Category Archives: Guild

Collette Du Bois – Shenanigans!


As Servitob’s picture from the weekend alludes to we had a bit of a gaming session this past Saturday. Due to the lovely weather and the number of attendees scattered throughout the day we decided to throw open the patio doors from the buccaneering side of the floating citadel and enjoy some gaming al fresco. nBreaker was the first to arrive and so we decided to crack out the Malifaux for our game before anyone else turned up.

We setup the terrain and then flipped for our Strategies, I got Destroy Evidence and nBreaker got Treasure Hunt. We then each picked two Schemes, I announced one of mine and kept the other secret. As the dust cleared we were both sitting on 3 VPs and most of our forces had been gutted (I love Cassandra, she killed two full health minions in one activation). This was the closest and most bloody game of Malifaux that we’ve ever had but it was also super enjoyable.

For this game I ran the Showgirls box set, this was the first time I’d had the opportunity to run the girls after the last few games running a Seamus crew and Raspy before that. I’d had a lot of success with Raspy and her offensive magic stylings but it has been a while since I looked over the Malifaux stuff so we were a bit rusty and I therefore hadn’t unlocked all of Collette’s tricks.

After the game we had a lot of time for some reflection. nBreaker took Lady J again, backed up by the Judge, Samael Hopkins, a Witchling Stalker and Death Marshal, with the Scales of Justice for the large breasted sword master herself. I knew that he therefore had a lot of ranged power and some melee powerhouses.

The first thing that stands out about Collette and her crew is that every one of them has the ability to use Soulstones, I started the game with 7 in my pool and there are plenty of ways in which to generate more. The game lasted six turns and I had great fun learning of and pulling off a lot of shenanigans. Cassandra ate through Samael and the Witchling Stalker, then Collette used her abilities to swap places with her, landing Cassandra near to the melee forces of Lady J’s crew but keeping the much more important Collette out of harms way. This teleporting tricksiness allowed me to accomplish all the objectives that earned my those 3 VPs.

Unfortunately I had some bad luck with the cards, pulling the Black Joker or 1’s when I really needed to get off some spell combos, however, nBreaker played a much tighter game too and made me pay for spreading myself out and missing those combos. I’ve noticed a couple of things I could have done with the crew since the game finished and I am looking forward to using them again. The Showgirls are certainly very different from the Cult of December, they aren’t really a direct damage kind of crew, they pull off all kinds of funky things that distracts and annoys your opponent but I think I’m going to have to study things out a lot more in order to better work out the vectors for winning.

However,saying that I did always keep my focus on completing my objectives and having done that keeping Collette alive stopped nBreaker from completing another objective that would have netted him 1 more VP and therefore the win. I don’t think it will be that long before he is beating me to a bloody pulp but I think next time he might try out his new Dreamer crew and as I’ve not faced them it may prove to be a very interesting game.

What this game did show me though was how much fun Malifaux is. We played the Strategies from the newest book and took Schemes for the first time too, it provides a real twist to the game so that you aren’t always sure of what your opponent is up to. He had an objective to kill Cassandra, I’d stacked her defence to over 30 on a duel total and thought she’d be safe to have a go at Lady J in my activation but when a Red Joker was cheated in it sealed her fate, that was a VP to nBreaker that I didn’t know about until the end. It made me understand why the Red Joker was applied to that Duel, he was also lucky enough to draw the Black Joker in his hand and therefore remove it from the game, whereas my Black Joker appeared 2 or 3 times at really annoying moments.

I’ll be back for more though, I can guarantee that!

Malifaux – The Guild go Hippy


In what may turn out to be a horrible abuse of the commandment “Remember the Sabbath Day and keep it holy” the 6 Inch Movers once more descended on Servitob’s gaming mansion to avail ourselves of some fun. Having ditched Mrs Servitob to the rigours of choir practice and myself finally having gotten around to some dinner due to a Fast weekend, we packed my car up with some bits and pieces for Malifaux and spent the evening in a 4-player 2 per side mass scrap.

This was the first time we’d played Malifaux to this scale and we also had a new player on each side who were learning the ropes, with hindsight I would not recommend this as the way to teach new players. While Malifaux’s rules are very simple at their heart, everything being resolved via the duel mechanic, the vast amount of special abilities with each of the models takes a little preparation and getting used to. I’d definitely recommend just going with starter sets in the future for showing people the ropes.

