Wip of Dreamers supply wagon.
This weekend I participated in my first Malifaux tournament. I was a bit nervous as I haven’t played lots before and my grasp of the rules are a bit shaky, but it was a blast and I had fun.
We played three scenarios from the Gaining ground rules pack, were only allowed to use non master and non faction schemes, and only use each scheme ones. Each player had a starting pool of a starter box, a blister, a totem and a blister for summoning, ie the Lost love format, and from that pool created a 25 soul stone crew for each game.
My list were the Bad dreams starter set, a Daydream blister, a Insidious madness and a blister Alps (just in case Coppelius would stumble upon some eyes…).
The first game was shared Master of the hill.
My opponent used So’mers starter set, some extra gremlins, a whole lot of Mosquito’s and a Hog whisperer. His schemes were Bodyguard (So’mer) and Kill protégé (Coppelius). Both announced.
I started with Dreamer, two Stitched, Coppelius and three Daydreams. My schemes were assassinate (as I’ve figured So’mer being a pushover) and hold out (as I figured he wouldn’t go into my deployment zone when he had a gigantic hill to stand on). None announced.
I started with Coppelius buried and made my cloud screen with the Stitched on the hill. He moved up and made more Gremlins and Mosquito’s. The second turn he made some shots at my Stitched before I got the cloud up. Then I unleashed Chompy on his Warpig, nearly killing it. Later he charged one of my Stitched with the Warpig, killing the Stitched who then promptly killed the Warpig, as Stitched ones will not die.
The third turn he swarmed onto the hill and I unburied Coppelius who killed some Gremlins. Then I unleashed Chompy a second time, this time targeting So’mer. Sadly the game ended before I was finished with my activation due to us both being new to the game and having to look up lots of things (he more than me).
The result were 4 - 1 for him, as he held the hill two turns with his hord of Gremlins, I didn’t kill So’mer, and I defended my deployment zone.
The second game was shared A line in the sand
My opponent used Lilith, a Primordial magic, two Stitched and three Terror tots. His schemes were bodyguard (on Lilith) and Breakthrough.
I started with Deamer, one Stitched, the Insidious Madness, Coppelius and two Daydreams. My schemes were Frame for murder (Coppelius) and Steam relic.
It all started with me moving up a Stitched and making a cloud and then him doing the same. I also moved up Coppelius toward the dynamite closest to Lilith and the Insidious Madness toward the dynamite on the extreme flank. I realised that I could bring out Chompy turn one to take down his Stitched. I made the jump, only managing to take out six of the Stitcheds seven wounds. When I was about to recall Chompy however we realised that my Stitched’s cloud prevented my Daydreams from seeing Chompy so that I couldn’t protect him. However my opponents Stitched also prevented him from charging in with Lilith so we both had made the same mistake.
The second turn he let the Primordial Magic swap places of Lilith and the Stitched I had so courageously pounded on. Lilith then succeeding in taking of seven of Chompys ten wounds. After this catastropy I resisted the urge to activate Chompy and strike back against Lilith, as I couldn’t think straight. [photo below, credits to my awesome opponent!]
Instead I turned to easier moves. I moved up Coppelius and killed the Stitched Chompy had failed to kill. The Stitched then promptly gambled Coppelius life away and turned the dynamite. My Insidious Madness and two of his Terror tots turned dynamite counters, giving him a point at the end of the turn. When I finally activated Chompy I tried to strike at Lilith but he activated her defensive trigger and as my cards weren’t good It was impossible for me to do anything about her this turn. I withdrew Chompy and unburied the Dreamer safely behind my Stitched. I had no Idea how I could prevent Lilith from rampaging through my whole crew, I had lost Coppelius to a Stitched and I was behind on dynamite counters. It looked grim.
The third turn I made Dreamer fly toward an dynamite counter, disarm it, then turn into Chompy who used a third action to claim it. I then had the majority of the objectives and gained a point. Lilith was unable to reclaim the one Chompy had preciously stood on as my Stithed were standing close to it. Lilith used her actions to cast earthquakes to move my Stitched but failed. My Insidious Madness whispered to a damaged Terror Tot, killing it.
