Saturday, December 15, 2012

Hobby progress for week ending 12/15/12

A little done:

- Started assembly of Lelu and Lilitu for my Neverborn crew.
- Started assembly on a Watcher for my Guild crew.
- Got about halfway through assembling Gerlak Slaughterborn for my Cryx army.
- Drybrushed bone color onto my Slayer.

Really, I need to work harder on painting a tiny bit every day- I've had a rough patch, timing-wise for this, but hopefully I can get that back on course.

Malifaux battle report from 12/11/12, or 'How I manage to have things go badly, but still pull out a win'

This past Tuesday, Rob and I played two games of Malifaux over at DropZone.

Our first game was a 30 SS game.  I chose to run my Neverborn, and ran this list:

Lilith, Mother of Monsters -- 6 Pool
Malifaux Cherub [2ss]
Mature Nephilim [10ss]
Terror Tot Nephilim [3ss]
Terror Tot Nephilim [3ss]
Terror Tot Nephilim [3ss]
Tuco [7ss]

Tuco was a new addition for me- I finished his assembly last week, and was eager to get him on the table, and see how he played.

Rob chose to run an Arcanist crew:

Rasputina -- 5 Pool
Essence of Power [2ss]
Blessed of December [8ss]
Ice Gamin [4ss]
Ice Golem [9ss]
Silent One [6ss]

I had never seen some of these models (the Silent One or the Blessed of December, in particular), so I was excited to see how they'd play.

After flipping for Strategies and deployment, we ended having Shared Turf War (basically, get your models on the opposing side of the table) with a Diagonal deployment.

I chose Bodyguard (Lilith) and Breakthrough as my Schemes, and announced Breakthrough.  Rob announced that he has chosen Reflections of December.

Turn 1:

Here's my setup.



The ruined (greenish) building was being played as a Creepy Structure, so we could go up, spend actions, and get random effects.  We're trying to add more interesting terrain to the table, but in this game, we didn't use the Creepy Structure once.

Sorry about the blurry photo, but you can see that I had my Mature Nephilim off to my right, Tuco off to my left (due to the diagonal deployment, Tuco's strange deployment rules didn't end up accomplishing me anything), and everything else sort of centrally.

My game plan was simple.  Send everything up, get it into combat, and hopefully trounce Rob.  Tuco was there to be an annoyance, and hopefully draw at least some of Rob's attention.

Rob won the initiative first turn, and really, all we did was move all of our models forward.  Lilith spent two of her Soulstones to get a Blood Counter.

Turn 2:



I win initiative, and send a Terror Tot forward, towards the middle of the table, and have him grow into a Young Nephilim.

Rob sends an Ice Gamin towards the building.  I activate Tuco, and hope to start being annoying.  I use Veil Appearance to get pushed forward a little, walk up (using Nimble), and Run and Gun, letting me shoot (at a negative), but letting me move backwards 6"- hopefully out of range of Rob's army.  I try to shoot at his Silent One, which was the closest target, and after some cheating, manage to get a hit high enough to cause no modifier to damage.  With a card in my hand to guarantee Severe damage, I get excited about spreading some damage out... and then flip a Black Joker off the top of my deck.  No damage, no possibility of cheating the damage flip, and a very (VERY) disappointing development).

Rob, however, has no issue dealing damage, and sends Rasputina forward, to give her a view into the gap between the buildings.  She starts dropping spells, and when the dust (ice?) settles, she's managed to kill both of my Terror Tots, as well as my newly grown Young Nephilim.  As an aside- Rob misread his Scheme, and didn't use Ice Mirror to get the kills, which was a bit of a downside for him, but given the new board state, I figured he'd get over it.  His Essence of Power followed up on Rasputina by throwing some Ice Pillars in front of Rasputina to defend her.

Following up on Rob's very damaging activation, I have my Mature Nephilim charge his Blessed of December, and after both of us throwing a LOT of cards down for cheating, I manage to put four damage on it. 

