Player | Wins | Loses | Ties | Weekly Scrip Earned |
---|---|---|---|---|
Brody | 2 | 0 | 1 | 16 |
Chad, Screwer of the Pooch | 1 | 0 | 1 | 9 |
Joe, Turn Four Turtle | 1 | 2 | 0 | 13 |
Ty, 1 Scrip > Preventing a win | 0 | 1 | 0 | 9 |
Ricky | 0 | 1 | 0 | 10 |
Malibreaux's Campaign Life
Tuesday, October 25, 2016
Week 1 Recap
We got in a total of 5 games, and everybody got to play at least 1. There wasn't a big push for a second game from anybody as the 3 scrip from Pit Fight gave everybody enough wiggle room with purchase. Standings so far
Week 1: Feed Me Seymour vs The Nervous Nellies
Greetings and salutations! Welcome to another battle report for week one of Malifaux greatness.
Strategy: Turf War
Schemes: Plant Explosives, Spring the Trap, Assassinate, Breakthrough
Deployment: Flank
(Editor's note: We played 2 games at my house on Tuesday. The main table has one of the games, and I set up a second folding card table for the 2nd game. The card table is 34.5" by 34.5", so it is slightly too small for the board, not to mention cards, drinks, markers, etc. Plus, it is about 2 inches lower than the big table. We flipped to see who got to play on the bigger table, Joe beat me)
Ty
and and I sat down at the big boy table. Man, we had so much space.
You know that feeling. Flying coach for so long, couped up back by the
galley or worse, the shitter. Then you get bumped up to first class.
So much room for activities. We even let the other two use some of our
space. Although I think Ty might have had some of Chad's beer.
First
turn was uneventful. Ty's Strongam Suit and Freikopsmann (I think)
headed off one way, towards the side of the map. Hanna moved up a
skoche and went defensive. Katrina moved up next to Hanna and Student of
Conflict just hung out where she started. Most of my crew moved up
towards the center. Two illuminated began flanking. The Depleted and
Hungering Darkness went straight up the center. I am going to have to
talk to this Beckoner though. She did NOT do her job this game. I was
upset. But also, every time she tried to Lure the Strongam Suit...the
next turn...Ty would use 1 AP to move the Suit exactly as if he had been
lured...had he not cheated to win and stop the Beckoner. This happened
2 or 3 times.
Turn
Two shots were fired, casts were struck. A little bit of damage here
and there on the front lines. We each get 1 VP for Turf War and Ty gets
2 VP for Spring the Trap.
Turn
Three, things started to really get good. The Depleted and Hungering
Darkness moved in after my Illuminated sprayed Brilliance over Hannah.
This helped take her down...or so I thought. Ty dropped a Soulstone and
flipped high, preventing 3 damage. Not as dead as I thought. Some
slight tactical movement from our other troops and swings (and some
damage) were taken on the Illuminated and Depleted. Katrina dies, no
injury. Ty was also able to take down Hungering Darkness. No injury.
Ty reveals Assassinate for 3 VPs. I swing some more at Hannah with
another save from Ty. At the end of the turn, we dropped Guild Guards.
I thought it was at the end of turn 3. This is more than I can say for
what happened on the kiddie table. We each get 1 VP for Turf War
again.
Turn
Four, Ty won initiative and killed the Depleted. No injury. I
thought about turtl'ing at this point. Instead, the Illuminated took
out Hanah, AGAIN. I reveal Assassinate for 3 VPs. Strongam Suit
decides to get up in the other Illuminated's face and conveniently
places himself between me and a close Guild Guard. The Illuminated
takes a couple of great swings and knocks a bit of health off the Suit.
The Beckoner uses an 1 AP to shove her base contact Guild Guard 6" so
that they both will be attacking the Suit at the end of turn. Damage to
the Suit from the Guards. No damage from the other ones, also
attacking Ty's crew. I get 1 VP for Turf War.
Turn
Five and Ty won initiative. We both start calculating points. Against
the kiddie tables' advice, Ty does not defer initiative. Student moves
up and gets killed. Strongam Suit perishes. And Ty earns his new
title "1 Scrip > Preventing a Win" by choosing to kill a
second Guard instead of locking down the other Illuminated. I move up
and drop a Scheme for Breakthrough. I get a VP for Turf War and one VP
for Breakthrough. I win 8 to 7.
