Posts Tagged With: Guild

Malifaux tournament report: Broken Promises; 24Mar2018

As is our custom, Gareth and I took the train over to Common Ground Games in Stirling for another excellent feast of Malifaux laid on for us by Kai Young, this time in the form of the four round Broken Promises event.

Game 1: Resurrectionists (me) vs Resurrectionists (Stewart Herbert)

Strategy: Public Executions, Close Deployment

Schemes
Pool: Eliminate the Leadership, Dig Their Graves, Undercover Entourage, Vendetta, Public Demonstration
My Resurrectionists: Eliminate the Leadership, Dig Their Graves
Stewart’s Resurrectionists: Dig Their Graves, Public Demonstration (Hannah with Kentauroi and both Necropunks)

Crews
My 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
Stewart’s Resurrectionists: Reva (Guises of Death, Decaying Aura, Litany of the Fallen), Kentauroi, Carrion Emissary (Conflux of the Reaper), Anna Lovelace, 2 Necropunks, Chiaki the Niece

I picked Molly going into this match-up as I’ve found that she can afford to give up a point of Public Executions during turn 2 in order to get her engine running, then overwhelm the other crew in turns 3 to 5. Public Demonstration in the pool also adds to this as it encourages a certain amount of clustering from the other crew if picked. Seeing Reva across the board I realised that I probably wasn’t going to get much use of Izamu as he’s such an easy target for her, so I decided to take Eliminate the Leadership and use Izamu as bait to get her to activate early. Plus, I need to deal with Reva to stop her bossing the engagement range and scoring the strategy unopposed. Dig Their Graves seemed to fit well with the general plan of killing everything.

Turn 1: A Corpse Candle appears in front of Izamu, walks forward and sacrifices itself. The Doxy pushes Molly forward and the Carrion Emissary puts down Shards in one of the two choke points across the centre to keep me off Stewart’s crew. Reva summons another Corpse Candle but, to my huge surprise, doesn’t immediately vaporise Izamu; instead she puts down a scheme marker in midfield. Anna misses a shot at Reva but pushes the Corpse Candle back a bit. Hannah copies her sister’s attack and sticks it on Reva to start chipping through her wound pool. The Necropunks Leap toward Hannah and start dropping scheme markers and the Kentauroi follows suit. Molly moves around the wagon in the middle and drops a Goryo into the middle of the other crew; it then hurts Reva and, crucially, Slows her. Stewart reveals his Public Demonstration for three VPs.

Turn 2: Molly summons another Goryo and but fails to achieve anything else attacking the Carrion Emissary (I was hoping to get the push trigger to move to a better position but the cards didn’t work out). Hannah Chain Activates and drops a Focus attack on the Corpse Candle. This causes a pleasing raft of Horror checks, Paralysing one of the Necropunks, scoring a VP for Eliminate the Leadership and draining Stewart’s hand quite effectively. Reva Focuses and hurts Hannah right back. The Goryo from the previous turn Slows both the Kentauroi and Reva again, critically stopping the Kentauroi from just charging off into the sunset; meanwhile the Emissary puts Shards in Izamu’s way then kills the unactivated Goryo for Dig Their Graves. My Anna finishes off Reva (for the rest of the points on Eliminate the Leadership) and drains the rest of Stewart’s hand with the Horror pulse; I do paralyse my own Goryo in the process but that doesn’t matter as the Kentauroi kills it in the next activation anyway. I’m doing quite a lot of damage simply by spraying Black Blood about the place in the massive scrum. The Onryo knocks the Kentauroi down to a couple of wounds left and is wounded in turn by Stewart’s Anna. The Doxy pushes Izamu back toward the centre and Chiaki fails to remove the strategy condition on Hannah. Izamu shows his worth by dropping a Mindless Zombie and the last Corpse Candle pokes Molly, dying to Black Blood in the process. We draw on Public Executions.

Turn 3: Stewart uses the Emissary cleverly to put down Shards stopping the Onryo from getting Black Blood from Molly, then hurts Izamu. Molly summons a pair of Hanged (probably not really needed but I had the cards, felt that the game was in hand and enjoy summoning Hanged when I can) and misses yet another attack on the Kentauroi. She does make one of the Hanged hit it to force another card out for the Horror check. I chain activate Izamu who finally contributes by killing Anna Lovelace. The surviving Necropunk Leaps clear and drops a scheme marker. Hannah finishes the Kentauroi, drops a scheme marker and copies from Anna to shoot the Emissary; the Doxy then Takes the Lead to push Molly out of her way then charges in to kill the Emissary and score me a VP for Dig Their Graves. Chiaki fails to deal with the Onryo, who pokes her back equally ineffectively. I score for Public Executions.

Turn 4: Chiaki kills the Onryo (for Dig Their Graves). The Hanged drops a scheme maker then Molly kills Chiaki to score Dig Their Graves for me. I should have left it there, but I forgot (again) how Public Executions is scored and so have Molly finish the Necropunk and hence not get the Shed Blood condition. Oops. My Resurrectionists win 6 – 5 (1 for Public Executions, 3 for Eliminate the Leadership and 2 for Dig Their Graves for me; 3 for Public Demonstration and 2 for Dig Their Graves for Stewart).

As always it is a pleasure to face Stewart; his skill is constantly improving and I think that he’s really only hampered by the relatively small and inexperienced Malifaux scene in Aberdeen not getting him the opportunities to test his mettle against stronger opponents so often. I felt that I had the game in control and then let a couple of points slip through my fingers right at the end; that could have been costly but fortunately I was still able to squeak out a narrow victory. I’m not sure why Stewart didn’t just go in for wiping Izamu straight away in turn one; he had all the tools with Reva to do so and unless his hand was catastrophically bad it would have been very possible to force through.

Game 2: Resurrectionists (me) vs Ten Thunders (Michael Arnott)

Strategy: Ply for Information, Standard Deployment

Schemes
Pool: Surround Them, Covert Breakthrough, Dig Their Graves, Inescapable Trap, Show of Force
Resurrectionists: Covert Breakthrough, Dig Their Graves
Ten Thunders: Covert Breakthrough, Dig Their Graves

Crews
Resurrectionists: Kirai Ankoku (Wronged Spirits, Unforgiven, Maniacal Laugh), Asura Roten, Anna Lovelace, Rotten Belle, Dead Doxy, 3 Shieldbearers
Ten Thunders: Shenlong (Peaceful Waters, Yang, Wandering River Style), Peasant, Tengu, Yasunori (Recalled Training), Yamaziko, 2 Ten Thunder Brothers, Monk of Low River, Monk of Wandering River

I chose to try Kirai for this match-up, not because I think that she is especially good for the strategy, but because the board here was wide open in the middle and I was expecting a lot of ranged attacks to come in. I was hoping that Kirai’s ability to bring Ikiryo into play might be a bit of a deterrent to this. With that in mind, I took a crew with mainly Living or Undead characteristics to force the issue. The Rotten Belle (and, to a lesser extent, the Dead Doxy) were there intending to bring Michael’s pieces to me so that I could Ply them effectively from my side of the board. With that in mind, I chose Dig Their Graves, so that once I had completed sufficient Plying, I could kill the model in question for another VP. Covert Breakthrough felt like the least bad of the rest of the bunch; hopefully I’d be able to get an attrition lead with Kirai’s summoning and score at the end. Michael did put down Shenlong, but slightly to my surprise he didn’t include much in the way of long ranged force projection. On the other hand, Yasunori in that crew was going to be able to reliably delete one of my key pieces within turn one if Michael chose to pull the trigger.

Turn 1: As if by magic, the Peasant reproduces by binary fission. Asura puts down a scheme marker and summons a Mindless Zombie to get my ghost factory rolling. The Doxy pushes Kirai and the Zombie moves to be just within range to summon from. Moving the Zombie just wastes another activation and I can always hope that Michael would fall for over extending to kill it early in the hope of slowing down the summoning; of course he’s far too good a player to fall for this. Meanwhile, the Peasants hand Focus to Shenlong and poke Yasunori to move him forward a little; eventually the Monk of Low River heals the rider too. The opening moves are quite cautious and I realise that with the threat range on Yasunori so large (especially once Shenlong inevitably makes him Fast) I’m going to have commit pieces. The Shieldbearers move up to be just within range to get Fast from Kirai when she uses a Soulstone for summoning. The Belle Lures Anna forward and Shenlong pushes Yasunori up and gives him Fast as expected. Kirai summons a Hanged off the Mindless Zombie and then a Downed and a Shikome off one of the Shieldbearers. Yasunori uses Recalled Training and comes in to kill Kirai; I do summon Ikiryo off the first attack so at least it is on the board. Yamaziko kills the Hanged and sets up Brace in an annoying position. The rest of my crew beat up Yasunori and eventually he dies of Poison. I’m left with the uncomfortable feeling that trading Kirai for Yasunori might not have been in my favour.

Turn 2: Yamaziko kills one of the Mindless Zombies. Anna shoots her down to a single wound and pushes her back to remove Brace, then Shenlong swaps in Low River Style and heals Yamaziko right back up. The Drowned puts some damage into the Wandering River Monk (I’m trying to deal with him before he Leaps off into my backfield and starts dropping scheme markers everywhere). The Doxy pushes Ikiryo forward a little and uses Grasping Hands on Yamaziko. The Ten Thunder Brother on my left kills my Drowned, scoring Michael a VP for Dig Their Graves, then Ikiryo uses her ludicrous charge range to kill Yamaziko to get me a VP for my own Dig Their Graves. The Tengu hurts Ikiryo and even a Peasant charges in. The Belle Lures the left Ten Thunder Brother over and one of the Shieldbearers kills it after Plying for Information. The others hurt the Wandering River Monk and Peasant. I score for the strategy.

Turn 3: Shenlong picks up Fermented River Style in the Shenlong Phase. Ikiryo kills the Tengu (another VP for Dig Their Graves) and the nearby Peasant. The Wandering River Monk Leaps away from the Shieldbearer and runs for the board corner. The Shikome takes advantage of Shenlong having Poison on him to charge in, but fails to actually achieve anything useful. In return, Shenlong kills it (scoring Dig their Graves in the process) and Ikiryo. The central Shieldbearer plies the Monk of Low River for information and the Doxy pushes Anna around. The Monk of Low River puts down a scheme marker by healing Shenlong. I realise that I need to drain Michael’s hand if I am to deal with the Wandering River Monk; luckily I have a couple of decent crows in hand so the Belle Lures the Ten Thunder Brother to her, getting the discard trigger both times. A Shieldbearer knocks him down to a single wound and Anna kills the Wandering River Monk now that he can’t Butterfly Jump to safety. I score again for Ply For Information.

Turn 4: The Ten Thunder Brother flees and drops a scheme marker, presumably for Covert Breakthrough. A Shieldbearer Plies Shenlong for Information but is immediately killed by him. Asura and another Shieldbearer move up and put down scheme markers for my own Covert Breakthrough. The Doxy Plies Shenlong, and the Belle Lures the Ten Thunder Brother back, killing him with a Pounce to get Dig Their Graves. I score again for the strategy.

Turn 5: The Doxy Plies Shenlong again, so he kills her. Anna Plies him instead. The Monk of Low River removes one of my scheme markers and my Shieldbearer puts down another to replace it. Resurrectionists win 10 – 5 (full score for me; 3 for Dig Their Graves and 2 for Covert Breakthrough for Michael).

That was a tough game right from the start; I thought I was in for a very rough ride when I lost Kirai in turn one. I had considered trying to leave Yasunori alive at the end of turn one so that I could possibly Ply him at the start of turn two, but on balance I think that was probably too risky. I was able to hang on for the rest of the game, but I think that Michael might have forgotten that Peons can be Plied For Information which would probably have impacted the margin if not the result. Michael’s game is getting better and better, but I do slightly wonder about some of his crew picks; notably the Tengu didn’t really seem to serve much purpose here.

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

Strategy: Ours, Corner Deployment

Schemes
Pool: Guarded Treasure, Set Up, Take one for the Team, Recover Evidence, Hold up their forces
Resurrectionists: Guarded Treasure, Take one for the Team (Dead Doxy)
Guild: Guarded Treasure, Set Up (Asura Roten)

Crews
Resurrectionists: Reva (Maniacal Laugh, Beyond Death, Decaying Aura), Asura Roten, Carrion Emissary (Carrion Conflux), Guild Autopsy, 3 Shieldbearers, Dead Doxy
Guild: Nellie Cochrane (Guild Funds, Misleading Headlines, Delegation), Printing Press, Phiona Gage (Wrath of the Guild, Debt to the Guild), Alison Dade (Transparency), Executioner (Ready to Work), Big Jake, Thallarian Queller, Guild Guard

I have very little experience playing Ours, but I decided that a summoner would probably be wasted here since Lewis is too experienced not to just leave my summoned models alone and instead kill the scoring pieces. So with that and the corner deployment I decided to try out Reva as she can project damage a long way across the board. I went for both Asura and Carrion Emissary not only to summon Mindless Zombies but also to give them something to do once they were suitable gumming up the Guild crew. I didn’t like any of the schemes here and it showed. I chose Guarded Treasure but I read the rules wrong and didn’t realise until we were part way through the game that I was making it very hard for myself to score on it. After a bit of indecision I also picked Take One For The Team on the Dead Doxy; it was nearly on the Guild Autopsy instead and I got mixed up about which I’d chosen.

Turn 1: The Press gives Nellie Evidence, the Doxy pushes Reva forward and the Queller drops a Suppression marker in the middle of the board. Nellie makes both Phiona and the Executioner Fast and passes some activations so that she can get the drop on me. The Emissary puts Shards down in the middle of the board and eventually Lewis decides that he won’t get the alpha strike he’s looking for and moves up the Executioner rather more cagily.

Turn 2: The Executioner drops a Mindless Zombie who has wandered in to engage him then charges the Emissary leaving my big bird feeling rather poorly. Reva fails to kill Phiona thanks to a timely Black Joker on her last attack. The Press again gives Nellie Evidence and she chain activates; I’m forced to use my good cards to stop her from making the Executioner kill the Emissary. In fairness I’d somehow forgotten that she could do that or I might have used the Emissary earlier. We move our cheaper models around to score and I start to get a weight of Mindless Zombies into annoying positions. Big Jake saunters over into a corner and starts dropping scheme markers. Phiona eventually spends her activation mowing down Corpse Candles and Mindless Zombies. We both score for Ours and Lewis scores Guarded Treasure but I don’t because I didn’t read all the requirements… oops!

Turn 3: Reva finally kills Phiona. The Press again gives Nellie Evidence and she kills the Emissary between her own attacks and free swings from the Executioner. The Executioner kills the Doxy and I forget to announce Take One For the Team (I’d got in my head that it was instead on the Guild Autopsy); more on this below. Asura and one of the Shieldbearers gang up to kill the Executioner in return. Once again both score for Ours and Lewis scores Guarded Treasure.