Our match involved an all Guild turnout of nBreaker and Gribblin, playing Lady Justice and Sonnia Criid respectively, going up against temporary allies in the form of myself and blog commenter CaRaBuS playing Seamus and Rasputina. We all made a few modifications to the starting crew, Sonnia took her Purifying Flame Totem along with the starter crew, LadyJ dropped a Death Marshall to take Nino Ortega and the Scales of Justice while Seamus dropped Madame Sybelle and a Rotten Belle in order to fit in the Convict Gunslinger and a Hanged. Rasputina decided not to create a third Ice Gamin but took along a December Acolyte.

The two teams had a scheme to achieve between them but we used an activation order for each individual crew, also, all spells could only affect your own crew with the exception of anything that would catch things in a blast of course. Our team flipped for the strategy and ended up with Reconnoiter, we needed a model in each of the four table quarters to claim 4 VPs or in three to claim 2 VPs. Gribblin and nBreaker pulled Claim Jump and we placed a 5″ by 5″ forest in the middle of the table, they needed to own it completely to get their 4VPs or outnumber us for 2VPs. With hindsight the nest time we get this Strategy we are not going to use a forest, it made it a lot harder for any of us to do anything with it, it would be better to try to use a building and some fences or something like that.

We flipped for deployment and ended up with Diagonals, for the number of models we had we decided that this would be horrifically cramped so decided to go with a corners deployment instead, which wasn’t actually all that much better. My only real gripe with Malifaux is that we are playing on a 4′ by 4′ board and even with the number of models we were using it still takes a little while to get close for combat. I know that 3′ by 3′ is the proper size for games at this level but larger is fine if you extend the deployment zones by a few inches, this may be something we test or house rule for the coming engagements. Also, even though this was a game to show people the ropes I am starting to understand why Schemes can be quite important, those secondary objectives can keep you in the game if the primary mission goes up the creek.

I’m not going to go into a blow-by-blow account, we called the game due to time in the middle of turn 5 with the Guild posse holding the Jump despite being petrified to the spot due to fear of the Undead as well as the fact Rasputina had turned the wood into a giant ice-cube using her Freeze Over action. I’ll go over the highlights of the match and then offer my thoughts on the game and the models involved. This was the second time for my Seamus crew but I had a lot more experience with Rasputina and knew what to expect (somewhat) from Lady Justice and her gang. I have never seen Sonnia Criid so knew not what she was capable of.

The first few turns saw me dither  about what to do with the Conflict Gunslinger, the whole game was a little cagey to be honest of no-one diving right on it and getting stuck in, I think I need to play more aggressively as Seamus is really tough to take down and can heal himself back quite easily. Moving the Gunslinger back and forth meant he didn’t even get a shot off all game so was effectively a wasted model. The only models of mine that did anything were Seamus, one of the Belles who died and was brought back and the Hanged.

My first Rotten Belle failed to do anything until she got shot and died, after being brought back she cast Lure on a Death Marshall who failed to resist and walked right towards the Belle and, more importantly, into range of Seamus who promptly shot him and then pounded him to death with spells healing the wounds he had taken earlier. The Hanged floated into the frozen wood and targeted Lady Justice with a Call from Beyond and knocked off half her wounds in one fell swoop, this was after she had stepped foot into the wood which spent two turns frozen, stopping her from moving as well as being affected by Seamus’ Undead Psychosis. The Hanged himself took a lot of wounds and eventually died, even though we realised halfway through combat that he was a Spirit and only suffered half wounds from non-magical sources. The rest of my crew did nothing.

The December Acolyte one shotted a healthy Death Marshall with his Harpoon gun, the first time the Acolyte had been used and had tied up a flank for the majority of the game, his 12″ range proving to be quite beneficial. Nino Ortega proved his worth again by killing a Belle on his own in one turn, I hate that guy. Sonnia Criid unleashed a massive flame burst, ignoring the Ice Pillars that Rasputina had cast and with my nice crew all bunched together did a massive amount of damage across my crew. Seamus healed himself continuously but the rest of my crew spent a lot of time damaged. I need to look at my options again as to what to take. It really was a game of dancing around each other rather than going hell for leather and getting stuck in, as I know how dangerous Seamus is I think I need to be more bold in getting him stuck in to something and back him up with his Belles. I may also drop Madame Sybelle back in for the buffs she brings to the Belles and the board control options. The Convict Gunslinger can do a massive amount of damage but the other team knew this and with my own poor use of the model he did nothing at all which hindered me. I think we also spent too much time trying to deny the Guild their objective before moving towards ours. With the Belles close by they and Seamus can move really quickly across the board.

