Archive for the ‘Battle Report’ Category

Dropping The (Great Big Iron) Gloves   1 comment

Well, to begin our re-entry into Warmachine, Andrew and I brought our starters to the table and had a go at Mk II rules.  We both played a game or two of the new rules back when they were in beta, and I think when they were brand new.  But that was TWO years ago, now, so it has been quite a while.  We were both well-versed enough, though, to be able to get through the game in a short time, figuring out our new battlegroups and re-learning some things about the game.

The Game

We set up in regular fashion, I think.  I had Sorscha inbetween her two Heavies, while Kreoss was hiding behind his wall of metal.  Pfft.  Menoth panzies.*

I went first, moved up under Fog of War (giving me Concealment) and that’s all.  Menoth moves up, and not much else.

Turn Two I moved up again under FoW, and this time sent a Bombard shot at the Repenter.  It hit, did a little damage, and actually hit Kreoss for 2 points.  Menoth moved up, made my FoW disappear, made it harder for me to cast spells in Kreoss’ Control Range, and shot at the Destroyer with the Vanquisher, doing some damage.

The Game After Turn 2


Turn Three I pop my feat making all the Menoth models Stationary, then move back and give both ‘jacks Boundless Charge (letting them go further and get past the terrain in their way).  Both ‘jacks, with 2 Focus each, run up and smack the two Heavies a little.  The Juggernaut hits the Vanquisher, the Destroyer hits the Crusader.  A bunch of damage done, for sure.  The Juggernaut managed to Cripple the Vanquisher’s Movement and gun arm.  But they hit back and put some hurt on my Heavies, especially with Kreoss Charging up behind them.  Thankfully Andrew had to spend 4 Focus just to get them all out of Stationary, so they didn’t hit as hard as they could have.  Kreoss did Feat, though, knocking all the Khador models down.

Turn Four Sorscha stood up and gave all of her Focus to the ‘jacks, instead of trying to Shoot and Magic Kreoss in the back.  The ‘jacks do plenty of damage, with the Juggernaut killing off the Vanquisher and the Destroyer bringing the Crusader down to a SINGLE point of damage.  One.  Yeesh.  Well, it was easy for the Kreoss and his remaining ‘jacks to destroy both of my ‘jacks.  So now Sorscha was staring a smoking Heavy, a nearly-fine Light and Kreoss, who was only one damage point lower than her now.  Oi.

We considered calling it at this point, but I’m not one to give up!  So Sorscha cast Wind Rush giving her a free move up (and added Def), then Charged Kreoss.  Swipe-swipe-swipe with Frostfang and she brought Kreoss down to…wait for it…a SINGLE point of damage.  Big yeesh!  So here she was, ready to take a beating from two ‘jacks and a ‘caster when we realised something.  Something potentially huge!

The Game During Turn 5


We realised that Andrew had mis-read the stat card for Kreoss and had been giving him Weapon Master instead of a Magical Weapon!  So the 6 or whatever hits he had laid on my ‘jacks had gotten a free boost each time!  We figured it had amounted to a lot of damage.  Whether my ‘jacks would have survived one more turn or not, we will never know, but we called the game here as a Draw.  I didn’t want to take a win because of a mistake like this, especially since it could have gone either way.

Thoughts on the Game

Well, Andrew’s mistake was just one example of how it’ll be a few more games until we are re-familiarised with the system and with our armies.  Back when we used to play, we didn’t have little icons to memorize.  I’m still not sure if all of the icons are helpful or not.  It was an honest mistake (unlike that time he kept Upkeeping a non-Upkeepable spell with Haley that helped win him that game…or multiple games, I’m not sure), and I just chalk it up to us being new to the game.  We’ll figure out the general and army-specific rules and tactics sooner or later.

The game also helped me remember that I DO like this game.  It’s no Malifaux or WHFB for me, still, but it’s good.  Right now I feel the decision-making is more daunting than Malifaux, even though more of the models on the table in a Malifaux game have their booklets full of options and rules like Warcasters do in Warmachine.  Familiarity will definitely change this, but I don’t think I will like this game MORE than Malifaux or WHFB.  Possibly nearly equally, but likely not quite up there.

One thing that is nice about this game over the other two is simplicity in performing actions.  You have straight up numbers with some modifiers, you add 2 or 3 (or 4, I know) dice, and roll, trying to meet or beat one number, then do it again if you’re successful trying to very much beat another number.  And the numbers are there, unchanging.  Easy peasy.  In Warhammer you’ve got your stats, the target’s stats, two charts and usually a bunch of dice.  Attacking is a lot more complicated, AND THEN there are the save rolls.  In Malifaux you have your stats, then you both flip cards and can change the cards and add more cards.  Not so simple.  DO NOT GET ME WRONG, though. I have NO issue with either of those systems.  In fact, I love the variety of methods these three games use, and I think all three are enjoyable and have their place.  I do not favour one over the other, as each have their pros (simple vs. lots o’ dice! vs. cool card management) and cons (almost boring vs. lots of work vs. lots of work).  Whichever game I am playing, I like how it works.