The only other activation of note for this turn was that Lilith put an Illusory Forest into play, in between Rob's Ice Golem and his Blessed of December/my Mature Nephilim.  The Ice Golem isn't exactly fast, and although the Mature Nephilim can handle each of his two models individually, he certainly can't tackle both at once.

Turn 3:



I apologize for how blurry that picture is.  Lilith is over on the right, protected by the building.  That red ring on the top of the picture is my Illusory Forest.  Rasputina, the Silent One, and the Essence of Power are over on the left.

I win initiative, but Rob spends a Soulstone a wins the reflip.  Continuing with his steamrolling of me, he activates Rasputina and his Totem, sends them forward, and kills my Cherub (unfortunate because part of my plan to get back in this game was to Transposition Lilith into combat with Rasputina).   Casting some Ice Pillars and December's Touch on Rasputina let her sit pretty safely.

Tuco activates, and I do the same things as before.  Veil Appearance, walk up, Run and Gun at the Silent One, and Rob drops a 13 on the table to save her.

Rob responds by having his Blessed of December start tearing into the Mature Nephilim, and after triggering an additional attack plus the additional attack from Melee Expert, manages to put four damage onto it.

I have my Mature Nephilim kill the Blessed, and walk away, attempting to reposition him towards the middle, and try to salvage that part of the game.

Rob's Ice Gamin moves towards the rounded building, and I have Lilith go up and kill it (I can attack through walls, since I can draw LoS through them with Lilith's Master of Malifaux ability).

Rob starts moving his Ice Golem back deeper into his deployment zone, hoping to stop my Breakthrough Scheme. 

Finally, Rob's Silent One walks over, and starts dumping damage on Tuco, bringing him down to 2 remaining Wounds, I believe.

At this point, this are looking pretty bleak.  I'm down to three models (Mature, Nephilim, Tuco), and I've only killed one of Rob's.  I can't seem to get things placed correctly to seriously threaten his group of models, and most of my guys already are wounded.  With that said- it's certainly not over yet.  Lilith is not easy to kill, especially with a stack of Soulstones, and my Bodyguard Scheme means I will get some victory points.  If I can deny Rob from scoring too many, I can still pull this off.

Turn 4:



Rob wins initiative, and activates his Silent One.  The Silent One is already in range, and has no issue killing Tuco (even with his Hard to Kill).  Yay for spending the stones on a model that did no damage all game.  *sigh.

I move Lilith back behind the Creepy Structure.  I figure if Rob is going to make a play for my side of the board, I can have her pop out and try to wreck some havoc.

Rob responds by moving most of his models towards my Mature Nephilim, who was threatening his side of the board, and who I end up moving FURTHER into his side of the board, hoping to win the Turf War Strategy.

Turn 5:

I win Initiative. My Mature goes into Defensive Stance, and moves further into Rob's zone.  Of course, Defensive Stance is worthless against all of Rob's spells, but I did have some concerns about him having his Ice Golem taking shots at me.

Rob again moves most of his guys kind of centrally, somewhat towards the Mature, somewhat towards my side of the board, and attempts a long range spell, but is slightly out of range of the Mature.

I back Lilith further up, and cast Illusory Forest closer to me, blocking any Line of Sight onto me.

Turn 6:

I win Initiative, and realize that with Fast, I have enough activations and speed to get onto Rob's side of the board, and that there isn't much over there to threaten me.  First though, I decide to try to save the Mature Nephilim, in case the game goes longer, and have him back up, attempting to hide him behind a forest.

Rob starts moving his crew to my side of the board, but his guys are not very fast, and they do not get very far.

And Lilith books it, and gets pretty far.  I'm not sure it's enough... but if the game goes another turn, I'll definitely have plenty of distance (of course, Rob might as well...)

We flip to continue the game... and flip a 10, adding another turn!

