Monday, December 19, 2011

Kabal of the Snake Headed Mountain

About a year ago I decided I was going to convert a Games-Workshop miniature into Trap Jaw from Masters of the Universe.

Because I could.

Because I had the power.

At the time I had thought about using him in a dark eldar army. I still had most of my DE stuff from the 3rd edition 40K box and also an unassembled raider and every once in a while I toy with the idea of actually doing something with them. I did most of the conversion work on him, starting with a chaos marauder as a base and then doing some green stuff work on the torso and a zombie head and making the gun arm out of a bunch of stuff from my bitz box. While I worked on Trap Jaw I had an idea of doing a Dark Eldar army with Masters of the Universe villains as the grotesques.
When I packed everything up for the big move to Florida in 2010 he was 80% done but then I kind of forgot about him.
I started thinking about Trap Jaw and the Dark Eldar again again a few months ago when I was trying to think of an army that I could do that would look nice but yet actually have a chance at winning games I used them in. See my conversion heavy, fluffy armies tend to really suck, and I had decided that for once I wanted to actually work on the list first, focusing strictly on playability.
Of course, the first time I broached the subject to people that knew me, I had to allow a moment to pick their jaws up off the floor.

But yeah, after the Eyes of the Medusa army I spent so much time and energy converting came in dead last in the two tournaments I tried to use them in down here and I still have yet to even win a game with the, I really did want to start being able to compete a little, especially in situations where I was in a tournament that had no separate appearance prize I could shoot for. So yes, I broke down and did a couple of things that had always been strictly verboten for me, like putting some thought into the list first before going out and buying models.

Since this has been so far without a doubt the most conversion heavy army I’ve ever attempted to date, at least I don’t feel I’ve sold out in any way.

I knew that I wanted the list to be flexible, so that I experiment with lots of different lists for the army. Since most of the models were going to be 90-100% green stuff sculpting, and were also not going to look anything like any of the models from the Dark Eldar line anyway, I decided to use this to my advantage and make it so that I could use these custom models as any infantry unit type I wanted. I realized I could accomplish this by using green stuff to sculpt scrolls across the bottom of the bases so that I could label what type of unit each model was, then magnetizing the bases and the feet of the models so I could just swap the bases out with bases for different units. I had wanted to do the magnetizing thing anyway, since I always thought it would be cool to be able to actually put the infantry models in the open topped raider transport on the table.

So in early November of last year I dusted off my Trap Jaw conversion, and also converted Beastman out of kroot parts and an ungor head, and started building Faker out of a chaos marauder. I also floated the idea of the army and asked for some list on the Ordo-Ineptus board and asked for some list suggestions. I knew I wanted to do something with hellions because I had always loved the idea of them on their goblin gliders and was so happy when they got a plastic kit with their new codex last year. My friend Bob had been having some luck with his Baron Sathonyx themed lists he had been doing, so I was thinking of going a similar route but was still open to possibilities. At this point the plan was to knock out a couple custom figures a month and by summer I should have the force I wanted. At that point I would build a big Snake Mountain display base for the army and be ready to attend the next big 40K tournament near me!


It was around this time that I discovered (or actually Mrs. Carnivean discovered for me in Yahoo groups) a new gaming store that was only twenty minutes from me, called D20 Revolution. I stopped in to check it out and met the owners and found they were going to be starting up a 40K escalation league in December.
I had gotten most of the way through painting Beastman and Trap Jaw at this point, and was bouncing around different ideas for what army I wanted to go with, when I started thinking about what I would need to get the He-Man villains themed Dark Eldar army going. I figured I could probably do it with about 30 converted models, plus the 20 warriors and raider I already had from the box set, a couple more raiders, and some hellions. There were going to be 4 months of the escalation league, with each month being a different point value, starting at 500 and going to 1500 in March. I figured I could probably knock out about 8 models a month if I put the sculpting and converting process into overdrive, and have things all done for the 1500 pt games. I had been getting really excited about the project and figured ‘what the hell’!

I decided to name my army the Kabal of the Snake Headed Mountain, to give them a little Dark Eldar flavor with a nod to the source material for the theme I was going with.


At this writing I've got one completely done and painted, another six (including Trap Jaw and Beastman) with some paint on them, six more that are all done but don't have any paint on them yet, nine I'm currently working on sculpting and converting, and another seven I still have to do after that. I resigned myself about a month ago to the fact that they were not going to be painted for most of the games, but in March, once the sculpting is (hopefully) all done, I'll be able to just focus on the painting and maybe have them all done for my last game or two in the league. I've been working like crazy on these, which is why I've been so dormant on the blog, since I haven't even had time to write a post. I'm going to try and catch up now and post some pics of the first couple waves of conversions, which I did take the time to take pictures of the various stages and document what I was doing. More to come!

