Author Archives: Argentbadger

Painted Black Orc Blockers

These nice chaps are Black Orc Blockers for Blood Bowl. In honour of their name I used a darker green for their skin tone; I’m not completely happy with the way it ended up but maybe I needed to do an intermediate highlight or something on it. If I was actually playing Blood Bowl properly I’d probably aim to start with the full four of the Black Orc Blockers since their high strength is so useful. They’re terrible at actually going anywhere or doing anything with the ball though.

Next on the painting table: Orc Blitzers.

Categories: Blood Bowl, Painting and modelling | Tags: , | 3 Comments

Painted Orc Throwers

Following on my usual slow style, here are the Throwers for my Blood Bowl Orcs. There isn’t too much more to say about them than the Linemen, so I’ll let these pictures speak one thousand words each on my behalf (mostly they’re saying ‘you should spend longer getting good at painting, you slacker’).

Next on the painting table: Black Orc Blockers

Categories: Blood Bowl, Painting and modelling | Tags: , | 2 Comments

Malifaux tournament report: Vappafaux; 04Feb2018

Joe drove Gareth, Mike and me down to York for our fifth Vappa in a row. I have a soft spot for Vappafaux as it’s been quite a happy hunting ground for me and indeed gave me my first big tournament win back in 2014. The locals and other travellers are always most welcoming and the standard of play has always seemed quite high in general. After a colossal pie dinner and beer on the Saturday night we rocked up to York Racecourse (not getting lost on the way for the first time ever) early and ready to roll. First round pairings put me with the mighty Ant Hoult, so no chance of a nice easy run into game one.

Game 1: Resurrectionists (me) vs Outcasts (Ant Hoult)

Strategy: Supply Wagon, corner deployment

Schemes
Pool: Guarded Treasure, Inescapable Trap, Undercover Entourage, Public Demonstration, Vendetta
Resurrectionists: Public Demonstration (all three Shieldbearers), Vendetta (Rotten Belle on Bandido)
Outcasts: Inescapable Trap, Undercover Entourage (Parker Barrows)

Crews
Resurrectionists: Kirai Ankoku (Wronged Spirits, Unforgiven, Maniacal Laugh), Asura Roten, Anna Lovelace, Rotten Belle, Dead Doxy, 3 Shieldbearers
Outcasts: Parker Barrows (Coordinated Heist, Oathkeeper, Stick Up), Mad Dog Brackett (Lucky Poncho, Oathkeeper), Sue (Oathkeeper), Wokou Raider, Bandido, Hodgepodge Emissary (Conflux of Stolen Goods) [note that this was proxied with Ant’s Carrion Emissary], Doc Mitchell

I picked this crew in a fairly back-to-front way. I was looking for something that could efficiently push the Wagon and settled on Asura as she has a big base (so can push it further) and doesn’t really do much with her own AP. Since I was taking Asura, it made sense to take the Maniacal Laugh upgrade so that there would be plenty of Mindless Zombies to make use of her abilities. Then, as I was going to do that, I took Kirai because I like her with that upgrade. I got the idea of using Mindless Zombies for Kirai’s summoning from the excellent Dave Laing and liked it well, especially with Asura. Anna got into the crew simply because she brings so many solutions to problems and I love to play her. The Belle acts as a spare battery of wounds for Kirai’s summoning and the Doxy is to make sure that I get Kirai into a relevant part of the board at the start; this is especially important in corner deployment. The Shieldbearers work well for Public Demonstration since they are quite mobile and it is very easy to get them Fast for turn 2 by using a Soulstone for Kirai to summon something. Having taken the Belle I thought it would be rude not to abuse her huge range for Vendetta.

Turn 1: Almost the whole of Ant’s crew take a move forward thanks to Coordinated Heist. Sue pushes the wagon forward, and Asura pushes mine and summons a Mindless Zombie. The Emissary gives Sue the Vitality potion and some other upgrade to the Bandido, then immediately takes the latter back to draw cards. Finally, it drops one of my scheme markers to let the Wokou Raider move up. My Doxy pushes Kirai forward with Take The Lead, then moves my wagon. Parker discards Stick Up, moves the Bandido, uses Five Finger Discount to attach Black Market and makes the Bandido push the wagon. Finally he guns down the Mindless Zombie and gets Ikiryo in the middle of his crew for his troubles. My Shieldbearers all move up to end within 6″ of Kirai. The Wokou Raider kills Ikiryo; I’m not sure whether the impact on Ant’s AP use was more effective than just using Ikiryo to start attacking something. Mad Dog moves up and puts a Blow It To Hell marker in the middle of the board and Doc Mitchell heals Sue. The Belle, unable to see the Bandido, moves my Wagon and Kirai summons a pair of Hanged from the Doxy (I couldn’t use the Belle since I needed her for Vendetta) which float forward to get in the way next turn. The use of Soulstones makes all three Shieldbearers Fast.

Turn 2: Parker uses Oathkeeper, Focusses then Black Jokers damage on the Hanged. This frustrates Ant immensely (chatting before the game he’d mentioned that flipping the Black Joker on Parker’s activation is tantamount to suicide) and he almost concedes there and then. Fortunately we agree to continue playing, but this does end up eating quite a chunk of the round time. Parker then uses Five Finger Discount to attach Stick Up and uses Black Market to make the Bandido push the Wagon. The Hanged breathes a sigh of relief and does Whispers From Beyond on the Hodgepodge Emissary. In turn, it cycles another trinket to the Bandido and pulls it back for cards then kills the other Hanged. Ikiryo comes out and misses the Emissary, then disappears again as I was hoping to be able to summon it again later. Sue, Asura, the Bandido and my Belle all take turns at pushing their wagons forward; the Belle still didn’t have a line of sight at the Bandido to start on Vendetta. The Wokou Raider drops a scheme marker in the midst of my crew and before I can do anything about it, Mad Dog comes rushing in to stop me removing it, thereby telegraphing Inescapable Trap. Still, that did make it easier for me to score Public Demonstration. Two Shieldbearers charge into Mad Dog and burn through a good number of Soulstones while the last pushes my wagon just over the halfway line and stands near the Hodgepodge Emissary. Anna and Kirai both attack Mad Dog too, for relatively little effect. I score for Supply Wagon (Ant’s wagon is just out of my half of the board) and 3VP for Public Demonstration; Ant scores for Inescapable Trap.

Turn 3: The Hanged moved into a somewhat annoying position and gently tickles the Emissary. The Emissary hands the Bandido the Pretty Floral Bonnet and the Memento, she chain activates and pushes the wagon. Kirai kills the Wokou Raider and puts some more wounds into Mad Dog. He attacks the Belle, then Asura and one of my Shieldbearers hit him; I still can’t actually finish him off by the end of the turn. Sue puts down a scheme marker near my models in the centre that I won’t be able to avoid for Inescapable Trap. Parker finds the Black Joker again, this time on Five Finger Discount, then runs to hide behind a forest so that he can score for Undercover Entourage since between the discussion at the start of turn 2 and a brief interlude for a fire alarm, this will be the last turn. The Shieldbearer near the middle pushes Ant’s wagon back across the centre line (i.e. where it won’t score) and also opens up a line for the Belle to see the Bandido. The Belle fails to Lure the Bandido due to Sue’s Man In Black, but the point was to score one for Vendetta anyway. I score again for the strategy and Ant scores Inescapable Trap. Resurrectionists win 6 – 4 (2 for Supply Wagons, 3 for Public Demonstration and 1 for Vendetta for me; 2 for Inescapable Trap and 2 for Undercover Entourage for Ant).

I had a very enjoyable time playing against Ant, and it’s a mark of his skill that he was able to work around the critical Black Jokers to keep this close. I think that if the game had gone on longer I probably had enough of an attrition advantage that I could have stayed in the lead, but some of the last turn actions were played with the knowledge that we were nearly out of time so perhaps things might have gone differently with the full turns. Overall I was quite pleased with how my plans went, and I felt that I should be able to score at least 9 VP if we went to turn 5 (it was unlikely that the Belle would have personally killed the Bandido). I would have been interested to see how survivable the Shieldbearers were in practice but in fact Ant never had spare AP to even attack them so I only got to experience their distinctly average offense.

As is customary at Vappa, a long lunch break was arranged so that we could go and see the rest of the Vapnartak show so Gareth and I wandered around looking at all the other shiny wargames we could get into, if only we somehow had an infinite amount of time in which to play them.

