Tag Archives: Malifaux

Malifaux – Rising Powers


ZOMG!!!!

It isn’t often that (I believe anyway) I start a post with the kind of poor spelling/grammar that is very much enjoyed by a large section of the Internet world. However, being the veritable bubbling cauldron of manliness that I am, what with a penchant for spending my down time playing with plastic toy soldiers, there are a few newsworthy items that, upon catching my attention, spring forth in childish glee.

I am not referring to Servitob’s subtle manipulations of the laws of averages from our last game of Firestorm, but to something else that has graced my monitor. Being such a self-confessed geek, I am probably not alone in having a number of newsletters that arrive in my inbox on a rather frequent basis. One of them this morning was from a company I have bought miniatures from in the past and it included some info on new models coming out for Malifaux and a pre-order for things to come. This is the reason for my loss of control and posting such a misuse of abbreviation at the head of the post, I’ll even try to recreate the moment for you with the following;

Yes, that’s right, Malifaux is getting bigger!!!

See that? THREE exclamation marks together… what is the world coming too? While the only partakers of the Malifaux deliciousness are myself and nBreaker at the moment it is a much-loved game. I was very impressed when I first tried it and the mechanics are unique enough to provide a game experience far different that what I am used to with the normal chucking of dice. Therefore the news that the game is expanding is really good news, especially with the final few models for the original release coming out as we speak.

Currently the details of what is in the book are sketchy, although there are pictures of the new starter kits that are coming out and from the colour text on the Wyrd site you get a feel for where the factions are heading. To save you the bother of searching I’ll include the pictures of the starter kits and some of my own descriptions.

Let’s start off with my current favourites, the Resurrectionists;

Oh yes, here we go, Asian themed Undead and there was me thinking that zombie hookers was where it was at. It’s really nice to see that the miniature’s quality is still as high as ever and I really like what they have done with these. It’ll be really nice once I can see what they do, they certainly stand out as rather unique among the current batch of Resurrectionists, whether this means there will be a whole new set of more Asian styled models coming into this faction we’ll have to wait and see, but I’m excited to see the spell and ability lists and look at how to absorb them into my games.

And as if that wasn’t enough, Wyrd seem to have taken all the things that I am drawn too in a typical manly fashion and carved them into pure gaming gold. When I first started looking at Malifaux I bought the Ortegas, feeling that hot female masters were the way to go, this lead to me then grabbing Rasputina who I first started working with when we finally got the game to the table. So really my first proper faction was the Arcanists. Raspy was awesome and laid down a lot of the early smackdown flinging around pillars of ice and cursing people with repeating spells of frozen doom. While nBreaker is now the happy custodian of my Guild stuff I still maintain my Arcanists and these have been sitting out recently due to the zombie hookers I mentioned earlier.

Have a guess what Wyrd has done? They’ve taken my lovely zombie hookers, added a heartbeat and released an entire squad of them as an Arcanist set… I don’t think I can even find the superlatives to describe my happiness. Again I know we don’t have any rules yet but the theme here and the amazing models mean that I can almost guarantee that these are going to be finding their way onto my table at some point in the near future. Each of the models is really characterful and adds a new facet to the Miners and Steamfitters Union. Although if I field my Convict Gunslinger alongside this lot I can’t imagine him looking where he is shooting too much.

Wyrd really do produce some quality metal and it is nice to see that the standard has not dropped since they went from a model company to a true gaming powerhouse. While this game may not have the exposure of Warhammer or Warmachine the niche they have carved for themselves is very welcome and I will be continuing to support their efforts on the apparent strength of their new stuff. Seeing an expansion so soon after the original game shipped is a testament to Malifaux’s popularity.

There are a couple of other starter sets announced too, Leveticus finally gets himself a box and yet more Gremlins appear too, although, I will not post pictures here in case anyone has a weak stomach, click the link already posted above to find out what hideous abominations are crawling out of the Bayou in August.

One of the other things to notice is the Terraclips stuff from World Work Games. I haven’t looked at their main site, just the stuff posted on Wyrd but if this stuff allows you to make a typical 3′ by 3′ field for gaming on I reckon on getting at least the sewer set, I think it looks fantastic as a rendering and if they can turn a finished product of similar quality they could well be onto a winner. the one problem we have at the moment is the amount of terrain we play with. While I have a pretty decent collection not all of it works for Malifaux and you do need to have quite a lot of the field covered for the game to work properly.