Wednesday, November 9, 2011

Ravenloft Revisited

I've been going through Ravenloft withdrawl recently, since it's been over a year now since I've held a session of it, and while I've tried doing some writing in the past few months, it's become hard for me to stick with it since I have no idea when I'll be able to run whatever scenario I write.
A week or so ago, though, I had an idea for a scenario that I could run the next time I'm visiting in Connecticut, hopefully sometime in the spring. It seemed to stick in my mind pretty rapidly, and I've found myself doing a lot of brainstorming (over 15 pages of notes in MS Word so far)

I think what has gotten me so inspired is that I really enjoyed the big game I had done around Halloween right before the move to Florida in 2010. That scenario was the Village of Fear, and was what I call a group scenario since it was meant to be played by a group of people who would be playing one-shot characters written with that scenario specifically in mind, rather than a small group of players playing established characters in a traditional RPG scenario. The only established character in Village of Fear was my nephew's character of Cameron D'Agostino, since the central theme of the story was Cameron's showdown with a nemesis he had been pursuing for some time. What I like about that style of scenario is that you can tailor the characters to the story while not feeling bad about killing them off since it's just a one-shot game. Basically like a convention scenario, without the time constraints (usually 4 hours or so for one gaming event) and with the benefit of not only knowing your players (and in a convention, you never know what kind of people are going to sign up for a game), but being good friends with all of them. For me I think, that's what made the Village of Fear such a blast to run, and it was probably one of the most satisfying scenarios I've run for Ravenloft.






Since I'm (finally) very close now to wrapping up the story of the 13th Hour, which has been either the central or periphery storyline in all my campaigns for the past decade, one of my goals for this scenario is to bring together all the threads of the entire convoluted 20 years worth of mythology that I've written regarding the 13th Hour prophecy.
Since the haunted clock tower that resides at the center of the 13th Hour mythology lies in the town of Pont-a-Condemne, I decided I would have the scenario set there, and have titled it 13 Nights in Pont-a-Condemne.

Now, with the mention of Pont-a-Condemne, a lot of the readers who have played Warhammer Fantasy with me have an idea in their head of this...

When actually, the Pont-a-Condemne I'm referring to is more like this...

Above is the original map I drew for Pont-a-Condemne to be used as a player handout for a session in my Ravenloft campaign back in 1997. As you can see, rather than bell towers, here we have a clock tower as the central landmark. I created the town back in 1995 for a scenario I had written for a gaming convention. The scenario was called "Screams in the Night" and took place in the town. Fortunately I've managed to save all of my previous scenarios in a big file bin over the years, so I can pull out the stapled together pages printed out from my old Brother word processor over sixteen years ago and quote the initial description I had written, which was as follows:

Though you are still nearly a mile away, you can see that the town is mostly comprised of low, squat buildings. What appears to be a grand old clock tower, strange for such a fairly small town, stands alone in the center of the small buildings huddled around it, like a shepherd watching over a sleeping herd.

Some of the game fluff I've written years ago I look back on now and wince, but that was actually decent imagery.

When the murders begin - and there are always murders in a Ravenloft scenario - I had this to say:

You race down the dark, spiraling streets toward the scream, following the road around and around, like a whirlpool pulling you in towards the madly chiming clock tower at the center, and all the while, you can feel hidden eyes watching you from darkened windows.

Again, not too bad in retrospect.

So where did the bell towers come from? Well I built that massive terrain piece for a Mordheim scenario I did at a convention in 2001 (an event that all of two people showed up for - I'm still sore over that). The whole thing I had designed as a homage to the old NES game, Deadly Towers. When I started working on my Forsaken Vale map-based Warhammer Fantasy campaign in 2009 for Ordo-Ineptus, I knew I wanted to include it on the map, and since I couldn't have Mordheim on the map, I decided to have another ruined city, and reused the name Pont-a-Condemne, since it fit.


So now with the general themes and setting decided upon, it was time to start fleshing out the idea a little more. I wanted to approach some things differently than I did with Village of Fear, so that it will be a completely different experience. In VoF, the player characters were all either residents of the doomed village of Zamspiele, or visitors who either happened to be passing through or were specifically there for some reason. And while most of the characters were trying to get to the bottom of what was going in the village -for example, why did all the cows, deer, chickens, and squirrels in the region suddenly develop the intense taste for human flesh - a few of them were definitely in the 'evil' column.
Also in VoF, all of the player characters knew one another, and with each character sheet there was a sheet of basically what their character knew about each of the other characters, and how they felt towards them. (for example, every other character thought the jailer was a dick. Mikey's portrayal of him did little to change that)
For 13 Nights, I'm planning on using the complete opposite approach. None of the characters will have ever met each other at the start of the game. This has the benefit of being different from last time and also saving me all those hours of writing all those different capsules of each character from every other character's perspective.

Another element in Village of Fear was that even though many of the player characters were adversaries in varying degrees, they were encouraged to work together much of the time, as with a traditional RPG. In 13 Nights, I want to encourage people to do just the opposite and work independently. Usually every other time I've tried this in a big game, it ends up dragging things out, as I have to do stuff with each player individually while everyone else sits around, and like as not, begins to chitchat amongst themselves, taking everyone out of the mood. I think I may actually have devised a method that could actually work by having the whole first half of the game play out as a board game, with the map of Pont-a-Condemne serving as a game board.


I liked the way the poster drawing of the village of Zamspiele had come out, and I think it was a helpful reference for players in the Village of Fear Scenario as they could look and see places they might want to investigate and could put their character model right there on the map. I plan to do the same thing for Pont-a-Condemne, and revise the look a little bit to make it seem more Victorian and less village, yet still not to large of a city. I'm also going to add a couple side streets going straight out from the center of town, so that there is more than one road to get around and you actually have a couple intersections. Since time and clocks are going to be a big theme, I may actually do two streets coming straight out from the center to resemble a clock face.