---------
Turn Four Turtle Thoughts:
- It was a great game. Malifaux IS a great game. I'm getting the hang of Brilliance timing. Not getting the hang of when to get Hungering Darkness into the fray without him perishing before his heal.
- Models with Armour +2 should be banned, that's bullshit Ty. Also Lazarus Hannah is crazy. The Nellies were a lot of fun to play against. It's extremely funny to me that we each had a crew member (Beckoner and Student) move ONLY in the last round of the game.
- Terrain placement was great, thanks for having that setup Brody.
Week 1: MC Hammer and the Pyros vs Trixie’s TnA
Hello gentlemen and welcome to another episode of “The Battle Report©”
Before we get into the report
though, I would like to take a moment to update our readers on some
ancillary things that happened last night.
First,
I used my dictatorship like powers to declare a new rule (or more
specifically a redefining of a previous rule). Given how well Chad’s
last battle report was, I decided to abandon the current “naming
convention” that I had suggested
in favor of a new one. Every time you write a battle report, you get
to bestow 1 title. You can give that title to yourself or your
opponent, it is your choice. That title then remains for the rest of
the campaign. I do regret not thinking of this earlier,
as Jojobear, Turn Four Turtle, First of His Name, and Ricky would each
have another title. Oh well.
Second,
after the matches we flipped for next week’s events (in case there was
some setup or research that we would need to do). I flipped a black
joker, which means finished off flips can’t be cheated!!! With that,
you need to flip again,
so I flipped the Carnivourous Plants one. Suck city.
But onto the game!
This report’s matchup features MC Hammer and the Pyros vs Trixie’s TnA in a pitched battle.
Things
started poorly when I was bested by Turn Four Turtle in the battle for
the big table. Not only did I have the shame of playing on a smaller
table, that was 2 inches lower than the big table, but I also sat right
by the fridge so
I was the beer biatch the entire night. But I’m not bitter…
Strategy: Turf War
Schemes: A Line in the Sand, Bodyguard, Deliver a Message, Breakthrough, Entourage
Deployment: Normal
Turn 1:
Chad wins initiative with some shenanigans and lets me go first. There
is some move and grooving, and a stuffed pig dies (and is injured!),
but nothing too exciting. We each move our forces out, with one of
Chad’s Taxidermists
heading behind the building on the west side of the board. I have my 3
mages off to the side, with the gunsmith and the Captain coming up the
middle. Chad has his forces a little more spread out across the map.
Turn 2: Chad wins initiative with some shenanigans and we are off to the races. He uses the Whiskey Golem to charge up and take out a mage, then scoots back into the middle of the table. My gunsmith moves up a bit to take a shot at Trixie (I think), Chad summons a pig to cause trouble with the remaining two mages, I kill said pig, Chad moves his taxidermist completely behind the building on the west side, and Trixie moves up do some pushing around. The turn ends with what I thought was going to be a majestic move by the Captain. He uses his 8 inch charge and 3 inch melee range to charge the Whiskey Golem. Being a construct, the Captain gets ++ to the damage flip. I have 1 card left in my hand and Chad is top-decking. First attack is a hit. The ++ makes it a positive flip, which I cheat in the RED JOKER! to do a total of 9 damage. How many wounds does the Golem have you ask? 9! Woohoo. But wait one sec intrepid readers, why isn’t the Whiskey Golem dead? Armor +1? CRAP! With no cards left in my hand, the Captain fails the TN 15 willpower check and he is poisoned and his activation is over. We each score 1 VP from Turf War.
Brody – 1, Chad – 1
Turn 3:
Chad wins initiative, but I get to pull the shenanigans this time.
Chad flips a 6 and I flip a 3. He starts to take his turn before I
remind him that I can soulstone to reflip my initiative. He can cheat
initiative out of his
hand, but has to decide before I use my SS. He cheats in a Jack, which
is awesome because I had no intention of reflipping. Take that
Trixie! His 1st activation is to use the Golem’s nimble
ability to walk into base contact with the Captain and
Deliver a Message (stupid armor!). Chad scores 3 VP. The mages take
care of some more pig stuff, and Chad uses his two taxidermists to give
slow to a mage and the gunsmith. The Gunsmith moves up behind cover
with his one AP. Trixie comes up to damage him
a bit, but he gets Fast out of the deal for the next activation and is
saved only because he is hard to kill. So he remains with 1 wound
left. The Captain activates last and charges Trixie. Without cards to
cheat with, his 2 attacks are misses, and he uses
his 3rd AP to swing and miss at the Golem who has 1 HP remaining. We each score 1 VP from Turf War.
