Archmage Posted April 6, 2014 Report Share Posted April 6, 2014 Adepticon Masters of Malifaux Battle Reports So! I'm Archmage! This is my first year at Adepticon and my first organized Malifaux event. I got into Malifaux in 1.5E, and I started at GenCon 2012 with the Rasputina box, the Kaeris box, and a bunch of Terraclips. My partner and I played Viks/Misaki in the Adepticon 2014 Malifaux Team Tournament, and I played Masters declaring Arcanists. I fell in love with Kaeris when I first assembled her model--the aesthetic just resonated with me, and Rasputina/Kaeris was fun and flavorful even if I feel like it performed less well than I would've like in 1.5E. What I really wanted was to run a Kaeris crew, but her henchman status and limited hiring list made that largely unworkable in a serious game; when Mei Feng was released, I ran Mei with Kaeris, and I eventually picked up Marcus to run the Kaeris-oriented "Marcus holds Kaeris's purse full of soulstones" list for our local round-robin escalation league (not an official Wyrd event or even Henchmen-run league, just four friends throwing something together for the lulz). Kaeris being released as a wave 2 master is officially my favorite part of M2E to date. So it will surprise absolutely no one that I have opted to run her as my crew's leader in three out of three games at Masters. Game 1: Turf War Scheme Pool: Line in the Sand, Protect Territory, Bodyguard, Entourage, Frame for Murder. My "all-purpose" 50 SS Kaeris list for Masters: Kaeris (Cache 4+1) -Imbued Energies (1 SS) -Blinding Flame (1 SS) -Grab and Drop (1 SS) Howard Langston (12 SS) -Imbued Energies (1 SS) Mechanical Rider (12 SS) -Imbued Energies (1 SS) Gunsmith (7 SS) Union Miner (5 SS) Metal Gamin (4 SS) Mobile Toolkit (3 SS) My opponent declares Neverborn. He's running the Dreamer with Restless Dreams (melee Chompy upgrade). The rest of his crew consists of Nekima (with Fears Given Form), Coppelius, Teddy, and Window Weaver, plus a Daydream or something. I select Frame for Murder (Howard Langston) and declare Protect Territory. My opponent declares Entourage and has a hidden scheme (Bodyguard Widow Weaver (not Nekima, as I originally stated)). The terrain is a graveyard full of fences and small buildings that block movement, but there's actually lots of long lines of sight (if you're willing to deal with cover) because nearly everything consists of iron bars that can be seen through. We decide to treat the low tombstones and grave areas as severe terrain. The center of the board is pretty dense with grates and buildings, whereas my right side has a hill with some open graves and the far left corner is the actual "grave plots" portion that is all little tombstones and holes. Standard deployment. Opponent deploys first. We both wind up deploying more or less in the center third of our deployment zones, but he puts Nekima off in the table quarter on my far right (to keep the scary Fears Given Form Nekima from wrecking his own crew when they activate). Teddy was in the far left table quarter. I've got Howard Langston on the left side of my deployment zone, facing down Teddy (sort of, there was lots of terrain in the way). Turn 1: So I have already potentially made an error--I probably should've put Howard on the right and sent him to tie up Nekima as long as possible (ideally to be killed by her on turn 3 for full Frame for Murder points). Instead, I planned for Howard to do as much damage as possible before ideally dying to Lord Chompy Bits. My opponent, incidentally, was one of the two teammates we played in the final round of the team tournament--they rolled us pretty hard with Misaki/Leveticus, and then he and I played a casual 25ish SS game afterward (which taught me that Mei Feng does not in fact have the ability to steamcloud tank a Guild rifleman gunline while advancing--a valuable lesson). Anyway, I'd lost two games to this guy already. I was not feeling great about my odds. I believe his Wyrd forum name is TheGodlyness. Anyway, I have to go first, so I use my standard opener--the Union Miner sets a couple models on fire to set up Kaeris's abilities. Teddy flies over a building, Coppelius and the Widow Weaver move upfield, and Nekima is coming around to flank my right side. I keep the Mechanical Rider back to prevent it from being exposed during its weak (defensive) turns, and since I don't need to advance too far or to throw down scheme markers just yet, Kaeris uses Read the Flames to rip burning off my units in an attempt to build a hand (this does not work; I draw nothing of value). Standard