Tag Archives: Arcanists

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 ditherĀ  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…

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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.

Are you sitting comfortably?


Servitob will need to read this in the presence of another human being, he made some kind of medical assistance when he’s done.

Last night I put the final highlight coat onto my Ice Golem, I am not sure the process will work with the 3 Gamin but the Golem is looking pretty good. I managed to paint the guy over 4 nights (Servitob would have done him in one go but once a drybrushing brush is wet from washing a colour out if you use it again no matter how much you dry it you don’t get the same effect until it is dryed properly) and took me around 40 minutes to do. I need to paint his eyes and the base needs doing. Once that is done I’ll be posting a picture, hopefully this can be done over the weekend. So, there we have it, a potential for my first properly completed model of this decade (yes, and the last….)

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 GaminĀ  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.

Coming up…


March is here, spring is in the air and with Easter just around the corner it is the time of new beginnings. So, what does this mean for us 6 Inch Movers? Well, that’s a good question. This time of year generally makes me one hell of a lot happier than the dark and dismal sun-deprived days of winter. I obviously have some bear in my ancestry as the only thing I really want to do during these long nights is to curl up and sleep. However, with the promise of Day Light Savings coming to an end things look a lot err…. brighter… sorry, got nothing better for that.

Sunday afternoon we gathered the blog squad to Servitob’s house and cracked open the paints. During the winter I use a 60W daylight bulb to paint by, painting by horrible yellow light from normal bulbs really does mess with the colours and the shadows that are cast make it really hard to paint, especially if you are using a black undercoat. With daylight now lasting, naturally, longer this is the season where I begin to get excited about painting. Sure I still have my computer game distractions but I am hoping to fulfill my New Years Resolution by appropriate use of the extended daylight hours. If I can pull my finger out and get our garden sorted it’s possible we could have painting/gaming & BBQ days enjoying the (relatively) fresh air.

I have acquired another Battleship and 6 more Frigates for my Dindrenzi only to realise (thanks Servitob) that if we stick to a 500pts limit for gaming I would be unable to use both Battleships due to fleet composition restrictions. I’ll save it for later or try an alternate colour scheme on it as I am dangerously close to finishing painting the starter fleet Battleship as it is. nBreaker and I will also be demoing Malifaux to the rest of our gaming buddies in the near future. I have finally assembled my Cult of December box and have some ideas for quick and simple painting of the Ice Golem and Gamin. Rasputina will need some more work, especially if I go with the default colour scheme which is white, one of the most loathed colours to paint.

I’ve had stuff for this game for a while but I really am excited to be getting hands on with it. I’ve mentioned in posts before now that I am more of a fan of skirmish level games rather than ones that use hordes of stuff (even though I do have armies for those games). It may be that with my appallingly slow painting speed I feel I might be able to get these things done if I only have a handful of figures to start with. Over the weekend I also received delivery some more items for the my fledgling Retribution of Scyrah army for Warmachine. These will need to be scheduled in sometime although I’d really like to be demoing the Malifaux stuff with a fully painted set of models. I feel that this is doable, especially if I can get the right temperature to go outside and undercoat them before we demo things. I also need to make sure I have enough suitable terrain for this game.

So, please look forward to a proper review of Malifaux coming up over the next few weeks as we finally get hands on with it.