Posts Tagged With: Ten Thunders

Ten Thunders Qi and Gong crew

Here is a group photo of all the Qi and Gong keyword miniatures I’ve painted up for my Malifaux Ten Thunders over the past few months.  There are slightly too many of them here to play all at the same time in a standard sized game so any tabletop crew would only feature a subset of these.  However, M3E appears to more strongly encourage staying within keyword (compared to M2E basically not doing it at all) so perhaps these would eventually form the bulk of any crew I might actually play.  They were a joy to paint and I really relished the opportunity to use so many vibrant colours while still keeping a general sense of theme for the Qi and Gong crew.

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Painted Yuoko Hamasaki

This is Yuoko Hamasaki, the master of the Qi and Gong crew in the Ten Thunders faction of Malifaux. Hamasaki seems to play a rather control-based game rather than pure damage, and this is a style that I’ve historically been pretty poor at playing. Unfortunately the combination of COVID-19 and the existence of many, many other good wargames has pushed Malifaux far down the priority list to play and I’m not sure that I see the latter changing in the short term. Perhaps by the time face-to-face gaming opens up again my hobby butterfly will once again alight on the bright flower of Malifaux.

As a Master, I should perhaps have made Hamasaki an wild, stand-out centrepiece miniature but somehow that seemed rather unfitting for one who manipulates from the shadows. Instead I deliberately made her look like one of the Geishas as I felt that she should fit in rather than take the limelight. I really like the pose of Hamasaki drawing a concealed katana from her parasol and I think that it captures her character very nicely.  The facial details are rather soft and, while this certainly doesn’t bother me on the tabletop, I don’t love the way it looks in these photos; admittedly my painting skills are not helping the situation either.

Next on the painting table: Sgt Nicolas Verendrye.

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Painted Chiyo Hamasaki

This is Chiyo Hamasaki, a part of the Ten Thunders faction in Malifaux. Chiyo is the totem for the leader of Qi and Gong: Yuoko Hamasaki (about whom more later) and consequently can only be taken in a crew that includes her master. I think that in M3E this extends to making her free but I’ve only played one game of the net-very-new edition and even simple things aren’t really familiar yet.

Painting Chiyo was a very swift and enjoyable bit of work. I like the understated pose and the difference between cute child from the front and scary ninja from the back. The clothes ended up looking a bit dirtier than I had planned but in the end I think that I’m pleased with the result and maybe they’re quite fitting for someone who evidently doesn’t mind getting into scrapes.

Next on the painting table: Chaos Knight Despoiler.

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Painted Bill Algren

Here is Bill Algren, a part of my Ten Thunders for Malifaux. Like the other Malifaux miniatures I’ve been painting recently Bill has the Qi and Gong keywords. He’s a bodyguard with a fairly tasty damage track on his big stick, and doesn’t appear to be particularly tricksy otherwise.

I wanted bright colours on Bill Algren to keep him in with the general gaudiness of the crew so I went with an eye-catching yellow for his robes, which I think accentuates the brown armour plating he’s carting around quite nicely. As with Durgen Madhammer, photography of Bill’s face was quite annoying as his hat gets in the way of the light. He’s got quite a dapper line in facial hair though, which I hope stands out well enough here since it’ll probably never be seen on the tabletop.

Next on the painting table: Vision.

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

Painted Geishas

These are Geishas, cheap minions in the Ten Thunders faction for Malifaux. Like all the recent Malifaux models I’ve worked on, these bear the Qi and Gong keyword. I still haven’t played more than a trivial amount of Malifaux so I haven’t a clue how effective they are, but given that Malifaux is an objective-based game I’m sure that they can contribute even it’s just by being cheap bodies to interact with the scenario elements.

I painted the Geishas in bright primary colours as they’re all about getting attention and distracting the other crew from their duties. The sculpts were very nice to paint and I got them done quickly. Like many miniatures without obvious weapons, the Geishas would be right at home as civilians in a variety of settings; perhaps a crowd scene in an RPG or as evacuees in a superhero game.