One thing that I do like in Malifaux, and the other games that use it, is alternating activations.  In WHFB, I think IGOUGO works just fine, and I wouldn’t ever consider it any other way.  In Malifaux and Dark Age, etc. I love how you can react quickly to certain events with alternating activations.  In Warmachine, IGOUGO of course works, but it’s a game where I wonder, how would this play out using alternating activations?  It’s an experiment I would like to try at some point.  Would it break the game?  Would it make the game better?  Or would it just be a waste of time because it’s not broke, so why ‘fix’?

Thoughts on Khador

So far, I like this faction.  The ‘jacks are beefy with a touch more Armour, a few more damage boxes and the fact that there are NO Light ‘jacks.  They hit hard and they don’t fall easily.  That’s cool.  Sort of like the Ogres I am getting into for WHFB.  Interesting.  Sorscha is cool, and I will learn to use her to the best of my abilities.

I know the rest of the army well-enough from going through the book.  If we end up continuing to play Warmachine, and build off of these battlegroups, I am going to stick with Sorscha.  I will likely build towards her Tier list, as I am a theme-oriented kind of guy (in fact any force I go with from WarmaHordes will be Tier-based themed).  If we REALLY continue with it, and I want to stick with Khador, I will go with Koldun Kommander Zerkova for the Greylord/Doom Reaver theme, who I like for some reason.  But while I run Sorscha I will go with some Widowmakers and Winter Guard.  While I don’t need another ‘horde’ army to worry about, the foot-soldiers are way more appealing to me than the Man-o-War units.

But that’s a decision for the future.  Might I eventually pick up thematic additions even if we don’t play it alot?  Yeah, probably, as I’m that kind of guy.  Might I eventually pick up thematic additions for OTHER forces and armies even if we don’t play it alot?  Heck yeah, as I’m REALLY that kind of guy.  If I end up with a lot of pretty models in the end, then I win.

The End

Well, for now, that’s all.  My Juggernaut is almost painted up, only slowed down by my son being very sick for most of this past week.  I’ve got a Workbench Update coming this weekend on my blog, so check that out to see where I am at.  I’ll show off the finished product here, too, as soon as it’s done.

Otherwise, I am stuck at home for the next while with the new baby coming very soon, so as long as Andrew and Rob and now Loy can come over, I’ll be playing Warmachine as much as possible.  And WHFB.  And Malifaux.  And Dark Age.

I really need to stop playing so many games.  It’s hard to juggle so much hobbying and gaming!

…but I love it.

Thanks for reading.

*N.B. I actually like Menoth as a faction, and have almost gone with them before.  But since I am now fighting for the Mother Khador, I have to heckle my foes, whether I like them or not.


First game with my new Wood Elves   7 comments

Heading over to Justin’s tonight to give my newly acquired Wood Elves a try.  Here’s my list:

Heroes (220pts)

  • Branchwraith – A Pageant of Shrikes, Wizard level 1
  • Noble – Eternal Kindred

Core (582pts)

  • Dryads – Branch Nymph, 12x Dryads
  • Eternal Guard – 19x Eternal Guard, Eternal Guardian, Musician, Standard Bearer
  • Glade Guard – 12x Glade Guard, Lord’s Bowman, Musician, Standard Bearer

Special (195pts)

  • Tree Kin – 3x Tree Kin

Not sure what Justin is bring to the table but he said he was going to use Tomb Kings.

Other than the Branchwraith (I’m using the Drycha model) this list is fully painted…unlike all my other games.  I’ve been told that playing with painted models means I will win.  We’ll see.


Showgirls vs Freikorps (25ss) – 7/16/12   6 comments

Scott came over during the day on Monday to play Malifaux.  25ss, Showgirls vs. Freikorps, and we added in location rules.


  • Colette
  • Cassandra
  • Performer + Mannequin
  • Coryphee
  • Mechanical Dove
  • Scheme: Power Ritual: (1) interact within 8″ of 3 corners for 1 VP, 4 corners for 2 VP.


  • Von Schill
  • Freikorps Librarian
  • Freikorps Specialist
  • Freikorps Trapper
  • 2x Freikorpsman
  • Scheme: Thwart (Unannounced): Stop opponent from completing scheme.

Shared Strategy: Deliver Message: (2) interact with opposing leader for 1 VP, with bonuses for doing it first and before the end of turn 4.