Chad – 5, Brody – 2
Turn 4:
Chad wins initiative with some shenanigans. Trixie, the Golem, The
Captain, and the gunsmith are all right around the center marker. In a
crucial turning point of the game, Chad activates Trixie and attempts to
push the captain
away (out of melee range so that she can attack and kill the
Gunsmith). She takes a damage to get an extra AP. 3 AP later, the
captain is still in melee range. She uses her 4th
and final AP to throw burning +8 onto the gunsmith guaranteeing his
death at the end of the round. Somewhere in here, one of chad’s
taxidermists die, and he uses the other taxidermist to kill a mage.
Sadly, that mage was the object of my Bodyguard scheme so I score no
points from that. The gunsmith uses his Fast AP to walk
into base contact with Trixie and Deliver a Message, scoring me 3 VP
before his candle burns out. My other mage finishes off the Golem. I
score a VP from Turf War*.
Brody – 6, Chad – 5
Turn 5:
At this point, Chad has 2 pigs, a taxidermist, and Trixie. I have The
Captain and 1 Mage. Chad wins initiative with some shenanigans. At this
point, I realize that the only way Chad can win is if he has taken
Bodyguard or Entourage
with the remaining Taxidermist. Given how he ran up the side of the
board and stayed out of the fray, I think it is likely that he has done
exactly that. Thankfully, instead of keeping the Captain in melee
range, or activating the Taxidermist first and running
him far away to safety, Chad, Screwer of the Pooch, chooses to
activate Trixie and try to shoot the captain. He is successful in
putting some damage on him, but ends up just pushing the captain out of
engagement range. I activate the captain, Charge
the taxidermist and kill him with my 3rd AP. Chad ineffectually blows up some pigs and the turn ends.
Brody – 6, Chad – 5
I flip an 11, and on we play.
Turn 6:
The captain charges Trixie and does some damage, but she is able to
kill him off. The Mage comes in and finishes Trixie off and is the lone
combatant on the battle field at the end of the game.
So with that, Brody wins 6 to 5…
OR DOES HE!?!?!?!?
While
writing up this report, I realized an error that I made during the
game. At the end of turn 4, Chad had to remind me to apply burning to
the gunsmith. I had already started to shuffle my cards and had done
all of the end of round
book-keeping, including giving myself a VP for Turf War. The Gunsmith
was one of the 2 people I needed to score that, and the burning would
kill him before the strategy is checked, so I shouldn’t have scored a
point. And so, the game should have ended in
a tie, 5-5. That is how I will put it in the spreadsheet. Luckily I
had already written this report, so the Screwer of the Pooch will just
have to live with it
Chad's pig suffered a wound that lets the opponent push him 6 inches after the 1st initiative flip.
Thoughts
Somewhere
around Turn 4, I look over to the big table and ask what turn those
guys are on. They reply that they are ending turn 2. From a casual
glance, it looks as though they have moved their models a combined 7
inches. I am not sure
exactly what the hell was going on over there.
Just when I think I am really
starting to round out my knowledge of the rules, I get something as
simple as defensive stance wrong.
I
lucked out with this game. If Chad would have been able to push the
captain away in turn 4 (or pushed the gunsmith instead), he would have
won. If he would have run the Taxidermist away, he would have won. He
did a fantastic job shutting
down the 3 mages with mainly just the 1 taxidermist. The fact that I
couldn’t kill the Golem and let him hang around for 2 extra turns hurt
as well.
Week 1: Trixie's TnA vs Feed Me Seymour
WhoooHoo!
That's right, boys, the
Gremlins finally won one! Admittedly by the skin of their rotten yellow
teeth, but a win is a win. So without further adieu, I give you your
battle report:
Trixibelle's Team T&A (Taxidermy & Alcohol) vs. JoJo's Brilliant DooDoo Monster People
Set up:
We draw Reconnoiter with
corner deployment. Schemes are Line in the Sand, Murder Protege,
Assassinate, Bodyguard and Entourage. JoJo reveals Murder Protege with
the only eligible target being the Whiskey Golem. Chad reveals nothing.
