Showing posts with label desert terrain. Show all posts
Showing posts with label desert terrain. Show all posts

Saturday, August 22, 2015

4-Player Story Encounter markers

There are story Encounters that use the four suits in their set-up and the players Scenario.
Below is an image of such a game's set-up where we had to deploy four 30mm markers representing the four suits onto the table  and the players later pulled aces or jokers to see which one of the markers was their target.  If you pulled an ace, your goal was to Interact with that particular marker and then hold onto it for the rest of the game for 3 VP.  You could get another VP for grabbing one of the other Markers.  Joker meant you could grab any marker, but each one was only worth 2 VP.   Max for Scenario was 4 VP, so Schemes were still important and even more important for the player with the Joker.


Table


Deployment from Bird's-eye view.

 
 

The silver rounds on top of the 30 mm markers have 1 of the 4 suits written on them.
 Each marker was placed on the table by a player prior to drawing their Scenario win-condition.  Most placed the Markers mid-table.  The silver rounds are Fantasy Flight plastic tokens I bought on sale and they are pretty great for writing on with a dry-erase marker, but they do stand out and I am always looking to replace them with more thematic tokens when I can.

I found some cake toppers that I am in the process of staining and dinging-up to replace a the silver tokens for these Scenarios.

I am liking how they are turning out thus far:




FYI

It has been so long since the game, I do not have a Battle report, but here are the participants seen in the set-up.

Top Left:  Ten Thunders' Kang and 3 Rail Workers
Top Right:  Arcanists' Snowstorm, 2 Ice Gamin, and December Acolyte
Bottom Left:  Guild's Sadhir and 3 Westrels
Bottom Right:  Resser Valedictorian, 2 Rotten Belles, and Effigy

Guild left the game on the 3rd turn and the game ended with Arcanists and Ressers tied.
Ten Thunders could have actually won the game, but the player dedicated the crew to attacking other than following their Schemes and Scenario (I believe they pulled the Joker which meant they could get 2 VP for grabbing any of the markers).  Combat is a means to an end in this game rather than the sole purpose of the crew which I love about Malifaux.  
 


Wednesday, July 29, 2015

Miniatures Monday - July 27th

Miniatures Monday at Battleground Games in North Charlotte!

This was the second game for Andrew.  He just was initiated into the world of Malifaux and selected Mei Feng and her Crew Box for Arcanists as his intro. The miniatures look great and she is just amazing on the table.  I think she is the toughest Master I have had to deal with so far!  I will add my spin on the battle report in another post, but for now I wanted to share the table we played on, our deployments and a snapshot of the 6th turn when the final blow was dealt. 

Andrew and his crew of Arcanists did prevail against Seamus' band of Resurrectionists.  It was all about completing his Scenario and Scheme. Mei was a melee powerhouse the entire game so the Arcanists had 3 VP from Reckoning, while Seamus only was able to get 2 VP.  I was able to Assassinate Mei while keeping Seamus at 12 Wounds, but I failed to keep four scheme markers down on the center line for Line in the Sand - that Emberling was dropping Scheme Markers like it was getting overtime at the USPS. We shared Strategy and Schemes and had them declared since this was his second game and it is best to slowly acclimate to the rules and add the complexity in layers.  All in all, it was a great game!

Well played, Andrew, and welcome to the game!



Seamus and the beginnings of my Fox Hunt crew!

Mei and her Rail Crew!


Lots of corpses in the end.  I think Kang and the Emberling were all that remained of the Rail Crew.  Seamus and the Carrion Effigy were all that remained on my side.  I was able to summon only 3 Dead Doxies due to bad Fate hands.

Monday, July 20, 2015

Perdita vs. Ramos - Part 2

Now, it is time to make a decision on my Crew and how they will be placed on the table.


6.  Hire & Reveal Crew:   I was certain I was bringing Guild Hounds because there was a majority of Interact schemes and that meant 6 Soulstones were already spoken for.  My initial reaction was to go with Sonnia since she specializes in fighting Arcanists, but I was not sure if she could handle Rasputina which was my guess for his declared Arcanist Master.  Sonnia is not a pushover, but  it was the terrain, deployment, Scenario, and Schemes that made me question Sonnia.  I considered Lady Justice but passed because she is melee heavy and I was still thinking Rasputina and exploding Gamin. I instead went with Perdita and her Family because they are amazing with sniping and I could slow forward movement with the Family covering lanes.   My mind was fixated of getting VP from dropping Scheme Markers, so I went with a Brutal Effigy for cheap Interacts and possible Healing for Perdita if things went wrong.  Two Guild Hounds and the Brutal effigy seemed plenty to deal with the Schemes and Scenario while the Family (Perdita, Francisco, Santiago, and Nino) were all about tying-up the enemy and preventing them from doing any Interacts. 
I took two Upgrades -
Perdita: Trick Shooting
Francisco: Wade In

Daniel's arcanists sent Ramos. Grrr..... I pictured swarms of metal spiders and exploding Octopi and wished I had chosen Sonnia or, at least, chosen Papa Loco over Santiago.
Ramos brought an Electrical Creation, Howard Langston, Brass Arachnid, and Joss.  I am guessing he went with the heavy models because he was planning of summoning an army of constructs to run
schemes.
Upgrades - I believe Ramos had Electric Summoning which seems really powerful for only 1 Soulstone.  Also, he had Under Pressure and Field Generator which were both really irritating to deal with. 