Location: Ghost Town with possible Heavy Snows (no charges, -2 to ranged Cb and ranged spells).


The board was set up with a few buildings, some trees, fences (sandbags, actually) stretching across the board, and a scattering of barrels and crates of various sizes around the board.  I think this Ghost Town could have been a Freikorps supply depot or something.  We deployed diagonally, 12.5″ away from the centre line.

Turn One

  • Cassandra starts off by running up and popping the top-right corner, and putting on her Southern Charm, making Attack and Damage flips against her [-].
  • The Trapper downs the Dove with 2 Clockwork Rifle shots.
  • The Mannequin Links with Colette and casts Mirrors, giving herself and Colette protection from Weak Damage flips, just in case.
  • The Specialist runs forward.
  • The Performer pops the bottom-right corner, then moves to the left.
  • Freikorpsman 1 runs forward.
  • The Coryphee casts Sublime Performance (+Masks to Ca and Cb) and Sword Dance (free attacks during Movements), then runs up and hits Trapper, triggering Hypnotic Movments ([-] to Trapper’s Resist flips).
  • Freikorpsman 2 runs behind the building to his left.
  • Colette grants herself Reactivate, then uses Illusionist to switch places with the Coryphee, and finally casts Magician’s Duel to kill the Trapper, gaining a Soulstone.
  • The Librarian moves up and casts something, but I can’t recall what.
  • Colette activates again, switches back with the Coryphee, gains a Soulstone by discarding 2 cards, then spends it to Summon a Mechanical Dove.
  • The Mechanical Dove flies over behind the building to the left.
  • Von Schill runs up and casts Hard-Ass, giving friendlies within 10″ +4 Wp in Morale Duels.
  • There will be no Heavy Snows next turn.

Turn Two

  • Von Schill moves over and takes a couple shots at the Coryphee, fortunately only doing 3 wounds, but then activates his Leader ability.
  • The nearby Freikorpsman piggybacks Von Schill and also takes a shot at the Coryphee, finally dropping it, then moves up.
  • Cassandra Nimble-walks up, casts Sublime Performance (+Masks to Ca and Cb), then charges Von Schill, dealing 2 wounds, and fails to cast Breathe Fire.
  • The Librarian runs up towards that battle-strewn area.
  • The Performer keeps running towards the bottom-left corner.
  • The Specialist runs forward.
  • The Mannequin casts Mirrors.
  • The other Freikorpsman walks up and takes a shot at the Dove, but fails to kill it because of its cover protection.
  • The Dove flies over and casts Magician’s Duel on the Freikorpsman, but only manages a single wound.
  • Colette gains Reactivate, switches places with Cassandra, and Magician’s Duel Von Schill for a few more wounds.
  • Colette activates again, casts Magician’s Duel again, bringing Von Schill to 6/10 wounds total, summons a Mechanical Dove, then switches places with Cassandra.
  • The new Mechanical Dove casts Magician’s Duel and manages to do 3 more wounds to Von Schill, sadly leaving him at only 1.
  • The Heavy Snows will hit next turn (no charges, -2 to ranged Cb and ranged spells).
Turn Three
  • The Librarian starts off with Furious Casting, healing Von Schill twice (back down to 4 wounds), and then casts Block Connection on Cassandra, taking out the Book from her Cmbat skill.
  • Cassandra Delivers her message to Von Schill (4 VP!) and Nimble-walks away to behind cover, successfully disengaging.  She puts on her Southern Charm for some protection.
  • Von Schill Nimble-walks to Cassandra and takes a couple of swings at her, doing a bunch of damage, leaving her with 2 wounds.
  • The nearby Freikorpsman walks in and takes a swing at Cassandra, buts fails to hit.
  • The Performer runs towards the bottom-left corner, unable to pop it!
  • The other Freikorpsman walks up and takes a shot at the Performer and misses.
  • The leftmost Dove casts Magician’s Duel on the Freikorpsman for another wound, then flies down near the Performer, in case she needs to use it as a Soulstone.
  • The Specialist runs up and gets ready to fry the Performer.
  • But he doesn’t get a chance as Colette moves over, gains Reactivate, switches places with the Performer, and pops the last corner gaining me at least 1 more VP.

End Game

We call the game here as in terms of VP Scott can no longer even tie.  He announces that his scheme Thwart is unattainable now, and he is likely to not get a message delivered to Colette, especially before the end of the 4th turn.
So, a Showgirls victory, yay!  I used the girls properly this time, utilizing their movement ‘shenanigans’ better than I have before.  I spent a couple of hours after our last game going through their cards and reading up on them online, taking notes and trying to figure out how to use them.  I chose Power Ritual to best take advantage of their movement abilities, and it worked out well.
Hopefully I can get another game in soon, although Dark Age and now Hell Dorado might be taking up my gaming time in the near future.
Thanks for reading.