Turn one:
This is how we look going into turn 1:
You can't see Joe's guys cuz they're hiding behind that Nekima box,
uh, I mean, accurately represented building. FYI just seeing a picture
of Nekima was enough to send dread crawling up my spine (Editor's note: We played a 5 week truncated capaign before this one and Joe had Nekima as his Hencemen. She was a beast and killed nearly everything). Nice
psychological play, Bear! Turn one is nothing but
positioning. I was worried with Whisky Pete being a scheme target so I
tried to keep him from being a first turn target and marched him along
the table edge. So exciting.
End of turn one:
Chad 0 JoJo 0
Turn two:
My forces are split
(trying to set up for Reconnoiter) and Joe has a ball of brilliance
right in the middle of the table so I decide to try some Stuffed Pig
Shenanigans(Tm) and double walk my little ball o dynamite right into the
middle of three or four
models. Joe attacks and kills it triggering the bomb and all his models
take a couple damage. Smelling blood, I risk running a taxidermist out
from cover, and summon another pig off the corpse of the first one. Joy!
He pays the price however by getting shot
in the face by the Illuminated, then charged and murdered by the
PoopMonster. The summoned pig then pops his own cork and damages the
same models again for a couple more damage to everything and the smell
of bacon was becoming intoxicating. JoJo's dudes were
tied down with the pigs most of that turn so they didn't move much and I
managed to position my remaining enough to score for the strategy.
Guild Guards hit the table.
End of turn 2:
Chad 1 JoJo 0
Total summoned stuffed piglets: 1
Total exploded piglets: 2
Turn three:
*That corpse in the middle was frequently re-piggified.
JoJo activates the
Beckoner and she lures the second taxidermist closer in an attempt to
stop the pig summoning treadmill. It actually helped me because luring
him close got him in range to summon another pig off the corpse of the
previous and then run
away to the safety of the whisky golem's loving arms. Joe kills that
pig with his Illuminated and this time I get 4 damage off on the bomb.
Still no dead Joe models and I'm beginning to realize these guys are
pretty resilient. The Illuminated heals up a bit
but Trixibelle manages to finish him off with her gun. Whiskey then
kills a guard for one scrip. I'm down to three models and Joe denies me
two board quarters while scoring his own VP. Also a Guild Guard shot up
Joes PoopMonster a bit.
End of turn 3:
Chad 1 Joe 1
Total summoned stuffed piglets: 2
Total exploded piglets: 3
Turn 4
This is a super fun and game-defining turn! Watch and see!!
Attempting
to finish off the last Taxidermist, Joe moves the depleted into melee
but whiffs. With my first return attack, Taxi gets the Depleted to one
HP and triggers a corpse marker. Second attack
finishes him off and that triggers an instant stuffed pig! Then his 0
action makes a
second pig from the first corpse marker! Two pigs summoned in
one activation from the same enemy! My crowning achievement! My game
highlight is matched if not exceeded, however, by an amazing error from
the Bear: He asks "this is turn 4 right?"
I say yes. He kills the Guard in base contact then he runs the
PoopMonster straight away from everything into the far corner of the
board. I'll come back to this in a bit. I shrug and move Whiskey
across the board using Trixie pushes and nimble into combat
with the Beckoner. If I can kill her, I'll score another Reconnoiter
VP. First attack gets her down to one HP, second attack hits and the
damage is: Black Joker! Yay.
Turn 4 ends with neither of us getting a single VP.
Joe then says "ok lets flip to see if the game is over" "Joe, it's
just now turn 5 coming up, we don't flip yet." This is what I saw when I
looked
up at Joe's face:
So that's why he ran the
leader away. Stupid, Stupid Joe. I would like to take this opportunity
to bestow upon our dear old bear, the first title of the campaign: the
prestigious "Turn Four Turtle"
End of turn four:
Chad 1 Joe 1
Total summoned stuffed piglets: 4!