As the name suggests, 13 Nights will take place over the course thirteen days of game-world time, with the first twelve being played out as turns on a board game, leading up to the final night, which will play out as a single location RPG session. My preliminary idea of how the turns will work is that at the beginning of each turn, or day, players will receive a printout with the word "Day One" at the top (for example) with each of the 24 hours listed down the page. Players then block out their character actions for the day, by listing different locations they want their character to visit. Right now, I'm thinking that each location requires a 4 hour block to visit, and that an hour must be left between locations to account for travel, meals, etc. (to simplify this, I may end up just having time periods that are each 4 hours long, with an hour or two in between. Players must allocate a number of hours to sleep each day, or suffer a penalty to stats and die rolls.

Once all players have planned out their actions for the turn, they turn in the sheets to the GM, and I resolve all of the actions in sequence. Each location will give one of several random cards, which will give a brief summary of what occurs at the location. For anyone who has ever played boardgames like Arkham Horror or Touch of Evil, you'll know what I'm going for here. Many of these 'event cards' will call for some kind of dice roll using one of the character's skills. If they succeed at the roll, they are given another card or piece of paper, which will describe what they have found, learned, etc. Everything will be numbered, so that I can have it organized for easy reference.

So for example, if the Library is visited, the player chooses one of several listed topics to research, then makes a Gather Information roll for their character. If they succeed, they receive a particular document or clue (for example, Document #22)

Some locations will have different events based on the time of day they are visited. I'm right now thinking somewhere around 50+ possible events total, which will require a lot of work and preparation, but I think will pay off, as players will have something in their hands to inspect and think about while all of the other player's actions are being resolved.

Since the characters will all be staying in the same inn, players will still be able to compare notes and talk to one another as much as they like while planning out their actions for the day, representing all of the characters being in the common room of the inn at some point. While all players will have a specific secondary goal which has brought them to town in the first place, and may go against the secondary goals of other characters, the primary goal of getting to the bottom of what is going on will be shared by all characters. What I'm hoping this and the first half board game format does is give players a chance to do things and digest plot-related information at their own pace and while getting to perform actions without having some NPC blather on for 20 minutes. By the time the straight RPG half the scenario begins, players will hopefully have a clear idea of what pieces of the puzzle they want to find, what questions they want to ask NPCs, and what they want their characters to try and accomplish.

This all seems like a massive undertaking -and it is, although amazingly not the most massive undertaking for a scenario that I've done. That honor would have to go to the Laruba Mansion Expedition scenario I did in January of 2007, which I still have a large bin full of terrain, cards, and game notes for. Total materials included three CCG deck holders worth of event/item/and ability cards (kind of how I did with the items in the Shellendrak games I ran), a binder of scenario notes, and the entire 3d floor plan of the house, which was made to interlock together piece by piece so that pieces could be added on as the house was explored. Oh, and this was before I had heard of the Shellendrak Manor downloadable terrain set on Worldworks Games (it may not have been released yet anyway) so everything was done in MS Paint and then printed and glued to foamboard. Yeah that was another time I had moved away from all my gaming buddies and had a lot of time to plan and build rather than play.

In this case, there are no massive terrain requirements or insane modelling projects like the zombie hangman's tree and swarms of villager eating animals in Village of Fear. All the work is going to be going into writing the scenario itself.

So that's where I am right now with it. I'll post more as I come up with more specific ideas on characters and game elements. For those of my Ordo-Ineptus brethren that played Village of Fear, as well as those who were unable to, hopefully this will have piqued your interest.

Saturday, September 17, 2011

Raising some Hell

Hellburgers.

It started with the name I gave my burger franchise in Cityville (and thanks again Arlin for adding another 15 minutes to my daily video game regimen)

Then today as I was thinking about my Car Wars "Hell next 5 exits" arena I planning for my next project, I realized I would have to put a Hellburgers in there.
Right now some of you are thinking "First Blood Bowl, then Malifaux, and now CAR WARS?!? Has he lost his mind?". To that my reply in three parts is: A)What took you so long to notice?, 2) The one good thing about not being able to play lately is that it's easier to to work on things off the beaten path where I would otherwise have a tendancy to work on games that more people actually played, and 5)I have some family members who are big racing fans that are coming to visit this winter and I'm thinking Car Wars might be a game I may be able to get them into.


I was in the car on my way home and by the time I pulled into the garage, I had come up with the logo-sign, which I sketched as soon as I walked in the door, as well as a slogan and a bunch of menu items. The slogan, which appears under the sign, is "sometimes you just gotta say 'what the hell'"

The whopper/big mac equivalent would be El Diablo, and you could get it by itself or as part of a Helluva Deal Value Meal with a cola and Hell in a Handbasket o' Fries
Other menu items include 8th Circle Onion Rings, Hot as Hell Buffalo Wings, and for dessert, Hell Freezes Over with milkshakes and sundaes.
I may put a few advertisements of menu items on the restaurant windows and possibly on a billboard or two. Feel free to add some more items to the Hellburgers menu if you think of any.

I'm still at the planning and estimating materials cost stage of this one, but once I start actually working on it, I'll do another post with some pics.

