My
proposed Warmachine break started with a bang as I finally got round to playing
my second game of Malifaux. This game was scheduled for the week before but I
had to bail out due to work. But I got there in the end and our resident
Henchman Cunning Stunt (Aiden) showed me the ropes.
We played a relatively small game at 25SS so that there weren’t too many models on the table (a really refreshing change from fielding close to fifty Menoth models over recent months). Aiden chose to field his Ramos Crew (thingy, thingy, thingy and thingy) while I used my Von Schill box set (Von Schill himself, two Freikorpsmann, a Librarian, a Trapper and a Specialist – which comes to 22SS meaning I had 3SS to use throughout the game).
We chose a fairly simple scenario (Destroy the Evidence – three objectives on each half with one in the centre of the table) and chose to forgo strategies. Going through the first round or so was slow going as I typically ignored the fact that reading a rulebook is always a good idea. The game got easier to go through as it went on. Although there was on particular turn where everything I wanted to do seeded to always fail (just how many low cards are there in the deck?). Add to this, the fact that Ramos kept summoning an Electrical Creation to keep me occupied in the middle of the table. By the start of turn six, I had lost my Trapper, Librarian and a Freikorpsmann while Aiden had only lost his Electrical Creation (three times). I was slightly ahead on points (I had destroyed the centre objective while Aiden had destroyed one on my half of the table – the centre objective was worth more). I had already hurt Ramos by sending in Von Schill himself the previous turn and finished him off with a Freikorpsmann dealing a bit of damage (damn Ramos’s Armour) and then Von Schill finished the job. We played out the rest of the turn which saw Aiden placing his Steamborg Executioner on top of an objective to claim during the next turn. Unfortunately for me, this was well out of range of any of my crew for me to do anything about it. However, fortunately for me, there was to be no turn seven meaning Aiden couldn’t destroy his objective and that I won on points.
I really enjoyed the game (winning didn’t have anything to do with it, honest) and liked how it all progressed in a very fluid manner. Like any other game there are abilities that are less or more effective than others when it comes to dealing damage to your opponent. I think I lucked out a bit when choosing my crew, I could have chosen my Viktorias. If I had then they probably would have been a bit more susceptible to Aiden’s Electrical Creation (all Freikorpsmann are immune to the blast damage caused by its attacks). While I haven’t properly read up on all the actions and triggers my models have, I think maybe the Viks probably would have been a little more mobile. Hopefully I’ll get to see this when I get to play my next game.
We played a relatively small game at 25SS so that there weren’t too many models on the table (a really refreshing change from fielding close to fifty Menoth models over recent months). Aiden chose to field his Ramos Crew (thingy, thingy, thingy and thingy) while I used my Von Schill box set (Von Schill himself, two Freikorpsmann, a Librarian, a Trapper and a Specialist – which comes to 22SS meaning I had 3SS to use throughout the game).
We chose a fairly simple scenario (Destroy the Evidence – three objectives on each half with one in the centre of the table) and chose to forgo strategies. Going through the first round or so was slow going as I typically ignored the fact that reading a rulebook is always a good idea. The game got easier to go through as it went on. Although there was on particular turn where everything I wanted to do seeded to always fail (just how many low cards are there in the deck?). Add to this, the fact that Ramos kept summoning an Electrical Creation to keep me occupied in the middle of the table. By the start of turn six, I had lost my Trapper, Librarian and a Freikorpsmann while Aiden had only lost his Electrical Creation (three times). I was slightly ahead on points (I had destroyed the centre objective while Aiden had destroyed one on my half of the table – the centre objective was worth more). I had already hurt Ramos by sending in Von Schill himself the previous turn and finished him off with a Freikorpsmann dealing a bit of damage (damn Ramos’s Armour) and then Von Schill finished the job. We played out the rest of the turn which saw Aiden placing his Steamborg Executioner on top of an objective to claim during the next turn. Unfortunately for me, this was well out of range of any of my crew for me to do anything about it. However, fortunately for me, there was to be no turn seven meaning Aiden couldn’t destroy his objective and that I won on points.
I really enjoyed the game (winning didn’t have anything to do with it, honest) and liked how it all progressed in a very fluid manner. Like any other game there are abilities that are less or more effective than others when it comes to dealing damage to your opponent. I think I lucked out a bit when choosing my crew, I could have chosen my Viktorias. If I had then they probably would have been a bit more susceptible to Aiden’s Electrical Creation (all Freikorpsmann are immune to the blast damage caused by its attacks). While I haven’t properly read up on all the actions and triggers my models have, I think maybe the Viks probably would have been a little more mobile. Hopefully I’ll get to see this when I get to play my next game.
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