Next on the painting table: Iron Man.

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Painted Hinamatsu

This is Hinamatsu, a Henchman for my long-neglected Malifaux collection. It is strictly a part of the Neverborn faction but has a keyword that allows it to join an Qi ang Gong crew in Ten Thunders which is where I am aiming for now. However, I haven’t actually played any meaningful amount of Malifaux lately so I’m not sure how Hinamatsu fits into the wider game. In M2E it was a hilarious blending machine with those four katanas so I’m hoping that M3E has been similarly kind.

I absolutely love the sculpt for Hinamatsu; it just oozes grace without being over-stated. I deliberately kept a straightforward colour scheme with the greens for clothing and brown for the mannequin as I just felt that this was the kind of character that should be classy and avoid ostentation attire. Hinamatsu was a joy to paint and came out just the way I was hoping.

I dedicate this post to Azazel‘s Jewel of July blogging challenge. As a leader of a crew (or Henchman in most cases), Hinamatsu fits as a jewel of my collection. Thanks, as always, to Azazel for organising these blogging challenges.

Next on the painting table: Spider-Man.

Categories: Malifaux, Painting and modelling | Tags: , , | 8 Comments

Painted Charm Warders

This curious pair are Charm Warders, part of the Ten Thunders faction in Malifaux. It’s been a very long time since I painted anything for Malifaux, and even longer since I did Ten Thunders, but there is a new edition out so I wanted to go back to this faction. As it happens, life rather got in the way and I’ve only played about two games of M3E but so far it seems quite fun. Charm Warders have specific abilities against summoning but seem pretty fun in general, having attacks that work close-in and at range and not being super-easy to kill.

I imagine that somewhere in the world there must be some kind of fairy tale or folklore which involves magic people riding around on giant space hoppers, but I have never seen it. Perhaps the inspiration for Charm Warders is an original idea from the Wyrd team after all. Regardless of their origins, I really love the wacky design of the Charm Warders. I think that the space hoppers are meant to be lanterns so I painted them accordingly, then made the robes alternately green and white to tie the pair together without making it look like a uniform. I’m quite satisfied.

Next on the painting table: Jussika Bloodtongue.

Categories: Malifaux, Painting and modelling | Tags: , | 9 Comments

Malifaux tournament report: Autumn’s End 2018 (50SS); 22Sep2018

After a bit of a break, I attended another of Kai’s Malifaux tournaments at Common Ground Games in Stirling. There has been a long period this year where I haven’t been very enthusiastic about Malifaux but lately I’ve been missing it and was very glad to have the opportunity to get back into the saddle. I borrowed some Horrors from Gareth so that I could test out how I fare with Forgotten Life on Molly with a plan to use a more-or-less fixed crew for all three rounds. I hadn’t actually tried the crew before so it would be a learning experience all the way.

Game 1: Resurrectionists (me) vs Ten Thunders (Michael Arnott)

Strategy: Ours, Standard Deployment

Schemes
Pool: Guarded Treasure, Dig Their Graves, Set Up, Take Prisoner, Public Demonstration
Resurrectionists: Guarded Treasure, Dig Their Graves
Ten Thunders: Set Up (Yin the Penangalan), Public Demonstration (one Illuminated, Ten Thunders Brother, Wandering River Monk)

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Life, Take Back The Night), The Valedictorian, Necrotic Machine, Rogue Necromancy, Yin the Penangalan, Kentauroi, 2 Guild Autopsies
Ten Thunders: Jakob Lynch (Wanna See A Trick, Woke Up With A Hand, Endless Hunger), Hungering Darkness (Smoke Grenades, Endless Hunger), 2 Katanaka Snipers, 2 Illuminated, Ten Thunders Brother, Wandering River Monk

