Thursday, 19 February 2015

ToMB2: First Game



Well hello! It's been a while but I haven't been doing jack shit! Infact, I've been writing a few more JargonBuster posts but with everything I've got going over the course of this week, I haven't managed to get any of them out. Hopefully soon!

Anyway, the good news is that after 2 weeks of waiting... I know... 2 WEEKS! I have received my order from an internet based stockist and I have now started work on my Ironsides crew! Remember, I am going to be doing a proxy crew and use any spare parts to proxy models which aren't out yet. If you want to go back and read my opening posts they are here and here.

Just to summarize: My contribution of WAAC over the coming months will entail that everytime I play my Ironsides crew I will: donate 10p for every point I score with and I will donate 20p for every point my opponent scores against me! I know it doesn't sound a lot now but trust me... if you've read my batreps you'll know my opponents get the jump on me and score highly!


So, I've built my crew and a few extras which haven't been released yet!


I've built:
Ironsides

Mouse

The Captain (Missing a hand and a Relic Hammer... but that'll be sorted from a Bitz Box rummage!)


3 Oxfordian Mages (On 30mm bases - Yes, they do need to be on 40mm but I want to do something special with these!)

Cassandra

3 Gunsmiths

2 Union Miners

2 Performers


On to the game. This is my first ToMB game and it couldn't come against a better opponent: Bear (@docbungle), the creator of WAAC! I'm not entirely sure what he was going to be playing because every time I checked twitter, he was on about a different master! So it was a great surprise to find out that I was actually playing Outcasts. We arranged to play a 50ss game on Vassal and I have to say, I'm quite excited!

Thanks to the Malifaux Schemes (@malifauxschemes) bot on Twitter we received:
Strategy: Squatter's Rights
Schemes: Line in the Sand, Assassinate, Bodyguard, Cursed Object, Make Them Suffer.
Deploy: Standard

I always think with crews you're finding your way with it's hard to really judge what they can do in terms of schemes pool. I guess Squatter's Rights is a more favourable Strat for me as it involves me getting up close and personal which Ironsides loves so I guess there are a few choices in the scheme pool which I could take which would make for an interesting encounter.

Line in the Sand... In a game like Squatter's, I think I'll leave this one at home!
Assassinate - I can see Bear perhaps taking this as I want to get Ironsides close but not knowing what I was facing, I'm not going to risk it!
Bodyguard - Interesting but I don't trust myself keeping anything alive long enough to do it!
Cursed Object - If I'm getting up close and personal then it's worth a punt! It is a popular choice for a Strategy which is as up close as this one!
Make Them Suffer - A Master or a Henchman must kill a peon or minion in any turn after the first. Seems a logical choice to do when getting up close and personal!

So... I have decided on: Cursed Object and Make Them Suffer! The fact that these start unrevealed is fantastic too as I can bluff my way to

My Crew? Oh, I nearly forgot!


Ironsides (Cache: 5)
- Iron Determination
- Frontline Leadership
- Imbued Protection
*I did consider taking Inbued Energies which when discarded gives a model Fast and it would have been excellent for her but I wanted to try her upgrades first!
The Captain
- Patron's Blessing
Mouse
Oxfordian Mage
- Nemesis Ward
Oxfordian Mage
- Blood Ward
Oxfordian Mage
- Doom Ward
Union Miner
Union Miner

I wanted to use the box crew and other models I have built. The Miners seemed like a good choice just to pad out the crew!

Bear took:

Von Schill
- The Shirt Comes Off
- Survivialist
- Oathkeeper
Libririan
- Oathkeeper
Specialist
- Oathkeeper
2 Friekrokps
2 Trappers
Steamtrunk


On to the game! We were on the Occulus map which was an interesting choice and one which I'd not come across before, lots of rooms and space to move around!




