28/04/2016

Daffcon Story Encounter: The Strategies

Daffcon Story Strategies

The following are the strategies used at the story encounter ran at Daffcon by Martin Wodehouse (@MartinWodehouse) and Luke Cocksedge (@Shakes1066).
Give them a go, send them some tweets, enjoy.

“WHERE’S JIMMY?”


Both crews are in the Slums, one has been having a night on the town, the other is looking for a missing friend that was last seen in the area. It’s starting to get light and a blood curdling scream pierces the night, putting everyone on instant alert and sobering up those who were a little the worse for wear. A terrified man’s voice with a strong eastern European accent echoes through the streets: “Moroi! Moroi! Flee for your lives!”

At this point, the protagonists realise that they are not alone…

SETUP

Determine which player will be the Attacker and which will be the Defender, in any agreeable manner. Before deploying crews, the Attacker places two 30mm ‘Jimmy?’ Markers anywhere on the Defender’s Half of the table. Then, the Defender places two ‘Jimmy?’ Markers anywhere on the table. Each ‘Jimmy?’ Marker must be marked to represent one of the four suits: Rams, Crows, Tomes and Masks. The Defender secretly flips a card and notes its suit (reflipping any jokers).

ATTACKER VICTORY

Any model may take a (1) Interact Action while in base contact with a ‘Jimmy?’ Marker to place the ‘Jimmy?’ Marker on the model’s stat card. If the model leaves play, place the Marker in base contact with it before removing it. At the end of the game, if the ‘Jimmy?’ Marker with the noted suit is on the stat card of an Attacking model or in the Attacker’s Deployment Zone, the Attacker scores 4VP.

DEFENDER VICTORY

The Defender has one of the following victory conditions, depending on the suit of the card flipped to determine the Strategy:

Crows: They killed him! Slaughter them all! The Defender earns 1VP at the end of every Turn after the first in which the Defender killed or sacrificed two or more enemy models. At the end of every Turn after the first,, the Defender earns 1VP if the Attacker has no models left in play. No more that 1VP may be earned per Turn from this Strategy.

Rams: Protect Jimmy’s body! At the end of the game, score 4VP if the noted ‘Jimmy?’ Marker is on the table with at least two friendly models within 2” of it.

Tomes: Which one’s Jimmy? Check them all! At the end of the game, score 1VP for every ‘Jimmy?’ Marker not carried by an attacking model.

Masks: Bring back his body! The Defender may reveal which suit was flipped at any time. At the start of every Turn after the first, score 1VP if the noted ‘Jimmy?’ Marker is on the stat card of a Defending model, so long as the suit has been revealed.




“BRING THE DOCTOR TO ME!”


They don’t know why they've got to take this strange man to the old ironworks at Carfax but they are compelled to do so. He speaks to himself, he stops every thirty seconds to try and eat spiders, insects or other living things he’s spotted, and he smells funny. But, a job’s a job right? Someone else has got other ideas though…

SETUP

Determine which player will be the Attacker and which will be the Defender, in any agreeable manner. After all models have been deployed, the Attacker places a 30mm ‘Dr Noll’ Marker in her Deployment Zone.

SPECIAL

The ‘Dr Noll’ Marker ignores all game effects, except the following:

1. A model in base contact with ‘Dr Noll’ may take a (1) Interact –“Oooh Spider!” with it to move it 5” in any direction.

2. The Marker can be targeted by Attack Actions that do Dg and has the following Stats:

Df 6  Wp 6  Wd 10 Ht 2

3. The Marker can be targeted by Tactical Actions that allow it to make Healing Flips.

ATTACKER VICTORY

The Attacker earns 4VP if ‘Dr Noll’ is in the Defender’s Half of the table at the end of the game.

DEFENDER VICTORY

Delay him! The Defender earns 4VP at the end of the game if ‘Dr Noll’ is on the Attacker’s half of the table.




SUMMON THE BLOOD


Something ancient, powerful and utterly evil has been scheming in the darkness and now stands ready to reveal itself. The Vampyre threatens all living things and has to be thwarted. Those it has bound in thrall to its service though, will stop at nothing to help it achieve its aim.

SETUP

Determine which player will be the Attacker and which will be the Defender, in any agreeable manner. Place a 50mm ‘Sarcophagus’ Marker in the centre of the table. The ‘Sarcophagus’ is Ht 5, blocking, impassable terrain. While within 2” of the ‘Sarcophagus’, models receive +2 Ca to all Ca Actions.

ATTACKER VICTORY

At the end of every Turn after the first, the Attacker earns 1VP if she has at least one Scheme Marker in base contact with the ‘Sarcophagus’, then remove all of the Attacker’s Scheme Markers in base contact with the ‘Sarcophagus’.

DEFENDER VICTORY

Guardians. At the end of every Turn after the first, the Defender earns 1VP if she has at least two non-Peon models within 2” of the ‘Sarcophagus’.

SPECIAL

At the end of any turn when the total number of VP scored from the Strategy equals 4 or more, pause the game and ask the organiser for the Final Page.




THE FINAL PAGE


The power is mine! Now you will all feel my wrath!

The Vampyre Lamashtu is summoned to the table. This only happens once during the game.

Whichever player lost the Initiative that turn places Lamashtu in base contact with (or as close as possible to) the ‘Sarcohpagus’ Marker and then removes the ‘Sarcophagus’ Marker.

From now on, all previous victory conditions for the Strategy are frozen and no more points can be gained from them. For the rest of the game, players can only earn the following Strategy VP: If Lamashtu is reduced to half wounds or less by a player, they gain 1VP. If Lamashtu is killed, the player that killed her gains 1VP. With VPs already accrued, no player may score more than 4VP from the Strategies during the game. VPs from Schemes continue to be accrued as normal.

Lamashtu has the following stats:
Df 5  Wp 6  Wd 10  Wk 6  Cg 9  Ht 2 Base Size 50mm

ABILITIES

Preternatural Speed: This model has 1 additional General AP. After Initiative is determined, this model activates before any other. This model is immune to Slow and Paralysed. If engaged, it attacks whichever model is closest to it (if two or more models are equidistant from Lamashtu, the player that won Initiative determines her target randomly, as though shooting into an engagement). If unengaged, it charges the closest model. If there are no models within charge range, it will move as fast as it can towards the nearest model and attack it if possible. Whenever cards are flipped they are done so by the opposite crew to the one this model is interacting with and may not be cheated. This activation does not count towards either crew and the turn continues as normal after this model has activated.

Flight: This model is immune to falling damage and may ignore any terrain or models when moving.

