Posts Tagged With: Neverborn

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: , , , , , , | 1 Comment

Painted Stitched Together

It’s been a long time since I picked up a paintbrush. But here we are again with some Stitched Together from the Neverborn faction of Malifaux. Many of their abilities have a penalty for failure, and presumably due to this risk element, are therefore rather strong when they actually work. I’ve mainly tested them with the master Collodi, with whom they share the Puppet keyword and they seem to work pretty well with it. In particular, they combine with the Threads of Fate upgrade on Collodi (allowing them to go Fast at the cost of two wounds) and Fear Not The Sword from the Brutal Effigy shared via the Fated upgrade (also on Collodi). Due to the high risk nature of their attack I’m much more likely to cheat to win the duel so it is more often that they will be able to heal. And 3 AP on a Stitched Together can be rather nasty. Stitched Together can also generate an aura of soft cover which can be very useful in certain match-ups.

Stitched Together are pretty obviously meant to be Oogie Boogie from The Nightmare Before Christmas, which makes me happy. I painted them in dull sack-cloth browns as it seemed fitting for their inspiration. I was also looking for something very simple to paint so that I could get back into the feel of it, and it doesn’t get much simpler than almost entirely brown miniatures.

Next on the painting table: Terror Tots.

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

Malifaux tournament report: Spring Breach 2017 (50SS); 22Apr2017

Gareth and I took the train to another Malifaux event; this time the 3rd Spring Breach run by Kai in Common Ground Games in Stirling. Despite the huge attendance, this was set up as only 3 rounds so there was no need for an early start (though I prefer more rounds over more time to arrive). I had some idea for a Pandora crew so Lewis very kindly loaned me a couple of miniatures that I don’t own yet. Round one I was drawn against tournament regular Jamie; we’ve somehow never managed to play each other in an event despite both attending most that are run in central Scotland.

Game 1: Neverborn (me) vs Gremlins (Jamie Gemmell)

Strategy: Extraction, standard deployment

Schemes
Pool: Claim Jump, Eliminate The Leadership, Leave Your Mark, Mark for Death, Tail ‘Em
Neverborn: Claim Jump, Tail ‘Em
Gremlins: Claim Jump, Leave Your Mark

Crews
Neverborn: Pandora (Fears Given Form, The Box Opens), Nekima, Barbaros (One Thousand Faces), Primordial Magic, 3 Terror Tots, Lust
Gremlins: Wong (Explosive Solutions, A Gremlin’s Luck), Sammy LaCroix (Ooh Glowy), Francois LaCroix (Stilts), Burt Jebsen (Dirty Cheater), Merris LaCroix (Hide In The Mud), Old Cranky, 2 Bayou Gremlins, 2 Stuffed Piglets

This (or some similar variation on it) is an entertaining Pandora crew that I’ve been thinking of for a while. The idea is that Pandora floats around the middle of the enemy crew distracting everyone and pinging Misery damage. Barbaros, Nekima and Lust force a load of willpower duels that either drain cards or force minor damage on each failure, and Nekima of course also kills things. Lust can additionally use Now Kiss to put things back close to Pandora. I probably would have chosen this crew regardless of the strategy but it felt like it should be well suited to Extraction in particular. With a wide choice of Henchmen who would have to be close to my crew I thought that Tail ‘Em would be a good option, and took Claim Jump as a default other one since I didn’t fancy the rest. Burt Jebsen was made Glowy, and I seem to have forgotten to take a picture of the start.

Turn 1: We move our cheap pieces up somewhat cagily. Barbaros moves up aggressively and swaps in Rapid Growth then Lust pushes Pandora forward. Pandora Incites a Stuffed Piglet and Bayou Gremlin and kills off Old Cranky while engaging as much as possible. Merris and Burt come up on my left to drop scheme markers. Wong zaps Lust rather ineffectively. Francois goes Reckless, Focuses and charges Pandora to drop a Dumb Luck Red Joker on her, then abandons Stilts to avoid the return damage. Oh dear, my master is dead in turn one; that is rarely a good thing. I realised (but only much later) that I could have avoided this by simply using a Soulstone on defense since it was obvious from the use of Focus that Jamie was wisely aiming to land one big hit on Pandora.

Turn 2: Barbaros pokes Francois and puts up Challenge in the most annoying place I can find. The Incited Piglet moves to Lust so she uses Now Kiss to push away, first to Wong and then to Francois. By luck I get the trigger for damage both time but Jamie elects not to blow it up since both Francois and Sammy are in the blast zone now. Burt kills a Tot and drops another scheme marker. Nekima kills the other Stuffed Piglet and a Bayou Gremlin then moves to score for the strategy. Francois misses Barbaros and Sammy successfully disengages from him to get in range for Extraction; she also turns one of my scheme markers into a Stuffed Piglet (which I admit that I’d forgotten she could do). Wong shoots the new Stuffed Piglet and hurts Lust then moves up to scoring range. We both score Extraction and Jamie scores Leave Your Mark and Claim Jump.

Turn 3: Nekima kills the other Bayou Gremlin and nearly gets Sammy, but she survives on a single wound after using Soulstones. Sammy summons another Stuffed Piglet and Jynxes Barbaros and a Tot to stop them moving. She companions Francois who kills Barbaros with another massive Dumb Luck shot and dies himself from the backlash. Lust moves Burt to be engaged with Nekima and moves the Stuffed Piglet away. Wong misses Lust with his Fan and the Tot Tails Sammy. Merris drops two scheme markers. One Piglet uses Bacon Bomb and gets a Joker, so there is carnage in the centre including the other Piglet exploding. We both score for the strategy and both of our schemes.

Turn 4: Sammy Jynxes Nekima to keep her in place and kills another Tot. Nekima fails to kill Burt due to the Black Joker on one damage flip and Wong kills the other Tot. With no way to score further I’m happy to concede it there. Neverborn lose 4 – 10 (2 for Extraction, 1 for Claim Jump and 1 for Tail ‘Em for me; full score for Jamie).

It was a real pleasure to finally get in a game with Jamie and we had plenty of laughs as various piglets exploded. I feel like I gave the game up very early by letting Francois kill Pandora right at the start and I was kicking myself when I remembered that I could have avoided it with a Soulstone. I also failed to use Lust well as I kept activating her early in the turn, thus removing her Manipulative ability and totally forgot her aura throughout. Jamie for his part did just what he needed to do, efficiently dropping my pieces where they were affecting his plans. Overall I think that the core of my crew has some promise, but perhaps I will reconsider my choice of scheme runners.

