It seems that the Guild and the Arcanists are building a grudge. In house, there are two Arcainst crews, and me, the Guild player. We have been playing shared scenarios, until we have a good handle on the rules. This time the Ortegas launched an ambush on everyone’s favourite showgirls.
Playing a range-heavy crew is nothing new to me (I also play Gunnbjorn and Imperial Guard). Target priority is a motto with forces like this, which can be hard when you don't know what things do on the other side of the board. On the first few activations I concentrated on the support models (the mannikins) in an attempt to reduce the nasty magic being thrown at me.
Luckily, I have much better luck with cards than dice. The showgirls were forced to walk into waves of hot lead to reach me, and even after their teleporting shenanigans some damage was done.
Alternating activations puts an interesting spin on gameplay and tactics, and then there are those triggers. Perditia has this thing that if you miss her she shoots you, making it very risky to try an assassination.
And then there is the companion rule, which my crew has a lot of. Usually only one model is to activate, but if that model has a companion close they can both activate. For the Guild, this allows me to set up firing squads, up to four guns firing at once with multiple shots. If the Guild wants something dead it happens.
So far, Malifaux is an awesome game. As a skirmish game each model is more important and the inbuilt synergies come to the fore. The fate deck is the biggest difference (triggers and cheating are awesome) and it gives the game a western feel which is fitting. And did I mention the awesome minis?
Until next round...