Posted July 17, 2012 by mrborges in Arcanists, Battle Report, Malifaux, Outcasts

A Night of Miscasts, Misfires and Other Epic Fails   8 comments

So normally on a Tuesday night I come home and am revving to write up a report (or two) of the games I played that night.  I’ll upload pics from my camera, whip open Battle Chronicler, and getting batrepping.

But tonight it’s just not going to happen.  I’m not going to say it’s because I lost.

I’m going to say it’s because I lost BIG.

Real big.

Real bad.

I played two games of WHFB tonight, one with my Empire at 1600pts against Loy’s new Orcs & Goblins, and the second with my Skaven at 800pts against Andrew’s Daemons.

I’m not going to get into too many details, but I will say that the luck I am so used to having on my side with dice or cards (via Malifaux’s Fate Deck) utterly failed me tonight.  And was transferred to my two opponents, for the most part.  True, I did happen to make some good saves and at times kill a bunch of models, but generally, it looked like this:

Game One

  • Turn 1, Wizard Miscasts…survives, but forgetsBanishment
  • Turn 1, Mortar Misfires and blows up
  • Throughout the game, ‘strong and brave’ Men of the Empire fail to kill enough Orcs & Goblins

In fact, when the game ended (called because it was a lost cause and I wanted to play the second game), I had a trio of Knights with my Grand Master and a Warrior Priest in the rear of a dwindling-but-steadfast unit of Night Goblins, who were fronted by an also-dwindling unit of Swordsmen.  Sounds not bad, but both a Boar Chariot and a Giant were prepared to charge the flank and rear of the Knights.  So, I’m pretty sure we can guess where that was going.

Game Two

  • Turn 1, Warplightning Cannon Misfires, but luckily shoots in the enemy’s direction anyway
  • Turn 1, Warplock Engineer Miscasts…gets hurt by his own spell on a one!…but survives the Miscast
  • Turn 2, WLC Misfires again…and blows the rat-heck up
  • Throughout the game, sneaky and chicken-sh*t rats die in droves

Overall, I did manage a couple of good combats in both games, but not enough to keep me alive and victorious.

I don’t mind losing…but it’s just not fun to lose so badly!  Now I know what it’s like to be my opponents when I play the Ortegas!


At least it was otherwise a good night, with good company.  And now I don’t have to spend the hours putting together a batrep! I can go focus on painting some catpeople, or outcasts, or dancing mannequins.

Thanks for reading.

Posted May 16, 2012 by mrborges in Battle Report, Warhammer Fantasy

Empire vs. Lizardmen (800pts) – 3/27/12   5 comments

a.k.a. “A Tale of Blood and Glory…and Lots of 1s”

You’ll see why.


So I got there a little early, rolled up “Blood and Glory” and set up the table.  I sort of forgot how annoying lots of terrain can be in WHFB, as opposed to other games where lots of terrain is a better thing.  My board looked pretty, but the bunch of Marshes meant that maneuvering would be difficult and charges would be dangerous.  I regretted the set-up during the game, but I guess it was a nice change from the blank table we used last time.  As well, we actually stuck with the “Blood and Glory” scenario this time, which we have never previously done.  Luckily our armies were somewhat prepared for it with a number of banners.  Although thankfully my Empire had two more than Andrew.  And since Men are usually a lot squishier than Lizardmen, it was a good thing.


  • Wizard Lord (Level 3 – Metal, General)
  • Captain (BSB)
  • 20 Halberdiers (Banner, Musician)
  • 5 Knightly Orders (Banner, Musician)
  • 10 Handgunners
  • 10 Greatswords (Banner, Musician)
  • 5 Pistoliers


  • Skink Priest (Level 2, -Heavens, General)
  • 13 Saurus Warriors (Full Command)
  • 13 Saurus Warriors (Full Command)
  • 12 Skink Skirmishers
  • 12 Skink Skirmishers
  • 12 Skink Skirmishers
  • Salamander Hunting Pack

I was finally going to try out Halberdiers, who lose 1 WS, Initiative, Armour Save and a Parry Save, and gain 1 Strength and cost 1 less point.  Hitting power at the expense of staying power.  The Strength would definitely help out against the Saurii, but would losing the rest spell certain destruction for them?  I also brought out Greatswords who have not yet been effective for me, I think because they are always only 10-strong.  And would the two small cavalry units work out?  Let’s see!

