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Malifaux tournament report: Scottish GT 2018 (50SS); 21-22Jul2018


Argentbadger

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This weekend was the Malifaux Scottish GT for 2018 and Gareth and I traveled over to Common Ground Games in Stirling to take part. I hadn't really been in love with Malifaux lately (the last event was back in March, four months ago) and neither of us had played since then. Indeed, I was considering pulling out entirely but we decided to attend and make the most of seeing the many friends we've met through Malifaux. Gareth and I put in a couple of practice games to remind ourselves how to play and I realised that I'd forgotten too much to attempt multiple crews. So I chose to play single master all weekend with Molly, with only minor crew variations, in order to give myself a chance to remember at least my own models' abilities even if not those of everyone else.

Game 1: Resurrectionists (me) vs Guild (Colin McCrae)

Strategy: Ours, Standard Deployment

Schemes
Pool: Guarded Treasure, Take one for the Team, Recover Evidence, Vendetta, Public Demonstration
Resurrectionists: Recover Evidence, Vendetta (Rotten Belle on Pistolero De Latigo)
Guild: Recover Evidence, Vendetta (female Guild Guard; I forgot to note the intended victim)

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour, Datsue Ba, Anna Lovelace, Onryo, Dead Doxy, Rotten Belle, Graveyard Spirit
Guild: Perdita Ortega (Fastest Draw In Malifaux, Trick Shooting), Peacekeeper (Numb To The World), Pistolero De Latigo, Guild Pathfinder, Brutal Effigy, 2 Death Marshals, Enslaved Nephilim, 2 Guild Guards

This is my basic Molly crew. The upgrades are easy picks; Forgotten Path is needed to make her Spirit Molly in the first place, Take Back The Night gives some very nice card draw (when I remember it) and Wronged Spirits is free and is occasionally relevant whether I start with or summon Onryo. Izamu and Datsue Ba give a bit of damage, and some nice utility and summoning in the latter case. Anna also does quite reliable damage with her ranged attack, has Rush of Magic for some card-cycling and her aura of no pushing / placing is critical in some games. Indeed, it would even more useful if I remembered it more often. The Belle and Doxy are there for movement utility and (along with the Onryo) scheme running, incidental damage etc. Finally, the Graveyard Spirit can make Molly a bit more survivable when she's in harm's way (which is pretty much all the time) and, being a Spirit, can in a pinch act as a Black Blood bomb. The general idea is to ram Molly and Izamu down the other crew's throat as rapidly as possible in order to gum them up working through my summons and taking incidental damage from Black Blood through the process. The rest of the crew can contribute or get on with the business of scoring as needed.

Considering how far shy I felt of 'fighting weight' I was quite glad to get picked against Colin for the first round. Not only because he's a really nice, fun guy to play against but also I will admit that he's far below me in terms of experience and therefore I could have a fairly straightforward game to warm-up. I mean no disrespect to Colin in this, and if he reads it I think that he'll probably agree with the assessment. I had absolutely no idea what Colin would pick since he'd choose anyway based on his own amusement rather than for any particular schemes. I took Recover Evidence since it matches what I want to do with this crew (i.e. engage turn 1, drop Evidence Markers turn 2, blend entire crew turns 2 to 4, collect Evidence turn 5) and Vendetta since Belles make it a pretty straightforward 2 VPs. For those paying attention to the photos, initially Francisco Ortega was deployed on my left but Colin realised that he'd made a mistake with the crew builder application and replaced him with a second Death Marshall. In addition, the Trapper is a proxy for the Pathfinder, and some random model that I don't recognise is representing the Pistolero.

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Turn 1: The Doxy pushes Molly and Datsue Ba makes Izamu walk forward. In general the first turn movement is a bit cagey as Colin doesn't want to give me easy summons and I don't want Perdita to vapourise my crew. The Pathfinder summons a Trap and the Belle Lures in the Pistolero to score me a VP for Vendetta. Eventually Molly gets close enough to the Peacekeeper and Death Marshal on the left and summons in a Hanged and a Goryo, then makes Izamu advance again. The Goryo does some sterling work stabbing wounds past the Peacekeeper's armour until Perdita Obeys it to get rid of my ghost.