Tuesday, August 30, 2011

First game of Malifaux

With 2 crews now completed, I finally got to try learning to play the game yesterday. What follows is the first part of a detailed battle report. As I had mentioned in another post, Malifaux is a completely diceless system where each side uses a fate deck of cards (4 suits of with values of 1-13 and two jokers. Malifaux uses its own suits but you can substitute regular playing cards if you don’t have the actual Malifaux fate deck). In this report I’ll try to convey as much of the mechanics as I can into my narrative without getting overly bogged down, so anyone interested in hearing how the system plays can get a feel for it.
Since it’s been 6 months since I’ve built my table and terrain boards and I still haven’t gotten to use them yet, I was really excited to get to move some models around the chasm boards. I set it up with some simple terrain pieces to provide some cover.

Ophelia’s starting box crew contains 22 soulstones worth of models, while Seamus’s includes 18, so I play a 22 pt game where Seamus has a soulstone pool of 4. This is pretty much in the range of a standard game, which seems to be 25 pts.
Seamus’s crew consists of Seamus, three Rotting Belles, and Madame Sybille. He is basically the zombie master surrounded by his minions.
Ophelia’s crew consists of Ophelia, Francois, Raphael, Rami, and Pere Ravage. Everyone in her crew is packing heat, and each member has different abilities, unlike Seamus’ crew where the three belles each have the same stats.
I was playing against myself, so throughout the report when you see ‘Seamus did this’ or ‘Ophelia did that’ you’ll know it was just me using either the Seamus side of my brain or the Ophelia side.
I don’t draw a random location since I’ve already set up my chasm boards. Looking through the different locales in the chart, “Mountains” seems to fit the best. Looking over the board, I work out that the River is Severe Terrain (movement costs twice as much) and a water feature. The chasm itself is impassable terrain. I decide that all cover is considered to be hard cover, and that none of the terrain is breakable.

The deployment zones are randomly determined (by card flip) to be 8” on opposite ends of the table.
Now it is time to determine Strategems for each crew. The stratagem is that crew’s objective for the game. Seamus draws Reconnoiter, which means he has to have a member of his crew in each table quarter at the games end to get the 3 victory points for this stratagem.
Ophelia draws Slaughter, which has two levels of success. If she eliminates all models but the enemy ‘master’ she will get 3 victory points, or 4 points for eliminating the entire crew.
And now the two crews get to pick up to two schemes each. Since I’m playing both sides, I’m considering that each side is ‘announcing’ their scheme, making each of the schemes worth an extra point. Seamus picks Army of the Dead, one specific to the Resurrectionists faction. For 2 victory points, Seamus has to control more undead models and corpse counters at the end of the game than his opponent has models left on the table. For a second scheme he chooses Breakthrough for 2 victory points, since it goes well with his Reconnoiter Strategem (with Breakthrough you must have more models than your opponent in your opponent’s deployment zone at the end of the game.
Ophelia takes the Thwart scheme, which is exclusive to the Outcast faction. She will get 2 victory points if her opponent fails to complete their Strategem. For the second scheme, she takes Stake a Claim, choosing the Skull Temple at the center of the table (since the terrain feature is supposed to be 3”x3”, she specifies the chaos emblem on the raised level of the terrain piece to be her objective. She must have sole control of this 3”x3” area at the end of the game to get 2 victory points.
Now it is time to duel for deployment. Ophelia draws a 13, beating Seamus’ 9. Since she has the ranged firepower, and since most of Seamus’ goals revolve around getting models to certain parts of the table, she decides to make Seamus choose a table side and deploy his forces first, then deploy her forces in a way to best stop him from completing his goals.

Seamus picks the side without the river, since that would slow his minions down at the beginning of the day, and being zombies, they are already slow to begin with. He deploys 2 belles on the southern end of the board on the other side of the chasm, intending to move them straight across to gain control of the southeast quarter and hopefully manage to get at least one in Ophelia’s deployment zone by the end of the game. He deploys the third Belle in the northwest corner, planning on moving her straight across to control the northeast corner and also hopefully get into Ophelia’s deployment zone. Seamus himself and Sybille are deployed in the center. Since Seamus is the heavy hitter of the crew, his combat prowess will be needed to tie up the opposition and draw fire from the belles trying to meet his objectives and also to hopefully keep Ophelia from controlling the temple ruins and completing her Stake a Claim scheme. He keeps Sybille with him as a back up, but plans on keeping her close to the chasm edge, for she has an ability which allows her to summon a belle within 12” into base contact with her, so she could quickly pull one of them from the other side of the chasm if need be.

Ophelia decides to deploy Raphael on the opposite side of the chasm to stop the two Belles. She deploys Rami just on the northern side, so that he can back up Raphael by picking the belles off across the chasm with his long rifle’s 16” range, while still being able to contribute to what will probably be the main fight at the center of the table near the skull temple. Meanwhile, she deploys herself, Francois, and Pere Ravage just to the east of the bridge on the northern side of the table, planning on making a bee line for the temple, with someone peeling off to deal with the Belle if she tries coming across the northern end of the board.
Well the setup had been done, the plans had been made, the forces had been deployed, and now it was time to get started, so I put some mood music in the CD changer (from my collection of Nox Arcana albums) and started the game.

TURN ONEBoth players draw cards to determine the order for resolving effects in the Start of Draw Phase and End of Turn phases. Ophelia wins the duel so her effects are resolved first. In this game, there were never any effects needing to be resolved, so the only effect it had was that she discarded cards and filled her hand up to full first in the draw phases.
Now both players draw their starting hands, which for a game of this size, was six cards.
Ophelia draws a 9 of masks, 12 of crows, 5 of tomes, ace of crows, ace of rams, and a 2 of masks.