Although we technically lost due to the time the game was called it certainly was one of those games that leaves me with a lot to think about with how I play and what I need to take along with me. Expect Seamus to have a few different tricks the next time and I am really thinking that I might squeeze in a totem…

Malifaux – The Ortega Family


During our recent weekend shenanigans when Servitob flopped his Daemon Prince on the table (this time he didn’t get arrested for it either) nBreaker and I decided to scratch our Victorian Horror/Wild West/Steampunk itch with some more games of Malifaux.

We re-enacted our first battle with the Cult of December taking on the Death Marshalls. I dropped two soulstones from Tina’s pool to grab the Essence of Power totem. Luckily totems are on the cheap side for adding to you crew and the +flip on the damage is rather useful when you try to melt people’s faces off with December’s Curse. I’m not going to report on this fight as things went similar to our first game with Tina using Ice Pillars to control the board and then chucking out damage with December’s Curse, however, it was the Ice Golem that finished off Lady Justice this time by punching her into oblivion.

The real event was the following game, nBreaker stuck with what he knew rather than switching to his Outcasts and I cracked open the Ortega family for my first try at the Guild. The one downside I noticed to start with is that family comes to exactly 25 stones, leaving me with only Perdita’s cache to power my soulstone use, as she has a cache of 2 I was going to have to really manage their use for them to be of any benefit.

Rather than give a blow by blow account of the battle I’m going to give a run down about how they perform as a Crew. This was the third time I’d faced Lady Justice and her posse and I’ll say that even though I eventually won it was a much closer battle than we have had previously. I have heard the comparison that the Ortegas are kind of like the Eldar in 40k, pretty powerful offensively but once they start to take a beating they will go down fast. I agree with this to a certain extent but seeing nBreaker chuck stuff at Perdita and watching her survive a lot with her Df of 8 was as relieving for me as it was infuriating for my opponent.

Nino has a Rg 16 gun and this is his greatest strength, I stuck him in cover on one side of the battlefield and let him mow down whatever came his way. He did eventually run out of wounds but he dealt a lot of straight damage as well as using his Headshot trigger to cause nBreaker to discard his Control Cards to prevent stuff from dying. Whether this was a good trade-off or not I can’t be certain (I had the Assassinate Strategy) but forcing your opponent into decisions of this kind can put them on edge enough to hand you a psychological advantage.

I can never remember which one is which out of Francisco and Santiago, one of them bought the farm early on after taking bullets from the Death Marshals, I may have just played him out-of-place, this was my first game with them after all. The one with the paired Peacebringers (I think Santiago) effectively won me the game. I’ll get to this later.

Papa Loco was an oddity for me, I wasn’t sure how to play him but after chucking him out there he is a board control piece. Once your opponent gets wind of the fact that you want him to die he will start to try to avoid the model, you are either going to be taking 5 or 6 damage from the guy when he does eventually go nuclear. I hid him behind a building and he ended up getting shot for a turn before moving into melee with the Judge. This forced nBreaker to try and escape melee to shoot at the old man but he got stopped on one occasion. I spent Soulstones to try to cast Obey onto Lady Justice to get her to charge Papa Loco at one point but failed, if I had have cast this Lady J would have certainly finished him off and a crater would have been the only thing left. It didn’t work but the strategy was there, nBreaker has “the fear” regarding Papa Loco and using him in this way is great and puts your opponent on the back foot reacting to how you are playing thus increasing your options.

Eventually Lady J went for Perdita, some decent flips and a nice control hand saw me survive to chuck Papa Loco into melee range, I then activated Santiago and passed the Willpower duel for shooting my own model, I cheated fate to make sure it hit and that caused Papa to combust taking the last wounds off Lady J and sending her to a KFC family bucket sized grave. Perdita took some damage but her Evasive 2 ability was awesome at helping her walk out unscathed. nBreaker certainly wasn’t expecting me to willingly take out one of my own models in order to complete my strategy.

We fought out the last few turns and it came down to just Perdita and the Judge, both sporting various cuts and bruises, nBreaker needed to kill my entire crew to complete his Strategy whereas the smoking boots formerly belonging to Lady Justice signalled I had already completed mine. Perdita won out and I claimed another victory but there were several occasions that I was saved by a good flip or the use of a Control Card. I feel sorry for nBreaker because he deserved a draw if not an outright win.