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Turn 2: Molly hurts the Pistolero mainly to get the push trigger on Revelation and move to a better summoning location. She then summons a replacement Goryo which kills the Peacekeeper and chain activates Izamu to drop the left Death Marshal. The Pistolero helpfully fails a horror duel on the Hanged which itself fails to get Whispers From Beyond on Perdita (I do draw the Red Joker on defense though). Anna eventually kills the Pistolero; it was more convenient than having the Belle do it. Perdita kills the new Goryo and the Doxy pushes Izamu into a big clump of Colin's models. Datsue Ba get the Effigy down to its Hard To Kill wound and the Onryo misses the Death Marshal a couple of times. I score Ours.

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Turn 3: We both declare Recover Evidence. The Death Marshal hurts Izamu and gets him down to a single wound. In return, Izamu kills the Death Marshal, the Effigy and the Enslaved Nephilim, dying to Black Blood in the end since he was too far from Molly; it was a warrior's death (but not a Warrior's Death, of course). Perdita kills the Hanged and Anna kills one of the Guild Guard. The Belle and Onryo pick up Evidence since its now just lying around unattended after Izamu's killing spree. Molly puts Slow on Perdita. I score for Ours again.

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Turn 4: Perdita shoots Molly, but she's in cover and protected by the Graveyard Spirit so it's not very effective as Perdita can't ignore both cover and Armour. Datsue Ba kills the second Guild Guard and collects my last piece of Evidence. The Pathfinder continues his long-running duel with Anna and she returns fire this time. Molly sticks Whispered Secret on Perdita but can't actually wound her, and finally the Onryo fails to kill the Pathfinder. I score for the strategy.

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Turn 5: Perdita fires a few more bullets ineffectually into Molly, and the Onryo kills the Pathfinder. I score Ours for the last time. Resurrectionists win 9 - 0 (4 for Ours, 3 for Recover Evidence and 2 for Vendetta for me; nothing for Colin). It looks like I forgot to take one last picture.

That was a nice game to get us started. It was a bit of a mismatch in terms of skill, but Colin is a really great guy and I had a lot of fun chatting with him while we played. Not much to learn from my side about the game; I probably could have scored the last point for Vendetta with a bit of effort but I think it was not very important.

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

Strategy: Public Executions, Flank Deployment

Schemes
Pool: Eliminate the Leadership, Hold Up Their Forces, Undercover Entourage, Take Prisoner, Take One For The Team
Resurrectionists: Undercover Entourage (Molly), Take One For The Team (Dead Doxy)
Gremlins: Eliminate the Leadership, Take Prisoner (Graveyard Spirit)

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
Gremlins: Zipp (Gift of the Gab, Stilts, Dread Pirate Zipp), Student of Conflict, Burt Jebsen (Dirty Cheater), Raphaelle Lacroix (Dirty Cheater), Swine-Cursed, Lightning Bug, 4 Bayou Gremlins

For game 2 I got paired with Ross. He's a very strong player, having taken top Gremlin in this event in 2017. He's much more in practice than me so I knew that this would be a really hard test. With this slight more killy game I dropped Datsue Ba and the Onryo (both pretty easy to kill) and replaced them with Hannah and two copies of Unnerving Aura. I love the combination of Hannah, Anna and Molly. Seeing 8 cards a turn and holding 7 of them is amazing for a summoner and Hannah copying Anna's ranged attack is beautiful. Hannah is also conveniently immune to Black Blood, and her 3" melee range works nicely with Unnerving Aura. Ross picked Zipp, a master I hate to see across the board as his main attack ignores pretty much every defensive tech in the entire game and is very hard to pin down. I took Undercover Entourage on Molly thinking that I would be sending her forward anyway, and Take One For The Team on the Doxy since they usually end up in harm's way in the late game and are very attractive targets for models with weak damage of three like Burt. I seem to have forgotten to take a photo at deployment.

Turn 1: I look at my hand in horror; even after stoning I have a 10 and then the rest is weak cards. So much for Hannah and Anna! The Student makes Zipp Fast and the Doxy pushes Molly. Ross wastes activations with the Bayou Gremlins while I move up cautiously. In the end I commit Molly to summon a Drowned engaged with a big chunk of Ross's crew and it drops the Lightning Bug. Burt hurts it a little and Zipp finishes it easily with Up We Go, then does the same to Molly three times. Fortunately I can use all the rubbish in my hand to reduce the damage... oh wait, it's Zipp so I can't. Zipp then turns into a Bayou Gremlin which Incites the Graveyard Spirit.