Turn 4: A Shieldbearer makes a start attacking Nellie, mainly in the hope of draining Lewis’s hand. Reva completely fails to do anything at all to her. The rest of the turn is just moving our models about to try to score Ours, which we both do and Lewis gets his third VP for Guarded Treasure.

Turn 5: As usual, the Press gives Nellie some Evidence and she scoots over to my right corner of the board. Reva kills the Guild Guard and the Shieldbearers kill the annoying Printing Press. I score for Ours and, finally, Guarded Treasure. With the last action of the game, Nellie drops a scheme marker near Asura to pick up a point for Set Up on her.

Wow, what a game. Lewis is a really strong opponent and I’m always pleased to play him. He used Nellie to her strengths and had a clear plan to wipe out my big stuff early on with her, Phiona and the Executioner, then play defensively for the second half of the game to deny me any chance for Take One For The Team. I was especially impressed by his play of Set Up; he left it to the last minute to score it so that the threat of me handing over two or even three VPs for Take One For The Team was always there. From my side, my inexperience with Reva showed. I spent too much effort getting rafts of Mindless Zombies around and not enough time actually doing anything useful with them. I would have been better served focussing Reva’s attacks on the Executioner as his raw stats are worse than Phiona’s but I got too caught up in getting use out of Decaying Aura. The Shieldbearers were really good; nothing flashy but they were always an annoying threat to do a bit of damage and they are such a pain in the neck to remove without a really dedicated fighter that it just wasn’t worth the bother of anyone attacking them.

The big point of this game was my forgetting to declare Take One For The Team when the Executioner killed the Dead Doxy. When I realised at the end of the game I discussed this with Lewis as, obviously, I wanted to have the VP for it. We agreed to ask Kai as TO and he ruled in my favour. Having had time to think on this now, I believe that actually Kai should have ruled in favour of Lewis in this case; the rules clearly state that the scheme should be revealed once it is scored. And while I don’t think that there was any big impact on the rest of the game play (Lewis didn’t have anything that could really have killed my stuff by that point so it wasn’t like he had to work hard to avoid killing anything else and risking me having the scheme still active) it still meant an unpleasant surprise for Lewis at the end as he thought that he had the game in the bag. Lewis took this frustration admirably and we’ve spoken since so that I could apologise for this. I think that Kai ruled in my favour partly because he understood that it was a genuine mistake on my side but also because he didn’t want to be seen to favour his club-mate; I’m very grateful to him to have made a ruling at all. Fate restored itself as Lewis went on to win his last game and take first place overall.

Game 4: Resurrectionists (me) vs Ten Thunders (Dave Laing)

Strategy: Symbols of Authority, Standard Deployment

Schemes
Pool: Punish the Weak, Set Up, Inescapable Trap, Take Prisoner, Public Demonstration
Resurrectionists: Punish the Weak, Take Prisoner (Kamaitachi)
Ten Thunders: Set Up (Izamu), Public Demonstration (Izamu with all three Yokai)

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour (Unnerving Aura), Hannah (Unnerving Aura), Anna Lovelace, Rotten Belle, Dead Doxy, Graveyard Spirit
Ten Thunders: Asami Tanaka (Nefarious Pact, Borrowed Time, A Heavenly Design), Katanaka Crime Boss (Equality), Monk of Wandering River, Ten Thunder Brother, Tanuki, Kamaitachi, 3 Yokai

I was feeling quite tired here so I chose to pick my round one crew (except removing the Onryo for a Belle) simply on the basis that I might be able to autopilot my way to some VPs due to familiarity. The main plan was to push up the centre then send summoned models out to pick off the side Symbols. I picked Take Prisoner on the Kamaitachi as I figured it would be something that I could safely not attack, then summon something to it at the end. Punish The Weak was chosen since it plays into my normal style of killing things first and asking if anyone has any questions later on.

Turn 1: The Doxy pushes Molly forward and the Wandering River Monk puts scheme marker precisely in the middle of the semicircle of Yokai. This is so that when they activate they’ll also pick up a Poison from the Tanuki and therefore enable extra jank with their end-of-turn placing. The Kamaitachi pushes Asami forward. Molly moves up and drops a Goryo near Asami who kills it with a Focus attack and summons a Yokai. The hired Yokai crowd round Izamu, placing here and there due to the Poison and scoring Public Demonstration for an easy three VP.

Turn 2: A Yokai hurts Hannah. Molly summons a Goryo and Hanged then chain activate Izamu who fails to kill the Katanaka Crime Boss when I flip a Black Joker on the second attack. This turns out to be quite important as I’d forgotten that they have Calls Unto The Chi, so most of that good work is immediately undone and Izamu takes a thorough beating for his troubles. The Doxy kills one of the Yokai and pushes Hannah, but Asami teleports over and kills Hannah in a single go. Anna shoots at the Ten Thunder Brother on her side and the Yokai flail rather ineffectively at the Hanged. Somewhere in there the Ten Thunders dropped a few scheme markers and score Set Up on Izamu for two VPs.

Turn 3: The Katanaka Crime Boss finishes both Izamu and the Goryo. Molly drops Whispered Secret on Asami to make her a bit more manageable and summons a second Hanged which chain activates to Paralyse Asami. Sadly, the Kamaitachi dies as a result of all of Molly’s summoning (and probably some incidental Black Blood). A Yokai collects my Symbol in the middle. The Doxy drops a second Yokai and the other Hanged kills the Crime Boss. Even the Graveyard Spirit gets in to stack a few wounds on Asami. My notes confirm that I score Punish The Weak here but I can’t work out how.

Turn 4: Molly puts Whispered Secret on Asami again and hurts the Tanuki. The Hanged kills Asami and the Tanuki stabs the Hanged, dying to Black Blood in the process (I think that this was deliberate to avoid giving up Punish the Weak). The Hanged and Ten Thunder Brother get Symbols.

Turn 5. The Ten Thunder Brother hides so that Anna can’t kills him for Punish The Weak, then the Dead Doxy and Wandering River Monk both remove a Symbol each. Resurrectionists lose 3 – 9 (2 for Symbols of Authority and 1 for Punish The Weak for me; 4 for Symbols of Authority, 3 for Public Demonstration and 2 for Set Up for Dave).

A well-deserved win for Dave who outplayed me quite thoroughly. As always we were joking and chatting through the game and I’m delighted for any opportunity to match up with him. I took the wrong crew for this encounter entirely as it was just too easy for Dave to spread out and deny my summoning. I didn’t have anything fast to go for the outer Symbols and should have realised that I would be held up in the centre for too long to go for them after mopping up. I don’t own any Necropunks but perhaps I should have tried Crooligans to work the edges (though I don’t have any experience with Horror Molly). Or maybe even just hired a pair of Goryo to make use of their crazy speed and gone up the flanks; they could have probably outfought the Ten Thunder Brother and Wandering River Monk on the way if needed. Clearly the Kamaitachi was a poor choice for Take Prisoner so that is a lesson that I can learn.

So once we’re all done I come in 8th place (of 20) which feels quite good considering that I don’t think I played particularly well in any of the matches. Thanks as always to Stewart, Michael, Lewis and Dave for four fun games of Malifaux and of course to Kai for his tireless work to promote the game here and run the events.

I’ve been feeling a bit unenthusiastic about Malifaux for the last few months (probably this is why it’s taken me so long to write up this tournament report) and I’m not sure if I’m burned out on the game or the competitive aspect. I’ve also had the feeling lately that the current edition is quite bloated with confusing rules and could probably benefit from another round of flattening such as the way that the ME1.5 to ME2 was handled; it is quite hard to teach the game to new people in my gaming group as there are so many moving parts for them to learn. In the short term I’m going to take a bit of a break from events and play a couple of other good systems with friends so we’ll see if my mojo comes back. I already have my ticket for the Scottish GT so I’ll surely be there.

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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

Malifaux tournament report: OctFAUXber 2 (50SS); 21Oct2017

I spent another Saturday in the company of Gareth and various other gamers at Common Ground Games in Stirling taking part in another excellent Malifaux tournament organised by Kai. Here is how it all happened…

Game 1: Neverborn (me) vs Outcasts (Andy Bush)

Strategy: Guard the Stash, standard deployment

Schemes
Pool: Claim Jump, Eliminate the Leadership, Accusation!, Covert Breakthrough, Last Stand
Neverborn: Claim Jump, Covert Breakthrough
Outcasts: Last Stand, Accusation

Crews
Neverborn: Jakob Lynch (Cheating Bastard), Hungering Darkness (One Thousand Faces), 2 Waldgeists, Spawn Mother (Hexed Among You), Bad Juju (Eternal Fiend), McTavish, Will O’ The Wisp
Outcasts: Von Schill (Engage At Will, Survivalist, Nythera Aftermath), Hannah (I Pay Better), 2 Freikorps Librarians, Sue, Johan, Steam Trunk

I had been planning to play Pandora for this game but when Andy announced his faction as Outcasts I had a sudden doubt that I might be facing either the Viktorias (who would just carve Pandora up with no trouble) or some Freikorps (who ignore much of what I want to do with her) so I decided to go with Lynch and his Swampfiend crew. I wanted to try out the new Cheating Bastard limited upgrade as Hungering Darkness isn’t really critical to the way this crew plays and the extra support could be useful. The rest of the crew plays a tanking and area denial game as I’ve described in previous reports. I chose scheme marker based schemes as I intended to summon Gupps which are great at both Claim Jump and Covert Breakthrough; my overall plan was to sit next to the markers and gradually knock wounds out of the other crew until there were none of them left. When Andy revealed his Von Schill crew I was glad that I had avoided Pandora.

Turn 1: I set the tone for the day by flipping a Red Joker on initiative; what a waste. The Spawn Mother and Wisp combine to summon Gupps and I throw them forward aggressively. If Andy kills them early then I can start annoying him with Bad Juju; otherwise it’ll be in the right spot to start on Covert Breakthrough. Von Schill punches Johan and Hannah forward with his new Clockwork Arm, then Librarians heal both. The left Waldgeist moves up to cover Sue and Johan with its large engagement range and the right one gently pokes at Hannah. Johan smacks the nearby Waldgeist, then Lynch moves up and drops a scheme marker for McTavish who gratefully feeds it to his pet and guns down Sue. Andy reveals Last Stand.

Turn 2: Hannah Accuses her Waldgeist and the other one Slows Johan. The Spawn Mother puts down a scheme marker and lays an egg which the Wisp hatches later. Von Schill charges, throws Johan into my face, then throws the Waldgeist away and kills it with a shot; Bad Juju falls out of it. Hungering Darkness eats Johan and McTavish nearly drops the left Librarian; she hides behind the Stash marker. We both score for the Strategy; I get Claim Jump and Andy scores Last Stand and Accusation.

Turn 3: The right Librarian heals itself. I send in Hungering Darkness to try to deal with the one on the left but get both Red and Black Joker on the second attack damage flip. Hannah Accuses the Waldgeist and Makes A New Entry to heal the Librarian further. Bad Juju hurts Von Schill as I repeatedly flipped double moderate damage on negative flips against him. On the left, the Librarian Accuses the Wisp as insurance for next turn and is then killed by the combination of McTavish and the Wisp to deny Last Stand. We both score again for Guard the Stash; I score Claim Jump and Andy gets Accusation.

Turn 4: Lynch makes Von Schill Brilliant by revealing a mask for Cheating Bastard, then puts a few more wounds into the old chap. Von Schill heals with the aid of the Steam Trunk and punches Hungering Darkness away. Bad Juju smacks Hannah and the Librarian heals her. The Spawn Mother puts the damage right back on and the Waldgeist finishes her off. Everything else puts all it has into Von Schill; he survives on one wound and Paralysed. The Gupps spend the game jumping around and putting down scheme markers. We both score for Guard the Stash; and we both get the remaining point for Claim Jump and Accusation. With so little left on the table, Andy is happy to concede without playing out the final round. Neverborn win 10 – 7 (full score for me; 3 for Guard the Stash, 1 for Last Stand and 3 for Accusation for Andy).

Andy is a solidly competent player and I feel he gets better each time we play; it is always a pleasure to do so. Things went more or less to plan from my side. The game was arguably won by things that don’t really merit much mention in the flow of the report itself though. The two summoned Gupps pretty much scored me 6 VP for my schemes by Leaping to places that were hard for Andy to get to and putting down scheme markers. The Cheating Bastard upgrade is also hard to rate by reading the flow of what happened but I would say that being able cheat last with almost my whole crew for most duels had a massive impact on hand control; for me it is very definitely worth consideration if you don’t need either of Lynch’s other (admittedly also excellent) limited upgrades.

Game 2: Neverborn (me) vs Guild (Lewis Philips)

Strategy: Reckoning, corner deployment

Schemes
Pool: Claim Jump, Frame For Murder, Leave Your Mark, Mark For Death, A Quick Murder
Neverborn: Frame For Murder (Nekima), A Quick Murder
Guild: Frame For Murder (Thalarian Queller), A Quick Murder

Crews
Neverborn: Lilith (Beckon Malifaux, The Land Consumes), Nekima (One Thousand Faces), Doppelganger, 3 Waldgeists, Lilitu, Cherub
Guild: Sonnia Criid (Counterspell Aura, Cherufe’s Imprint, No More Masks), Dr Grimwell (Debt To The Guild, Disrupt Magic), Thalarian Queller, Malifaux Child, Witchling Thrall, Witchling Stalker, Brutal Emissary (Conflux Of Incineration)

On a board like this I felt that I had to use Lilith just to generate some cover for me to hide behind; I also had some ideas about using her to Tangle Shadows Lewis’s crew into me one at a time to kill off at my leisure. I added The Land Consumes simply because I wanted to try it in a tournament game rather than because I felt that it would actually be particularly valuable. The Waldgeists allow me some measure of activation control while generally being quite resource intensive to deal with, and Nekima was there just to hurt stuff quickly. Lilitu in theory gives me a bit more positional control with her Lure, and the Doppelganger can either copy that or Nekima’s giant death sword. I took a risk with the Cherub that it would generally not be high enough priority to be worth killing, but I really like the bow for controlling heavy hitters. Lewis, as expected, put Sonnia down. When he explained what the Thalarian Queller did to armour I realised that the crew would make quite short work of the Waldgeists (and Lewis cleverly put Frame For Murder on it, knowing that I would have to deal with it somehow). Considering how ‘killy’ the game was set up to be, I went all in and took A Quick Murder and Frame For Murder on Nekima. For the latter, I figured I was likely to lose her and might as well try to get some points out of it. I wanted to play cagily until Sonnia got in range, then just down her throat as quickly as possible. Lilith would have to put her Illusory Forest somewhere midfield if I was to have any chance of surviving the opening barrage with enough to counter-punch effectively.