Seamus draws an ace of tomes, ace of crows, 2 of masks, 5 of crows, red joker (which is the good one), and an 11 of masks.

The two players duel for initiative, with Ophelia winning and going first.

Now the activations start. Since no abilities were used and no actions taken other than movement, I’ll just summarize by saying that both sides moved everyone forward according to what their plans had been when deploying. Looking back through the book now, I just spotted that normal games are generally played on a 3’x3’ with Brawls (games 2 or 3 times larger) played on a 4’x4’, so I probably should have used less of my table and there would have been more going on in the first turn. I know for next time at least.
TURN TWO
The draw phase was short, as since no cards from either players control hand were used turn one, both players just kept their starting hands, and the two cards in the discard piles were shuffled back into the decks.
This time Seamus wins the initiative and so goes first.
One of the things in Malifaux that is different from most other mini games out there right now is that players alternate activating models. (there are some rules that allow certain models to activate simultaneously if the player wishes) The effects of this aren’t seen quite as much in the second turn, as for the most part, the models were just moving into the positions they were already heading.
The easternmost of the two Rotting Belles across chasm activates first. Units in Malifaux get two actions per turn, and she uses her first action to advance her movement of 4”, using two of it to climb over the fence and moving up 2” beyond it. With her second action she moves again, advancing another 4”.

Ophelia responds by moving Rami into firing position on the northern side of the chasm.
Seamus then moves Sybille in towards Rami, hiding behind one of the skull rocks to keep out of his line of sight.
Pere Ravage moves up to the eastern edge of the skull temple.
The Belle in the north continues making her way across the board.
Ophelia moves westward along the road, placing herself directly in between the skull temple and the northern Belle.
Seamus moves into the skull temple, finding some cover in the southwest corner of the terrain piece.
Francois moves up to the northern edge of the skull temple, out of Seamus’ line of sight.
Things start to get interesting with the final two activations of the round.
The second Belle in the south activates, using her first action to cast Distract on Raphael (being dead doesn’t stop these ladies of the night from strutting their stuff). The ability has a 15” range and she has it. Seamus draws a five, adding the Belle’s Casting stat of 4 to make a total of 9. Ophelia draws a six, and adds the Raphael’s Willpower of 4 for a total of 10 to resist the effect. Right now, Seamus is losing the duel and so has the opportunity to cheat fate, which he does by using the 11 of masks to replace the fate card he flipped from the deck and make his new total a 15, which meets the casting cost of 12 and beats Ophelia’s resistance total of 10. Now Ophelia has the option to cheat fate, but she opts not to waste the one 11+ card she currently has in her hand, and the Distract ability is successfully cast, making Raphael Slow (only 1 action instead of 2) during his next activation. For her second action, the Belle casts Lure on Raphael. Since the range on that is 18” she definitely has it. The Rotting Belles receive a +4 to their Casting stat when using Lure (those zombie hookers know how to shake it) and so will get a +8 to the card flip, which turns out to be an eight giving Seamus a total of 16. Ophelia draws a seven and adds Raph’s Willpower to get a total of 11. Since she is currently losing the duel she gets the first option to cheat fate but opts not to, so the spell goes off and Raphael is moved 4” closer to the Rotting Belle.
Raphael activates, and only gets one action this turn since he is Slow from the Distract spell. He uses that action to take a shot at the closes Belle with his range 8” Big Honkin Gun, but ends up being a half inch short, so misses.


No effects need be resolved in the closing phase, so that’s the end of TURN TWO.

THIRD TURN
At the beginning of the draw phase, Ophelia discards two aces and a two from her hand and picks up a thirteen of crows, a two of rams, and a four of rams.
Seamus then discards two aces, a two and a five, keeping only the Red Joker, and draws a five of crows, nine of masks, twelve of rams, thirteen of masks, and thirteen of crows (a very good draw!)
Ophelia wins the duel for initiative and activates Raphael.
Raph fires at the moves up just enough to be in range of the Belle he missed previously and shoots his Big Honkin Gun at her. Ophelia flips a seven and adds his Combat of 5 (for the Big Honkin Gun. Each of a model’s attack types has its own Combat stat assigned to it, so that a model may be better with one weapon than with another) to get a total of 12. Seamus flips a six and adds the Belle’s Defense of four to get a total of 10. The current loser gets the chance to cheat first, and Seamus does by throwing down his thirteen of masks to change his total to 17. Ophelia responds by cheating with her own total to 18 by using the thirteen of crows from her hand. Since each side only gets one opportunity to cheat, the duel is resolved, and Raphael scores a hit with his Big Honkin Gun. Damage 8/13/3. 2 damage to Belle
I’ll take an aside here to explain some of the mechanics, as we’ve come to another of the really interesting parts of this rules system. We’ve all had those moments where we roll a 6 to hit followed by a 1 to wound, or in D20 games roll 28 to hit but do 1 point of damage by flubbing the damage roll, in other words basically we really hit the enemy solidly in the middle of his chest, but only with enough force required to break a Q-tip. Or conversely, someone just grazes but inflicts maximum damage, apparently by causing the target’s brain to hemorrhage. In Malifaux, how well you hit someone directly affects how much damage you are likely to do.
Since Raphael’s attack total of 18 only beat the Belle’s defense total of 17 by one point, there is now a negative (-) one card on the damage flip. The Belle also has the ability Hard to Wound (1), meaning that the damage flip receives another negative card. This means that two extra cards (a total of 3) must be drawn now for the damage flip, and the lowest card must be used. Some things also give positive (+) cards to a flip, in which case extra cards are drawn and the highest card is used. Only a maximum of three extra cards can ever be drawn on a flip, and of course, negatives and positives cancel one another, just like in mathematics, so if you have two positive card effects and one negative card effect, you would end up drawing one extra card and using the highest.
So back to the game, Ophelia draws an eight, a thirteen, and a three for her damage flip, and so must use the three. You are allowed to cheat a damage flip, but only when a single card is flipped. It only works that way for damage. For any other flip, you can still cheat fate even if you flipped multiple cards. So Ophelia must use the three, which determines what damage she does.
And here we take another quick break for game mechanics. Each weapon or damaging effect in Malifaux has a set of three damage values, Weak, Moderate, and Severe. Which value is used depends on what the damage flip is. Ace through five is Weak, six to ten is Moderate, and eleven through thirteen is Severe. Each of the Malifaux fate cards has a Weak, Moderate, or Severe printed at the top just below the number, so it saves you from having to memorize the chart. Also, if a black joker is flipped the damage is always zero, and if a red is flipped the damage is severe plus you flip another card and add that to the total damage.
So back to the game, Ophelia has to use the three for the damage flip, which is Weak, and Raph’s Big Honkin Gun has a damage value of2/3/5, so the attack does 2 wounds to the Rotten Belle, leaving her with 6 left.