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Turn 2: My hand is even worse than last time, this might hurt. The Student makes Zipp Fast again and the Graveyard Spirit charges a Bayou Gremlin (sometime you can get lucky with it). Zipp bounces Molly around like a basketball (scoring a point for Eliminate the Leadership in the process) and then traps her in an alleyway behind his smoke markers and turns into a Bayou Gremlin. Hannah copies Anna's ranged attack to hurt Raphaelle and then walks to hit and engage the Swine-Cursed. Raphaelle double Focuses but misses Hannah anyway. The Doxy pushes Izamu up and kills a Bayou Gremlin, and Izamu polishes off the Swine-Cursed. Molly spends all her attacks and fails to even wound the nearby Bayou Gremlin, and Anna likewise misses one. Burt kills the Doxy, evening us up on the strategy but scoring me 2VP for Take One For The Team.

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Turn 3: Zipp finishes Molly to pick up the rest of the points for Eliminate the Leadership, hides himself with clouds and turns into a Bayou Gremlin. Izamu kills Burt and Anna nearly gets her Bayou Gremlin. Hannah gets Raphaelle and the rest of the Gremlins take pot-shots at Anna to limited effect. I score for Public Executions.

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Turn 4: Anna Black Jokers damage on her Bayou Gremlin and it plinks away at her in return. In the end I have to commit Izamu to kill the annoying little chap so that I could have a chance to score for the strategy. Zipp shoots Anna and Hannah copies her sister to shoot back. I score for the strategy.

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Turn 5: Izamu kills another Bayou Gremlin and Anna shoots Zipp. Zipp shoots her back (to push her in case I had Undercover Entourage on her) and move to confirm Take Prisoner on the Graveyard Spirit. Resurrectionists lose 5 - 6 (3 for Public Executions and 2 for Take One For The Team for me; 3 for Eliminate the Leadership and 3 for Take Prisoner for Ross).

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I really enjoyed that game! Of course, it helps that Ross is a real gentleman and a pleasure to play, but it was very close all the time. I actually was convinced that he would have taken Undercover Entourage on Zipp so when he revealed Take Prisoner on the Graveyard Spirit I was impressed. My biggest single mistake was taking Undercover Entourage on Molly. With Eliminate the Leadership in the scheme pool Ross had a big incentive to kill her, and with Zipp he had all the tools needed to do so easily. I gave away Take Prisoner too easily, it shows that I'm out of practice as I never considered it at all. None of this takes away from Ross who clearly had a plan of what to do, and cleanly delivered it; well done to him.

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Game 3: Resurrectionists (me) vs Gremlins (David Hamilton)

Strategy: Guard the Stash, Close Deployment

Schemes
Pool: Guarded Treasure, Covert Breakthrough, Set Up, Show of Force, Search the Ruins
Resurrectionists: Covert Breakthrough, Search the Ruins
Gremlins: Set Up (Hannah), Search the Ruins

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
Gremlins: Wong (Explosive Solutions, Behold My Effervescence, Ooo Glowy), Sammy LaCroix (Sparkly Lights), 2 Swine-Cursed, Burt Jebsen (Dirty Cheater), 3 Lightning Bugs

Game 3 sees me up against David Hamilton. We've played Malifaux many times and he's one of the people I consider to be closest to me in terms of ability; neither of us have an advantage. Another game where survival is key so I stuck with the same build as last time. Molly really loves close deployment as she can throw her summoned models into the other crew right from the get go. I was really worried about David's beautiful (but apparently coincidental) counter-picking of my crew. I'm looking to utilise Armour and Incorporeal to keep my pieces around for longer than usual, and his entire crew ignores Incorporeal and most of them ignore armour too. I realised that this game would be decided in the early engagement and hoped that my summoning would be instrumental in surviving the attrition. Therefore I picked schemes that I could score at the end, i.e. hopefully after I had already wiped the Gremlins from the board. I could also summon Drowned to get markers out where I need them most. Again, I seem to have forgotten to take a picture of the start.

