Showing posts with label minatures. Show all posts
Showing posts with label minatures. Show all posts

Wednesday, 9 March 2016

Call to Arms- first Dropzone Tournament

I got my Dropzone stuff a year or more ago, when some well-meaning friends bought me the Resistance starter set to get involved with their games, but as they have actual real lives they are still building their Blotz and 4Ground terrain, so no games occurred... I picked up a few extras at Salute- Salakhan and a lifthawk for him plus some freeriders and the ltd battle bus, got some base colours on them and then just left them in my cabinet to fester.

Until last month when hawk got together with Firestorm and their staff member Callum (the most lackadaisical organiser ever, he called the teams 'A' and '1' so none of us precious flowers felt we were second best...) to organise an escalation campaign- this was perfect as week one was starter set (check) week two was starter and commander (check) and I could build from there. I took the opportunity to get some highlights, shading and detail on the boys, plus a few conversions here and there (Salakhan gained some ablative armour) and came up with a theme of classic tattoos, then as my army grew I added elaborate freehand to each vehicle to distract from the basic paintwork;). The league ended in a tournament that was open to all- Call to Arms, and after getting the last bit of paint on my battle buses and Lifthawk the day before, and taking out my beautiful wife for pizza in exchange for a lift Sunday morning, I was good to go...

My List-

Command: Alexander with lifthawk (AA cannon) & 2 x freeriders (subT).
Vehicle: Gun wagons in Kraken & 6x rocket techs (subT).
Rusted fist: hannibals with lifthawk (AA cannon) & 2 x cyclones.
Troops: 1 x fighters & 2 x veterans in Jacksons with lifthawk (AA cannon).
Troops: 2 x fighters in Buses  (AA guns), in Kraken.
Infiltrators: 3 x freeriders.
Extras: 1x drill. 2 x level 3 commanders.



Game 1 vs Mark- Feral resistance - standard scenario (all buildings hardened)
My first turn, a spectacularly average deployment...

His list highlights- 6 cyclones(!), thunderstorm, sappers& resistance fighters in jacksons&lifthawk, scout atv’s, 2x gun wagon krakens. 

look at all those whirlybirds....

Let's not go near them shall we?

I’ve played only 4(5?) full games prior to this, and 2 of them have been against resistance, so I was happy to be playing someone where I knew what things did, and as a more experienced player he was very friendly and helpful in giving me hints and tips on how to use my own stuff more effectively. (I in turn started playing his game for him which was a little rude, even though I was trying to be helpful!) Both Mark and myself were absolutely dogged with some of the most appalling dice rolling I have ever seen throughout the game, almost as though the two resistance armies hearts just weren’t in it!

The sight of 6 Cyclones put the fear of god into me, and Mark explained that he was playing an experimental list, they certainly looked impressive on the table, especially later when my 2 got involved as well! 

"Yeah I'm pretty sure I've got this.... *gulps*"

The first turns involved us both spreading out and filtering in to the close objectives, with most of the damage coming from Mark smashing my close objective building with everything he had, and despite the hardened building he managed to lay a good 15 points onto it. Turn 2 the jammy git escaped with his close objective in a Jackson after a lucky search roll, whereas my poor fighters from the bus unit were too busy ducking falling masonry to really put their best into searching.  His thunderstorm advanced towards my Alexander who closed his eyes and hoped for the best, but the sandal of death was more concerned with dropping rocks on my troops so he survived unscathed (for now) I quickly got my vet detachment with their fighters in the centre building where they weathered the storm- the hardened buildings made this a VERY different game than it should have been, his demo set up would have ruined me in a normal game but so little damage was done the masonry barely affected gameplay.

tadaa! no Thunderstorm!