Total exploded piglets: 3
Total Foolish Bears: 1
Turn 5
Whiskey finishes off the Beckoner then hauls back to
the far side to secure a board quarter. Joe positions the last
Illuminated to attempt a shot to finish of the Taxidermist and fails.
Trixie adds
insult to injury and lures the Poop all the way back as far as possible
and gives him slow. Here's the scene:
Yeah that's him wayyy back in the south corner. Stupid, stupid Joe.
Taxidermist makes a final piglet which blows up on the Illuminated
for little effect. I scored a Reconnoiter and we flip and the games
ends.
End of turn 5, final score
Chad 2 Joe 1
Total summoned stuffed piglets: 5
Total exploded piglets: 4
No injury flips, we each scored 1 scrip from the event and 1 scrip from the battle.
Joe successfully completes one step in his bounty.
Notes:
1. We both chose
Assassinate and Murder Protege and we both failed to score a single
point for either. I just had to kill Poopy to score both mine but after
Joe revealed Whiskey Pete as his target, and he had that big ball of
brilliance tossing fools
in the middle of the table, I didn't think there was any way I could
kill it before the Golem died. I'd pretty much written this off as a
loss right then and decided to focus on the Strat & keeping the
Golem alive.
2. Summoning pigs was a
blast! I was so happy it worked and I really didn't think I'd be able
to pull it off that much especially when one of the Taxidermists died so
early. They didn't kill anything but weakened Joe's crew a lot and tied
up quite a
few models allowing me to score Reconnoiter.
3. Joseph Turn Four Turtle Barber the First of His Name would
probably have won or at the least tied me if not for that critical
timing error.
4. Even though the game
was super low scoring and we hardly earned any scrip at all, I had a
blast today and it proved again how much variety is built into this
game.
5. I like Joe's crew a lot. Looks like they are pretty fun to play and that brilliance crap works really well.
Thanks for reading, sorry I rambled on!
Week 1: MC Hammer and the Pyros vs Feed Me Seymour
Hello
gentlemen and welcome to another Malibreaux's battle report. I know
what you are thinking, "darn it, Brody is writing another battle
report?!" Don't worry, it isn't as bad as you think...
Setup:
We flip normal deployment and squatters right for the strat.
Our scheme options were
Make them suffer, assassinate, take prisoner, protect territory, and line in the sand.
No schemes are revealed, but we each took assassinate, Joe took make them suffer, and I took take prisoner.
One of my mages could come to the fight because of a previous issue, so I fielded 29ss of models and got a 7 ss cache.
Joe
originally tried to bring his cheater crew, but remembered as he was
setting up that he had to swap an illuminated for a different cheaper
mode. It was a clever trick, because I had written down the model he
swapped out as the target of Take prisoner. I realized the issue in turn
2 and swapped targets.
One
of the mottos of Malifaux is "bad things will happen" and that was very
true in this game. The black joker was a big player.
Turn 1 was mostly positioning. I used the captains push ability to get one of my mages into base contact with a squat marker.
Turn
2, Joe wins activation and moves up to melee with my mage, denying him
the option of interacting with the marker. The mage dodges most of the
damage however. I charge the captain into the fight and get 2 solid
hits against me smiley face. My mage activated and pinged the his
leader for 2 damage. He spends a SS to damage prevent, and flips the
black joker. His leader dies! flips the squat marker with his 2nd. I
also get 3 VP for assasinate. Joe gets some solid hits in on the captain
to get him down to 2 wounds left, but he makes it through the round.
My gunsmith flips another squat marker and I end the turn up 4-0.
Runaway victory!
Turn
3 sees joe pull the gunsmith into a tar pit and take a swing at the
captain. I flip the black joker on defense, letting JoJo cheat the
damage and hit for 5 damage. Only a red joker on the damage prevention
flip would have saved him, and I had the red joker in my hand, so the
captain is dead! JoJo flips assassinate and scores 3 VP. We trade a
little more damage getting a couple models down, but not out.
The guild guards throw 3 damage onto one of my mages, but don't do much else. I score another point for squatters rights
Brody - 5, Joe - 3
Turn
4 has Joe kill my gunsmith, which will give him 1 VP each turn for Make
then suffer since he was my only minion. Before he dies though, he
kills joes depleted. I kill a beckoner and Joe kills a mage. No
injuries for any of those guys. I get squatters rights, JJB gets make
them suffer. Joe takes a few hits from the guild guards, but nothing
major.