Bear's Set Up:
My Set Up:

Both of our Step Ups:






Key Moments:
-          - Bear won initiative and chose for me to go first
-          - Trapper shoots Doom Ward Oxfordian Mage – 4 Damage!
-          - Ironsides charges trapper in 1st turn. Triggers 2 Adrenaline and causes 7 damage to Trapper, reduced by 2 for Armour!
-          - Von Schill, discards Oathkeeper – charges Ironsides: Hits Ironsides for 10 damage, Ironsides hits back (triggering) for 5!
-          - End Turn 1 – Ironsides on 4 Adrenaline!
-          - Specialist shoots into combat with Ironsides, Von Schill, Trapper… misses Ironsides
-          - Bear wins flip and activates first – 3 ap to kill Ironsides! Gains 3 points for assassinate!
-          - 2 Mages cause 4 damage to Von Schill, ignoring armour. Takes him down to 3 wounds!
-         - Schill gets a healing flip on a positive flip – 3 wounds back!!! And then does it again… 2 back! All that work!!!
-          - Trapper shoots Oxfordian Mage with Doom – 6 Damage… gone!
-          - Captain pulls the Trapper out in to the open ready for next turn!
-          - Captain wins flip for initiative and goes first, pulls in hits with a Relic Hammer. Forgot that he has casting expert and could hit him twice!
-          - Mage kills the trapper on one wound.
-          - Von Schill charges Mage and hits for 3. Shirt comes off but all passed.
-         - Von Schill gains first turn for turn 4 and pounds into Oxfordian Mage with Blood Ward on and then takes   Nemesis Ward to 1 wound!
-          - Captain charges Von Schill and causes 4 damage with the hammer.
-          - Libby walks around the board and heals Friekorps.
-          - *Bodyguard Announced by Bear* on Librarian.
-          - Captain wins Initiative for Turn 5 and hits Von Schill twice… Severe and Moderate flip!
-          - Von Schill uses a stone only prevents 1 – Von Schill gone!
-         -  Miner and Oxfordian Mage place cursed object on Friekorpsmann and Specialist.

Game ends: 10-1!

In Game Action:




My Hand on Turn 5 - Great for Poker... Shit for Malifaux!
 Final VPs:

Lessons Learnt:
Well... lesson one... Don't put Ironsides anywhere near a Master, especially Von Schill! Getting first activation on Turn 2 didn't help as Von Schill went wild on her ass but I can see the potential with her. What I did do was fling her too far forward, leaving her away from healing and support! I over estimated her power but also, I didn't realise the distance which Von Schill could charge in! I know now she's a Master on Minion type of lass! It's really important to get the trigger 'Good Shot, My Turn' off so enable slow damage to mount up but with support!
3 Oxfordian Mages, although they look amazing, didn't do that much for me. Two of them would have been far better and having a Gunsmith or points free for something else. Again, I can see their potential but three might be excessive!
Mouse, not bad for healing but in this, didn't really do a great deal. In a game like Squatter's Rights I need more feet on the ground which can turn markers but in truth, he wasn't the one to do that! Not bad but slow movement didn't enable me to utilize him with the crew.
Union Miners - Solid choice to stick around but I didn't really get the best out of them! I might look towards Soulstone miners in future. However, the Miners did do a good job of distraction and have a ton of abilities which would be useful in a scheme marker specific schemes.
The Captain... WOW! He must be a choice to consider in ANY Archanist crew, with a 5" push on other models and a Relic Hammer, he is a great all rounder. A superb model! Really impressed.

In hindsight, I should have hung the crew back and fired first then thrown Ironsides in to finish off and gain the Make Them Suffer points. Maybe next time some Gunsmiths and use the Mages to deal out Burning!

Thoughts on the crew:
I'm really impressed with her, despite losing heavily. Like I said, the Mages' could do with being reduced to 2 in my crew and be replaced with something else: Gunsmith, Johan, etc. And also, Mouse out too!
Will be something to think about in time for the next game which I can hopefully get in soon.