Turn 1: Dr Grimwell pushes Sonnia toward me. The Child puts a Flame Wall into the middle of the board. Our advances are cagey; I don’t want to give Sonnia too much of a target and Lewis (presumably) doesn’t want to let me rush Sonnia too easily. Eventually, Sonnia gets forward enough to see a Waldgeist in hard cover; she Soulstones to get a straight attack flip then (of course) flips the Red Joker on a negative damage flip, badly hurting that Waldgeist and allowing Lewis to splash blast over parts of my crew I thought were rather safer. She follows up with a minimum damage shot that kills the Waldgeist with Burning at the end of the turn. Lilith Tangles Shadows to bring the Thrall into the middle of my crew and Nekima kills it. I should have cast Illusory Forest before doing that as Disrupt Magic meant that I didn’t have the blocking terrain I wanted; against a player of Lewis’s calibre that alone could have ultimately cost me the game.

Turn 2: I cheat initiative with the Doppelganger after Lewis very kindly reminds me that I can do that (shows how often I use it). Lilith tries to Tangle Shadows to get the Emissary since I have the 13 of masks in hand, but it turns out that Lewis has the Red Joker; I suppose I should be glad to draw it from his hand. She does put an Illusory Forest slightly more than 4″ ahead of Sonnia so she’ll have to walk twice to get me. The Emissary retaliates by putting some burning on Lilith so a Waldgeist walks over and interacts to remove it. The Thalarian Queller gives Dr Grimwell Enchanted Weapons; I sense that this will not bode well for my Waldgeists. He does indeed charge one (using Soulstones to get round Perfect Camouflage) and kills it. It seems fitting to use a saw to kill a tree. The Cherub moves into cover and shoots the Queller to push it through my Illusory Forest, then Lilitu Lures him in further. The Child fires a Flame Burst and gets double severe damage on a negative flip to spread yet more damage around. Nekima smites the Queller and gives Lewis 3VP for Frame For Murder and Sonnia finally advances into the Forest and zaps Lilitu somewhat ineffectually.

Turn 3: Nekima charges Sonnia and leaves her on one wound. Somewhat to my surprise, Dr Grimwell activates and gently tickles the last Waldgeist; I was expecting Sonnia to activate and stab Nekima to heal. I’m happy to take the stroke of luck so Lilith disengages from Dr Grimwell and stabs Sonnia to death. The Emissary gets some temporary revenge by putting her in a box and puts Burning on the Waldgeist which has one wound remaining at this point. The Cherub shoots the Stalker and Lilitu puts out the Burning from the Waldgeist.

Turn 4: Nekima hurts the Emissary. The Stalker charges the Cherub, dies to Black Blood and explodes, finishing off the Cherub in a hilarious mutual death pact. The Doppelganger copies Nekima’s sword and leaves the Emissary on a single wound; it misses in return. Lilith falls back into reality and kills the Emissary (scoring 2VP for A Quick Murder in the process) then Tangle Shadows Dr Grimwell away from my very poorly looking Waldgeist. He fails to land a hit on Nekima, the Lilitu Lures the Malifaux Child on some Consuming Land that Lilith left in an earlier turn. I score for Reckoning.

Turn 5: Nekima cuts Dr Grimwell into tiny pieces, then Malifaux Child activates and is eaten by the Consuming Land marker she’s standing on. To add insult to injury, we didn’t remember about that until after flipping some amazing cards from the Child who cut down Lilitu and killed the Waldgeist with Black Blood… but I suppose that was just a dream of what could have been. I score again for Reckoning and she’s the last Guild piece. Neverborn win 4 – 3 (2 for Reckoning, 2 for A Quick Murder for me; 3 for Frame For Murder for Lewis).

Wow, what a game! Lewis is a highly skilled player of course, and always runs me very hard. But that game was especially interesting as we first met when I was playing Guild and he was playing Neverborn so we knew each other’s factions really well. Almost every activation from the middle of turn 1 onwards felt like it could be the one that made the difference between a win and a loss. I think that Lewis made a couple of important activation order mistakes, notably activating Dr Grimwell instead of Sonnia after she’d survived Nekima’s attentions in turn 3, and that cost him the game in a match this tight. I could have positioned much better throughout; the Doppelganger was just messing around not achieving much for a depressingly long period in the game and if I’d pushed the Stalker more cleverly after shooting it with the Cherub I could probably have killed it without the loss of my totem.

Game 3: Neverborn (me) vs Resurrectionists (Greg Piskosz)

Strategy: Squatter’s Rights, flank deployment

Schemes
Pool: Claim Jump, Accusation!, Frame For Murder, Hidden Trap, Search the Ruins
Neverborn: Claim Jump, Search the Ruins
Resurrectionists: Frame For Murder (Carrion Emissary), Hidden Trap

Crews
Neverborn: Pandora, (Woe Is Me, Fears Given Form), Nekima (One Thousand Faces), Barbaros (One Thousand Faces), Mr Graves, 2 Field Reporters, Insidious Madness
Resurrectionists: Reva (Decaying Aura, Litany Of The Fallen, Guises Of Death), Carrion Emissary (My Little Helper), Philip and the Nanny (Haunting Cries), Crooligan, Burt Jebsen, Asura Roten, Dead Doxy

This game seemed like a good opportunity to use Pandora with her new summoning upgrade. This also let me take a pair Field Reporters as the only out-of-faction Woes (that I can think of); Joe kindly loaned me his. In theory they should synergise nicely with Pandora as they are Manipulative and attack Willpower. The rest of the crew was quite standard; Nekima to stab things, Barbaros to annoy with Challenge (which is even better in a Pandora crew) and Mr Graves to push things around and hit them with sticks. My plan was simple: fire Pandora into the biggest clump of Resurrectionists I could find, summon a Sorrow and then spam Inflict until Greg ran out of cards. The Reporters and Insidious Madness would be on Squat marker and Claim Jump duty. I had hoped to be able to clear enough of the centre by the end of the game to get down my markers for Search The Ruins; this might seem optimistic but I am generally quite an aggressive player and can clear the board within 5 turns in a lot games. Seeing Reva and Asura Roten was very interesting as I would be able to Incite the endless swarm of Mindless Zombies, plus they (and Corpse Candles) are very easy to evaporate with Inflict if they’re standing near Pandora.

Turn 1: The Emissary uses My Little Helper, then flies up aggressively and put two sets of Shards right in my face. Fortunately it can’t get far enough to completely box me in so Mr Graves pushes Pandora along the line of Shards. The Corpse Candle moves forward so the Field Reporter on the right pushes it back again. Asura moves forward and summons the first of many Mindless Zombies. Pandora fails to Incite the Corpse Candle as it flips the Red Joker to defend. She is reduced to simply walking up, summoning a Sorrow off the Zombie and using Inflict. This does kill the Zombie and the Corpse Candle, allowing me to bring the Poltergeist into play. The Doxy pushes Reva toward me but my summons (and the Emissary) are still positioned such that Reva can’t see the corpse markers. She also drops some scheme markers that Philip eventually hoovers up for cards. Reva moves to get line of sight to the corpse markers, misses Pandora which allows her to push away (I held a 13 in hand specifically to do that, especially once I saw the Red Joker out of Greg’s deck), and instead kills the Sorrow. Nekima misses an attack on Asura. Burt takes a Squat marker and the Crooligan, Insidious Madness and other Reporter head for the corner markers.

Turn 2: Reva summons a Corpse Candle and hurts Nekima. Nekima then fails to polish off Asura, which was annoying as the Poltergeist would have give me a good opportunity to Paralyse the Emissary if I could have made it work. The Emissary puts more Shards out and turns a nearby corpse marker into a scheme marker. Pandora does kill both Asura and Emissary with Inflict since they’re on negative willpower flips due to the Poltergeist; the latter gives Greg 3VP for Frame For Murder. Burt and the Insidious Madness take Squat Markers. Mr Graves kills a Mindless Zombie who is getting in my way and allows Barbaros to walk twice and take a Squat Marker for me. The Poltergeist Slows Reva and the Reporter and Crooligan continue to achieve nothing whatsoever in their corner. We both score for Squatter’s Rights. Greg also announces and received 3 VP for Hidden Trap at this point; we only realise later that this should actually happen at the end of the game. We correct the final score but at this point I’m under the impression that I’m 7 – 1 down.

Turn 3: Reva somehow fails to kill the Poltergeist, so Nekima kills her and the summoned Corpse Candle (aiming for Burt but he’s Slippery of course). Barbaros kills the last Mindless Zombie. The Doxy pushes the Poltergeist away but ends up engages with Pandora. Mr Graves drops Burt Jebsen and Pandora kills the Doxy. I take back one of the scheme markers from the Resurrectionists. I score for the Strategy and Claim Jump.

Turn 4: Nekima kills Philip and we call the game. Neverborn win 10 – 5 (full score for me; 1 for Squatter’s Rights, 1 for Hidden Trap [we agreed that I would have still given up one from this as there was a scheme marker in the corner where the Reporter and Crooligan were staring uselessly at each other] and 3 for Frame For Murder for Greg).

It was super to get a game against Greg as he’s a highly skilled player and such a gent; it had been quite a long time since we’d faced each other. Coming into the game I was concerned that Greg’s huge experience with Neverborn might give him a substantial edge over me, so I was especially glad to edge out the win. Pandora’s new upgrade, Woe Is Me, turned out to be quite effective. Sorrows and the Poltergeist are really helpful to the kind of Pandora I like to play (i.e. to get in the way while my crew does stuff to score points) but normally they’re so easy to kill on the approach that they’re not really worth hiring. Being able to summon them in place is excellent, particularly for the Poltergeist that gets summoned for free by doing things I would do anyway. The Field Reporters went less well with Pandora than I expected but I think that this is because they want to be in different parts of the board than she does (i.e. she wants to be elbows-deep in the other crew, they want to be on the edges doing scheme-related things). However, they are still highly effective scheme runners and I feel that taking them along with Woe Is Me is well worth it.

Game 4: Neverborn (me) vs Guild (Dave Laing)

Strategy: Reconnoitre, standard deployment

Schemes
Pool: Claim Jump, Dig Their Graves, Leave Your Mark, Undercover Entourage, Tail ‘Em
Neverborn: Leave Your Mark, Undercover Entourage (Dreamer)
Guild: Dig Their Graves, Tail ‘Em

Crews
Neverborn: Dreamer (Dreams of Pain, Otherworldly), 2 Daydreams, Nekima (One Thousand Faces), Barbaros (One Thousand Faces), 3 Terror Tots
Guild: Nellie (Misleading Headlines, Guild Funds, Transparency), Phiona Gage (Debt To The Guild), Alison Dade (Numb To The World), 2 Guild Investigators, Monster Hunter, Prospector, Printing Press

Claiming table quarters seemed like a good opportunity to play a summoner so out came the Dreamer. I’d actually intended to try the new Sleep Cycles upgrade but forgot about it when crew building and went for Otherworldly instead (arguably this is safer anyway against a crew that can possibly put out long range fire like a Guild crew). I have tried this Dreamer / Nephilim Grow crew a few times before and it can be effective. I actually don’t need to Grow anything; just the threat of it can be a very good deterrent for moving injured models near Terror Tots. The idea was to force Dave to deal with the Nephilim while the Dreamer summoned enough models to let me win on the strategy. I picked Leave Your Mark because between the Tots and any summoned Insidious Madnesses I find that most crews don’t have the resources to deal with the scheme runners if they want to avoid being overrun by the big Nephilim. Dreamer is remarkably mobile, especially when you consider the extra movement that he can get from turning into Lord Chompy Bits for a turn or two so I also selected Undercover Entourage.

Turn 1: The Press gets us underway by Focusing and giving Nellie some Evidence. The Dreamer summons Lelu and Lilitu while the Monster Hunter Stalks Barbaros. Our movement forward is quite cagey as there is a lot of open ground in the centre and neither of us want to give up the initial alpha strike at the end of turn 1. Eventually I put a Tot in the open within 6″ of both Nekima and Barbaros in the hope that Dave will kill it there to get me a free move. Instead, Nellie pushes it and places it in the midst of her lines where it eventually dies to Burning (and sprays a little Black Blood around) and scores Dave a point for Dig Their Graves. After passing a few activations, Phiona gets to go last and puts some minor damage onto Nekima.

Turn 2: Nekima swaps in Fears Given Form and flies into the middle of Dave’s crew. She smites the Prospector in order to Teach Them Fear; no-one gets Paralysed but it does consume a few decent cards out of Dave’s control hand. The Press feeds more Evidence to Nellie and she Slows Nekima and pushes her around with Propaganda. This allows a few attacks to come in from Phiona too. Barbaros swaps in Rapid Growth (this was a mistake; Fears Given Form would have been more useful considering that I had decided to keep the Tots safe) and rams himself down the Guild crew’s throat. He misses both attacks on the Investigator but splashes Black Blood on various models due to Alison Dade’s aura. The Monster Hunter takes advantage of his improved Stalk to Tail Barbaros. The Investigator gives Just Act Casual to Lelu, who is obliged to share it with Lilitu; Lelu ineffectually pokes him back. The Monster Hunter attacks Nekima but is hampered by Challenge and the fact that Dave has run out of cards. The Dreamer summons an Insidious Madness and Coppelius [I couldn’t find my miniature for him so Dave kindly let me use Vasalisa instead; since neither of us have ever seen it on a tournament table we agreed it would be clear] before turing into Lord Chompy Bits. The big Tyrant hurts the Monster Hunter but my positioning ins poor. I placed Lord Chompy Bits such that he wouldn’t be pushed away by Nellie on a miss but I’d have been better taking the risk and moving further up the table. I score for the Strategy and Dave scores for Tail ‘Em.

Turn 3: Nekima kills the Monster Hunter to drain more cards with Teach Them Fear; no-one ends up failing the horror duel. Nellie and Phiona combine to kill Barbaros, scoring Dig Their Graves again. Coppelius hurts the left Investigator who gives Just Act Casual to the Twins and Lord Chompy Bits. I throw various other attacks at that Investigator but he leads a charmed life, repeatedly flipping face cards for defense. The Daydreams push Lelu and Lord Chompy Bits around, then Lord Chompy Bits lightly tickles Phiona and turns back into the Dreamer. The Guild Investigator Tails Nekima, the Insidious Madness moves up to drop a scheme marker. Dave cleverly moves the Press in between the Dreamer and the nearest Daydream to stop me pushing attacks onto it and Phiona uses Debt To The Guild to hurt the little boy. We have somehow run out of time so I just try three times to disengage with the Dreamer; not surprisingly this does not work. Luckily he is just over the centreline. I score for Reconnoitre and Leave Your Mark, Dave scores again for Tail ‘Em. Neverborn win 5 – 4 (2 for Reconnoitre, 1 for Leave Your Mark and 2 for Undercover Entourage for me; 2 for Dig Their Graves and 2 for Tail ‘Em for Dave).

That was a truly great game! I’m not sure how we managed to play so slowly that we didn’t get to even start turn 4, but there was a lot going on; I had many activations and Dave’s activations were often highly complex. As always, Dave was an excellent opponent and really made me evaluate every move I made as he countered me so well. I felt that I was probably in position to win even if we had time to play the full game as I had built up a fairly large attrition advantage. My poor positioning of Lord Chompy Bits, and hence the Dreamer, could easily have ended up costing me the points for Undercover Entourage. On the other hand, I was well placed to score Leave Your Mark and Reconnoitre for the rest of the game, and probably deny Dave getting anything for the strategy.