Turn 1

We both rolled a 6 for going first, but thankfully I finished deploying first and got that much-needed +1.  So I sent the already Vanguarded Pistoliers up and around behind the Salamander, hoping to knock it out before it knocked me out.  The other units moved up a bit, except the Handgunners who had to sit still to fire.  I got Transmutation of Lead off on one of the Saurii units, and dropped 3 from the other unit with Searing Doom.  The Pistoliers managed to do 1 wound to the Sal and drop 1 handler, which meant they were probably going to die on Andrew’s turn.  The Handgunners actually managed to drop three more Saurii from the Transmuted unit, S4 AP guns and -1 Armour Save meaning they did outright with successful wounding rolls.

Andrew spun the Salamander and the nearby Skinks around to face the Pistoliers (*gulp!*), while everyone else moved up.  He successfully cast Chain Lightning, which the Knights avoided to lose anyone to, but the Halberdiers lost 3 to. Skink unit #3 took blowpipe shots at the Knights, and with three poisoned hits managed to drop 2 Knights!  All I didn’t need to roll were 1s, and they would be safe.  And so began the avalanche of 1s that plagued this game.  Mostly for me.  Unit #2 managed some hits, but they were properly saved.  The Salamander toasted up 3 Pistoliers, and the rest ran away like little sissies, right off the board.

Turn 2

Once again cavalry is proving not to be the most effective unit choice, but I continue to field them and hope for the best!  I sent the remaining Knights charging at the Priest’s Skink unit, who chose to Flee! and paid for it with their squishy little blue lives.  They were just too close to the Knights to survive it, much to Andrew’s chagrin.  At this point he had a little rant about the uselessness of Skinks every time he has tried to table them, and what he plans on doing with them (it involves collecting them all and depositing them into a trash bin!).  He wrote a post-mortem post about this game and he’ll talk about all this, and why these Skinks died and why the Priest shouldn’t have, etc.  Anyway, the Knights trampled them and continued on, while the Halberdiers moved back a touch.  It was either Searing Doom or the Handgunners helped by Transmutation again that dropped two more Saurii from unit #2.

After recovering his resolve Andrew had revenge in his eyes, and sent both Saurii units in.  One failed the charge and lost 1 warrior to the Marsh, while the other one made it in.  The Skinks and Sals moved about to find new targets.  Andrew rolled for magic, forgetting his Priest was dead.  In shooting, Skink unit #2 managed to drop another 2 Knights!  Yup, 2 more 1s rolled for Armour Saves.  Yeesh.  The other Skinks felled 2 Greatswords, after the Salamander burned up 4 others.  Just like that the unit got neutered.  Finally in close combat, the Halberdiers managed to kill only a single Lizard, while the Lizards dropped a whopping 6 Men!  6!  With no ranks to keep them steadfast (I had spread them out for more attacks), they Fled, losing the BSB Captain and another model to the fleeing banner.  And then, yes, you guessed it, more 1s on the Dangerous Terrain test.  Guess how many.  Yup, another 6.  6 more 1s, just like that!

Turn 3

The Halberdiers rallied.  My single Knight had the Skinks just enough in his forward arc that he was able to charge them, which he did.  The Greatswords turned slightly. Searing Doomdropped another 3 Saurii from the unit nearby, which the Handgunners could not shoot at.  So they took aim at the other unit and blast two more Lizards away.  The S4 AP guns are great against Lizards, if they hit.  The Knight missed with his lance, but his trusty horse managed to hoof one Skink to death, and the Skinks failed to hit back (surprisingly, at this point), but they made their combat res test with 2 1s!  Yup, another 2 1s, this time for Andrew, but this time a welcome roll.  Yup, the 1s are never in my favour.

The aggressive Saurii unit continued their attack, losing 1 to the Dangerous Terrain test.  The unengaged Skinks moved up to get within 6″ of the Greatswords to try and finish them off, the Sal moved in for a Wizard and Handgunner Roast-a-thon, and the other Saurii moved sideways out of the Marsh.  The Sal only managed to hit the Wizard with his template, which was enough to drop a Handgunner who jumped in the way.  The Skinks darted another two Greatswords, leaving the unit with only the banner and musician.  The 4 remaining Halberdiers failed to kill any more Saurii, who struck back and dropped another 2, also leaving the unit with just the banner and musician.  The Halberdiers, somehow, stayed put.  In the other combat, neither the Skinks nor the Knight were able to do any wounds, but the banner saved the day for combat res, and surprisingly the Skinks fled this time.  But not far enough, as the Knight was able to chase them down and destroy the unit.  This also brought him closer to the other close combat, which would be do-or-die next turn.