In response, Seamus activates the Belle that was further back, and successfully casts Lure on Raphael, successfully casts Lure, making Raph move 5” directly towards her (and consequently the other Belle in front of her). For her second action she successfully casts Distract on Raphael, making him Slow for his next activation.
Ophelia activates Rami and has him take a move action to get to where he has line of sight to Sybille behind the skull rock and uses his second action to take a shot at her. She is in hard cover, which gives a -1 card to the attack flip. Ophelia flips an eleven and a six, and so has to use the six, which added to Rami’s combat of 5 with his Long Rifle makes her attack total an 11. Seamus flips a three for a total defense of 7. Seamus cheats with the twelve from his hand, and Ophelia responds by using her own twelve, and the duel ends with Ophelia beating Seamus’ defense total by 1 point, giving her a -1 card to the damage flip. Sybille is Hard to Wound (1), so Ophelia must again draw 2 extra cards and use the lowest. Fortunately one of those cards was a red joker, and jokers must always be used whenever they are drawn. So Ophelia does Severe damage (which for Rami’s gun is 5) plus another card flip, which in this case was a disappointing two. The hard cover gives Sybille Armor (1) which means the damage taken is 1 point lower, so the attack does a total of 6 wounds (5+2-1=6) to Sybille bringing her down to 3 wounds. If Ophelia had been able to make more of that red joker, Rami would have dropped Sybille in that one shot.
Seamus activates the wounded Belle and casts Lure with a total of 17 which Ophelia would have needed to have a thirteen to beat, which she didn’t draw or have in her control hand to cheat fate with. So the spell goes off and makes Raphael again move his walk distance of 5” toward her, which now puts him into her melee range, allowing her to make an immediate attack. She can attack with her parasol, which has a 2” range, or with her nails that have a 1” range. Since she is in base to base, Seamus has her use her nails, as they have a higher chance to hit and better damage potential. Seamus flips a three for the melee attack for a total of 9, which doesn’t beat Ophelia’s total of 10. Seamus uses the five of crows to cheat (and the suit becomes important in a sec) and ends up beating Ophelia’s total by 1, giving him a damage flip of -1card.
Because the fate card used in the duel was a crows suit, Seamus gets the opportunity to activate one of the Belle’s Trigger Effects which may activates whenever a crows card is drawn when making an attack. (each trigger has its own requirements) In this case, the Trigger Effect is Rot, which adds a +2card to the damage flip. So with that and the -1card, Seamus will end up drawing one extra card and using the highest. In this case, the highest is a twelve, and the Belle does her Severe damage value of 4, dropping Raphael to 4 wounds.
For her second action (since the melee attack was an effect of the Lure spell it did not count as an action), the Belle makes another melee attack, and this time Seamus beats Ophelia’s defense total by more than 5, which does not carry a penalty to the damage flip, and thus frees him up to cheat the damage flip if he wishes. He decides to cheat with the red joker from his hand, which does the Belle’s Severe damage of 4 plus an extra card flip of 7, for a whopping total of 11 wounds – more than enough to kill poor Raphael. Raph dies and leaves a corpse counter behind.
Ophelia activates Pere Ravage, who climbs up onto the skull temple with his first action and attempts to Breathe Fire on Seamus with his second action. Seamus is partially behind a ruined column so is in hard cover, giving a -1card to the attack flip. Ophelia still ends up with a total of 12 to Seamus’ 8. Seamus declines to cheat fate, and Ophelia cheats a nine of masks, which raises her total to 14, beating the defense number by enough so as to not receive a –card to the flip. The masks suit also activates Pere Ravage’s Stupid Luck trigger. This causes any damage done to be tripled, after which Ravage is sacrificed. Since the Breathe Fire damage is 1/3/4, Ophelia reasoned that it would be worth sacrificing Ravage to potentially put Seamus at death’s door. Unfortunately, thanks to Seamus’ Hard to Wound (2) ability, she ended up with a three and thus did the attack’s Weak damage of 1, tripled to a whole 3 points. The Armor(1) given by the hard cover reduced it further to 2 wounds taken by Seamus, leaving him with ten more still and making it a very bad trade off in retrospect.
For the next activation, Seamus moves the Belle in the north further across the table.
Ophelia activates and uses her fist action to move 6” closer to the Belle. With her second she attempts to cast Right Between the Eyes on the Belle, which if successful, would do 1/3/5 damage with a +3card on the damage flip. Ophelia draws a twelve, adding it to her casting to give her a total of 16. Seamus draws a 12 and adds the Belle’s defense of 4 for a total of 16 to resist the spell’s effects (some spells require Defense to resist, others require Willpower) Unlike with a ranged attack where you only have to match the defense total, with a spell you actually have to beat the total, so right now Ophelia is losing the duel and doesn’t have a card in her hand high enough to beat it.
I want to pause here to say that this is what Soulstones are used for. You can cheat fate for spells as normal, replacing the card drawn with one from your hand, but by using a soulstone when casting a spell, you can actually ADD the value of a card from your hand to the value of the card drawn. This definitely would have been a great opportunity for Ophelia to use it. Unfortunately, I had totally screwed the pooch when setting up the game and shorted her the 6 Soulstones she was supposed to have. I’ll explain how I made the mistake later. It has to do with the fact that Ophelia is a Henchman rather than a Master (something introduced in the second book) Basically I badly misread the Henchman rules.
Anyway, Ophelia’s spell doesn’t go off and that’s the end of her activation.
Seamus activates and moves to where he can get a shot at Francois, who is up against the northern base of the skull temple. With his second action, he fires at him. Francois is getting hard cover from the lip of the terrain piece, and Seamus ends up missing him.
In return, Francois moves back with his first action, giving him a clear line of sight in which to shoot Seamus. He hits him, but only does his weak (2) damage, thanks again to Seamus’ Hard to Wound(2), and Seamus is brought down to 8 wounds.
Sybille does not have a clear charge lane to get to Rami, so she uses a move action to get within the 2” range of her Riding Crop and lets him have it with her second action. Seamus flips a twelve and Ophelia flips a one. She has nothing in her hand to beat Seamus’ total with, but cheats with a two just to avoid Seamus getting a +1card to the damage flip. Seamus ends up flipping a five and doing 2 damage to Rami.
Want to make a quick note of charging in the game. Most models have a Charge value after the Move value in their stats. The value is always higher than the normal Move, and models that have a Charge value can make a Charge action, moving in a straight line towards the declared target. If they end up within melee range, they can immediately make an attack as part of the Charge action. The Rotten Belles don’t have a charge stat so can’t charge, but Sybille has a charge of 6, so could have if she wasn’t partially behind the skull rock.
And that’s the end of TURN 3