So with four wins, I am confirmed as the overall winner of the event. Joe finally gets his blue best-in-faction badge for Arcanist after several attempts to pass Jamie, and Gareth is best Ten Thunders by default. I was particularly pleased that Dave, Lewis and Greg only lost one game each (i.e. the game against me) so I did feel that I had negotiated a challenging path to the end of the event. Thanks to Andy, Lewis, Greg and Dave for four terrific games of Malifaux, and of course thanks to Kai for running another excellent event.

Categories: Battle reports, Malifaux, Tournaments | Tags: , , , , , , | 4 Comments

Malifaux tournament report: Cry Havoc 2017 (50SS); 03Jun2017

Cry Havoc is a regular date in the regional wargaming calendar, and lately it has featured a Malifaux tournament, so Gareth and I headed over the Forth Bridge to Dunfermline to take part. It ended up being a fairly small event (at least, compared to the Age Of Sigmar tournament sharing the hall) but most of the Malifaux-playing areas of Scotland seemed to provide at least one player to test their mettle.

Game 1: Neverborn (me) vs Resurrectionists (Stewart Herbert)

Strategy: Reconnoitre, close deployment

Schemes
Pool: Claim Jump, Dig Their Graves, Leave Your Mark, Covert Breakthrough, Last Stand
Neverborn: Leave Your Mark, Covert Breakthrough
Resurrectionists: Leave Your Mark, Covert Breakthrough

Crews
Neverborn: Pandora (The Box Opens, Fears Given Form), Barbaros (One Thousand Faces), Nekima (One Thousand Faces), 3 Terror Tots, Black Blood Shaman, Primordial Magic
Resurrectionists: Seamus (Sinister Reputation, Redchapel Killer), Copycat Killer, Dead Doxy, Night Terror, Rotten Belle, Forgotten Marshal, Necropunk, Rogue Necromancy, Philip and the Nanny (The Haunting)

With close deployment I decided to pick a Pandora crew since it would mean that I could hopefully get her in about the Resurrectionist crew before they could split up and therefore keep a big chunk busy. I find that she’s really good at draining cards and since I was partly expecting Nicodem here I was intending to expend Pandora as a distraction piece. The rest of my crew is a Nephilim list that is pretty mobile and threatens to Grow opportunistically. I find that it is quite hard to rely on Grow in a crew, but having the option can force people to respect the threat of it. More importantly, it is highly amusing when it actually works. I’ve used more or less the same crew with Lilith and Collodi at the helm in previous events and it appears to work well regardless of the chosen Master. With close deployment it was a simple choice to pick both Leave Your Mark and Covert Breakthrough since any markers touching the centre line would be good enough to score it. When Stewart revealed his crew with Sinister Reputation on Seamus I was quite worried and knew I would have to play Pandora somewhat cagily to keep her safe from him.

Turn 1: Seamus starts off by using Back Alley to get behind my lines, then helpfully flips really low on a shot at a Tot, allowing me to cheat to avoid it. The Copycat Killer moves to him and tries the same, with similarly ineffective results, much to both our surprise. The Doxy uses Take The Lead to move the Rogue Necromancy up on the right, so Pandora pushes over to it (Inciting the Belle and Doxy in the process) and beats its hard enough to drop the Three Headed rule. The Belle Lures it back to relative safety. Barbaros swaps in Rapid Growth and moves to cover Pandora on the right, and the Necromancy comes forward and misses an optimistic ranged attack at Barbaros. Nekima picks up Fears Give Form and double walks over to smite the Forgotten Marshal and engage the Necropunk. The latter predictably Leaps away and is eventually stabbed by the Black Blood Shaman. The Forgotten Marshal rather obligingly not only fails his Fears Given Form check (which kills him) but also Black Jokers the check to see what was hidden in his coffin.

Turn 2: The Black Blood Shaman polishes off the Necropunk. The Doxy pushes Pandora around and gives her the Confused Feelings condition. Sensing that this could be rather bad news with Seamus in view, Pandora scoots round the building and kills the Rogue Necromancy. The Copycat Killer misses the Tot again, and Barbaros charges into the Doxy to tie up Seamus. The Belle fails a Horror Duel trying to Lure Pandora around and a Tot joins in the mix to attack the Doxy. Philip and my other two Tots drop scheme markers, as does Seamus (to my great surprise) after walking out of Barbaros’s clutches. I score for the strategy and we both score for Leave Your Mark.

Turn 3: The Copycat Killer finally lands a hit on something, knocking the Primordial Magic down to a single wound. The Tot eats the Doxy and Grows into a Young Nephilim. Seamus drops another scheme marker and Barbaros charges into him. Philip drops another scheme marker and Nekima barrels into him vaporising the poor chap with a lucky Red Joker. The Belle makes some desultory attacks on Pandora, who completely fails to do anything in return to her. The new Young picks up a scheme marker near Nekima (in retrospect, I think that I shouldn’t have been able to do this as it had only been summoned that turn). The Tot charges the Night Terror and the Black Blood Shaman uses Pustule to finish it off. I score for Reconnoitre and Leave Your Mark again.

Turn 4: Seamus walks away from Barbaros, focuses and shoots into the melee with the Copycat Killer. Amusingly, he randomises onto the little guy and blows away his own totem. Pandora finally deals with the Belle and Nekima chops Seamus into a fine red mist. Neverborn win 10 – 1 (full score for me; 1 for Leave Your Mark for Stewart).

The cards in turn 1 favoured me a bit; whenever Stewart wanted to take a shot at anything with Seamus or the Copycat Killer I always seemed to be able to get to one higher than him. I was able to put the pressure on quite early by using Pandora to turn the Rogue Necromancy’s nasty damage track against it and by dropping the Forgotten Marshal in turn one. This meant that Seamus had to worry about dropping scheme markers rather than blowing up my crew with his horrible gun. Stewart took it all in his stride and was a gentleman throughout.

Game 2: Neverborn (me) vs Gremlins (Joe Taylor)

Strategy: Reckoning, standard deployment

Schemes
Pool: Claim Jump, Frame For Murder, Accusation, Hunting Party, Hidden Trap
Neverborn: Frame For Murder (Barbaros), Hunting Party
Gremlins: Claim Jump, Hunting Party

Crews
Neverborn: Pandora (The Box Opens, Fears Given Form), Barbaros, Nekima (One Thousand Faces), 2 Illuminated, Beckoner, Primordial Magic
Gremlins: Wong (Ooo Glowy), Gracie (Saddle), Burt Jebsen, Iron Skeeter (Do Over), Swine Cursed, Old Cranky, 2 Bayou Gremlins, 3 Stuffed Piglets

Joe had been talking about using this crew all morning, so I had some idea of what was coming, but sadly I couldn’t think of any really good counter so I ended up putting down a crew with some decent stats and hoping to ride out the horrible alpha strike that it can put out, then counter punching my way through with whatever I had left. I took Frame For Murder, expecting only 2VP since there are no Henchmen to worry about, and Hunting Party since I figured I might have some opportunity to take out the Swine Cursed, then would have to see if any opportunities arose to handle the rest of the Minions and Peons. Wong makes Burt Glowy.

Turn 1: I get hopelessly out activated, since between the Bayou Gremlins, Stuffed Piglets and Old Cranky (total 16 Soulstones) there are six activations. Pandora fires forward into an aggressive position, Inciting a couple of Stuffed Piglets in the process. I was hoping that I can abuse the Fading Memory push and her high stats to reduce retaliation, and then I could threaten a bigger chunk of Joe’s crew next turn. Similarly, Nekima goes forward on the far left and Black Jokers a swing at a Stuffed Piglet that had come up too far; the intention was to thin out the activations a bit. The rest of my crew huddle up a bit with Barbaros in the middle to abuse Challenge. The Iron Skeeter discards Do Over and moves Burt forward, making him Fast in the process. Gracie Reactivates and pulls the Swine Cursed forward four times. Burt kills Pandora, cheating in above me each time. Then the Swine Cursed kills Nekima with similarly little fuss. Wong misses a speculative shot at an Illuminated. This looks bad.

Turn 2: The Illuminated knocks the Iron Skeeter down to one wound. Barbaros kills a Stuffed Piglet to score Hunting Party and the Beckoner Lures Gracie forward so that she’s engaged with Barbaros but outside her own melee range, then fails to finish the Iron Skeeter with Despicable Promises. Now that Joe can use his crew in the order of his choice, Burt wipes out Barbaros (scoring me 2 VP for Frame For Murder) and Gracie kills the nearby Illuminated to score for Hunting Party. The Swine Cursed somehow misses the other Illuminated three times in a row and Wong shoots the Beckoner. We both score for Reckoning and Joe scores for Claim Jump.

Turn 3: The Swine Cursed finally hits the Illuminated, who kills it in return. Burt kills him in turn, scoring Hunting Party again. The Beckoner fails again to kill off the Iron Skeeter, then Gracie Saddles it toward the Beckoner. The Iron Skeeter fails to hit her somehow, so Wong does the job. With only the Primordial Magic cowering behind a tree, I’m happy to concede the rest of the points. Neverborn lose 4 – 10 (1 for Reckoning, 2 for Frame For Murder and 1 for Hunting Party for me; full score for Joe).

Ouch, that was quite brutal! Joe was, of course, a perfect gentleman all the while he was thrashing me soundly; one would expect nothing less of The Nicest Man in Malifaux. In retrospect, the choice to be really aggressive with Nekima and Pandora was probably wrong and I should have considered keeping them all in Barbaros’s Challenge Aura. But it would have been quite hard to position such that the aura couldn’t have been blocked by some good positioning on Joe’s part, and with the extreme threat range on Burt and the Swine Cursed I would have struggled to keep it relevant. Indeed, Joe could also have just killed Barbaros first. In fact, even if I’d played my own pieces much better, I’m not certain I could have avoided the devastating first turn here. The threat range on the Gremlin fighters is enough to get into my deployment zone so unless I huddle at my own table edge then I’m going to receive the attacks eventually, and even doing so means that Joe can spend turn one setting up as he pleases then pull the trigger on turn 2 instead. Also, Joe’s control hand on turn one was quite unholy: after cycling away an 8 with Old Cranky and drawing two cards with Do Over his lowest card was an 11 and three of them were 13s. I had nothing to match that so it was perhaps inevitable that I was going to lose something important.

The good thing about being beaten so thoroughly was that we had time to re-rack and try again with the same match-up after Joe and I had discussed a few options I could consider for the second game. So in a three round event, we got to play four games. However, I didn’t bother to note the details of the second game for your reading pleasure.

Game 3: Neverborn (me) vs Guild (Dave Laing)

Strategy: Turf War, corner deployment

Schemes
Pool: Claim Jump, Accusation, Leave Your Mark, Undercover Entourage, Set Up
Neverborn: Leave Your Mark, Undercover Entourage (Bad Juju)
Guild: Accusation, Set Up (Bad Juju)

Crews
Neverborn: Jakob Lynch (Endless Hunger), Hungering Darkness, 2 Waldgeists, Spawn Mother (Hexed Among You), Bad Juju (Eternal Fiend), McTavish, Will O’ The Wisp
Guild: Lucius (Secret Assets, Legalese, Surprisingly Loyal), Master Queeg (Promises, A Debt To The Guild), Captain Dashel (Arrest Them, Numb To The World), Witchling Thrall, Guild Pathfinder, Terracotta Warrior, The Scribe, Clockwork Trap

In a rare event for me, I had decided to use this list for this round long before the day of the tournament. It’s a bit of a gimmick list, or maybe a theme list, but the bits all fit together quite well and the whole thing is terrific fun to play. To summarise, the Spawn Mother and Will O’ The Wisp combine to summon Gupps at (sometimes) a rate of one per turn. Everything in the crew apart from Lynch and the Hungering Darkness (and including any Gupps I can summon) is a Swampfiend, so killing any of it will let me bring Bad Juju into play. McTavish synergises really nicely with other Swampfiends, both improving their cover and using them for his own amazing gun. The crew turns out to be quite independent of the Master; I’ve tried variations of it with Lilith and Pandora too for reasonable effect. In this case, Lynch brings the potential to abuse the ace of Masks for Gupps leaping, the badness that is Hungering Darkness and an AP he doesn’t always know how to use; I put this last part to good effect by dropping scheme markers for McTavish to eat. Various people have quite reasonably pointed out that I could go even further down this rabbit hole by putting Rising Sun on Lynch instead, but I’m more familiar with Endless Hunger and haven’t really tried the burying version of Hungering Darkness; anyway, the threat saturation of the crew is huge and often Hungering Darkness seems to be too much trouble to kill off so has survived the games anyway. Leave Your Mark was picked as I planned to summon Gupps and send them out of the Turf War area to score it, and I eventually chose Undercover Entourage on Bad Juju, figuring I could kill my own model near the Guild deployment zone if it was buried and I needed to bring the walking compost heap back into play.

Turn 1: The Spawn Mother moves up and lays an egg, which the Wisp hatches. The Terracotta Warrior puts Ancient Protection on the Witchling Thrall, who moves up centrally. The Gupps move to engage the Thrall, either to be killed and get Bad Juju out early, or to tie up the Thrall until I could deal with it. To my immense surprise, Dave takes the bait and Lucius walks to make the Thrall kill the Gupps. He Issues Command to make the Thrall hit Bad Juju, then uses What Lackeys Are For to swap places with the Pathfinder. Bad Juju pokes the Thrall which removes Ancient Protection, then moves to cover the Pathfinder and Terracotta Warrior and fires off Landslide which slows the Pathfinder and Thrall. Dashel moves and fails to summon a Guard. Lynch also moves up (fittingly, into the swamp) and drops a scheme marker for McTavish. Queeg pushes the Terracotta Warrior around and puts down a scheme marker, as does the Pathfinder. The Waldgeist and Hungering Darkness poke the Thrall for not much effect. McTavish pushes up to the scheme marker and takes a shot which kills the Clockwork Trap. Dave reveals Set Up on Bad Juju, scoring 2 VP.

Turn 2: The Pathfinder summons a Clockwork Trap in a rather annoying position. This was a mistake from Dave as he should have used the Terracotta Warrior to reapply Ancient Protection to the Thrall. I take advantage by having Hungering Darkness kill off the Thrall. Dashel puts enough wounds on Bad Juju to bury it and the Waldgeist hurts the Pathfinder. Lucius Issues Command to move the Pathfinder over to the unactivated Waldgeist, then has him Accuse it. He puts a Focused Hidden Sniper shot into Lynch. Lynch Plays For Blood to finish the Pathfinder. Queeg engages the Accused Waldgeist to stop me from simply removing the condition, and McTavish puts some bullets into him. The Spawn Mother lays another egg and engages the Terracotta Warrior, then the Wisp hatches the egg and the Gupps move off toward Dave’s deployment zone. We both score for the strategy and Dave scores for Accusation.