Game 2: Neverborn (me) vs Crossroads Seven / Outcasts (Lee McLean)

Strategy: Guard the Stash, flank deployment

Schemes
Pool: Claim Jump, Accusation, Dig Their Graves, Hunting Party, Inspection
Neverborn: Claim Jump, Dig Their Graves
Crossroads Seven: Dig Their Graves (I think; I didn’t note this at the time), Hunting Party

Crews
Neverborn: Collodi (Strum The Threads, Fated), Hannah, Lazarus, 2 Stitched Together, Bunraku, Arcane Effigy, Brutal Effigy
Crossroads Seven: Wrath (Deal At The Crossroads), Lust, Envy, Pride, Greed, Gluttony, Sloth, Malifaux Child

So after my defeat to Jamie I moved all the way down to the bottom table to face Lee. I was really excited to get in a game against the Crossroads Seven as I’ve never faced them before, and doubly so in the case of Lee’s gorgeously painted crew. I’m not actually sure if it is correct to announce faction as Outcasts or Crossroads Seven, but Lee told me both when we started. I decided to try an amusing Collodi crew using Hannah and Lazarus to bump Collodi up to a potential six actions per turn. The rest of the crew after that expensive core is just some Puppets to benefit from Collodi’s support abilities. I love the combination of Claim Jump and Dig Their Graves so I eventually chose that; I had considered Hunting Party but thought that the Malifaux Child might not come close enough for me to kill, and in any case I had no particular plans to cross the centreline.

Turn 1: The Arcane Effigy pokes Collodi a couple of times to move him forward, the Malifaux Child pushes Envy using Just Like You. I get nervous about Envy’s gun so go with Collodi to control Envy and also put an attack on Sloth, flipping the Black Joker on the latter. The Stitched Together hurts Sloth with Gamble Your Life and Greed heals some of the damage that Envy has taken. The Bunraku moves up to drop a scheme marker and Wrath, to my great surprise, pushes Envy further into my crew. Hannah is too far away to copy Assimilate from Lazarus so she charges in to Sloth, missing both attacks, then copies Gamble Your Life and loses to Sloth. Good work Hannah! I make Envy shoot Lust but he misses, and Lazarus then misses Envy and makes Collodi Slow him again.

Turn 2: Wrath charges Collodi, who takes the hit and pushes back to safety, then punches the Bunraku. Lazarus Focuses to kill Envy (scoring Dig Their Graves) and Assimilates My Will to make Collodi finish Sloth. Greed nearly kills the Bunraku. Gluttony puts A Rhythm For Those Who Hunger on Hannah, taking the trigger to drop a scheme marker nearby and push her into it for some damage. One of my Stitched Together goes Fast from Strum The Threads and kills Gluttony with Gamble Your Life. Pride drops a scheme marker to move Hannah over due to the condition and hurts her. Hannah hits back and copies Game of Chance in the hope of doing something other than being a punching bag but fails on that too so Lee gets to draw some cards. Lust uses Now Kiss to move Collodi behind Lazarus and make them both Slow, so the Arcane Effigy removes it from the both. The other Stitched Together finishes Pride and Collodi kills Greed and hurts Lust. I score Guard The Stash and Dig Their Graves.

Turn 3: The Bunraku stabs Wrath to make sure I actually get to activate it before it dies. Wrath kills it to score for Hunting Party. Lust drops a Red Joker damage flip to kill Collodi. Hannah moves back to the action, copies Gamble Your Life and hurts Wrath; a Stitched Together finishes the leader off to score Dig Their Graves. Lazarus pokes Lust. I score for the strategy and both of my schemes while Lee scores Hunting Party.

Turn 4: The Arcane Effigy puts down a scheme marker and Lust pulls it in to kill it (Hunting Party). The Child heals Lust but it doesn’t help and eventually Lazarus kills her and Hannah drops the Child. Neverborn win 10 – 2 (full score for me; 2 for Hunting Party for Lee) though I only noted down 10 – 1 so I think that we might have missed that Lust scored Hunting Party here.

Lee was a real gentleman to play against and I’m very grateful that he didn’t get sick of me constantly having to be reminded of which parts of his crew had which name (I especially kept mixing up Pride and Greed), which ones were Manipulative at any particular time, and what horrible things would happen if I ended an activation near any part of his crew. I didn’t actually get to do the trick with six actions for Collodi since Hannah was needed at the other side of the board, but otherwise everything seemed to go very smoothly for me. I could have used Jakob Lynch since he would easily get round all the ‘discard a card or something bad happens’ that comes in the Crossroads Seven but thought that would be less fun and a bit too much like counter-picking.

Game 3: Neverborn (me) vs Neverborn (Ian Gemmell)

Strategy: Reconnoitre, close deployment

Schemes
Pool: Claim Jump, Frame For Murder, Leave Your Mark, Undercover Entourage, Search the Ruins
My Neverborn: Frame For Murder (Barbaros), Search the Ruins
Ian’s Neverborn: Leave Your Mark, Undercover Entourage (Zoraida)

Crews
My Neverborn: Pandora (Fears Given Form, The Box Opens), Nekima, Barbaros (One Thousand Faces), Primordial Magic, 3 Terror Tots, Lust
Ian’s Neverborn: Zoraida (Aetheric Connection, Animal Shape), 2 Silurids, Iggy, Aionus (One Thousand Faces), Will O’ The Wisp, Sorrow, Insidious Madness

I decided that this would be an interesting test for the Pandora crew I used in game 1 since the strategy and scheme pool were a bit less favourable. I also know that Ian plays a fair bit of Pandora so he might be able to counter her in an interesting way that I could learn from (I figured he would probably not also take Pandora for a mirror match due to the schemes and strategy). Finally, I wanted to use Lust and the Primordial Magic again before handing them back Lewis. I’m always worried about Frame For Murder against Zoraida but decided to put in on Barbaros thinking that he might be annoying enough to want to kill, but not so annoying that all the Voodoo Doll tricks would be applied to him (I expected Nekima to bear the brunt of that). For my other scheme, I love Search The Ruins as it goes well with my overall strategy of killing all the things as soon as possible. Ian deployed his entire crew in the back right-hand corner.