Game 2: Resurrectionists (me) vs Resurrectionists (Greg Piskosz)

Strategy: Symbols of Authority, flank deployment

Schemes
Pool: Punish the Weak, Set Up, Dig Their Graves, Hold up their Forces, Take Prisoner
My Resurrectionists: Punish the Weak, Dig Their Graves
Greg’s Resurrectionists: Punish the Weak, Dig Their Graves

Crews
My Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour, Anna Lovelace, Datsue Ba, Onryo, Rotten Belle, Dead Doxy, Graveyard Spirit
Greg’s Resurrectionists: Reva (Guises of Death, Decaying Aura, Blood Mark), Asura Roten, Anna Lovelace, Lampad (My Little Helper), Rotten Belle, Valedictorian, Necropunk

I was a bit concerned going into this match-up. I had intended on playing Spirit Molly since she fits my preferred aggressive style and loves the flank deployment options to get her summoning early and effectively. I decided that I would just be able to ride out giving up points for Punish The Weak and try to deny the other scheme. But when I was paired with Greg, I started worrying that he would counter-pick me very effectively since we’ve been discussing Molly back and forth over the last few months. In the end, I decided that I’d be best served by playing to my own strengths rather than worrying about what was coming from the other side of the board. The basic plan was to have the Belle, Doxy and Onryo head for the Symbol markers while everything else jumped down Greg’s throat as quickly as possible to keep them in a ball. With Asura and Reva on the other side of the board I felt comfortable in taking Punish The Weak and eventually decided that Dig Their Graves was better for my game plan that the other options. Critically, Greg didn’t take the Litany of the Fallen upgrade on Reva that would have let her ignore armour.

Turn 1: I have an awful hand; even after using a Soulstone I have the Red Joker and then my highest card is seven. Asura summons a Mindless Zombie which Datsue Ba turns into and Onryo (mistake here, I think that a Gaki would have been a better call); she also order Izamu to move forward. Greg’s Anna nearly kills the Onryo, getting the trigger to summon another Mindless Zombie which then annoyingly finishes off my Onryo. So we’ve both spent several activations and the only upshot is that there is an extra corpse maker in the middle of the board. The Belle, Necropunk and Onryo all start the long slogs out toward Symbol markers on the corners. The Doxy pushes Molly forward and she moves up aggressively to summon a Goryo in the middle of Greg’s crew. I chose a Goryo over a Hanged even though I had the card for the latter since the bigger base meant I could get more wounds on it. Greg’s Belle Slows Izamu to stop me charging him into the fray and the Valedictorian uses Lecture Notes to turn off Molly’s triggers. Oh dear. The Graveyard Spirit moves to cuddle up to Molly and Izamu and makes Greg discard a card. This turned out to be critical as I dropped a weak card myself and forced Greg to use a card he’d been relying on having access to for the rest of his cunning plan. The Lampad misses a shot at the Graveyard Spirit and my Anna pushes him and Asura back. Reva summons a Corpse Candle, attacks Molly once and realises that she’s not going to achieve anything with so much Armour on Molly. We discussed this after the game and think that he was probably in range to just kill the Graveyard Spirit with the first attack which would have opened the game up a lot more. Instead, Reva turns a nearby corpse into a scheme marker then kills the Goryo for Dig Their Graves. At least it got to splash a bit of Black Blood over her.

Turn 2: Molly summons another Goryo and a Drowned, then kills a nearby Corpse Candle for Punish The Weak. The Goryo hurts Reva, Slowing her, but not enough to stop he from easily dispatching the Drowned for Punish The Weak. This does helpfully leave a scheme marker in the middle of Greg’s crew for future attempts at Dig Their Graves. My Anna kills the Lampad, then the Necropunk Leaps over to pick up my first Symbol. Eventually, the Doxy puts down a scheme markers, pushes the Necropunk up to Pounce on it (applying Confused Feelings in the process) and despite all that it still takes the attentions of Datsue Ba and my Onryo to kill it for Dig Their Graves. The Grave Spirit pokes Izamu to kill off another Corpse Candle to clear his way. Asura and a horde of Zombies pile Grasping Hands onto Izamu but he is still able to drop the Mindless Zombie engaging him and charge Reva, killing her and allowing me to breathe a big sigh of relief. In return the Valedictorian kills the Goryo for Punish the Weak but she’s feeling a bit hurt due to the sea of Black Blood that’s been sprayed over her. My Belle can’t quite make it to the Symbol on the right so she hides behind it instead. Greg scores for the strategy.

Turn 3: Molly kills a Mindless Zombie for Punish The Weak, then puts Whispered Secret on the Valedictorian and kills her with a lucky Red Joker on damage. This also scores me Dig Their Graves thanks to the scheme marker left behind by the Drowned. Quite a good activation, so Izamu chain activates and shows how it is not done by failing to hit the Belle on three attempts. She Slows him in return. Mindless Zombies put Grasping Hands on my Anna, then Greg’s Anna makes a break for a Symbol marker as she’s the only thing he has that is likely to reach them. My Anna pushes away a Zombie engaging her, then charges her doppelganger. This doesn’t have any effect but it does make it very hard for Greg to get to the marker. My Belle finally takes Greg’s first Symbol marker. I score for Symbols of Authority. We look at the board state and agree that it is unlikey for Greg to get anything else out of the game, nor for him to stop me from getting all my points so we call it there rather than playing out the inevitable. My Resurrectionists win 10 – 4 (full score for me; 1 for Symbols of Authority, 2 for Dig Their Graves and 1 for Punish The Weak for Greg).

What a tight game. I really love to play Greg because he looks at the board state and acts in a completely different way to me. He’s very good at attacking from angles that I just don’t see (probably because I’m focusing on a more direct play) and as such I have to be on my guard for every activation. Of course, he is also a very friendly and fun gentleman to play against so in that regard is surely one of my favourite opponents. The game hinged on my being able to keep Molly alive and pressure Reva and the Valedictorian with summons. When Molly survived turn 1 and I got initiative in turn 2 I felt that I had enough power to just attrition my way through the game. Killing the Necropunk early was also important because it was the only thing in Greg’s crew that was really suited to collecting my Symbol markers. I believe that Greg’s plan was to use Reva’s sheer damage output to cripple my crew early then pick up any point he could after all my pieces were dead.

Game 3: Resurrectionists (me) vs Outcasts (Nathan Chenery)

Strategy: Public Executions, close deployment

Schemes
Pool: Eliminate the Leadership, Search the Ruins, Take One for the Team, Show of Force, Recover Evidence
Resurrectionists: Search the Ruins, Show of Force
Outcasts: Search the Ruins, Recover Evidence

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour (Unnerving Aura), Hannah (Unnerving Aura), Anna Lovelace, Onryo, Dead Doxy, Graveyard Spirit
Outcasts: Hamelin (Plague Pits, Survivalist, The Piper), Hodgepodge Emissary (Conflux of Plague), Midnight Stalker, Nix (Hollow), Stolen, Obedient Wretch, 3 Malifaux Rats

The crew here is the same as when I played a similar scheme pool for Public Executions against Jamie Clark in round 5 at Gaining Force last month. The general plan was to take the centre early and hold it with Hannah (and Izamu if needed for Show of Force) then project damage out as required. Since I was going to be in the middle anyway, I took Search the Ruins too. Molly’s general plan to summon in models with few wounds would be a concern in the strategy but my experience has been that eventually a critical momentum builds up and attrition starts to favour the Resurrectionist crew. On the plus side, being unable to charge near Hamelin wasn’t going to be a problem since I could just summon next to him instead.

Turn 1: Nathan announces Recover Evidence so I choose the models that are in the centre of my crew. The Doxy pushes Molly up and removes the central Plague Pit. Molly summons a Goryo and a Hanged next to Hamelin, killing the Stolen and Rat nearby and hurting Hamelin himself. The Emissary gives the Pretty Floral Bonnet to the Midnight Stalker then Hamelin kills the Hanged before it does anything useful, though there is a significant dent in Hamelin’s wounds already thanks to Black Blood. He also summons a pair of Stolen. The rest of our crews move for position. The Obedient Wretch throws rats about the place, eventually summoning a Rat King.

