We’ll have a few quick news bits,
then dive into a tournament report from Raliegh, NC on 12/17/16, the first team
tournament featuring your two esteemed bloggers working as a team!
-First, a couple of weeks ago Aaron
Daarland released a plan to alter the rate at which Malifaux Errata would be
released in the future, and brought out the January 2017 Errata. These changes
included changes that players have been asking for (in some cases) for a while
now. Austringers getting their ranges reduced I assume most players are ok with
seeing, as well as Rotten Belles having their cast brought down into only very
good ranges rather than ridiculous. Daydreams got a little softening as well.
Some other models got buffed. Go check out the file. I’m not a great crunch guy,
but I might go through and write up a more in-depth breakdown later.
-Shortly thereafter the new Gaining
Grounds 2017 document dropped. Schemes were shuffled some rules changed. I’ll
probably save an in-depth breakdown for its own post, but you can go check it out here.
***
And now, on to the tournament
report!
A few weeks prior, Jon had asked me
if I wanted to team up with him for the Treacherous Allies tournament at Atomic
Empire games store in Durham, NC. This was part of the program organized by the
Southeastern Malifaux Players Group of some renown, which is led by the lovely
and, of course, sassy Sasslady herself, Dawn McCormack Plunge.
Photographic Proof |
If you’re in the area and can go
check it out, Atomic Empire is worth the trip. I’m a bit of a bumpkin, but its
easily the biggest game store I’ve ever visited. They have snacks. They have a
bar. They have more games than you’ve ever seen. Go check it out.
The format for Treacherous Allies
was, as I understand it, fairly standard for doubles tournaments. Each player on
a team builds a crew with a master and 35SS each round from the same faction.
Your models are considered friendly to each other. It’s not balanced and it’s
not meant to be. Weird stuff happens in these types of games (more on this
later.) You pick who is going first and second in your team every round and
alternate activations. So, if one team has players A and B and the other has
players 1 and 2, you could go A,1,B,2 in one round and could switch it up to
B,2,A,1 in the next. So, basically you have a 70SS crew with two masters and
two brains trying to pilot it. What could go wrong!?!
We decided to go with Ten Thunders
as they are Jon’s jam and I know Lynch fairly well. Our team was team “Let Me
Know When You’re Finished Ten Thundering,” after a sentiment expressed by one
of Jon’s opponents after much bewildering tossing of upgrades and various Asian
themed nonsense. Dawn was of course thrilled to have to read it out every
round. The general themes that came into our games every round revolved around our two halves complimenting each other rather than directly synergizing. Basically, McCabe was there to make something like the Dawn Serpent have reactivate with a super cool sword and the Terracotta Warrior buffing it to protect it from damage. Meanwhile, Lynch would be doing Lynch things, and Promises was there to make Hungering Darkness and any other Enforcers with upgrades we brought in work even better. And Jon's side would have Sensei Yu so he could use Lynch's Mulligan, giving both crews the ability to use it.
Rd. 1 Interference/Flank
Deployment/Search the Ruins, Leave your Mark, Exhaust their Forces, Detonate
the Charges, and Convict Labor.
Battle in the Bayou: Moments after a very ill-fated charge action. |
This round we played against two
men named Jon playing Team Spidercide (Arcanists) We were building to exploit
the Strangemetal Shirt and the toughness of Illuminated and Depleted, tossing
the shirt on one of them to pass out Armor +2 to everyone around them with the Black Flash reactivate
from McCabe. Seemed like a pretty good game plan at the time. Our opponents
were bringing Ironsides with a cadre of the Oxfordian Mages and an Ice Dancer
and Ramos with Joss, Howard, and…some Howard things? I don’t remember. We took
Search the Ruins for a bit of counter-play and Detonate the Charges because why
not. It’s Detonate the Charges.