Turn 1: Ian moves his speedy stuff over to my left. Zoraida Obeys the Wisp to summon a Voodoo Doll which Hems Lust. Barbaros moves up aggressively and swaps in Fears Given Form. The Doll swaps Hem to Barbaros, then Iggy sets it ablaze to the tune of six Burning and the Sorrow Paralyses it with Doldrums. A single manly tear rolls down Barbaros’s Paralysed cheek; he uses up a couple of Soulstones to survive on a single wound. So much for my expectation that Nekima would be the primary target. Meanwhile, Pandora is pushed forward by Lust, Incites both Silurids and pulses Inflict a couple of times to annoy the Silurids and Aionus (who has picked up Fears Given Form by this point).

Turn 2: Both Silurids get activated and Leap / run away from Pandora. Nekima blends the Wisp to cause Horror duels (all passed) for the clump of Ian’s crew still in their back corner and cuddles in nice and close to them for Black Blood purposes. Pandora kills the Insidious Madness and does nothing to Aionus, who is equally useless in return. The Primordial Magic pokes the Silurid and gets it down to a single wound. Zoraida summons another Doll which fails to Hem Nekima, then fails to Obey it to try again (Ian’s hand is drained due to the static duels I keep making him take). Iggy Incites Nekima, then Lust pushes Nekima fractionally toward Iggy purely so that she’ll fail the Willpoer duel, take damage from the Sorrow’s Misery ability and splash Black Blood all about the place. Lust then kills the Sorrow with a lucky trigger on Now Kiss. I score for the strategy.

Turn 3: Nekima focuses to hurt Zoraida (Ian does remember to use a Soulstone on defense, perhaps in part because we’d just been talking about my failure against his cousin in game 1) then drops Iggy. Zoraida takes off with Raven Form. On the far left, my Tot kills the wounded Silurid; all credit to Ian here for letting me take back the charge when he reminded me about Perfect Camouflage. The other Silurid Leaps off to drop a scheme marker. Lust pushes Barbaros back to my side and chases after Zoraida. Aionus does a cool trick to move one my scheme markers which is down for Search The Ruins into a place that it’ll make it almost impossible to score full points, then bounces off Pandora again. The Doll finally Hem Nekima, then pokes her and eventually dies to a flood of Black Blood damage which was quite amusing. Pandora continues to whittle down Aionus, taking wounds from Fears Given Form in the process. Barbaros and the nearby Tot take their chances on negative flips to attack Zoraida and do manage to extract her last Soulstone. I score for Reconnoitre and Ian gets one for Leave Your Mark.

Turn 4: Lust Focuses and cheats in the Red Joker to kill Zoraida with Heartbreaker. The Silurid puts down two scheme markers, Barbaros moves to cover one and the Tot Sprints twice to stand on the other. Pandora finally kills Aionus and Ian has seen enough. The Primodial Magic moves to be the needed extra scheme marker for Search The Ruins. My Neverborn win 7 – 1 (4 for Reconnoitre and 3 for Search The Ruins for me; 1 for Leave Your Mark for Ian).

As always, I had a great game against Ian with plenty of entertaining moments. The score flattered me a bit; if Ian won initiative in turn 4 he could have easily gotten Zoraida to safety and scored some points for Undercover Entourage. I had slightly expected to struggle to score Frame For Murder, though I suppose I could have run Barbaros in to suicide on Aionus’s Fears Given Form if necessary. But he was quite helpful in dealing with Zoraida and stopping Leave Your Mark at the end, so perhaps that wouldn’t have really helped me. The strategy didn’t really suit Pandora that well, but I felt that her mobility was quite effective and she did keep Aionus busy for the whole game so that is probably worth something.

When the scores are counted up I’ve come in 5th place, which I’m very happy about especially considering that I was on the bottom table for game 2. The overall winner is Ben, of Arcane Reservoir fame, and my big regret of the event is that I didn’t get a chance to test my luck against him. Big thanks to Jamie, Lee and Ian for three very good games of Malifaux, and particularly to Kai and Steve for running the event.

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

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: Vapnartak (50SS); 05Feb2017

I always love traveling down to Vapnartak (or Vappa as it is generally known) for the Malifaux event. Most importantly, it is a really smoothly organised tournament which is big enough to bring players from far across the country, giving me a big chance to meet new opponents. The event also takes place within a wargames show and the round times are always set up to allow a long break to wander round and see the demonstration games and stalls set out. Joe and I decided that it would involve too much driving to go there and back in one day so we found a cheap place to stay nearby on the Saturday night and arranged only to drive back after the event.

Game 1: Neverborn (me) vs Ten Thunders (Dan Haslam)

Strategy: Interference, standard deployment

Schemes
Pool: Claim Jump, Eliminate the Leadership, Dig Their Graves, Leave Your Mark, Hidden Trap
Neverborn: Claim Jump, Dig Their Graves
Ten Thunders: Claim Jump, Dig Their Graves

Crews
Neverborn: Lilith (Beckon Malifaux, On Wings of Darkness), Barbaros (Rapid Growth, One Thousand Faces), Nekima (Mimic’s Blessing, One Thousand Faces), 3 Terror Tots, Young Nephilim, Cherub
Ten Thunders: Lucas McCabe (Promises, Badge of Speed, Glowing Sabre), Shadow Emissary (Conflux of Exploration, Strangemetal Shirt), Kang (Equality), Lone Swordsman (Recalled Training), Luna, Guild Hound, Obsidian Oni

I picked up the Lilith box recently and have really been enjoying using her. After several test games it became apparent that I was terrible a positioning around Black Blood so the crew gradually mutated into variations on the current list where everything has the ability. The Tots are great with Dig Their Graves here as I can Sprint them forward, drop a scheme marker then Tangle Shadows to swap in Nekima and be horrible to something. One Thousand Faces on Barbaros and Nekima are intended to change into Fears Given form, mainly as a hand-drain rather than with the idea of actually causing much damage. Barbaros can make it really hard to deal with Nekima by putting up Challenge and positioning neatly. Rapid Growth is something that I find amusing and is relevant often enough that I don’t begrudge spending a soulstone to have it on Barbaros. Finally, the Cherub allows me to drop markers for a (0) action in some places which is obviously useful for my schemes. It also has an amazing ranged attack for a bit more control. I figured that Claim Jump would be a good option as I could place my minions near the centre line and hop from one side to the other as demanded by the strategy; in addition it synergises nicely with Dig Their Graves in that anything coming in to deny Claim Jump risks being killed and giving me the points for it instead.