Brody - 6, Joe - 4
Turn
5. At this point, I have 1 mage left blocking the middle squat marker
with 2 wounds left. Joe has an illuminated in melee with the mage, and
a beckoner off to the side. I win initiative and go defensive stance.
We did have a funny exchange where I tried to take a walk action with
the mage: Joe made the disengaging strike. I flipped a 2, he flipped a
10. I declined to cheat, and Joe cheated in a 1 (he wanted to me leave
the marker). sadly, the 1 made joes attack a 7, and the 2 made my
defense a 7 as well, so he was unsuccessful in losing the duel! Joe
tries to kill the mage with the beckoner but wife. He then takes a
swing with the illuminated. I have cards in my hand to keep the mage
alive, but another black joker shows up. Down goes the mage, and
suffers an injury to boot. Joe flips the marker with his second AP,
denying me a VP. He scores another point for make them suffer.
Brody - 6, Joe -5
Joe
flips for game end, and turns a 9. My forces eek out the victory, as
Joe would have gotten two easy VP had it gone another round.
We
didn't kill any guild guards so no extra scrip. Joe bought a bounty
(can't remember which one) and one of my mages can no longer take
interact actions. I have a scary suspicion that is going to bit me in
he arse at some point.
Thoughts
I love this game
Joe's
crew is pretty fun. I liked playing against them, and I bet he has fun
with them. Seem like they might have some nice tricks one he gets to
know all their abilities.
My
crew is still terrible, just really really lucky the first two games.
However I do have enough scrip now to buy all of those upgrades!
Woohoo
Week 1: MC Hammer and the Pyros vs Team Los Locos
Deployment: Standard
Strategy: Turf War
Schemes: Distract, Make Them Suffer, Murder Protege, Bodyguard, and Line in the Sand
Ricky
wins deployment and decides to let me deploy first. He said that
choice is easier in person because we always pick the side that is
directly in front of us, while on Vassal, there is a more tactical
choice to be made because we can really choose any side. I buck that
trend by choosing the right hand side! We rotate the playmat so that we
are still playing on our own sides though.
Neither of us reveals a scheme, but we each took Make Them Suffer (kill peon or minion models) and Bodyguard.
Turn 1
The
starting areas were pretty tight, so we each bunched up our crews, with
the exception of the Lone Marshall sitting off to the right in this
picture.
Ricky
wins initiative and uses Nino's rediculous 36 inch range to hit the
Gunsmith for some damage. The Captain goes next and pushes the Gunsmith
and one of the Mages out 5 inches, and then moves himself. I think
this next bit is where the game was won. Ricky activates Papa Loco and
gives his leader a buff, then moves Papa up a bit. His leader chain
activates, double walks straight ahead and fires at the Gunsmith. The
Gunsmith is now down to 1 wound. The problem is that I have 4 models
who have yet to activate, and call all get in range to attack his
leader. They activate one after another, and after a total of 7
attacks, his leader dies.
Turn
2 has us trading a little bit more damage, with Ricky trying to kill
the Gunsmith (my only minion) and me trying to kill the Brutal Effigy
(ricky's only minion). I use the Captain to push Papa loco out of the
6inch Turf War bubble, so I am the only one to score any VP.
Brody - 1, Ricky - 0
At the end of the turn, we drop the 4 guild guards down, each deciding to put them into melee with our opponents.
Turn 3
Not
pictured is the Gunsmith and the Brutal Effigy who are off to the left,
and the Lone Marshall who is off to the right. My mages get a buff by
standing close to each other, so this is the bubble you will see them in
frequently.