I learned that this crew is a lot more fragile, whether this is down to their wounds and Df stats or because it is actually quite hard to cast spells without spending stones or Cheating Fate makes them seem that way compared to my Arcanists I’m not decided yet. However, I am inclined to think that we may be needing more terrain on the battlefield to help cover melee models as they weather the firepower I have on my side to chuck out.

I’m really looking forward to getting another game in, I have some more models waiting to be assembled which should change things around a bit, I still have a lot to learn about this game and I think nBreaker might be looking into changing some stuff around for himself as well. As his crew is designed to fight Undead I think they are going to struggle against Arcanists. I am expecting Sonnia or some Witchling Stalkers to appear soon enough.

Malifaux: Death Marshals Vs Cult of December


Looks like I am finally going to get around to telling the story of our first Malifaux game almost a week after it happened. I said I’d post up my view of how things went and so I will do that. It is also looking like there may be another post this afternoon as I want to get something off my chest.

We played our game on a 4′ by 4′ table, I have modular boards so this makes things easy in this regard. There was a low hill on my left flank well back near the board edge, ahead of it was a small wood with another hill just beyond it on the other half of the field. To my right was a house up near the halfway line with a low wall almost next to it. On nBreaker’s side of the field he had a number of walls and rubble fields that would provide him cover heading up the field.

Deployment was quick after we had rolled for Schemes. We both ended up with Reconnoiter, we would get 4 VPs for having a model in each table quarter (nice and easy with a modular board that shows the split here) and 2 VPs if we could only get into three of the four quarters. As this was our first game we didn’t add any strategies in.

I put one of my Ice Gamin on the far left flank and then deployed almost line abreast with a second Gamin, the Ice Golem, Tina and the final Gamin  heading to the right flank. My plan was to use the two Gamin on the flanks to just leg it as fast as they could around the flanks and head for my opponents deployment as he pressed forward to get into my half of the table. I was then hoping that Tina, the Golem and the spare Gamin would be able to hold up the opposing force to net me the greater VPs by turn 6.

After taking the initiative flip I got to go first, the one problem with the Cult of December is that both Tina and the Ice Golem are slow, with a Walk of 3″ and a charge of 6″. Charging would end my activation so most of the time I was using two walk actions. However, with Tina being a Casting Expert she gets an extra action point every turn to be used for casting. You would not believe how much of a bonus this is, it may be just one action point and you may have to use it for casting but it is an amazing ability that allows far more mileage out of the Master. While our first two turns were maneuvering each turn I cast Ice Pillars, this places two 50mm pillars of ice anywhere within 12″ of the caster. Although they can be destroyed this allows you to channel your opponents by creating your own terrain. If they do get destroyed (they block line of sight) then they shatter and leave behind terrain that will slow the enemy (and you) down. If you are primarily ranged like Tina is then slowing down your foe is a good thing.

Eventually we closed together, the Death Marshalls, Lady J and the Judge were all converging on the middle of the field in turn 3 and I had my one Gamin still running left, one running right and my “main” force sitting in the middle so that they could move either way to secure the home quarters depending on how combat went. The one problem with writing this report is remembering the exact order in how things went but I’ll go through it quite quickly as that is how the game went once we got to this point. Through using the Ice Pillars Lady J was a little ahead of the rest of her force, with no ranged options to go on I closed up with Tina and decided to see how her offensive casting had gone. I had used one walk action leaving me with one general action point and one casting action point from her Casting Expert(+1) ability. So, off I went with her nuke spell its casting cost was 14 so I flipped and got a 7 iirc. I then used a soulstone to boost it and got a 12, with my cast of 7 I easily had the 14 I needed and then some. With the suits from the extra Soulstone flip I also had the requirements for the Overpower trigger. nBreaker failed his resist duel and I flipped for damage, it was moderate so dealt 4 damage to Lady J, then we resolved the second casting due to Overpower. This also went through with moderate damage, leaving the Guild’s Undead killer with 4 wounds remaining. I still had my last action point and cast the same spell for a third time, showing an amazing display of consistency I cheated fate on a low card and got this cast off as well, no Trigger but another moderate damage flip sent Lady J dropping to the ground with a severe case of chill blains. I was amazed that she went down so quick and so was nBreaker.