Turn 1: In a surprise move, Wong makes Burt Magical. I win initiative but for some reason don't take my chance to go on the offensive. Wong comes up and zaps Izamu. I cheat high enough to get a negative flip but he gets double moderate anyway, splashing damage over Molly, the Graveyard Spirit and the Doxy. He does it again, and the same thing happens (killing the Graveyard Spirit this time). I'm quite frustrated by this and I actually say to David that I think that this might be enough to win him the game eventually (because we're so well matched, a bit of good luck at a critical point can be enough to decide the eventual result). Realising my mistake, I go for full aggression. Molly gets moved up by the Doxy who also attacks Wong to make hims Squeal back into his lines. The left Swine-Cursed takes the bait and kills the Doxy. Molly uses the push trigger on Revelation (against the Swine Cursed) to move further up, then summons a Hanged and a Goryo. The Hanged kills the central Lightning Bug, but sadly everyone passes the resulting Horror duel. The other Swine-Cursed pushes Burt forward and Hannah charges Burt to engage both. Sparkly Lights lets Magical things ignore disengaging strikes too so Burt strolls over and nearly drops Izamu. Izamu gets him down to Hard To Kill and the Belle finishes Burt. The Lightning Bug kills my Goryo, Sammy kills my Hanged and Anna kills the left Swine-Cursed. What a turn! Fortunately some of my losses are (replaceable) summons so I'm feeling better about the attrition situation.

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Turn 2: Molly summons another Hanged and Goryo. Izamu chain activates and he hurts Wong but Black Jokers the killing damage flip against the Lightning Bug. The Swine-Cursed attacks Hannah and my new Goryo hurts the right Lightning Bug and gets killed in return. Anna kills the second Swine-Cursed and gets Sammy down to a single wound. The Lightning Bug that Izamu couldn't kill shows him how it is done. Hannah misses attacks at Sammy and Wong misses Hannah. The Hanged moves over to make sure I score for Guard the Stash.

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Turn 3: Molly summons another Hanged and plinks a few more wound off Wong. She makes the new Hanged kill the Lightning Bug and chain activates Hannah who gently tickles the Hanged to kill Sammy with Black Blood. The Lightning Bug kills the Belle and the Hanged gets Wong down to a single wound. We're not quite done with the turn but David has seen enough (he has only 2 wounds left on the table) and calls it. Resurrectionists win 10 - 0 (full score to me; nothing for David).

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That didn't go quite as I expected. I genuinely thought that the game was effectively decided at the very start, but after that I had good luck and great hands, and David didn't have good cards when he needed them. In addition, a 'knock down, drag out' brawl in the centre suits me very well and is good for Molly if she can survive the initial impact. I was able to keep Wong engaged for most of the game which really limited what he could do. Crucially, David had to spend a lot of resources dealing with my summons while every model of his that I killed reduced his ability to keep fighting.

The evening meal was a really good burger and chips followed by some lovely beer. One thing I like about these two day events is that there is an opportunity for socialising in the middle evening. Ultimately, a lot of the chat is about Malifaux (obviously since that is what brings us together) but it still feels like we can get to know each other better than when we're only facing across the table.

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Game 4: Resurrectionists (me) vs Resurrectionists (Callum Palin)

Strategy: Symbols of Authority, Corner Deployment

Schemes
Pool: Punish the Weak, Dig Their Graves, Set Up, Hold Up Their Forces, Take Prisoner
My Resurrectionists: Punish the Weak, Dig Their Graves
Callum's Resurrectionists: Punish the Weak, Set Up (Izamu)

Crews
My Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour, Datsue Ba, Anna Lovelace, Onryo, Dead Doxy, Rotten Belle, Graveyard Spirit
Callum's Resurrectionists: Dr Douglas McMourning (Plastic Surgery, Moonlighting, Decaying Aura), Archie (Hulking Leap, Corpse Armour), Sebastian (These Are Not Ours), Zombie Chihuahua, Canine Remains, 3 Rotten Belles

Game 4 was against Callum. We've played quite a few games over the last couple of years but none for a while, and it's always been a fun experience. Back to the classic crew for this one as I needed the extra activations and mostly didn't care if I lost cheap pieces as long as I could do it on my terms to some extent. When I saw Callum's crew I almost got PTSD flashbacks to the horrendous mauling delivered to me by the mighty Josh Leak in game 6 of the last Scottish GT. Fortunately, I know better how to deal with the McMourning crew now, and anyway my game plan this time is to rush him rather than hang back. At some point I'd have to deal with the Belles, Canine Remains and probably Flesh Constructs so I took Punish the Weak, and decided to double down on the killing game by making Dig Their Graves my second scheme.