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Turn 1: The Emissary pushes the Lone Swordsman forward and uses the Shirt while McCabe fails to Black Flash the Oni; instead he gives the Badge to the Oni and the Sabre to the Hound. We both spend a few activations moving our cheap stuff around somewhere near the centre, and in my case dropping a couple of scheme markers with Sprinting Tots. Eventually, Nekima gets swapped for the Young in the middle using Tangle Shadows as I can see an opportunity to deal with the Lone Swordsman before he uses Recalled Training and cuts his way through my stuff. Before this, the Hound charges a Tot who has helpfully dropped a scheme marker to let it do so for 1AP, killing it with a single swing of the Glowing Sabre (the image of Hounds using the Glowing Sabre always entertains me) and scoring Dig Their Graves. Both Barbaros and Nekima swap One Thousand Faces for Fears Given Form. Nekima charges the Lone Swordsman, killing him with Blood For Blood, engaging both Luna and the Hound and scoring for Dig Their Graves in the process.

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Turn 2: Barbaros charges the Shadow Emissary for no real effect other than to engage it and the Oni; he also puts up Challenge as the main point is to be in the most annoying place possible. The Oni has similarly little impact hitting Barbaros in return. The Cherub hits McCabe with its fantastic arrows, Slowing him in the process. He then wastes his activation failing to get round Challenge (as most of Dan’s good cards were used keeping Barbaros off the Emissary). The Tots continue to drop scheme markers and the Emissary hurts Barbaros a little and pushes Kang into a nice place and makes him fast. Ever one to oblige, Lilith Roots Kang in place, so the big chap is obliged to spend his activation throwing hot coals into the melee nearby (and hitting the Oni twice). The Hound pokes another Tot and Luna explodes thanks to Fears Given Form on Nekima, scoring me another point for Dig Their Graves. Nekima polishes off the Hound and moves to engage McCabe. I score for Claim Jump and Interference.

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Turn 3: Kang charges Barbaros, who issues his own Challenge and bops Kang away so he’s on the line between quarters for the strategy. The Shadow Emissary and the Oni continue to flail at Barbaros but he’s hanging on with a few wounds left. Nekima pokes McCabe off his horse and kills Kang. McCabe successfully Black Flashes the Oni so Lilith charges in to kill it for Dig Their Graves. The Cherub kills McCabe with a lucky moderate damage. I score for the strategy and Claim Jump.

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Turn 4: The Emissary finally kills Barbaros (Dig Their Graves) before Nekima cuts the dragon in two. Neverborn win 10 – 2 (full score for me; 2 for Dig Their Graves for Dan).

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That was a fun game and Dan was a pleasure to play with. We spoke a bit after the game about other things he could have done; the biggest one was handing me the Lone Swordsman in turn 1 for nothing. I’m not sure how I feel about losing the Tot in turn 1. On the one hand, if I hadn’t dropped the scheme marker I would not have been charged by the Hound, but on the other hand having that scheme marker let me get started scoring on Dig Their Graves early. And it did leave both dogs in a place where Dan had to worry about Fears Given Form and be potential victims for Nekima.

Game 2: Neverborn (me) vs Neverborn (Ross Hill)

Strategy: Squatter’s Rights, corner deployment

Schemes
Pool: Claim Jump, Accusation, Leave Your Mark, Undercover Entourage, Tail ‘Em
My Neverborn: Accusation, Tail ‘Em
Ross’s Neverborn: Undercover Entourage (Collodi), Tail ‘Em

Crews
My Neverborn: Collodi (Strum The Threads, Fated), Arcane Effigy, Brutal Effigy, Lazarus (One Thousand Faces), Marionette, 2 Bunraku, 2 Stitched Together
Ross’s Neverborn: Collodi (Strum The Threads, Bag of Props, On Wings of Darkness), Arcane Effigy, Brutal Effigy, 2 Bunraku, 3 Marionettes, Doppelganger, Widow Weaver

I decided that Collodi’s ability to spread his AP around and let things go Fast would be useful with this scheme pool and strategy, so I took a big crew of minions and hoped to just swamp the other crew off the Squat markers. To my surprise, Ross apparently took the same approach. After having only played once (that I can think of) against a Collodi crew previously, I now found myself in a mirror match. Even more interestingly, Ross to the other Limited upgrade (Bag Of Props) so I was looking forward to seeing how that worked out for him. With the Widow Weaver and Collodi itself as possible targets of Tail ‘Em it felt like a good option, and I selected Accusation on the basis that I had a lot of AP and not a lot of killing power.

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Turn 1: We both spread out; I realise that I’m not going to get to the corner markers quickly enough to matter as Ross’s Bunraku are so much faster than mine thanks to the Widow Weaver. His Effigies are mainly just using Focus to hand to Collodi throughout the game. I’m (needlessly, in retrospect, I think) concerned about losing my Collodi to Ross’s so I’m trying to be cautious about placement. He makes really good use of Collodi, dispatching one of my Stitched by getting the My Bidding trigger and making it Gamble Your Life on one of my other pieces. For my part, I put Collodi’s efforts into killing the Doppelganger. I gt greedy and use my hand really badly; on the third AP I got a cheatable damage flip but only flipped weak when the Doppelganger had four wounds left. I had a severe card in hand that I should have used while I had the opportunity; instead I tried to save it. I flipped low on the last attack and had to use the card anyway, then flipped the Black Joker for damage leaving the mimic alive. Lesson: use your cards while you have the opportunity.

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Turn 2: Lazarus misses a focused shot at Collodi, then Assimilates My Will to make Collodi finally deal with the Doppelganger. My Collodi hurts his (bearing out my theory that maybe I didn’t need to have worried so much about losing my own Collodi), then takes a shot at the Widow Weaver where we both flip the Black Joker. Ross’s Collodi kills one of my Bunraku and puts Slow on the other one and the Brutal Effigy. My Marionette and Stitched Together claim Squat markers (the latter having to take damage to go Fast to do so) but my placement is bad on the centre marker and Ross sends in a Marionette to take it back. His Bunraku take both corner markers and something uses Tail ‘Em on my Collodi. Ross scores for Tail ‘Em and Squatter’s Rights.

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Turn 3: My Brutal Effigy shoots a Marionette. The Arcane Effigy goes fast, charges into the Marionette. His Collodi kills the other Stitched and a Bunraku. My Marionette puts Tail ‘Em on the Widow Weaver and Accuses a Marionette; the latter pushes out of melee and removes it. I realise that I need to start thinning out the tide of minions; Lazarus starts shelling Marionettes. One of them Tails Collodi who kills two Marionettes and badly mauls a Bunraku. I could use one of Collodi’s AP to hide (and not give up Tail ‘Em) but I also need to consider board position for next turn and decide against it… probably this was a bad move. The Arcane Effigy goes fast, charges into the Marionette in the centre and takes back the Squat marker. The Widow Weaver hides. We both score for the strategy and Ross scores for Tail ‘Em.

