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Mah Tucket vs Dashel Barker 50SS


thecapopriest

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This is a 50SS game of Malifaux 3rd Edition played with the Maliphoenix group at Games U.

Bayou vs Guild

Deployment: Standard

Strategy: Plant Explosives

Schemes: Power Ritual, Hold Up Their Forces, Take Prisoner, Search The Ruins, and Vendetta.

Bayou List: Mah Tucket, The Little Lass, Trixiebelle, 3 Bushwhackers, and 2 Rooster Riders both with the Twelve Cups of Coffee Upgrade. Soulstone Cache of 7.

Bayou Schemes: Power Ritual and Search The Ruins

Guild List: Dashel Barker, Dispatcher (Guild Lawyer as the Proxy). Mounted Guard, Sergeant, 3 Rifleman, and 4 Guild Hounds. Soulstone Cache of 5.

Guild Schemes: Take Prisoner (on the Rooster Rider with the rifle over his head) and Power Ritual.

The Bayou are Defenders and the Guild are the Attackers.

Just some notes on the terrain the crates that are on the 50mm bases where impassable, height 2 Blocking, and destructible.

The 2 rectangle crates where much the same except you can climb on top of them.

The center piece of terrain we decided to just make it height 4 blocking and impassable for its entire footprint.

Note on the tokens:

Green Tokens are Corpse Tokens.

Orange Tokens are Bayou Scheme Markers.

Red Tokens are Explosive Tokens for the Strategy.

All 50mm acrylic tokens are Pit Traps.

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The Guild divided up their crew by having Dashel, the Dispatcher, Mounted Guard, and 3 Riflemen. The other Group had the Sergeant and 4 Guild Hounds.

I chose to have the Dashel group deploy first.

Guild Deployment left to right: 4 Guild Hounds, Mounted Guard, Rifleman, Sergeant, The Dispatcher (Guild Lawyer used for the proxy), Dashel Barker, and 2 Riflemen.

Explosive Markers: 4 Guild Hounds and Mounted Guard.
 

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Bayou Deployment left to right: Mah Tucket, Trixiebelle, Bushwhacker (base to base with the crates), Bushwhacker (base to base with the rock formation), Rooster Rider, Bushwhacker (behind the house on the far right), Little Lass, and Rooster Rider.

All the Bushwhackers where deployed at the start of the game with From the Shadows.

There are 3 50mm green acrylic markers and 1 50mm orange acrylic markers, those are all Pit Trap markers created at the start of the game from the Pit Traps Ability on Mah Tucket and the 3 Bushwhackers.

Explosive Markers Bayou: 3 Bushwhackers and 2 Rooster Riders.
 

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Bayou wins initiative and has the Guild go first. Bayou has 3 pass tokens. Careful Planning was a Tome on initiative allowing me to draw two cards and discard down to 6 cards.

The Dispatcher walked then used his bonus action to drop an enemy scheme marker and take a point of damage. Then he walked behind the building.
 

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Bayou used a pass token.

Guild Hound walked and then destroyed the Pit Trap Marker.
 

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Bayou used a Pass Token.

Guild Hound double Walked.
 

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Bayou used the last pass token.

Guild Hound double Walked.
 

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Little Lass double Walked.
 

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Guild Hound dropped a Scheme Marker and then Walked.
 

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Rooster Rider Double Walked
 

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Dashel used his Bonus Action Foul Mouth Motivation to heal the Dispatcher and give him Focus +1.

Dashel then summoned an Executioner with the Call in Reinforcements action needing a 13 of rams. The Executioner gained the On Patrol Upgrade and became Slow.

Dashel then Walked behind the wall.
 

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Bushwhacker Walked to get LOS to the Guild Hound and then attempted to shoot it but missed. The Bushwhacker then did her Bonus Action to create another Pit Trap.
 

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The Mounted Guard Walked and then did his Bonus Action Ride With Me targeting the Executioner, pushing the Mounted Guard 5" and then placing the Executioner into base contact.

The Mounted Guard then destroyed the Pit Trap in between the two crates.
 

 

 

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Trixiebelle Walked and then used Lure on the Executioner and used the built in Trigger "Didn't Need to See That" to have the Executioner Move Away from her.

Rifleman did the Concentrate action to gain Focused +1 and then used the Sniper ability to lower the Focused Condition by 1 and gain +10" range.

At this point we were unsure whether you would still get the positive twists on the Duel and Damage flip for the attack as both require lowering the value of Focused to gain the effects. We played it as you do not get the positive twists as well. I would really appreciate clarification on this rule.

The Rifleman then shot at Trixiebelle and hit doing Weak Damage of 2 and Trixiebelle used a Soulstone to reduce it to 0.
 

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Bushwhacker Walked and then shot at the Rifleman hitting with the Critical Strike Trigger and did Weak Damage of 3. The Bushwhacker then did the Bonus Action to drop a Pit Trap Marker.
 

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The Sergeant Walked and attempted the Bonus Action Consolidate Power but failed. She then walked behind the crates.
 

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Bushwhacker Walked and then shot the Sergeant hitting and getting the trigger Clever Ruse to push the Sergeant 3" toward a Pit Trap Marker in its LOS. The shot did Weak Damage of 2 and the Pit Trap did 1 point of damage more and gave Injured +1.