Black Blood: All models without Black Blood within (P)1 suffer 1 damage when this model suffers damage.

Terrifying (All) 13: Enemy models must pass a TN 13 Horror Duel if they end a Walk Action within this model’s engagement range or target this model with an Action.

Armour +1: Reduce all damage suffered by this model by +1 to a minimum of 1

Impossible to Wound: Damage Flips against this model receive  and may not be cheated.

Very Hard to Kill: If this model has 2 or more wounds left, it cannot have its wounds reduced below 1. This Ability cannot be ignored.

Curse of the Vampyre: When targeted by an Exorcist, Relic Hammer or the Burning Condition, this model suffers +2 Dg

ATTACK ACTIONS

(1)Ancient Talons (Ml 6(MASK)  / Rst: Df / Rg: 1”(CLOSE) ): Target suffers 3/5/6 damage. This Action gains + to the Attack Flip.

 (MASK)(CROW) Drain: After Succeeding, target must discard 2 cards or 2 Soulstones or be killed. This model makes a 1/2/3 Healing flip.

Daffcon Story Encounter: The Background

Malifaux Story Encounter Daffcon 2016

The following is the story that Martin Wodehouse (@MartinWodehouse) wrote for the story encounter that he and Luke Cocksedge (@Shakes1066) ran at Daffcon.
Have a read, send them a tweet, enjoy.

Chapter One: The Stranger


Tepes Road, one of the many overcrowded, filthy and generally unpleasant places to be in the slums Malifaux. Never the less, its proximity to Southgate Station makes it a popular hangout for smugglers and criminals needing a quick exit from the city. The numerous makeshift bars and brothels along its length are popular   despite the conditions and if you have ‘business’ to run without too much Guild    interference, then the primarily eastern European immigrant population have no love for authority.
The rain had been falling constantly for 6 days now, a solid downpour that      threatened to overwhelm the city’s sewer network. Even the ubiquitous rats had taken shelter against the ceaseless fall of water that ran, in small torrents, from every rooftop and gutter to form large puddles in the detritus filled streets below.
On the highest rooftop of Tepes Road, hidden in part by the dark of the New Moon and also by its absolute stillness, akin to that of a gargoyle, a large figure crouched, seemingly unperturbed by the rain. It surveyed the street below, watching the      occasional scurrying figure, futilely attempting to dodge the raindrops as it went from a doorway to a bar, a brothel or back from one. Weak greenish yellow light from the few gas lampposts still working, cast eerie shadows from the movement, seemingly distorting the owners of the shadows beyond all recognition of how they should appear. No one seemed disturbed by this. After all, this was Malifaux, here the strange was commonplace.
And then the rain stopped. No sooner had the last drop landed when a thick mist began to weave its way through the streets, almost as if the rain had been holding it in check and now, unfettered, it claimed the roads and pavements for its own. With feline grace, the rooftop figure leapt from its perch into the street some forty feet  below, barely making a sound as it vanished into the mist.


Chapter Two: The Servant


Dr Richard Noll lay on his cot, staring at the ceiling and wandering what the spider, crawling along its cold dark brickwork, would taste like.
Of course he had tasted spiders before, back Earthside, when he had first received enlightenment. Here though everything was different, the same… but yet not the same. This place had power, he could sense it. In time, if he performed his duties well, at least some of that power would be his. Who knows, maybe one day all of it?
In the meantime though, he just needed to keep eating the spiders.
Truth be told, he’d been here for three days now and hadn’t eaten a single one. It was starting to become somewhat disconcerting. It didn’t help that he was locked in a cell, with high ceilings and no way to reach them. The spider had also been far less than accommodating, by refusing to come down from the ceiling at all. Not even for that thirty second ‘age’ when Richard had actually pretended to be asleep. He’d even faked a snore but the spider remained unconvinced and sat, inverted on the ceiling, watching him intently with at least five of its eight eyes.
You might think that being awake for three days solid would be difficult, perhaps even dangerous to one’s state of sanity, but Richard Noll was no ordinary…
“Who said that?” Richard spoke aloud in alarm.
“What?” came an eerily voiced reply.
“Are you the spider? Why are you talking to me?”
“No, I’m not the spider”
“So who are you then? I’m warning you, I’m armed and very dangerous!”
“No. You are neither.”
“You are the spider! Come down here and I’ll show you just how dangerous I can be! I bet you taste delicious.”
“I’m not the spider. You’re delusional.”
“Ha! How can I be delusional? I’m the only one here and yet you’re talking to me even though I can’t see you!”
“Did you even think about what you just said?”
“Well… if you’re not the spider and there’s no one else here, who are you then?”
“My dear chap, quite obviously, I am you.”
“What!? That’s just insane!”
“Isn’t it though? But on the bright side, it does mean you can have some deep and meaningful conversation with someone that truly understands you and is… Ahem!”
“Sorry? Did you say something?”
“You’re not listening to me are you?”
“I was, honestly.”
“No you weren’t, you were thinking about eating that spider again weren’t you?”
“Erm… no… alright then, yes, I was! But he looks so delicious!”
“Typical. The Master said you might get like this. It’s a good job I’m around to keep an eye on you!”
“She’s my Master, not yours!”
“Idiot! She’s ours! Now stop your babbling, the others will be here to let me out soon.”
“Others? What others? Why are they only letting you out? Why not me as well?”
“I despair sometimes, I really do. The Master is sending someone to get me, US! I meant us! They should be here soon and then we can carry on with our true       purpose here and unleash the… Look! Will you pay attention when I’m talking?! That damn spider is not coming down from there anytime soon and this is important.”
“Sorry.”
“That’s better. Now, as I was saying…”
A loud crash and the horrendous sound of screeching metal interrupted the        conversation and the cell door flew through the room, impacting against the far wall and shaking detritus loose. Bits of rotting mortar fell onto the cot and Richard sat up in surprise.
“Let’s go Doctor! Quickly!” a voice came from the doorway.
Needing no further encouragement Richard leapt to his feet and was about to run for the door, when he spotted a spider on the end of the bed.
“Coming.” He said, as he scooped the spider up with his hand and popped it into his mouth on his way out of the door. “Mmmmm, juicy.”