My first round opponent is Michael; funnily enough we’d been messaging each other on the way to Stirling and he had hoped to face me again to make up for forgetting how to play the strategy during our last match-up. So he got his wish in round one. With Ours as the Strategy, I intended to use the Kentauroi to fire Molly forward and gum up the Ten Thunders crew as far back as possible and force them to spend their AP dealing inefficiently with my summons. This should allow me to use the Guild Autopsies to stand just in my two quarters and either twiddle their thumbs while scoring (they’re only 4SS each, after all) or take shots of opportunity as needed. I took the other three big Horrors in the Valedictorian, Rogue Necromancy and Yin simply because they’re cool and I could possibly do some tricks with Molly’s (0) action. Also, Black Blood makes me happy… at least as long as it is on my models. Nothing in the scheme pool looked very promising so I took Dig Their Graves (I’m going to try to kill things anyway, and in a pinch I can summon Drowned to get the scheme markers out) and Guarded Treasure. The requirements for Guarded Treasure are needlessly restrictive, but my hope was to use the Autopsies to move around and drop scheme markers near enough to my heavy hitting pieces on the assumption that the line of engagement would be somewhere close enough to the centreline.

Turn 1: The Snipers get started by putting some wounds into the Necrotic Machine and the Rogue Necromancy. Much of the turn is spent moving to position; Hungering Darkness uses Heed My Voice to make the Valedictorian walk directly back toward my board edge; so much for my threat ranges. Eventually the Kentauroi pulls Molly forward enough that she can summon a Punk Zombie, a Kentauroi and a Drowned right in the middle of the biggest group of Ten Thunders. Sadly this cost me enough cards that they don’t actually achieve anything of note when they arrive. Still, they should take a bit of time to put down.

Turn 2: Hungering Darkness flails at Molly. She doesn’t take much damage after Masterful Dead and Soulstone use, but frustratingly I flip the Black Joker on her Horror duel from Consume Brilliance. Amusingly, this costs Michael enough cards that the nearby Illuminated also fails his Horror duel; still, I think that I’ve come out worse in the trade here. The Kentauroi charges into the Ten Thunder Brother but misses twice. Lynch comes forward and drops a four ace 52-Card Pick Up on Molly, she ends up on a single wound remaining. Ouch! That’s a good way to get round her defensive trigger, though I don’t think I had any cards left anyway by that point. Yin pushes in to engage the Ten Thunder Brother and gives him Gnawing Fear. The Drowned gets Lynch down to a single wound and then a Kentauroi charges an Illuminated, landing close enough to Lynch that the Black Blood will kill him. Meanwhile the Guild Autopsies position to be just inside my quarters and drop scheme markers for the Rogue Necromancy and the Valedictorian to rather sheepishly stand on top of. I score for Ours and Guarded Treasure and Michael declares Public Demonstration for the full three VPs.

Turn 3: Molly summons a Drowned then kills Hungering Darkness herself, makes the Punk Zombie kill an Illuminated and chain activates the Kentauroi to drop the Wandering River Monk. These activations pretty much break the back of Michael’s crew and my attrition advantage is so big now that I’m pretty much certain to close out the game; of course, we still need to decide the margin. The Punk Zombie takes out the other Illuminated to score Dig Their Graves and a Drowned finally finishes the Ten Thunder Brother. I score for the strategy and Guarded Treasure and Michael announces Set Up on Yin to score two VP.

Turn 4: The Drowned puts down a scheme marker and Yin kills the Sniper on the left for Dig Their Graves. I’m ready to call it here but Michael helpfully moves the other Sniper closer to me to get a shot off at Molly so I send all I have left toward him in case I can pick up the final point for Dig Their Graves. I score Guarded Treasure and Ours again.

Turn 5: The Sniper flees into his own corner but the Kentauroi carries the Drowned toward him so he can drop a scheme marker. Molly finishes the Sniper off for the final points. Resurrectionists win 10 – 5 (full score for me; 3 for Public Demonstration and 2 for Set Up for Michael).

That went pretty much according to plan. As ever it is a pleasure to play Michael and we both took our good cards and bad with smiles. I hadn’t understood quite how deep I could pin Michael’s crew so in the end the Valedictorian and Rogue Necromancy were pretty much reduced to standing around scoring for Guarded Treasure (the latter contributed a few long range shots with Acid Breath). On the other hand they did guarantee me seven VPs for Guarded Treasure and Ours, so perhaps I shouldn’t overlook their contribution.