Turn 2: Molly summons another Hanged and Goryo. The Goryo kills Hamelin but I forgot that he could sacrifice the Stolen to ignore this. That was a big mistake on my part as I am fairly sure that I could have dropped the Stolen before hitting Hamelin. Hamelin summons another pair of Stolen but stops short of killing the Hanged as he’s drowning in Black Blood by this point. Izamu charges the Hodgepodge Effigy, cheats in the Red Joker for damage on the second attack to get it to Hard to Kill then frustratingly flips the Black Joker on damage for the killing blow. More Rat Kings start to appear. Hannah finally kills Hamelin after both Stolen are dropped with a cheeky spray of Black Blood from something; she Makes A New Entry to copy The Swirling Damned from her sister. A Rat Catcher appears from a Rat King and reactivates another Rat King. This one kills the Hanged and starts attacking Izamu. The Midnight Stalker collects Evidence markers. I score for Show of Force but we draw for Public Executions.

Turn 3: The first Rat King attacks Izamu, but thanks to Armour and Black Blood they are doing more damage to themselves as to Izamu then turns into a Rat Catcher to avoid giving up an easy kill; the Obedient Wretch comes out to kill Izamu with Bleeding Disease instead since he’s sitting on Blighted +9 or something by this point. The Goryo kills the first Rat Catcher and comes back to put down a scheme marker. The Doxy pushes Hannah into range of Nix then puts out another scheme marker. My Onryo goes to hurt the new Rat Catcher and gets beaten up a bit in return, then Molly kills the Rat King and my own Onryo, finally pushing into range to chain activate Hannah. Sadly Hannah does nothing useful to Nix except copy Anna’s Vortex to push Nix further back. This turns out to be important because Nix can’t then get far enough into the middle to clear Hannah’s massive engagement range to put down scheme markers so he just settles for getting close enough to deny Show of Force. Somewhere around here we get the call for last turn, we were both quite surprised at how little we’d got done but the turns were very busy. Anna drops a scheme marker herself then uses the Red Joker to Vortex Nix clear of the centre. The Midnight Stalker collects a third bit of evidence and puts down a scheme marker, and the Hodgepodge Effigy comes steaming round the corner and uses its (0) action to push and put another scheme marker out (in retrospect, this wouldn’t have worked as Anna’s Clockwork Dress would have stopped the push). I score for the strategy and Show of Force again. I also have three markers out for Search The Ruins and Nathan could only get two. Resurrectionists win 6 – 3 (1 for Public Executions, 3 for Search The Ruins and 2 for Show of Force for me; 3 for Recover Evidence for Nathan).

Wow, that was a hell of a game! I was delighted to get to play with Nathan as I’ve seen him around at tournaments for years but we’ve somehow just never been drawn together. He was a terrific opponent, a gentleman throughout and the whole game was played with smiles on both sides. I must also admit here that I had underestimated Nathan; I had considered him before in the ‘good but not great’ category but on this evidence he is a truly strong player of Malifaux. In terms of the game itself, I was happy that Molly was the right Master here as her aggressive playstyle fits the strategy and deployment well. Being able to bombard Hamelin with Black Blood seemed like a fairly effective way to deal with him. I did wonder if Eliminate the Leadership would have been a more suitable scheme to pick but in the end I think it was more of a gamble than those that I actually selected. Flipping the Black Joker on the killing blow against the Hodgepodge Emissary was a crucial moment and that could have lead to a very different result. I would have been very interested to see how the game would have gone on if we had enough time to play the full five turns. I felt that I had the advantage in attrition and could probably have held on to win via strategy points but it would have been extremely close; probably Nathan would disagree. Playing against Hamelin and Nix’s Nihilism was the same exercise in frustration as usual.

Once all the scores are in I’m delighted to find that I took first place, beating Lewis Phillips by a single point of VP differential and I got a very nice engraved beer glass to bring home with me. As always I had a lovely time meeting friends both old and new. Thanks to Ant, Greg and Nathan for three hard-fought fun games of Malifaux, and of course to Graham for stepping up and running the event this year.

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

Painted Orc Linemen

My son and I picked up a Blood Bowl team each. We don’t seem to have played more than a few turns of actual Blood Bowl, but we’ve been enjoying painting the miniatures. I’m really impressed with the quality of these kits considering that they come in two pieces per miniature.

I find myself constrained a bit when painting Orcs since the green skin rather excludes green from the colour choices for the rest of the mini. In the end I went for purple armour and white cloth, though there are a few bits where I’ve painted something the wrong way round (and notably on one of them I thought that the jaw was part of the helmet and painted it purple too). Nothing too hard or detailed, but good enough to feel good about putting them out for a game.

Next on the painting table: Orc Throwers

Categories: Blood Bowl, Painting and modelling | Tags: , | 5 Comments

Painted Collodi

Here is Collodi, Neverborn master for Malifaux. It is the model that made me want to start playing Neverborn in the first place. For me, Collodi really encapsulates the Neverborn experience: mainly control with a side order of support and damage, and highly rewarding of close positional play. I could write tomes about my enjoyment of playing Collodi but since this is a painting post I will stick to generalities. Collodi’s main use for AP in my opinion is applying Slow or other, even more amusing, conditions to the other crew, thereby dictating what they can do to stop my plans. It also allows some sharing of AP with various minions or Puppets in your own crew. This meant that, despite the nice theme available of playing ‘the puppet crew’, Collodi actually plays very effectively with pretty much anything you like in Neverborn. For example, I enjoy using it with a Nephilim grow crew, not because of some supreme synergy but rather because it was highly entertaining; it also turned out to be quite effective on the tabletop.

For painting I decided that Collodi looked like a Redcoat and applied colours accordingly. The wood effect for the puppet parts (i.e. the ‘skin’) ended up being a bit of an experiment in using dark brown as a base then a much lighter one over the top and tying it all back together with medium brown wash.  I am pleased with the overall effect.

Next on the painting table: Orc Linemen.

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

Malifaux escalation event report: Gaining Force; 13Jan2018

The first Malifaux event of 2018 at Common Grounds was Gaining Force. It was described as a story event but I would say it is more like an escalation since the story didn’t go further than ‘an Enforcer went for a walk and gradually found friends while being attacked’. The format was to select one Enforcer and play two Enforcer Brawls, then add that Enforcer to a Henchman Hardcore crew and play two games of that. The entire Henchman Hardcore crew was then to be included in a regular 50SS Malifaux crew for one final game using the new Gaining Grounds 2018. I will admit that I’m not a big fan of Henchman Hardcore but Kai’s events are always excellent so I wanted to attend anyway.

I selected Izamu as my Enforcer for the highly tactical reason that he is the only Enforcer I have available (the Carrion Emissary is still part-built on my painting tray and Ikiryo isn’t eligible anyway). Izamu’s Warrior’s Death ability does mess with the scoring in a fairly amusing way so it’s not like I would have chosen anyone else.

Enforcer Brawl 1:

For the first round I was set up with Gareth, Martyn and Mark. We got the rules slightly wrong; killed Enforcers should be able to return to the game at their own initiative step and not just at the end of each round. Also, to make the overall event scoring practical we were capped at 5VPs at any one time.

Me: Izamu the Armour
Gareth Henry: Yin the Penangalan (Unnerving Aura)
Martyn Nicol: Lone Swordsman (Recalled Training)
Mark Watson: Ice Golem (Armour of December)

Turn 1: The Lone Swordsman charges into the Ice Golem and declares that it Shall Not See Another Sunrise. This doesn’t help as the Ice Golem swats him and Yin polishes him off. Izamu kills the Ice Golem.

Turn 2: Izamu smacks the newly-returned Lone Swordsman but incredibly the Ice Golem fails to kill the plucky chap. Yin, who is left too far away to participate, floats back toward the action. The Lone Swordsman declares (again) something about Ice Golems and Sunrises, and kills the big construct. The resulting explosion is fatal for the Lone Swordsman too.

Turn 3: The Ice Golem moves up and is gently tickled by Izamu’s Dadao. Yin puts Gnawing Fear on Izamu and hurts him.

Turn 4: Izamu smacks the Ice Golem again. The Lone Swordsman uses Recalled Training but Black Jokers one attack on Yin. To keep up with the action, the Ice Golem Black Jokers an attack on her too. Yin attacks the Golem.

Turn 5: Yin kills the Lone Swordsman. The Ice Golem attacks Izamu and is killed in return.