positioning stuff. It's turn 1. Turn 2: My memory's fuzzy on this, but I'm pretty sure I had to go first again, so I delay with the Union Miner and light up some of my own crew. Dreamer moves up on my left, spits out some more Daydreams, and calls Chompy. This is where I make error number two--I'm worried about LCB getting into the middle of my models and wrecking my stuff, so I toss Howard's Imbued Energies, move him around the fence, and go to town on LCB. Assuming I don't have an activation to spare here...I haven't even buffed him up with the Mobile Toolkit. LCB dies! Dreamer comes back. Whoops. Way to totally fail to understand how The Dreamer works. I have officially overinvested in something that doesn't actually accomplish a whole lot. Teddy roars upfield at Howard. I panic somewhat, decide that I want to secure some VP, and decide not to spend any cards keeping Howard standing. Teddy rips his face off, I reveal my scheme, and I get a thumbs-up from my opponent (my "nah I'm not going to cheat or anything, you hit" behavior now being perfectly explained). The Mech Rider creates a Metal Gamin this turn with Revel in Creation, pushing into shooting range of Nekima. MR attacks Nekima. Don't think I hit her at all. Oh well. Nekima and Coppelius move up more; a lot of my models are clustered just outside the 6-inch scoring zone, but are otherwise in the center third of the table. We both score a point for the strategy. Turn 3: Things go south very quickly as Nekima barrels smack into the middle of my circle of units...and I am horribly betrayed by the Mobile Toolkit's poor defenses, because Nekima completely murders it and everybody has to make Terror duels. Ugh. There goes half my control hand to secure getting any activations at all; Fears Given Form is going to be a huge problem. The Gunsmith, thankfully outside of Fears Given Form range, decides to charge Teddy and swing at him through the fence in melee rather than contend with cover. I think, in retrospect, the rules would've allowed me to avoid cover entirely had I been within one inch of the terrain object granting the cover in the first place, but charging allowed me to make two attacks...so whatever. Charging is what happened. Teddy sustained some damage, but mostly it was inconsequential. The Mech Rider spawns another Metal Gamin and charges Nekima. I am all in on getting rid of her at this point, because from my perspective, I have to be. The alternative is her killing my entire crew. Do some small amount of damage, draw some worthless cards, shake my head. A Metal Gamin, who was protecting MR, charges Nekima as well, hoping to set her up with burning so Kaeris can accomplish something. Nope, not going to hit Nekima (Ml 4 is not inspiring, I was really reaching here). Nekima is engaged with Kaeris; Coppelius comes into range, and Kaeris and Coppelius end up locked in a duel for Kaeris's eyes. Coppelius and Nekima's combined assault results in me spending most of my soulstone cache on keeping Kaeris alive to fight another turn. Dreamer is nearby, as are some Daydreams, and Widow Weaver is throwing down web markers to penalize my Wp. I can't push Coppelius or Nekima away because they've managed to cram themselves up against terrain in such a manner that they aren't going anywhere even if I can shove them away with Blinding Flame. Sigh. Kaeris tries Flare to set herself up for an Accelerant or some Immolates or, uh, well, anything to get me out of this mess. Pretty sure Coppelius and a Daydream are on fire. Nekima is notably not on fire. Black Joker my Accelerant flip. Awesome. Not going to clear the Daydreams, not any sense in trying to kill Coppelius. Put through some pointlessly small amount of damage on Nekima with Immolate. I actually wouldn't have had enough bodies in the center area if I hadn't run the Union Miner up (carefully around Nekima's range), but Kaeris is still alive and within the scoring zone, so we both score the strat again. Turn 4: I make error number three. Win initiative. My hand is terrible. Nekima needs to die. I need cards. Mech Rider can get me cards! Mech Rider spits out another Metal Gamin (in retrospect, a Steam Arachnid in base-to-base with Nekima to penalize her Df would probably have been better, and I think that was a possibility that activation). Revel in Creation pushes Mech Rider away from Nekima--then Mech Rider charges Nekima. I am...not sure why I did that. I should've just not moved, or...I basically done anything else. Anyway, Mech Rider is going to hit! I'm going to get some cards! Er...Black Blood