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Turn 4: My Arcane Effigy goes Fast, races across the board and Accuses Ross’s Arcane Effigy. His Collodi hurts my Brutal Effigy and hides. Lazarus makes Collodi hurt the left Bunraku more and then it finishes the job and uses My Will to move my Marionette which eventually makes it to the corner marker and claims it for me. His Arcane Effigy successfully polishes off mine but it takes two attempts so it can’t remove Accusation. I score for Squatter’s Rights and Accusation.

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Turn 5: My Brutal Effigy moves round and tags Ross’s Collodi with Tail ‘Em. The Widow Weaver drops another Web and Paralyses my Collodi, then his Collodi races off into my deployment zone. Lazarus marches up to stand on the Squat marker near the rest of Ross’s crew and we call it there. My Neverborn lose 6 – 7 (3 for Squatter’s Rights, 2 for Tail ‘Em and 1 for Accusation for me; 2 for Squatter’s Rights, 2 for Tail ‘Em and 3 for Undercover Entourage for Ross).

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Wow, what a game! It was really great to see how Collodi feels from the receiving end, and Ross played a good game. He used Collodi really well to control my options and it is something I really need to learn from. Having said that, I made a lot of mistakes which hopefully I can use to improve my game in the future. Firstly, it turns out that Collodi isn’t quite as vulnerable as I expected: I really thought that I would be in danger of having one Collodi erase the other in a single activation. I used my cards badly against the Doppelganger and had terrible target priority with Collodi in turn 2; I shouldn’t have even wasted the effort attacking Collodi and set instead about controlling Ross’s incoming minions. Most tellingly, I played the final turn really badly. I should have given up on catching Collodi with the Brutal Effigy and instead sent it the other way round the tent to put Tail ‘Em on the Widow Weaver. I could then have chain-activated Collodi to Accuse her and control her to keep her in sight. That alone might have been enough to get me a draw. Finally, somewhere around turn 4 I realised that I hadn’t even swapped One Thousand Faces for Retribution’s Eye on Lazarus; not that it mattered as he couldn’t hit anything all game anyway.  Oh well, Ross got a deserved win and I got some valuable lessons.

Game 3: Neverborn (me) vs Gremlins (Dimitrios Mourtzouchos)

Strategy: Head Hunter, standard deployment

Schemes
Pool: Claim Jump, Frame For Murder, Leave Your Mark, Hunting Party, Set Up
Neverborn: Frame For Murder (Nekima), Hunting Party
Gremlins: Frame For Murder (Piglet), Hunting Party

Crews
Neverborn: Lilith (Beckon Malifaux, On Wings of Darkness), Barbaros (Rapid Growth, One Thousand Faces), Nekima (Mimic’s Blessing, One Thousand Faces), 3 Terror Tots, Young Nephilim, Cherub
Gremlins: Mah Tucket (Know The Terrain, Dirty Cheater), Old Cranky, Trixibelle, Gracie, Burt Jebsen (Dirty Cheater), Slop Hauler, Piglet, 2 Bayou Gremlins

The crew I selected is probably not the optimal one, but I was feeling a bit tired out so I just chose to use the exact same crew as in game 1. There are quite a few potential Hunting Party victims in it, but none of them are particularly easy to kill and (except the Cherub) can occasionally get a functional heal by growing to the next size of Nephilim. I don’t think that I’ve ever faced Mah Tucket in a tournament previously so I was really interested to see what she did. I figured I should take Frame For Murder on Nekima; with Hunting Party in the pool and Barbaros as my only other Henchman, I thought Dmitri would be almost forced into killing her somehow. For my other scheme I chose Hunting Party of my own; the Gremlin minions are quite cheap but I felt that they would need to put themselves in harm’s way if they were to contribute to the game.

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Turn 1: We both start by moving the cheaper minions forward to set up positions. Trixibelle Gremlin Lures Gracie twice toward my lines, the pig then gets Reactivate and moves in to threaten the Young Nephilim I’ve already moved up. Lilith swaps it for Nekima so Mah pulls Gracie away and kills a Tot. Barbaros moves to be annoying with Challenge and charges Gracie (for trivial damage) engaging her outside her own range; he also takes Fears Given Form. Nekima smites Gracie and I realise that, while I could get her with Blood For Blood, I also have the cards to ensure the pig dies and notice that Dmitri has none of his own left. So I take a chance on Teach Them Fear and get rewarded by Mah failing the resulting Horror duel.

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Turn 2: Trixibelle cheats to win the initiative and the Piglet runs in to tickle Barbaros. Lilith Tangles Shadows to get it away from my Henchmen, then uses Wicked Vines on Burt. He kills a Tot anyway with his gun (scoring for Hunting Party) and the blast knocks the other one down to a single wound. I decide that I’ll have to deal with the (probable) Frame For Murder on the Piglet eventually so I send the wounded Tot in to kill it, getting a Young Nephilim and giving up two VPs for Frame For Murder. Trixibelle Lures Mah back to safety. Barbaros charges the Slop Hauler and it Squeals away. Nekima gets in and kills Old Cranky (got my Frame for Murder) and does Blood For Blood twice to finish the Slop Hauler before it can get better. The Young picks up a head and the Cherub takes an opportunistic shot at Burt and ends up killing him with moderate damage plus the extra from the push after being Rooted. I score for Head Hunter and Hunting Party; Dmitri also scores for Hunting Party.

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Turn 3: Barbaros drops a Bayou Gremlin to score my Hunting Party. Mah comes in and beats up Nekima to get my hopes up about Frame For Murder and Trixibelle rushes up to have some hope of scoring more for Hunting Party. The Bayou Gremlin and my Young Nephilim collect heads and the other Young heads toward the Bayou Gremlin but Black Jokers the first shot to let it Squeal away. Lilith hurts Trixibelle and Nekima smites Mah (but not too hard because I need her to live long enough to get my Frame For Murder). We both score Head Hunter; I score Hunting Party.