Turn 6: The Lone Swordsman uses Recalled Training (such a good upgrade when you can use it all the time!) and kills Yin. Izamu and the Ice Golem are too far apart to do anything meaningful.

The final scores are:
Me: 5
Gareth: 2
Martyn: 5
Mark: 0

Enforcer Brawl 2:

The second Enforcer Brawl sees the model I expected in abundance in this format. I just had to hope that the Langston players didn’t get too lucky with their Decapitate triggers, then counter-punch them. Note that the photos are a bit weird for this one; the big buildings were constantly in the way of one model or another so some were taken from different angles.

Me: Izamu the Armour
Andy Bush: Howard Langston (Imbued Energies)
Jamie Clark: Howard Langston (Imbued Energies)
Martyn Nicol: Lone Swordsman (Recalled Training)

Turn 1: Andy’s Langston comes in for Izamu but can’t kill him so Izamu stabs the big construct right back. Jamie’s Langston fails to drop the Lone Swordsman in one go and is easily taken down in return during the second activation after declaring that he Will Not See Another Sunrise.

Turn 2: Jamie’s Langston appears and immediately ends the Lone Swordsman who reappears on the far side of the board. Andy’s Langston kills Izamu and Nimbles away from his imposter. Izamu gently tickles Jamie’s Langston.

Turn 3: Jamie’s Langston kills Izamu. The Lone Swordsman declares Sunrise on Andy’s Langston but is killed in return before getting a second activation. Izamu helpfully reappears on the edge of the board furthest from anything, and girds himself for a long walk.

Turn 4: After flipping an ace for the previous two turns of initiative, I flip the Red Joker for this turn, ensuring that Izamu can get straight on to the business of double walking toward the action. The Lone Swordsman reappears and kills Andy’s Langston having declared Sunrise on him. Jamie’s Langston shows up but fails to off the Lone Swordsman, and is shanked back to death immediately by Andy’s copy.

Turn 5: Andy’s Langston kills the Lone Swordsman and hurts Jamie’s Langston badly. Jamie then fails the horror duel for his Langston to attack back. Izamu trudges across the board.

Turn 6: Jamie’s Langston recovers his wits and kills Andy’s Langston before being murdered in turn by the Lone Swordsman. Andy Langston reappears in range to come and try his luck with Izamu, but after 3 turns of nothing but hand sculpting Izamu easily survives and kills him in return.

The final scores are:
Me: 5
Andy: 0
Jamie: 2
Martyn: 5

Henchman Hardcore 1: Resurrectionists (me) vs Ten Thunders (Martyn Nicol)

Crews
Resurrectionists: Anna Lovelace, Izamu the Armour (Unnerving Aura), Dead Doxy, Graveyard Spirit
Ten Thunders: Sensei Yu (Low River Style), Lone Swordsman, 2 Monks of High River

I realised that I could approach this whole event by either picking a Henchman Hardcore crew that I thought was good, and then hoping that it would lead nicely into a 50SS crew in the end, or largely pre-select my 50SS crew and pick the Henchman Hardcore models as a subset of that. In the end, I took the latter approach mainly because I vastly prefer 50SS Gaining Grounds as a format, especially over Henchman Hardcore. Nonethless, I did put some thought into it. With Eliminate the Leadership as the always scheme I decided that Anna Lovelace’s preference for range, good stats and armour would be a good selection; I had considered Datsue Ba instead but thought that she would be too easy to kill in this format. The Dead Doxy can get a chance at a third attack if she Pounces after Take The Lead, and while one of my main criticisms of Henchman Hardcore is the decreased importance of positional play, her ability to move things around is never not useful. Finally, the Graveyard Spirit was added simply because it fit the points. Being able to add Armour is useful but I did think that only having 3 non-Peons to score for the strategy would be a concern. I expected Sensei Yu to move my models out of scoring position, and then the Lone Swordsman to come in and try to kill Izamu by ignoring armour on one of his triggers.

Turn 1: The Monks move up and take Defensive Stance and the Dead Doxy pushes Izamu forward. Yu Airbursts him back but not far enough and I’m able get a swing on the right Monk (though it misses anyway) and Anna fires a barrage of ghosts at Sensei Yu which scores me the first point for Eliminate the Leadership. We both score for the strategy.

Turn 2: Sensei Yu realised that if he doesn’t heal himself, he’ll not get another try, so he punches himself better. The Doxy pushes Izamu into the guts of Martyn’s crew, then charges the right Monk for no effect whatsoever. The Monk then kills her straight out in return, not even needing the huge stack of Burning he had applied. Izamu smacks Sensei Yu a little, allowing him to pick up a few Defensive conditions when I missed. The Lone Swordsman declares the Izamu Will Not See Another Sunrise but can’t kill the big chap even with a second activation and kills himself to expunge the shame. Anna misses a couple of shots at Sensei Yu. We both score again for Extraction.

Turn 3: Sensei Yu heals himself again. Izamu again fails to do anything useful to him and instead switches attention to the Monks. One of them Focuses but misses Izamu and in desperation I throw in the Graveyard Spirit which kills the wounded Monk (only had to do one damage due to the Unnerving Aura). Anna continues to attack Sensei Yu who Soulstones all the damage away. We both score for Extraction once again.

Turn 4: Sensei Yu heals himself. Izamu kills the second Monk and Anna finally finishes off Yu to get me the rest of the Eliminate the Leadership points. I score for Extraction too. Resurrectionists win 7 – 3 (full score for me; 3 for Extraction for Martyn).

I always have a nice time playing Martyn as he is just such a cheerful gentleman. He had me worried here with his crew selection and I thought that the combination of Sensei Yu pushing my models away from the scoring area plus the threat of the Lone Swordsman just carving through Izamu would have been possibly a winning strategy. As it happened, the high minimum damage on Anna’s ranged attack forced Yu to play passively to stay alive for almost the whole game, and Martyn just didn’t get the cards he needed for the Lone Swordsman’s Perfect Cut. I was really impressed with the Monks of High River at their new cost.

Henchman Hardcore 1: Resurrectionists (me) vs Resurrectionists (Gareth Henry)

Crews
Resurrectionists: Anna Lovelace, Izamu the Armour (Unnerving Aura), Dead Doxy, Graveyard Spirit
Resurrectionists: Valedictorian (Unnerving Aura), Yin the Penangalan (Unnerving Aura), 2 Rotten Belles

I knew what was coming here as Gareth and I had been discussing crews on the train to Stirling, but it didn’t make this easier to deal with. Gareth basic game plan was to apply crippling conditions with Yin, put one model per turn where he needed it with the Belles (and Slow everything else as needed) and then kill it with the Valedictorian. Having one model locked down by Yin each turn would be a big problem with only four in my entire crew (and one of them a fairly useless Totem). My plan was to throw Izamu up as aggressively as possible, using the Doxy to push him into melee if Yin gave him the No Escape condition, and then hit things with him and Anna until they went away. Weak damage of three can solve a lot of problems.

Turn 1: The Belles Lure and Slow Izamu, and the Doxy Takes The Lead to push him into melee with the left one. Yin gives Izamu both Gnawing Fear and No Escape, but he’s able to drop the Belle in two hits which felt quite fortunate. The Valedictorian comes in and puts a bit of damage onto Izamu, then Anna hits her twice with the Swirling Damned. I trigger Screaming From The Aether once and Gareth helpfully fails the resulting Horror duels for both Yin and the Valedictorian. This stroke of luck pretty much ensures that I’ll win the game right there. I score Extraction.

Turn 2: Izamu smites the Valedictorian, scoring me a point for Eliminate the Leadership, then the Belle Lures him to my right and Slows him again. Anna kills the Valedictorian to get the rest of the points for Eliminate the Leadership and I score for Extraction again. I do rather unwisely keep pulling the marker back toward my table edge even though I would have been better served leaving it in the middle.

Turn 3: Izamu Black Jokers his chance to Reform, the misses a speculative swing at Yin. She kills him (though she does flip the Black Joker herself on my Warrior’s Death attack so some damage does get stacked up) then puts various conditions on Anna. I waste some Soulstones to get round all the negative flips attacking Yin with Anna and miss the shot anyway, apparently because Gareth has a truly heroic control hand this turn. The Belle Lures Anna and Pounces on her. No score for the Strategy.