Chapter Three: The Summoning


It had been an age. Hard to be specific but she estimated almost six thousand years (by Earth reckoning) since Lamashtu had last trodden the ground in Malifaux.
It was time to come home.
So much had changed. Although not surprising, as Lamashtu had witnessed      first-hand the way in which the Humans had changed things Earthside over the  millennia. Many times, she had slept for centuries in the Human World and awoken to new sights and sounds. New smells, tastes and untold discoveries and ‘advancements’.
Yet something about the change in Malifaux unsettled her. It was tainted. This would not do at all. Once the Ritual was complete and she had her full strength,  Lamashtu would put things right here. The Humans were a poison, slowly        strangling the life from the land without thought of consequence. Even those that were aware, lacked the strength to stop this so called ‘progress’. They needed to learn their place or be exterminated. A shame, as so many of them had been       interesting over the years.
Everything was prepared. The human Doctor was being escorted here; the magical sarcophagus was ready; all known copies of the ‘Texte aus der Umwelt des Alten Testaments’ had been destroyed, so once the ritual had begun there would be no way to stop it. It was time to take her place in the sarcophagus and await her       rebirth.
Lamashtu gave one final look around, breathed deeply and stepped into the       sarcophagus, pulling it closed around her. In the cool darkness, she relaxed and her mind began to wander. Back through the centuries; the recent conversations with John Polidori, which of course he then went and wrote a book about so she had to kill him; that time in Wallachia in the 15th Century, when she impersonated a local prince and fought against the Turks, was a particular favourite; Those          unfortunate incidents at Alnwick and Melrose; time spent with Nero, he was fun; Santorini; Egypt; even back in Mesopotamia, when her journey Earthside had first begun…
Lamashtu’s reverie was brought to a halt by an overwhelming surge of energy. The interior of the sarcophagus swam with green light and energy poured into every   fibre of her being.
It had begun.


14/04/2016

Mercenaries

MALIFAUX MERCENARIES

Here is a list of all the current mercenaries for those who want to submit their top 16 to:
arcanereservoir@gmail.com

  • Dr. Grimwell
  • Nurse Heartsbane
  • Greed
  • Orderly
  • Anna Lovelace
  • Sloth
  • Performer
  • Envy
  • Wrath
  • Angel Eyes
  • Scion of Black Blood
  • Bloodwretch
  • Aionus
  • Hannah
  • Taelor
  • Student of Conflict
  • Malifaux Child
  • Bishop
  • Convict Gunslinger
  • Desperate Mercenary
  • Freikorps Specialist
  • Freikorpsman
  • Hans
  • Johan
  • Killjoy
  • Ronin
  • Freikorps Librarian
  • Freikorps Trapper
  • Lazarus
  • Sue
  • Strongarm Suit
  • Pride
  • Big Jake
  • Hog Whisperer
  • McTavish  
  • Burt Jebsen
  • Gracie
  • Gluttony
  • Ama No Zako
  • Oiran
  • Torakage
  • Lust


30/03/2016

#MFXTOP "Little Monsters" Elite Four

#MFXTOP "Little Monsters"


Here are the Elite Four which will be put into a poll via Twitter and the @ArcaneReservoir account.
In alphabetical order of twitter handle:

@andythorngate


@Beard_Minis


@PeterGordo



@Proximocoal (Jen)


Thank you to all that entered, it was hard to slim it down to just four.
Please check the blog for future themes and get cracking.

-Ben (@Psientologist)

22/02/2016

Enforcer Brawl


Enforcer Brawl

On an upcoming episode of Arcane Reservoir we will pit the Top 16 Enforcers (voted by you) against each other in the same style as the Henchman Brackets.
To make life easier, here is a colour coded list of every Enforcer.
Pick your top 16 and email them to ArcaneReservoir@gmail.com
  • Executioner
  • Peacekeeper
  • The Lone Marshal
  • Nino Ortega
  • Papa Loco
  • Santiago Ortega
  • Abuela Ortega
  • Guard Sergeant
  • Exorcist
  • Pale Rider
  • Witchling Handler
  • Brutal Emissary
  • Nurse Heartsbane
  • Greed

  • Bete Noire
  • Rogue Necromancy
  • Ikiryo
  • Dead Rider
  • Jaakuna Ubume
  • Rafkin
  • Carrion Emissary
  • Sloth
  • The Forgotten Marshal
  • Hayreddin
  • Cojo
  • Ice Golem
  • Howard Langston
  • Rail Golem
  • Sabertooth Cerberus
  • Oxfordian Mage
  • Coryphee Duet
  • Mechanical Rider
  • Angelica Arcanist
  • Blessed of December
  • Arcane Emissary
  • Envy
  • Baby Kade
  • Teddy
  • Doppleganger
  • Mature Nephilim
  • Coppelius
  • Lelu
  • Lilitu
  • Iggy
  • Tuco
  • Hooded Rider
  • Mysterious Emissary
  • Wrath
  • Scion of Black Blood

  • The Nothing Beast
  • Karina
  • Bishop
  • Convict Gunslinger
  • Freikorps Specialist
  • Hans
  • Johan
  • Killjoy
  • Ashes and Dust
  • Freikorps Librarian
  • Lazarus
  • Sue
  • Strongarm Suit
  • Vanessa
  • Desolation Engine
  • Hodgepodge Emissary
  • Pride
  • Big Jake
  • Lenny
  • Whiskey Golem
  • Pere Ravage
  • Rami LaCroix
  • Raphael LaCroix
  • Gremlin Taxidermist
  • Burt Jebsen
  • Gracie
  • Merris LaCroix
  • Lucky Emissary
  • Gluttony

  • Samurai
  • Chiaki the Niece
  • Izamu the Armor
  • Yin the Penangalan
  • Mr. Graves
  • Mr. Tannen
  • The Lone Swordsman
  • Shadow Emissary
  • Lust

21/02/2016

#MFXTOP Jan'16 Winner and future themes

The Tyrant of Painting
For January 2016


@Proximocoal's Other Half Jen
with Datsue-Ba


Some beautifully impressive work here, I'm sure the quality colour scheme and free hand won over the voters with almost half of them picking this from the Elite Four.

Congratulations again to Jen and thanks to all who entered.

Moving Forwards

Starting from right now (the weekend of Feb 20th) new entries can be entered for the next theme.
Entries for this will need to be entered before March 25th.

However I have a lot of feedback saying they like to plan further ahead and would want to take part but the theme is too short notice for them.

Due to this the following will be a "MFXTOP Calendar" as such:

  • February 20th - March 25th
    • Little Monsters 
    • (a model which has a SS cost of 5 or less)
  • April 2nd - April 29th
    • Agility of the Hare Easter Bunny 
    • (a model which has a Wk of 6 or more)
  • May 7th - June 3rd
    • Could it be Magic? 
    • (a model with a Ca action)
  • June 11th - July 8th
    • Summer Ray-GUN 
    • (a model with a projectile[gun] icon)
The dates included are possibly incorrect, but give 4 weeks+ time to paint with the time gap for voting.
These dates are not set in stone but hopefully help people make some choices for what models they want to work on ahead of time.