Turn 3: Queeg uses A Debt To the Guild and then accidentally kills the Waldgeist by flipping 2 severe cards on a negative flip so Bad Juju unburies. The Hungering Darkness finishes off Master Queeg. Dashel Accuses the surviving Waldgeist and fails again to summon a Guild Guard. The Spawn Mother totally misses her swings at the Terracotta Warrior and completes her shame by Black Jokering to lay an egg. The Scribe puts Red Tape on Hungering Darkness so Bad Juju kills him. Lucius misses a shot at Lynch with the Hidden Sniper, then moves up and Black Jokers a Commanding Presence on himself; suddenly I don’t feel so bad about the Spawn Mother’s abject failure. The Wisp and Terracotta Warrior bounce ineffectually off each other. Lynch puts another scheme marker down and takes a shot at Lucius with Play For Blood; for some reason it didn’t occur to me that it would be perfect for Dave to put me on a negative flip to hit, thereby causing some free damage to Lynch. McTavish then guns down Lucius with some very lucky flips; I twice got double moderate damage on negative flips. Lucius also really hurts Dashel and the Trap with Devil’s Deal to try to stay alive. The Waldgeist pokes at Dashel. We both score for Turf War, I score for Leave Your Mark and Dave scores for Accusation again.

Turn 4: Dashel finally manages to summon a Guard then Accuses the Waldgeist. The Spawn Mother again fails to hit the Terracotta Warrior which kills my Wisp. Lynch finishes off the Trap and hurts the Guard; Hungering Darkness kills her and hurts Dashel some more. McTavish, getting tired of the Spawn Mother’s ineptitude, ends the Terracotta Warrior. I score Turf War and Leave Your Mark again and Dave gets the final point for Accusation.

Turn 5: Dashel summons another Guard. The Hungering Darkness fails to kill it, so McTavish does so. The Waldgeist finally lands a hit on Dashel to kill him and Bad Juju shambles into Dave’s deployment zone. Neverborn win 10 – 7 (full score for me; 2 for Turf War, 2 for Set Up and 3 for Accusation for Dave).

As always, playing Dave was a real pleasure. He’s such a student of the game that you always know that his crews will contain some entertaining synergy. In this case, the game hinged on his activation order error at the start of turn 2 which allowed me to finish off the Witchling Thrall quite painlessly rather than failing uselessly at it and suffering another series of attacks from it throughout the turn. From my side, the pieces generally did as expected. The Waldgeists got in the way and were quite frustrating to dislodge. McTavish was a superstar though he was probably helped by some really lucky flips on my side. In contrast, the Spawn Mother couldn’t do anything correctly, though in fairness the two Gupps she did summon (with help from the Wisp) both had a pretty big impact on the game.

So when the scores are in I’m in 4th place which I am quite pleased with. I got four good games of Malifaux, including an unexpected bonus game after round two… though perhaps I would have preferred not to have capitulated quite so quickly against Joe. Thanks to Stewart, Joe and Dave for more fun games, and to Michael and Andy for their parts in running this.

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

Malifaux tournament report: A Scottish Som’er (40SS, 45SS, 50SS); 20May2017

Gareth and I took the train up to ABZ games in Aberdeen for another of Martin’s tournaments. This time we were able to convince our long-time gaming friend Justin to accompany us. Justin has hardly played Malifaux since 1.5, so we gave him a largely fixed crew of Viktoria plus friends and spent a few weeks doing a Rocky-style training montage to bring him up to speed with debatable success. A lot of the other Scotland tournament regulars were not playing in this event as they had entered the ITC, but I still got a round one match-up against a fairly experienced player in Callum.

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

Strategy: Guard The Stash, standard deployment, 40SS

Schemes
Pool: Claim Jump, Frame For Murder, Covert Breakthrough, Accusation, Undercover Entourage
Neverborn: Claim Jump, Frame For Murder (Brutal Effigy)
Guild: Frame For Murder (Francisco Ortega), Accusation

Crews
Neverborn: Collodi (Fated, Strum The Threads), Barbaros (One Thousand Faces), Brutal Effigy, Arcane Effigy, 2 Young Nephilim, Black Blood Shaman
Guild: Perdita Ortega (Trick Shooting, Aura Ancestral), Francisco Ortega (Diestro, Wade In), Nino Ortega (Hair Trigger), Abuela Ortega, 2 Guild Guard (proxied by Orderlies).

We realised a few days before this event that none of us ever really play at 40SS any more so it was an interesting exercise to pare down a crew to its essential parts to meet this target. I was expecting a lot of summoners as they’re really strong in a small game and I was very pleased when Callum announced he was playing Guild. I wanted a master that could get a lot of personal work done and so selected Collodi on the basis that putting Slow or similar on up to four models in a small crew might be very handy. However, I’m always concerned that Collodi is quite vulnerable to simply being shot to pieces. The Black Blood Shaman is intended to put Black Blood into Collodi then possibly heal it up with the Personal Puppet rules; being able to splash damage around can be very strong anyway in Guard The Stash as the other crew have to come to the markers. The Young Nephilim have great mobility due to Flight that can be very important in getting round the Stash markers. I was quite surprised to see Perdita and had expected McCabe with Promises. I put Frame For Murder on the Brutal Effigy hoping that Callum would remember how useful it is to Collodi and take pains to kill it early.

Turn 1: Nino Rapid Fires into the Black Blood Shaman for remarkably little effect. The Brutal Effigy shoots Collodi to push it up, then the Shaman charges Collodi who relents the first hit to receive Black Blood then dodges the second to get about 9″ of forward movement from the trigger. Francisco puts El Mayor on Perdita, who then pushes up to Nino and blazes wildly at the Arcane Effigy; all three shots are missed due to my good flips and Callum’s terrible hand. Abuela makes Fransisco engage Barbaros (who has Challenged and swapped in Rapid Growth) with Listen Up Young ‘Un then shoots into the melee. Collodi kills Nino.

Turn 2: The Brutal Effigy gives Collodi Fear Not The Sword and puts down a scheme marker near the centre and companions Barbaros. The gladiator puts up Challenge and pokes Francisco a few times. Abuela shoots at Barbaros, doing some damage but showering her grandson (?) with Black Blood in the process. Francisco chain actives, wisely steps back out of splash range and misses Barbaros anyway, getting pushed further away with the Knock Aside trigger. On the left, a Young flies into a nice place nestled up with both Guards and Francisco, then eats one of the Guards. Perdita unloads bullets into the Brutal Effigy, but Callum’s flips are so bad (and his hand depleted from dealing with Barbaros) that she only hits once and I can’t even cheat low to take the hits without it being obvious that the Brutal Effigy is my sucker. Collodi shows her how it is done, hurting her and setting her ablaze so that she’ll burn to death at the end of the turn. I do sense a cheeky opportunity to turn a Young into a Mature Nephilim and charge it into her, but it is not to be. I score for the strategy and Claim Jump.

Turn 3: Abuela does Listen Up Young ‘Un on Francisco to Enfrentate A Mi back into Barbaros, and between her shots and a chain activation Flurry from Francisco, Barbaros is no more. The Young on the left misses the Guild Guard who walks away to Accuse the Brutal Effigy. The Shaman puts Blood Curse on the Guard so that they’ll expire at the end of the round, then Collodi uses My Will to make it attack and kill Francisco (to get round the negative flips from Francisco’s Finesse). This gives Callum two points for Frame For Murder; I’m now resigned to not getting my points for it. Collodi also walks up and drops a scheme marker to guarantee Claim Jump this turn along with the Arcane Effigy. I score for Claim Jump and Guard The Stash again; Callum scores for Accusation.

Turn 4: Abuela Accuses the Young and I throw everything I have at her until she dies. I wasn’t sensible enough to use the Nephilim last so that I could remove Accusation though. Neverborn win 7 – 4 (4 for Guard The Stash and 3 for Claim Jump for me; 2 for Frame For Murder and 2 for Accusation for Callum).

Callum put up quite a good fight and I always enjoy playing him. In fairness the cards were not falling in his favour, especially when he used Perdita, so that didn’t help his cause at all. I was trying to keep the pressure on by continually ramming Black Blood into his pieces where their good defenses didn’t help at all and I don’t feel that he had a good answer to that. I evidently need to get better at picking my sucker for Frame For Murder. I nearly put it on Barbaros but he’s sometimes so annoying to deal with that people just give up on it and leave him alone. Collodi was as effective as I had hoped, dropping Nino in turn 1 and Perdita in turn 2 with minimal assistance… other than the Effigies of course.

Game 2: Neverborn (me) vs Ten Thunders (Stew Allen)

Strategy: Interference, close deployment, 45SS

Schemes
Pool: Claim Jump, Dig Their Graves, Leave Your Mark, Set Up, A Quick Murder
Neverborn: Leave Your Mark, A Quick Murder
Ten Thunders: [I forgot to take a note of Stew’s schemes]

Crews
Neverborn: Pandora (Fears Given Form, The Box Opens), Nekima (One Thousand Faces), Barbaros, Young Nephilim, 3 Terror Tots
Ten Thunders: Jakob Lynch (Rising Sun, Woke Up With A Hand), Hungering Darkness (Addict), Kang (People’s Champion), Illuminated, Lone Swordsman, Katanaka Sniper

This is probably not a very typical crew for Interference but I decided that with close deployment in the mix that I could afford to take a fairly killy pair in the form of Pandora and Nekima. Barbaros is hilarious with Pandora and I love playing him anyway, and the rest of the Nephilim are cheap, fast and fun to use. My general plan was to bog down as much of Stew’s crew as possible with those two and then spread everyone else out to pick up Interference points. Seeing Stew’s crew I felt that getting to Kang with Pandora or Nekima should be pretty doable since he’s much slower than them, so took A Quick Murder. Leave Your Mark is much more achievable in close deployment so I selected that as my other scheme.

Turn 1: The Sniper takes a shot at Nekima. Hungering Darkness uses Heed My Voice to bring a Tot into range; it promptly runs away again. The other Tots move up and stay hidden while the Young engages the Sniper. Somewhere around here both Kang and the Lone Swordsman have moved right into the middle of the table in easy reach of both Nekima and Pandora and I start to worry that perhaps Stew is rather less experienced than I had assumed, and that perhaps I should have spent a bit longer doing my usual pre-game run-down of what everything did. Pandora goes in to hurt the Lone Swordsman and positions for maximal annoyance between him, Kang and Hungering Darkness. Nekima follows her in, bouncing off Kang with surprisingly little impact but polishing off the Swordsman. Barbaros, seeing that his services in the centre would not be needed, swoops over and sticks a few wounds onto the Sniper.

Turn 2: Nekima kills of Kang, collecting 3VP for A Quick Murder. The Hungering Darkness misses Pandora and she pushes out of range of a second charge attack. Barbaros hits the Sniper again and kills him with Black Blood from the return hits. Pandora kills Lynch with Self Loathing and the Young Nephilim trades hits with the Illuminated. My Tots move to claim table quarters and one drops a marker for Leave Your Mark. With only the Illuminated and Hungering Darkness facing off against my entire, almost untouched, crew, Stew has seen enough and concedes. Neverborn win 10 – 0.

Stew was a very nice gentleman to play and took all this in his stride, but nonetheless I feel quite bad for the scale of the mis-match here. Since he’d seemingly won his first game by quite a big margin (indeed, he was ahead of me on VP differential going into the round) I had believed that he had rather more experience that was actually the case. I’m aware that I can anyway be quite a brutal player in terms of efficiently removing parts of the other crew [citation: almost every other battle report I’ve ever written] so I was concerned that this whole thing might have been a bit demoralising for Stew. We did have time for a long chat while everyone else finished their games and I hope that I can face Stew again in a non-tournament setting as I think that he could become quite a good player with a bit of guidance and experience. There is not really anything to learn from the actual game, other than that standing in front of an unactivated Nekima for two turns in a row can be bad for one’s health.

Game 3: Neverborn (me) vs Gremlins (Ross McGuiness)

Strategy: Collect The Bounty, flank deployment, 50SS

Schemes
Pool: Claim Jump, Eliminate The Leadership, Accusation, Show of Force, Inspection
Neverborn: Claim Jump, Eliminate The Leadership
Gremlins: Accusation, Show of Force

Crews
Neverborn: Pandora (Fears Given Form, The Box Opens), Nekima (One Thousand Faces), Barbaros, 2 Illuminated, Beckoner, Primordial Magic (proxied by a Wisp)
Gremlins: Wong (Explosive Solutions, A Gremlin’s Luck, Dirty Cheater), Sammy LaCroix (Ooh Glowy), Old Major (Saddle, Quality Mash Liquor), 2 Lightning Bugs, 2 Swine Cursed (proxied by Boars)

I decided to take a risk and go for a fairly low activation crew which focused on survivability and hitting power at the expense of mobility. Nekima can be quite simple to take down, but when paired with the threat of Pandora and Challenge from Barbaros she’s a bit less vulnerable to counter attack. The combination of the Beckoner and Illuminated allows me to charge up for weak damage of 4 on the latter, and the option of a Lure in this strategy felt quite helpful. I was pleased to see Wong without Glowy McTavish facing me (actually my worst fear would probably have been Zipp who really makes life hard for Pandora) and also that Ross had chosen a similarly small crew. For schemes I took Eliminate The Leadership on the basis that I’d have to deal with Wong at some point, even if he can be quite hard to deal with. My second scheme was Claim Jump because it meant that I could keep my crew in a nice ball of death in the middle; I was expecting to only have a chance to score it in turns 3 to 5. Wong made Old Major Glowy.

Turn 1: Old Major moves up, using the Saddle on Wong twice and his Old Pig Knows The Way to bring both Sammy and a Swine Cursed with him. The Beckoner Lures Old Major forward and Barbaros Nimbles up and charges him, partly to do some damage but mainly to get Challenge into an annoying place. Nekima swaps in Fears Given Form, walks twice to engage Wong and smites Old Major. Pandora Incites a Lightning Bug and Old Major to allow her to push up, then charges the pig and draws most of Ross’s soulstones out of him; in the end Old Major is down to one wound and Pandora is engaging a good chunk of Ross’s crew. The Swine Cursed hurts Nekima, and Wong fails two attempts to disengage with Nekima before finally getting away. He could have walked up and gone for the Poof! trigger on his Iron Fan, but the Black Blood damage would have finished Old Major.

Turn 2: Old Major heals up with Quality Mash Liquor. Nekima kills the nearby Swine Cursed and hurts the pig again. The Incited Lightning Bug puts Slow on Barbaros before Pandora blows it up with three goes of Inflict. This also draws some good cards out of Ross’s hand and puts a few wounds on the other Swine Cursed, Sammy and Old Major. The Swine Cursed, which was Incited by Pandora this turn, fails its Horror duel against Pandora. The nearest Illuminated double walks to engages Wong in order to stop him blasting into the melee; Wong fails three times to disengage as Ross’s hand is empty after avoiding Inflict and various other duels. The surviving Lightning Bug attacks Nekima and Barbaros finishes Old Major. Sammy moves to score Show Of Force and top-decks the needed card to turn my scheme marker into a Stuffed Piglet. I score for the strategy, Ross scores for Show Of Force.