Game 2: Resurrectionists (me) vs Gremlins (Ross McGinness)

Strategy: Public Executions, Flank Deployment

Schemes
Pool: Eliminate the Leadership, Hold Up Their Forces, Undercover Entourage, Search the Ruins, Vendetta
Resurrectionists: Undercover Entourage (Asura Roten), Search the Ruins
Gremlins: Eliminate the Leadership, Undercover Entourage (Zipp)

Crews
Resurrectionists: Reva (Decaying Aura, Maniacal Laugh, Beyond Death), Asura Roten, Anna Lovelace, Carrion Emissary (Carrion Conflux), Dead Doxy, 2 Shieldbearers
Gremlins: Zipp (Dread Pirate Zipp, Gift of the Gab, Stilts), Burt Jebsen (Dirty Cheater), Raphael LaCroix (Dirty Cheater), Iron Skeeter (Hovering Airship), Lightning Bug, 4 Bayou Gremlins, Student of Conflict

For this round I had originally intended to stick with Molly but I got paired up with Ross. We played a very similar game in the Scottish GT and he beat my Spirit Molly crew with some clever Zipp plays. Over lunch I decided that it was likely that Ross would play Zipp again, and that it might be more effective to mix things up a little. So I took a Reva crew which is probably a better fit for Public Executions anyway (long ranged damage versus summoning in disposable minions seems like the better strategy to score points and deny them). The combination of Reva herself, Maniacal Laugh, Anna and the Emissary should ensure that there are good number of Mindless Zombies in play (not to mention Corpse Candles) so I decided to take Asura so that they would have something useful to do. Asura is a pretty good pick for Undercover Entourage since she’s a low priority target who can easily spare some AP to move in the late game. I picked Search The Ruins as my other scheme mainly because my general ‘kill them all and ask if anyone has any questions later’ approach fits in well with a scheme that I can score in turn 5 and partly because I didn’t expect the Gremlins to contest the centre unless Ross took the same scheme (and in that case, I would aim to kill everything, then drop scheme markers).

Turn 1: The Student makes Zipp Fast and the Doxy pushes Reva forward. After a few timewasting activations on both sides (Bayou Gremlins doing nothing much, most of my crew moving forward) Zipp goes in for Reva. I’m hoping that the combination of Ht 3 for Reva and the presence of Anna’s auras will mitigate the damage here but Ross helpfully top decks 13s for Zipp’s first two attacks and sends Reva way back from my intended angle of attack. He then turns into a Bayou Gremlin. Reva summons a Corpse Candle and places next to it. She charges the Lightning Bug and kills the Iron Skeeter (this also ensures that the Bug will die to Burning at the end of the turn). Burt stabs Reva and Raphael takes a pot shot at Reva but misses.

Turn 2: Burt swings at Reva and flips the Red Joker on damage; Ross announces Eliminate The Leadership. Reva kills him in return and charges away from the action to kill off a Bayou Gremlin on the left. Despite this distance, Zipp’s mobility allows him to get over to Reva and throw her back toward the rest of the Gremlin crew before turning into a Bayou Gremlin again. The Emissary kills this new Gremlin and then a random Bayou Gremlin kills off Reva to wrap up the points for Eliminate The Leadership. I’m out of cards so my attempt to get the Doxy to Take The Lead with Anna into range to contribute doesn’t work; she’s obliged to walk up. A Shieldbearer puts down another Bayou Gremlin but she’s out of sight of any other Gremlins so we draw on the strategy.

Turn 3: For the third time, the Student of Conflict makes Zipp Fast. The Carrion Emissary hurts Raphael but I Black Joker the damage flip that would have killed the Gremlin. Asura puts Grasping Hands on the Student but even so the nearby Mindless Zombie can’t land a hit. Raphael hurts the Carrion Emissary and then the Dead Doxy succeeds and pushes Anna Lovelace close enough to the Bayou Gremlin at the top of the board to kill the little chap. I score for Public Executions.

