tally Sheet, Desolate Soul), 2 Hollow Waifs, Taelor (Scramble), Freikorps Trapper, Freikorps Librarian, Johan, 2 Ronin, Hodgepodge Effigy
Guild: Hoffman (Arcanist Assets, On Site Assimilation, Field Mechanic), Joss, Mechanical Attendant, Ryle, Guardian, Mobile Toolkit, Howard Langston

I took exactly the same crew as before, only swapping in Taelor for an extra Relic Hammer at the expense of Alyce. Partly the reason for keeping mostly the same crew was for story reasons, but a crew with a good number of minions has a chance to pick up heads while the elites make sure there are plenty of heads lying around. Undercover Entourage on Leveticus is not hard to score (though it is quite easy to see coming) and I chose Hunting Party as there were only three targets and I felt that I could take them all out.

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Turn 1: Hoffman is pulled forward by the Attendant. He Slows it, Power Loops Langston and the Guardian, then give Joss Hydraulics and Ryle Targeting Systems. Finally, he Machine Puppets both Ryle and Langston forward. The Trapper picks off the Mechanical Attendant. Ryle walks forward, pushes away from Joss and finds himself in range of two Waifs; he nearly guns them both down but they survive on one wound. The Toolkit puts armour on Langston who moves up right into my face (I was trying to tempt him in with Joss so I could apply Taelor but David didn’t take the bait); he pulls Hoffman with him. The Librarian shouts at Ryle.

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Turn 2: Langston moves in and Flurries Johan; I let him die to Decapitate on the first attack as it was probably not worth the needed resources to keep him alive. Leveticus fails to kill Ryle. Joss hurts a Ronin; the Librarian finishes Ryle off. The Guardian Protects Joss. Hoffman Loops Langston Machine Puppets Joss to kill the Ronin (scoring a point for Hunting Party) and picks up a nearby head. The Ronin on the left is too far away from Ryle’s head to get it. Taelor smashes the Guardian for my Hunting Party. David scores Headhunter.

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Turn 3: Langston bounces off Taelor; I was sympathetic for the big guy considering the effect that Leveticus had been making on the games so far. The Trapper drops the Mobile Toolkit to lock in the rest of my Hunting Party points and pushes to engage Hoffman. Hoffman Power Loops Joss, Slows him, Machine Puppets Joss a couple of times to kill the Trapper (scoring for Hunting Party) and picks up a head. My Effigy picks up Ryle’s head. Leveticus zaps a few wounds out of Joss, who runs for it. The Librarian and Taelor gang up to kill Langston. I get my Hunting Party point and we both score on the strategy.

Turn 4: Taelor kills Hoffman. Joss picks up a head and engages Leveticus, who hurts him but is careful not to give him Reactivate. The Effigy picks up another head. Leveticus reappears in David’s deployment zone as this is the last turn. Outcasts win 8 – 7 (2 for Headhunter, 3 for Hunting Party, 3 for Undercover Entourage for me; 3 for Headhunter, 2 for Hunting Party, 2 for Undercover Entourage for David).

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David a lovely chap to play against and it is great to see him out at events again. The score was close here, but I think that I could have made a bigger differential if we’d made it to turn 5 as Joss wasn’t going to get to the end of another turn on two wounds left without Soulstones and facing down Taelor and Leveticus. I was a bit too cautious with the Ronin on the left at the start (I was afraid of getting her gunned down by Ryle) but in retrospect I should have been more aggressive; if she got killed I could have picked up her head and if not she’d have been in a better position the pick up his head and score for Headhunter on turn 2.