I
finish off both Guild Guards to earn 2 scrip, put some more damage on
his guys, and kill the Brutal Effigy, which will net me 1 point per
round (since he has no more minions or peons). Ricky manages to kill
one Guild Guard and my lead Mage (who avoided injury with a Black
Joker!) and spread some damage to my leader and a second mage, but my
Gunsmith is still alive with 1 wound left. I get the Turf War VP and the
Make them Suffer VP to bring the score to
Brody - 3, Ricky - 0
Turn
4 is where the game starts to turn back. I win activation and move my
gunsmith farther back to the deployment zone behind hard cover. I
didn't remember that Nino had unlimited range if he focuses, which is
exactly what he did. Ricky was able to guarantee a hit, and the
Gunsmith died, giving Ricky a VP for Make Them Suffer. I run my leader
back heading for hard cover (He had 1 wound and I had no low cards to
save him from injury), as well as one of my mages (he was my bodyguard
target). At the end of the round, Ricky reveals that the Lone Marshall
is his bodyguard target, so he scores 1 VP for that. I didn't realize
that my mage had to be 8 inches from my deployment zone, so I am unable
to get the bodyguard VP. I score another point from Make them suffer as
he still has no minions or peons (neither do I at this point)
Brody - 4, Ricky - 2
Turn
5 - I keep running my leader back, we trade some damage, ricky probably
killed something else. We each get 1 point from Make them Suffer and 1
from Bodyguard
Brody - 6, Ricky - 4
We flip a 10 for end game, so we keep on playing!
Turn
6 - At this point, everybody is hurting. Papa loco moves up into Turf
War, and the Mage promptly pushes him out of range. Nino kills that
Mage, and my 2nd mage (the object of my bodyguard), moves into the
middle of the table. I now have a card to save the captain in case he
dies, so he comes out of hiding, charges and kills the Lone Marshall.
This took Ricky's Bodyguard away, denying him another VP. At the end of
the round, only Nino and the Captain (1 wound left) are still
standing. Ricky picks up his final VP from Make them Suffer.
Brody - 6, Ricky - 5
We flip an 11 for end game, so we keep on playing!
Turn
7 - With no chance for VP, I win initiative and kill Nino. I attempt
to do some damage to the last guild guard in the hopes of some cheap VP,
but alas it was not to be.
We flip a 7 and the game ends.
In the end, Ricky got 4 scrip and I got 5 (and an injury)
One of my mages has to sit out a game, not too bad.
Thoughts
After
losing his Leader on turn 1, Ricky did a great job of getting VPs. I
won because I was able to control the middle of the table for 2 turns.
It was a blood bath, although both of our crews are designed to sit at range and kill people (and they did just that)
The game still took a really long time. Not sure why
Week 1 Setup
Because some of the weekly events require a little bit of research or setup, we like to do them a little in advance. I flipped the Pit Fight event for week 1. You play 1 mosh pit game where everybody takes 1 of their non-henchemen models and fights it out. 1st to die gets 3 scrip, last one standing gets 3 scrip, and you get 3 scrip everytime you kill somebody. All 5 of us show up on Tuesday night, so we set up the match. Chad has his Golem, Ty has his Strongarm Suit. They are the two heavy hitters, as the rest of us have lower SS models (Ricky has the Lone Marshall, I have my Gunsmith, and Joe has an Illuminated). We place our models and make our truces (I truce with Ricky, Joe truces with Ty). Joe is the last one to place and sandwiches himself between Ty and Chad. Chad immediately charges and gets the Illuminated down to just a few hitpoints. I double move into range, and then before Joe even gets a chance to activate, Ty breaks their truce and kills him. 3 scrip for Ty, 3 scrip for Joe (and a decent insight into the type of non-trustworthy hooligan Ty is).
Ricky and I manage to stay out of harms way as the two heavy hitters wail on each other. Chad finally kills the Strongarm Suit for 3 scrip, but is very low on health. I swoop in and pick up the easy kill for 3 scrip myself. And Ricky finishes me off for a total of 6 scrip. It was an awesome event. very fun, although I imagine Joe would have enjoyed something else a bit more.
After the game we flip for the 2nd weekly event (Pit Fight tells you to flip another result), and we get Guild Patrol (4 guild guards show up at the end of round 2, and a peacekeeper follows if you kill all of them).
Ricky and I manage to stay out of harms way as the two heavy hitters wail on each other. Chad finally kills the Strongarm Suit for 3 scrip, but is very low on health. I swoop in and pick up the easy kill for 3 scrip myself. And Ricky finishes me off for a total of 6 scrip. It was an awesome event. very fun, although I imagine Joe would have enjoyed something else a bit more.
After the game we flip for the 2nd weekly event (Pit Fight tells you to flip another result), and we get Guild Patrol (4 guild guards show up at the end of round 2, and a peacekeeper follows if you kill all of them).
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