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Erorior

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  1. Me and a friend discussed the possibility of hiring a Performer with Parker. The siren call is always nice, it's not that expensive (even as a merc) and it can possibly put a lot of on enemies from the scheme markers that the Bandits place. Also, my constant right-hand woman Hannah can copy both their push and the seduction. Could they be another way to utilize the hoard of enemy scheme markers that might cover the board when Parker takes to the field?
  2. Turn 3: Both players uses a soulstone for cards and the ressers win initiative after spending a soulstone to reflip. Shenlong uses his after-initiative-0-action to swap to Low River style Nicodem begins again by walking forward and then summons another punk zombie (using a stone for the crow), and proceeds to give it fast. He then accomplices it off towards sharp destruction. The Punk Zombie walks up to Yin (not charging because of Yamaziko’s braced spear), and flurries with the intent of killing the Ten Thunder’s only upgrade-carrier for show of force. It inflicts 2 damage due to more jokers (the red for Yin and the black for the punk zombie). So far, the Black joker has negated one attack each turn for the poor undead. Shenlong takes his 0-action for focus+defensive and then proceeds to heal 4 damage on Yin and 6 on the emissary due to multiple uses of Stones on the River and burning his Defensive-condition in the process. Izamu repeatedly swings at the newly healed Emissary and inflicts 8 damage on the creature. The Emissary responds by discarding a card for focus and kills the nurse in a single mighty gust of killing winds. It then removes the focus-condition from Shenlong to draw 2 cards and pushes Yin again and gives her fast. Hayreddin, being very interested in the life force of a creature like the Emissary, then proceeds to kill the creature with the trigger for extra vitality. He then burns some vitality to swing at Yamaziko which misses. A peasant double walks forward to engage the punk zombies, therefore blocking their charges towards Yin. The crooligan pick up another head marker. Yamaziko uses her nimble to walk within Hayreddin’s engagement range and to position herself further into any charge-lanes towards Yin. She swings twice at a Punk Zombie, dealing 3 damage with the single hit. She then braces her spear again. The Belle lures a Punk Zombie to try to enabling a position where it could charge at Yin. The second peasant walks twice towards the action. Resser-Yin flies around Knife-bro and swings at him Resurrectionists score a point for Headhunter while the Ten Thunders score for Show of Force. Resurrectionists 2 - Ten Thunders 2 Out goes the emissariy, in comes the peasants! End of turn 3. Turn 4: Ten Thunders wins the initiative and Shenlong takes focus+burning as his 0-action. First up is a peasant, who walks once to engage a whole bunch of the shambling dead. He tries to whack his broom into a Punk Zombie on HtK, but misses. Nicodem follows, using corpse bloat (apparently, this man has more spleens than he need) and summons a punk zombie of it. However, there is nowhere to place it so that it won’t begin engaged with the brave peasant so it joins its two brethren who surround the brave, broom-wielding farmer. Nicodem then gives the newly summoned Punk fast, and does the same to Izamu. A wounded punk accomplices and hits the peasant twice, shredding it to small pieces with his sharp blades and therefore gifting a soulstone to Shenlong. The other peasant, apparently not dissuaded by his fellow’s fate, double walks into the same spot, engaging the whole front-line of the undead. The summoned Punk Zombie activates, promptly kills the peasant with two swings and walks forward with his last ap. Yamaziko uses her nimble walk to further engage the advancing zombies. She tries to hit a zombie on HtK twice, but misses as Nicodem’s unholy mastery enables it to dodge. She then braces again. Izamu, who has grown tired of peasants and old ladies, takes Yamazikos spear to his armored bulk as he charges her. He misses the first strike and the black joker pops up yet again on the second damage flip. The two following attacks land however, and sends Yamaziko into a much needed retirement. The Ten Thunders gain 1 point for Frame for Murder. Knife-bro uses Dance of the Heavens to place 