Turn 4: Zipp looks at the board state and decides to triple walk to hide in my deployment zone. The Carrion Emissary finally gets Raphael and I move Asura into Ross’s deployment zone. My Shieldbearers finish laying scheme markers round the centre of the board. It’s clear that we’re not going to be doing anything in turn 5 so we call it there. Resurrectionists win 8 – 6 (2 for Public Executions, 3 for Search The Ruins and 3 for Undercover Entourage for me; 3 for Eliminate The Leadership and 3 for Undercover Entourage for Ross).

I love to play Malifaux with Ross. His style of cagey hit and run attacks is very much in contrast to my ‘go for the throat’ approach and his positional play with Zipp in particular is really good. This game was very tight and could have gone either way. Burt’s Red Joker against Reva on turn 2 made quite a big difference as it really affected how I played Reva that turn; I had to be a bit more careful and hope to survive by distance (though of course, it didn’t help) rather than taking the initiative and making Ross react to my plays. I was quite glad that my choice of schemes paid off as this has been one area of my game that I feel has especially suffered from lack of practice. Asura as Undercover Entourage target is quite risky as she hasn’t really got any defenses apart from being surrounded by more important targets. I was quite close to taking Eliminate The Leadership instead and was glad I didn’t since Zipp is so hard to make damage stick on.

Game 3: Resurrectionists (me) vs Gremlins (Jamie Gemmell)

Strategy: Interference, Close Deployment

Schemes
Pool: Punish the Weak, Covert Breakthrough, Set Up, Inescapable Trap, Show of Force
Resurrectionists: Punish the Weak, Covert Breakthrough
Gremlins: Punish the Weak, Covert Breakthrough

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Life, Take Back The Night), The Valedictorian, Necrotic Machine, Rogue Necromancy, Yin the Penangalan, Kentauroi, 2 Guild Autopsies
Gremlins: Mah Tucket (Know The Terrain, Manifest Destiny, Liquid Bravery), Sammy LaCroix, Francois LaCroix (Dirty Cheater, Stilts), Trixibelle, Gremlin Taxidermist, 2 Survivors, Slop Hauler

With Interference as the Strategy, this is really Molly’s area of expertise so it’s a really easy choice to go back to plan A and use the Horror Molly crew again. In particular, with close deployment I can unleash Molly in a single activation if there is an inviting cluster of models to summon from (though I don’t expect Jamie to give me anything so easy as he’s quite experienced). Looking at Jamie’s crew I decide that Punish The Weak is a good option as I’ll want to deal with the three Minions anyway and even if I don’t get them with Molly or the Valedictorian I can probably do it before the end of turn 3 to wrap up all the points. My crew will give up Punish The Weak quite easily but that’s just something I have to accept and play round. Covert Breakthrough is quite easy to score in close deployment and, like Search The Ruins from round 2, can be scored entirely in turn 5 when I have hopefully killed off all the other models. I did consider putting Unnerving Aura on the Valedictorian and/or Yin to pick up Show of Force instead but it doesn’t really work well with Interference and I’m happy enough with my two chosen schemes.

Turn 1: Mah pushes up, walks and swings ineffectively at Yin before going disguised. The Necrotic Machine pokes her back for just as little impact before Trixibelle pulls Mah back to relative safety. The Kentauroi moves up and pulls Molly forward and she summons two new Kentauroi in places where Black Blood will be most annoying. The Taxidermist hurts one of them and drops a corpse marker; it immediately eats the marker to undo the Taxidermists work and pokes Mah gently. Yin charges Francois and puts Gnawing Fear on him; he obligingly fails his Horror duel to attack back. The Slop Hauler is rather braver and knocks a good chunk of Yin’s wounds off despite Mass of Viscera; Black Blood is not kind to the little Gremlin though. The last Kentauroi gets the Rear Up trigger off Rotting Hooves and kills both the Slop Hauler and the Survivor on the left. Meanwhile, the rest of our crews slowly converge on this scrum with the exception of the right side Guild Autopsy who is content to find a spot where he can claim my quarter and not get killed too easily.