7.  Choose & Reveal Schemes: I chose and declared Line in the Sand since the Strategy had us fighting for the center of the table already and my thinking was that on turns when the Squatter markers were occupied, I could drop Scheme markers with models out of engagement.  In case I was overwhelmed or lost the center, I decided to go with the one melee-focused Scheme, Murder Protégé.  I was still wishing I had Roundup as an option.  I delclared Murder Protégé in hopes he over- or under-committed Langston; either option would be optimal for me: over-committed 12 SS model would aid me with winning the VP for killing it (still at the expense of a ton of AP to do it).  More ideal would be him under-committed which would mean I would not have to deal with the monster most of the game and Ramos would not get his Soulstones worth out of him.


8.  Deploy Crew:  We deployed incorrectly and we drew the center line incorrectly, too. 
OOPS!!!!
The image in rulebook shows players deploying from our respective right corners of the table, up to 18" from the corner and up to 9" inward from the edge.  We deployed  from our Left corner instead (see below).
I won the deployment flip, which allowed me to force Arcanists to deploy first. He hid his Brass Arachnid and Langston on the far side of the table by the woods which I was happy and sad about:  probably impossible to get Murder Protégé but did not have to deal with three powerhouses at once.  His other models were as close to the center as he could deploy.

I took advantage of Out of the Shadow and deployed Nino at the center of the table and peeking out from Hard Cover with LOS to Ramos and the Electrical Creation.  Nino moved only once this game and that was due to repositioning after being pushed by a Defensive Trigger after hitting Ramos.  I would say Nino was my MVP.
The two Guild Hounds deployed 9 inches up from the edge and as far right as I could because I had hoped to get to far right of the table to do some Squats on that side of the table. I was not thinking.  The hounds would have to deal with Langston and that would never happen.  I did not realize my error until the 2nd turn.  They were largely wasted this game.
The rest of my crew (Perdita, Family, and Brutal Effigy) were cramped together between a cactus, building, some rocks and a lot of Severe terrain underfoot.  It was a less-than-ideal deployment that required too much AP to reposition. 


I did not take a picture of deployment, so the dots with show where I deployed. 

- Table -
 
Purple:  Perdita
Orange:  Francisco
Grey:  Santiago
Yellow:  Nino
Blue:  Brutal Effigy
Red:  Guild Hounds



Guild managed to score 7 VP's and Arcanists scored 3 VP's so it all worked out in the end.  Arcanists did have terrible Fate hands and two terrible Black Joker flips which sealed their fate.  Ramos flipped a Black Joker on his Turn 2 Summon and Langston flipped a Black Joker Turn 3 for a damage against Francisco who was sitting on only 3 Wounds.  Francisco was then able to kill Ramos turn 4.


Some Thoughts
 
 Perdita is amazing with the ability to ignore armor.  I felt the first two turns were wasted with her spend AP moving herself and casting Obey to move Family.  Obey is so great on the enemy.  Obeying Joss to Walk out into the open  on turn 3 so he could be shot up by the Family was cinematic.  She would have been better away from Severe Terrain.  She would have done better deploying with the Guild Hounds and moving up to the stone walls by the large building.  This would have allowed her to threaten Langston and Ramos.  I should have taken the Upgrade Aura Ancestral.  Ignoring Terrifying and making it easier for Guild to pass Terrifying duels would have ensured Langston died. I didn't know who he would take, so the better way to think about it is that I should not have taken Murder Protégé knowing I would have to pass numerous Terrifying duels to kill Langston.
Nino is great in a spot where he can see 12 or more inches into the enemy's half of the table..  Francisco and Santiago are only good as a pair; I think I was most disappointed in their performance.  Not having a way to get around terrain really made those two suffer.  An Austringer, Death Marshal, and extra Soulstones for Perdita or Upgrades probably would have been better.
The Brutal Effigy did not stand out because he just dropped Scheme Markers and Interacted. Perdita was barely in combat so it was not worthwhile to spend an AP so she could draw 1 or 2 cards for the whole game.  Perdita was never attacked, so there was no need to heal.  The Brutal Effigy is still a solid choice for 4 SS.
I love dogs.  If dogs are in the game, I play them.  Guild Hounds are not even close to being good like Canine Remains.  It is just so expensive to take two so they can Interact and drop Scheme Markers.  It is also so precarious having to keep them both alive to be useful.  A Watcher or Death Marshal might have been better.  Part of their ineptness this game was my poor planning which led them to be on the same side of table as a 12 SS Terrifying model for two turns.  They should have switched places with Perdita and the Brutal Effigy.  It would have been more difficult for Francisco and Santiago to deal with Joss, but I think they could have still done it.  I am sure I have more thoughts, but I have written more than planned already and I have no bat rep for anyone else to really understand what I am going on about.  Enough journaling for now!