3”, escaping resser-Yin and lands next to the summoned Punk Zombie. He stabs it once for 1 damage then goes defensive. The last Punk Zombie charges the defensive Knife-bro and decapitates the poor thug, who were down to his last two wounds due to Yin’s poison. Johanna, who’s eager to finally get into the fray, takes focus as a 0-action from Shenlong’s aura then charges Izamu and does 3 damage after armor. The crooligan, happy that the whirling blades of the Punk Zombies hinder the enemies from reaching it, walk up to another head and picks it up. 10T-Yin hits Hayreddin once, doing 2 damage end 1 point of poison, then focuses and tries to put Gnawing Fears on resser-Yin but fails. Resser Yin, apparently unnerved by this mirror image, fails to charge 10T-Yin to to a black joker on terrifying (the deck had been reshuffled by this point due to the amount of positive flips from the fighting Punk Zombies). This ensures a final point for Show of Force for the Ten Thunders. Shenlong uses Mighty Gust to push Hayreddin and give him slow. He then decides to leave his incompetent minions behind and promptly double walks away from the towards his own board edge (as the player, after reviewing the schemes again, came to the conclusion that one of the only reasonable scheme left that wouldn’t have been revealed yet would be neutralize the leader). Hayreddin spends some vitality to heal himself, and then he hits Johanna with his staff for 3 damage. Chiaki double walks forward and uses her 0-action to deal 2 damage to Johanna and to gain a point of chi. The Belle double walks forward in the hopes of luring Shenlong back on the following turn. At the end of the turn, Hayreddin suffer a point of damage, and the following black blood finishes off a poor Punk Zombie nearby. Resurrectionists score a point for Headhunter while the Ten Thunders score for Show of Force and a point for Frame for Murder. .Resurrectionists 3 - Ten Thunders 4 Wow. Much photo. Such blur. As you can (or probably can't) see, the melee moves slowly through the intersection. It's currently the end of the 4th turn and Shenlong has discarded his "incompetent" minions to do important dragon-business elsewhere. Turn 5: Ressers uses a stone for cards and the Ten Thunders wins the initiative. 10T-Yin puts Gnawing fears on the belle, flies into the fray and finishes off another Punk Zombie with her Ca-attack. The crooligan walk again and picks up the last head needed to score full points on the strategy. Johanna flurries on Izamu, hitting him repeatedly with her hammer. This proves to be enough, but the raging armor does 5 damage in return as he goes down. Nicodem discards corpse markers with Chime of Sorrow and heals himself while he draw three cards. He then gives fast to the Belle and the remaining Punk Zombie and walks once. Shenlong changes to High River style and walks further away. The last Punk Zombie flurries at 10T-Yin and kills her with a hit followed by a red joker on damage. Chiaki removes Gnawing Fears from the Belle and finishes off Johanna with her 0-action. The Belle walks once to get in range to Shenlong and lures twice. Both times the Ten Thunders uses high cards and increases the duel total by suffering damage from the ability granted by High River style. Shenlong manages the damage carefully and remains above half wounds after the ordeal, which led to him not being lured back into the melee. Resser Yin moves towards Shenlong in case of a turn six. Resurrectionists score a point of headhunter and the game ends. Unfortunately the last Picture was even blurrier than the last, so you'll have to to without it I'm afraid... Final score: Resurrectionists 4 - Ten Thunders 4 This game felt all about denial; denying points, denying moves, denying charges etc. Almost all action took place at a single street crossing, so there weren’t much movement on the rest of the board. In the end, it was hardly contested draw. There was a lot of thinking time from both players, and at times the tension felt like that of a game of chess. I chose to take the “include everything-approach” to his report. It’s a lot of text, but a lot of detail. I’m not sure that it’s the best though, and aim to try out more narrative or summarized reports the next time. Thoughts and comments are appreciated, as are advice on how to perform enough note-keeping during my own matches as to get the needed info but not slow the game down too much.