The fact that all this new goodness appears to be coming around August makes things even better. I love the fact that August is also my birthday and will be the one year anniversary of the blog too. I am hoping that we will get more details of other starter sets for the Guild and Neverborn in the not too distant future to round things out but the future is looking really bright for Malifaux gamers.

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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…

A Wild Tabletop Game Appears – GW Competitors, I Choose You!


Last night I got a call from Servitob and was asked to come and help give a demo of Firestorm Armada to a chap considering diving into the Storm Zone. So it was I packaged up all my gear and made the drive over to his house picking up Gribblin along the way. Even though I had planned to spend my time sat at home painting my Haradrim it was nice to get to have a game of Firestorm for the evening and it was a close game. By then end all that was left was a heavily damaged Dindrenzi Battleship supported by two undamaged Cruisers beating on the Terran Battleship that was also starting to take damage. Servitob conceded at the end of turn  7 but it really was a game where out fortunes went back and forth as to who was holding the upper hand.

However, this isn’t a post about Firestorm, that was just a pre-amble to what I have been trying to come up with the words for over the majority of this week. There should be no surprise that personally I am unconvinced by the new version of Warhammer Fantasy and that all of us here feel a great sense of excitement about War of the Ring. Odd how two games from the same company can bring about such different emotions. I know there are a lot of people out there in Internet land that cannot stand 40k, I happen to find it an interesting and fun game, this may depend on the environment in which you play it though. My friends and I enjoy chilling out and playing with each other, we don’t take the super competitive armies nor do we go to tournaments.

From this I have been wondering about how people decide on which games they will play. For many years now GW has not been the main player, there are a number of viable competitors exciting the market, I’ve had the fortune to play a number of these and some I’ve looked into but never took off. Sure I’ve gone through a large part of my adult life with no one to play with (yeah, I know, /violin) but since getting in with my current pals we do play some games and not others. Firstly, I think I should make a list with all the games I’ve spent money on getting the rules and/or models for in the not too distant past;

  • Warhammer Fantasy
  • Warhammer 40,000
  • War of the Ring
  • Warmachine
  • Hordes
  • Infinity
  • Secrets of the Third Reich
  • Malifaux
  • Sphere Wars
  • Necromunda
  • Confrontation
  • Dungeons and Dragons
  • Magic: The Gathering
  • LOTR: CCG
  • Uncharted Seas
  • Firestorm Armada
  • World of Warcraft: TCG

That’s a lot of stuff that has come around, far more than any of us could actually get around to gaming with, yet as I have said in previous posts I am a sucker for fantasy worlds. Some of these games all I ever got was the rules, some of them have good models, some of them don’t. I like the rules for Secrets of the Third Reich but the models are hideous. So, let’s put up another list of the games that are really the ones that our group will be playing in the foreseeable future;

  • Warhammer 40,000
  • War of the Ring
  • Malifaux
  • Warmachine
  • Firestorm Armada
  • Dungeons and Dragons

This is still quite a long list, Warhammer Fantasy may pop back in there later but at the moment I have little inclination to get the new rules and finish off my High Elves. But, how did we come to the conclusion that this is what we would be playing. Well, a large part of it is what people are willing to spend their money on, a lot of the games listed at the top I guess most of our group has never even heard of. I am always looking through gaming forums and spotting what is new and if the models are good (we bought stuff for Sphere Wars from Salute just because the models were really awesome, I don’t see us playing it ever if I’m honest with everything else happening). Warhammer 40,000 is a long time favourite of the group, it’s what we started playing together and we all have armies for it. War of the Ring is obviously the newbie for us but it looks a solid rule set and we are all really excited by it, more so than anything else for a while. Warmachine is throw back to our individual gaming days as we all have models for this game already, we’ve had a couple of games of Mk2 and people are keen to keep it around to play now and again.

Malifaux is awesome, currently there are only myself and nBreaker playing it, but I love the Fate Deck mechanic and the game is a lot of fun, it is quick to play and is different from the other games that we play, hence it stays. Firestorm allows us to take a break from normal gaming as it is a completely different setting, we all really enjoy it so again, it stays. D&D got a resurgence after we tried 4th Ed at Salute, Servitob is currently DMing a campaign and I think we are almost at the end of his current set of prepared stuff. It tends to be a quite light-hearted game (we are currently running through a mine that has a beholder as the foreman who has a magical hat which allows him to look human for public appearances) and expands the gaming circle to include Mrs Servitob playing her emo Wizard.