I will take more pictures next game and that might help me write a journal/bat rep hybrid that might make more sense to those who were not there.

Happy gaming, everyone!






Saturday, July 18, 2015

Perdita vs. Ramos - Part 1


I got the chance to play an actual game of Malifaux on Monday at Battleground Games.  
Rather than a play-by-play, I wanted to take a look at the effect decisions made during the Set-up had on the following 5 turns of the game.  Part 1 will have Steps 1-5; part 2 will have steps 6-8.










Standard Set-up

1.  Define & Place Terrain:  The table was a desert outpost. There were three small buildings, 1 medium building, one forest, Ht 1, Climbable stone walls that provide Hard Cover,  1 large Severe Terrain patch at the center of the table with 3 cacti that are Hazardous but also give Soft Cover.  From the Deployemnt area to the center of the table there are lots of Ht 2 Blocking, Impassable Rock Outcrops that also provide Hard Cover. Shooting can be really dangerous in Malifaux, so lots of cover and Blocking terrain is essential to keep the game fun for both sides.

2.  Determine Encounter size:  35 Soulstones.  Not really ready for 50 Soulstone games at this point.

3.  Announce Factions:  I declared Guild.  I had brought Seamus, Perdita, Lady Justice, and Sonnia, so I had the most choice with Masters under Guild.  Daniel declared Arcanists.  I am glad I did not pick Seamus who has limited influence on Rasputina and Ramos crews, one of which was certain to appear on the other side of the table.

4.  Determine Deployment: Daniel flipped for Deployment zone and he seems to always flip Flank.  This is definitely the hardest deployment for some reason.  Even with Nino having From The Shadows, I still felt like my Deployment was not going to be advantageous.  The L-shaped deployment always makes me feel like I am going to get crowded too fast.  I had initially thought I was going with Sonnia, but my fear of getting jammed moved her to 3rd place with Lady Justice moving to the top spot. 

5.  Determine Strategy & Scheme:  Squatter's Rights was the Strategy flipped.  Lady Justice still on top, but uncertain of the crew I would take with her that could hold the center well.
The Schemes flipped were Breakthrough, Distract, Murder Protégé, Power Ritual, and the ubiquitous Line in the Sand.  The Arcanists also had their Faction-specific Scheme, Gathering Power.  I would have like the Guild Scheme, Roundup, but I had left my card at home.  So, now we have only one combat-based scheme and the rest are all about getting to the Center or beyond and holding territory.  Guild Hounds?  Brutal Effigy?  Francisco and Santiago tag-team?  This looks like the heart of my team because those 5 models could handle any of those schemes. Even if I chose my Master poorly, this crew could still pull it off themselves.  I am starting to consider Perdita .......

To be continued......


Monday, July 6, 2015

Desert Terrain Pieces


Here are some of the terrain pieces on their own.  Some are in various stages of completion, but all are functional and are being used in games and demonstrations.  You can refer to the earlier post to see examples of what they look like together on a table.  They look good with or without a gaming map.  I did create a desert sand & dirt gaming mat just for Malifaux (it is big enough so I also can use it for WarmaHorde games).  Below I will give a brief comment on how I use each piece on the table for games/demos.




Pond:  Severe only
Walls:  Ht 1 Blocking, Climbable (costs 2" of movement), Hard Cover




Trees: These trees have their own amorphous bases that sit on top of some sand/dirt/grass templates to determine the area of the forest  (3rd photo, below trees and cacti, are examples of such templates)
Forest are Ht 5 Blocking, Severe, Soft Cover,
Cacti:  These can sit on top of sand/dirt/grass templates to simulate a patch of cacti that be determined as Impassable or Hazardous.  They can be placed on top of 30 mm bases or just on their washer based to create a single Hazardous piece of terrain.
Sand patch:  Can be left bare to be just Severe Terrain; place trees or other flora to create various forest terrains.

 
 

Outcrops:  The first two outcrops are small, about 4" - 7" across.  They are Ht 2 Blocking, Hard Cover.  They are stable enough to be Climbable, but I usually treat them as Impassable to encourage flanking and making hard choices (bottleneck or spread out).  The third outcrop is much larger and is definitely Climbable. There are two levels on each.  The second level provides a Vantage point.