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Turn 4: Mah Pushes Nekima away and picks up a head. The Young Nephilim charges the Bayou Gremlin but Black Jokers the first shot to let it Squeal away. Nekima kills Trixibelle and the Bayou Gremlin runs away. It doesn’t help as Lilith Tangles Shadows to bring it back and then cuts the little blighter down, thereby guaranteeing my final points for Hunting Party. We both score for Head Hunter.

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Turn 5: Dmitri has only Mah left. The Young Nephilim picks up a head and tries to keep Mah from having a landing zone to collect one herself. She charges the Young Nephilim but can’t deal damage quickly enough to clear it from the head, so in the end Mah can’t handle it. Neverborn win 7 – 5 (4 for Head Hunter and 3 for Hunting Party for me; 2 for Head Hunter, 2 for Frame For Murder and 1 for Hunting Party for Dmitri).

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It was a pleasure to play against Dmitri; he really seems to know a lot of cool tricks with Mah Tucket. One really interesting thing about Malifaux is how scoring and attrition are not linked; I lost only a couple of Tots in the game and wiped out the Gremlin crew (technically we called it with Mah still alive, but with only a couple of wounds left I’m pretty sure she would have died if we played it out) yet the score was very close. In general I was quite pleased with how things went. For some reason it hadn’t occurred to me that Rooting Burt in turn 2 would just mean he would use his gun to kill the Tot. I might need to reconsider using Nekima as a Frame For Murder target so often; not only is she quite an obvious pick but I often find that I do enough damage getting work out of her that there isn’t anything strong enough in the other crew to actually put her down in the end.

Once all the scores are counted up I come in seventh place (not bad out of 36 players). Most impressively, Joe (the nicest man in Malifaux) has won the event overall Well done to Joe, especially as he was telling me on the drive down to York that he’d never won any event before despite playing since Malifaux 1.5. As always, I had a wonderful time at Vappa and I recommend it to anyone interested in events. Thanks to Dan, Ross and Dmitri for three fun games of Malifaux and especially to Chris for running a lovely event. I already plan to be back next year.

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: Autumn’s End 2016 (50SS); 24Sep2016

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

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

Strategy: Guard The Stash, corner deployment

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

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

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

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

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

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

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

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

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

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

Strategy: Reckoning, flank deployment

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

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

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

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

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

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

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

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

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

Strategy: Headhunter, normal deployment

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

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

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

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

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

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

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

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

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

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

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

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

Strategy: Interference, normal deployment

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

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

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

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

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

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

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

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

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

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

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

Strategy: Collect The Bounty, close deployment

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

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

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

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

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

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

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

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

Strategy: Headhunter, flank deployment

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

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

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

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

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

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

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

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

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

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

Malifaux tournament report: Gaming Faux Laura (50SS); 29May2016

This month’s tournament was a charity event held in Common Ground Games in Stirling in aid of Beatsons. Michelle Dallas and Alastair Crowe organised a day of gaming to raise money which included a Malifaux event allowing various arrangement to pay extra to charity to reflip etc. Additionally, I did offer to let people choose my crews, schemes etc for me for a suitable charity donation but in the end we mostly ended up either not bothering, or just putting in a donation at the start and enjoying a normal game of Malifaux. Furycat, Joe and I drove over in the morning; Furycat and I to play Malifaux and Joe to take part in the simultaneous Guild Ball event.

Game 1: Outcasts (me) vs Neverborn (Ian)

Strategy: Reconnoitre, flank deployment

Schemes
Pool: Convict Labour, Hunting Party, Exhaust Their Forces, A Quick Murder, Occupy Their Turf
Outcasts: Hunting Party, Convict Labour
Neverborn: Exhaust Their Forces, Occupy Their Turf

Crews
Outcasts: Leveticus (Tally Sheet, Desolate Soul), 2 Hollow Waifs, Rusty Alyce (Desolate Soul), Freikorps Trapper, Freikorps Librarian, Johan, 2 Ronin, Hodgepodge Effigy
Neverborn: Zoraida (Animal Shape, Hex Bag, Hexed Among You), Insidious Madness, 2 Silurids, 2 Waldgeists, Iggy, Hans (Mimic’s Blessing)

Reconnoitre (and Extraction) without Neutralise The Leader in the pool feels like a job for Leveticus. My crew is chosen to have the maximum number of possible anchors to give flexibility on Waif positioning (more importantly, I’m quite bad at predicting where I need Leveticus to be) and cover a lot of options in terms of melee, shooting and casting. Leveticus has Tally Sheet to combine well with Loyalty To The Coin from the Effigy, and of course because he can quite reliably kill off one thing per turn. Both Alyce and Leveticus carry Desolate Soul to gum up the other crew with Abominations; in general I don’t care if they die without achieving anything more than wasting AP on the other side of the table. With so many minions on the other side of the board I went with Hunting Party and then decided to use my expected activation advantage to drop scheme markers in places where I would need to be anyway.

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Turn 1: Hans shoots the Trapper down to a single wound; the Trapper pushes away from the Waldgeist and caps a Silurid with two Critical Strike shots. The Waldgeist Germinates but fails to actually kill the wounded Trapper. Meanwhile, Zoraida Obeys Hans to take the Focus action but a run of bad cards means that he can’t actually be Obeyed to take the second shot. Iggy Incites a Waif and sets the Effigy on fire before the surviving Silurid finally polishes off the Trapper and Leaps back to its original place. Leveticus unburies from the Incited Waif to clear the condition.

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Turn 2: Zoraida summons the Voodoo Doll, Hems it to Alyce and Hexes it to start the Burning going. She also Obeys Iggy to put some more Burning on the Doll, setting Alyce nicely ablaze. Leveticus makes a bit of a meal of killing the Insidious Madness but does bring an Abomination out of it to get in the Waldgeist’s way. The other Waldgeist moves to engage the Ronin at maximum range and Entrenches her. Hans drops Alyce down to a single wound after she suicidally guns down the Voodoo Doll (bringing out another Abomination in the process). Iggy gets clear of the first Abomination and Incites it; the Waldgeist Exhausts it. The Librarian uses Furious Casting to kill the Silurid. I score for Reconnoitre, Convict Labour and Hunting Party; Ian scores for Exhaust Their Forces.