When I say we HAD a battle plan,
what I mean is we had one for the first round of the game or so. We had also
planned on tossing the Torekage the sword from McCabe so he could use it with
his “Works Best Alone” + flip to dish out some hurt, before giving the
designated Illuminated the Armor and Reactivate. The Illuminated did his bit, put out his
bubble of armor, and the pack moved up. Ironsides, Joss with all the Oxfordian
Mage buffs, and the mages themselves mean-mugged our pack of drug-addled freaks
over a hill. Meanwhile, the Ice Dancer and the Torekage faced off on the side
of the board. I have to imagine that looked like a Crouching Tiger style dance-fight. Would make a cool fan film.
Where it all went wrong was when we
won initiative round 2 and sent our Illuminated charging over the hill to try and get a
cheap kill on Ironsides. We hurt her badly, but underestimated the damage Joss
was going to do back to us, as well as the fact that one of the buffs from the
Mages made him immune to Brilliance so Lynch couldn't just run up and delete him. We threw everything we had at the Arcanist firebase, but our forces withered under Joss's electrical axes and a storm of Furious Casting. Meanwhile,
the Ice Dancer and Torekage mutually dropped detonate the charges markers on
each other. Huggy engaged Howard and killed him before he could do too much
damage, but Ramos then flooded Huggy with Spiders, effectively neutralizing him
for the remaining turns (and allowing them to score for Exhaust their Forces.
Whoops.) McCabe moved to stop the Joss-gernaught that was coming for us (or at
least hold him at bay) but we realized we were in trouble going into turn 3,
which the clock told us would be the last turn.
So, time to start being the dirty criminals our faction is. We gave up on whittling Joss down (we almost got him, but were 1 AP
short and he reactivated and healed,) and instead focused on objectives. The
Torekage dashed into the middle along with Lynch to throw down some quick
scheme markers and to delete the now assembled Spider Swarm, which I knew could
erase our scheme markers pretty readily. McCabe held on valiantly but was ultimately killed. On the last activation of the game, Sensei Yu dashed into the middle to
throw down another scheme marker and complete Search the Ruins. Thankfully, our opponents didn’t
figure out what we were doing to stop us and so, on the last activation of the
game, we got ahead by 1 VP and stole it. This would become a theme as the day went on.
Round 2: Collect the
Bounty/Standard/Occupy Their Turf, Leave Your Mark, Frame for Murder, Hunting
Party, and Convict Labor
Which Huggy is the real one? Hint: not the one whose crew also contained a Doppelganger and 2 Changelings. |
Our opponents were the Autumn
Nightmares, a Neverborn crew played by Sam and Kevin. Our game plan was to use
Beckoners to draw the enemy across the board to us, where Hungering Darkness,
Lynch, and an over-clocked Dawn Serpent could score from safety. The board was
not super-cooperative in this endeavor, as we had a pretty wide open graveyard
board, but there was a fence and gate on the very back edge of our deployment
zone we hid behind to form our base. The enemy was using Neverborn flavored Lynch
with some Illuminateds and Changelings paired with Lillith, McTavish, a
Doppleganger, and some Waldgeists. I brought Lynch, HD, Mr. Graves for some
more movement shenanigans, a Depleted, and 2 beckoners. Jon had McCabe, the
Dawn Serpent, Yu, Terracotta Warrior, and a low river monk. Our schemes were
Frame for Murder on the Depleted and Hunting Party. So, basically, we had a drug war on our hands.
The enemy didn’t have a ton of
ranged outside of McTavish, so we knew we had a good chance of making the plan
work. A Waldgeist ended up in our DZ early between lures and Neverborn tricks and gave us a first opportunity to score a hunting party point, but McCabe hit it
too hard and killed it himself. Ultimately, the game boiled down to a 2-sided
fight, our right flank where McCabe and the Dawn Serpent tag-teamed with one of
my Beckoners to draw Illuminated down and try to kill them, while our left side
featured Graves, Lynch, HD, and the other Beckoner dealing with the other
enemies. Our chump Depleted bravely (or foolishly?) ventured forth and was drawn into Lillith’s
melee range by Tangled Shadows, but they gave me a bit of a scare by acting
like they were going to kill him with an Illuminated rather than the Master
herself. Thankfully, the enemy’s Hungering Darkness obligingly killed him off
so we could score. The left flank combat was a money-maker for us in terms of
hunting party and Bounties, but things got a little dicey when Lillith
disengaged, hopped across the board, and nearly killed Jacob Lynch after he
overextended to finish off a Lured-forward McTavish. Thankfully, Mr. Graves saw
what was coming and obligingly ran forward to smash Mr. Lynch’s skull in with
his fence-post, thereby denying the enemy the Bounty points. This one got a
little dicey at points, but between the high-value targets we took out on the
left, bounty points scored by our Huggy, and the reactivated/terracotta warrior
buffed Dawn Serpent picking off Illuminated, we won relatively comfortably.
