Malifaux tournament report: Masters of the Path (50SS); 26Nov2016

Gareth and I took the train across to Stirling to join in the last (for us, anyway) Malifaux event of the year at Common Ground Games. I’ve been gradually moving from Outcasts to Gremlins lately as my habit is to change factions roughly every year, but I have to admit that the Gremlins just weren’t making me excited to play them. So with the very kind help of Lewis and Steve I arranged to borrow some Neverborn for the event. My only previous experience playing Neverborn was a sound thrashing at Gareth’s hands a week ago but I was very keen to test out Collodi in tournament play and see how he fares against options other than Ten Thunders. The result of all this is that my games are probably strewn with even more errors than usual and that I won’t add much insight as to why took any particular piece (basically, the answer is always either ‘it looked fun’ or ‘I played it the previous round and felt that there might be some danger of remembering the rules’)

Game 1: Neverborn (me) vs Guild (Callum Palin)

Strategy: Reconnoiter, standard deployment

Schemes
Pool: Convict Labour, Leave Your Mark, Exhaust Their Forces, Detonate the Charges, Frame for Murder
Neverborn: Leave Your Mark, Frame for Murder (Nekima)
Guild: Exhaust Their Forces, Frame for Murder (Executioner)

Crews
Neverborn: Collodi (Strum The Threads, Fated, Threads Of Fate), Arcane Effigy, Brutal Effigy, 2 Marionettes, Beckoner, Illuminated, Terror Tot, Nekima (Mimic’s Blessing)
Guild: Lucas McCabe (Glowing Sabre, Badge of Speed, Promises), Luna, Brutal Emissary (Conflux of Exploration, Elixir of Life), Executioner (Ready To Work), Nino Ortega (Hair Trigger), Austringer, Witchling Stalker

The crew is a mish-mash of things I thought might be useful with Collodi. Notably the Marionettes seemed useful for sitting in table quarters cheaply, and the Effigies are neat with Fated Collodi and are similarly cheap. I picked up an Illuminated partly for familiarity from my time using them in Ten Thunders and partly because they seemed to have a helpful interaction with Collodi’s Personal Puppet rule. The Beckoner went in to provide a Lure and to threaten to light things up with Brilliance for the Illuminated. The Terror Tot is fast enough to really threaten areas of the board for Leave Your Mark if I commit masks for Sprint, and I finally I used Nekima because she’s a threat that can’t be ignored for Frame For Murder.

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Turn 1: Nino realises that he’s deployed in ‘Lure to certain doom’ position and wisely opts to stroll back to safety on his perch. The Emissary passes the Elixir to the Executioner for the push, then later McCabe gets is back and passes it and the Sabre again to move the fat man right up the board. The Beckoner Lures the Emissary forward. The Executioner fires up and charges Nekima but has forgotten about Mimic’s Blessing so achieves nothing. Nekima smites the Executioner a couple of times but Black Jokers one flip so Collodi kills him, giving away 3 points for Frame For Murder. This was pretty poor play on my side as the Illuminated was right there and could have finished the job and saved me a VP. Collodi also puts Idle Hands and Slow on the Emissary, makes the Illuminated its Personal Puppet and My Wills it forward, but the resulting charge on the Emissary is quite ineffective.

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Turn 2: The Austringer finishes of a Marionette it attacked last round. The Terror Tot drops a scheme marker and the Stalker fails twice to remove Idle Hands from the Emissary. The Beckoner tags the Emissary and Luna with Brilliance. McCabe Black Flashes the Stalker then helpfully Black Jokers the Horror check to charge the Illuminated. On the second chance the Stalker does manage to remove Idle Hands from the Emissary, so Collodi reapplies it and also uses My Bidding to move Nekima forward. Nino pumps bullets into the Brutal Effigy but it holds up under the fire with a single wound left. Nekima charges in to swat McCabe off his horse and stab the nearby Emissary. The newly dismounted McCabe whips the nearby Marionette and gives the Elixir of Life to the now very poorly looking Emissary, so the Illuminated finishes it off. Luna moves over to deny my Leave Your Mark. I score for Reconnoiter.

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Turn 3: McCabe pokes the Marionette and Exhausts it, then passes the Badge and Sabre to the Stalker to push it away from me. The Brutal Effigy puts down a scheme marker and the Austringer fails to deal with the Effigy itself so moves to deny the scheme. The Illuminated tears Luna up and the Stalker kills the Tot. Nino finishes the Brutal Effigy and Collodi shuffles over to put some damage into McCabe. The Beckoner Lures Nino but Callum has positioned him really well so his move does not end in a long fall. Finally Nekima kills the Exhausted Marionette and charges over to kill the Stalker. I score for Leave Your Mark and Reconnoiter.

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Turn 4: Nino Rapid Fires to gun down the Beckoner (I wasted some cards needlessly here forgetting about the Precision trigger) and Nekima polishes off McCabe. The Austringer hurts my Illuminated which drops another scheme marker for Leave Your Mark. Collodi sidles across the board and uses My Bidding to make Nino jump to his death… it only took me four turns to get him. We call it there as the Austringer isn’t going to stop me scoring again for the last two turns and isn’t likely to kill Nekima. Neverborn win 7 – 3 (4 for Reconnoiter, 3 for Leave Your Mark for me; 3 for Frame For Murder for Callum).

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That was a very enjoyable way to start the day. I made numerous positioning mistakes and let Nino in particular get away with a lot that I could have avoided by positioning a bit more cleverly. I should have seen the Executioner coming with Frame For Murder on him and just used the Illuminated to finish him off, but I just got excited with the options for Nekima and Collodi and wanted to use them. I also realised quickly that with the Executioner dead and the Emissary neutralised by conditions that there was not much chance that Callum would be able to do anything substantial to Nekima. The funny thing was if I hadn’t put Mimic’s Blessing on Nekima then I probably would have lost her to the Executioner at some point and then scored some VP for my own Frame For Murder; overall the attrition advantage was probably worth giving up the points early. Anyway, the game was fun, and Callum is a very nice chap to game with so I was happy.

Game 2: Neverborn (me) vs Resurrectionists (Jamie Clark)

Strategy: Squatter’s Rights, corner deployment

Schemes
Pool: Convict Labour, Show of Force, Leave Your Mark, Undercover Entourage, A Quick Murder
Neverborn: Leave Your Mark, Undercover Entourage (Collodi)
Resurrectionists: Undercover Entourage (Seamus), A Quick Murder (Silurid)

Crews
Neverborn: Collodi (Strum The Threads, Fated, Threads Of Fate), Arcane Effigy, Brutal Effigy, Shadow Effigy, Marionette, Silurid, Beckoner, 2 Illuminated, Terror Tot
Resurrectionists: Seamus (Bag O’ Tools, Red Chapel Killer, Mad Haberdasher), Copycat Killer, Carrion Effigy (Conflux of Infamy), Genbu The Tortoise (i.e. Izamu The Armour), 2 Rotten Belles, Chiaki The Niece (Pull Of The Grave), Canine Remains

I decided in this game to put a bit more stock in Collodi’s personal killing power and use a really high activation crew. I wanted to use a Silurid since I see them as really strong options for this kind of game where mobility is important and otherwise just dropped Nekima in order to pad out my activations a little. I put Undercover Entourage on Collodi as it is so mobile and went again for Leave Your Mark. For the latter, I was planning to use the Silurid and Terror Tot just to run across the centreline (hopefully flipping Squat markers on the way) and start saturating the board with scheme markers. Observant readers will note that I’ve made A Quick Murder the easiest possible scheme to score for Jamie’s crew.

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Turn 1: The Canine Remains digs up a bone and one of the Belles walks forward to Lure Izamu. The Emissary puts down some Shards in the centre of the board. The Shadow Effigy has Collodi share out the Into Shadow condition. The Beckoner Lures in Izamu, then Collodi zaps him and My Wills the Beckoner to apply Brilliance; it also makes one of the Illuminated a Personal Puppet. Seamus summons a Belle, Back Alleys into the centre of the board and Focuses. He then misses the Arcane Effigy anyway because he forgot about Into Shadow; the Copycat Killer later misses a Focused shot due to bad flips. Both Illuminated charge into Izamu and leave the ghostly suit of armour standing with a single wound.

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Turn 2: The Shadow Effigy knifes Izamu to death. Seamus double Focuses and blows away the Silurid for the easiest Quick Murder ever, then summons another Belle. My Marionette moves to cover a marker on the right and is promptly Lured off it by a Belle. Over on the left, the Tot Sprints to claim the end Squat marker and is in turn Lured forward by a Belle. The Beckoner Lures the Emissary forward and it then blows away the nearby Illuminated (which has moved to cover a marker) away with a Red Joker damage flip. Collodi puts some control conditions onto the Emissary and My Wills the Brutal Effigy to flip the right marker. The Illuminated kills the newly summoned Belle. I score for the strategy.