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Turn 1: The Canine Remains digs up a corpse marker, and to my great surprise Callum cheats in the Red Joker to make it work. Sebastian turns it into another Canine Remains. McMourning uses Injection to push a Belle. Molly gets pushed forward by the Doxy, double walks and drops a Hanged into a nice clump of models. It then successfully sticks Whispers From Beyond on McMourning, making him a much easier proposition to deal with. The Belles Lure Izamu around and eventually Archie puts a little damage into him.

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Turn 2: McMourning does Rancid Transplants and Expunges my Hanged into a Flesh Construct (scoring him for Punish The Weak). A Belle chain activates to pull him slightly back from the fray. Molly uses the push trigger on Revelation against a Belle the drops a replacement Hanged and a Goryo into the scrum. She then chain activates Izamu who smacks a nice number of wounds out of Archie. Anna hurts the right Belle, paralysing her and drawing cards to avoid Sebastian and the Canine Remains getting the same treatment. The Chihuahua farts on Molly and is killed off by the Doxy. Archie Leaps over Izamu and smashes Molly with a frustrating double severe damage on a negative flip; sadly I don't have enough cards to drop for Molly's trigger. Datsue Ba turns a Belle into an Onryo to score my Punish The Weak and it hits McMourning. Callum reveals Set Up on Izamu for 3 VP.

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Turn 3: Molly summons another Hanged and puts Whispered Secret on Archie. She makes the Goryo attack McMourning (on his last two wounds at this point) then chain activates to continue attacking but a combination of Black and Red Jokers and a heroic flip from Callum means that the doctor survives untouched. McMourning Rancid Transplants the Hanged into a Flesh construct, doing enough incidental damage to also finish off Izamu and also scoring for Punish The Weak. The Onryo on the right completes its long walk to the first Symbol and removes it, taking advantage of Incorporeal to saunter through the building on the way. Sebastian hurts Datsue Ba and applies Poison so that the nearby Canine Remains can also sharge her. The Doxy kills Archie and Takes the Lead to move Sebastian, but unfortunately not enough to get Datsue Ba out of his Induction aura. Datsue Ba hurts the Canine remains and both she and an Onryo die to Poison at the end of the turn. Somewhere in here Anna finishes off a Belle for my own Punish the Weak.

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Turn 4: Molly drops the last Belle to score for Punish The Weak then chain activates the Hanged who kills the first Flesh Construct. The trigger Paralyses the second Flesh Construct and Sebastian who helpfully flips the Black Joker; this also scores Dig Their Graves for me. The Doxy kills the Canine Remains in the centre then pushes Anna back toward the other one (which has been making a long run to my Symbols) where she kills it. My Belle collects the left-most Symbol.

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Turn 5: The Flesh Construct hurts the Doxy. Molly takes advantage of an unfortunate Black Joker from Sebastian to Paralyse him with Revelation. The Onryo takes the final Symbol. We spend a while trying to work out if I can possibly get a scheme marker near enough to Sebastian to score Dig Their Graves and eventually conclude that I can't. My Resurrectionists win 8 - 5 (4 for Symbols of Authority, 3 for Punish The Weak and 1 for Dig Their Graves for me; 3 for Set Up and 2 for Punish The Weak for Callum).

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A very nice game with Callum. Luck certainly played its part here, in Callum's favour keeping McMourning alive for an activation of turn 3 and then in my favour with Sebastian getting two important Black Jokers. I didn't really have much of a game plan to score Dig Their Graves; in retrospect I probably should have summoned a Drowned at some point. On the other hand, Callum's plan to score the Strategy seemed to revolve around a single Canine Remains so perhaps I was never likely to lose that part. I think his crew was probably better suited to staying still and bringing its victims in piecemeal rather than either being rushed or needing to go across the board (or both as in the case here).