  3. I love reading battle reports on these forum, and have stalked the report section of the forums frequently. I've wanted to try it out myself, but haven't taken the first step until now. This game is actually between two friends of mine, since I thought that I might as well have my full attention upon taking notes for the game the first time around, so I can become efficient enough to transcribe my own games in the future. A final note before we begin is that the only camera I carry is the one in my mobile, so the pictures won't have very high quality. Even getting good shots of the board (and the "action") proved really hard, so bear with me with this first try. I will strive to improve. Ten Thunders vs Resurrectionists - 50ss Deployment: Standard Strategy: Headhunter Schemes: Convict labor, Show of Force, Neutralize the Leader, Hunting Party & Frame for Murder With a very murder-intensive scheme pool, these were the crews that were chosen: Ten Thunders (played by Paradigm here on the forums): Shenlong - Wandering River Style Peasant Shadow Emissary - Conflux of Dawn Yamaziko Yin the Penangalan - Smoke Grenades 2 Ten Thunders Brothers (From here on named Knife-Bro and Kama-Bro du to their respective weaponry) Johana 5ss cache Schemes: Show of Force, Frame for Murder (Yamaziko) Somewhat of an anti-lure crew in Yin and Yamaziko, perhaps to deny any attempt at "head-fishing" via lures from the ressers. Resurrectionists: Nicodem -Corpse Bloat -Love thy Master Hayreddin Izamu the Armor Chiaki the Niece Rotten Belle Crooligan Yin the Penangalan Nurse 5ss cache Schemes: Frame for Murder (Hayreddin), Neutralize the Leader An efficient "factory-crew" for restoring early summons to peak efficiency before throwing them into the fray. Deployment: The Ten thunders win the first flip and forces the Resurrectionists to go first. Deployment of the Resurrectionists. From left to right; Crooligan (up by the box), Chiaki, Izamu, Belle, Nicodem, Nurse, Hayreddin, Yin Just wanted to show the converted Hayreddin that the resser-player made when Shifting Loyalties was released. A fine speciemen indeed! Ten Thunders deployment. From left to right; Kama-bro, Shadow Emissary, Shenlong, Peasant (behind the Tower), Yamaziko, Yin, Johanna and Knife-bro. The emissary is made from Sonni'as avatar, and I just want to point out that the light and my photography-skills are VERY unflattering to it right now since none of the darker parts of the flame seems to be visible in this light. Turn 1: Ten Thunders win initiative and have Resurrectionists go first. Shenlong summons a peasant after initiative. The crooligan activates first and then simply stays behind it's box, waiting for the right time to move. Yamaziko advances up towards the centre of the table, avoiding LoS to the Belle, and the uses the 0-action Brace. Nicodem follows, using corpse bloat and a high crow from hand to summon a hanged. He follows by making the Belle fast and walking a bit forward. The Yin on both sides advance. Knife-Bro enters the Dance of the Heavens, placing 3" before moving forward along the board. Hayreddin flies out into the street, and Johanna double walks towards the centre of the table. The nurse takes a walk and puts some sedatives into the Hanged, paralyzing it and healing it to full wounds. Kama-Bro walks up behind the corner of a nearby building. Chiaki walks and then promptly removes paralyzed from the Hanged. The non-slow peasant takes three focus actions (one as a 0-action from Shenlong). Izamu walks up to the other side of the building which Kama-Bro lurks behind. The second, slow Peasant gives focused to Shenlong. The Belle walks twice and manages to draw LoS to Kama-bro behind the corner for a quick lure, after which Kama-bro ends up near the street were the whole resser crew is gathering. Shenlong activates, takes focus and poison from his 0-action and the uses Mighty Gust to push Yin and the Emissary and gives them fast. He then walks up behind his crew. The Hanged uses Whispers from Beyond on Kama-bro, halving his wounds, and the black joker spoils the second attempt. The Emissary ends the turn discarding a card for focus, and then removes focus from the Peasant with the 0-action from conflux of Dawn, drawing three cards in the process. It then proceeds to walk forward twice and uses his ca-attack at the hanged, inflicting a severe damage of 6 with the trigger to attack again. The second attack finishes off the unfortunate undead, and the first head is dropped. This finishes turn 1, with the score (as expected) being 0-0 Positions at the end of turn one. Turn 2: Both crews spends a soulstone for cards, and the Resurrectionist wins the initiative. Izamu charges the now exposed Shadow Emissary and scores one hit which does 4 damage. The fast 10T Yin double walks forward and manages to put Gnawing Fears on Nicodem. The following Fear Behind the Eyes hits and the Black Joker pops up to spoil the damage flip. Chiaki walks closer and removes Gnawing Fears from Nicodem. Kama-bro places 3” with Dance of the Heavens, walks up to Hayreddin and goes defensive in order to tarpit him and preventing him from easily reaching the