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Turn 3: Collodi knocks Seamus’s hat off and Slows Chiaki. She misses a chance to slow the Marionette so the latter moves up to drop a scheme marker for Leave Your Mark. The Effigies move in to try to keep Seamus engaged and therefore unable to claim the central Squat marker. Belles Lure my pieces around into annoying positions and eventually I commit the Illuminated to keeping Seamus busy. Over on the left, the Belle pokes at the Tot and find that she doesn’t like it when one damage to it causes Black Blood to splash over her and the nearby Canine Remains. A Belle Lures the Canine Remains free of the Tot so it escapes the clutches of the Belle to engage it again. Seamus Back Alleys deep into my area and kills the Beckoner rather fittingly. I score for Squatter’s Rights and Leave Your Mark.

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Turn 4: This is called as the last turn. The Emissary runs to safety and puts up Shards to block off most of my crew; I think that Jamie thought that I had taken A Quick Murder on it. The Arcane Emissary, free of engagement since Seamus disappeared, flips the central Squat marker. Collodi chain activates, puts Idle Hands on Chiaki (to keep her busy) and runs into Jamie’s deployment zone. The Canine Remains finally gets away from the Tot and takes the left Squat marker. The Marionette moves further up and drops another markers for Leave Your Mark. The rest of the turn is Jamie working out if he can move Collodi (he can’t due to My Strings Are My Own), get to take over my Squat markers (too far away from his pieces or covered by something that is hard to deal with) or stop my Leave Your Mark (too far away from the nearest Belle, plus an Emissary and Illuminated move into keep it in place). Neverborn win 8 – 6 (3 for Squatter’s Rights, 3 for Undercover Entourage and 2 for Leave Your Mark for me; 3 for Undercover Entourage and 3 for A Quick Murder for Jamie).

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Overall I was quite satisfied by my performance there. I got a bit too bloodthirsty in turn 1 and spend too much effort dealing with Izamu when I could probably have stalled for another activation and then done the same trick much more effectively to the Emissary. Izamu was too far away to threaten much until Turn 3 anyway when I could have probably controlled him well with Collodi. Obviously, crew selection was a bit silly as it made A Quick Murder really simple for Jamie to score, though with Seamus around I’m not sure what I might have taken to avoid it. Maybe I should have swapped the Marionette and an Illuminated for Barbaros just to make him work a bit more. Jamie’s biggest mistake was getting bogged down with my cheap stuff in the middle so he couldn’t get any of the Squat markers. In particular, Chiaki had a clear run at the right marker on turn 2 but went infield instead. Full credit to Jamie though as he has about as much experience with Resurrectionists as I do with Neverborn, which is to say almost none. So we had a great game of continually trying to remember what our stuff did and consequently really enjoyed ourselves.

Game 3: Neverborn (me) vs Ten Thunders (Gareth Henry)

Strategy: Extraction, close deployment

Schemes
Pool: Convict Labour, Show of Force, Hunting Party, Inspection Catch and Release
Neverborn: Show of Force, Hunting Party
Ten Thunders: Show of Force, Hunting Party

Crews
Neverborn: Collodi (Strum The Threads, Fated), Arcane Effigy, Brutal Effigy, 2 Illuminated, Nekima (Mimic’s Blessing, Malifaux Provides), Lazarus (Mimic’s Blessing)
Ten Thunders: Misaki (Stalking Bisento, Servant of Five Dragons, Recalled Training), Kang (Servant of Five Dragons, Recalled Training), Yamaziko (Hidden Agenda), Yin The Penangalan (Servant of Five Dragons), Johan, Oiran, Katanaka Sniper

So, after a long while Gareth and I got matched up again for tournament play. We generally avoid each other at least for round one as we play against each other almost every week, so there was much joking about ‘not going easy’ on each other when the pairings were announced. With Hunting Party in the scheme pool I didn’t want to make things too easy for Gareth so I trimmed the minion contingent down to just a couple of Illuminated, who are generally tough to kill, plus the Effigies which are at least awkward to dispatch without dedicating a disproportionate amount of effort. Gareth very kindly agreed to let me proxy Lazarus and he borrowed my Johan so it was really just like our regular weekly game. I expected Gareth to take Show Of Force and Hunting Party and decided that I should do the same.

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Turn 1: The Sniper pings a couple of wounds into Lazarus, and the Effigies and Oiran muck about to waste activations; I don’t want to give Misaki an easy target and Gareth doesn’t want to let me unload Nekima on anyone. Johan walks round the corner and an Illuminated gets a Red Joker damage flip on him; the other one finishes him off. Misaki stalks Lazarus and charges over to knock half his wounds off. Collodi slows her and puts a lot of wounds in, burning the last soulstones already. It also makes an Illuminated its Personal Puppet. Lazarus fails to Assimilate My Will (mistake here as I should have healed since I had nothing good in hand) and pokes Misaki a couple of times. Nekima walks over to engage the Ten Thunders crew but fails a Horror duel for ending a walk engaged with Yin which was rather careless; I could have had her put a hit on Yamaziko.

Turn 2: Misaki takes a stab at Lazarus, triggering Assassinate but helpfully Black Jokering the damage flip. She then launches herself at Nekima and really hurts my henchwoman. I have to activate Nekima now or I’ll lose her, so she Focuses to stab Yin and misses an attack on Misaki. Kang drops Recalled Training and beats the left Illuminated to death (scoring for Hunting Party) and engaging Lazarus. Collodi makes him walk away with My Bidding and puts My Will on him, then Slows Misaki. Gareth doesn’t want me to let Lazarus fire into the scrum in the centre, so Yamaziko charges him for a small amount of damage. Yin puts Gnawing Fear on Nekima and knocks a few more wounds off her before the Sniper drops the big Nephilim. Finally, the Illuminated kills Misaki. Gareth scores for Extraction and Show Of Force (actually I thought I’d scored for Extraction too but when we came to count up the scores at the end it wasn’t clear so I let it go).

Turn 3: Yamaziko pokes Lazarus again; Gareth was going to activate Kang but it was clear that with My Will on him that wouldn’t be very helpful. The Brutal Effigy improbably guns Kang down ad chain activates to Collodi. It kills Yin with a Focuses attack and hurts the Oiran. The Sniper puts a couple of wounds onto the Illuminated, then Lazarus Assimilates My Will to make Collodi knock the Oiran down to a single wound before doing the same himself to Yamaziko. The Arcane Effigy finishes her off. The Illuminated can’t do the same for the Oiran which has gone defensive with its only remaining AP. We both score Extraction and I score Show Of Force.

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Turn 4: The Sniper kills Lazarus, annoyingly flipping double severe on a negative flip with Critical Strike to do exactly enough damage to kill my robot. Collodi kills both the Oiran and the Sniper, using My Bidding to make the latter jump from his balcony as part of the damage. This means that I get the remaining Hunting Party points at least. Neverborn win 6 – 4 (3 for Extraction, 2 for Hunting Party and 1 for Show Of Force for me; 2 for Extraction, 1 for Hunting Party and 1 for Show Of Force for Gareth).

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Well, that was a bloody game. I guess that is fitting as we are definitely both from the ‘Play It Like Beatdown’ school of Malifaux, and we both love it that way. I made some pretty big positional mistakes, especially Nekima in turn one letting her get stranded where she couldn’t even force the Sniper to randomise into melee with her. I would have been better off going to 1″ away from Yin and Yamaziko and splashing some Black Blood over them for the trouble of attacking her. I got very lucky in turn 3 with the Brutal Effigy finishing off Kang but with My Will on him I felt that he was under control.

So in the end I come in second behind Javier after the second tie breaker; obviously I’m delighted with that results considering that these were games two to four with Neverborn for me. I had a wonderful time and I hope that I wasn’t too annoying for the other players as I constantly had to reference my cards to remember what anything in my crew actually did. In fact, I enjoyed it enough that I think I will be picking up Collodi and some more Neverborn in the very near future. Thanks to Lewis and Steve for lending me their Neverborn; it was much appreciated. Thanks to Callum, Jamie and Gareth for another three terrific games of Malifaux, and of course thanks to Kai for running the whole event so smoothly.

Categories: Battle reports, Malifaux, Tournaments | Tags: , , , , , , | 5 Comments

Malifaux tournament report: UK Nationals (50SS); 12-13Nov2016

It was the magical time of year again for the Malifaux UK Nationals, so Gareth and I travelled down to Battlefield Hobbies in Daventry to join in the biggest Malifaux ever in the world ever. I had been complaining that it was inconvenient that the event had been moved a couple of hundred miles south (i.e. away from my house) of its previous location in York, but that eventually seemed rather churlish considering that there were enthusiastic fellow gamers coming much further than us from all across Europe. By the time we arrived at the venue everything was set up so we went through the very smooth registration process and chatted with old friends until the time came to begin the games.