Turn 3: Nekima kills Sammy and engages Wong again, who then Accuses the Lightning Bug and does nothing much else. Pandora kills the second Swine Cursed and fails to achieve anything against Wong. The Illuminated punches Wong, scoring a point for Eliminate The Leadership. The Beckoner Lures the Stuffed Piglet out of range of most of my crew and then kills it with Despicable Promises. Barbaros hurts Wong some more. I score Collect The Bounty and Claim Jump, Ross scores for Accusation.

Turn 4: I win initiative and Nekima easily dispatches Wong (scoring the rest of the points for Eliminate The Leadership) and the Lightning Bug. With nothing left on the table, Ross concedes the rest of the match. Neverborn win 10 – 2 (full score; Ross scores 1 for Accusation and 1 for Show Of Force).

Ross is a very nice, friendly chap to play against and I’m always happy to face him across a Malifaux table. I think that he wasn’t ready for the avalanche of my crew coming across the table so early, as it allowed me to keep Wong tied up in melee for almost the whole game. The constant succession of duels for Challenge, Incite, Fears Given Form meant that Ross was playing much of the games with effectively no control hand. As a result I was able to largely control which duels he won or lost and therefore took largely inconsequential damage across my crew rather than a concentrated damage on one individual. The Illuminated did almost nothing except drop scheme markers, but they weren’t really needed for their intended role as front line damage-soaks in this case.

When the scores are counted up, I am in first place; in fact due to a large number of draws in the upper tables I end up as the only player on three wins. I had a really good time, and I think that everyone else did too. I don’t think that Justin has caught the Malifaux bug but maybe we’ll be able to get a few more games in with him. Thanks to Martin for running the show, and to Callum, Stew and Ross for three fun games.

Categories: Battle reports, Malifaux, Tournaments | Tags: , , , , , , | 2 Comments

Malifaux tournament report: Broken Promises (50SS); 04Mar2017

Gareth, Joe, Jonny and V headed (separately) over to Common Ground Games in Stirling to put up another Team Brutal Sensei try at a Malifaux event. Broken Promises was meant to be a two day doubles event which was fun last year (link) but I couldn’t make both days… apparently no-one else could either so Kai very kindly changed it to a one day fixed-faction event. Amazingly this was the first event run by Kai that I had been to in 2017; I believe that I speak for the whole Scotland community when I write that we are all really appreciative of the work that he and his team put in to run these tournaments.

Game 1: Neverborn (me) vs Arcanists (Andy Bush)

Strategy: Headhunter, close deployment

Schemes
Pool: Claim Jump, Frame For Murder, Accusation!, Undercover Entourage, Mark For Death
Neverborn: Claim Jump, Frame For Murder (Nekima)
Arcanists: Claim Jump, Mark For Death

Crews
Neverborn: Collodi (Strum The Threads, Fated), Brutal Effigy, Barbaros (One Thousand Faces), Nekima (One Thousand Faces), 3 Terror Tots, Black Blood Shaman
Arcanists: Rasputina (Shattered Heart, Cold Nights, Armour of December), Wendigo, Snow Storm (Sub Zero), 2 Silent Ones, December Acolyte, Ice Dancer, Ice Gamin

I’ve been playing around with a Collodi and Nephilim grow list lately with mixed success. Actually getting the Nephilim to grow or mature has been rather hit-and-miss, but the crew as a whole seems to work quite well as long as I don’t get obsessed with using Rapid Growth to the exclusion of scoring points. The notable addition to the list is the Black Blood Shaman which, thanks to the recent errata, now actually plays the way it should always have done (i.e. allowing it to apply Black Blood, then using Black Blood Pustule on its victim). In theory, I would put Personal Puppet on the Shaman so that I can Pustule Collodi if it takes any damage but sometime I have not had the opportunity to get this to work as I need the extra push on turn 1 to get somewhere. I was really worried about how open this board was, and this was doubled when Andy revealed his Rasputina crew. I had two options; either sit back, let my stuff die and then pick up my own heads at my leisure, or rush Rasputina to keep her and any relevant mirrors engaged. Those who know me will already know that I preferred the latter option. Reasoning that there were a lot of Arcanists that would be able to deal with Nekima I put Frame For Murder on her (I’ve had problems in some games where I’ve tried this and then killed off any threats to her) and then chose Claim Jump as it would be quite controllable and didn’t need me to get too far into the open ground. I thought I was in even more trouble when I had to deploy first, but Andy surprised me by refusing my left side entirely and castling up on my right.

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Turn 1: The Acolyte Focusses and one-shots the Tot on my far right, which was inconvenient. Luckily, it allows Nekima to fly forward thanks to Brood, so I go with her next. Fears Given Form is swapped in for One Thousand Faces then she charges into Snow Storm and beats it rather harshly. Critically, she’s gumming up much of the Arcanist crew with Fears Given Form and Black Blood. A Silent One marks Nekima for death and heals Snow Storm. I decide I might as well go as deep as I can, so Barbaros triple-moves up and Challenges, covering about half of the Arcanists; he also takes Rapid Growth for One Thousand Faces. Snow Storm walks over and hits Barbaros, then pulls Rasputina out of engagement. Over on my side, the Brutal Effigy gives Fear Not The Sword to Collodi and shoots it, annoyingly hitting for some minor damage and allowing Collodi to push right. The Black Blood Shaman charges Collodi, who relents on the first hit to get Black Blood then gets hit anyway on the second shot but continues to push toward the action. Ideally, Collodi only takes one wound from this process and pushes somewhere around 8 – 9″ (depending on placement and where I’m trying go) but the cards just didn’t fall right. The Ice Dancer moves bases to base with Nekima and gets Paralysed by the Wendigo; this of course had no effect on the Dancer but worked on Nekima. Collodi puts some trivial damage into Snow Storm but does manage to put Slow on it. Rasputina puts some pillars in my way and drops a scheme marker.

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Turn 2: Snow Storm hits Barbaros for a couple of points of damage (we actually had him make a second swing that Red Jokered damage to kill Barbaros, but luckily Andy remembered that Snow Storm was Slow and took the action back), then Barbaros hits back for similarly little effect and Challenges after moving to the most annoying possible place. The Ice Dancer, who is feeling a bit sad at this point after suffering Fears Given Form and Black Blood damage last turn, pokes Nekima again. Nekima un-Paralyses so I can get that tasty Fears aura back in play. A Silent One heals the Ice Dancer and my Tot on the right picks up the head marker dropped by its sibling. The other Silent One finally polishes off Nekima (giving me 2VP for Frame For Murder, and 1VP to Andy for Mark For Death) and the Wendigo picks up her head. Collodi kills Snow Storm and uses the My Bidding trigger on Pull The Strings to make Barbaros move into an even more irritating position, engaging Rasputina, then kills the Ice Gamin which conveniently blows up to finish off the Ice Dancer. Rasputina pushes away from Barbaros then kills him and finally the Acolyte drops a scheme marker. We both score for Claim Jump and the strategy.

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Turn 3: The Wendigo picks up a head, then Collodi kills both Silent Ones. Rasputina Black Jokers a Focused shot at Collodi then drops a scheme marker. Much of my crew also focuses on scheme markers; one Tot Sprints to pick up a head marker. We both score for Headhunter and Claim Jump again.

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Turn 4: Rasputina hurts a Tot and picks up a head. Collodi totally fails to hit the Wendigo (I had a terrible hand, and Andy flipped three kings in a row on defense) which eventually drops a scheme marker. One of my remaining Tots charges it for trivial damage (but mainly to deny Claim Jump) and the other Sprints to get another head. The rest of my crew happily drop scheme markers unopposed. I score for Claim Jump, we both score for Headhunter.

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Turn 5: The Black Blood Shaman Pustules the Tot to finish off the Wendigo, so Rasputina marks it for death and kills it easily. I make a massive mistake and rush Collodi (who has 2 wounds remaining) over to the Acolyte to deny Claim Jump, so the Acolyte gratefully marks my master for death and kills it. I then do what I should have done before, picking up a head with the surviving (unwounded) Tot and Sprint to stand on where Collodi just died. In fairness, I was banking on one of my 3 actions with Collodi being able to at least Slow the Acolyte, but it was not to be. I score again for Headhunter; Andy gets two for Mark For Death. Neverborn win 9 – 8 (4 for Headhunter, 3 for Claim Jump and 2 for Frame For Murder for me; 3 for Headhunter, 2 for Claim Jump and 3 for Mark For Death for Andy).

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Wow, what a close game! From the start, I felt like I would be in really big trouble facing this crew on this board, but Andy castling up in one tiny area allowed me to really drain his hand with Fears Given Form and Challenge covering much of his crew. If not for Collodi’s failure to do anything except die on turns 4 and 5 I think I might have had a slightly more comfortable ride, but sometimes the cards don’t give you what you need. I did needlessly give up a point for Mark For Death right at the end by putting Collodi in a position to be marked and killed by the Acolyte; I could have played it much safer by sending in the Tot instead (it could still have died, but probably it would need moderate damage on a negative flip so was more likely than Collodi who died to weak damage).

Game 2: Neverborn (me) vs Guild (Chris Blakey)

Strategy: Stake a Claim, standard deployment

Schemes
Pool: Claim Jump, Frame For Murder, Dig Their Graves, Hidden Trap, Tail ’em
Neverborn: Claim Jump, Dig Their Graves
Guild: Claim Jump, Frame For Murder (Phiona Gage)

Crews
Neverborn: Lilith (Beckon Malifaux, On Wings of Darkness), Barbaros (Rapid Growth, One Thousand Faces), Nekima (One Thousand Faces), 3 Terror Tots, Black Blood Shaman, Cherub
Guild: Nellie Cochrane (Delegation, Misleading Headlines, Guild Funds), Phiona Gage (Wrath of the Guild, Transparency), Francisco Ortega (Wade In), Master Queeg (Promises), Printing Press, Watcher, 3 Field Reporters

Facing off against Guild I felt a little bit worried that Collodi would be shot to splinters so I went with Lilith instead. She’s also a pretty nice choice for Stake A Claim because the Cherub makes it easier to drop Claim markers, and Lilith can Tangle Shadows if I really need to get an unactivated piece onto the far side of the board. The crew is otherwise largely the same as game one for the simple reason that I find Nephilim highly entertaining to play at the moment. Actually when I saw that Nellie was the other master my choice of master felt a bit less clever since she could target Lilith’s terrible willpower. I love the combination of Claim Jump and Dig Their Graves as it forces a no-win situation on the other crew. They can either come in to deny Claim Jump and risk being killed for Dig Their Graves, or they can just let me have the points for Claim Jump.

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Turn 1: The Watcher zaps Nellie so that she can build some Evidence. My Tots Sprint up and put down scheme markers while Nellie spends some cards to pass activations. Fransisco puts El Mayor on Nellie and moves up. Lilith Tangles Shadows to swap Nekima with the Tot on the right then puts an Illusionary Forest in the way of Queeg and Phiona. Barbaros swaps Fears Given Form in for One Thousand Faces, moves to the centre and puts up his Challenge. The Printing Press gives Evidence to Nellie and she moves up to make Francisco Fast. Nekima notes that there is a neat semi-circle of Nellie, Francisco, the Press, the Watcher and two Reporters within her range (at this point, Dave, playing at the next table, happens to look over and comments on the beauty of this positioning for me). She swaps in Fears Given Form, charges Francisco and eventually kills him (scoring for Dig Their Graves), using the Blood Beauty trigger to drag some of her victims in closer for some Black Blood action. Queeg moves up and one-shots a Tot, allowing my crew in the centre to move up even further.

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Turn 2: The Printing Press Slows Nekima and gives Evidence to Nellie. She chain activates and kills another Tot after making Phiona Fast. The Cherub shoots Phiona to knock off the Fast and push her to within 3″ of Nekima; in return a Reporter pushes Nekima away. Nekima kills Phiona (giving up 3VP for Frame For Murder) but Paralysing the Watcher and both Reporters with Teach Them Fear. Barbaros misses the nearby Reporter and the Shaman drops a scheme marker then Pustules Barbaros to hurt the Reporter anyway. Lilith moves up, drops another scheme marker (thanks to the Cherub) and polishes off the Reporter to score Dig Their Graves. The surviving Tot is able to drop both a Claim marker and a scheme marker due to the presence of the Cherub. I score for Stake a Claim and Claim Jump.

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Turn 3: Once again, the Printing Press Slows Nekima and gives Nellie Evidence. Nellie then repeatedly bumps Nekima off a building, causing her own damage plus another one each time from the Printing Press’s ability which seemed pretty cool. She then Incites the Cherub, which rather helpfully one-shots the Watcher with a Red Joker on damage. Nekima flies back into kill the reporter and Paralyse the Printing Press. Barbaros kills Master Queeg for Dig Their Graves and grows the last Tot into a Young Nephilim. Lilith hurts Nellie. I score for Claim Jump and the strategy.

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Turn 4: Nellie fails to finish off Nekima, who in turn vapourises both the Printing Press and the last Reporter. The rest of my crew gang up to kill Nellie but it takes a while. Neverborn win 10 – 3 (full score for me; 3 for Frame For Murder for Chris).

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Chris was a really nice opponent; despite his playing up his inexperience (which, admittedly did show a little with his positioning in turn 1) I think he was quite a skilled player. If he carries on playing Malifaux at regular tournaments he has the potential to become very strong and I look forward to that happening. From my side, the game went quite smoothly. One downside with a crew like this is that it is really easy for the other player to suicide a Frame For Murder sucker onto Black Blood or Fears Given Form. Since I tend to play quite an aggressive game, I’ve tended to accept that if Frame For Murder is in the scheme pool then I’ll be giving up some points for it at some point.

Game 3: Neverborn (me) vs Arcanists (Joe Taylor)

Strategy: Squatter’s Rights, corner deployment

Schemes
Pool: Claim Jump, Leave Your Mark, Accusation!, Mark For Death, A Quick Murder
Neverborn: Claim Jump, A Quick Murder
Arcanists: Leave Your Mark, A Quick Murder

Crews
Neverborn: Lilith (Beckon Malifaux, On Wings of Darkness), Barbaros (Rapid Growth, One Thousand Faces), Nekima (One Thousand Faces), 3 Terror Tots, Black Blood Shaman, Cherub
Arcanists: Sandeep Desai (To Behold Another World, Arcane Reservoir, Enlightened Soul), Howard Langston (Imbued Energies), Carlos Vasquez (Practiced Production, Stunt Double), Arcane Effigy, 3 Wind Gamin, Malifaux Raptor

Joe and I are fairly frequent opponents at Malifaux so we both have a reasonable idea of what the other is likely to take. In this case, I correctly predicted pretty much the whole crew except for Howard Langston. I took Lilith thinking that I might be able to deny the points from Leave Your Mark by Tangling in either Carlos or the Raptor since there was no way that Joe wouldn’t take that scheme (it is close to 3 free VPs for Arcanists if they take Raptors and Practiced Production. I ended up using the same crew as last time, partly because I felt that familiarity with my crew would be priceless in a close game like this, and partly because I thought that the combination of Cherub and Tots could work for the strategy. I chose A Quick Murder because I would need to deal with Langston anyway and I might as well get points for it. Claim Jump was picked mainly because I didn’t fancy any of the others too much.