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Game 5: Resurrectionists (me) vs Arcanists (George Hollingdale)

Strategy: Interference, Close Deployment

Schemes
Pool: Punish the Weak, Covert Breakthrough, Undercover Entourage, Take One for the Team, Vendetta
Resurrectionists: Covert Breakthrough, Undercover Entourage (Anna Lovelace)
Arcanists: Punish the Weak, Covert Breakthrough

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour, Datsue Ba, Anna Lovelace, Dead Doxy, Rotten Belle, 2 Night Terrors, Graveyard Spirit
Arcanists: Sandeep Desai (Arcane Reservoir, To Command Another Plane, Enlightened Soul), Joss (Imbued Energies, Bleeding Edge Tech), Howard Langston [Miss Step] (Imbued Energies), Myranda (Imbued Energies), Medical Automaton, 2 Malifaux Raptors

This was my first games of the event against a new opponent, and who better than the famous George. I was really glad to be able to get a game in as I've heard much about him and the rest of the Flippin' Wyrd team. For this strategy I dropped the Onryo for a pair of Night Terrors. They're quite inefficient to kill considering their cost, and as Minions they score quite nicely for Interference. George obviously decided that an 'all in' aggressive approach was also indicated, and this suited me quite nicely. Covert Breakthrough felt like a good idea as I could score it at the end once the dust settled. I then picked Undercover Entourage on Anna, partly because I'd learned my lesson from game 2, and partly because no-one ever bothers to attack her. It looks like I once again forgot a picture of deployment, which is a shame since the board looked a lot different by the time turn 1 ended.

Turn 1: I decide that this game will best be played with full-on aggression so Molly walks up, drops a Hanged in Langston's face and sticks Whispered Secret on him. She then makes Izamu walk forward and chain activates the Hanged which Paralyses Langston. Myranda charges Molly and turns into a Cerberus, a trick I feel haven't seen in a long time considering how popular it once was. The Doxy pushes Molly back into Anna's Gravity Well so that the Cerberus can't Leap after her. The Medical Automaton removes both conditions from Langston. Oh dear. I hadn't been aware that was possible (I've never seen it before) and I think I might have possibly taken a different approach if I'd known that was possible. Anna shoots the Cerberus to remove the Three-Headed bonus and summons an incidental Seishin in the process. Langston copies one of Sandeep's abilities in order to let Sandeep do something himself; needless to say he takes the opportunity to kill the Hanged. Langston comes steaming into Molly and kills her. I throw the Seishin and Graveyard Spirit into the Cerberus and knock off a couple more wounds. Joss fires himself across the board into the Belle. Datsue Ba hurts the Cerberus but sadly can't finish it off (which would have got me a Gaki) so Izamu kills it and charges Langston. Sandeep hurts the left Night Terror. Finally the Belle Slows Langston. Wow, what a turn!

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Turn 2: Izamu kills Lansgton and I breathe a small sigh of relief. Sandeep finishes the Night Terror to score Punish The Weak, then summons a Wind Gamin. The Doxy applies Confused Feelings to Joss and pokes him a bit. Raptors team up to kill the other Night Terror. Anna pushes Joss so I can get a second Pounce on him from the Doxy and knocks a few more wounds off. Datsue Ba gets Joss down to a single wound but can't get the triggered Weigh Sins attack to land due to the negative flips from Bleeding Edge Tech (in retrospect I'm pretty sure I had a Soulstone to counter this and the card to make the target number; if so it was pretty big error on my side). Joss Reactivates and kills the Doxy. No-one scores for the strategy.

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Turn 3: Anna kills Joss. The Gamin on the left puts down a scheme marker. Datsue Ba kills the Medical Automaton, then Sandeep runs far away from Izamu. Izamu is relegated to scheme running duties. I throw the Graveyard Spirit into Sandeep and the Raptor unbury to deny us both the strategy. I didn't have it in my notes but presumably Sandeep killed something else (probably the Seishin) to score Punish The Weak.

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Turn 4: Datsue Ba Focuses and casts Weigh Sins on the Raptor in front of her. On a straight flip she Black Jokers the damage, not only leaving the annoying bird around for another turn (to certainly deny me strategy points) but also stopping me from summoning another minion of my own. Sandeep summons another Gamin and kills the Graveyard Spirit for Punish The Weak. George scores for Interference.