Turn 7:

Rob wins Initiative.  Not a very exciting turn- I move Lilith into his zone, Rob attempts to move his crew into mine.  We flip to end the game, and this time it's a low number, ending it.

Scoring:

We start by checking out the Strategy.  Turf War gives a player two points if they have models completely within his opponent's side of the board.  We measure, and I easily do for 2 VP.  Rob however, wasn't able to get over quickly enough, and doesn't score here.  I also get an additional VP for having more models in the opposing deployment zone than my opponent (I had one to his zero).  However, Rob has more models on my half of the board than I do on his, and scores a VP.  So far, 3 VP for me, and 1 for him.

On to Schemes.  Rob failed to achieve his Scheme (although, only because he misread what he had to do.  He easily could've accomplished it on the turn he dropped all my Terror Tots), whereas with Lilith alive, I achieved my Bodyguard Scheme, giving me 1 VP.

Final score: 4 VP - 1 VP.  Neverborn win!

Thoughts:

Given that Lilith is my primary crew, and Rasputina is Rob's primary one, I imagine this is a matchup I'll see a lot of.  It seems fairly well balanced- I have a lot more speed and more close combat advantage, but Rasputina certainly has me beat at range.

When Lelu and Lilitu are assembled, I'll have fewer fragile models on the table, which may help me survive some of that initial magical damage, but as Rob gets more experience with his guys, who knows how that will balance out.  I'll have to practice more with my movement tricks to get guys into combat, against someone who has the tools to keep his crew well defended, and a playstyle that focuses on it.  It will be interesting!

Second game (brief):

We had a little bit of time after our first game, and tried to fit in a second game.  I won't write a full report for it, however.  I was trying out Sonnia Criid's box against a smaller version of Rob's Rasputina crew.

We only ended up going four turns, and Rob had managed to kill all of my Witchling Stalkers for relatively light damage in return, so it wasn't look good at game end.  I just couldn't get flips to go in my favor (Sammael at one point Rapid Fired into Rob's Blessed of December, in combat with one of my Witchling Stalkers- a favorable shot, since the Blessed draws twice as many cards as the Witchling when we determine who I hit... and hit the Witchling all three times, killing it).




Mercifully, I suppose, we didn't play a full game.  This game, Rob definitely had his guys moving up the table quicker (despite us being deployed further back- we had Corner deployment this time), and I had no idea how to respond.  However, I'm eager to get Sonnia back on the table, so this will be something I'm sure we'll see a rematch of at some point.

Thanks for reading everyone!

Friday, December 14, 2012

What a week for LCGs!

Man, so much great stuff going on this week!

The first Data Pack for Netrunner, What Lies Ahead was released (spoilers on this site).  In addition, another one was announced!

With releases, the next Warhammer: Invasion Battle Pack was released as well (also spoiled here).

And as for news- the next Deluxe Expansion for Call of Cthulhu, another Force Pack for Star Wars, and the reprint (FINALLY) of the Clash of Arms cycle for Game of Thrones??

Not only is this year ending with a bang (ie, Star Wars is being released soon), but man, next year is going to start off incredibly!

Oaths of Vengeance Spoilers (Warhammer: Invasion)

Alith Anar
Unique High Elf Legend
3 Cost (2 Loyalty)
1 Power Kingdom/Quest, 2 Power Battlefield
3 Hit Points
Forced: When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.
Action: When this legend attacks, turn target development you control faceup.  If it is a High Elf unit with Ambush, trigger its ability as if it just ambushed and declare it as an attacker.  Otherwise, sacrifice it.

Rescue Prisoners
Unique High Elf Quest
0 Cost (3 Loyalty)
Mission.
Play in any opponent's zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to put 1 resource token on each card you control with at least 1 resource token on it.

Outlying Tower
High Elf Support
1 Cost (1 Loyalty)
1 Power
Building
If you control a non-High Elf card, sacrifice this card.