TURN 4
At the start of the draw phase Ophelia draws her hand up to full, picking up a seven of tomes, twelve of masks, five of rams, and eleven of rams.
Seamus discards the five of crows and draws his hand up to full with a two of rams, twelve of crows, six of crows, twelve of tomes, and an ace of tomes.
Ophelia wins Initiative and she activates, using her Reckless ability, which does a wound to her in order to be Fast this activation (so she gets three actions instead of two). She casts Right Between the Eyes again on the Belle moving across the northern side of the board, but flips a black joker and so automatically fails. She casts it again and flips a ten for a total of 14, but Seamus flips an eleven to beat her with 15. She tries a third time and flips a six while Seamus flips a thirteen. Like I said, if I hadn’t screwed her out of the six Soulstones this would have gone a lot differently.

Seamus activates next and I notice on his card that he has the Fast ability all the time. Now it makes sense that his movement is only 4, as I had been thinking that he seemed slow for a character that was supposed to be so slippery. So this turn I make sure I use all 3 actions for him. Seamus uses his first two actions to move close enough to Francois so that he can charge him with his third action. He makes a melee attack with his Bag o’ Tools, and flips an eight for a total attack of 13. Ophelia flips a two and cheats it to an eleven of rams, bringing her total to 15. Seamus in turn cheats his flip to a twelve of crows. Seamus activates his Slit Jugular trigger with the crows suit, doing no damage with the attack, but forcing Ophelia to discard either two cards from her hand or two Soulstones to keep Francois from being killed outright. Ophelia discards the two cards and Francois survives with no damage taken. Having a rams suit for her defense flip allows Ophelia to trigger Francois’ Squeal effect, which allows him to make an immediate 4” move away from Seamus after the attack is resolved.
Rami activates next, and uses his Reckless ability, taking a wound to become Fast. He attempts to disengage from Sybille, allowing her to make a single attack against him as he leaves her melee range. Seamus flips a seven for Sybille’s attack and Ophelia flips a three. Ophelia cheats to a twelve giving Rami a defense of 16. Seamus also cheats a twelve to match her defense and hit Rami. Since he only matched the defense number, he receives a -2card to the damage flip and ends up only doing 2 wounds to Rami, but because he took wounds while attempting to disengage, his activation immediately ends – another bad break for Ophelia.
The Belle in the north activates and continues moving toward Ophelia’s deployment zone.
Francois activates and also takes a wound with Reckless to become Fast. He fires at Seamus, flipping a four while Seamus flips a thirteen which Ophelia has nothing in her hand to beat. He fires again, this time hitting and doing 2 damage. He fires a third time but Seamus flips a red joker and so the attack misses.