Turn 4: The Belle Slows Anna. The Doxy Focuses and lands Take The Lead on Yin, getting me the Confused Feelings trigger. With us both on negative flips it just comes down to luck whether I can actually do anything to Yin, but have the better stat and only need to draw. Between the pounce and the second AP, Yin goes down and I breathe a big sigh of relief. Anna pushes the Belle away and shoots her. Neither of us score for the Strategy.

Turn 5: Anna fails to kill the Belle who hurts her back, but not by enough to get a point for Eliminate the Leadership. My Resurrectionists win 5 – 0 (2 for Extraction and 3 for Eliminate the Leadership for me; nothing for Gareth).

Gareth is my main opponent at Malifaux (and indeed, all wargames) and it’s always a fun experience. I think that we were both a bit sad that this one was pretty much decided by luck in turn 1, but I guess if Gareth hadn’t been so keen to fire all his good cards into locking Izamu down with Yin he would have had something left to pass the Horror duels on Yin and the Valedictorian. My main error was to move the Extraction marker way back then commit my crew too far forward to actually score from it.

Game 5: Resurrectionists (me) vs Arcanists (Jamie Clark)

Strategy: Public Executions, close deployment

Schemes
Pool: Eliminate the Leadership, Dig Their Graves, Undercover Entourage, Show of Force, Take One For the Team
Resurrectionists: Dig Their Graves, Show of Force
Arcanists : Dig Their Graves, Take One For the Team (Wind Gamin)

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour (Unnerving Aura), Hannah (Unnerving Aura), Anna Lovelace, Onryo, Dead Doxy, Graveyard Spirit
Arcanists : Viktor Ramos (Arcane Reservoir, Philosopher’s Stone), Joss (Open Current), Howard Langston (Imbued Energies), Mobile Toolkit, Metal Gamin, Wind Gamin, Brass Arachnid, Arcane Effigy

I extended my Henchman Hardcore crew to be lead by Molly with my preferred Spirit build. I’ve been trying Hannah lately with Molly, partly because I just love to use her, partly because of the amusing theme of having both Lovelaces in the same crew, partly because of Arcane Reservoir and partly because she doesn’t have to worry about Black Blood thanks to her Freikorps suit. Having Anna around also means that Hannah is never short of something useful to copy with Make A New Entry. I considered taking a Belle instead of the Onryo but the latter won out because we defined the canals as difficult terrain, and I decided that Lures would be a bit less critical in close deployment. The two copies of Unnerving Aura were specifically for Show of Force, and I have to admit that I forgot about them for much of the game otherwise (to be fair, Jamie mentioned at the end that he had forgotten about his Arcane Reservoir for some of the turns). Jamie surprises me with a very cautious deployment.

Turn 1: The Doxy pushes Molly and the Toolkit turns Langston up before Joss kills it to get the spider engine going for Ramos. I was expecting to get Langston right in Molly’s face instead of Joss activating, so I take advantage of still actually having my Master unmolested by moving her forward and summoning a Goryo and a Drowned. I had the card to have a Hanged instead of the Goryo but I felt that the larger base of the Goryo made it a better option considering the board state. Molly makes the Goryo hit Langston and then chain activates to do it again, Slowing the big chap in the process. Ramos summons a pair of Steam Arachnids then kills both the Goryo and the Drowned which leaves Molly feeling again a bit exposed to Langston, though the Drowned does leave a scheme marker in quite a nice place. The Graveyard Spirit moves to Molly to make the inevitable arrive of Mr Langston a little less unpleasant. The Brass Arachnid Reactivates Langston and Hannah moves up to copy her sister’s ranged attack but it misses Joss. Langston gets stuck into Molly but between armour from the Graveyard Spirit and having milled all teh good cards out of Jamie’s hand earlier, I get away with only a relatively mild beating.

Turn 2: Langston fails to kill Molly. She summons another Goryo and kills Langston to score for Dig Their Graves, pushing back to relative safety in the process. Hannah chain activates to kill a Spider and again copies Anna’s Swirling Damned attack which draws a lot of Jamie’s cards avoiding the resulting Horror duel in his bunched up crew. Joss misses a couple of attacks on the Goryo and my Onryo totally fails to land anything on the right-most Steam Arachnid. Ramos summons three more Steam Arachnids then the Goryo misses Joss who gets Reactivated by the Brass Arachnid. The Doxy pushes Izamu forward then charges in to kill one of the Steam Arachnids. Joss goes again and kills the Goryo, this time scoring for Dig Their Graves. Izamu charges into Joss; I’m thinking that if I can get him down to one wound it won’t trigger the Reactivate again since each model can only get that condition once per turn, but it doesn’t matter and the attacks are not particularly effective. The Spiders chip away at Izamu and Anna continues to miss shots at Joss. I score for Public Executions and Show of Force.

Turn 3: The Arcanist crew have very conveniently formed a crowd around where the Goryo was just standing, so Molly summons in another Goryo and a Hanged, getting the former on full wounds and the latter on six. I’m not sure that was the best play, but it is not everyday that one gets an opportunity to do that so I wanted to take advantage while I could. She makes the Goryo stab Joss down to his last wound then chain activates Izamu who kills Joss and 2 Steam Arachnids. A highly effective couple of activations if I do say so myself. Jamie is getting sick of the Graveyard Spirit but only has the Effigy in a good spot to deal with it, resulting in a fight between two of the least effective combatants in the entire game. The Goryo kills the Brass Arachnid, mainly to get it out of my hair. Ramos summons a pair of Steam Arachnids to replace the ones despatched by Izamu, magnetises to one of them just to get clear of the scrum and shoots the Goryo. Anna kills the Wind Gamin, giving up 2VP for Take One For The Team and Hannah gently tickles the Metal Gamin which has finally completed its epic run round the side of the building. I throw everything I have left at the Effigy and finally kill it with the Hanged to score Dig Their Graves. I also pick up points for Public Executions and Show of Force.

Turn 4: One of the Steam Arachnids and my Onryo both drop scheme markers. This is one of the many things I love about Malifaux: that sometimes a decision has to be made between activating a big fighter and just stabbing stuff versus using the smaller models to do things that will score points. A Steam Arachnid bites the Goryo. Izamu hurts Ramos, who summons a single Steam Arachnid, blows up the old one and magnetises to the new one. Anna and Hannah combine to kills the Metal Gamin which took a lot more work than I would have liked. The Goryo kills Ramos for Dig Their Graves and the Hanged kills the last Steam Arachnid. I score for the strategy and Show of Force again, and I won’t be able to get Public Executions next turn as there is nothing left. Resurrectionists win 9 – 3 (3 for Public Executions, 3 for Dig Their Graves and 3 for Show of Force for me; 1 for Dig Their Graves and 2 for Take One For the Team for Jamie).

Jamie is a really top chap to play against, he know his Malifaux really well (apart from his inexplicable failure to remember Arcane Reservoir) and all in all I had a very enjoyable game. We were both joking and laughing together at various happenings on the table and with the card flips, while at the same time playing a tight game and trying to win. In other words, how Malifaux should be, in my opinion. I think that Jamie made a mistake with a very defensive deployment that gave me access to control the choke point on the bridge and as a result his pieces were very clumped together while he tried to deal with the models I sent in. Clumped up opponents are what Molly loves to see. I liked the addition of Hannah instead of Datsue Ba [and 3SS of other stuff] and I certainly plan to try her in similar crews again.

Once the scores are all counted, I’m in first place (based on VP for as otherwise the Enforcer Brawl messes things up, though I think it would have been the same based on other measures). I still prefer standard 50SS games but this was an enjoyable change of pace and I think it could be a good format for introducing new players, at least as long as no-one is too abusive on the Enforcer Brawls. Thanks to Gareth, Mark, Martyn, Andy and Jamie for the fun games, and as always to Kai for doing all the work of running the whole show.

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

Painted Gupps

These cute little chaps are Gupps, part of my Malifaux Neverborn crews. They hold the Swampfiend keyword and are therefore arguable thematically linked with Zoraida; however she doesn’t interest me and I’m not really a big fluff player anyway. They come three to a base and while I could have split them up further to get more bases of Gupps, I have never found that I wanted more than three at a time. Their main attraction is being cheap and have a Leap which will work on any mask card, both qualities which make them suitable a scheme runners. Even at the low price, I realised that with the combination of a Spawn Mother and Will O The Wisp I could summon as many Gupps as I would ever require and therefore stopped hiring them (and actually I find Terror Tots more entertaining at the same cost).