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Turn 1: The early turn is mostly moving our crews toward the markers; one Wind Gamin and Terror Tot head for each corner. Lilith eventually Tangle Shadows to bring Carlos to her and puts an Illusionary Forest in Langston’s way. Sandeep makes Carlos Incorporeal (how does that ability not have a range?) and summons a couple of Wind Gamin in the centre. Nekima bounces ineffectually off Carlos and my Tot finds that the Illusionary Forest doesn’t do enough to stop him from being murdered by Langston. Both Barbaros and Nekima swap One Thousand Faces for Fears Given Form.

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Turn 2: The Arcane Effigy uses Sandeep’s fireball but Black Jokers the damage on Barbaros; Sandeep takes the opportunity to summon yet another Wind Gamin. Barbaros pushes one of the Gamin off Squat marker. Terror Tots and Wind Gamin claim up various Squat Markers. Nekima again fails to do anything useful to Carlos. Lilith Tangles one of the Gamin threatening to take a Squat marker into her (and to jam Nekima right into the centre of the board) and hits Carlos for a tiny amount of extra damage. Sandeep zaps the Black Blood Shaman and Howard Langston find himself relegated to claiming the last marker. Somewhere in there a Practiced Production marker was dropped by the Raptor which is, of course, right in my corner. We both score for Squatter’s Rights; Joe also scores for Leave Your Mark.

Turn 3: Lilith Roots Langston and drops an Illusionary Forest in front of him, then tries to Root Carlos but is denied by the Red Joker. One of the endless Wind Gamin borrows Sandeep’s push effect to free Langston from his condition. Nekima continues to beat Carlos; he’s looking a bit less well now. Barbaros pushes Langston back and Challenges. Nekima gets blasted by fireballs from Sandeep and his minions. One Wind Gamin suicides on Lilith’s Black Blood and the Shaman finally ends Carlos, though not before he has managed to get another Practiced Production scheme marker down by the Raptor. Over on the left, I make a huge mistake and charge the Tot off the Squat marker to make some pointless attacks on the Wind Gamin; it promptly Leaps over to get the Marker. Oops. In the centre, Langston really wants to get into Nekima but his Wind Gamin are in the way. Eventually he kills one himself and charges in but can’t do enough to kill her. Joe scores Leave Your Mark and Squatter’s Rights.

Turn 4: Nekima kills Langston, getting me 2 VPs for my (not very) Quick Murder. The Wind Gamin on my right finally continues to Leap and move deep enough into my half to drop a scheme marker for Leave Your Mark. Barbaros drops the Arcane Effigy and the cumulative effects of Black Blood and Fears Given Form are finally starting to thin out the herd of Wind Gamin in the centre. Sandeep summons a Wind Gamin but fails to hit Nekima thanks to Barbaros’s Challenge. Eventually Lilith kills Sandeep; she also takes back one of the Squat markers on the way thanks to the Cherub. I score Claim Jump and we both score for the strategy.

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Turn 5: Nekima kills the central Wind Gamin and the Raptor (it felt so good to kill off those accursed things!). The other Wind Gamin manages to top deck a Red Joker on a single hit on Nekima to leave her on one wound before succumbing to Black Blood. The rest of my crew take back the Squat markers and drop scheme markers, scoring me for the strategy and Claim Jump. Neverborn win 8 – 6 (3 for Squatter’s Rights, 3 for Claim Jump and 2 for A Quick Murder for me; 3 for Squatter’s Rights and 3 for Leave Your Mark for Joe).

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That was an amazing game of Malifaux! All the way it was so close and even right at the end it could have gone either way. Joe made a couple of activation order mistakes that led to me being able to keep Nekima alive; she was down to a single wound twice but I was able to get her back to healthy enough to fend off more attacks. In the first couple of turns I was really getting overwhelmed in the centre, especially as I needed to keep an eye on Howard Langston, and the activation control from the sheer number of Wind Gamin was hard to work around. Around turn 4, the tide turned and the Wind Gamin in the middle started to succumb to all the Black Blood and Fears Given Form which allowed me to start fighting stuff that actually was going to do stuff. Wind Gamin still get a ‘they do what?’ response from me every time I find out something new about them.

Game 4: Neverborn (me) vs Guild (Lewis Philips)

Strategy: Interference, standard deployment

Schemes
Pool: Claim Jump, Eliminate the Leadership, Leave Your Mark, Show of Force, Search The Ruins
Neverborn: Claim Jump, Search The Ruins
Guild: Eliminate the Leadership, Show of Force

Crews
Neverborn: Lilith (Beckon Malifaux, On Wings of Darkness), Barbaros (Rapid Growth, One Thousand Faces), Nekima (One Thousand Faces), 3 Terror Tots, Black Blood Shaman, Cherub
Guild: Nellie Cochrane (Delegation, Misleading Headlines, Guild Funds), Phiona Gage (Wrath of the Guild, Debt to the Guild), Allison Dade (Transparency), Big Jake, Printing Press, 2 Guild Hounds, 3 Field Reporters

On the same basis as my game against Chris, I picked Lilith to play Guild. She’s good for Interference as there is no particular benefit to keeping my crew close together and of course can either Root enemy models to keep them in one quarter, or Tangle Shadows to move things to where I want them. After three games I decided to keep it simple and just took the same crew again; ease of use would be more useful here than a finely-optimised crew that I was less familiar with. I decided to use Claim Jump as it would allow me to keep some pieces back in my own quarters and control them while dropping scheme markers, and Search The Ruins on the basis that if I was going to score from it I might have some dominance by the end of the game and be able to spend some of my final AP dropping markers for it.

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Turn 1: We move forward. The Printing Press gives Nellie some Evidence and she moves forward and kills a Tot. I Tangle Shadows to move Nekima forward (replacing the Cherub, as Nellie had rather unobligingly killed the Tot I was planning to use for the purpose. Sadly, I had never previously noticed Nellie’s rule about pushing nearby models that fail attack duels, so Nekima charges Phiona and promptly gets moved back out of range. Against a player of Lewis’s skill, that isn’t a mistake I could afford to make and I genuinely thought that it might end up costing me the game. To add insult to injury, Allison Dade puts Under Investigation on her. Both Barbaros and Nekima swap One Thousand Faces for Fears Given Form.

Turn 2: Phiona puts Nekima on negative willpower duels. Barbaros kills a Hound and moves into the most annoying place possible for Black Blood, Fears Given Form and Challenge. The Printing Press gives Evidence to Nellie and she really hurts Nekima, getting various attacks out of Phiona in the process. However, the succession of Challenge duels drains Lewis’s hand really quickly and some of the attacks simply fail for that reason. Nekima moves in to engage a lot of Guild models and misses a shot on the Reporter thanks to the Black Joker (but she does splash some Black Blood around after Under Investigation goes off). Allison also attacks Nekima then the Cherub shoots her to push her into Nekima. A Hound charges the Cherub but does nothing, and Lilith charges Phiona for minimal effect (I was looking to get her into Nellie but couldn’t get it to work). On the left, the Tots drop scheme markers and one of the Reporters comes over to stop Claim Jump. We both score for Interference and Lewis scores for Show of Force.

Turn 3: Nekima kills Allison and Phiona thanks to a combination of Black Blood and big sword swings. The Printing Press Slows Barbaros and Nellie Slows Lilith and pushes her around. Barbaros hurts the nearby reporter and the Shaman kills off the Hound by casting Black Blood Pustule on the Cherub. My Totem misses a shot at the Reporter and Lilith starts to put some wounds into Nellie. One of my Tots gets severe damage on the Reporter and (to my surprise) she doesn’t move away so the other one hits its sibling to kill her with Black Blood. We both score for Interference and I get Claim Jump.

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Turn 4: Nekima beats Nellie down to a single wound; she cheats in the Black Joker on the last swing to save herself. Nellie Slows Lilith and pushes her around (Black Blood kills the Reporter) then the Cherub Black Jokers a hit on Nellie to keep her in the game. Eventually the Shaman uses Black Blood Pustule on Nekima to kill Nellie. Lilith kills the Printing Press and Barbaros runs over to the Reporter hiding on the left. I’m not sure what the Reporter can do, but figure that Barbaros can deal with her. I score Claim Jump and Interference, Lewis scores one VP for Eliminate the Leadership somewhere in there.

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Turn 5: Lilith runs away from Big Jake’s hatchet and drops two markers for Search The Ruins since the Cherub allows her to do one of them for a (0) action. Jake hits Nekima and Barbaros engages the Reporter. Neverborn win 10 – 4 (full score for me; 2 for Interference, 1 for Eliminate the Leadership and 1 for Show of Force for Lewis).

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That game was much closer than the final scoreline suggested and Lewis really pushed me all the way. I think that he hadn’t appreciated the impact of Challenge in turn 2 when he cycled about 6 cards just with Nellie’s attacks and triggered effects; the card drain was causing him big problems for the rest of the turn. I was really lucky to get away with wasting Nekima’s activation in turn 1; in another game against Lewis that might have been enough to cause defeat on its own. Big Jake didn’t take many actions but he consistently ensured that Lewis didn’t have to worry about holding that quarter.

So after all the results are in, I am in first place. Obviously, I’m delighted by the result, but I was particularly pleased with two other parts of the day. Firstly, on the train home Gareth and I noticed that all four of my opponents won their other three games. Secondly, Jonny had a really great result to get a hard-fought win against a very strong player in David Hamilton. Thank you to Andy, Chris, Joe and Lewis for four great games of Malifaux and again to Kai for organising the whole event in the first place.

Categories: Battle reports, Malifaux, Tournaments | Tags: , , , , , | 2 Comments

Malifaux tournament report: December’s End (50SS); 21Jan2017

Gareth, Jonny, Joe, V and I traveled up north to Aberdeen to attend probably the northernmost Malifaux event venue in the UK: ABZ Games. The scene in Aberdeen is still growing but numbers were bolstered by travelers from various locations so there was a good mix of players attending. December’s End was a fixed master event which suited me fine as I’ve only used Collodi so far in Neverborn; probably Lilith will get a try next. In the end there was a late cancellation so the TO, Martin, got to play and I was drawn against him in round one.

Game 1: Neverborn (me) vs Guild (Martin Cairns)

Strategy: Interference, standard deployment

Schemes
Pool: Claim Jump, Frame For Murder, Dig Their Graves, Hunting Party, Search The Ruins
Neverborn: Claim Jump, Frame for Murder (Marionette with mirror)
Guild: Claim Jump, Frame for Murder (Guild Pathfinder)

Crews
Neverborn: Collodi (Strum The Threads, Bag of Props), Arcane Effigy, Brutal Effigy, 2 Marionettes, Beckoner, 2 Illuminated, Lazarus (One Thousand Faces)
Guild: Perdita Ortega (Trick Shooting, Aura Ancestral), Phiona Gage (Debt to the Guild), Francisco Ortega (Wade In, Hermanos De Armas), Austringer, Witchling Stalker, Guild Rifleman, Field Reporter, Guild Pathfinder

My preference so far has been to use the Fated upgrade for Collodi but that favours a ‘ball of death’ approach which isn’t really compatible with Interference. So I tried out the Bag of Props limited upgrade with the idea that the two Effigies could follow Collodi around and generate Focus or Defensive as needed for it. The Marionettes were initially included to simply sit in a corner and count for the strategy but I realised that I could get some work out of them for Claim Jump too. Since they had to be forward, I took a gamble on Frame for Murder on the left Marionette too. The Beckoner and pair of Illuminated are a solid team that can handle most cases unless they are really out-matched so my plan was to use them on one side and Collodi, the Effigies and Lazarus on the other.

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Turn 1: The Pathfinder summons a Clockwork Trap and double walks suspiciously forward. I’m going to have to deal with him eventually, so the Beckoner Lures the woodsman forward and applies Brilliance. The Illuminated make rather heavy work of killing the Pathfinder but eventually he goes down and scores 2VP for Frame For Murder to Martin. Meanwhile, Collodi receives power-ups from the Effigies who also hit it to trigger Run Away Home and start its advance up the table. Most of Martins crew are hiding behind the forest in the centre but for some reason Phiona edges into it so that my crew can see her. Perdita gets El Mayor and Relocates to Francisco to shoot Collodi so it pushes out of range. That massive firing lane down the right side of the board might be a bit of a problem for me. Collodi applies a load of damage and conditions to Phiona and Lazarus helpfully makes it do some more; in the end Phiona has a single wound remaining. Lazarus swaps One Thousand Faces for Mimic’s Blessing.

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Turn 2: The Witchling Stalker and my Marionette on the left drop scheme markers; my Marionette also moves to block the Guild marker from scoring Claim Jump. Phiona uses her single AP to move into the middle of the board and the Austringer delivers orders to get another scheme marker. The Rifleman shoots the Marionette on the left, leaving it on Hard To Kill and the Beckoner polishes off Phiona. After the Rifleman’s failure, Francisco takes care of the Marionette which scores me 3VP for my Frame For Murder. I had to cheat high on one attack to make sure that the Rifleman didn’t get the job done alone. On the right, my other Marionette drops a marker and moves across the centreline. One Illuminated shoots the Stalker and the other moves up to take the place of the Marionette; Perdita pumps some bullets into him. The Reporter moves up and drops another scheme marker so Collodi creeps across the board to make her pick it up and, later, die to Burning. It kills the Stalker too. I score for Claim Jump and Interference.

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Turn 3: The Guild win initiative and Perdita has a clear shot at Collodi. Even after using Run Away home to get out of the line of fire after the first shot, the end result is a lot of lead coming from Perdita and a lot of splintered wood on my side of the table. The Illuminated charges Francisco to keep him busy and receives a Flurry in return. Lazarus Focuses to fire a grenade at the Austringer, who throws birds at the Marionette before my totem drops another scheme marker. The Rifleman moves forward, being careful to stay out of Lazarus’s range but the Beckoner Lures him forward anyway. The other Illuminated tries to hide from Perdita, then my Effigies either drop scheme markers or get in the way of Martin’s Claim Jump as needed. I score for the strategy and Claim Jump again.

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Turn 4: Francisco finishes the Illuminated off and companions to Perdita who makes short work of my Brutal Effigy. The Marionette drops a final scheme marker before being killed by the Austringer. Lazarus blows up the Rifleman; I might have been better going for the Austringer, but preferred the activation control of killing the Rifleman before it got to do anything this turn. The Illuminated moves up to engage Francisco and Perdita and the rest of my crew move to control quarters and put down scheme markers where needed. I score the last Claim Jump point and another for Interference.