Over the next turn the Death Marshalls plinked the Ice Golem for a load of damage, even with his armour nBrekaer managed to get some Triggers off with reduced him to one wound. Tina managed to do some damage through her spells and I got to use the ranged options from my minions to throw some stuff around but it didn’t amount too much damage overall. I used the one Gamin to screen Tina from too much reprisals and continued to run the other Gamin along the flanks. The Judge got into position in turn 4 and charged into the Gamin and Ice Golem. He did some damage but didn’t kill anything, next the Death Marshalls sought to finish the Golem and passed their Willpower duel to fire into combat. The Golem was hit and killed, which meant he shattered and the damage from this finished off the Judge who had been taking ranged beatings from the Gamin and Golem.

Tina then proceeded to chuck spells at the Death Marshalls and the blasts from a Severe damage flip finished them off in turn 5, leaving just one Death Marshall alive, hanging on by a thread. nBreaker conceded at this point and we shook hands on a battle well fought.

I had lost the Golem but that was it. I look forward to our next game now we know what we are doing, I imagine things will be much different now we have a clue how the game plays.

Malifaux: Rules Review


I love skirmish games. I feel no remorse in making this statement and after months of anticipation all it took was my wife to go out to her school’s Bingo night as an opportunity to invite nBreaker around for our first bash at Malifaux.

In preparation for our clash I re-read the rulebook to try to keep myself fresh with the core rule concepts, but as this was a first game I knew we’d be living out of the rulebook for this. So, before we do anything else let’s give all of you readers out there an idea of the game and how it plays.

Malifaux is set in a hybrid universe that mixes elements from the Old West, Steampunk and Horror genres. If you chucked frontier America from the 1800’s, Magic: The Gathering and Tomes: Spirit Guide referenced in Ghost Busters, wined and dined them, then took them back to your place for some “coffee” then I am sure the resultant offspring would look a lot like what we have here. Despite this mix of things though it all fits together very well.

There are 5 factions to choose from, these are; The Guild (the ruling faction), The Resurrectionists (I wouldn’t want to go to hospital here, I’m just saying), The Arcanists, The Neverborn (homicidal teddy bears included) and The Outcasts (mercenaries that can either be hired into another faction or play as their own). There is a lot of variety between the factions and each of them has three starter sets which have different play styles. I won’t go into each one here but there should be something to suit everyone’s tastes and there are some really good sculpts throughout the range.

Army selection is a little like MkII Warmachine. You select an encounter level which determines how many Masters you can take (1 for a Scrap and 2 for a Brawl), this also sets how many soulstones you can spend on recruiting your force. Unused soulstones can be kept and used in-game, a nifty little mechanic that has you working out the most efficient use of your stones. Scraps can be from 1-40 Soulstones and Brawls up to 75. Each Master has their own cache of Soulstones so you should end up with something after spending them but there are maximums you can use in-game, 8 for Scraps and 10 for Brawls. The Master doesn’t cost anything to hire but all the other models do, there are other limits on the minions you can take depending on how common they are. We played a pretty easy 25SS game that makes best use of the starter boxes. I took my Rasputina Cult of December starter box against nBreaker’s Death Marshall’s crew led by Lady Justice.

Possibly the most remarkable thing about Malifaux is that it doesn’t use dice. Instead you use a deck of cards with two jokers, you can either use a standard deck of cards or purchase a Malifaux deck themed to your faction. I have a nice purple deck to complement my Arcanists. Everything you do in the game requires a flip of a card from your deck, this normally adds a stat from a model’s profile to give you a total, either against a flat number or a total from the flip of another player. As a part of this there is a Cheat Fate mechanic, each player has a “Control Hand” of cards they draw at the start of the game and replenish every turn, once in each duel (a duel is the flipping of the cards to get a result of an action) you can replace the card you flipped from your deck with one from your hand, the suits are just as useful as the numbers on the cards in certain respects. Models who can use Soulstones (pretty much just Masters at this point) can spend a Soulstone in order to draw another card and ADD this to their total. This can make it really hard for an opponent to stop you from doing something if you get decent cards at the right action. Learning when and when not to Cheat Fate and/or use your Soulstones adds a lot of depth to the game.