For such simple pieces, I kept a deliberately simple colour scheme; two tones of green for the body, yellow eyes and then ended by picking out the teeth. The Gupps are tiny, and although they’re very cute, they are also a bit of a pain to get into more detail for painting. I did enjoy getting to the final result swiftly though.

Next on the painting table: Collodi

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

Malifaux tournament report: Masters of the Path (50SS); 25Nov2017

Gareth and I took the train to Common Ground Games in Stirling for our last Malifaux event of 2017. As is my habit, I’ve swapped from Neverborn to play a new faction for the coming year or so; in this case I’m picking up Resurrectionists. I’ve long noticed that despite Molly being a common enough sight I have never seen anyone use the Spirit version. So I decided to start with her and see how I get on with this option. I will admit that I looked at the strategies and schemes and the ‘try hard’ part of me considered playing Neverborn for one last event since they are mostly not very friendly to a master who summons in models on low wounds near the enemy crew, but in the end I figured it would be an interesting pressure test.

Game 1: Resurrectionists (me) vs Neverborn (Ian Gemmell)

Strategy: Collect the Bounty, close deployment

Schemes
Pool: Claim Jump, Recover Evidence, Search the Ruins, Dig Their Graves, Eliminate the Leadership
Resurrectionists: Search the Ruins, Eliminate the Leadership
Neverborn: Claim Jump, Eliminate the Leadership

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour, Datsue Ba, Anna Lovelace, Goryo, Onryo, Dead Doxy, Grave Spirit
Neverborn: Collodi (Fated, Strum The Threads, Aether Connection), Mannequin, Shadow Effigy, 2 Stitched Together, 3 Marionettes, Baby kade, Burt Jebsen

The crew above is more or less the ones I’ve used to get used to Resurrectionists. When I pick up a new faction I usually start with a couple of masters but will run a few games with a pretty much fixed list approach until I see what works for me and what doesn’t. Since I’m still in that learning process I’m just making minor changes to the core here. In summary, Molly goes toward the biggest patch of the other crew and bombs Black Blood ghosts into them as allowed by my hand. The Doxy gives her a nice push forward at the start, and Izamu, Datsue Ba and Anna are there to do actual work until I can get the attrition rolling in my favour (I almost always lose one or more of these three by the end of turn two). The Goryo and Onryo are there for a bit of all-round hitting or scheming as needed, and also because I like the models. I’ve preferred the Grave Spirit over the Necrotic Machine mainly because it seems to fit the theme. For this match up I picked Search The Ruins as it would suit my attrition plans and Eliminate the Leadership because, having played Collodi, I knew that I would have to deal with it before the game was out.

Turn 1: The Shadow Effigy gets us underway by giving Collodi Blend Into Shadow; Collodi kindly shares this out to its minions. The Doxy pushes Molly forward. We jockey for position a bit and eventually I send Izamu forward to poke a Marionette. A Stitched comes forward and manages to land severe damage on the Ancestor. Molly moves up further and summons a Hanged which somehow manages to get the Stitched to Reactivate; it then hurts Izamu a bit more. Collodi makes one of the Marionettes a Personal Puppet, My Wills the Stitched to finish off Izamu and Slows Molly.

Turn 2: Molly summons another Hanged and companions the other one to hurt the untouched Stitched. The wounded Stitched together Gambles Your Life with Molly but loses. Datsue Ba kills a Marionette to turn it into a Gaki and Collodi hurts Molly rather badly. It also attacks the Hanged and makes the Spirit attack Molly but luckily Molly doesn’t take the hit. The Hanged puts Whispers From Beyond on Collodi who blows up its Personal Puppet to avoid the damage. We ruled that Collodi still got the Glimpse The Inevitable condition as it didn’t seem to be related to the damage. The Gaki misses the Mannequin and a Marionette goes Fast to charge Molly, helpfully dying to Black Blood in the process. The Stitched puts more damage onto Molly (scoring Ian a VP for Eliminate the Leadership) and is killed by Anna in return. Kade charges into Molly and top decks the Red Joker on damage to kill her (I didn’t have any cards left to use Masterful Dead), scoring the rest of the points for Eliminate the Leadership in the process. My Goryo pokes Kade after the Onryo failed to get Adversary onto him as usual. Burt moves around and drops a scheme marker. We end up drawing on the strategy.

Turn 3: The Hanged kills the Effigy, then Collodi kills the Grave Spirit and hurts my Goryo. Anna kills Baby Kade then the Onryo and Burt drop scheme markers around the place. The Goryo drops the Mannequin mainly to get it out of my hair, and Datsue Ba starts the long process of pinning Collodi down long enough to kill. I score for the strategy and Ian gets Claim Jump.

Turn 4: The Goryo gets Collodi down to a single wound. It summons a Marionette to make it a Personal Puppet and then finishes off the Goryo. Datsue Ba puts a wound onto Collodi to force the Marionette to die to Decoy. The Onryo hurts Burt after he has put down some more scheme markers, then Anna drops Collodi. I score for Collect the Bounty. Ian has seen enough (and anyway only has Burt left on a single wound) and agrees to call it there. Resurrectionists win 8 – 4 (3 for Collect The Bounty, 2 for Eliminate the Leadership [in retrospect I think I should have had the full 3 here] and 3 for Search the Ruins for me; 3 for Eliminate the Leadership and 1 for Claim Jump for Ian).

I really enjoyed that game. Having played Collodi quite extensively myself recently I felt that I had an idea of how to handle it, but Collodi is such a versatile master that almost anything is possible. I gave away Izamu quite cheaply but two Stitched were always going to get something so probably it was best to try to blunt them on Izamu’s armour since they ignore all the defenses on the rest of my crew. Ian’s crew was quite interesting and I was rather surprised by the inclusion of Kade who doesn’t seem to gain much from Collodi (or vice versa). Burt seems to show up all over the place so it was not so unexpected to face him but I was quite glad that he wandered off to do Claim Jump rather than getting in my way.

Game 2: Resurrectionists (me) vs Ten Thunders (Gareth Henry)

Strategy: Extraction, corner deployment

Schemes
Pool: Claim Jump, A Quick Murder, Inspection, Dig Their Graves, Leave Your Mark
Resurrectionists: A Quick Murder (Kang), Inspection
Ten Thunders: Claim Jump, Inspection

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour, Datsue Ba, Anna Lovelace, Onryo, Dead Doxy, Grave Spirit, 2 Night Terrors
Ten Thunders: Asami Tanaka (A Heavenly Design, Grasping Strands, Peaceful Waters), Amanjuku, 2 Ten Thunder Brothers, 2 Katanaka Snipers, Kang, Monk of Low River, Mr Tannen

A big majority of my games of Malifaux are against Gareth as he is my regular opponent for our little gaming group, so we came into this match-up with interesting expectations of what the other would bring. I took the same list as round one, swapping the Goryo for a pair of Night Terrors. I wasn’t too surprised to see Asami on the other side of the board though I did consider that Gareth might have picked Misaki instead. Not that Misaki is a strictly better pick for this strategy and scheme pool, but rather because Gareth is very effective at using her and I thought he might have decided to go all in on just killing all my stuff and picking up the pieces later. Kang would have to come into my clutches to get any work done so I decided I might as well score points for killing him with A Quick Murder. I love a pair of Night Terrors as cheap ways to collect points for Inspection, though when the Ten Thunder Brothers also telegraphed going for the same scheme I was a bit worried that they would simply kill the Night Terrors and leave me without a way to get anything to the corners.

Turn 1: The Snipers take pot shots at my crew for pleasingly little effect, then the Doxy fails to push Molly; I had a weird control hand with only low and high cards and didn’t want to cheat a really good card in simply to save Molly from walking. Asami teleports forward with A Heavenly Design, pulls Kang to her with Reaching Tendrils and summons a pair of Yokai. Molly advances and drops a Goryo into the middle of this scrum which then achieves nothing whatsoever attacking Kang, though it is tying up the Yokai. Kang helpfully misses the Goryo so Mr Tannen kills it off with Bore To Tears. Datsue Ba moves Izamu forward and moves into position herself. One of the Yokai charges Izamu who one-shots it in return and charges Kang. The Monk heals Kang to undo my good work and Anna puts some nice damage into the left Sniper. Meanwhile, The Night Terror and Ten Thunder Brothers start their long and obvious journeys to the corners.