The fourth turn I moved Dreamer close to Lilith to steal the relic, however I failed. I used Inflict dreams on Lilith, making her more vulnerable when attacked by Nightmares and then tried to kill her with Chompy (a nightmare). It was an epic clash where we both used lots of stones and a whole lot of cards. However in the end Chompy won and gobbled up Lilith. The game now looked close, as we both had one point from the scenario. He managed to disarm one of my dynamited preventing me from getting more points this turn and the time was nearing the end so we wouldn’t have time to play any more turns. As I had failed to make Lilith kill Coppelius and steal the relic and he had failed bodyguard It all came down to his breakthrough scheme. He moved one of his Terror tots into my deployment zone and tried to kill my Insidious Madness who were in position to protect my deployment zone with his last Stitched. The Stitched failed to kill the Insidious Madness who I then moved into a protected part of my deployment zone and tried to whisper the Terror tot to death. Also failing. With his last activation he then boosted his last Terror tot into my deployment zone, claiming two points for the scheme.
The result were 3 - 1 and I’m proud of getting that close to a win after the blunder in the beginning.
The third game was shared Contain power
My opponent used McMourning, a flesh construct, Sebastian, two punk zombies and a zombie Chihuahua. His schemes were Hold out and Stake a claim. Stake a claim were announced.
I used Dreamer, two Daydreams, a Stitched, Coppelius and the Insidious madness. My schemes were bodyguard (Chompy-Dreamer) and Grudge (Flesh construct). Both announced.
He was newer to the game than I, hadn’t played against Dreamer before and I got really really good cards the first two turns.
He moved up McMourning and converted most of his soul stones into body parts and created a second Flesh construct. As he had moved McMourning up to an exposed position I used the first two turnes, my awesome cards and a few soul stones to take out McMourning with Chompy. I then started chipping away at his Flesh constructs when they started to move in, killing them both with my crew. He tried to get away with a Punk Zombie to Stake a claim, but I moved up Chompy and wounded him severely. He managed to kill Chompy by hitting on him, and by using the slow to die extra action when I finally managed to kill him, but It was to little to late.
As my master killed his master, my minions killed my grudge target and my master was still on the table (as you have to kill both Dreamer and Chompy for Contain power) I managed to get full points and a victory. He managed to get a point for his unannounced hold out objective.
I had really fun. There were some really tight spots and some nervous moments and I feel that I have learned some things. I will definitely play more Malifaux and participate in more tournaments.
Yesterday It was Malifaux-day at the local gaming club. I havnt really played a lot of Malifaux and my grasp of the game is a bit limited.
I played my Dreamer Crew with two Stitched, Copellius and three Daydreams. My objectives were Claim jump and Assassinate.
My opponent was the local Henceman and his McMourning crew. McMourning led two Rotten Belles, two dogs, a Bette Noir and a Zombie with a big club that I have forgotten the name of. He was kind of scary though… His objectives were Slaughter and Hold out.
The first turn my Dreamer crew moved up the board under the protection of the two Stitcheds clouds, preventing the Belles from luring my crew away. McMourning and the dogs did their bodypart shenanigans preparing for a flesh construct.
Turn two I unleashed Chompy on a Belle who had strayed to far to the flank. Chompy killed her with ease which spawned the Bette Noir. Luckily Chompy had one more action left and managed to kill her also. This wouldn’t be the last I saw of her though as she promptly escaped into the shadows instead of dying. After this I activated my Daydreams, pulled Chompy back and returned the Dreamer to the table. The second Belle managed to lure one of my Daydreams away from my Crew and towards his side of the table. This enabled me to unburrow Copellius close to the Belle and ready to strike. What I hadn’t anticipated though was that McMourning would be able to walk up to Copellius and still summon his flesh construct, surrounding Copellius. Luckily for me McMourning snuffed his attacks and wasn’t able to harm Copellius. Copellius on the other side managed to get in his paralyse trigger on McMourning, the Flesh construct and the Belle. Nearly paralysing his whole crew. This is where my luck ends.
Turn three the Flesh construct kills Copellius. Chompy snuffes his attacks against McMourning and I gamble away the life of one of the Stitched.
Turn four Chompy slays the Flesh construct, thereby spawning the Bette Noir. Chompy strikes down Bette, but she manages to escape into the shadow for the second time this game. I start to get annoyed by this model! Also the McMourning crew kills two of my three Daydreams.
Turn five Chompy does another try for McMourning, now that they both are out of soul stones, but are still unable to land a strike. As there’s nowhere to hide I leave Chompy on the board near my Claim jump objective. He paralyses Chompy and kills my last Daydream and Stitched (who refuses to die until the end of the turn). Now I’m down to my master (and a dead Stitched) and he still has McMourning, the Belle and the guys with the big hammer. McMourning kills the guy with the hammer to get Bette Noir back up. My Stitched gambles his life with the Bette and WINS!!! My happiness knows no bounds when the Bette also fails to escape into the shadows.
The game goes on for a sixth turn. With Chompy paralysed he can do nothing as McMourning and the Belle slays him. However when Chompy falls the Dreamer returns to the board. The Dreamer abandons the Claim jump objective as he cant hold it by himself and flies away from the combat and into my opponents deployment field, denying him Hold out.