Round 3 Head Hunter/Corner Deployment/Undercover
Entourage, Leave Your Mark, Quick Murder, Take Prisoner, Convict Labor.
Pictured: An ugly-ass mess. |
Against team Insert Winning Team
Name Here (Ray and Jim) and their Arcanists, we thought we would go with a
similar game-plan to what we used previously, tossing out the same crew list but with a Beckoner replaced by a Performer to pick up heads.
We faced a very well designed crew focused around a combination of Collette
and Rasputina models with Hans to cause some more ranged trouble. While I went
to the restroom during set-up, some genius decided to make a bunch of bubbling
puddles count as hazardous terrain (thanks, Jon) so the middle of the board
between two buildings became a wide-open stretch of no-man’s land filled with
bubbling death puddles. We didn’t have a strong feel for which schemes to take
on this one (my note sheet has several options crossed off) but we settled on
Take Prisoner for the opponent’s Ice Dancer and Undercover Entourage on Sensei
Yu, who can cross 21 inches with our crew build when he wants.
We screwed ourselves up from
deployment in this one, I’m able to admit. The massive building we hid behind
was impassable, and so our opponents were able to get into position while we
were still trying to move around the damned thing to get to the battle. And as
soon as we did start to peak our noses out, we discovered the horrible reality
of our opponent’s crew: Collette’s prompt can be used on any friendly model.
Including Rasputina. So our opponent effectively had 6 Rasputina AP to use
every turn. Hoo boy. This is definitely one of those "The designers never thought of this format when playtesting" things.
Realizing the trouble we were in,
we broke up our huddle of models as quick as we could and sent the Super
Serpent over the hill and back to cause some disruption in the enemy. Huggy
tried to move forward to do anything productive and did manage to put some
wounds on…something, but was promptly killed by Hans who could ignore his cover
and his incorporeal. Lynch had moved around away from the group, dashing into a
position out of LoS of the enemy ranged attacks and supporting the Depleted,
who had his eye on the enemy Ice Dancer. Those two would engage and dance a
lovely duet for the rest of the game, making that dumb depleted the MVP of the
whole damn game as he scored us 3 VPs and blocked an opponent’s Leave Your
Mark. Where we got back into the game was by using Lynch and a combination of holding
all the Aces in his hand with “Wanna See a Trick” (an upgrade I had severely underrated)
to make the enemy’s Coryphee duet brilliant and kill them, bringing back Huggy.
The super serpent and the newly spawned Huggy managed to pummel through the
super Coryphee and a Wendigo with Armor of December that ran up to block us, scoring us a head and a VP. Again it came to the last activation, as Yu had to dash for the enemy
corner. He couldn’t quite make it due to some (accidentally) clutch Ice Pillar
placement in his path from the enemy, so we got 2 points instead of 3. However,
yet again, we snatched victory out of the jaws of defeat on the last activation…almost.
We ended up with a draw at the end of the most fun game of the tournament.
Our differentials weren’t high for
most of the tourney, and I knew there was at least one team that went
undefeated. I was very pleased, then, to find out that we had done well enough
to take home 2nd place! We both got small mystery boxes, and Jon won
one of the Starter Boxes from the raffle, so all-in-all, a great tournament for
team Malifaux Musings!
Dawn even managed to shame Jon into smiling for a picture...almost. |