Turn 2: Molly summons another Goryo and a Hanged, makes Izamu hit Kang and chain activates to really hurt the big chap. Then the Monk heals him again. Maybe I should actually deal with the Monk instead. The Onryo and Sniper on the left trade blows; the Sniper is left on a single wound and in Black Blood range. The Goryo makes Asami an Adversary; Asami then teleports away again and pulls Kang clear of the fray. She then summons a Jorogumo and an Obsidian Oni. The Doxy Takes The Lead on Izamu to push him into range to just engage Kang and the Obsidian Oni, then charges the other Sniper. This goes poorly and the Sniper cuts her down easily. Mr Tannen goes again with Bore To Tears on the new Goryo but doesn’t kill it this time. Datsue Ba kills the Yokai and the Hanged puts Glimpse The Inevitable on Kang. Ananjuku top decks the needed card to increase the Flicker on the Obsidian Oni and Kang kills the Goryo. Anna drops Kang to his Hard To Kill wound. I score Extraction and we both get Inspection.

Turn 3: The Monk of Low River removes Glimpse The Inevitable from Kang and heals him. Molly Black Jokers a Whispered Secret on Asami then summons a second Hanged and a Drowned. She chain activates Izamu to kill Kang (scoring me 3VP for A Quick Murder). Izamu also walks over to engage the Sniper. Datsue Ba hurts Asami who teleports away and charges into Izamu for minimal effect. The Onryo polishes off the Sniper while the Night Terror and Ten Thunders Brothers poke at each other gently. The Drowned gets double severe on a negative flip to kill the Monk of Low River in one go, then the Hanged and Anna get Asami down to a single wound. I score Extraction, Gareth scores Claim Jump and we both get Inspection.

Turn 4: Molly does Whispered Secret and Revelation to finish off Asami, then chain activates Izamu to deal with the Sniper. Mr Tannen puts some wounds onto the Hanged while the Night Terror and Ten Thunder Brothers continue to flail at each other. The Hanged kills Amanjuku. I score Extraction and we both get Inspection. Looking at the board state we agree that Gareth will certainly get Claim Jump next turn and I’ll get the last point for Extraction so we call it there. Resurrectionists win 10 – 5 (full score for me; 3 for Inspection and 2 for Claim Jump for Gareth).

I always have a great time playing Gareth and this was no exception. We play each other so often that there are sometime little games-within-games to play around taking expected pieces or counter-picking and I think that this adds an interesting extra dimension to our encounters. The game went well for me; it was the only strategy and scheme pool that I felt really comfortable with coming into the event. This allowed me to do the things I think that Molly does well: flood the centre of the board with disposable but dangerous chaff. I’m still working on the relative benefits of using a good card to summon compared to using it to make an attack land but hopefully this will come with experience.

Game 3: Resurrectionists (me) vs Guild (Lewis Philips)

Strategy: Reckoning, standard deployment

Schemes
Pool: Claim Jump, A Quick Murder, Show of Force, Leave Your Mark, Eliminate the Leadership
Resurrectionists: A Quick Murder (The Jury), Eliminate the Leadership
Guild: A Quick Murder (Izamu the Armour), Show of Force

Crews
Resurrectionists: Kirai Ankoku (Wronged Spirits, Spirit Beacon, Unforgiven), Izamu the Armour, Datsue Ba, Anna Lovelace, Madame Sybelle (Bleeding Tongue), 2 Rotten Belles
Guild: Perdita Ortega (Aura Ancestral, Trick Shooting, Fastest Draw In Malifaux), Francisco Ortega (Debt To The Guild, Wade In), Nino Ortega (Hair Trigger), The Jury (Debt To The Guild, Numb To The World), 2 Monster Hunters

This was the round that I really had no good plan for. Theorising with Gareth on the way over I had planned more-or-less the crew above, but with Molly at the helm. But when Lewis declared Guild as his faction I started to expect either Sonnia or Perdita and decided that maybe with Kirai I could leverage Ikiryo to give me a bit of time to close the range. The plan was to Lure in whatever I could using the Belles and then kill it. If anything looked particularly vulnerable on my side then I had intended to summon something healthier off it with Kirai. For schemes I decided to go all in on the killing and chose A Quick Murder (on The Jury as she looked a bit more vulnerable than Francisco) and Eliminate The Leadership. The latter scheme is sometimes really hard against Perdita but with only six models in Lewis’s crew I figured I would probably have to deal with her somehow anyway.

Turn 1: The Monster Hunters Stalk Madame Sybelle. One Belle Lures the other forward; it then Lures the activated Monster Hunter towards me. Kirai eventually kills it; not that it was helpful for scoring but I felt that a bit more activation control might help me. The rest of our movement is very cagey. Perdita Obeys Izamu to walk out of cover.

Turn 2: I figure I’ll have to go all in with Izamu if I want to get any work done so I throw him into The Jury for not much impact. Nino and Perdita join forces to kill him. The Belles Lure in the other Monster Hunter and after some Pounces and Madame Sybelle’s impact it is left on a single wound. Kirai moves up and knocks Nino down to one wound too. Lewis scores for Show of Force.

Turn 3: The Monster Hunter Stalks then kills a Belle, healing himself to full. If I’d known that they could do this (on top of their improbable list of other abilities) I would have made a bit more of an effort to deal with him last turn. Ikiryo does come out to hurt him again before Sacrificing with On The Wind. Anna shoots the Jury and I get lucky and Paralyse Perdita with the resulting horror duel. Francisco returns fire and is rewarded with Ikiryo again. The Belle kills the Monster Hunter and The Jury hits Ikiryo, which hits her right back and disappears again. I throw everything else I have but can’t deal with either Nino or The Jury. Lewis gets Show of Force again.

Turn 4: Sybelle finally puts down The Jury (scoring me 2VP for A Quick Murder). Francisco and Nino fail to kill Datsue Ba. I try my best to drop Perdita but can’t quite manage it. I even double focus with Kirai and eat the Seishin to have a go at Perdita, but Lewis (with an empty hand) top decks a queen and forces me to burn the Red Joker to hit at all. If he’d flipped a jack or less I could have killed Perdita and might have had a chance to take the game (probably only to a draw though). Oh well. He scores Show of Force for the last time.

Turn 5: Francisco Flurries to kill Datsue Ba then chain activates Perdita who guns down Anna with a timely Red Joker flip on damage. Kirai kills Perdita, getting me the rest of the points for Eliminate The Leadership. Nino thoughtfully kills Francisco to stop me from getting Reckoning, though I think it would have been quite unlikely anyway considering I’d have had to do it with just Sybelle at that point. Lewis scores Reckoning this turn. Resurrectionists lose 5 – 7 (2 for A Quick Murder and 3 for Eliminate the Leadership for me; 1 for Reckoning, 3 for A Quick Murder and 3 for Show of Force for Lewis).

Wow, so close… a really enjoyable game. Lewis played a really nice tight game to his strengths here and took great advantage of the terrain so that I was always having to react to him. I think that Kirai was still the right choice over Molly, though neither of them were really ideal I think. Perhaps a bit more familiarity with Kirai would have improved my chances (and actually, I’d never used Sybelle or the Belles before this game either) but to beat a player of Lewis’s skill I would need to be really on top of my game. If I had this match-up again I think I would stand by those scheme picks; none of the others looked very appealing. Perhaps the biggest mistake was that we played the central gallows as not blocking line of sight – as it was this provided a perfect place for the Guild guns to sit behind and pick my crew off while scoring for Show Of Force.