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Turn 3: The Waldgeist moves, Germinates and engages both Leveticus and the Ronin, Entrenching the latter. An Abomination bounces ineffectually off the other Waldgeist, which eventually Exhausts it. Hans Black Jokers a shot on one of my Waifs. Zoraida summons another Voodoo Doll and Hems this one to Johan. She then Obeys the Abomination away so that she can use her (0) action and Hexes some damage onto the Doll and Johan. Iggy puts yet more burning onto the Voodoo Doll. Leveticus kills the Exhausted Abomination using Rebirth to move over to the Waldgeist (and also to remove the Exhaust condition), then kills it in melee with a cheated Red Joker for damage. This does leave me in the unusual position of having Leveticus on the board and wounded at the end of the turn. I score again for the Strategy and Convict Labour.

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Turn 4: Hans Black Jokers a second shot, this time to fail to kill Leveticus. An Abomination chews the last wound off Iggy, then Zoraida Obeys Hans first to Focus and second to gun down Leveticus. The Ronin finally kills the Waldgeist that has been annoying her for most of the game. I score Hunting Party (no Minions left alive), Convict Labour and Reconnoitre.

005

Turn 5: Zoraida Exhausts an Abomination, then Johan Flurries to kill Hans. Leveticus uses Rebirth to kill my Abomination and prevent Ian from scoring. Outcasts win 10 – 1 (full score for me; 1 for Exhaust Their Forces for Ian).

006

A lovely way to start the event. We didn’t end up putting money in for charity for reflips; in my case because I didn’t need it and in Ian’s case presumably because he didn’t think they’d do enought to help. It was interesting using Rebirth with Leveticus as I usually would just kill something then bury again with Sanguine Evocations; I need to be a lot more choosy about when to Channel if I do that in future. In general I think Ian was too passive and allowed me to keep pushing his crew back. Indeed, I actually had to make an effort to keep a couple of pieces back to score for my own sections of the board; in other games I’d have thrown the Ronin at the far side of the board and the Librarian much more actively into the fray.

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

Strategy: Extraction, normal deployment

Schemes
Pool: Convict Labour, Exhaust Their Forces, Leave Your Mark, Undercover Entourage, Frame For Murder
Outcasts: Undercover Entourage (Leveticus), Convict Labour
Arcanists: Undercover Entourage (Marcus), Frame For Murder (one of the December Acolytes)

Crews
Outcasts: Leveticus (Tally Sheet, Desolate Soul), 2 Hollow Waifs, Taelor (Oathkeeper), Freikorps Trapper, Freikorps Librarian, Johan, 2 Ronin, Hodgepodge Effigy
Arcanists: Marcus (Seize The Day, Arcane Reservoir, Trail of the Gods), Jackalope, 2 Silent Ones, 3 December Acolytes, Cassandra (Practiced Production, Imbued Protection)

Since this strategy and scheme pool didn’t penalise having lots of cheap chaff, I used almost the same crew as last time. I swapped out Rusty Alyce for Taelor as I was expecting that Ramos would be a strong option to flood the centre with Arachnids. With Taelor and Johan getting bonuses against Constructs and the Ronin also ignoring armour I think that this crew would have fitted well there. So I was a bit surprised to see Marcus and a load of Frozen Heart models across the board from me. Maybe Michael knew my well-publicised feelings about December Acolytes and loaded up on them against me; it is also true that I have a pretty rough time against Marcus crews in general. I again took Convict Labour as I wanted to push the game line up aggressively and keep Michael’s crew back away from the Informant marker. Undercover Entourage on Leveticus felt quite easy as the old chap is very mobile. Luckily I was able to flip high enough for Michael to deploy first so he had to be a bit cagey about deploying his Acolytes.

Turn 1: The Trapper takes a shot at one Acolyte and pushes back behind the building to safety. The Silent One on the right heals him up, so all we did was waste all our AP. On the left, the Acolyte and the other Silent One team up to kill a Waif that I couldn’t get to cover.

007

Turn 2: The Acolyte on the left nearly kills the Ronin. I possibly should have used her to drop a scheme marker and Seppuku, but instead I went with the Effigy and Leveticus. The old man turned the Jackalope into an Abomination and only an unfortunately timed Black Joker on damage prevented one of the Silent Ones from suffering the same fate. The middle Acolyte walks into the centre of the street and returns the favour by Black Jokering a shot into the summoned Waif. The saved Silent One finishes off the Ronin on the left. Taelor burns Oathkeeper and charges in to smack the Acolyte in the street; the other Silent One heals it and the Trapper takes a shot at him after dropping a scheme marker. Cassandra charges the Librarian and Marcus makes very heavy work of killing off the Abomination that erupted from his pet. I score Convict Labour and Extraction; I move the Informant marker back a little to make Michael’s life a bit trickier. Somewhere in here the Silent Ones also did some damage to Johan and Taelor but I didn’t note it clearly.

008

Turn 3: Cassandra nearly kills the Librarian. Leveticus kills the Acolyte in the centre, summoning an Abomination and giving up three points for Frame For Murder. The Silent One kills off the Abomination and Marcus tanks round the corner of the building to punch the Trapper ineffectively. Johan and Taelor both charge up the middle to very slowly chip away at the middle Silent One. The Librarian puts a big hit onto Cassandra and the surviving Ronin runs to give me options on Undercover Entourage later with the Waif in tow. I score again for the strategy and Convict Labour.

Turn 4: The Librarian uses Furious Casting on Cassandra, failing to kill but drawing some great cards out of Michael’s hand. Marcus uses Darzee’s Chaunt on himself but still fails to get the Trapper. The Acolyte shoots into the melee with Taelor, Johan and the Silent One and gets Taelor both times; Taelor uses her single AP to finally drop the Silent One. Cassandra polishes off the Librarian and the surviving Silent One kills Johan. Leveticus himself takes out the last Silent One, turning it into an Abomination despite Black Jokering the last attack (Michael flipped an ace and had nothing to cheat). The Trapper pushes away from Marcus in order to be in range to score for the strategy, and shoot the Professor a couple of times just to keep some pressure on. I score for Convict Labour and Extraction again.

009

Turn 5: Marcus runs to score for Undercover Entourage. Taelor moves to engage the Acolyte on the left who eventually kills her off. Cassandra hurts the Effigy but can’t get the kill she’d need to stop me scoring for Extraction. The Abomination gums up the other Acolyte and is also eventually killed off. Leveticus saunters into the Arcanist deployment zone. We both score Undercover Entourage and I get Extraction one last time. Outcasts win 10 – 6 (full score for me; 3 for each scheme and nothing for the strategy for Michael).