Turn 4

Well, that lone knight made the charge into the flank of the Saurii.  No one else moved, likely due to all the tension surrounding that one important melee.  Or because moving was pointless.  Anyway, the Wizard Lord went all-out and Irresistably cast Searing Doom on the other Saurii, hoping to hurt them enough for the Handgunners to finish them off, just in case the melee didn’t go well.  Well, the backlash of the Irresistable spell killed the Wizard and knocked out 6 more Handgunners, leaving 3 behind.  Wow.  I don’t even think he killed many Lizards.  What a waste of a valiant sacrifice!  And in the do-or-die, winner-takes-all combat the Knight and his horse of course failed to do anything, but the Halberdiers managed that single all-important kill, taking out the banner and winning the game.  I like to think that it was a standard-on-standard duel-to-the-death at the very end, with the entire battle riding on it, both generals dead and it all coming down to one…single…die.

And that was that.  What a seesaw game!  When the Skink general’s unit fell Andrew was ready to give up, but he stuck through it and even though he lost in the end, it was amazingly close.  Too close.  We both looked back and were happy that we continued the game, something that at other times we did not do.  Now I wonder how some of those other games would have gone if we kept playing past major losses.

The Empire was left with 1 Knight, 2 Halberdiers, 2 Greatswords and 3 Handgunners.  But because I had musicians and banners in those first three units, the 1 or 2 survivors in each included the standard bearer, which kept me in the game.  Andrew, on the other hand, had champions, who are the last to die, which is how I won in the end.  I did not plan it this way, but I was very fortunate.  If we were playing a standard to-the-death scenario, I definitely would not have won this fight.

Well, I am not in love with the Empire as I was last summer when choosing them for ToG army.  As with Andrew’s frustrations with the Lizardmen, I think we need to be playing 2000pt games to properly see how the armies work.  The Empire needs a combined arms sort of list, and at 800pts I don’t think they combine strongly enough to do much good.  I’m contemplating trying to sell off the Empire with my Elves and just stick to Skaven.  We’ll see.

And let’s just forget about all those 1s, shall we?  If I wasn’t rolling 1s to die, Andrew was rolling 1s to survive!  And ‘6’ was a special number for me this game too: I lost 6 Hals to the combat, 6 to the Dangerous Terrain test, and 6 Handgunners to the Irresistable Force explosion.  Man, 1s and 6s hated me this game.  But I managed to squeek out a hard-fought victory, oh so slightly.  Hopefully we’ll play again in a week or two, while the game is till fresh in our minds.

Go check out Andrew’s post-mortem post here on ToG, and see if he learns anything from this game for the next.

Thanks for reading.

Posted March 29, 2012 by mrborges in Battle Report, Empire, Lizardmen, Warhammer Fantasy

Kirai vs. Perdita (25ss) – Rematch! – 03/20/12   Leave a comment

It’s been a while, so here’s a meaty post for you all.

So this Tuesday Loy and I started the evening with a game of Malifaux.  It was a 25ss rematch between my Ortegas (starter) and his Kirai (variety).  His crew was a little different from last week’s, which was a brutal affair seeing my Ortegas eventually whiped off the board, unable to defeat Kirai and her annoyingly-healy Spirit friends.  At least after that game I knew what it felt like to face Resurrectionists, although I think that Seamus & Co. are easier opponents than Kirai & Co.  Might have to face them off against each other sometime 🙂

Anyway, to the game.

Set-Up & Deployment

The board was once again the desert terrain with two buildings (ranch house and barn), an outhouse (centre of the table) and a scattering of barren trees and cacti, which I did not represent on the map this time:

We flipped up Reconnoiter, but this was once again quickly forgotten and it came down to general duking it out as sometimes happens with this game.  We had intended to make this game a bit more themey with a backstory and all that, but it didn’t work out.  Perhaps for next game, if we plan ahead a little.

The Shikome chose Nino as her Prey, as apparently Loy has beef with my 16″-ranged repeating rifle.

Turn 1

I got the initiative, but as it was the first turn nothing really happened other than moving around and some summoning.

Francisco and Santiago moved up the left, while Perdita, Papa Loco and Nino moved up the right.  The only other thing I did was have Nino cast In My Sights (bonus to attack) on the Shikome that moved up and in LoS.  This action also told me that the Shikome was about 18″ away, so too far to shoot at.

Kirai sacrificed the Seishin to summon Ikiryo, who floated up to the roof of the ranch house and cast Call Spirit to get everyone in closer.  It was like some kind of rooftop Spirit party!

Turn 2

Loy got initiative and started off by having the Shikome move behind the outhouse and cast Guarantee Fate against Francisco, forcing the duelist to get closer by the end phase or suffer.  I think at this point he may have forgotten or not realised that he could only attack his Prey, which I did not notice either.  So in retaliation, and to help a brother out (…yeah, I know…), Perdita moved up and made the Shikome Obey her and Charge Francisco, thereby helping me out of the Fate pickle a bit.  At the time there was no dispute, but later on in the night Loy was doing some reading and questioned whether I could make her Charge a model if she was not able to attack it.  I’ve asked up on the Wyrd forums and will share the answer with Loy and you when I find out.