I didn't think about this at the time but since models can stand on Pit Trap Markers should the Push have been completed until either you run out of 3" or you reach the center of the Pit Trap? Or did I do this correctly by ending the push in Base to Base Contact?

The Bushwhacker then used her Bonus Action to create another Pit Trap Marker.
 

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Rifleman discarded a card to do the Concentrate action as a Bonus Action granted by Dashel Barkers Ability Shouting Orders (Guard). Then he Walked and used the Focused Condition for Sniper to gain +10" range and shot at Trixiebelle and missed.

Mah Tucket dropped a Scheme Marker in the back corner and then double Walked. She then did her Bonus Action to create a Pit Trap Marker.
 

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Rifleman Double Walked.

Around this time I realized I had not been using Twitchy with my Rooster Riders at all. Twitchy was from their Upgrade that allows them to make a 1" move after every other models activation as long as they are not engaged.

Throughout the game I have varying degrees of success on remembering to utilize that Ability.
 

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Rooster Rider Walked and then shot at the Injured Sergeant but missed.
 

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Executioner gained +1 Move from the Sergeants Lead The Patrol and Charged forward but ending with no enemy models within 2" range.
 

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End of turn 1 no points scored.
 

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End of turn 1 no points scored.
 

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End of turn 1 no points scored.
 

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Beginning of Turn 2.

Bayou gains +3 to the Initiative flip. +1 from the Pass Token gained from the Summoned Executioner and +2 from the Ill Omens Ability on Mah Tucket and Trixiebelle.

Bayou wins Initiative and chooses to go first. Unfortunately this turn I forgot to check what suit the Initiative flip was so I did not benefit from Careful Planning.

Bayou gains 4 Pass Tokens.

Mah Tucket used Diving Charge to Charge through the Bushwhacker and Charge Attack the Executioner.

Mah Tucket used a Soulstone to add a Ram to the attack to gain the Trigger Critical Strike. She hit and did Weak Damage of 4. Second attack she once again used a Soulstone for a Ram hitting with Weak Damage doing another 4 Damage and bringing the Executioner down to Hard to Kill. Third Attack missed due to Black Joker.

Mah Tucket used her Bonus Action to create a Pit Trap Marker.

Here was another question, could I have placed the Pit Trap Marker into base contact with the Executioner so that if the Executioner did any actions while Base to Base with the Pit Trap he would have taken 1 point of damage and died? That seemed off so I kept the Pit Trap Marker outside of Base to Base contact with the Executioner.

Executioner activated and attacked Mah Tucket twice, both times hitting for Weak Damage of 3 which Mah Tucket reduced both attacks with a Soulstone each by 1 damage. Mah Tucket took a total of 4 damage, 8 Health left.

The Executioner used his Bonus action Juggernaut, discarding a card and healing 2 points of Damage.
 

 

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Well it seems the forums will not allow me to insert more photos. If you want to see the full battle report I have it posted up in the following Facebook Groups: A Wyrd Place, The Bayou of Malifaux, and Maliphoenix.

If anyone knows how to get all my photos and the rest of my Battle Report on here it would be greatly appreciated. I also have the photos on my Amazon Photos but I can't upload the photos from the links like I used to be able to with Drop Box.

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On 9/15/2019 at 10:14 PM, thecapopriest said:

 

Rifleman did the Concentrate action to gain Focused +1 and then used the Sniper ability to lower the Focused Condition by 1 and gain +10" range.

At this point we were unsure whether you would still get the positive twists on the Duel and Damage flip for the attack as both require lowering the value of Focused to gain the effects. We played it as you do not get the positive twists as well. I would really appreciate clarification on this rule.

 

Here was another question, could I have placed the Pit Trap Marker into base contact with the Executioner so that if the Executioner did any actions while Base to Base with the Pit Trap he would have taken 1 point of damage and died? 

 

Cheers for the report.

In answer to these questions, no if you have lowered your focus to gain +10" range, that is not the same as lowering it to gain the flips, you'd have to lower it another one to get that bonus. 

Mah creates the pit traps. Created markers can only be placed in base contact with the model that created them, so you played that right. 

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43 minutes ago, thecapopriest said:

https://thecapopriest.blogspot.com/2019/09/mah-tucket-vs-dashel-barker-50ss.html

Alright I made a Blog Spot for this Battle Report and I will add any future Battle Reports I do to that Blog Spot and just link to them in this Forum. This is my first ever blog so I hope everyone likes it.

Very good job on this! I enjoyed reading that nail biting game :)

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On 9/17/2019 at 10:03 AM, Adran said:

In answer to these questions, no if you have lowered your focus to gain +10" range, that is not the same as lowering it to gain the flips, you'd have to lower it another one to get that bonus. 

Oh wow.... I didn't realize that. I guess I just assumed it worked like in M2E.... and noone has corrected me/everyone else seems to do the same.

 

Do you have a link to some post clarifying this?

 

I guess Hans isn't gonna make the cut anymore....

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1 hour ago, SirRocketPants said:

 

Do you have a link to some post clarifying this?

Just reading the abilities.

I could link to a thread, but it largely will be reading me say, it says you can lower your focus to add +10" range and it says you can lower your focus to add:+flip. Each is a separate thing. I'd forgotten M2e did it differently, but if you look at the words it's clear. 

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