Game 1: Outcasts (me) vs Arcanists (Graham Allington)

Strategy: Collect The Bounty, standard deployment

Schemes
Pool: Convict Labour, Exhaust Their Forces, Inspection, Show of Force, Occupy Their Turf
Outcasts: Convict Labour, Inspection
Arcanists: Convict Labour, Exhaust Their Forces

Crews
Outcasts: Jack Daw (Twist and Turn, Writhing Torment, Guillotine Injustice, Drowning Injustice, Firing Squad Injustice), Freikorps Librarian, The Guilty, 2 Freikorps Trappers, Ronin, Johan, Taelor
Arcanists: Colette Du Bois (Seize The Day, Shell Game, Cabaret Choreography), Cassandra (Practiced Production), Howard Langston (Imbued Energies), 2 Performers, Myranda (Imbued Energies) Malifaux Raptor

With a relatively open board and few likely options in Arcanists for positive attack flips (apart from the inevitable Myranda / Cerberus) I opted for Jack Daw. My hope was to Torment some of my crew and keep them in a nice bubble around Jack, then kill anything that came into it. Against Arcanists I’m always keen to try out some Relic Hammers, and neither Johan nor Taelor are bad choices even if there are not any constructs to beat up. The Ronin went in for her handy tool box of ignoring armour, being hard to kill and being able to just disappear without giving up Bounty point. With Inspection in the scheme pool and a lot of open fire lanes I took a Trapper for each side of the board, figuring that they could possibly cause a bit of mayhem in turn 1 then drop scheme markers for Convict Labour in turn 2 and then just sit there scoring Inspection for as long as Graham didn’t send something to deal with them. Graham’s crew was actually the Mr Cooper Dark Carnival stuff, but I’m using the ‘normal’ names for simplicity.

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Turn 1: Cassandra Prompts Colette to Prompt Langston to Vent Steam. The Guilty Torments Johan. Colette drops a scheme marker to be her ‘get of jail free’ card, then Prompts Myranda and a Performer to go Defensive. The Trappers combine to blow away one of the Performers, which I think was worth it for the activation advantage later despite missing out on the Bounty point. Langston just stays where he is and Vents Steam to my great surprise. Myranda gently tickles the Trapper on the left then turns into a Cerberus which finishes him off. Jack Daw Torments Taelor and moves up making sure to stay out of range of the Cerberus for next turn.

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Turn 2: Cassandra uses Understudy to Siren Call Johan. The Ronin cuts the Cerberus and Colette Prompts the surviving Performer to Siren Call Johan two more times then Prompts Langston out of range of the suddenly-very-close Relic Hammer. I figure I’ll have to use Johan now or lose him, so he Focuses (to get round Southern Charm) and drops a Red Joker onto Cassandra. Sadly, she does not get weak on her prevention flip so she survives on a single wound. Not surprisingly, Langston makes short work of Johan. The Cerberus and the Raptor team up to kill off the Ronin while the Guilty and the Librarian drop scheme markers for Convict Labour. Taelor smacks the Cerberus a bit and Jack Daw pushes some of my pieces about and drops another scheme marker. Graham scores Collect The Bounty (or should it be ‘Colette The Bounty’?) and I score Convict Labour.

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Turn 3: Jack Daw makes heavy work of it but does kill Cassandra. The Cerberus Leaps over to Taelor but fails to hit her after some awful flips so the Guilty polishes it off. The Raptor Buries itself and my surviving Trapper puts a couple of wounds into Langston. Taelor ends up moving over to the left Inspection point since she’s the only thing I can get there. Colette Prompts Langston to Focus then again to hit Jack Daw, then the big guy does it himself too. It hurts quite a lot. The Librarian heals him but there is not much left of my master at this point. I do score the strategy, Inspection and Convict Labour though.

Turn 4: Colette again Prompts Langston to Focus and hit Jack Daw. He tries to fight back but the cards are against it and I don’t even land a single hit, so Langston easily cuts him down. I made a mistake in my notes somewhere because I also have Langston getting prompted by Colette to deal with the Librarian this turn, but it doesn’t matter. I score both of my schemes and Graham scores Collect the Bounty.

Turn 5: The Trapper puts a desultory couple of shots in Howard Langston before being mauled by the big chap; to add insult to injury the Raptor finishes him off. Graham scores again for Collect The Bounty. Outcasts win 6 – 3 (1 for Collect The Bounty, 2 for Inspection and 3 for Convict Labour for me; 3 for Collect The Bounty for Graham).

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Every time I play Graham he runs me a bit closer and I always look forward to games against him. I am not sure if I had the right idea using the Trappers for Inspection; they made quite easy targets (though I guess one of them did survive almost to the end) and the game in general didn’t particularly favour bunching up so there was no advantage in forcing Graham to split up to deal with them. I felt Graham was a bit too cautious at the start of turn 1, spending activations to do almost nothing at all; the result was that he never got close to dropping scheme markers for his own Convict Labour.

Game 2: Outcasts (me) vs Gremlins (Lukas Rozanski)

Strategy: Extraction, corner deployment

Schemes
Pool: Convict Labour, Exhaust Their Forces, Leave Your Mark, Neutralise The Leader, Undercover Entourage
Outcasts: Convict Labour, Leave Your Mark
Gremlins: Leave Your Mark, Neutralise The Leader

Crews
Outcasts: Viktoria of Ashes (Sisters in Spirit, Sisters in Fury, Synchronised Slaying), Viktoria of Blood (Mark of Shezuul, Oathkeeper), Freikorps Trapper, Freikorps Librarian, Malifaux Child, Rusty Alyce (Desolate Soul, Oathkeeper), Johan, Hodgepodge Effigy
Gremlins: Som’er Teeth Jones (Show Off, Family Tree), Slop Hauler, Lightning Bug, Burt Jebsen (Dirty Cheater), Francois LaCroix (Dirty Cheater), Pigapult, Stuffed Piglet, 3 Bayou Gremlins

As soon as I saw the big building in the corner I expected some Pigapult shenanigans with it parachuting a couple of Bayou Gremlins into the scoring area each turn. I initially was going to use Leveticus and just aim to turn as many Bayou Gremlins as possible into Abominations, but I got cold feet when I saw that Neutralise The Leader was in the scheme pool. In the end, I selected the Viktorias with the hope that I could use them to clear myself a bit of space each turn and instead took Alyce to possibly turn Bayou Gremlins into Abominations. Likewise, Johan (who I admittedly love to use anyway) is much easier to get work out of when the other crew has to come to him rather than him trudging his pitifully slow self across the board. I was thinking about taking Neutralise The Leader but Som’er is such a tricky master to kill that I decided to take some scheme marker options instead.

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Turn 1: I’ve been far too greedy with the Trapper hoping to put some early shots into the middle of the Gremlins, and pay for it when Francois tanks out and shanks him, shrugging off the Red Joker damage flip with stilts. Observant readers will also note that I managed to put the poor Trapper in the only place on the whole board where it would have been impossible for him to push free of combat, assuming that he had survived Francois’ attentions. Alyce scares the LaCroix with some tasty gunfire into him, burning a good few soulstones out of Lukas’s hand. Meanwhile, my crew moves forward while the Gremlins waste activations. Som’er summons another trio of Bayou Gremlins after using Do It Like Dis for Masks, the Slop Hauler heals a load of them up. Finally, the Pigapult launches the Lightning Bug and one of the Bayou Gremlins off into the corners of the board.

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Turn 2: Alyce puts some more shots into Francois but he survives on a single wound and runs back to the waiting embrace of the Slop Hauler. The Pigapult eats the Stuffed Piglet to fire at Viktoria of Ashes and Som’er gets a couple more Bayou Gremlins into his crew. The Librarian helpfully Black Jokers a healing flip on Viktoria, who is feeling a bit peaky after her run in with falling piglets. I fire Viktoria of Blood out to kill Burt Jebsen and she uses the extra AP from Oathkeeper to return to cover round the building. Various Gremlins take potshots at Viktoria of Ashes, eventually scoring a VP for Neutralise The Leader. The remaining Bayou Gremlins ping shots into Som’er to push him out into the open for next turn; crucially one of them does actually knock a wound off him. The Bayou Gremlin who had been fired into my left corner drops a scheme marker and some of the rest of my crew do the same. I score on the strategy and Lukas scores Leave Your Mark.

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Turn 3: I win initiative and realise that I need to kill Som’er or I was going to get done ugly with his Boomer. I unleash a fully loaded Viktoria of Blood into him, conveniently having drawn the Red Joker onto my hand to kill off Som’er in a single go after the help from a Bayou Gremlin last turn. The Whirlwind also puts down two Bayou Gremlins and the Slop Hauler. A Bayou Gremlin pings Viktoria of Ashes and then Francois charges in to finish her off (another 2 VP for Neutralise The Leader). Alyce shoots at the Lightning Bug but can’t do enough to kill it so it hides and drops another scheme marker. Johan and my Effigy throw down some scheme markers, then one Bayou Gremlin strolls up to deny me from scoring it and the Pigapult parachutes two more in to the middle for Extraction. We both score for Extraction and Lukas scores Leave Your Mark.

