tirsdag 13. august 2019

Perdita vs Jack Daw


Last test game before the tourney. I promised I wouldn't bring Lady J against Ressers this time, so I brought Perdita and her family and friends instead.

My list:
Perdita, LLC - 2
Enslaved Nephilim
Judge - 11
Santiago - 8
Nino - 7
Monster Hunter - 6
Monster Hunter - 6
Guild Steward - 6
Cache - 4

Morbius' list:
Jack Daw, Grave Spirit's Touch
Totem
Montressor
Jakumaa Umbe
Nurse
Hanged
Hanged
Guilty
Guilty
Cache - 0

Strategy: Plant Explosives
Schemes: Breakthrough (Guild), Hold Up Their Forces, Take Prisoner (Ressers), Assassinate (Both), & Deliver A Message


I try to deploy aggressively on the right flank so that I can shoot him with Nino while advancing with the MHs for planting explosives and scoring Breakthrough. This turns out to not work as well as I had hoped, as Nino is pushed and pulled forwards and backwards and is quickly despatched by a hanged and Jack Daw. Oh well, at least I managed to Creep Along on him before he bit the dust. Judge kills a Guilty with his pistol and gains an upgrade (yay :/). Perdita pushes forward and does some dmg.

My MHs put out some bombs and one of them manages to walk into the opposing DZ. Morbius spends his Jack Daw activation on killing the other one and moving into contact with the second to score Take Prisoner (unfortunately for him, the slippery MH uses deadly pursuit to get away before he can score) Perdita kills the Nurse and does 8dmg to Montressor, who runs away to hide. Santiago is killed by Jakumaa Umbe and a Guilty pops up. Guild is up 1-0


MH scores Breakthrough and the Judge kills another Guilty, which is great, as the upgrades don't stack. Perdita kills Jakumaa Umbe and the Guild Steward continues to plant those all-important bombs. Jack and a Hanged manages to kill Perdita for a single assassination point. Guild goes to 3-1.



We end here as we are running out of time. Given enough time, this would probably end 6-3 to the Guild, as Jack might to score two points by planting bombs, while the MH should be able to score Breakthrough unopposed. The two Hanged are low on life, but my only really killy model left is the Judge, so it is hard for me to stop him from scoring points by placing bombs. A good game.

Thoughts on the lists:
I like the list, even though I manage to give away Nino early and did not provide him significant backup. I made some significant deployment errors by isolating him on the flank, but luckily I was not punished too harshly for it. My opponent's list was fun to play against, and I am sure it will be close games for me in the future when both he and I understand how it works a little better. I think he made a mistake by advancing so cautiously with Jack early. Yes, it let him kill a few of my models, but ultimately lost him a few points from the strategy. On the other hand, it prevented me from getting good shots at him and scoring assassinate as well.

onsdag 7. august 2019

Lady Justice vs Kirai

Lady Justice vs Kirai

After half a year of radio silence, I am trying to get my blog game going again. This time we had a practice game for a local tournament coming up this weekend. We played the first of the scenarios from the GenCon scenario pack.

My list:
Lady Justice, LLC - 2
Scales of Justice
The Judge - 10
The Lone Marshal - 9
Domador - 7
Guild Steward - 6
Exorcist - 6
Exorcist - 6
Cache - 4

My opponent's list:
Kirai, The Whisper - 2
Ikiryo
Forgotten Marshal, The Whisper - 10
Datsue Ba - 9
Goryo - 8
Lost Love - 5
Onryo - 5
Seishin - 2
Seishin - 2
Cache - 7

Strategy: Turf War, Deployment: Corner
Schemes: Harness the Leyline (Guild, Ressers), Claim Jump (Guild: Judge, Ressers), Detonate Charges, Outflank, Vendetta





Deployment is good for me. He really only has one proper beater (Goryo) and I am betting that I can isolate him and kill him quickly. I am opting for going hard on my left side on the table with one of the Exorcists and The Lone Marshal if he tries to score Outflank, while moving the Judge up to score Claim Jump early.



I use the Exorcist as bait to lure the Goryo in and it works. Lady J easily dispatches him with a little help from The Judge, while The Lone Marshal dispatches a newly summoned Goryo with his free action. The board state is really good for me after turn 1.


Round 2 ends up being the last turn of the game. Kirai summons an Onryo, which is quickly killed by the Lone Marhshal, while Lady J does work in the middle of the board. At this point, Kirai and Datsue Ba is in a compromised position before turn 3 and my opponent concedes. I have only lost a single Exorcist at this point and I score an early 2-1, which would probably be a 4-1 turn 3 and a 7-1 or 7-2 at the end of the game.

I have to say that the cards favoured me a bit in this match. I started with an 11 and a 12 of crows which I held on to to kill summons, more or less neutralizing Kirai's impact on the game. I had a theory that he would be spending his good cards on summoning and not having much left for defense, and it turned out to be right. The scheme pool also highly favoured me.

I really missed a taxi this game. It was my first Marshal game without the Pale Rider, and it showed. The Judge is really slow and he ended up being more or less a card draw machine here. I am fairly happy with the list however, and The Lone Marshal was certainly the MVP this time.

Norwegian Open

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