010

That was a very fine game and it felt very much like we were giving each other tit-for-tat with damage. As soon as I saw that Michael wasn’t making any attempt to score on the strategy I felt confident that I could lock in all my own points and keep him from getting the full ten. The board, although it looks very nice and thematic, is actually quite annoying to play on as the cover is all-or-nothing and the main street has very few places to stay out of shooting range. I basically had to just run Taelor and Johan right up the middle and hope that the Silent Ones and Acolytes couldn’t do enough damage before they arrived. This was a game where the ability to summon Abominations was useful just to force Michael to spend his activations clearing them out rather than shooting at anything I actually cared about.

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

Strategy: Collect The Bounty, close deployment

Schemes
Pool: Convict Labour, Hunting Party, Show of Force, Neutralise the Leader, Catch and Release
Outcasts: Hunting Party, Neutralise the Leader
Arcanists: Hunting Party, Show of Force

Crews
Outcasts: Jack Daw (Writhing Torment, Twist and Turn, Firing Squad Injustice, Guillotine Injustice, Drowning Injustice), Freikorps Librarian, Freikorps Trapper, Johan, Taelor, Guilty, Rusty Alyce
Arcanists: Marcus (Hunger Cry, Feral Instincts, Trail of the Gods), Jackalope, Cassandra (Practiced Production, Smoke and Mirrors), Cerberus (Pack Leader), Myranda (Imbued Energies), Howard Langston (Imbued Energies)

Lewis and I discussed before the game if we were going to mess about with charity donations for flips, but Lewis decided that he was still hungry to beat me fair and square so we agreed to stick some money in the charity box at the start of the game and play it straight from there onward. I was intending to play Leveticus all day, but it seemed to be a bit to easy giving Lewis three free VP for Neutralise The Leader. Jack Daw can provide some nice damage and is tricky to kill if the other crew don’t bring the right tools (i.e. anything with baked in positive twists). I took a mix of each station; I didn’t want to give up Hunting Party too easily but I knew I had to take care not to also let Lewis score for the strategy without working for it. In retrospect I should have taken something on Taelor or Alyce to at least challenge for Show of Force. I took a risk for Hunting Party; Lewis could deny it by keeping the Jackalope right back and not using it at all so I had to gamble the he would need the extra threat. Arguably, taking Neutralise the Leader was a similar risk, but Marcus doesn’t really support enough to keep him totally safe. I deployed first so I kept my crew back; there was no reason to advance and I was the one bringing guns.

011

Turn 1: The Trapper shoots Marcus and Lewis gives me the opportunity to cheat in a Red Joker with Critical Strike; this nets me an immediate point for Neutralise The Leader. The Guilty makes Alyce Tormented and moves up to bait Howard Langstrom, which he successfully does at the cost of being vapourised. Alyce Rapid Fires half of Langston’s wounds off and I forget yet again about the range on Alpha. So Marcus strolls forward and makes Langston take another activation; he uses it to kill the Trapper, thereby guaranteeing Lewis all the Hunting Party points. Taelor kills Langston in return. From a strategy perspective it would be preferable to leave the killing until turn 2, but I can’t risk losing initiative and giving Langston another try at mangling my crew. Myranda heals Marcus and Jack floats up to hurt Cassandra and give her Firing Squad Injustice.

012

Turn 2: I got my measurements wrong and Jack Daw is indeed within Leap plus charge range of the Cerberus. I get very lucky, top-decking the Red Joker on the second attack and surviving the first with only weak damage. Johan charges Cassandra who cheats in the Red Joker to get the trigger to push away. Marcus Alphas the Cerberus and uses Darzee’s Chaunt on it but the previous actions have seemingly cost Lewis all his good cards and Jack again gets away without too much further harm. Taelor smites the big cat, then Alyce puts a bullet into Myranda. Cassandra uses her activation to flip down the Firing Squad Injustice. Jack Daw kills the Cerberus and zaps Cassandra to give her Drowning Injustice; it doesn’t matter though as the Librarian shouts her to death. I score for the strategy and Lewis scores for Hunting Party and Show of Force.

013

Turn 3: Taelor charges Myranda but can’t kill her off; Marcus picks up melee expert and extra damage, then returns the favour and drops Taelor. He accomplices to Myranda who heals them both. The Librarian shoots at Marcus. Johan smacks Myranda. Alyce Rapid Fires at Marcus, dropping the Jackalope in the process (I think that Lewis had moved it up to act as a damage soak for Marcus but it did get me a point for Hunting Party). Jack Daw uses Twist and Turn to make Alyce put another bullet into Marcus; it would kill him so after some deliberation Lewis passes the hit onto Myranda, killing her instead. Jack piles in to Marcus but can’t do enough damage stick to drop him; having the extra cards from Myranda’s death really helps here. Neither of us score for the strategy, we both score for Hunting Party.

014

Turn 4: Marcus chooses to increase his damage profile, focuses and hits Jack Daw. He makes Jack into a Beast, then puts all Beasts onto negative flips. With only 4 wounds left on Jack and both of us on negative flips, it’s just a question of whose deck is luckiest (with a stat advantage to Marcus of course)… the blow lands and Jack Daw is killed. Alyce blows Marcus away in revenge, scoring me the rest of the points for Neutralise the Leader, and the Jackalope reappears and runs away. This was a bit of a mistake on my part as I used Rapid Fire but got the kill on the first shot; I should have fired single shots and possibly had the option to pick off the Jackalope with a second AP. Nothing I have is quick enough to catch the Jackalope, nor will they be next turn, so we end the game there. Outcasts win 5 – 4 (1 for Collect the Bounty, 1 for Hunting Party and 3 for Neutralise the Leader for me; 1 for Show of Force and 3 for Hunting Party for Lewis).

015

That was a terrific game and Lewis played very well to keep it close right up to the end. Lewis agonised quite a lot about whether to let Myranda or Marcus die at the end of turn 3; I think that he made the right choice as this way only cost him the point from Show of Force whereas if Marcus died it would have gained me a point for Collect the Bounty and Jack might have been able to kill her anyway without the cards from Imbued Energies. From my side, I got very lucky to keep Jack Daw alive when the Cerberus attacked him in turn 2; I had mistaken the threat range on the big cat and it could easily have changed the game.

After all the raffles and so on are done, the event has raised a terrific £1200 or so for Beatsons – you can give too by going here. I take first place in the event and Furycat has a terrific run coming in second, behind me only on VP difference, using the same Ten Thunders Yan Lo crew each time (there was an achievement list which included using the same crew in each game). Thanks to Michelle and Alastair for setting up the gaming day, and to Kai for his wonderful smooth running of the tournament.

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