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Turn 4: Viktoria of Blood kills the Pigapult then Francois kills her and dies to Dumb Luck (I think that Lukas was expecting me to have Undercover Entourage at this point). Most of my crew get to work swatting Bayou Gremlins and in the end there are only a couple left, but they are in the right positions to deny me Convict Labour and to score Extraction. We both score a point for Extraction and Leave Your Mark. We add up the points and look at the board state and agree to call it there, assuming that I can kill the remaining Gremlins (almost a certainty) which would mean I get both schemes and Extraction in turn 5. Outcasts lose 7 – 8 (4 for Extraction, 1 for Convict Labour and 2 for Leave Your Mark for me; 2 for Extraction, 3 for Neutralise The Leader and 3 for Leave Your Mark for Lukas).

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I had an absolutely wonderful time playing against Lukas and I will have to hope for another opportunity to do so; one of the many great things about an event this size is playing against folk from outside your normal group. The game was flip-flopping back and forth with good and bad flips on both sides, and even at the end of turn 3 I think that neither of us could be sure how it would end. I made poor choices with my schemes; I should have picked Neutralise The Leader even with Som’er’s great ability to avoid being killed on the simple basis that I needed to deal with him anyway. Having said that, I’m not sure that I’d have dropped Convict Labour and Lukas did a terrific job of firing in sacrificial Bayou Gremlins to stop me scoring it. Worse than the scheme choice was my truly awful positioning of the Trapper; almost anywhere else on the board would have been more useful than his actual position.

Game 3: Outcasts (me) vs Guild (Liam Coupland)

Strategy: Squatter’s Rights, standard deployment

Schemes
Pool: A Line In The Sand, Bodyguard, Protect Territory, Cursed Object, Power Ritual
Outcasts: Protect Territory (announced), Cursed Object
Guild: Protect Territory (announced), Cursed Object

Crews
Outcasts: Tara (Knowledge of Eternity, Obliteration Symbiote), Void Wretch, Hodgepodge Effigy, Malifaux Child, Johan, Killjoy, Freikorpsmann, Freikorps Trapper, Freikorps Librarian
Guild: Perdita Ortega (Trick Shooting), Enslaved Nephilim, Brutal Emissary (Conflux of the Hunt), Francisco Ortega (Wade In, Debt To The Guild), Abuela Ortega, Executioner (Ready To Work), Austringer

It certainly felt like a bit of throw-back to use the regular rulebook schemes after a year of the Gaining Grounds 2016 options; I actually had to look up in the book to remind myself what they were and I’m sure I was not the only one. I picked Tara here as I feel in general that she’s quite good against Guild. The ‘Through the hole’ trigger lets you be a bit less cautious with her positioning sometimes and having Obliteration Symbiote is a massive middle finger to anyone who wants to try to Pine Box Papa Loco. I took Killjoy because he’s hilarious with Tara and, looking at the terrain and considering how slow Guild can be to get started, I thought that I could pin them back away from the Squat markers. The rest of the crew was really designed to be cheap so I could spread out and cover most of the markers with enough resilience and speed that I could interact with some of the markers and then just ride out the storm. I picked the two obvious schemes, because one of the big problems with rulebook schemes is that some of them are just much easier to score than others; Cursed Object and Protect Territory being very easy to get points out of. I was expecting Perdita here because the Nephilim can give the otherwise quite slow-moving Guild crews a big advantage getting where they need to be. To my great surprise, Liam deploys almost entirely on one side of the board, seemingly ceding 2 of the Squat markers to me unopposed.

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Turn 1: Francisco starts us off with El Mayor on Perdita. Tara gives herself Reactivate and moves up aggressively. The Austringer pushes Francisco and he takes the first Squat marker. The Malifaux Child fails to make Johan Fast. The Emissary joins Francisco and Abuela order the Executioner to join him. The Nephilim Shackles the Executioner again and fails to make the Emissary claim another Squat marker. The Executioner goes into Tara but Liam seems to have used up anything good out of his hand and nothing much happens. Tara unburies Killjoy in such a way that he can charge the Executioner, hopefully kill him and have enough AP to get right in to gum up the whole Guild crew. Sadly, I have Tara ping Slow onto the Executioner and he fails the Pull The Void duel and Buries; I was hoping to just draw a decent card out of Liam. So now Killjoy is only left with the Df9 Perdita as a target. He goes in anyway, managing a little damage, but it is as futile as you might imagine.

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Turn 2: Tara reburies Killjoy then fires him out again at Francisco for disappointingly little effect. The Emissary hurts Killjoy and companions into Perdita to put more damage into the big chap but between with inconvenience of trying to minimise the effects of Black Blood Killjoy somehow survives. Johan comes in to the death ball to hurt Francisco badly, and more importantly keep everyone in the scrum nicely busy fighting rather than interacting. Francicso finally polishes off Killjoy and does some nasty damage to Johan, then the Freikorpsmann guns down Abuela. The Librarian shoots into combat, hurting Perdita and Francisco who are both looking decidedly unwell now. The Austringer Delivers Orders to Francisco who hands Johan a Cursed Object and the Void Wretch returns the favour to the Emissary. The rest of my crew happily interact with Squat markers and drop scheme markers then finally Tara kills Perdita with her (highly underrated) sword. I score on the strategy and we both get Cursed Object.

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Turn 3: The Emissary puts up its aura then kills Johan and the Void Wretch. He companions to Francisco who hurts Tara; in return she slows the Executioner, Francisco and the Emissary. The Nephilim Shackles the Executioner into poking range of Tara. The Trapper drops the Austringer with a Focussed shot and Tara finishes the turn by passing Francisco another Cursed Object. I score Squatter’s Rights and Cursed Object

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Turn 4: The Executioner kills Tara with a Red Joker on damage and eats one of my scheme markers then companions Francisco who charges the Librarian. The Nephilim pushes the Emissary up to get another Squat marker. The Trapper and Freikorpsmann gang up to kill the Emissary and the Librarian kills Francisco. We both score for the strategy.

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Turn 5: The Freikorpsmann retakes the Squat marker on the far right. The Executioner gives the Librarian a Cursed Object and she give him one right back and runs away. I pump a few shots to try to kill her off but Black Jokers the last damage flip to leave the Librarian alive on a single wound. I score on the strategy and we both get a point for Cursed Object. Outcasts win 10 – 4 (full score for me; 1 for Squatter’s Rights, 2 for Cursed Object and 1 for Protect Territory for Liam).

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It was a fun and instructive game to go back to playing with the old schemes and Liam was a lovely chap to play with. Overall, I think I allowed myself to be a bit unfocussed with my attacks in the early game; at one point I think that Francisco, Perdita and the Emissary were all alive with only about ten wounds between them and I could have been far more effective killing one of them entirely. In general, I felt in control of the game as Liam pretty much just let me have the two left Squat Markers, and with the range on the Trapper I could sit one without any real loss of effectiveness. Being able to tie up so much of the Guild crew with just Killjoy and Johan let me really get on with the rest of the scoring.

Game 4: Outcasts (me) vs Resurrectionists (Mike Hill)

Strategy: Interference, flank deployment

Schemes
Pool: Convict Labour, Hunting Party, Leave Your Mark, Covert Breakthrough, Detonate The Charges
Outcasts: Convict Labour, Hunting Party
Resurrectionists: Convict Labour, Detonate The Charges

Crews
Outcasts: Viktoria of Ashes (Sisters in Spirit, Sisters in Fury, Synchronised Slaying), Viktoria of Blood (Mark of Shezuul, Oathkeeper), Freikorps Trapper, Malifaux Child, Rusty Alyce (Desolate Soul), Johan, Taelor
Resurrectionists: Dr Douglas McMourning (Moonlighting, Plastic Surgery, Decaying Aura), Carrion Emissary (Carrion Conflux), Sebastian (These Are Not Ours), Zombie Chihuahua, Rotten Belle, 2 Necropunks, Rafkin

The Viktorias are probably not ideal for Interference, but I was in the mood for using them so out they came. I also figured that they would make Mike play a bit more cautiously to stop me firing them into anything important early in the game as flank deployment can sometime leave a first-turn whirlwind as an option. Alyce went in the crew to hopefully pick off some isolated piece and summon an Abomination to swing the strategy for me and Taelor got picked because of Welcome To Malifaux. I have to admit to being a bit surprised to see McMourning here; I was expecting to see Nicodem or Kirai. Considering the crew builds, Hunting Party was an obvious choice and I took Convict Labour for my other scheme simply because I was going to have to pass the centreline somehow anyway if I was going to get anything other than a draw on strategy. Probably of note is that the ramps on this board were really slippy and we often had to just declare how far things were up them. I think that there was nothing contentious between us but sometimes it might look on the photos like some pieces have moved much further than they actually did.