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Turn 5: Datsue Ba repeats the process, this time getting an Onryo out of the Raptor. Anna saunters into the Arcanist deployment zone. We both score for the strategy. Resurrectionists lose 7 - 8 (1 for Interference, 3 for Covert Breakthrough and 3 for Undercover Entourage for me; 2 for Interference, 3 for Covert Breakthrough and 3 for Punish The Weak for George).

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Wow, what a game! I really enjoyed the whole thing, starting out with a brawl and ending with us both scrabbling round to deny the other points. It was an absolute joy to play against George and I hope that I'll get to do so again. I was a bit frustrated by the Black Joker intervening on Datsue Ba attacking the Raptor on turn 4 as this literally cost me a point and therefore a draw. Still, I suppose that what the Jokers are in the game for. I had a bit of a rude shock when I found out that the Medical Automaton could remove conditions as I thought I'd safely locked down Langston for a turn to keep him out of my hair. Still, that sort of thing was probably to be expected at least once in the course of the event since I've not been getting exposed so much to wave 5 stuff. I possibly missed an opportunity to kill Joss in turn 2 rather than giving him a free Reactivate but I didn't note it down so perhaps that is just wishful thinking. Anyway, George played very well and was a real gentleman, so he deserved the win.

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Game 6: Resurrectionists (me) vs Guild (Lewis Phillips)

Strategy: Supply Wagons, Standard Deployment

Schemes
Pool: Guarded Treasure, Hold Up Their Forces, Inescapable Trap, Recover Evidence, Public Demonstration
Resurrectionists: Hold Up Their Forces, Recover Evidence
Guild: Hold Up Their Forces, Inescapable Trap

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour, Datsue Ba, Anna Lovelace, Dead Doxy, Rotten Belle, Onryo, Graveyard Spirit
Guild: Nellie Cochrane (Delegation, Guild Funds, Misleading Headlines), Printing Press, Phiona Gage (Numb To The World, Transparency), Executioner (Ready To Work), Thalarian Queller, Sanctioned Spellcaster, Hunter, Guild Investigator

For the last game I'm happy to be up against Lewis. He's an extremely good player and a good friend, and it's quite nice to be able to round out the event with a friendly match-up (we're both 3 - 2 at this point so nothing meaningful is riding on the result). I'm not sure that this was the best iteration of my crew to play Supply Wagons; possibly using Hannah as a large base to push the Wagon forward at the start would be better. Anyway, I decided that I could afford to have the Belle, Doxy, Onryo and maybe Datsue Ba spend a few AP moving it around, then use them as a second wave once Molly, Izamu and the summons were despatched. Recover Evidence fits my 'kill them all and score at the end' plan, but I didn't like any of the others at all. In the end I took Hold Up Their Forces on the grounds that I would probably end up engaging something and could possibly find some way to kill off any spare summons that would stop me from scoring it. Lewis's crew was more or less what I expected, but I did like the use of the Hunter to push the Wagon.

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Turn 1: The Sanctioned Spellcaster casts Singularity and teh Queller puts a Suppression Marker in my face. Nellie makes the Hunter, Executioner and Phiona Fast. The Hunter fires Lewis's Wagon way up the board, meanwhile the Doxy, Belle, and Onryo heave away at mine for minimal effect (though the Doxy pushes Molly forward of course). In the end I leave the Wagon sitting on top of the Suppression marker to make my life a bit simpler. Nelly can wait me out by passing activations so I'll have to make the first move. Molly walks twice and drops a Goryo into the crowd loitering almost in the Guild deployment zone. She makes it hit the Executioner, then chain activates to do the same again which rather nicely gets the Slow trigger on both shots. Phiona charges through a gap and starts smacking Molly.

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Turn 2: Molly summons a Hanged and another Goryo more or less into the same mosh pit of ghosts and Guildies. She chain activates Izamu who lays into Phiona and gets her down to her Hard To Kill wound and bleeds a load of Soulstones off her. The Queller gives the Executioner enchanted weapons. I don't like the sound of that so the Goryo kills the Executioner. Nellie makes Phiona Fast so Datsue Ba kills her with Weigh Sins and turns her into a Gaki. The Sanctioned Spellcaster commits suicide. We both score for the strategy and Lewis scores for Inescapable Trap. In the first of many errors that we only noticed later, he forgets to declare Hold Up Their Forces.