wounded emissary. Nicodem summons a punk zombie from the corpse marker dropped by the hanged and proceeds to make it fast. He then attacks 10T-Yin with Decay, but fails to hit. The Punk Zombie then activates via accomplice. The Punk Zombie flurries at 10T-Yin, inflicting 2 damage due to a miss and a Black Joker on damage. The last attack finishes of the nearby Kama-bro. Shadow Emissary pushes 10T-Yin and gives her fast, and then misses a shot at Izamu. Hayreddin charges the emissary and deals 2 damage and a single point of poison. Yamaziko charges Hayreddin, dealing 3 damage and then takes the Brace 0-action. The Nurse walks up and picks up a Head marker dropped from poor Kama-bro. Knife-bro uses Dance of the Heavens to place 3”, and walks up to stand before resser-Yin. Resser-Yin charges Knife-bro and inflicts 4 damage and 3 poison, and Knife-bro gets defensive from his trigger. A peasant walks and fails at Provide for the Temple at Shenlong. The hidden Crooligan interacts to place over the crate and walks up the centerline. The other peasant walks twice. The Belle walks forward and tries to lure a peasant who promptly resists her advances. An oath of celibacy perhaps? Shenlong walks and takes focus+defensive as a 0-action, and then fails to meet the target number in Mighty Gust twice due to unfortunate flips (the control hand was empty after having to cheat a lot in order to keep Yin and the Emissary alive) Johanna walks forward twice. Resurrectionists score a point for Headhunter while the Ten Thunders score for Show of Force. Resurrectionists 1 - Ten Thunders 1 The grand melee has begun in earnest. End of the 2nd turn. Yin and Knife-bro have their own little squabble above the rest. Turn 3 follows in the next post!
  4. As Trample also said, I think that the Strongarm Suit might be a nice companion for Parker in a lot of cases. If the enemy uses a lot of powerful ranged attacks then you can get an early Human Shield and pass some on to the Suit, and if it manages to charge a bunch of models you can fire away with abandon into the fray without hurting it much. The Doc can join them too and try to patch up the small, bullet-sized leaks in the poor fellow. Add the new "The Bigger They Are" to the Suit and then you can have weak damage of 4 against some enforcers or henchmen.
  5. A musing; does the extra damage from the Dead Outlaws and "The Bigger They Are-upgrade" apply against all upgrades? If yes, then our dear Jack will like to spread his gifts even more.
  6. I'va played a very similiar crew myself, and it can be really scary with that much "whispering" on key enemy models. I particulary enjoy throwing it vs McMourning and I don't think Titania will be very fond of it.
  7. *Jealousy intensifies* I made a larger order not too long after the store opened (since I was refreshing the page with ~5 min intervals ), so hopefully it will at least be shipped soon. Then it can begin it's arduous journey across the atlantic!
  8. I think that activation-timing really will be the key with our big balls of spidery love. You want to stick them in so that they can soak some damage before killing a weaker model to eat their fill. The can then become a pseudo-tarpit as long as you can feed them a small bug or two at the right time. If you can't get that vital kill however, then the spider soon becomes the prey! However, a friendly McCabe nearby can greatly enhance their usage, since reactivate is sickeningly effective on these bugs!
  9. I have used Aionus a bit in my outcast games, and I find that the mere threat of the fast-aura can be enough to give knowledgable opponents pause in their positioning. You won't (and shouldn't!) use it every turn on every activation since you need to get the most out of your cards, but a key activation where a Convict Gunslinger or Johan/na suddenly get's fast can be devastating and easily worth the 7-8 you discard for it. Aionus brings really nice options of movement and flexible threat ranges, not fast to all models all the time. His other tricks are good as well, with decent damage, Ca vs incorporeal and a nice slow with bonus area to slow/drain cards. I won't bring him every game, but I will often consider him. I believe that Aionus might be nice with with Parkers crew since his Bandidos are cheap (and therefore cheap to give fast) and due to his marker shenanigans (since Parker will mostly shine in marker-based scenarios). He won't be an auto-include, but most models (except exceptions like Johan) are.
  10. That's one of his 0-actions, yes. Nunorod was probably speaking about his other 0-action, which places a marker (not belonging to the strategy) up to 6".
  11. Out of curiosity; what order number did people get?
  12. Indeed. After reading the emissary's card again I realized that it can't give out trinkets to leaders. So no extra "ammo" for Parker.
  13. On a completely different train of thought from the one where poor Parker's fate is discussed; wouldn't the Hodgepodge Emissary be a nice addition to Parker? In addition to the usual shenanigans, he can receive trinkets (e.g regeneration), reap the benefits and then fire them away for extra damage?