Sybille activates and swings her riding crop at Rami, hitting him and doing 2 damage, which is enough to kill him. Rami is removed, leaving a corpse counter behind, which Sybille uses her second action to pick up.
Seamus then activates the remaining two belles one after the other, moving them along the southern edge of the board toward Ophelia’s deployment zone.
And that was it for Turn 4.



TURN FIVE
Ophelia discards the four of rams and the five of tomes and picks up a nine of masks, ten of rams, twelve of crows, and a three of tomes.
Seamus discards the ace of tomes and the two of rams and picks up a three of crows, thirteen of crows, twelve of rams, and an ace of masks.
Ophelia wins initiative and activates first again. She takes a wound again for Reckless, moves as her first action, and then casts Right Between the Eyes on the Belle. She flips a twelve which beats Seamus initially, but Seamus cheats a twelve from his hand to match her and she has nothing higher than a twelve in her hand, so the spell fails once again. She tries casting it again with her third action and flips a four, cheating it to a five to beat Seamus’ total. Seamus cheats the flip to a thirteen, which Ophelia once again has nothing in her hand to beat, and the spell fails once more.
Seamus activates and charges Francois flipping an eight to hit him. Ophelia cheats to a 9 of masks, but Seamus cheats to a nine, matching her and hitting Francois. Even though he has to flip two extra cards for damage and take the lowest, he still manages a nine and does Moderate damage, doing three wounds to Francois. Seamus uses his second action to swing at Francois again, and hits him once more, flipping a twelve for damage to do 5 wounds, killing Francois. With his third action, Seamus picks up the corpse counter dropped by Francois.
Seamus activates the Belles and Sybille one after the other, moving them all toward Ophelia’s table edge.

And so ends turn five.



TURN SIX
Ophelia drops the three of tomes and fills her hand with an eleven of masks, a two of masks, and a thirteen of masks.
Seamus draws his hand up to full with a seven of rams, seven of crows, and a red joker which is pretty much the nail in the coffin for poor Ophelia.
Seamus decides to go for the kill here and cheats fate on the initiative duel with a nine, hoping to force Ophelia to burn a high card in order to activate first. After contemplating it for a moment, Ophelia decides to use a ten from her hand to cheat fate and win the initiative.
She activates first and takes another wound for reckless. She moves again with her first action, continuing to pursue the Rotten Belle moving into her deployment zone and attempt to stop Seamus from completing his Reconnoiter stratagem, and therefore giving herself 2 points for her Thwart scheme. For her second action she casts Right Between the Eyes again and this time she succeeds by cheating her flip to a thirteen. The spell does 1/2/5 and gains +3card to the damage flip. Since it is a spell, there is no modifier for how much or little she beat the resistance total by, though Seamus’ Hard to Wound(2) still kicks in reducing her bonus to a +1card. She flips an eleven and a six, so keeps the eleven to do Severe damage and 5 wounds to the Belle, leaving her with 3. For her final action, Ophelia casts Right Between the Eyes again, hoping to finish her off, but Seamus drops the hammer by cheating the red joker from his hand and the spell fails.
Seamus now activates and uses his first action to move into range of his Hand Cannon. He fires it, flipping a thirteen and hitting. Since he beats Ophelia’s defense number by enough to avoid flipping extra cards on the damage flip, he has the opportunity to cheat the flip, and he does so, cheating with a seven to do Moderate damage and 6 wounds. (he can only fire his hand cannon once per turn, but at 4/6/7 it sure packs a whallop) 6 wounds are enough to finish off Ophelia. Now Seamus realizes that by moving to kill Ophelia, he left himself unable to claim the northwest quarter of the table, doing Ophelia a big favor by killing her instead of making sure he completed his Strategem. If the game went another turn he could move into position, but he flips an eight to see if the game ends after the six turn, and the game is over (it only goes another turn on a ten or higher)


So now it’s time to add up victory points. Seamus fails to complete his Reconnoiter Strategem, but succeeds in his Breakthrough scheme with 3 models in Ophelia’s deployment to her zero. He also succeeds at the Army of the Dead scheme, since with all four of his undead minions surviving, plus the three corpse counters his crew has picked up, he has Ophelia 7-0 on that score. So he gets a total of 4 victory points for completing both Schemes.
Ophelia obviously failed at the Slaughter stratagem, having not eliminated a single enemy model. She also failed her Stake a Claim scheme by not controlling the skull temple at the end of the game. She does get two points for her Thwart scheme since she stopped Seamus from completing his stratagem.
So the final score is 4-2 and a win for Seamus and his Redchapel crew.
I enjoyed this scrimmage with myself and have a much better grasp of the rules now (especially after writing up this report) I’m really in love with the game system and the models, and am looking forward to being able to play it more.

Sunday, January 16, 2011

The Carnivean Gaming Table








After working on the design off and on for the last few months and getting all of my hobby materials organized in the new gaming room/rec room, I went out this week and picked up the lumber I needed and a circular saw, and this morning I measured out and marked the cuts I need to make this afternoon.







I'll update this post with pictures as I go, and when I'm done, I'll provide my schematic for anyone interested in doing something similar someday.









1/17/11
Finished all of my project cuts, although since I made the legs a little longer, I'll have to get another 4x4 and cut the last leg.