Game 3: Outcasts (me) vs Resurrectionists (Andrew)

Strategy: Stake A Claim, normal deployment

Schemes
Pool: Convict Labour, Show Of Force, Catch And Release, Exhaust Their Forces, Mark For Death
Outcasts: Convict Labour, Show Of Force
Resurrectionists: Show Of Force, Mark For Death
Story scheme: Models with one of the scheme conditions push toward a marker in the centre at the end of each turn; at the end the player with the fewest models within 6″ of the marker gets a clue

Crews
Outcasts: Leveticus (Tally Sheet, Desolate Soul), 2 Hollow Waifs, Taelor (Scramble), Freikorps Trapper, Freikorps Librarian, Johan, 2 Ronin, Hodgepodge Effigy
Resurrectionists: Dr Douglas McMourning (Moonlighting, Evidence Tampering, Plastic Surgery), Nurse, Flesh Construct, Zombie Chihuahua, Guild Autopsy, Sebastian (Transfusion, These Are Not Ours), Mortimer (Corpse Bloat, My Favourite Shovel), Rafkin (Transfusion)

I find this board really tricky to play on as it is full of awkward places to move to, mixed with great places to hide if only you can get to them. Facing McMourning I thought that Taelor remained a good option (I kept Scramble as I needed it for Show Of Force; I’m not sure that the extra move was really that helpful and might have been better with something else). With so many places to hide I planned to use my numerous crew to spread out and drop markers for Convict Labour on the way to putting down Claim markers. I hoped to use the Trapper to drop a Claim marker at the start of turn 2 as I didn’t have anything else that was going to be able to make it across the halfway line in time.

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Turn 1: The Autopsy gets us underway by shooting the Trapper and flipping the Red Joker for damage, leaving him clinging to life. Rafkin throws yet more poison on the Flesh Construct, Mortimer drops various corpse markers and Sebastian summons a Canine Remains. The Nurse joins in the poison party on the Flesh Construct. The Trapper drops the Autopsy and the Librarian shoots the Flesh Construct. McMourning curses how awkward this board is to negotiate with pushes, and eventually kills the Trapper with scalpel to the face. Leveticus kills the Flesh Construct and summons an Abomination which moves in to annoy Rafkin and Mortimer.

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Turn 2: Rafkin kills the Abomination. Leveticus kills the Canine Remains to summon another Abomination and puts a good number of wounds on Mortimer. The latter throws some poison onto Taelor and McMourning, finding himself stuck in an awkward corner, fails to Rancid Transplant Taelor. The Librarian kills Sebastian as Andrew forgot about Soulstoning damage. Johan kills the Nurse, and Taelor nearly kills Mortimer and pushes him away from the centre to stop him from scoring Show Of Force. The Abomination dies to poison and turns into a Canine Remains which is immediately charged and killed by Taelor with Welcome to Malifaux. I score for Show of Force and Convict Labour.

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Turn 3: McMourning and Rafkin try to kill Taelor. Leveticus kills the Chihuahua and Mortimer, summoning Abominations from both. The Effigy puts down a Claim marker. Taelor and Johan kill McMourning and the Librarian kills Mortimer. Taelor eventually dies to Poison. I score for Stake A Claim and Convict Labour.

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Turn 4: Johan charges Rafkin who hits back before Leveticus finishes the last Resurrectionist off. Outcasts win 7 – 0 (3 for Stake A Claim, 3 for Convict Labour and 1 for Show Of Force; nothing for Andrew).

That game was a lot of fun as we both tried to negotiate the challenges of the board, but Andrew was got his crew tangled up with each other and let me pick them off without reprisal; notably I was able to kill the Flesh Construct and Nurse for no risk. On my side, it all went pretty much to plan although I think that perhaps I should have taken a one-point upgrade on each of Johan and Taelor instead of Scramble on the latter to make Show Of Force a bit more realistic.

So once all the scores were in, the clues were read and various baffled players took their guesses at the story mystery, I managed to get one of them and come in second in the story game. I was probably somewhere around 4th or 5th in gaming terms. Connor put on a great event and I had a lovely time; the sheer amount of preparation work he had put in really paid off. So thanks to Connor for his great organisation, and thanks to Maria, David and Andrew for three fun games of Malifaux.

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Painted Brutal Effigy

Here is the Brutal Effigy, symbol of the Guild for Malifaux. It’s a wonderful piece in the game, and could reasonably claim to fit into any crew. Even if it had no actions it is cheap, somewhat fast and quite durable, therefore making it a pretty good scheme runner. It does have fairly rubbish gun (though that can be handy from time to time) but most importantly can turbo-charge the crew’s master to heal when they do damage and draw cards when they kill enemies. In particular with Sonnia, this ability is amazing as she tends to splash damage over a wide number of enemies and is also very easy to hurt. In short, I would consider taking one of these in most Guild crews as it offers something for almost every occasion and is disproportionately tricky to dispatch.

