For our regular Thursday game night, our gamemaster was absent with
an illness and that meant it was time for some Vassalfaux. My
regular sparring partner, Jon, agreed to the points values I’m able to play
with this particular crew (35 at the moment.) We squared off with the newly
updated M2E Vassal Module uploaded by Ratty, cracking out the Observatory map
and throwing down for some Guild on Guild action.
Guild Field Drills: Reconnoiter 35SS
Flank Deployment
Hoffman-Field Repairs Upgrade, 6SS Cache
Peacekeeper-Lead Lined Coat
Watcher
Hunter
Guardian
Schemes: Breakthrough, Plant Evidence (both hidden)
Sonnia Criid-Flamewall, Counterspell, Get Witchlings, 7
Stones
The Judge
Taelor
Austringer
Schemes: Breakthrough, Plant Evidence (both announced)
I asked Jon if he was aware we were playing table quarters
after he announced his crew, though this is not a particularly unusual trick for
him. Jon’s crews tend to be lots of hard-hitting, high point models with the
thought of pummeling you down and then scoring his points later. Apparently he’d
been planning a version of this crew prior to now and wanted to see how a
go-big or go-home approach would work in this version of Malifaux.
I used the first turn to pass out the goodies with Hoff:
Program Directive for the Watcher and Hydraulics for the Hunter, black jokering
when I tried to pass on Precision Targeting. My plan was to send the Watcher
and Hunter in opposite directions around the observatory while Hoff, Guardian,
and Peacekeeper would try to hold the middle and absorb the enemy advance. This
plan went out the window, however, when Sonnia gained a vantage point on top of
the ht. 6 observatory and nuked the Watcher, effectively taking one flank away
from me.
The Judge’s role was effectively to slingshot the models up
the field and improve movement, meaning he had to lead the way. Since Hoff and
the Peacekeeper now were on left flank duty, the Guardian had to go hold the
middle on his own. Knowing how effective he was solo against the Iron Zombies I
thought he could perhaps hold for a turn, and my hopes were buoyed after he
charged the Judge and used Shield Bash to throw him off of the catwalk and drop
him into some lava Hazardous terrain at the foot of the observatory, doing 6
between the shield hit and the lava. Jon cleverly saved the Judge from dying
next turn by using Issue Orders to push him out of the lava and even earned a
scheme marker for himself as a bonus. Still, I was feeling pretty good about my
chances…and then Taelor went.
She'll always have the half shirt in my mind. |
Taelor is frightening. I’m not sure what to do with her in this crew, to
be honest, other than to either leave her alone all game or go all out and try to drop her in a turn. Between bonuses to smashing constructs and triggers to
remove armor, she dropped the Guardian in a round. Her main weakness is
probably speed, but I’d have to think a competent player who is paying the
points for her will have found a way around this. More thought will be required to try and
find the best way of dealing with her.
Hoffman and his Peacekeeper were in the meantime rolling
counterclockwise around the tower, and this gave me the opportunity to
introduce Jon to the new and improved Chain Harpoon. Pulling Sonnia down from
Ht. 6 was very gratifying. Discovering that I had, in doing so, brought her
into range where she could block the rams from Hoff's casting of Machine Puppet
was less so. I had been using stones for cards up to this point, and I
effectively needed to use what I had left to try and get her down before her
next activation. A combination of a mediocre opening hand for turn 3, some less
than great flipping, and Sonnia having most of her stones for damage prevention
meant I only got her to 8 wounds and then had to withstand the retaliatory
barrage once the Austringer pulled her out of melee range. This, however, ended
up being my time to show Hoff’s toughness, as 3 Flamebursts netted Hoff and The
PK both still being alive and at about half wounds a piece.
At this point, both of us sort of looked at each other, did
the math, and realized it was turn 4 and both of us had scheme markers to put
out. Hoff’s Shakedown-Heal and their high armor meant Sonnia was unlikely to
kill the two of them in time. I wasn’t confident in my ability to find rams to
keep machine puppeting the Peacekeeper, so I wasn’t sure I could get her
either. Sonnia went ahead and withdrew to the other side of a ht. 3 wall,
leaving a Flame Wall behind to discourage pursuit. Hoff and the PK happily
withdrew to the enemy deployment zone, pausing for a moment to kill the
Austringer by dragging him off a catwalk with the Chain Harpoon along the way.
While all this had been going on, the Hunter had been scattering scheme markers
through enemy territory before trying to circle back and steal a point of Reconnoiter
from Jon’s crew by chain harpooning and then pouncing on the Judge. This
backfired, as the Judge is much harder to kill than I realized (literally and
metaphorically) and I instead left one of my quarters contested, letting Jon
end Turn 5 effectively at 10-9…if the game ended there.
Then things got weird.
I flipped a 10, and so we went on to turn 6 (Jon cursing all
the while, as he hadn’t set himself up for such an occurrence.) At this point I
knew I had one chance to get back in this thing. Hoff used his Machine Puppet
tricks to have the Peacekeeper move quickly across the board, triggering
Reposition and Repeat Program to give him an extra 2” push and Fast, before
wishing him a fond bon-voyage and remaining in the enemy deployment zone. Jon
seemed more interested in bracing himself than stopping me, so Peacekeeper was
free to run unmolested into the midst of his scheme markers and discard them
with his (0) action, knocking two of them out and contesting that quarter to
let me draw into the lead. I proceeded to pat myself on the back for my
ingenuity while the Hunter dispatched the Judge…until Jon flipped a 13 and we
went to turn 7. Then Taelor smashed my Peacekeeper into scrap and Sonnia threw
another scheme marker out. But it was ok, I was still in the lead 10-9…until he
flipped another 13 and we played turn 8.
Agreeing that this thing was meant to be a draw, I went
ahead and called it there.
This game was pretty bat shit. I've never even had a game go to turn 6 yet, let alone turn 8, and the lead swaps in the last couple of turns were quite dramatic. I think with more scheme
runners I could have focused the Peacekeeper on wreaking havoc in the enemy
crew and, if he didn’t manage to kill everything, at least maybe stall the
enemy crew out to keep them from completing schemes. There were, however, things
to be learned here. First of all, I need to look out for Taelor, and also for
things that can strip suits from Hoffman’s actions. Most of his things need the
ram that’s built into his casting to succeed, and he’s just sort of out of luck
if he doesn’t have it.
I can tell that the real trick with this crew is going to be
figuring out where to put the modification upgrades. I have heard that, for
this type of scenario (lots of scheme markers and movement) one typical opening
involves giving the Nimble upgrade to one of the Watchers and the Programmed
Directive to a second one. This will be something to explore in the future, I
suppose.
Update: Evidently I was cheating by including the Lead Lined Coat. *slaps self on wrist*
There, that's sorted.
Update: Evidently I was cheating by including the Lead Lined Coat. *slaps self on wrist*
There, that's sorted.
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