Nagarythe Archer
High Elf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Ranger.
High Elf only. Ambush 2.
Action: When this unit ambushes, deal 3 indirect damage to target opponent.

Karak Hirn Warrior
Dwarf Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Elite
While you have at least 3 resources in your pool, this unit may attack from any zone and may defend any zone.

Band Together
Dwarf Tactic
2 Cost (2 Loyalty)
Dwarf only. Ambush 0.
Action: Gain 3 resources

Wealth of the Hold
Dwarf Support
2 Cost (2 Loyalty)
1 Power
Vault
Action: At the beginning of each opponent's turn, gain 1 resource.

Maid of Sigmar
Empire Unit
2 Cost (2 Loyalty)
0 Power
2 Hit Points
Priest
Battlefield only.
This unit gains Power for each experience attached to it.
Action: When this unit attacks or defends, attach 1 experience to it.

Distribute the Spoils
Empire Tactic
0 Cost (3 Loyalty)
Play only if you just dealt combat damage to an opponent's capital.
Action: Attach 2 experience to target attacking unit.

Wolf Chariot
Orc Unit
5 Cost (2 Loyalty)
3 Power
4 Hit Points
Cavalry. Goblin.
Battlefield only.
Action: When this unit attacks, sacrifice a unit you control.  This unit gains Power equal to the sacrificed unit's loyalty until the end of the phase.

Goblin Raiders
Orc Unit
1 Cost (2 Loyalty)
1 Power
1 Hit Point
Goblin
Battlefield only.  Raider 2.

Get Outta My Way!
Orc Tactic
1 Cost (3 Loyalty)
Action: Until the end of the phase, each unit with no damage on it deals no damage in combat.

Shaggoth Champion
Chaos Unit
X Cost (2 Loyalty)
0 Power
X Hit Points
Creature. Dragon. Ogre.
This unit gains Power equal to X.
X is the fewest number of cards in any opponent's hand.
Forced: When this unit attacks, each player draws a card.

Summons of Chaos
Chaos Tactic
2 Cost (4 Loyalty)
Epic Spell
Limited.
Action: Name a number and reveal the top X cards of your deck.  X is the named number. Put a Chaos unit with cost X or less revealed by this effect into play in your battlefield.  Discard the rest of the revealed cards.

Vaedra Bloodsworn
Unique Dark Elf Unit
3 Cost (2 Loyalty)
0 Power
3 Hit Points
Warrior. Witch Elf.
Action: When this unit attacks or defends, discard the top card of target opponent's deck.  This unit gains Power equal to the cost of the discarded card until the end of the phase.

Hag Graef Knights
Dark Elf Unit
2 Cost (1 Loyalty)
1 Power
2 Hit Points
Cavalry
Raider 2.

Cavalry Raid
Dark Elf Tactic
1 Cost (2 Loyalty)
Cavalry
Play only on your turn.
Action: Attacking and defending non-Cavalry units lose all Power until the end of the phase.

Stealthy Skink
Neutral Unit
2 Cost
1 Power
2 Hit Points
Lizardmen
Order only. Ambush 1.
Action: When this unit ambushes, Lizardmen units you control get +2 hit points until the end of the phase.

Skaven Packmaster
Neutral Unit
2 Cost
1 Power
2 Hit Points
Skaven
Destruction only. Ambush 1
Action: When this unit ambushes, restore up to 2 units you control.

All Out War
Neutral Tactic
3 Cost
Play at the beginning of your Battlefield phase.
Action: When you declare an attack against target opponent, that attack is against all of that opponent's non-burning zones.  Defending opponent may declare defenders from all of his non-burning zones.  This effect lasts until the end of the phase.