Ikiryo moved up and called the Spirits back to her, pulling the Shikome out of harms way a tad, or at least making it more difficult for Francisco to stay within 6″ of her.  Ikiryo then moved closer, for future engagement.

And now came one of the little issues of the night, about cover.  As a Henchman-on-hiatus, you’d think I’d have the rule right.  Well, I did, but Loy said I was wrong, and I didn’t have the Rules Manual handy to check it out, so I used the old book.  Which has the old rule.  So we based the ruling on that, which blows because it meant that Santiago, who was behind a low cacti, was being penalised.  Clearly he was fine (within 1″ of the terrain so no effect on him), but I guess playing so many different games stuff like LoS and cover does get confusing.  So, I gave in and instead of using Rapid Fire he moved out and just shot the one time.  Bah.  I later realised that the faux-cover would have been negated by the Paired trait of his guns, so I should have just shot anyway.  Bah, again! At least the single shot he did take had a rams in the attack flip, so even at Weak he still did 4 damage! Which of course was halved because the Shikome is a Spirit.  Francisco Companioned and charged the Shikome, swung his big-arse sword and did 3 more damage (well, 6, but halved…grrr), leaving her with 2 Wds left.  So close!

The Onryo moved up and hit Francisco with Malevolence for 3 points of damage, and then used Vengeful Whisper to give Ikiryo Immediate Revenge 1 (inflicting 1 damage on anyone that shoots her and deals damage).  Papa Loco moved over and attempted to throw some dynamite at Ikiryo, but was out of range.  Oh, the barn has a long little alleyway in it, like a little covered area that opens into the horse stalls, I think.

Datsue-Ba moved up twice to get in close to the action, and also used Guide Spirits to move Ikiryo into melee with Francisco.  Nino moved, got the Onryo in his sights and took a shot, doing 3 (from 5) damage but taking 1 back from Immediate Revenge.  Hrm, the range-heavy, magical-weapon-less Ortegas might not be the best crew to take on these Spirits! 🙂

Kirai moved up and healed the Onryo a bit, and Lost Love moved up and healed the Shikome a bit as well.

Can I tell you how frustrating it is to see all your hard work and damage get healed up?  Yeesh!

Turn 3

A side note, it was exactly 8 o’clock at this point and Scott showed up, so Loy and I should have rushed the game a bit.  But it was going well, so we just played it out normally.

I started the turn off by having Francisco Flurry into Ikiryo, dropping her in I believe two of the three attacks.  Santiago Companioned in and charged into the Shikome and deals enough damage to drop her.  The Ortega brothers high five, at this point.  “Go team!”  Not even the Spirit trait could protect the enemy from The Family.

Datsue-Ba guided the Onryo in closer, and then charged into melee with Francisco, and does a couple more points of damage (nearly dead!).

Nino moves up, aims at Lost Love but misses his shot (Black Joker!).  Perdita tries to Obey Nino for a shot, but fails.  She then moves up instead and declares that if the Onryo charges or casts, she’ll shoot him.  Great idea, but this was negated when Kirai came and switched Datsue-Ba and the Onryo, taking the one out of melee and putting the other one in.  Sneaky!  She also heals herself.

Papa Loco moves through the barn and throws a stick of dynamite… a big one at that, hitting Datsue-Ba and catching Lost Love in the blast.

The Onryo swings at Francisco a couple of times who dodges the hits with lucky flips.  Lost Love ends the turn healing up Datsue-Ba and trying to sacrifice himself to summon another model with Kirai’s Evolve Spirit, which gets us into another debate about wounding yourself during an action, blah blah blah, and we decide in the end I said he could do it.  I’ll have to figure out exactly what happened and then ask about it on the forums as well.  Anyway, he turns himself into a Gaki, who moves towards Perdita.  No worries, Loy, I’ll give this one to you.

Turn 4

I needed to use one of my soulstones to re-flip the initiative, and getting the Red Joker.

Francisco started the Companion chain and uses Flurry to hack apart the Onryo, whose upon-dying ability Haunt failed against Santiago.  Papa Loco hit Datsue-Ba with dynamite, while Santiago began a Rapid Fire + Trigger Happy combo that took down the old Datsue-Ba.  Fate was definitely with me there, giving me exactly what I needed to send the Spirit back to the other plane from whence it came.  This gave Kirai a Seishin.

The Gaki charged into Perdita and missed the attack.  Perdita hit back and killed it with two attacks.   The Slow to Die attack-back missed as well.  She then just moved up a bit.

Nino moved up and took a shot at Kirai, hitting her for a few points and taking 2 back.