  14. I have been pleasantly surprised by all of the masters showns in this release, but I think that Parker really became more interesting than I'd dare to hope for. I love flexibility and tricks in a master, and the decent shooting, movement tricks, disruption and upgrade swapping in one single model is simply glorious! Let's also hope that the Bandidos will give outcasts the nice minions we miss.
  15. The Shifting Loyalties PDF were released about 5-6 weeks after the last years GenCon, so here's to hoping that we who want the PDF won't have to wait half a year for it.
  16. Indeed, that would be just about a month. My comment stemmed from Nathan's "a couple of months" which I interpreted to be a longer wait than last time. If it's the same as last year then the wait won't be that excruciating.
  17. If I remember correctly, the Shifting Loyalties PDF actually came out just a couple of weeks after the printed release (I bought mine 11 September 2015). I'm saddened that it will take a couple of months, since I would rather have all of them digital. Oh well...
  18. If you want to go a bit more native and a bit less top hat, then Wild West Exodus might give a nice proxy. Something along the lines of: http://www.wildwestexodus.com/warrior-nation-white-buffalo-underboss/
  19. Woo! We got one! Team Northern Sweden has entered the game!
  20. We're a bunch of players from the far north of Sweden who are psyched to go! Is it decided when and where the tickets will be released?
  21. While the model looks nice, I'm a little bit dissapointed that we got another dual-revolver master (since Perdita and Ophelia already covers that). I'm very curious to see the back of his card and his upgrades though, to see what he actually can do. The front of the card gave some hints, althoug more vague ones.
  22. I just wanted to share an upcoming Vassal tournament here as well: Just in case anyone (like myself) rarely wanders in to the event-forum.
  23. The title should give most surprises away; this is an open invitation to anyone who would like to participate in a vassal-based random-master tournament on the 3rd of July. Outlines: - The tournament will consist of three games of 50ss during the day (more exaxt schedule below). The time assigned for each game is 3 hours. - Upon signing up, you will be required to list the masters you actively play (since a lot of us has unplayed models lying around) and will then be assigned a random master other than those. This is the master you will play for the duration of the tournament. If the master is Dual Faction, you may choos which faction to play but stick to it during the entire tournament. - You will then construct a pool of 80ss worth of models and upgrades. This will be the pool of models and upgrades available to you when picking your crew for each game. This shall have been submitted to the organizer before the 1st of July. You have to pay for each model you want to include, e.g. pay for each copy of a model. You don't have to pay for different kinds of summons or upgrades "generated" by models (such as McCabes Emissary-upgrade) - Schemes will be from Gaining Ground 2016, and all strategies might appear. - As said above, the tournament will be played in Vassal. You won't have to be familiar with Vassal to apply, since there will be opportunity to have a personal introduktion by some of the more experienced participants before the tournament. Skype will be used for verbal communication, and we will use english as a "standard language" (unless the players personally would choose something else during the game ofcourse. ) Schedule for the day: (Times listed here is in UTC+2) 09.00 - Final confirmation of participation shall be sent to the organizer by 09.00 at the latest. This is not the signing up for the actual tournament, but a kind of head count so that I know which players to assign opponents. 10.00 - Game 1 13.00 - Lunch 14.00 - Game 2 17.30 - Game 3 21.00 - Rankings and winner are announced Schemes and strategies will be posted on the 1st of July. At the moment, I cannot guarantee any prices except the honor and glory, since I'm not a henchman. The event is, ofcourse, free of charge to participate in. Why a random master then? Well; for the fun of it ofcourse! One of the purposes of the decision is to step out of the comfort zone and simply try something new in both master and faction. Personally, I see it as a challenge to determine how I can perform and adapt given more unfamiliar tools, and hopefully become wiser from the experience. We will all be in the same, confused boat and I think it will be mighty fun. Application is made to me in PM, and then arrangements can be made. There will be a facebook event that you will be invited to, where more information will be posted in the future as the planning proceeds. (It's currently up, but written in Swedish. This will ofcourse be changed if we get any international participants.) Feel free to ask any questions, since it is easy to miss conveying some tidbit of information when arranging an event like this.
  24. Erorior

    Malifaux ETC

    Great! Then we won't have to construct any system to determine who can go or not.
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