I chose to paint this Brutal Effigy very simply, as befitting its status as a doll. There is no particular adornment, just red coat, brown clothes and brown coffin. I absolutely love the pose of the little chap with one hand on his pistol and the other pulling down the brim of his hat, doubtless to keep the High Noon sun out of his eyes.

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Next on the painting table: the Guilty.

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Painted Austringers

This pair of gentlemen are Guild Austringers for Malifaux. They are really, really good in the game; indeed they are one of the few pieces that I think could afford to be a whole soulstone (i.e. point) more expensive and still be worth it. Not only do they have a decent ranged attack which ignores line of sight, cover and (often) randomising into combats, but they also have an ability to move a friendly piece and let it take an interact action. The latter ability is golden in Malifaux, as this effectively means ‘push your model around and score points’. Strangely, they also pack a gun, though why anyone would use it over the bird is a mystery to me except in a handful of rare situations. In my experience one of these chaps is enough in a crew; however on the internet it seems that they are frequently recommended in pairs.

The miniatures are rather annoying and fiddly to put together, with lots of hanging straps etc. Of course, attaching the birds with their tiny spindly legs is the most prone to breakage and I am sure that it is only a matter of time before I’m re-gluing them together. Despite (or perhaps because of) all the detailed strapping I found them quite uninspiring to paint. Their coats are the same red as the rest of my Guild. I briefly considered painting the Malifaux Raptors in the colours of hyacinth macaws just to make them brighter, but I couldn’t find a way to do it without it being rather garish.

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Next on the painting table: Brutal Effigy.

Categories: Malifaux, Painting and modelling | Tags: , | 5 Comments

Painted Tara, Herald of Obliteration

Here is Tara, Herald of Obliteration. She is the first master I’ve painted up for my Outcast crews in Malifaux (though like her totem, Karina, she is also dual-faction to Resurrectionists). Tara is a mistress of time and her rules are mainly around manipulation of how many AP friendly and enemy models have. She also has a strong theme to bury models; on paper this looks like it should be very strong, but it is quite tricky to get to work as there are numerous stipulations on when and how it can be done. In addition, the enemy has only to pass a (fairly low) simple duel against a flat number to avoid it. My best use of the burying so far has been to take Killjoy, start with him buried, the fling him at the enemy crew to keep them busy while the rest of my crew score points. Overall, Tara seems to be regarded as a weak master in Outcasts; this might be true (after all, unless the balance in perfect then something is the weakest) but if so it is not by a big margin and she is certainly strong enough to play in tournaments and do well.

I was a bit stumped on how to paint Tara and after a couple of tests I ended up keeping her clothes simple and ‘realistic’ (i.e. not bright colours). I’m not really sure on the fluff as to why she has a giant monster arm, but it seemed like a good place to use for the pink that I’m using for my Outcasts theme. The photography is worse than usual; I couldn’t get the highlighting on her green coat to show up at all. It is hardly impressive of course, being intended for tabletop quality, but there was some work done on it.

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Next on the painting table: Austringers.

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

Painted Gorten Grundback

This is Gorten Grundback (Gorten1 for future-proofing purposes), Mercenary Warcaster for Warmachine. I usually try to write a bit about how my miniatures perform for me in games at this point, but there is a new version of Warmachine coming out shortly so it seems a bit pointless. Anyway, the little chap has been fun to play in Warmachine second edition.

I stuck with green Warcaster armour to tie Gorten in with the other Mercenaries I’ve painted. I felt that greying hair fitted the receding hairline and distinguished feature of the Rhul-man. Since there was quite a lot of bling on both weapons I tried to mix up the colours a bit; normally I assume that weapons are meant to be functional (only) and therefore paint them monochromatic.

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Next on the painting table: Tara, Herald of Obliteration.

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

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