Game 4: Resurrectionists (me) vs Arcanists (Jamie Clark)

Strategy: Headhunter, flank deployment

Schemes
Pool: Claim Jump, Tail ‘Em, Show of Force, Accusation!, Frame For Murder
Resurrectionists: Claim Jump, Frame For Murder (Izamu the Armour)
Arcanists: Claim Jump, Show of Force

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour, Datsue Ba, Anna Lovelace, Onryo, Dead Doxy, Grave Spirit, Rotten Belle
Arcanists: Toni Ironsides (Warding Runes, Union President, Veteran Fighter), 2 Wind Gamin, 3 Oxfordian Mages (Nemesis Ward, Blood Ward and Doom Ward, plus a copy of Temporary Shielding each), Angelica (Practiced Production), Johan [Johana in this case] (Well Rehearsed), Arcane Effigy, Malifaux Raptor

Headhunter is my favourite strategy and I think that it really showcases all that is best of Malifaux; you need to kill the other crew but you can’t do it indiscriminately, and you need to have your own cheap pieces around to pick up their heads. I took again the same core Molly crew, this time losing the Night Terror (who are a total liability in Headhunter) for a Rotten Belle with the idea that if Jamie was very cagey I could bring a victim over and kill it at my leisure. With flank deployment I thought that Claim Jump could be quite useful since the line along which to lay the scheme markers is long. Izamu had been an easy victim in my other games this event so I thought that I might try to get some points out his inevitable (second) demise. With Molly liking to be in the thick of things plus two other Henchmen I was quite expecting to have Jamie pick Tail ‘Em so I planned to try to give him so much to do that he couldn’t afford to spend the AP on it (in retrospect he didn’t actually have many Minions so maybe it wasn’t so likely but that didn’t occur to me at the time).

Turn 1: There is a lot of very cagey moving around. The Doxy pushes Molly forward with Take The Lead while the Raptor Takes To The Sky. The Mages push each other around a bit. Eventually I realise that I’m not going to get a nice ball of enemies to summon off and resign myself to a single Goryo between Johana and a Mage. Ironsides moves so that the injured Mage is in Hand Picked Men range, then helpfully fails a Horror duel targeting Datsue Ba. The Mage does strip a few wounds from Izamu with Furious Casting.

Turn 2: The Mage Furious Casts again to kill Izamu and I pick up 2VP for Frame For Murder. The Goryo gets Johana down to her Hard To Kill wound, and the nearby Mage suicides by Black Blood to kill it. This also forces Johana to discard Well Rehearsed to stay in the game, so the Doxy pushes Molly again then kills Johana as there is no way I’m going to miss an opportunity like that. The Mage that killed Izamu is Lured closer to me so that it is in a better place for Molly to summon. The Raptor, which had unburied next to Anna, pecks her a bit. Molly summons a Hanged and Goryo, then makes the Hanged put Glimpse The Inevitable on Ironsides. She companions into the Hanged which kills the Mage and the resulting Horror duels Paralyses Ironsides as Jamie cheated his last card in to stop Angelica from failing from the same pulse. Anna pushes the Raptor clear so that she can shoot Angelica and gets another pulse of Horror duels which this time Angelica and the Effigy fail. It is better to be lucky than good. Datsue Ba picks up a head in midfield and the Onryo misses some attacks on Ironsides. Jamie scores Claim Jump thanks to the Wind Gamin which have flown off to the corners pretty much unopposed and I score Headhunter.

Turn 3: The Mage hurts my Goryo and fails to disengage. Anna kills Angelica and the Onryo gently tickles Ironsides. Interestingly Jamie often chose not to take her Good Shot, My Turn trigger, presumably because he didn’t want me to splash Black Blood all over Ironsides. Ironsides kills the Hanged, uses a trigger to push over to where its head lands and picks it up, then charges and hurts Molly. Molly summons a replacement Hanged, puts Ironsides on negative flips with Whispered Secret then Paralyses her with Revelation. The Doxy picks up a head and Datsue Ba turns the Raptor into a Gaki. We both score for the strategy and Claim Jump.

Turn 4: Datsue Ba charges into the Effigy but can’t quite kill it. The last Mage kills the Goryo and picks up its head. The Doxy picks up a head and hurts the Wind Gamin after giving it Confused Feelings. Molly makes the nearby Gaki poke Ironsides then hits the Gaki to splash Black Blood onto Ironsides and kill her. She then moves over and kills the Wind Gamin. The Onryo finishes the Effigy and the Hanged drops the final Mage. We both score Claim Jump and I get a point for the strategy too. With only a Wind Gamin left, we agree to end it there. Resurrectionists win 9 – 5 (4 for Headhunter, 3 for Claim Jump and 2 for Frame For Murder for me; 2 for Headhunter and 3 for Claim Jump for Jamie).

Every time I play against Jamie I enjoy it and I feel that our games are even more fun as Jamie has consistently improved his skill over the last year or so. This was a particularly interesting match-up as it was not only my first event playing Molly but Jamie was also playing his first event with Ironsides after swapping Masters with Joe (though of course he’s experienced with Arcanists in general). I was very fortunate with Jamie flipping low on some crucial Horror duels in turn 2, though I would say that I’d done some work to drain his hand so it wasn’t pure luck. The Belle didn’t really do a lot but it was an extra activation, Lure is always good and it was cheap enough that I didn’t really mind if it just dropped scheme markers anyway.

Once the scores are all in I get second place overall behind Lewis so I’m very pleased. I’ve really enjoyed playing Molly and will admit that I find Black Blood highly entertaining on Spirits. I’m planning to get in a few more games with Kirai so that I’m not telegraphing that I’m going to play Molly in every game. Thanks to Ian, Gareth, Lewis and Jamie for four fun games of Malifaux, and of course to Kai for his continued excellent running of events. I’m looking forward to 2018’s gaming experience already.

Since this is my last event of the year, I thought it would be interesting to see how my record breaks down. I feel like it was a comparably successful year with Neverborn as with my previous years of playing with Factions (roughly: 2013-2014 for Ten Thunders, 2015 for Guild, 2016 for Outcasts) which supports my general theory of tolerable inter-faction balance in Malifaux. I hope that anyone reading these enjoys them and gets as much benefit from it as I do from writing them, and in particular that this adds a bit of ‘actual-faux’ to the vast amount of ‘theory-faux’ on the Wyrd forums.
Overall: 34 wins, 6 losses
Neverborn: 31 wins, 5 losses (Collodi: 8 wins, 1 loss; Dreamer: 4 wins, 0 losses; Lilith: 7 wins, 1 loss; Jakob Lynch: 5 wins, 1 loss; Pandora: 7 wins, 2 losses)
Resurrectionists: 3 wins, 1 loss (Kirai Ankoku: 0 wins, 1 loss; Molly Squidpiddge : 3 wins, 0 losses)

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

Painted Doppelganger

This is the Doppelganger for my Malifaux Neverborn crews. She has a number of useful toolbox abilities such as Ill Omens allowing one to cheat initiative and particularly the always-valuable Don’t Mind Me to enable interactions even when engaged. Her basic attacks are terrible but she can copy the attacks of nearby models so depending on what is nearby she can sometimes turn out to have something impressive like Nekima’s sword hidden under her sheet. Reading the forums one might think that the Doppelganger should be the first option taken in all crews and that Ill Omens is so powerful as to overshadow other options. I certainly like to play the Doppelganger in some crews but generally find that in few cases would the cost of a high card be worth it to cheat and win initiative; I prefer to set up so that I can play my turns whether I win or lose the flip.

The Doppelganger is a really nice sculpt and I like the story it tells with the skin and exposed muscle as if it is half-way through a change of forms. I used red ink (rather than wash) to give a shiny wet look to the muscles.

Next on the painting table: Gupps

Categories: Malifaux, Painting and modelling | Tags: , | 3 Comments

Painted Mature Nephilim

This big chap is a Mature Nephilim for my Malifaux Neverborn. As you can probably tell from the appearance, Mature Nephilim are unsubtle murder machines best suited for use as some kind of linebreakers. They’re fast on the charge and can fly so my most effective use of them has been simply throwing them into enemy crews and letting them get on with it while the rest of my crew goes about scoring points. They can grow from Terror Tots and Young Nephilim and I find it far more amusing to try to do that rather than hiring these guys right from the start. Even if it never happens, players get careful when there is a possibility that a wounded Young Nephilim could suddenly turn into a fully-healed bruiser like the Mature Nephilim.

I like the aesthetic of the Mature Nephilim, being a straightforward demon amalgamated from many familiar sources, though I would state that it looks bit squat. Probably that is a good thing; with that wingspan it is quite hard to fit neatly into my case anyway. Painting it was quite dull though since almost the whole model is skin. I could have livened it up with tattoos or a variable skin tone but they didn’t really fit with the way that I’d painted the other Nephilim so I just left it.

Next on the painting table: Doppelganger.

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

Blog at WordPress.com.