Sunday, 14 September 2014

First Malifaux tournament - Not a Bad Thing (that's it name not my rating)

So I've just attended my first ever Malifaux tournament, Not a Bad Thing in Sunderland.

The format was four rounds over a single day play 45 soul stone games. It was either fixed faction or fixed master if you wanted to play a dual faction master and swap between his factions. There were 27 people attending making it a nice first event to attend, even if (as I'm lead to believe) 5 of the top 6 players in the country were there. I wasn't likely to face one of them beyong the first game.

Overall the event was well run, there was a nice raffle at the end so even people who didn't stood a chance of going home with something. I managed to bag a nice chocolate which my work colleagues will be benefiting from on Monday.

The room felt a little cramped, but that's probably because I've been spoilt by the massive room we use at Garrison, it wasn't too cramped as to cause issues though. The terrain was varied, it included the usual laser cut buildings, scratch built building and classic hill and woods. There were a couple of nice themed boards from the Dreamers board made of kids toys, an awesome sewer based board and board made to look like the inside of a bar. Sadly I didn't get to play on many of them as my games kept alternating between two boards, which was a shame.

From an event, running and organisation point of view I'd definitely recommend future events here. But onto the games themselves......

I'd brought with me three masters, Mei Feng, Misaki and Yan Lo, I was reluctant to use Yan Lo  as I really don't know him very well I and I suspected it might slow the games down even more. So I stuck to Misaki and Mei Feng.

Game 1 was versus Joe (Arcanists), specifically Rasputina. The game was a relatively close affair, Rasputina didn't appear to casting as heavily as in my previous game against her, favour a single attack each turn benefiting from focus (probably because most of my crew were advancing through cover). Rasputina seemed a poor choice to take deliver a message on since she was able to push easily due to an upgrade, but I think assassination would have been harder. I felt like the game wasn't slipping away until Cassandra went crazy and seemed to sweep through half my crew. There were a couple of mistake I spotted, almost immediately after making them, such as activating the poisoned Rail Worker on a single wound to hit the already activated Myranda. When I should have activated the nearby Tengu to give him regeneration +1, thus allowing him to survive the poison in the upkeep. In the end it ended 2 - 1 to Joe, but I was happy with my performance.

Game 2 was versus Paul (Guild), Paul was using Lucius a master I have no experience with. His crew featured a lot of ranged firepower so I was glad of Mei Feng's vent steam. The Crew spent the whole game in a double or triple vent steam cloud thanks to vapourmancy which shut down his shooting. This game was more a frustration about timing, we only got a couple of activation into turn three and Lucius' tricks meant he could easily get his crew to drop enough scheme markers to complete both his strategies. Whilst I messed up on selecting murder protege and was only just starting to drop my scheme markers for breakthrough. I was however solidly in control of the turf marker in the centre of the board and scoring each time for that. In the end I lost 7 - 2 but felt if the game had played on I could easily have score 7 points myself as well as removing some of his scoring scheme markers with my Tengu.

Game 3 was versus Steve (Arcanist). Time to give Misaki a run out. Steve was using Marcus, another master I have no experience with. Basically it's a lot of beasts. I did very well at securing my objectives with Misaki escorting two Tengu down the extreme left flank of my deployment, dropping scheme markers all the way for power ritual and protect territory. However stopping Steve scoring was a different mater. The two beasts leading the charge, a Sabertooth Cereberus and Slate Ridge Mauler, were brutal and harder to shift. A red joker for damage from the Sabertooth meant that Kang went down in a single charge, which hurt me. But the Lone Swordswoman put on a good showing against Marcus, burning a lot of cards to survive his attacks then reducing him two three wound in return. Given she was out on her own and probably wouldn't survive much longer anyway I chose to call out Marcus to gain reactivate. Sadly in his turn Steve managed to get the Mauler into base to base with Marcus by bear hugging him which meant when she attached he burnt soul stones to have me attack the bear instead. A run of poor cards also meant I failed to kill the badly wounded bear at all, let alone with time for an attack on Marcus, so the Swordswoman was sacrificed. This did stop him scoring Reckoning. In the end we both maxed our schemes (Steve running power ritual and entourage) so it ended in a 7 - 7 draw.