Each turn is split into three phases, one that begins the turn with resolving certain game effects, discarding any cards from your hand you don’t want and then drawing replacements. The next phase deals with the turn, each player draws a card and the higher number goes first, you can spend a soulstone to have another go if you drew the lowest card, if you are then at a higher number than your opponents they can spend a soulstone to grab another card too. The highest scoring players goes first. You activate a model and perform all its actions and then your opponent gets a go with one of theirs. Before the battle begins you pick a Scheme, which is a mission you are trying to achieve, these are picked through flipping a card and matching the number to a table in the rulebook. There are quite a few Schemes and these can be made more interesting via Strategies which I will probably leave for another post.

Armed with your scheme your Crew then tries to achieve that while stopping the enemy, all Schemes are announced at the start of the game so you know what your opponent is up to in terms of his main objective.

Each model gets action points to spend, this allows them to walk, charge, climb, boost their abilities, cast spells and smash people’s faces in. The Duel mechanic is used to resolve all combat and casting actions. This makes for a quick game, our first game wasn’t as fast as it could have been but when we started to see how quick certain things are resolved it gives you an idea about how fast the game is going to play once you get used to it. Malifaux plays fast. nBreaker has already given his impression that this game is fast and brutal, an assessment I’d agree with. Once you succeed in a duel there are a number of Triggers that the model can activate. This means you can get extra damage or perform an extra action and things of this nature, this adds another dimension of strategy as these normally have suit requirements and getting one of these off at the right time can secure victory or deny your opponent an advantage. It is these Triggers that help to speed up and brutalise the play.

Each game takes places over 6 turns and at the end the person holding the most victory points wins. All of the Schemes and Strategies tells you how you can claim these Victory Points.

In a nutshell that is how Malifaux plays and a brief overview of the rules. I may post up a rundown of how our game went from my point of view later on, but my first impressions of this game are very favourable. It has depth to its gameplay but still retains a simplicity that new players will find accessible to get to grips with. I think this game has a bright future and it is one of the more original offerings I’ve had the pleasure of playing. This is the first of what I hope will be many games and we are planning on demoing it to our play group at the next meeting.

After having played it I give Malifaux a massive 9/10. Awesome background, really nice models and a great playing game. As we are big fans of low model count, fast playing games here at 6 Inch Move I reckon this one could become a favourite.

Malifaux, First Thoughts and Other Rambling


Well it seems I haven’t exactly been active in writing here for a while so heres a new post!

Malifaux. It’s got the undead, some Wild West gun slingers, steam punk styling, and a host of other components of awesome. I’ve been waiting to take my Death Marshals crew out for a spin and see what it actually played like and I finally got a chance to have a game last night with our very own undead pirate. We played my Death Marshals box vs his Cult of December box. First turn or two was really just movement, except for Rasputina laying out a couple of annoying ice cubes to try and block my path to her. Eventually Lady Justice was almost on her when Rasputina broke out her big box-o-rape (see below for actual image of box-o-rape used).

Box of rape
Don't open it!

I realised at this point, after she destroyed Lady J in one turn, that this game really wants to be played fast, hard and brutally. No messing about with letting things happen, if you’ve got the cards to cheat fate or the soul stones to add to your total then you probably want to use them. To be fair it was good luck that Rasputina managed to bring so much whoop-ass (not so much good luck for Lady J), but now I’ve got less of an inclination to stash cards and stones now.

The fact that this game makes use of cards instead of dice adds some nice extra depth to the game play. It gives you the chance to either cheat fate by replacing cards that you draw with one in your control hand, or add a card from your hand to the total by spending one of your soul stones. It also therefore means that there are more tactics to think about, your opponent gets the opportunities just as much as you!

Without soul stones and without Lady Justice even managing to do any sort of damage what so ever, I was at a disadvantage from the start of the combat. Already half of my options for improving my flips were gone. You can now guess the final outcome of the game. It was certainly a good learning experience and I look forward to getting into another match, particularly so I can take revenge on the ice witch by slicing off her face with Lady J’s sword 😀

After tending to my wounds I got a tutorial of Warmachine which was a very enjoyable and was also turned out to be a very close match.

So, in conclusion, things I have learned from the evening:

1: I do enjoy skirmish type games
2: Play aggressively!
3: Lady Justice being blind really doesn’t help her find her target
4: Lady Justice needs an attack guide dog
5: I need more practise at these games

No doubt Mr Pirate will post a much more in-depth review later from an experienced gamer’s perspective.

In other news, I found myself in possession of a Star Craft 2 Beta invite today. Details will follow when I can be dragged away from it. Talking of sequels, and heading further away from the post than originally intended, Portal 2 has been announced! Today is a good day.