The game ends with 2-0 to McMourning due to him getting points for Slaughter. A fun game and I’m psyched to play more Malifaux.
Lessons learned: Chompys is a bully, but its tough to go after a master, especially as long as he still got soul stones. Also I must start to look at the cards in my hand when deciding if its worth it or not. Not just the models stats.
Im gonna try to get a game of Malifaux with my Dreamer crew today. They are still not fully painted but I really like how they are turning out.
There are miniatures and there are miniatures that you just got to owne. The Avatar of Imagination is one of the later category.
I’m just not sure If I like how small the Dreamer is.
The second picture is a comparison between the new Dreamer on a bed and the Dreamer from the Bad Dreams starter set.
As you have seen, me and Angelsanguine are learning how to play Malifaux. Yesterday we played our third encounter and I took a few pictures.
I was playing my Dreamer crew with two Stitched, Copellius and two Daydreams and he was playing a Ramos crew with Kaeris, two Gunsmiths and a Fire garmin. My strategy was reconnoiter and he had treasure hunt (the Khador warcaster in the pictures).
The deployment was like this (with the exception of the buried Copellius)
The first turn I advanced with my Stitched and made clouds. Ramos made a spider (the Khador mechanic in the picture) and I unburied Copellius with the Dreamer. Copellius made a quick dash for the Gunsmith, got in both his triggers: meaning the poor Gunsmith took moderate damage, got poison and was paralysed. As the Gunsmith already had activated my plan for the next turn started to take form.
The second turn I activated Copellius who moved towards the next Gunsmith, paralysed her and made a grab for Ramos. Ramos defended himself valiantly and got his defensive trigger, meaning Copellius couldn’t stop him from moving away. Angelsanguine moved his spider in close to the dreamer, hoping to prevent him from moving away. Forcing me to use Gamble your life with the close Stitched. The Stitched promptly gambled his own life away forcing me to use his second life to do the same, thankfully managing to kill the spider. Kaeris made my life a fiery hell, managing to put fire on both Copellius and a Stitched and then forcing me to choose paralyse over them dying to her flames. The Dreamer then activated together with the Daydreams and moved up, changed into Chompy and clawed Kaeris to small fiery ribbons. He also tried to take out the female Gunsmith, however the black joker stopped his rampage. Using the daydreams to pull him back I changed Chompy back into the dreamer and hid him behind my last Stitched.
The third turn it was my turn to be paralysed. He killed both Copellius and my last Stitched before I activated the dreamer and Daydreams, moved forward and unleashed Chompy. At this moment I pretty much considered myself having the game. Then I started drawing cards. Chompy started pulling the Gunsmith into pieces, however It took much to do it. When he then put his claws at work on Ramos black joker made me miss and then Angelsanguine managed to get his defensive trigger in and ending Chompys activation. Angelsanguine then used Ramos to kill Chompy.
The last turn Angelsanguine activated Ramos and blew the Dreamer away. With my whole crew off the table Ramos tock the last two turns to move up to the objective. Getting himself the two points for carrying the treasure.
A close fought game. I learn a lot and are seriously starting to get a liking to this game. The black joker however… *grumpy*
Chompy sneaks up on Kaeris. An even game that ended with my neverborn being whiped from the table. Fun to play though.
Today is my birthday! :)
To celebrate I’m posting a picture of my recently painted Malifaux master: the Dreamer.
I really like the Dreamer. Of all the masters I think he is the one that’s the most like me, even though I’m not as young as he is and I don’t have a daemon as a best friend (I think). We both live with our minds in other worlds where there’s no end to the possibilities and small things that “reality” don’t have any power. Even though he does it better than me…
Stay tuned for his daemon-bestfriend. Chompy is nearly done.
I really like the fluff for the Dreamer. It was the main reason why I started to consider Malifaux. However I’m not a fan of the model for Lord Chompy Bits. Therefore I decided to take out the saw and do some converting. I browsed around for a replacement model, or at least someone who I could scavenge for part. Wyrd however makes their miniatures in a kind of difficult scale to mix with models from other models. Therefore my plan (for now) is just to readjust the model into another pose. Today I begun that process by making my favourite Dream catcher into more parts.
Stay tuned for more progress.
For Junes challenge I’m gonna assemble and paint the Dreamer and friends (as seen below).
I’m really excited about bringing life to Lord Chompy Bits!
However I’m not sure on how I should paint up the Stitched together… It would really be cool to get them to look like Mr Oogie bogie from Nightmare before Christmas.