Thanks again to everyone who has entered, voted and simply taken part.

Now go get on with those Little Monsters!

- Ben (@Psientologist)

14/02/2016

#MFXTOP January "Henchman" Elite Four

#MFXTOP JAN16


Here are the Elite Four which will be put into a poll via Twitter and the @ArcaneReservoir account.
In alphabetical order of twitter handle:

@BigHamm3r


@Proximocoal (Jen)


@Seismic134


@Shakes1066


11/02/2016

An "Extraordinary" Weekend

Extraordinary


ɪkˈstrɔːd(ə)n(ə)ri,ɛk-,ˌɛkstrəˈɔːdɪn(ə)ri/
Adjective
Very unusual or remarkable.

This weekend past (at time of writing) was both the 2015 UK Masters and two single day events (allowing for players not making the second day of Masters have something to join) dubbed the League of Extraordinary Henchman(LoEH). Get it, Masters, Henchman, we're a clever lot us Malifaux players. Rather than having the Arcane Reservoir Podcast be some sort of six hour epic/monster to edit, I thought I'd leave the spotlight of that to the Masters (specifically the Master) and use this old blog to actually post my experiences from the commoners side of things.

Friday




It wouldn't be a tournament report from me if I didn't briefly cover the journey up.

Usual partner in crime Mr Aaron Bailey joined me, we were relying on public transport but rather than a Train straight to Coalville and stay in a cheap Travelodge in Leicester like last year we had a more fun and overall better plan and opportunity.

Good old Timmy Brown. Tim said that he would be driving to LoEH each day as it was roughly an hour and twenty minute drive so not worth the cost of accommodation, it meant that some of the other Black Jokers from around Cambridge area could possibly carpool and worked out well for Mark (Elwood) who unfortunately had to give up his Masters slot and just play LoEH Saturday (not both days).
Some things in life are more important than toy soldiers they tell me.

Along with Tim's gracious offer of driving he offered a very large squashy couch to Aaron and myself and that's what we did, train to London and then to whereTimLives.

Typically as is sod's law that being the most expensive train of the bunch was one where the barriers were all open and no one ever checked us. It doesn't just happen to you.
Oh also, not even a joke South West trains are much nicer than many other services. I'm not claiming they're the best, I'm not on them that often but the trains themselves are so much cleaner, comfortable and just better.

Not much to say about the trip. Aaron turned up about two minutes before our train left Poole. I had a Bento box in King's Cross-which made me happy and it was nice to chill out and catch with Aaron on the way since I had not actually seen him since recording AR+12.

Also not much to say about Friday night bar using all of this section as an excuse to big up Tim for being a top guy and having a nice spacious flat and obviously he's always a pleasure to shoot the shit with.
Aaron falling asleep while we chatted about video games.

Saturday




Let's actually get into some Malifaux and tournament chat.
First off, big shout to Joel Henry for running both events simultaneously and (spoilers) super smoothly. Not that I wouldn't write about a bad weekend or give critique but the weekend was fantastic and the running of it helped that a lot, it was a great start to my 2016 Tournament calendar and has me excited for more to come. Thanks to others like David Brown who sorted extra terrain too, plus whoever else (I wasn't there for set up sorry) but Mr "Clousseau" will get a mention or two later on.

Getting in just in time to register we signed in and were randomly assigned a table number and opponent also being handed a lovely measuring widget and blast marker.

Quickly for those who did not know, LoEH Saturday and Sunday were standard 50ss fixed faction games using the brand new (ooh ahh) GG2016 Schemes.

It was three rounds, which normally isn't my preference (and I do think we should have done four on the Saturday) but this helped for a more relaxed atmosphere. Totally understandable with two events at once and on top of that, possibility for a lot of confusion from the LoEH side and the new schemes.

My opponent for my first game since the UK Nationals was none other than that boy from Barnsley; Josh Fletcher. This event last year Josh and I played on the top table in the last game in an Arcanist off. He took me down and evened our score to a 1-1 at tournaments. We had played Recon the first time we faced and I believe Interference the second time (either way table quarters) and guess what...
  • Game 1
  • Interference/ Standard Deployment
  • Convict Labour
  • Hunting Party
  • Exhaust their Forces
  • Neutralise the Leader
  • Catch and Release

This time however unlike our previous encounters Josh would be bringing filthy Neverborn while I kept true to the blue.
I opted not to go for the "obvious" in Ramos, as I hadn't even packed him (or at least the cards) as I'm just not feeling the love for him. My crew ended up being something like:
  • Marcus, Arcane Reservoir, Feral Instincts, The Trail of the Gods
  • Rogue Necromancy
  • Blessed of December, Imbued Energies
  • Myranda, Imbued Energies
  • Johana
  • Malifaux Raptor
  • 2 Night Terrors

A bit of an odd list. Night Terrors can score and are great at tying things up for cheap whilst the Raptor can just do the latter. Myranda and the Blessed were in for Hunting Party duty and could be very quick both having access (in a roundabout way) to Leap. The Rogue Necromancy was in for a couple of reasons and honestly was a mistake, first was and extra model for hunting party and second was model that didn't mind holding back.
Josh's list was a virtual Greg Piskosz carbon copy:
  • Lilith, upgrades
  • Nekima
  • Graves
  • Doppelganger
  • Johan, Retribution's Eye
  • Primordial Magic
  • 2 Terror Tots

All seems solid, as you'd expect. I was happy to see Tots knowing I'd planned for Hunting Party. I groaned as always at the Doppelganger and my brain wasn't awake enough for the Nekima mini-game but all was fine.
Convict Labour seemed too hard and although over six games at the weekend I didn't take it my mind has changed slightly about it. Hunting Party seemed great, forced Josh to field something small that hopefully the Blessed could hunt down and if there were multiple minions I could kill two birds with one stone, helping get quarters while scoring this. Exhaust their Forces and Catch and Release are two schemes like Distract and Cursed Object before them, I am not keen on. Neutralise the Leader would be my other choice by default but it's nice knowing that I can probably get a single VP with concentration even if the Master gets away. Also this was some of my odd(bad?) logic in having the Necro, it's Ml7, Three-headed, if it get's picked on by the Leader keeping away from the bulk of my force then that's good for me.

I won't be doing a play by play as simply I can't remember that much and there is also six games to cover. 