WAAC Payment:
20p for each point my opponent scores = 20p x 10: £2
10p for each point I score = 10p x 1 = 10p

Total: £2.10!


Well, that's it for this post! I've got a small backlog of posts to put up which I can hopefully do over the course of the next week or so!

Thanks for reading.
I'll see you soon!



Saturday, 7 February 2015

Return of the Mac! (Vassalfaux)

It's one of those times where you can't get out the house to play and you end up going on Vassal.
I know people love to play face to face but there are just times when you can't get out!

So I ended up playing Matt (@thetweetsofmatt) on a 'new' board which we both haven't played before. There are many people who like Vassal and some who think it's not realistic enough.
I really like Vassal because it has different boards to where I play and it expands my ability as a player.

I've got a few screenshots to accompany the commentary with a few bits a pieces of what happened too!

Here we go then:
I thought we had arranged the game to play a ToMB game as I my minis still haven't been delivered! But I was wrong! We were playing a 50SS game, so not what I was expecting which caught me a bit off guard but I went default!



Map: Catacomb(If you listen to Before We Begin - it's the same on as Chris and Ewan played on)

Strategy: Reckoning. 
Schemes: Line in the Sand, Protect Territory, Bodyguard, Outflank, Entourage. 
Deployment: Standard

I declared Neverborn (shock) and went with:

Dreamer
-         - Dreams of Pain
-          -Tantrum
-          -Dreaming Wings
Widow Weaver
-          -Handbag
Teddy
Teddy
Mr Tannen

Schemes:
*Protect Territory: revealed
*Entourage: hidden

Matt declared Guild and I thought he was going to go with Hoffman again but when he told me what he was playing, I was in for a bit of a shock!


McCabe
-          -Badge of Speed
-          -Promises
-          -Strange Metal Shirt
Sidir
Rifleman
Rifleman
Pathfinder & 2 traps
2 Wastrels

Schemes
*Protect Territory: revealed
* Outlfank: hidden
 

Game Highlights:

-Teddy gobbles up Death Marshal and after triggering “Delicious” heals 3 wounds!
-Other teddy can’t gobble riflemen and charges, kills one with 2 mods
-McCabe fails to give the Rifleman something in order to push 4” – failed!
-Dreamer summons stitched
-McCabe charges teddy : Red Joker to hit, black joker to damage
-McCabe brings Teddy down to 1 wound…
-Tannen gets up leave it to luck up
-Dreamer plays Red Joker and summons a teddy!
-McCabe hits teddy on 3 wounds, quadruple neg flip – moderate – 3 damage!
-McCabe def flip: Red Joker / Teddy’s flip: 13… Beaten by 1!!!
-McCabe kills teddy and hits widow weaver
-Widow Weaver Seizes Prey: Paralyzes McCabe and gives him poison 5!
-Guild Rifleman hits Mounted McCabe, knocks him off horse and summons unmounted McCabe!
-Dismounted McCabe gives himself reactive and sacrifices himself at the end of the turn!
-McCabe hits Widow Weaver and kills it (after her preventing 2 damage)
-McCabe reactivates and hits Tannen for 8 with Red Joker on damage flip!
-Game ends Turn 5... 7-6 Loss.










Overall, not a bad game. I didn't read to the bottom of the card for Entourage which would have given me an additional point! I'm not sure taking Widow Weaver has its benefits in this game, particularly when I needed things to hit hard. An illuminated or two more stitched might be an idea at some point so I can deal damage early! Tannen did a good job, apart from being blown apart by McCabe! 
For Matt, McCabe was the lynchpin model in this crew and I was slightly annoyed that when he 'sacrificed' himself he just takes himself off the horse but as the same time, I should have gone after other things to kill - like the two outflanking models on either side of the board! 

I don't think I played the game like I should have and I didn't read the game at all well so losing by 1VP was just fine by me! A few lessons learnt for next time so we will see how it goes!

Thanks for reading!

I'll see you soon.