Contents of Warhammer: Invasion, Oaths of Vengeance

21 Alith Anar (x3)
22 Rescue Prisoners (x3)
23 Outlying Tower (x3)
24 Nagarythe Archer (x3)
25 Karak Hirn Warrior (x3)
26 Band Together (x3)
27 Wealth of the Hold (x3)
28 Maid of Sigmar (x3)
29 Distribute the Spoils (x3)
30 Wolf Chariot (x3)
31 Goblin Raiders (x3)
32 Get Outta My Way! (x3)
33 Shaggoth Champion (x3)
34 Summons of Chaos (x3)
35 Vaedra Bloodsworn (x3)
36 Hag Graef Knights (x3)
37 Cavalry Raid (x3)
38 Stealthy Skink (x3)
39 Skaven Packmaster (x3)
40 All Out War (x3)

Thursday, December 13, 2012

What Lies Ahead Spoilers (Android: Netrunner)

Whizzard: Master Gamer
Anarch Identity
0 Base Link
45 Minimum Deck Size
15 Influence Limit
Natural
3 Recurring Credits
Use these credits to trash cards.

Spinal Modem
Unique Anarch Hardware
4 Install Cost
2 Influence Value
Console
+1 MU, 2 Recurring Credits
Use these credits to pay for using icebreakers.
Whenever there is a successful trace during a run, suffer 1 brain damage.
Limit 1 console per player.

Imp
Anarch Program
2 Install Cost
1 Memory Cost
3 Influence Value
- Strength
Virus
Place 2 virus counters on Imp when it is installed.
Once per turn, you may remove 1 hosted virus counter to trash a card you access at no cost (even if it cannot normally be trashed).

Morning Star
Anarch Program
8 Install Cost
2 Memory Cost
4 Influence Value
5 Strength
Icebreaker. Fracter.
1 Credit: Break any number of barrier subroutines.

Cortez Chip
Criminal Hardware
0 Install Cost
2 Influence Value
Chip
Trash: Choose a piece of ice.  The Corp must pay 2 Credits as an additional cost to rez that ice until the end of the turn.

Peacock
Criminal Program
3 Install Cost
1 Memory Cost
2 Influence Value
2 Strength
Icebreaker. Decoder.
2 Credits: Break code gate subroutine.
2 Credits: +3 Strength

ZU.13 Key Master
Shaper Program
1 Install Cost
1 Memory Cost
2 Influence Value
1 Strength
Icebreaker. Decoder. Cloud.
If you have at least 2 Link, the memory cost of ZU.13 Key Master is 0, even if it is not installed.
1 Credit: Break code gate subroutine.
1 Credit: +1 Strength

The Helpful AI
Shaper Resource
2 Install Cost
2 Influence Value
Connection. Link. Virtual.
+1 Link.
Trash: Choose an icebreaker. That icebreaker has +2 strength until the end of the turn.

Plascrete Carapace
Neutral Hardware
3 Install Cost
0 Influence Value
Gear.
Place 4 power counters on Plascrete Carapace when it is installed.  When there are no power counters left on Plascrete Carapace, trash it.
Hosted power counter: Prevent 1 meat damage.

Haas-Bioroid: Stronger Together
Haas-Bioroid Identity
45 Minimum Deck Size
15 Influence Limit
Megacorp.
All bioroid ice has +1 strength.

Mandatory Upgrades
Haas-Bioroid Agenda
6 Advancement Requirement
2 Agenda Points
Initiative
You have 1 additional click to spend each turn.

Janus 1.0
Haas-Bioroid ICE
15 Rez Cost
3 Influence Value
8 Strength
Sentry. Bioroid. AP.
The Runner may spend Click to break any subroutine on Janus 1.0.
- Do 1 brain damage.
- Do 1 brain damage.
- Do 1 brain damage.
- Do 1 brain damage.

Ash 2X3ZB9CY
Unique Haas-Bioroid Upgrade
2 Rez Cost
2 Influence Value
3 Trash Cost
Bioroid.
Whenever there is a successful run on this server, trace (4) - if successful, the Runner cannot access any cards other than Ash 2X3ZB9CY for the remainder of this run.