Well I'd like to say that the general thing was that I played a bit like a moron, Josh and I played extremely slowly and however looking back at it all purely as a game that was annoying as a social interaction it was class as Josh is great.
I'm pretty sure like me Josh had not played much if any Malifaux since Nationals and was also tired (surprised he wasn't hungover). I'll admit I was a little gutted to play Josh round 1 as I'm sure we could've had an equally fun but more competitive game later on in the day and I was really hoping for an easy ride.

First idiotic mistake from me was actually in crew selection. The Rogue Necromancy is great but the board wasn't good for it and however I'm a little proud of myself for not taking the Mechanical Rider every game this table full of dense terrain was perfect for it.
I deployed the Necro badly, which was doubly punished as it walked into terrain very slowly and then was trapped by Wicked Vines throughout the game resulting in it doing absolutely nothing.

There were some position the Rogue Necromancy could've shot at stuff if Josh moved a little differently, a low light as such was after some dust had settled a Terror Tot with only two wounds left was in the Rogue's sights, perfect for Hunting Party.
It was 13" away. 

Lilith doing her swapping models tricks was annoying but throughout the game it didn't manage to matter too much, Marcus himself was on form taking out the Doppelganger and socking it to Graves who did however become a major tar pit.

Nekima, she was a headache. I can handle her for the most part but she creates a strange mini game of trying to catch her and keep out of (or at least note of) her threat bubble.
As I said, I was tired and hadn't played for so long that this was not a time for this.

By the end of the game I think I had actually not played so bad, I was a portion of my crew down thanks to the Rogue Necromancy but what actually cost me the game was some simple movement with a Night Terror which had travelled to far to come back to my table edge and score a second Interference point.

The key to Josh's victory was Nekima, but in what was a pathetic way for a huge monster to earn it.
Turn 1 Johan almost killed my Johana. Nekima failed to hit or do damage to Johana after resulting in her having to stab herself to make Johana was actually dead.

The third turn Interference point I may've been able to get was scored by Josh thank to Nekima killing...
A Bird.
That also got Josh his second Hunting Party point that I failed to do, as I couldn't quite get to the last Tot.

Loss 2-3

That might be the lowest scoring game I've been involved in at a tournament.
Fun game but a whole lot of fail from me.

Until this point, I had only ever lost first round at Nationals. This weekend I started a new trend, which honestly is somewhat funny but I hope doesn't continue for too long.

Down the tables, I went from four to seven for the following:
  • Game 2
  • Squatter's Right/ Corner Deployment
  • Convict Labour
  • Leave your Mark
  • Show of Force
  • Covert Breakthrough
  • Occupy their Turf

My opponent for this round would be Rik Phillips. A really nice guy who was new to the Malifaux scene and I believe the game in general.
I'll admit that him saying this did make me think that it was unlikely I wouldn't leave without the W, however it makes me care that much more about my opponent enjoying themselves as I want the scene to grow and without "fresh blood" especially really nice people like Rik everything is more likely to end up stagnant.

Anyway, that's a whole other barrel of monkeys, the other thing knowing I'd possibly be in for an easier game meant I could be a little bit more experimental with schemes.
In general, I look at Covert Breakthrough and Leave your Mark and the first seems a lot easier.
First off not revealing until the end helps it keep hidden, once you score 1VP from Leave the opponent has direct ways to stop it other than just removing markers, and that way, having models close by, is really quite easy for anyone to do.

Before I continue onto what I took I will also say, the reason I can't remember if Rik is just new to tournaments rather than the game is he was very competent.
A big part of that I think though was having an open conversation during the game.
Not just banter but just being audible about every action, asking questions and just genuinely having good communication.
Most players are fine with this, but I cannot stress enough how this helped.
  • Marcus, Arcane Reservoir, Seize the Day, The Trail of the Gods
  • Baritone Lola (Cassandra), Practiced Production
  • Myranda, Imbued Energies
  • Mechanical Rider, Imbued Energies
  • Moleman
  • Ice Dancer
  • Malifaux Raptor


A few things to note in my list.
First off, yes the disgusting PP + Raptor combo, this seemed like some easy points but I planned on going after Leave your Mark as a challenge.
The other was having Imbued Energies on the Mechanical Rider, which I don't always do.
The three single point upgrades were in to go for Show of Force.
Originally, the list had a Silurid, which would also be good to do both Covert Breakthrough and maybe attempt Occupy their Turf. The latter of those I'm not particular keen on, so with my two schemes mostly picked before revealing crews I went for an Icedancer instead. Arguably, she does the same job but I just fancied giving her another go.

Rik's list was roughly:
  • Nicodem, upgrades
  • Mortimer, an upgrade
  • Yin the Pangalan, an upgrade
  • Valedictorian
  • Rotten Belle
  • Crooligan
  • 2 Necro Punks

The crew looked very solid, I was surprised the Valedictorian didn't have an upgrade on it as her and Yin flying in as a combo would be very good at pressuring Show of Force even if Rik had not taken it.

I knew the Necro Punks would be solid in this strategy and made me think that Rik had to have gone for one of the backfield marker schemes if not more.
The Crooligan too would be a target; those little kids are very useful in this game too.

Let's get on to the highlights inside the game.

Val flew towards the centre and I sent on Lola very cautiously along with Myranda.
The way the board was Mechanical Rider didn't actually go help with Show of Force but rather go Crooligan hunting and just be a very large distraction.

Sending Lola into the centre was a very different way of using her than I'm used to. Luckily, for me, Val was actually a little busy with the Squatter's Right marker as on my right flank the Necropunks were being slapped about.

Super Marcus, walk 8 and all that good stuff went on the hunt for the punks, managing to take one out in the early turns later the other escaped temporarily and actually stopped me getting the first point for Strategy as the Ice Dancer had slid further than she should have.

The Ice Dancer had initially made an excess scheme marker to start the Practiced Production ball rolling and aided the Moleman who did his job fantastically.
This could not be said about Mech Rider.

On my left flank, I assumed that the Rider could deal with one model but no, the Rider was unable to kill the Crooligan and although I wanted to be a distraction, it meant the horse was tied down by several summoned undead and holding it from taking either marker that side.

Later the Ice Dancer came back and got me some strategy points though needed to go on Leave your Mark duty, as I was fearful the bird in Rik's deployment might not have been able to do it alone.
Luckily, I was wrong and PP scores 6VP again, even if half of that was just being on a model.

Marcus chased down the Necro punk and seeing more undead creeping towards my deployment from the Rider's side Marcus chased down the things leaking through along with a newly summoned Cerberus that had intercepted Yin.

In the end with Yin intercepted and Morty on the backboard, I "showed my force".