So, we have a broad range of games that are across genres and settings, each has a rich universe to enjoy and allows us to test our grey matter against one another. But with all the other games out there how many do you feel comfortable playing, how often do you get to play them all and how do you decide which ones are keepers and which drift into obscurity?

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….)

Internet, I Need Your Help


If there’s one thing you can count on the Internet for, it’s unsolicited opinions and advice. Therefore I am hoping that when I actually want people’s opinions and advice we’ll all be able to come together in a conflagration of self-enlightenment and personal growth. At least, that’s the theory.

I have already given Servitob a brief heads-up, he knows what I’ve been thinking but not necessarily how much I have been thinking on it and how it pertains to our gaming. This isn’t a massively serious topic in the grand scheme of things but still, I need to get things out there if only to clear my head and have the opportunity for angles I may not have considered.

As I’ve mentioned in a couple of posts over the course of running the blog I really do enjoy skirmish games. The awesome fun we had with Malifaux recently only brought that into sharper relief and the majority of the games we are currently playing fall into this type of gaming. That’s not to say I don’t enjoy 40k or Fantasy, sometimes it is good to have sprawling armies fighting it out and this was evidenced in our recent battle with the new Tyranids.

To put things in context I have also made the pledge not to play Warhammer Fantasy again until I have a fully painted army. This has so far caused me no stress other than I have yet to paint anything for that system this year, I’ve been focussed on other things. I am currently trying to get my Cult of December painted.

Due to the fact that I enjoy the Warmachine we’ve recently revived slightly and Firestorm Armada/Uncharted Seas plays so well and now Malifaux has come up I am looking at all the various models I have lying around my house and wondering what to do with them all? The skirmish games tend to play faster and more aggressively than those requiring a lot more models to play. With my incredibly slow painting style a game where I only need between 5 and 20 models seems like a real bonus in terms of getting painted models onto the tabletop too. Everything about these games gives them a resounding thumbs up for the way I like to play. Small numbers of models means that a game may only take an hour to play, this means we can get more games in during a day and generally also means that the games are cheaper to buy into as well.

So, my current dilemma is whether or not to sell up and get rid of all my Warhammer Fantasy and 40k stuff and then focus on the couple of smaller skirmish games I really like and making sure that I have fully painted forces for each of them. Should be much easier considering the total numbers of models I own for each of these systems is less than one full mob of Ork Boyz.

You might think the decision is obvious, everything fits the puzzle so far, but please bear with me while I present the counter-points.

I’ve already mentioned that we have some new gamers in our group, nBreaker is one of these. When we first started getting these guys in what we do we were playing Warhammer Fantasy, neither of them have played a game yet, nBreaker has some Dwarves and the other fellow has his hands on my old Warriors of Chaos. Servitob does not play Warhammer anymore and if I packed it all in as well I feel I’d be abandoning my friends. It’s not that I don’t enjoy the game, I do, it’s just that perhaps I’d be better off time, money and game wise by sticking to the smaller styles. I could just kick off playing Warhammer but then I’d be breaking my resolution to get stuff painted, even though none of it is on my desk at the moment as I try to prepare Malifaux for a proper demo game for those yet to see it.

Another point is that Servitob and Gribblin play and enjoy their 40k. I know that in the future it may well be that our new players also jump on board for this. If I got rid of my 40k stuff I’d be losing an opportunity to game with my best friends, guys I love and respect in a totally masculine and none gay way. I don’t want to lose out on that outlet, again I do enjoy the game immensely.

If I had my time all over again then I’d probably have stuck with the skirmish games. You could be playing 10 games with 10 models each rather than 1 game with 100 models as I love my gaming worlds and their background you can see why this is appealing. I want to have one force that I focus on for each of the games I love, this should help me restrict the often excessive spending that can come with this hobby and give some floor space back to my much beleaguered wife. I don’t want to be tempted by each new army book that comes out (waiting on Dark Eldar which I would sell all my current 40k stuff for if they do the models right). I am already looking at budgeting my wargaming quite harshly and I would really like to spend more time in Malifaux and Warmachine, but I don’t want to feel or look like abandoning the friends I have.

This was meant to be a short post but has ballooned quite horribly, so Internet I ask for your help! Please, comment and help a dude out.

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.