Braintrust
Jinteki Agenda
3 Advancement Requirement
2 Agenda Points
Research.
When you score Braintrust, place 1 agenda counter on it for every 2 advancement tokens on it over 3.
The rez cost of all ice is lowered by 1 for each agenda counter on Braintrust.

Snowflake
Jinteki ICE
1 Rez Cost
2 Influence Value
3 Strength
Barrier. Psi.
- You and the Runner secretly spend 0 Credits, 1 Credit, or 2 Credits.  Reveal spent credits.  End the run if you and the Runner spent a different number of credits.

Restructured Datapool
NBN Agenda
5 Advancement Requirement
3 Agenda Points
Initiative
Click: Trace (2) - If successful, give the Runner 1 tag.

TMI
NBN ICE
3 Rez Cost
1 Influence Value
5 Strength
Barrier
When you rez TMI, trace (2) - if unsuccessful, derez TMI.
- End the run

Project Atlas
Weyland Agenda
3 Advancement Requirement
2 Agenda Points
Research
When you score Project Atlas, place 1 agenda counter on it for each advancement token on it over 3.
Hosted agenda counter: Search R&D for 1 card, reveal it, and add it to HQ. Shuffle R&D.

Caduceus
Weyland ICE
3 Rez Cost
2 Influence Value
3 Strength
Sentry. Tracer.
- Trace (3) - If successful, the Corp gains 3 Credits.
- Trace (2) - If successful, end the run.

Draco
Neutral ICE
1 Rez Cost
0 Influence Value
0 Strength
Sentry. Tracer.
When you rez Draco, you may pay X Credits to place X power counters on it.
Draco has +1 strength for each power counter on it.
- Trace (2) - If successful, give the Runner 1 tag and end the run.

Contents of Android Netrunner: What Lies Ahead

1 Whizzard: Master Gamer (x3)
2 Spinal Modem (x3)
3 Imp (x3)
4 Morning Star (x3)
5 Cortez Chip (x3)
6 Peacock (x3)
7 Zu.13 Key Master (x3)
8 The Helpful AI (x3)
9 Plascrete Carapace (x3)
10 Haas-Bioroid: Stronger Together (x3)
11 Mandatory Upgrades (x3)
12 Janus 1.0 (x3)
13 Ash 2X3ZB9CY (x3)
14 Braintrust (x3)
15 Snowflake (x3)
16 Restructured Datapool (x3)
17 TMI (x3)
18 Project Atlas (x3)
19 Caduceus (x3)
20 Draco (x3)

Saturday, December 8, 2012

Hobby progress for week ending 2/8/2012

This week, I did a bunch of random assembly:

- Assembled Tuco for my Neverborn crew.
- Assembled my Sonnia Criid crew (Criid, Sammael, and three Witchling Stalkers).
- Assembled a flamethrower and a sniper for my German Bolt Action army.  They aren't field-able yet (they need additional team members), but it was nice to put together a few of the minis.

No painting this week, unfortunately, but next week I'll get back to doing small amounts of painting every night.

Thursday, December 6, 2012

Gaming on 12/05/12

This won't be terribly exciting, but I did manage to teach a friend at work how to play Android: Netrunner, yesterday  Two quick games, with him using my Shaper deck, and with me using my Haas-Bioroid deck.  He ended up winning both games (the first game 7-0), but that's partially because I played intentionally sloppy a little to let him see the mechanics.

The game itself doesn't matter- the important thing is that I'm expanding the game, ever so slightly, by teaching it to new people.  In the last six months, I've managed to get a new Game of Thrones player, and new Lord of the Rings player, and with luck, a new Netrunner player.  Maybe I'll make that a goal for 2013.  Increase the LCG total player base by ten people, or something.  Might be a fun challenge.