Kirai healed up and attempted a slew of Spells and (0) Actions, but failed them all, I think.  Loy’s frustration was increasing at this point, and with good reason.  Looks like Fate was looking the other way, this game.  She may have cast Spirit World and turned into a Spirit at this point, though.

Turn 5

Kirai started the turn off.  She casted Spirit World again, healed herself as a Spirit.  She then summoned Ikiryo (dropping herself to 1 Wd left).  I realised while writing this and watching the video that Loy removed the Seishin to do this, which was not necessary, so he actually should have had an extra Spirit around to help last a bit longer.  However, this may be a moot point as I did have all five Ortegas alive and ready to pounce on Kirai, Ikiryo and the Seishin.

You can guess that at this point it was a forgone conclusion, and with all of the Ortegas in Companion range of each other, they would all be able to work together to lay down the hurt.  Nino actually killed Kirai on his activiation, and Santiago got Trigger Happy and took out Ikiryo.

Game over.

Post-Game Thoughts

Well, I was quite surprised that I tabled Loy’s Spirits.  After last game, which was a much closer battle (with Loy coming out on top), I thought I’d lose a few of the family members and maybe-maybe-not pull out a victory.  I believe this is only Loy’s second game with the Spirits, so of course he’s still working on figuring them out.  He’s getting closer, for sure, but Fate was definitely on my side this game.  I flipped all of the right cards, and he flipped few that he needed.  That one turn of Kirai failing most of her spells was pretty bad.

Tuesday night we shot some emails back and forth about rule issues, including cover and using Obey on the models with Kirai’s Soul.  Hopefully we’ll figure all of our questions out for our next meeting.

Now I definitely know Loy will not want to face me again any time soon.  At least not my Ortegas.  Maybe I’ll try Lilith next and see how a melee-heavy crew fares against the Spirits.

I picked up Abuela Ortega, hoping to put her healing powers to good use.  I’ll get her painted up soon.

I also left my two crews and my Freebooter’s Fate Imperials at MM in one of the display cases.  I forgot to take a picture, but I will next time I’m around.  They look neat in there, with their stat cards splayed out.

Thanks for reading.

Posted March 22, 2012 by mrborges in Battle Report, Guild, Malifaux, Resurectionists

MERCS: Oh god it BURNS   Leave a comment

Took Mercs out for another spin tonight.

Steve took the CCC. I took KemVar, for the first time.

KemVar is distinguished by their active camouflage (which puts them in constant cover, making them hard to hit at the best of times), extreme mobility (especially on the assassin, who can also close with the enemy and do two blood on a single charge) and flimsy armour (doesn’t deter assault rifle fire; malfunctions with relative ease).

So what would be the best way to take on an army that closes fast, is almost impossible to hit, and is readily damaged?

Everyone who said “flamethrowers”, come to the head of the class.

We played on Steve’s Xeno-Terror table, full of close quarters and corridors. This is a table that really favours KemVar’s style, and I was eager to try out the last of the factions in my MERCS toolkit. We selected a scenario based on the “Fire Station Epsilon” encounter designed for CCC and USCR, with the objective to get three uncontested figures in the centre space of the table.

Those huge burning smoke templates were worth every cent Steve didn't get from customers.

I figured I’d get my main army around one side and close the pincer with the Heavy and Assassin coming from the other side. But I got mixed up and sent the Heavy with the main group, and the Assassin and Mechanic went off on their own. Not smart! The Heavy gets a big bonus when he’s on his own, and the Assassin is a key mop-up piece. Instead, I led with the assassin, and grouped the Heavy with the rest of the squad, losing out both on his Heroic Loner bonus and the Leadership benefit from my Assault Leader.

Steve brought his Heavy, Incinerator and Medic up the east half of the table, while his Sniper and Assault Leader snaked around to engage my main force. My assassin inflicted brutal damage on his flamethrower trooper, but once again, hands up everyone who remembers how many Blood tokens the Incinerator can take before dying.

That’s right: four. In the time it took to ambush his one tank, his Heavy waltzed up and demonstrated what happens when a toad gets hit by lightning brawling heavy attacks a lightly-armoured assassin.

Though I took out his medic, it was just a bit too late to save the game for me. I managed to get my troops into the central room, only to have them largely burned out by Steve’s barely limping along Incinerator. A background swordfight saw my Leader put down his Sniper, and my Heavy was able to shut down his Assault Leader eventually. But in the end, the flames got them all.

The moral of the story? Pick those key targets and make sure they go down. Especially when you have key clutch pieces — almost always including the Heavy — in your sights, focus on taking them out to the exclusion of lower-priority troops like Assault Leaders and Snipers.

Here endeth the lesson, but the fire still burns…

Posted February 8, 2012 by Ilan in Battle Report, MERCS