Game 4 was versus Paul (Ten Thunders) who was using Jacob Lynch. Misaki took the stage again, although I was tempted to use Yan Lo in the last game just for giggles, I didn't want to slow the game down anymore. I did pick an oddball crew, dropping most of the models I'd used in previous games for Toshiro the Daimyo, Yamaziko and Torakage. To be honest my heart wasn't really in this game as my total lack of success had got to me a little. That said the game did highlight a couple of interesting fact. I'd not noticed that Yamiziko's sweep trigger is built in until half way though, once I realised this she managed to kill two models and maul a third in a single activation. I also noticed how good the Daimyo is. I really messed up using him, and suffered by not drawing any high cast crows in my hand two turns running to allow him to summon, but he definitely has potential. In the end Steve pretty much shut me out and I only manage to drop a single scheme marker in the final activation of the game with my lone surviving Torakage for breakthrough. Final score was 10 - 1 to Steve and was pretty much the final nail in my coffin.

I finished 26th out of 27th, so I couldn't even win the wooden spoon. It was frustrating first tournament, I remember my first 40k tournament where I won 2 of my 5 games and it gave me a real incentive to carry on. This one felt a little down heartening. I was hoping for one win from the four.

  • 90 minutes for a game is really short! You need to think about scheme's that can score within turn 2 or 3 and don't bank of getting four points from the strategy either. Game 2 proved that despite being totally in control of the strategy I still only score two points for it. 
  • Misaki and Mei Feng really have very little synergy. They don't seem to work with their crews, just hang around with them. They can struggle against the synergy crews.
  • [+] flips on attacks are really powerful, I need to find more ways to generate them. Recalled Training is good but only last a turn. Toshiro the Daimyo sees a good way to do it.
  • Ten Thunders have no models with built in free movement (such as a leap ability) making things like deliver a message really hard. Kamaitachi can be used to move someone in, but only if the target master has activated. Not sure how to overcome this.
If I want any real success at tournaments I really need to get some practise in with one of the more synergy masters from Ten Thunders, which is a shame because it was the asphetic of the oriental faction which first drew me to the Ten Thunders. I think Yan Lo might be a happy mid ground.
I also need to stop being so theme driven in crew selection. Mixing Daimyo in with Rail Workers, Illuminated with Tengu etc. to get the maximum efficiency for the crew and not stick to models who's style and appearance matched my master.

I've another tournament in a month's time then it's the GT unless I choose to go to one in Sheffield or Nottingham game store, as they seem to have one a month. So I'm hoping more practise at the clubs and maybe taking on board some of the learning and I'll maybe achieve Mid-Table Obscurity next time.


  1. Great report. It does kind of remind me why I don't play Malifaux. All that analysis hurts my brain. Still: best of luck figuring it out!

  2. Nice report. I was your 4th round opponent (Paul, not Steve); I posted my own thought on our game here; it's really interesting to see how things looked from your side of the board.

    McCabe is great for getting out-of-activation movement, either through reactivating minions or pushing them by handing out his upgrades. Toshiro can push a minion (and make them Fast) with his War Fan. The Lone Swordsman and High River Monks also have (0) actions to push a short distance.

    I hope to see you again representing Ten Thunders at the GT; I'll be there doing the same. Thanks for the fun game in Sunderland.

    1. Ooops sorry about that, I'll correct it now. How could I not go to the GT when I live about 10mins away from the venue ;)

      I usually run a Lone Swordswoman (you'll understand if you see my proxy) and I really like her. The versitility of her attack is pretty awesome and catches lots of people off guard.

      I do own McCabe, I would just need to get some practise in and get it painted. I'm hoping to have finished off Mei Feng and got Yan Lo painted and practised with for the GT