Turn 2: Trixibelle cheats the initiative flip. Mah charges in and kills Yin (I have to say I don’t think that I’ve ever lost Yin so easily) and chain activates Francois who kills one of my summoned Kentauroi. Molly kills Francois in return and summons a fresh Kentauroi, thus restoring the natural order of the universe. Sammy Jinxes the Rogue Necromancy to stop it from moving and Molly to make her scary for friendlies. The Rogue Necromancy reminds Sammy that it is not only a melee beatstick by showering her in Acid Breath and killing the Taxidermist with the blasts. Trixibelle pushes a Kentauroi around and Slows it. The Valedictorian puts a rather disappointing number of wounds on the surviving Survivor. I score for Interference and Jamie scores Punish The Weak.

Turn 3: Sammy Jinxes Molly to stop her from declaring triggers (uh oh!) and makes her scary to her friends again. In return, Molly kills Sammy. How do you like that de-buff, Sammy? She then chain activates a Kentauroi that totally fails to even hit Trixibelle. Mah kills the Necrotic Machine and the Rogue Necromancy shows the Valedictorian how things are done by eating the Survivor. Trixibelle kills another Kentauroi and Slows the one while incidentally putting about 20 Poison on it. I score for the strategy and we both score Punish The Weak.

Turn 4: Trixibelle kills a Kentauroi and Molly kills her. Mah makes it to my board edge and starts dropping scheme markers. It’s clear that the game is done now so we just agree that we can drop the required number of scheme markers for Covert Breakthrough. Resurrectionists win 10 – 6 (full score for me, 3 for Covert Breakthrough and 3 for Punish The Weak for Jamie).

Jamie is a really fun opponent and I had a great time playing with him. I think that he got too bogged down in the scrum caused by Molly and her summons to have a chance of scoring for Interference; of course, that was my intention but he didn’t seem to have any plan to break out of it. I was quite surprised by his choice of victim for Mah’s first turn attack; she could easily have killed the Necrotic Machine or Guild Autopsy just to control my activation count whereas she was highly unlikely to do anything substantial to Yin. From my side the game went quite nicely to plan. The Valedictorian was a bit disappointing in that the only time I threw her into combat the cards didn’t fall my way. However, she was on the far side of the board from most of the action so perhaps I’d have been better loading the centre during deployment rather than spreading out (I had to deploy first so I couldn’t react to Jamie’s positioning).

Once the scores are in I have done well enough to take second place, somewhat behind the mighty Lewis on VP difference. I was very glad to get out to this event and I feel like I’m perhaps out of my ‘Malifaux funk’ now. Thanks to Kai for his hard work running the event, and to Michael, Ross and Jamie for three very fun games of Malifaux. I will be back!

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

Malifaux tournament report: Broken Promises; 24Mar2018

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

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

Strategy: Public Executions, Close Deployment

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

Crews
My Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour (Unnerving Aura), Hannah (Unnerving Aura), Anna Lovelace, Onryo, Dead Doxy, Graveyard Spirit
Stewart’s Resurrectionists: Reva (Guises of Death, Decaying Aura, Litany of the Fallen), Kentauroi, Carrion Emissary (Conflux of the Reaper), Anna Lovelace, 2 Necropunks, Chiaki the Niece

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

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

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

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

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

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

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

Strategy: Ply for Information, Standard Deployment

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

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

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

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

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

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

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

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

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

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

Strategy: Ours, Corner Deployment

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

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

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

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

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

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

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

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

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

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

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

Strategy: Symbols of Authority, Standard Deployment

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

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

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

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

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

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

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

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

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

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

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

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

Malifaux escalation event report: Gaining Force; 13Jan2018

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

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

Enforcer Brawl 1:

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

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

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

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

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

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

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

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

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

Enforcer Brawl 2:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Strategy: Public Executions, close deployment

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

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

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

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

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

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

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

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

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

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