We didn't get the last turn in but Rik's Crooligan an early dart from Val scored him all the Strategy point he could get.

Win 8-3

In the end Rik revealed he was aiming for Occupy their turf, which on paper was a logical choice but I explained (as he had seen) how good the Necropunks could be anyway meaning that they are a target, same for the Crooligan.

The other scheme he had gone for was Covert Breakthrough and it also was not a bad shout, I did actually have to discard a marker and if my scary interceptors Marcus and Myranda (or Cerberus) didn't do that roll, he may have gotten the points.

Overall, a very fun game, top bloke and he said that he'd learnt a lot which honestly is the best I can hope to do. I hope that we will see Rik on the tournament scene some more.

Back up to almost where I started for the third and final round of the day to play the following:
  • Game 3
  • Head Hunter/ Standard Deployment
  • Convict Labour
  • Leave your Mark
  • Exhaust their Forces
  • Frame for Murder
  • Undercover Entourage

My last for the day would be Andreas Frisch a top lad who plays Malifaux in the London scene.

He would be playing Outcasts and what turned out to be Leveticus (I thought he was gone), I took something like the following:
  • Marcus, Arcane Reservoir, Seize the Day, The Trail of the Gods
  • Baritone Lola (Cassandra), Practiced Production
  • Myranda, Imbued Energies
  • Big Jake, Imbued Energies
  • Howard Langston, Imbued Energies
  • Performer
  • Malifaux Raptor

One notable thing in my list is Big Jake. I've said since I first saw him that I believe he has some potential (especially in the table quarters strategies) and the final round of the day seemed like a good excuse to bust my proxy out.
Big Jake has "Don't Mind Me" which is quite useful in HH and although he is a stone more than a Performer, he has some fighting potential and the turn 5 summoning tricks.
The other thing I thought I would try was assuming I'd want him to die prior to Turn 5, "cracking" an Imbued Energies for four cards at the same time could be a nice bonus along with the obvious potential that a third AP in one could have if I didn't save it.

Andreas took a combination something like:
  • Leveticus
  • Hans
  • Hannah
  • Strongarm Suit
  • Friekorps Trapper
  • 2 Hollow Waifs


Scheme wise I decided the Undercover Entourage was the way to go; I wasn't sure which model would be better as the target; Marcus or Lola, in the end I picked Lola as typically, Masters have a larger target on their head and Marcus wanted to fight.
The plan either way was to have them down either flank to both look like decent picks for the scheme.

The second choice could've been Leave your Mark but with two snipers and other models Andreas would likely keep backfield (as well as Leve teleporting) I opted to leave that and go for Frame for Murder on one of my favourite targets; Howard Langston.
Howard has to be dealt with and it this kind of strategy he can happily kill a model or two before going down.

This game was hilarious, a heavy hitting affair.
Andreas started by one shotting my Performer in the first turn. Howard who busted Fast in the first turn took out Hannah in two hits (which was kind of an oopsie).

Later Myranda was taken to a single wound by Leveticus forcing an "emergency Shape Change" where I believe the Cerberus and Marcus both killed Waif's in single attacks.

More importantly Howard was killed in a strike or two (no more because that's just how this game was) but because he had killed Hannah too efficiently it was only 2VP for me.
Still with Howard trading up a little and locking Victory Points in the back and forth was in my favour.

Marcus took out Hans and tussled with a Waif, but not before the sharp shooting Outcast took down Lola before she could "charm" anyone.
Typically as the game moved on Marcus was in a far better position for Undercover Entourage but that's just how it goes.

Jake had held back to grab the Perfomers head and between him, the speed of Marcus and a leaping Cat I was able to score the Strategy every turn and deny Andreas getting it for more than half.

I did make a key error in this game, well multiple but something that was truly a brain-fart and *spoilers* it wouldn't be the only time this weekend.
Big Jake's Consult the Ancestors means he can actually kill himself off to set up his Turn 5 summoning and with the ability to still Interact on arrival and Don't Mind Me he would be good to help lock up points.
The issue was though he takes two damage each Consult and has six wounds meaning to die on turn four you need to skip Consulting for a single turn. Simple.
Issue was somewhere along the line I skipped a turn of it and then the following forgetting to set up death on turn four.
At this point, he was actually amongst the Trapper and Strongarm but Andreas smartly did not aim attacks towards the Big man.

During turn, four Leveticus placed a marker and by the end of the turn, Andreas finally revealed one of his schemes. Leave your Mark.

At this point, I knew he could only get 2VP for it and match my Frame for Murder, but I knew I was unable to get my second scheme and wondered what his may be.

Turn 5 finished and the pesky Raptor held of Andreas' revealed scheme.
As we wrapped up in turned out that one of Andreas' untouched models was the "sucker", it was the Strongarm which had cleared it's area almost too efficiently. 
With us, both getting zero for our second scheme it was a low scoring game that went in my favour thanks to collecting heads.

Win 6-3

In the end, I had finished on two wins and a loss with a respectable +7 victory point differential but although that was the top of the 2-1's a couple of 2-0-1's would keep me off an early year podium.
The quest still goes on.

In the end Mark Elwood managed to take the event down with Josh (my first round opponent) coming very close to taking down LoEH1 again with a second place finish and Hutch taking the final podium position. 


Saturday Evening





Here I am Italicising (is that the right word?) as a warning for this section as it's nothing to do with Malifaux as a game.
Thanks to Maria Wieland for organising a meal for so many of us to get together. Last year's arranged by Joel was one of 2015's highlights for me and I'm happy to say that I will definitely look back on this with as much joy.

The Turkish Restaurant we all went in didn't have the advantage of space to get up so I made a conscious decision to not sit with Aaron or actually the "Black Jokers" as I speak to them and see them more than the rest of the scene.
It's not as if I sat with strangers though as I decided to follow Connor Barker (along with James Doxey) and park myself between him and Conor Rooney.
This worked out well as Craig Johnson sat in front of Connor and Josh Fletcher and eventually Martin Wodehouse joined us too.
With Rob, Pip, Ant, Jimmy and Joel all within easy shouting distance too this made for a good group to be amongst, a group of people I talk to in varying levels in and around the scene.

Plenty of laughs were had, interesting stories from Josh's Rugby days, Craig trying to eat, well everything, then being enraged by the fact my desert looked like a bigger portion.
Lots of topics some of which I may never repeat but I'd like to thank everyone there that night, especially those named above as it put a very positive spin on a start to 2016.


Sunday




Eight players from the Master's were eliminated. One re-entered as one (Rob Smith) was too worse for wear to play day two. This meant the second day of LoEH would be a tougher field.
I am sure karma will not get me for trolling the Harrogate boys who were eliminated.