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Turn 1: The Trapper shoots McMourning to get his attention and is duly Lured over by the Belle. The Malifaux Child casts Sisters in Fury to ready the slingshot. The Emissary attacks the Trapper and puts up Shards somewhere fairly inconsequential. I should note that, before we started playing, I did ask Mike if he knew what the Viks did and offered to demonstrate, but he assured me that he’d seen them in action before. You’ll note that most of the Ressurectionist crew is gathered in a crowd right across from the Viktorias. I fire Viktoria of Blood across the table, blending McMourning and leaving Rafkin and Sebastian clinging on to life (actually, I got greedy and didn’t stone for Masks on two of the attacks, thinking that I would need to cheat in the 13 of Masks from my hand at some point; anyway the damage was done). Taelor pokes the Emissary and Alyce shoots one of the Necropunks down. Rafkin gently tickles Viktoria of Blood.

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Turn 2: Rafkin kills Viktoria of Blood, Taelor kills the Emissary in return. Sebastian summons a Canine Remains and the surviving Necropunk thinks better of heading anywhere near Alyce’s gun and turns back toward his own corner again. Johan and Alyce end up dropping scheme markers; I’ve actually placed Johan really badly here as I need him to head back to my ‘home’ table quarter since only the Child is there. Viktoria of Ashes gets stuck into Sebastian and everyone else loitering around the corpses of McMourning and Viktoria of Blood; apparently they are slow to learn that women with swords are best avoided in Malifaux. Still, she can’t actually kill any of them. I score for Interference and Convict Labour.

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Turn 3: The Chihuahua poisons Viktoria, then she blends it, the Belle, Sebastian and Rafkin out of existence. Lesson: don’t stand next to unactivated Viktorias. The Canine Remains almost kills her. I score again for the strategy and Convict Labour.

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Turn 4: Alyce finally catches up to the Necropunk and kills it for Hunting Party. The Canine Remains finishes off Viktoria and is rewarded with Taelor’s Relic Hammer to the skull. Mike has seen enough (and run out of models anyway). Outcasts win 9 – 0 (4 for Interference, 3 for Convict Labour and 2 for Hunting Party for me).

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Mike was a real gentleman to play against, but I think that his inexperience cost him a bit here. I think that you have to suffer the Viktoria Whirlwind bomb at least once before you can start to learn how to work around it. The board was quite bare too, which could have been a big factor if we had different crews (it certainly helped Alyce); I did mention that to the excellent Dave (owner of said board and general top bloke) and was pleased to see some more scatter terrain on it for day two.

Game 5: Outcasts (me) vs Gremlins (Joel Henry)

Strategy: Guard The Stash, close deployment

Schemes
Pool: Convict Labour, Take Prisoner, Show Of Force, Leave Your Mark, Frame For Murder
Outcasts: Show of Force, Frame For Murder (Viktoria of Blood)
Gremlins: Take Prisoner (Malifaux Child), Frame For Murder (Taxidermist)

Crews
Outcasts: Viktoria of Ashes (Sisters in Spirit, Sisters in Fury, Synchronised Slaying), Viktoria of Blood (Mark of Shezuul, Oathkeeper), Freikorps Librarian, Malifaux Child, Rusty Alyce (Desolate Soul, Oathkeeper), Johan, Taelor (Oathkeeper)
Gremlins: Zipp (Rambling Diatribe, Hovering Airship, Gift of the Gab), The First Mate (Treasure Map, Where The Captain Can’t See), Burt Jebsen (Dirty Cheater), Taxidermist (Dirty Cheater), Earl Burns, Ronin, 4 Stuffed Piglets

I knew I would be in for a really tough game here against a player of Joel’s reputation; in some ways I’m quite surprised that we haven’t played each other before as we’ve met at plenty of previous events. I felt that the Viktorias in close deployment would give me a good chance, and took Desolate Soul again on Alyce in case there were any nice targets of opportunity to turn into Abominations; obviously Bayou Gremlins are ideal for this. Frame For Murder is an obvious choice on Viktoria of Blood; I did consider doing something else as it is arguably too obvious but ultimately decided that two VPs out of it would be fine. Show Of Force was my preference of the remaining options simply because I wouldn’t have to do anything other than stay in the middle and kill stuff.

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Turn 1: The Malifaux Child starts us off by casting Sisters in Fury and various Stuffed Piglets waste activations. Alyce Rapid Fires into the Taxidermist but can’t hit all three shots as would be needed to kill him. Johan kills a Stuffed Piglet and the Taxidermist summons it right back. Zipp drops a piano on Viktoria of Blood and casts Rambling Diatribe to make sure I have no Masks (which I don’t anyway). Viktoria of Blood goes in to hit him, letting the little Gremlin fly off with the defensive trigger. I’m not even sure why I thought it was a good idea to attack Zipp as I could probably have used Oathkeeper to kill Burt Jebsen much more usefully. Anyway, Burt shoots her and the Ronin shoots Johan.

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Turn 2: Burt kills Viktoria of Blood, giving me two points for Frame For Murder. Then Alyce guns down the Taxidermist, giving Joel three points right back for Frame For Murder; she does at least summon an Abomination for my trouble. The Libratian kills a Stuffed Piglet and Taelor hits Burt. Zipp throws Viktoria of Ashes right back away from the scoring area and Stuffed Piglets get right in her way. Johan and the Ronin trade blows on my right and finally the First Mate pushes Taelor away from the left marker. Joel scores for the strategy and I score Show of Force.

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Turn 3: Viktoria hurts the First Mate but my bad control hand doesn’t allow me to land the critical final blow. Piglets move into awkward positions for me to gum up any charges I might have planned. The Abomination and Earl trade ineffective hits. Zipp throws Alyce and Johan away from the markers. He also pushes Earl away from my Abomination, presumably expecting me to have Take Prisoner on him. The Librarian Furious Casts at the Ronin, hitting twice but leaving her on Hard to Kill as Joel top decks the Red Joker on the last shot. Burt kills Viktoria and Taelor follows Viktoria’s lead by failing to deal with the First Mate who eventually Menacing Croaks her miles away from the Stash marker. We both score for Guard The Stash.

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Turn 4: Zipp goes on a rampage with Up We Go, killing Johan and Alyce and dropping the Librarian far from anything relevant. She misses the Ronin anyway. We call it here, with Taelor nowhere near the action and no chance that I’ll score more points. Outcasts lose 4 – 10 (2 for Frame For Murder, 1 for Show Of Force and 1 for Guard The Stash for me; a full score for Joel).

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It was great to finally get to play Joel and he was a truly lovely person to game with. I made some big mistakes in positioning early on allowing Stuffed Piglets to dictate my movement, but the biggest simple error I made was wasting Viktoria of Blood on a single attack on Zipp in turn 1. She could have dealt with Burt Jebsen easily, and Zipp’s mobility allows him to avoid getting hit by more than one attack per model in melee which is obviously quite important against the Viktorias. There were also a few time, notably in turn 3, where I just couldn’t land important hits; up to that point I felt that I could have worked Joel a bit harder. Still, it was my first time against Zipp so now I have a better understanding of what he can do.

Game 6: Outcasts (me) vs Arcanists (Piotr Jawarski)

Strategy: Head Hunter, standard deployment

Schemes
Pool: Convict Labour, Exhaust Their Forces, Hunting Party, Public Demonstration, Catch and Release
Outcasts: Convict Labour, Hunting Party
Arcanists: Convict Labour, Hunting Party

Crews
Outcasts: Jack Daw (Twist and Turn, Writhing Torment, Guillotine Injustice, Drowning Injustice, Firing Squad Injustice), The Guilty, Freikorps Trapper, Ronin, Johan, Taelor, Rusty Alyce (Desolate Soul)
Arcanists: Marcus (Feral Instincts, Trail Of The Gods, Seize The Day), Myranda (Imbued Energies), Rogue Necromancy (Imbued Energies), Angelica (Practiced Production), Arcane Emissary (Raging Conflux), Jackalope, Malifaux Raptor, Wind Gamin

I love Jack Daw for Head Hunter and saw no reason not to use him for it here. I made sure to bring Taelor and Johan in case of any constructs and a Ronin to add a little to my capability to deal with armour if it came; I wasn’t particularly expecting constructs but some combination of Joss and Howard Langston was not out of the question. I selected Convict Labour thinking that I could possibly get down a few scheme markers in the early game and then hold them by pinning Piotr’s crew back, and also Hunting Party because I am apparently unable to read the words on Wind Gamin cards.