happens. Well, whatever, it's more important that I do damage to Nekima than that my Metal Gamin survive, so attack two, hit again, more Black Blood. Both Metal Gamin die. If Kaeris can finish the job I can potentially turn this crap around. Kaeris gets her eyeballs stolen by Coppelius. Daydreams and web counters are piling up; Kaeris is officially totally wrecked on Wp at this point, forcing me to cheat troublingly-high cards to avoid Terror duels when Coppelius goes for the eyes, because if she gets Paralyzed the game is literally over and done with no hope of salvage. Kaeris pitches Imbued Energies and goes all-in; despite my best attempts, she does not kill or even honestly seriously wound Nekima. Pretty sure another Black Joker came out on an Immolate in here. Nekima kills Kaeris. Teddy kills my Union Miner, assuring that I will not be scoring any more points for the strategy without some kind of miracle, because all I've got left is Mech Rider. Even if I could've gotten the Rider into scoring position, my adversary has enough models to overwhelm a 2-wound Metal Gamin (Dreamer with Ranged Expert could easily kill it off). At this point I am playing for differential, and I'm not even convinced I can pull any points out of Protect Territory without some kind of miracle. The Mech Rider pushes out of engagement with Nekima to spit out a Metal Gamin, then hoofs it up the hill on the board's right side (the angle from which Nekima had approached!) and drops a scheme marker just barely far enough outside of deployment. The Metal Gamin uses Magnetism to pull itself toward the Mechnical Rider and moves farther upfield. My opponent reveals Bodyguard: Widow Weaver, scoring a point, and I slap myself in the face. Turn 5: Desperate attempts to claim Graveyard Hill and Protect it are stymied by Teddy flying over a bunch of buildings. He kills nothing, but the Dreamer is able to pile Daydreams into the area and consequently I am easily outnumbered, so those scheme markers aren't going to score me any points. Dreamer wanders into my deployment zone. Yeeeeeep. Flip for overtime. No overtime. Game ends 10-4, loss. Totally rolled. Analysis and Conclusions: I probably should've deployed Howard on my right side, facing down Nekima, and sent him to duel her--with intent to either kill her or do as much damage as possible before dying (either way, I would've essentially won that mini-engagement because I either tied up an expensive model or scored VP for my scheme). I screwed up horribly when I panicked and threw away Howard a turn early. If he had cleaned Teddy off the board, that actually would've done me a lot of good, and he could've gone on to join the fight with Nekima or really just accomplish anything aside from killing LCB and then "earning" his points by dying to Teddy, especially since if he had been able to join the fight with Nekima there was a possibility that Nekima would've killed him and earned me the full points on turn three. My opponent obviously played perfectly. [/facetiousness] Seriously, he played very well, capitalizing on a huge weakness by smashing the Mobile Toolkit and draining my hand, which allowed Coppelius and the Widow Weaver to do...whatever they wanted, really. I was not going to be able to get sole control of the center. My bad decisions with Howard coupled with Kaeris flipping very poorly resulted in disaster. With any luck, my next game against Dreamer, assuming I play one, will go somewhat differently. Fears Given Form + Coppelius Terror Duels + Alp/Daydream Wp penalties + Widow Weaver penalties is brutal resource drain. You are going to lose duels given iterative probability. You are will take damage, or you will get paralyzed, or you will pitch cards to prevent those things, and with paralysis especially, guess which one you're going to do? There's nothing that'll ruin your control hand like having to cheat an 11 to make a Wp 14 duel... All-in-all, though? Fun game. Lessons learned. We talked the game over afterwards a fair bit, which was extremely helpful, and while I was getting out my models for the next game to speed up prep time we talked a little bit about round two's strategy and scheme pool and our respective plans for how to approach it. The fact that he seemed convinced I had a good battle plan going into round two (without knowing my adversary's faction or crew, of course--just my general list and approach to the strats/available schemes) gave me some much-needed confidence. 1 Quote Link to comment Share on other sites More sharing options...
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