My opponent for round one would be. Paul Butler.
Yeah one of those Harrogate lads which were in Masters. Luckily, I have a fair amount of experience against Paul's favourite faction (Guild) but this would be the first time we'd meet across a three by three.
  • Game 1
  • Turf War/ Flank Deployment
  • Convict Labour
  • Show of Force
  • Exhaust their Forces
  • Detonate the Charges
  • Set Up

I still hadn't taken Convict Labour but I liked Show of Force and Set Up seemed like it would be the other choice over Detonate the Charges.
I left the Beast Master in the case for this game; it was time for my favourite Master of Malifaux:
  • Mei Feng, Arcane Reservoir, Seismic Claws, Vapormancy
  • Baritone Lola (Cassandra), Practiced Production 
  • Kang, Imbued Energies
  • Myranda, Imbued Energies
  • Mechanical Rider, Imbued Energies
  • Arcane Effigy

The list I took was very small, possibly too much but it all had it's place.
I was going to fight very hard for Turf, not only easily getting the full VP unless things went very wrong but also get the full points for Show of Force even if Paul had taken a fair amount of upgrades too.
The amount of fight I could have in the centre would also mean that I could do a good job denying Turf War if things went right.
Mei Feng is my preferred master for this Strategy as Vent Steam is good and it's at it's best against Guild (in general) so what would she be up against?:
  • Lucas McCabe, upgrades
  • Luna
  • 2 Hounds (Paul says it should've been 3, oops)
  • Brutal Emissary
  • Abuela Ortega
  • Francisco Ortega
  • Brutal Effigy (maybe not?)

Immediately I was trying to figure what tricks Paul would be pulling with the Emissary and I was in for a treat of a lesson. With Luna and Hounds, I suspected Paul had gone for one or both of the exploding marker schemes but also possibly Exhaust. Show of Force was also a possibility but my crew may have made him think twice about taking it 3 vs 4 with mine being arguably a lot more offensive doesn't make it seem the best, but who knew, that's half the fun of GG2016.

During the first turn I played very cautiously, both of us did activations which were virtually passes, feeling each other out, I was worried the Emissary would do something I forgot and even checked his card when moving my models in.

McCabe gave a dog reactivate and him and the Emissary moved some upgrades around. All kind of expected.
Then something I hadn't thought about happened.
The Emissary put the hound with reactivate in a box; in fact, Abuela later did her Obey type action to get him to box the other.
The dog collector was here.

What this meant is that both hounds, both of which had been given reactivate would pop out the box at the same time after everything had gone and they could place and remove plenty of markers.

At this point, I had been spreading markers everywhere with Practiced Production, some passive movement and the Rider's shooting.
I was showing my hand that scheme markers mattered to me and I was worried that these hounds could ruin my plans.

As expected Show of Force was on lock, however my second scheme, which was Set Up, was not.
I had many targets and although I toyed with the idea of putting it on Franc, I knew I wanted him dead fast, which thankfully a Cerberus shaped Myranda sorted for me.
Set Up though, was on the Emissary. The Emissary barely walked into the Turf and in fact moved away.

Paul decided to use a fun factor of GG2016. Bluffing.
He acted confused at what my second scheme was, double checking the range that Detonate the Charges had to be in (which at this stage would've been easier with Mech Rider pooping spiders) and didn't even mention Set Up.

His hounds helped him score the full three for his Charges even though Mei did try to stop this by putting down a dog before it got to go once, let alone a second time.

Eventually the Rider had to gun it out of the Turf to chase down the Emissary but between it and PP with Spiders, I was eventually able to Set Up the Brutal one for the full 3VP.

Unfortunately, for me I was unable to prevent Paul from getting any early VP for Turf War and although his numbers were dwindling, the game at this point was down to what he had taken as his second scheme.
And there it was, three more markers removed and Set Up was revealed by the man who acted as if he didn't know I had it.
Kang was his target and had fallen into the trap.

And time was up...

It's a shame we couldn't get more turns in as I was guaranteed to get my third Show of Force point that would make the game a draw and, even according to Paul himself, the best he could hope for after two turns was a draw. I had summoning and the killing potential to stop that final vital Turf War point (let's also not forget Kang and Mei's ability to push models) but time was my enemy here.

Loss 7-8

Still I couldn't be too sad knowing that if maybe I woke up quicker I could've got the win. I by no means think it was Paul's fault, more that of Sunday morning.
Typically, though I had to have another good player round one and I had lost another first round scaring me about what the year ahead will bring.

Next across the table was a nice surprise. Clousseau, the Henchman, David Brown.
David was on Arcanists this event and I had seen he played Rasputina earlier but did not know what he had (I suspect all they toys)
  • Game 2
  • Stake A Claim/ Close Deployment
  • Convict Labour
  • Hunting Party
  • Take Prisoner
  • Covert Breakthrough
  • Frame for Murder

Time to do some leaping:
  • Marcus, Arcane Reservoir, Feral Instincts, The Trail of the Gods
  • 2 Silurids
  • Blessed of December, Imbued Energies
  • Myranda, Imbued Energies
  • Baritone Lola (Cassandra), Practiced Production
  • Moleman

I wanted a lot of Leap so I thought why not bring out the freshly painted Blessed again.
Practiced Production was probably not as needed but it did mean that if only a single Silurid could get the backfield it could do the work alone.
Covert Breakthrough seemed too obvious a choice not to take and the trio of models that could score Hunting Party had me set unless Clousseau had something especially good at hiding. Luckily for me, he didn't:
  • Rasputina, upgrades
  • Wendigo
  • Snowstorm
  • Ice Golem
  • December Acolyte
  • 2 Ice Gamin

With those three Ice Gamin, my mind was set on taking Hunting Party although it could prove painful. Snowstorm and the Ice Golem deployed to Rasputina's flanks but not on the far edges were two very scary models to see, especially in Close.
I would have to use the speed my list had and fight the big guys on my terms where possible.

The game started with a whimper as the Acolyte who only had a clear shot on Myranda failed to do much but my Blessed leapt on him and done equally as little.
In a sense, this was a blessing in disguise, as I could not score Hunting Party on turn 1 anyhow.

In addition, some turn 1 not scoring included Marcus actually gaining all three abilities from The Trail of the Gods to simply take out the Wendigo.
The reasoning for this was it was the only thing between my Silurid duo and Moleman and Clousseau's deployment.
I also feared the worst for my height one Mole so thought best to get the totem out of the way.