Wednesday, December 5, 2012

Lilith list for 35 ss

So, I've been trying to think what I can do with my Lilith army to make it more 'generally' good.  Out of the box, in my few games of experience, she's certainly been solid, and fun to play, but I find that not only is she fairly one-dimensional (get stuff into combat, make Nephilim bigger), she also has some pretty serious holes in her attack.  So, I decided to see what sort of things I could take with her at 35 Soulstones, which seems to be a fairly normal size for games.

Using the handy Malifaux crew creator, I came up with this:

Neverborn Crew - 35 - Scrap

Lilith, Mother of Monsters -- 5 Pool

Lelu [7ss]
Lilitu [7ss]
Mature Nephilim [10ss]
Terror Tot Nephilim [3ss]
Tuco [7ss]

I'll have to play this a few times, of course, to see how I like it, but I think this will definitely be a step up.  Some thoughts on my decisions:

Tuco seems to be a necessity here.  I have practically no effective ranged threat using Lilith otherwise, and against some Masters *coughHamelincough* I really feel like I'll have a difficult time dealing any sort of damage without SOMETHING ranged.  Tuco has a decent ranged shot, and a few movement shenanigans and special rules to help keep him safe and effective.

I don't know how effective Lelu/Lilitu are, but I feel like having them in my list for a few games would add some variety.  Lilitu's Lure spell will give me some additional tricks I can pull on my opponent's models, and the two of them can (hopefully) be somewhat durable with Regeneration and additional healing (from Drink Blood, I guess).  At 14 total Soulstones, they'll have more table presence than a Mature Nephilim and a Terror Tot, and can give me some more options.

I've only (so far) taken Lilith with the Mature and Terror Tot Nephilim, and I wanted to have one of each in my list.  The Mature Nephilim is fantastic- he's fun, he's fast, he hits hard.  What's not to like?  The Terror Tot is around primarily so that I have something to spend Blood Tokens on (either for Growth, or for one of the Summon Lelu/Lilitu spells if necessary).  Using it as a target for Lilith's Transposition spell is a useful option as well.

So, with that said, what's not in the list that I could've taken?

The Black Blood Shaman has a lot of tools that could be really handy, but I don't know that I could get as much mileage out of him as I'd like, both through limited Blood Counters, and limits to my play ability.  Maybe eventually I'll pick one up and switch him in.

I really really wanted to take a Cherub in the list, but couldn't afford it.  This hurts most because it takes away one of my primary ways to get Lilith around out of activation, but maybe I can utilize Lilitu's Lure to accomplish the same goal. 

Nekima is really the only other model that would fit, but man, she's so expensive (13 Soulstones).  She does have a bunch of helpful abilities, but she doesn't really add all that much to my crew that I don't already have in some form. 

As for Schemes, I think I have a lot of options running this list.  Breakthrough is a good choice, since most likely I'm going to be advancing on my opponent.  Bodyguard isn't a bad choice as well, since Lilith's defensive stats are pretty solid.  Kidnap and Reclaim Malifaux work great as well, the latter for the same reason as Breakthrough.  I have some great choices here, and I'm sure, combined with whatever the Strategy ends up being, I'll be able to keep my opponent on his toes.

So what do you think?  Anyone with experience running Lilith?  Suggestions?

Saturday, December 1, 2012

Hobby progress for week ending 12/1/2012

So this week, I've been busy during the evenings, helping my girlfriend with her college coursework, but I did manage to get a little done.

First, I am read up on all the Malifaux books, which is great.  The overall fiction in the book is really cool, and knowing about the background certainly makes the game more enjoyable.

On the painting front, I've put most of the base layer of Vallejo Chainmail Silver on my Slayer.  I really want to do more painting, but it's difficult with a minimum of time.

For assembly- I've finished all of the filing for my Wraith Engine conversion, meaning that next week, I start assembly!  I glued Terminus' sword into his model, so now I'm just left with a few spikes left until he's completed.  I also filed down Sonna Criid, but didn't quite glue her yet (or start on the rest of her crew).