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Turn 3: I announce Recover Evidence. The Press charges up Nellie and the Hanged moves to engage both it and the Investigator. Izamu kills the Queller and Nellie Slows the Onryo and pushes it away. The Gaki and a Goryo collect Evidence markers and various things bounce off Nellie, getting her eventually down to a single wound. We both score Supply Wagons and Hold Up Their Forces, Lewis also scores Inescapable Trap. Nellie has about 100 Evidence at this point so she heals and does some other shenanigans.

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Turn 4: The Hunter attacks Anna. I have a clever plan to kill Nellie by attacking my Goryo with Datsue Ba and splashing her with Black Blood. Unfortunately, only after when I'm flipping the damage on my first attack do I remember that the Goryo is not close enough to Molly to have Black Blood. Oh dear, it seems that the weekend has taken more than I thought! Eventually Nellie does die to the Goryo, but not before she's pushed Datsue Ba over to engage the Press and Investigator and therefore deny me my scheme. The other Goryo makes a run for Lewis's wagon, getting a third walk thanks to Molly's (0) action. The Doxy pushes the Hunter away from Anna and picks up the last piece of Evidence. Anna kills Datsue Ba, but she drops a corpse marker and so the Investigator pushes away from the Hanged. Looking back, he was close enough to Anna that there were no legal pushes and should have stayed where he was, but I forgot about it. We both score for the strategy.

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The Goryo pushes Lewis's Wagon back into his side of the board. We do a lot of movement shenanigans to avoid giving up points for the schemes while scoring our own, but the upshot is that Lewis gets another point for Hold Up Their Forces while denying mine (again, I think that this might have involved a push which Anna would have stopped if I had remembered it). I score for Supply Wagons though. Resurrectionists win 8 - 7 (4 for Supply Wagons, 3 for Recover Evidence and 1 for Hold Up Their Forces for me; 3 for Supply Wagons, 2 for Inescapable Trap and 2 for Hold Up Their Forces for Lewis).

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As always, a super game against Lewis and a highly entertaining way to finish the event. In the end I think that we were both a bit frustrated by our play errors, but we were both a bit burned out by this point so I imagine that they probably evened out. I'm not going to assess my own errors in this section, partly because I mentioned the biggest ones in the report itself and partly because there were so many of them that it would boil down to 'don't play badly'

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I played a few games next to Ali Ferguson, though never actually against him this time out. We were both playing mono-Molly but he was doing the Horror version so we decided to make this event the definitive conversation on whether Spirit or Horror Molly was superior. We both finished on the same record (won 4, lost 2) but I had a slightly better points difference. I was also amused by the fact that our Mollys were wearing the same dress completely at random (as far as I know neither of us have ever seen the other's painted Molly). Talk about a fashion faux-pas.

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Once all the results were in, we were all asked to go outside; I had assumed it was for a group photo of us all. I assumed wrong. The awesomeness of Malifaux in general, Scottish Malifaux specifically and the Scottish GT in particular knows no bounds. Prizes were given out from the back of a unicorn, and I can hardly express how entertaining I found this.

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Once all the scores are in I am delighted (and a bit surprised) to come in sixth place. I had an excellent time and I was certainly glad that I had not chosen to pull out. Thanks to Colin, Ross, David, Callum, George and Lewis for six wonderful games of Malifaux, and of course to Kai and his team of helpers for putting on a really special event.

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42 minutes ago, Argentbadger said:

I then picked Undercover Entourage on Anna, partly because I'd learned my lesson from game 2, and partly because no-one ever bothers to attack her.

This made me laugh out loud! I had many opportunities to hit her with threatening models but just didn't bother because there were other things to do haha.

 

42 minutes ago, Argentbadger said:

Anyway, George played very well and was a real gentleman, so he deserved the win.

I think you are doing yourself a real disservice here. If you had not flipped that black joker with Dasuba I wouldn't have been able to deny your interference on and I'm sure it would have been a draw (unless Sandeep had managed to teleport across the table for one of your scheme markers 😃)

 

This was a thoroughly enjoyable game and was a real privilege to be the Flippin' Wyrd who played the fabled king beyond the wall: the man who always seems to qualify for the UK masters, but  is never able to attend 😁

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