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Turn 1: The Guilty Torments Alyce. The Trapper shoots the Rogue Necromancy and Myranda heals it a couple of times. Jack Daw Torments Taelor and uses Driven By Injustice to move up to the Guilty. Angelica pushes the Rogue Necromancy and Emissary around a little. The Rogue Necromancy misses a shot at Johan and Stalks Alyce. She drops a Rapid Fire onto it and Marcus uses Alpha and Darzee’s Chaunt on the chimera. I must admit that I’d forgotten about Darzee’s Chaunt and was feeling relatively safe behind my cover; instead Taelor gets killed by the Rogue Necromancy. The Emissary also missed a shot at Johan.

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Turn 2: The Emissary picks up a head, then Jack Daw kills the Rogue Necromancy and hands Firing Squad Injustice to the Emissary. The Raptor, which has unburied next to the Trapper, pecks him a bit to get rid of my good cards in my deck. Alyce Rapid Fires into Marcus since he’s helpfully standing out of cover. Johan hits the Emissary and Marcus kills him, then moves to cover the head marker in the middle of my crew. Myranda moves up and becomes a Cerberus which eventually eats the Ronin (for Hunting Party). Piotr also scores on the strategy.

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Turn 3: Jack Daw hurts the Cerberus who is getting attacks passed over by Marcus; in the end I do land Drowning Injustice on Piotr’s master. Marcus misses a couple of swings at Alyce and companions to the Cerberus which picks up another head marker. The Guilty fails to do anything of substance to Marcus and Alyce guns down Angelica. The Emissary kills itself hurting the Guilty (I’m not actually sure if this is allowed at all, and if so whether the last attack is can be made or not, but we assumed that it was fine). Meanwhile the Wind Gamin has been busy dropping scheme markers on the left (with a bit of help from Practiced Production). Piotr scores for Head Hunter and Convict Labour.

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Turn 4: Marcus kills the Guilty and then dies from his Drowning Injustice. Jack picks up the head and kills the Cerberus. Alyce moves to deny Convict Labour, then we run out of time. Outcasts lose 1 – 5 (1 for Head Hunter for me; 2 for Head Hunter, 2 for Hunting Party and 1 for Convict Labour for Piotr).

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I was delighted to get a game in against someone who loves Malifaux so much that they would travel across a continent to play, and Piotr didn’t disappoint as he was a really great chap. This was the only game of the event where I felt a bit let down by the standard of my play. I chose the schemes so poorly that I might as well have just agreed to play six points down; I simply didn’t didn’t understand the implications of the Wind Gamin until it was too late. I was also needlessly aggressive on turn 1; Piotr’s crew had to come to me if they wanted to do anything and I could sit and fire at them on the way, then counter punch with Taelor and Johan. Most importantly I lost sight off what I needed to do in the mid game to score points and got bogged down in a midfield scrum instead of clearing the head markers and collecting them. Finally, I should have seen the danger the Raptor posed to the Trapper and either deployed him on ground level where I could support him with the rest of my crew, or at least put him in the middle of the building where he could have pushed clear of the first attacks rather than being stuck in a corner. None of this should take away from Piotr who played a really good game, clearly had a plan and stuck to it and in general did all the good stuff that I failed to do. I hope to get a rematch some time!

Game 7: Outcasts (me) vs Guild (Luca Pagliai)

Strategy: Stake A Claim, corner deployment

Schemes
Pool: Convict Labour, Show Of Force, Leave Your Mark, Search The Ruins, A Quick Murder
Outcasts: Search The Ruins, A Quick Murder (Francisco Ortega)
Guild: Search The Ruins, Show Of Force

Crews
Outcasts: Tara (Knowledge of Eternity, Obliteration Symbiote), Void Wretch, Hodgepodge Effigy, Malifaux Child, Killjoy, Freikorpsmann, 2 Freikorps Trappers, Freikorps Librarian
Guild: Nellie Cochrane (Guild Funds, Delegation, Embedded), Printing Press, Francisco Ortega (Wade In, Debt To The Guild), Phiona Gage (Transparency, Wrath Of The Guild), Burt Jebsen (Debt To The Guild), Johan (Debt To The Guild), Big Jake, Field Reporter

Partly I chose Tara because this game was against Guild and so for the reasons noted for game 3 against Liam, but in this case also because corner deployment Stake A Claim is about the worst possible arrangement for my rather slow and methodical Outcasts. Tara does at least have a couple of ways to speed things up, either by literally handing out Fast or by burying something so that it can be unburied in the right place. Having 6AP a turn is also rather useful in Stake A Claim of course. As it turned out, I used much the same crew as against Liam too; there was no need to get much fighting done so I limited my killing power to Killjoy and set the rest of the crew up to go for the strategy. The Trappers were positioned to make sure that they could drop Claim markers if they lived long enough to see turn 2; hopefully this would give the rest of my crew time to get into position to score. I took A Quick Murder on Francisco because I was sure I’d need to kill him to get anywhere in the game, and I was afraid if I took it on Phiona that she’s spend the entire game with El Mayor on her. Search The Ruins scores at the end of the game and therefore very much suits my style of ‘kill all the things, then score points’.

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Turn 1: Francisco puts El Mayor on Phiona then moves up and uses Enfrentate a Mi on the middle Trapper to engage him. Oh well; I guess I need to rethink how I place Trappers for safety as I genuinely didn’t see that one coming at all. Tara moves up and pings him for Slow. Nellie zaps the Trapper with Propaganda which allows Francisco to take a swing and finish him off. She also makes Burt Fast. The Child fails to make the Librarian Fast and my surviving Trapper Black Jokers a damage flip on Johan. Tara unburies Killjoy and Temporal Shifts to knock the Slow off Francisco but give Fast to half of my crew. Killjoy tanks over to eat Johan and leave the Reporter on a single wound; I was hoping that I could finish her off with Black Blood if needed.

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Turn 2: Phiona very helpfully Black Jokers her Horror duel on Killjoy, then companions to Francisco who uses Enfrentate a Mi to get Killjoy away from the Reporter, hurts the big chap and puts up Finesse. Tara reburies Killjoy (splashing some Black Blood on Francisco in the process) and Slows Francisco again. My Effigy, Burt Jebsen, the Trapper and the Void Wretch all drop Claim markers, the last one also remove Burt’s effort. Nellie uses ‘Hot Off The Presses’ on Tara to move her away from the action and set her ablaze, makes Phiona Fast and pushes by discarding a nearby marker. The Librarian Furious Casts on Francisco to bring him down to Hard To Kill. Tara slogs back to the action and unburies Killjoy who goes on a rampage. He eats Big Jake and the Reporter in short order and, with a single AP left takes a speculative swing at Francisco. Luca has no cards left and I get lucky with the negative flip, so down goes the Ortega too. I score for the strategy and for A Quick Murder.

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Turn 3: Tara reburies Killjoy and my Trapper misses a couple of shots at Nellie. Nellie puts Humiliation on Tara and and pushes my Effigy away. The Librarian doesn’t manage to land a single hit on Nellie with a Furious Casting then Burt kills Tara which causes Killjoy to fall back into reality. Killjoy makes short work of Phiona, and the rest of my crew drop scheme markers. I score again for Stake A Claim.

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Turn 4: Unbelievably, Nellie flips a Black Joker for her Horror duel to attack Killjoy. The Trapper misses the Printing Press. Burt Jebsen kills the Void Wretch and the Librarian softens him up for the Malifaux Child to stab the last wound off the Gremlin mercenary. Killjoy mangles Nellie and I score for the strategy.

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Turn 5: The Librarian finishes off the Printing Press and everyone else either drops or removes scheme markers as needed. Outcasts win 10 – 0.

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Luca was an absolute gentleman in rather trying circumstances throughout this game. I enjoyed the process of playing with him, but his deck really spoiled the whole thing for us both with two Black Jokers at critical times. Obviously from my side everything went quite swimmingly, apart from my continued bad positioning of Freikorps Trappers. I hope to play Luca again when luck is less of a huge factor.

Well, I absolutely loved everything about that event. It was truly wonderful to be in such an atmosphere of enthusiasm and shared fun. All my opponents were nice and I was especially pleased to be able to get games against people who had travelled so far across Europe to join in. The organisation was terrific and I have to thank Mike and his retinue of helpers for all the hard work they were doing so that all the rest of us could have fun playing with our toys. Thank you to Graham, Lukas, Liam, Mike, Joel, Piotr and Luca for seven super games of Malifaux; I hope you enjoyed them as much as I did. In the end, I came in 35th of 124 players which I was really pleased with. I’m already looking forward to next year!

Finally, there are a couple of other blogs out there covering the event. Dave C posts his on the excellent Play It Like Beatdown blog (here, here and here) and Lewis has put his thoughts up on his new blog (here).