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Turn 5: The Illuminated fruitlessly pokes Francisco before being killed in return. The Austringer fails to deal with the Arcane Effigy which quickly hides from Perdita. The Guild master rushes over to try to drop the Beckoner but can’t go far enough to get the needed number of attacks. The Beckoner and Lazarus take some speculative shots at Perdita but can’t kill her either. Martin scores for Claim Jump and neither of us can get anything for Interference. Neverborn win 9 – 3 (3 for Interference, 3 for Claim Jump and 3 for Frame For Murder for me; 1 for Claim Jump and 2 for Frame For Murder for Martin).

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That was a very fun game; I’m always really pleased to play with people I’ve never faced previously and Martin was a lovely opponent. I am still getting to grips with how to use Bag Of Props Collodi and I’m not sure I learned much about it here except that I need to be much more careful with positioning and to remember to actually use the Focus / Defensive when I’ve built it up. Indeed, I feel like the exact same crew but with Fated instead of Bag Of Props would probably have been more useful. Overall I was in control for most of the game, partly because the early demise of the Pathfinder and more particularly Phiona for no real loss on my side built up a big enough attrition advantage that even when Martin did get on with killing my crew I already had scored most of the points needed. Full credit to Martin for doing a great job leveraging Perdita’s ranged power to good effect to bring the crew counts back to level. In retrospect I’m not sure why he didn’t pick Hunting Party as he had plenty of Henchmen to score it. The table could probably have benefited from a bit more scatter terrain on my right.

Game 2: Neverborn (me) vs Guild (Callum Palin)

Strategy: Headhunter, corner deployment

Schemes
Pool: Claim Jump, Frame For Murder, Accusation, Show of Force, Hidden Trap
Neverborn: Claim Jump, Frame for Murder (Stitched Together)
Guild: Show of Force, Frame for Murder (Nino Ortega)

Crews
Neverborn: Collodi (Strum The Threads, Fated, Threads Of Fate), Arcane Effigy, Brutal Effigy, Lazarus, Barbaros, 2 Bunraku, Stitched Together
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, Mounted Guard

This strategy felt much more comfortable for having a ball of fighty puppets and just keeping them topped up on wounds with Collodi while using my master for a spot of control. I also took Barbaros with some kind of plan for just sitting him behind the line of engagement with Challenge up to draw cards. I’ve enjoyed Bunraku for their high speed and ability to pull pieces to where I want them to be, though after several games I think I have yet to manage to get even a single trigger out of them. Stitched Together are hilarious with Fear Not The Sword (from the Brutal Effigy) as they can go Fast thanks to Strum The Threads then heal the wounds caused by hitting stuff with Gamble Your Life; because of the damage they take if the attack is missed I am generally inclined to cheat to win. Even if they lose, there is a change to pick up reactivate then heal with subsequent attacks. Having written all that, I chose to put Frame For Murder on the Stitched Together. My other scheme was Claim Jump as I didn’t fancy Show of Force at all (indeed, I didn’t even pick for it, which may have been a mistake) and the other schemes involved a lot of messing about with the other crew when I wanted to focus on just killing them and picking up their heads. As you can see, my deployment is terrible: Barbaros is perfectly placed to spray Black Blood over half of my crew.

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Turn 1: Nino Rapid Fires into Barbaros. I cheat high to dodge one shot and stone away the damage from another but there is still a bit of Black Blood damage splashed around; overall a needless waste of my resources which was completely avoidable. The Brutal Emissary passes the Elixir of Life to the Mounted Guard so that they can all get past the mess of forests in the Guild deployment zone. The Effigies power up Collodi and poke it to move my master forward. A Bunraku takes Fast then moves and charges Nino to put a couple of points of damage on him. McCabe reactivates the Mounted Guard, passes the Sabre and Badge to the Executioner and the Elixir to Nino; the latter is pushed back out of the Bunraku’s grasp. I can see that the Executioner is being primed to get flung into the centre of my crew (or worse, to kill Collodi) with the Mounted Guard, so Barbaros, the Stitched Together and a Bunraku move to make the needed movement tricky. Eventually Callum gets cold feet and the Executioner ends up just passing his activation without coming for me. Lazarus Assimilates My Will from Collodi to make the Bunraku pull Nino back with Snatch. Collodi then puts Nino down to a single wound remaining with Burning on him (Callum was out of cards to prevent it) as I think that Frame For Murder is either on him or the Executioner; helpfully the Ortega burns to death.

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Turn 2: The Brutal Effigy gives Collodi Fear Not The Sword (who shares it out) and drops a scheme marker, then chain activates the Stitched Together. The Stitched Together does some nasty damage to the Mounted Guard. McCabe misses a shot at Barbaros, heals the Mounted Guard and passes the Elixir to the Austringer and the Sabre to the Mounted Guard. My Arcane Effigy picks up Nino’s head then chains to Barbaros who charges the Mounted Guard for some fairly trivial damage; my main goal was to gum up the Guild crew with Challenge. Stupidly I forgot about the Brutal Emissary’s abilities and Barbaros is promptly buried. Oh well. The Mounted Guard charges into the Brutal Effigy for little effect, pulling the Executioner with him. Collodi slows the big chap and generally makes sure that neither the Guard nor the Executioner will do much of any consequence. The Bunraku on the right goes Fast and charges Luna, killing her with two lucky moderate damage flips. In the end, nothing at all dies in the scrum in the centre even though I get all trigger-happy with Lazarus and have him lob grenades into the middle of the mess. Callum does manage to deny my Claim Jump but I score for the strategy.

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Turn 3: The Arcane Effigy charges and kills the Executioner (who was looking rather poorly after the mauling he got last turn); the Brutal Effigy chain activates to pick up the head. The Brutal Emissary fails to hurt a Bunraku and the Stitched Together goes Fast and does some nasty damage to McCabe but is also knocked to a single wound itself. Callum can’t let me have another go with the Stitched Together so kills it with the Mounted Guard to score my 2VP for Frame For Murder; of course I was hoping that he would use McCabe to do the job. McCabe does throw himself into the mess in the middle of the board. The Bunraku in the centre finishes off the Mounted Guard and Lazarus Auto-Fires into the big mess but only succeeds in hitting Barbaros twice. Collodi kills the Emissary; I consider finishing off McCabe too (since he has only one wound remaining) but decide not to let Callum have another activation this turn. Barbaros Nimbles round McCabe and stabs the Austringer to push it away from the centre of the board and therefore avoid it scoring for Show Of Force, but only after it has picked up a head. We both score Headhunter and I score for Claim Jump.

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Turn 4: Barbaros pokes at McCabe and throws up his Challenge. McCabe make a bit of a meal of attacking the Bunraku thanks to Callum’s terrible cards (he Black Jokered one of the Challenge checks and needed to cheat another despite being on positive flips from Promises). Collodi kills the Austringer, and Callum has seen enough to end it. Neverborn win 9 – 1 (4 for Headhunter, 2 for Frame For Murder and 3 for Claim Jump for me; 1 for Headhunter for Callum).

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As always, Callum was a classy opponent and made me work probably harder than the scoreline suggests. This game really hinged on two moments, both in the first turn. The first was when Callum found that Nino would die to burning and therefore not score any points for Frame For Murder, which really knocked the wind out of his sails. The second was when, after spending almost the whole of his first turn AP turbo charging the Executioner to come and kill Collodi, he realised that the positioning of the rest of my crew would not make it possible and he aborted the whole process. One of the interesting parts about Malifaux is AP efficiency and the upshot of this was that Callum had wasted almost his entire crew to set something up. From my side, I was obviously quite pleased with the way things worked out. My biggest errors were both with Barbaros, a piece that I love but can’t quite seem to ever get right. As mentioned above, the deployment of Barbaros was absolutely dreadful and could easily have ended up costing me much more dearly in turn 1. Then in turn 2, I really gave him away to the Brutal Emissary; slightly more clever positioning could have probably have at least forced Callum to waste an AP moving into position.

Game 3: Neverborn (me) vs Outcasts (Ali Fergusson)

Strategy: Extraction, flank deployment

Schemes
Pool: Claim Jump, Eliminate the Leadership, Leave Your Mark, Recover Evidence, Tail ‘Em
Neverborn: Leave Your Mark, Tail ‘Em
Outcasts: Leave Your Mark, Recover Evidence

Crews
Neverborn: Collodi (Strum The Threads, Fated), Arcane Effigy, Brutal Effigy, Barbaros (Rapid Growth), 3 Terror Tots, Lazarus, Bunraku
Outcasts: Tara (Knowledge of Eternity, Obliteration Symbiote, Survivalist), Nothing Beast (Void Shield, Tally Sheet), Freikorps Librarian (Oathkeeper), Johana (Scramble), Big Jake, Void Wretch, Ronin, Malifaux Child

Finally a game in which killing all my stuff wasn’t a primary goal for the other crew. I wanted to try a Nephilim-heavy crew for a change as I feel like Tots should be good for gumming things up and also have the speed to get markers down for Leave Your Mark. Since I had the Tots I decided to put Rapid Growth on Barbaros; the idea was not particularly to focus on getting Young / Mature Nephilim but simply to have the possibility to do so if the opportunity came up. For one soulstone it felt worth it. The Bunraku was a late addition to the crew as I felt that a bit more speed might be useful. I chose Leave Your Mark partly as a result of having the Tots and partly just to be a change from Claim Jump; the two schemes are remarkably similar, at least superficially. Tail ‘Em was chosen despite Ali having only two targets because I had so many minions that I was sure I’d be able to keep some scoring going.

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Turn 1: Tara Reactivates the makes the Nothing Beast Fast and buries it. My Effigies power up and push Collodi. The Child makes Johana fast and our crews generally converge but respect each other’s threat ranges. I’m really concerned about the Nothing Beast getting unburied, focusing and tearing up Collodi so some of my moves are to check the movement options on that side of the board. Lazarus Assimilates My Will from Collodi, making it take a Pull The Strings attack against him with the My Bidding trigger so I can move Lazarus into firing range of the Librarian who is out of normal range but also not in cover. The actual firing is not hugely effective, missing twice, but I do get a straight flip on one so cheat in severe damage to land some wounds on Tara. The Bunraku goes Fast and charges Tara, mainly to try to pin her in place; Johana steams over and smashes the little puppet into matchwood. This has the effect of dropping the Nothing Beast out. Collodi puts considerable effort into hampering the Nothing Beast but only manages to draw some soulstones and the Void Shield out of the big monster. Slightly to my surprise, the Nothing Beast charges Lazarus for minimal effect; it would have been tricky but not impossible to get it onto Collodi I think. Tara herself moves round the forest.

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Turn 2: The Nothing Beast focuses then handily flips the Black Joker on an attack on the Lazarus. It does splat the nearby Tot in a single hit though. The Brutal Effigy shoots the Librarian, killing her, then chain activates to Barbaros who moves up to tickle Big Jake and put up Challenge. Tara fails to bury Lazarus. The Terror Tot furthest up the table Sprints then drops a scheme marker. Johana hurts Barbaros and the Arcane Effigy puts Tail ‘Em on the Nothing Beast. Collodi spectacularly fails to do anything substantial to Tara and the Ronin moves to deny my Leave Your Mark from the Tot. We both score for Extraction and I score Tail ‘Em.

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Turn 3: Ali reveals Recover Evidence so I put the markers on my most inaccessible pieces. Johana flurries Barbaros so I cheat the Red Joker on the first swing to push her away with the Knock Aside trigger. Collodi kills the Nothing Beast and Barbaros pokes Big Jake again. Tara runs away to the far end of the board so I can’t possibly catch her for Tail ‘Em. The Ronin polishes off my Tot before it can run away and drop more markers. Lazarus focuses and fires at Barbaros, then cheats in moderate damage to kill Big Jake. Finally, the Void Wretch drops a scheme marker. Ali scores for Leave Your Mark and I score for Extraction.

Turn 4: Collodi sidles across the board and kills the Void Wretch. Tara takes Reactivate and starts running back to where she was last turn. Lazarus moves to engage her simply on the basis that Ali must have a plan for her to do something and I might as well try to stop it from happening. Johana charges Barbaros and gets another go of the Knock Aside trigger; the Arcane Effigy kills her. The Ronin removes my scheme marker and does Seppuku. Barbaros moves up to drop another scheme marker and the Child disentangles itself from the Tot and stands there to deny me Leave Your Mark again. This is where my attrition has come to work for me as I can just have the Tot drop a marker instead. Tara fails to disengage from Lazarus. I score for the strategy and Leave Your Mark.

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Turn 5: We’re pretty much out of time and last activation could be called at any minute. Big Jake reappears next to Tara and recovers some Evidence. The Terror Tot puts down a scheme marker. Tara finally gets away from Lazarus and runs off to drop a scheme marker so the robot follows to deny Leave Your Mark. The Brutal Effigy applies the condition for Tail ‘Em to Tara and the game ends. We both score for the strategy; I score for Leave Your Mark and Tail ‘Em. Neverborn win 8 – 4 (4 for Extraction, 2 for Leave Your Mark and 2 for Tail ‘Em for me; 2 for Extraction, 1 for Leave Your Mark and 1 for Recover Evidence for Ali).

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That was a terrific game; Ali is really improving at Malifaux as he plays it more often. I was impressed particularly with the good way that Ali used his resources to keep the Nothing Beast alive and well in turn 1 though I as mentioned I was quite surprised to see Lazarus as the choice of charge target as I would say that he must be one the least vulnerable miniatures to the Nothing Beast in the entire game. Of course I was trying to make it unappealing to get the Nothing Beast into Collodi but I think it would probably have been possible and I would have been facing a very uphill struggle if Collodi had been killed early in the game. Rapid Growth on Barbaros didn’t end up doing much but I think it was worth the cost to have the possibility to get a Young Nephilim; better flips could have seen me get one from the Malifaux Child in turn 3 but it was not to be. Barbaros in general ended up just doing what he does best: standing in the middle of a crew a forcing them to deal with him. Based on previous games I find he does usually die (he especially hates it when anyone ignores armour) but the idea is to make the other crew expend a lot of AP to do it. One interesting thing that I discussed with Gareth in the pub later was Ali’s choice to move Tara right back to deny me a point for Tail ‘Em. I feel that the opportunity cost of not having any contribution from your master is generally not worth it to save a VP, though I can see that there are some cases where it would be correct move. In this case it allowed me to get a big leg up on attrition by dealing with the Nothing Beast, Johana and Big Jake in close succession.

So once the scores are all counted, I am pleased to see that I get first place. Even more pleasing was the positions of my not-actually-a-team team mates as Joe got second, Gareth third, V sixth and Jonny eighth, so very well done to all of them. I had a great time and the trip to Aberdeen always results in a fun event. Thanks to Martin, Callum and Ali for three fun games of Malifaux, and to Martin again for running everything.

Categories: Battle reports, Malifaux, Tournaments | Tags: , , , , , | 6 Comments

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

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.

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