Rasputina was very central and I had spread my crew to the sides, anything that ever could be in range was far enough away from its allies to have blasts matter.

One target the Ice blue team got was Myranda that Snowstorm headed to engage. The choice of fight Snowstorm picked did telegraph the possibility of Frame for Murder. It wouldn't matter though as with it's attack taking Myranda to quite low on wounds she would not want to kill the spirit in her henchman form just to be blown up.
In the end, the summoned Cerberus appeared but didn't immediately get the job done.
Another round of fighting got the Cerberus to a couple of wounds meaning it's Maul would bring some mutual annihilation but score David 2VP.

However, while this happened Marcus decided to fight a bigger opponent as Lola stayed at the back intercepting Ice Gamin, which almost denied me a point for Strategy.

Speaking of Strategy points, this was more than locked up. To no one's surprise the pair of Silurids, Moleman and eventually the victorious Blessed were too much for Clousseau to stop.
Rasputina got a chance to blast the Blessed of the table and even have a go at Marcus but it was all for nought.

With Lola clearing away the Gamin along Practiced Production and the bouncy beasts placing all the types of markers I could use my full slew of victory points were locked up.

Being a joker strategy this means I had won but the Gamin did manage to finish the job for another 3VP.

Win 10-5

It was a decent game if a little one-sided. I could sit here and write how it was pure skill but the game did really boil down to who had the Silurids and who didn't.
I was thankful to get to play David and look forward to (more of) his events.

Final round of the weekend and another first for me.
Aaron Bailey.
Obviously not my first game against him but we have never faced off at a tournament in the two years of events we've attended.
  • Game 3
  • Reconnoiter/ Standard Deployment
  • Convict Labour
  • Exhaust their Forces
  • Take Prisoner
  • Neutralise the Leader
  • Public Demonstration

Again, like Interference on the Saturday I'd still leave Ramos in my case, I like winning but I just don't find him fun. Also being against someone I suspected I'd have a faster paced game with I'd try some stuff:
  • Marcus, Arcane Reservoir, Seize the Day, The Trail of the Gods
  • Dawn Serpent
  • Big Jake, Imbued Energies
  • Myranda, Imbued Energies
  • 2 Canine Remains
  • 2 Night Terrors
  • Moleman

It seemed as after having some fun with Big Jake the day before I'd try him in the Strategy where he is stronger. I'd also decided to take the Dawn Serpent to go for Public Demonstration.
In combination with the two Night Terrors, which I’d be taking anyway, they equated to exactly 15ss and I knew Aaron would take more things to stand by than just his master.
Aaron pondered for a while, I believe considering Sonnia but he just ended up going for his almost preset build:
  • Perdita Ortega, upgrades
  • Francisco Ortega, Wade In
  • Abuela Ortega 
  • Nino Ortega
  • Enslaved Nephilm
  • Brutal Effigy
  • 2 Austringers

Well Aaron had taken most of the Ortega family so plenty of Public Demo targets.
Looking back, I wonder if rushing at Nino would be a good idea, I didn't do this and I think him being so far back at the board makes this too obvious a telegraph along with the fact that it may take more time and therefore reduce the chances my three picks are all alive.

For a game where the two opponents had played each other a lot, it was one of many mistakes and total brain farts.

I had taken Neutralise the Leader as I felt it helped both schemes. The Dawn Serpent had a reason to be involved in the action to score Public Demo and was one of my most offensive pieces.
However, this big scrum in the centre, which also put Aaron in a bad position for scoring Strategy, put him in what must have been decision paralysis.

In the end, the Dawn Serpent was obviously important as Myranda and Marcus using Alpha put their resources into keeping the Serpent around.

However Aaron, barely reading the schemes and misunderstood Public Demonstration anyway.
All his efforts, which did eventually pay off, meant I still got 2VP thanks to the also almost dead Night Terrors being in the right positions.
I'm sure if Aaron understood the scheme I would've only got 1VP, but the Serpent being alive rather than the batmen would maybe help my other.

Who knows? If and buts.

The next point was that I could sense Aaron felt a little funny about Marcus holding back but I had a perfectly good Alpha Strike ready for Perdi.
Franc was dead and I could get in both Marcus with multiple attacks and the still three-headed Cerberus.

Marcus charged did nothing. Accomplice. Cerberus also does nothing. Great.
I suspected I could at least achieve 1VP for Neutralise.

That 1VP was another mistake made by Aaron this time. I should've kept Marcus back, as in the end he died and Aaron revealed Neutralise the Leader. The issue here? He never declared it at the half wounds point.
Marcus was still most likely dead, but once I had hit that point I assumed keeping Marcus alive wasn't as much of a priority as it turned out to be.

This ruckus in the centre ended up working out a lot better for Aaron. I may've got 2VP for a scheme but I was getting 0 for the other and Aaron had 3 locked down.
His other scheme was Convict Labour, which at first I was able to start denying but eventually my numbers went down as the remaining Ortegas cleared out the menagerie I had hired.

The ruckus had also stopped me scoring a point for Recon and then I made a boo-boo.
Somewhere along the line, I had thought we were a turn ahead.
I didn't make the mistake of forgetting to have Big Jake Consult the Ancestors my issue was he decided to chat with them too much.
Jake killed himself turn 3 (me thinking it was 4) meaning two turns he could've got me Strategy points he didn't.

In the end, this game was a shambles compared to what I'm used to having and although I was a little annoyed with Aaron's scheme mistakes I was more annoyed at my own bone headedness.

Loss 3-7

My cascade of cock-ups knocked my potential Victory points like dominoes. A game, which I was favoured to win, was lost and I ended up with a very mediocre 16th place.

However, a win would've once again got me fifth at best, as there were some draws.

To no one's surprise, Masters players filled the podium.
Martin Wodehouse had taken third. My first round opponent Paul had taken second (am I the silver kingmaker?) and James Doxey took the title.



Wrap Up




A sour note to leave on gaming wise for me, but overall I still had a fantastic weekend.
Learned a lot about the GG2016 schemes and was looking forward to more Malifaux.
We had a new Master, which I got to interview on the upcoming Arcane Reservoir +15 and overall I think this was the best start (results aside) I could hope for in 2016.

Thanks again to Joel for running a solid pair of events. Everyone I played, everyone at the meal and basically, anyone I interacted with over the weekend.
Special thanks to Tim Brown for looking after Aaron and me, giving us somewhere to stay and a way to get about.

Hope you enjoyed this very rough tournament report. I hope to get back to writing more here and the goal is still a minimum of a blog a fortnight (not including #MFXTOP).

Thanks for reading.
- Ben (@Psientologist)