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

Painted Von Schill

This is Von Schill, another Outcast master for Malifaux; he is thematically the leader of the Freikorps sub-faction. Funnily enough, despite being one the first masters I bought for Outcasts I have almost never played him. I don’t think he’s bad or anything (Joe has regularly demonstrated his power against me), but somehow I’ve just never really been excited to put Von Schill on the table.

I do really like the plastic version of Von Schill as it has a bit of the dynamism suggested by his rules; the old metal one was very static in comparison. I’d already laid out my colour scheme with the rest of the Freikorps earlier in the year, so this was a simple case of sticking with the plan of grey and pink. I like the way the old chap looks.

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Next on the painting table: Montresor

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

Malifaux tournament report: OctFAUXber (50SS); 22Oct2016

Gareth and I headed over to Common Ground Games in Stirling for another one of Kai’s excellent Malifaux events. I think that Kai was hoping to participate in this one, having arranged cover for his TO duties, but in the end there would have been an uneven number of players so he dropped out. I picked Gremlins since I have so little experience with them and wanted to run out another event, but my lack of assembled miniatures is quite limiting on what I can actually use. My first round saw me up against Callum; I think he was the last of the regular 2G1P team for me to play Malifaux with.

Game 1: Gremlins (me) vs Guild (Callum)

Strategy: Collect The Bounty, standard deployment

Schemes
Pool: Convict Labour, Exhaust Their Forces, Hunting Party, Frame For Murder, Detonate The Charges
Gremlins: Convict Labour, Frame For Murder (Rooster Rider)
Guild: Hunting Party, Frame For Murder (Nino Ortega)

Crews
Gremlins: Ophelia LaCroix, Lenny, 3 Young LaCroix, Rami LaCroix, 2 Lightning Bugs, 2 Rooster Riders, Slop Hauler
Guild: Lucas McCabe (Glowing Sabre, Badge of Speed, Promises), Luna, Brutal Emissary (Conflux of Exploration, Elixir of Life), Executioner (Ready To Work), Nino Ortega (Hair Trigger), Austringer, Brutal Effigy

I did consider using Wong here as he is also quite a good option for killing, but I decided that the single-target damage output of Ophelia would probably be more useful. Plus, I have more experience with her, having only played a couple of games with Wong. The board seemed quite open so I decided to give Rami a try in order to threaten damage (and hopefully Bounty points) right across the table. The rest of the crew is pretty much the stuff I’ve assembled. Nothing I own apart from the Whiskey Golem and Mancha Roja are very hard to kill, and I felt that against Guild I’d risk losing both of those to shooting before they became relevant. So in the end I probably didn’t really have the right crew for the job, but that is part of how the game is played. With my speed I chose Convict Labour; all the Reckless models make it quite easy to put down all the necessary markers in turn 1. Frame For Murder on a Rooster Rider also felt good; they’re too dangerous to be allowed to roam freely, though Callum didn’t have any Henchmen so I’d have to hope for McCabe to do the deed himself if I was to score all the points for it.

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Turn 1: Nino Rapid Fires at the Slop Hauler, flipping the Red Joker for damage on the first shot and easily dispatching the little chap. McCabe Reactivate the Austringer and passes the Badge and Sabre to the Executioner. Both of my Lightning Bugs go Reckless, advance and drop scheme markers for Convict Labour; the Austringer shoots at the one on my right. Rami shoots a couple of wounds of McCabe since I have so few other good targets. The Rooster on the right fires into the Austringer and bounces off to knock the Effigy down to Hard to Kill; the Emissary kills it and gives the Elixir to the Executioner. With all the pushes, the Executioner is already halfway up the board so he Nimbles and charges Lenny. Luckily for me, Callum has used up most of his hand on other stuff so Lenny gets away with a fairly gentle mauling in the end. Ophelia guns him down (conveniently removing all the relic upgrades from the game) and is Tossed forward by Lenny along with Rami. Finally, the left Rooster moves up and drops another scheme marker.

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Turn 2: McCabe uses his Net Gun to Paralyse Ophelia. How rude! The surviving Rooster mangles Luna and careens off into the Emissary who eventually kills it (scoring me two VP for Frame For Murder). Nino kills the wounded Lightning Bug and a Young LaCroix, scoring for Hunting Party in the process. Rami misses a shot at the Austringer and it then kills another Young LaCroix. My other Lightning Bug moves round to attack McCabe rather ineffectually. I score for Convict Labour and Callum scores Collect The Bounty.

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Turn 3: McCabe makes really heavy work of killing the Lightning Bug. Rami misses the Austringer again. The Emissary notices the Lenny’s willpower is only 1 and buries him on the charge. Callum made a mistake there as he should have used Nino to kill my last Young LaCroix since it is my only remaining target for Hunting Party. So the little Totem runs and hides behind a house. Nino shoots Ophelia instead, then she escapes from the Emissary’s melee range and shows Rami how it is done by dropping the Austringer then the Brutal Effigy. I score for Collect The Bounty and Convict Labour.

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Turn 4: Ophelia blows away Nino (giving up two points for Frame For Murder) and charges the Emissary to keep him busy. McCabe kills Rami and my Young LaCroix runs for the corner of the board. The Emissary makes a couple of half-hearted attacks at Ophelia. I score for Convict Labour again and neither of us score for the strategy.

Turn 5: Lenny and Ophelia gang up to kill the Emissary. McCabe legs it toward the Young LaCroix, Dismounts and charges to easily kill the little chap. I score for the strategy and Callum scores for Hunting Party. Gremlins win 7 – 5 (2 for Collect The Bounty, 2 for Frame For Murder and 3 for Convict Labour for me; 1 for Collect The Bounty, 2 for Frame For Murder and 2 for Hunting Party for Callum).

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That was a tough game against Callum and I thought that I was on course to lose it somewhere around turn 2 and turn 3. Callum made an error not picking off the last Young LaCroix with Nino in turn three and I was able to hang on by my fingernails after that. My crew was really not good for this strategy as they are almost all extremely easy to kill; I might need to look into getting some of the tougher models such as Gracie or McTavish. In retrospect I probably had the range on Callum’s forces so I might have been better served taking Hunting Party instead of Convict Labour and sitting back to let him come to me. On Callum’s side, he really amazed me getting the Executioner to charge into Lenny in my own deployment zone on turn one, but in the end having used up most of his cards and me having almost a full hand left cost him not only the Executioner in exchange for a few wounds on Lenny, but also all of McCabe’s upgrades.

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

Strategy: Interference, flank deployment

Schemes
Pool: Convict Labour, Hunting Party, Show Of Force, Catch And Release, Search The Ruins
Gremlins: Convict Labour, Search The Ruins
Outcasts: Hunting Party, Search The Ruins

Crews
Gremlins: Ophelia LaCroix, Lenny, 3 Young LaCroix, 2 Bayou Gremlins, 2 Lightning Bugs, 2 Rooster Riders, Slop Hauler
Outcasts: Parker Barrows (Crate of Dynamite, Coordinated Heist, Black Market), Mad Dog Bracket (Lucky Poncho, I Pay Better), Johan (Scout The Field), Freikorps Librarian (Scout The Field), Doc Mitchell, 3 Bandidos

Hunting Party was in the pool again for this one but I just resigned myself to giving up points for that scheme in exchange for a huge number of activations and cheap minions to lock down the strategy. The plan was to keep the two Bayou Gremlins safely in the back to secure the table quarters closest to me, then rush David’s crew with the whole of mine, hoping to get enough of an attrition advantage from early kills from Ophelia and the Rooster Riders. The way the board was set out I felt that I could get two scheme markers down for Convict Labour on my right without too much of pain, then I would have to put down only one on the further side of the board. I didn’t even try for Show of Force, figuring that I could probably afford to give up a couple of points there if David was willing to keep one of his upgraded miniatures from scoring on the strategy. For Search The Ruins I hoped to be able to re-use one or more of the markers from Convict Labour by turn 5 and otherwise have enough AP available that I could afford to drop the needed markers. I’ve never played against Barrows or the rest of that crew, so David was kind enough to give me a run-down on their abilities before we started.

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Turn 1: Most of the Outcast crew advance towards me before the game even begins. One Bandido on the right uses Run And Gun to miss a Young LaCroix, meanwhile the Youngs are busy reloading Ophelia with her guns ablative armour. Mad Dog puts a ‘Blow It To Hell’ marker right where I want my crew to shelter from his gun fire, but is left dangerously exposed as a result. On my left, one Lightning Bug zaps a Bandido and the other drops a scheme marker. Parker Barrows duly blows this up and pushes some of his own guys around. The left Rooster eats Bandido and bounces off the other nearby one. Lenny Tosses the Slop Hauler and Ophelia; the former covers Mad Dog and the Librarian in pig food. Ophelia blows away the Librarian and hurts Mad Dog, then the last Rooster comes in to finish him off and also take out a Bandido who was simply standing there minding their own business.

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Turn 2: The Rooster on the right bounces between Johan and Doc Mitchell, killing the latter and leaving the former on one wound. I had to be a bit careful with placement for the last AP to avoid having to send the Rooster in to charge my own models thanks to Rampage. Johan puts the Rooster out of its misery scoring for Hunting Party. The other Rooster finishes off the last Bandido and starts pecking ineffectively at Barrows himself; he guns it down, dropping a few scheme markers in the process which he then uses to re-attach one of his upgrades with Five Finger Discount. The Young LaCroix blaze wildly at Johan until one gets lucky enough to finish him off. The Slop Hauler makes Barrows Appetizing, and he then finds himself getting shot by a Lightning Bug and finally Ophelia. Needless to say, this is not good for his health. With nothing left on the table, David is happy to concede the rest of the points to me. Gremlins win 10 – 1 (full score for me, 1 for Hunting Party for David).

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David is always a happy, fun man to play Malifaux with, and this was no exception. I think that he underestimated the damage that I could deliver, and wasn’t careful enough to keep his models in cover. Of course, I could still have found a way to attack them, but it would have made me work a lot harder to do so. From my side, my only disappointment was that I got so little opportunity to play with the Bayou Gremlins that I had literally only assembled the previous night and never previously tried them on the table.

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

Strategy: Stake A Claim, corner deployment

Schemes
Pool: Convict Labour, Exhaust Their Forces, Hunting Party, Set Up, Mark For Death
Gremlins: Convict Labour, Hunting Party
Ten Thunders: Hunting Party, Mark For Death

Crews
Gremlins: Ophelia LaCroix, Lenny, 2 Young LaCroix, Whiskey Golem (Barrel Up), 2 Lightning Bugs, 2 Rooster Riders, Slop Hauler
Ten Thunders: Shen Long (Wandering River Style, Peaceful Waters), Shadow Emissary (Conflux of the Dawn), Lone Swordsman (Recalled Training), Samurai (Favour of Earth), Wandering River Monk (Death Contract), Wastrel (False Target), Peasant, Monk of Low River

So, the third Hunting Party game in a row was going to be trouble for me. I knew that, again, the lack of resilience in my crew could hurt me but I also needed to use fast pieces to cross the board and drop markers. I dropped out some of the very easiest to kill models for the Whiskey Golem which can get around quite nicely with Nimble and a fast walk speed. I think in the end that this is the exact same crew that I played against Dave the last time we met at The Governor General’s Wake. Nothing in the scheme pool really looked very appealing, so I went with Convict Labour on the basis that I was going to be heading for the middle anyway and Hunting Party in the hope that Dave would end up presenting some of his minions to me in the process of trying to score for Stake A Claim.

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Turn 1: The Young LaCroix all reload Ophelia to waste some activations, meanwhile the Peasants and the Monk of Low River muck about to stack some conditions on the latter so that the Emissary can hoover them all up later for cards. Shen Long Mighty Gusts the Wandering River Monk toward me and the Samurai off the my left. The Whiskey Golem moves to the centre of the table and puts up Ironbound as I’m expecting the Lone Swordsman to stonk out and smite whatever I put in the middle of the board. One of the Lightning Bugs that I positioned badly (not in cover, in full line of sight and not close enough to the board edge) gets gunned down to a single wound by the Samurai over in the corner. Lenny Tosses the Slop Hauler and Ophelia; the Slop Hauler and a Rooster Rider drop scheme markers in the middle. The Wandering River Monk kills the Slop Hauler at range and Leaps back to safety. The Lone Swordsman uses Recalled Training to attack the Whiskey Golem to minimal effect, and then Ophelia shoots into the combat for similarly little impact.

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Turn 2: The Lone Swordsman pushes away from the Whiskey Golem and kills a Rooster; the other one kills a Wastrel and hurts the Wandering River Monk badly. The latter Marks the Rooster and leaps away to shoot it. My Lightning Bug on my side of the table puts down a Claim marker. Shen Long Mighty Gusts the Emissary and Samurai around a little, then switches to High River Style. The Samurai charges in to finish off the Lightning Bug he’d shot last turn after it has dropped a scheme marker (I’d planned to use Reckless and do a Claim marker instead, but it had only a single wound on it). The Emissary kills the Rooster and Ophelia puts some bullets into Shen Long. Finally, the Whiskey Golem punches the Lone Swordsman. I score Convict Labour and Stake A Claim; Dave scores for Hunting Party and Mark For Death.

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Turn 3: Ophelia shoots Shen Long but he uses cards, Soulstones and his own wound pool to survive. The Emissary kills the Lightning Bug on that side for Hunting Party and the Monk of Low River heals Shen Long. The Lone Swordsman pushes out of combat with the Whiskey Golem and Stakes his own Claim; the Golem kills him. This was a mistake; I should have used Lenny to drop my own Claim marker at this point. Shen Long swaps for Fermented River Style and charges Lenny, nearly killing him; Lenny swaps him right back. The Samurai gets rid of my scheme marker in the corner and moves into my half of the board. The Young LaCroix start to run back to my corner of the board to avoid shipping more Hunting Party points. Dave scores Hunting Party.

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Turn 4: Lenny kills the Wandering River Monk to score Hunting Party for me (I pay cards to avoid Death Contract); Ophelia chain activates but fails to drop Shen Long again as I’m denied by the Black Joker on a critical flip. The Emissary engages the Whiskey Golem; later the Golem hits it back. I must note what a gent Dave was here as I was trying to get the Golem to disengage and walk round to drop a Claim marker as I thought I could make it to the correct side of the board in one (Nimble) action; Dave kindly measured and allowed me to take back the action when he demonstrated that the range wasn’t right. Shen Long Marks Ophelia, then kills Lenny. The Samurai puts down a Claim marker and Dave Scores on the Strategy.

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Turn 5: Ophelia finally kills Shen Long, then the Emissary Marks the Whiskey Golem and kills it. Dave scores again on Stake A Claim and Mark For Death. Gremlins lose 3 – 6 (1 for Stake A Claim, 1 for Hunting Party and 1 for Convict Labour for me; 2 for Stake A Claim, 2 for Hunting Party and 2 for Mark For Death for Dave).

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That was a terrific, close intense game. Dave played really well, especially with his positioning and efficiency of AP use. I actually felt that I was in a good position around the end of Turn 2 as I thought that the Ten Thunders crew hadn’t advanced enough to score anything on the Strategy, but Dave made brilliant use of his mobility from the pushes to catch me up. I made several notable errors. Most importantly, I had several opportunities to use my miniatures to drop Claim markers but instead did something else; notably Lenny in Turn 3 should have dropped a Claim marker instead of using the Whiskey Golem to attack the already-activated Lone Swordsman. I got too obsessed with wasting Ophelia’s AP attacking Shen Long when I should have given it up much early as a bad job; my first activation of turn 4 should have been to kill the Monk with Lenny then move him to block line of sight from Shen Long to Ophelia, thereby allowing her to drop another Claim marker. In turn 1, my positioning of the Lightning Bug on the left is terrible as it is a clear shot for the Samurai (actually I was quite lucky not to lose it outright that turn); even an inch or so to the left would have kept it safe.  Finally, I think I possibly could have killed the Emissary with the Whiskey Golem in turn 5 if I’d activated it first instead of Ophelia, and she might have been able to survive the attentions of Shen Long.  Anyway, those are all lessons for me to remember; I certainly don’t want to take away from Dave’s strong play to get the victory.

As a small aside, Dave has now become the first member of the 2G1P team to beat me in a tournament, almost two years after we first met (at A New Day Dawns). I’m really pleased as this milestone has been the subject of much banter with all of us, and Dave is a terrific player. So now the pressure is off on both sides. Good work Dave!

After all the scores come in I’m in 6th place, just behind Gareth by a single VP conceded. In addition to all the excellent work the Kai does to run these events, I should also mention that we were able to test a new bit of software for recording tournament results directly into the Malifaux Rankings system. Kai and the team are really doing great things for the Malifaux community with this hard work. Thanks again to Callum, David and Dave for three terrific games of Malifaux, and to Kai again for running another wonderful event.

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

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.

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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.

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Next on the painting table: Ronin.

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

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

Schemes
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)

Crews
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.

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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.

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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.

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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.

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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.

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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).

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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

Schemes
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)

Crews
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.

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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.

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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.

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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.

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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

Schemes
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)

Crews
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.

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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.

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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.

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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).

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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

Schemes
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)

Crews
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.

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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.

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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.

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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.

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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.

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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).

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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

Schemes
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

Crews
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.

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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.

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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.

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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.

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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

Schemes
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)

Crews
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.

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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.

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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.

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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.

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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.

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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.

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Next on the painting table: Hollow Waifs.

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

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