Turn three the game took a pretty hefty leap in my direction, as the combined fire from the Alexander, Cyclones and Occupation Veterans in the centre reduced the thunderstorm to scrap, and my Bus mob found their objective and skedaddled. The Cyclone squad of death also ran out of missiles this turn- which was very telling (I talked to mark later and he said he thought the amount of limited shots in play between his cyclones and sappers severely hampered his late game, and in this game it was definitely the case, especially with the scout ATV’s tying up more points into a non-offensive role). I didn’t have it all my own way however as Mark had done an excellent job of reducing the remaining centreline objective building on my side to a very precarious number of wounds, smashing the second bus squad under the masonry in the process, so I daren’t risk taking it despite the monorail I had set up from my close objective building, and he did manage to get a couple of squads into his remaining centre building and shred my gun wagons with a clever sappers blast.

The view from the centre, it's all air baby. 

The last few turns both our abysmal luck held strong, with my vets taking strafing fire from the gun wagons, and the hovercrafts having a pop-gun fight in the open space but very little of consequence dying (think my fighters in the centre building combined their SA fire with the remaining gun truck to drop one cyclone) however we both had a great stroke of luck on objectives- we both found our centre objectives turn 5, and My drill allowed me to palm mine off the table through a jackson, whereas Mark managed to get a similar APC into an undamaged lifthawk which fled the table.

At this point the resistance armies just gave up and called it quits...

The game ended 10-10 with a small difference in Kill points, and I think Mark’s experience being offset by his crazy composition is what gave me the chance to get back in the game. The veterans and the Alexander both put in a sterling job of slagging enemy ground vehicles and buildings for me, (despite the attentions his ATV’s were paying the Alexander) so they get brownie points for sure. A very tight game with a great opponent who unfortunately went on to get the wooden spoon (which was a limited edition double decker, so not a bad prize for a resistance player at all!) 





Game 2 vs Sean- UCM- capture the flanks

His list highlights- 6x rapiers, 2 Scimitars (aka giant laser tanks of death), 2 archangels, troops in light dropships (regular and Praetorians), Eagle gunship, 3 katanas, Ferrum, Kodiak.

My second game was against Sean of Hawk Wargames, he had a lovely crisp painted UCM in pale blue, and although I had played UCM before I hadn’t seen a few of the units in game- notably the Ferrum, the flying missile battery and the horrific laser tanks of infinite death. It was also my first game against fast movers, although I’m not sure they were actually against me as they were uniquely rubbish all game!
We've taken the building!

I learnt what an actual demolition list could do in this game, as turn one he combined his scimitars, katanas, rapiers and eagle and reduced my close objective to 3 damage points left, wiping out one squad of fighters entirely (no masonry hit the other squad whatsoever?) I retaliated in turn two by pounding some alexander shells into his objective wounding some of his troops, and once again dumping my Vets and their attached gophers into the centre building. By the end of turn three both close objectives had been reduced to rubble, taking out my fighters (and their objective, in fairness they could have got out but the warlord would not have liked that...) and almost all Sean’s infantry (one squad in a light dropship was hiding behind the centre tower where I failed to notice it every turn!, and one squad escaped) but not before Sean found his target and scarpered off-table. That turn I fired everything at his CO building, including the dropships, alexander, hannibals, Veterans and even the Jackson’s grenade launchers to take off the final wound! (which got them killed turn 4) but the 5/6 infantry stands inside it made it a prime target.

What building? oops....

During most of this game my Alexander and his scimitars had a straight out stand and shoot party, the Alex jogging about a bit to gain cover and avoid Kodiak shots, Sean had the best of this inflicting 6 dp on the Alex over the game (2 field repairs keeping it in play!) but I managed to erase one of the opposing tanks before withdrawing to the safety of cover. 

As you can see, this firefight is going entirely as planned. Entirely.

From Turn 4 onwards I had a very good game (something Sean prophesied before the game even started) my veterans and the fighters in the centre slagged almost all his ground units bar 3 katanas and a couple of rapiers, making it almost impossible for him to take the focal points, and my cheeky AA on the battle buses kept his drone squads down to a barely threatening number (the buses also provided a wall between the Alexander and the remaining scimitar at one point as it was looking pretty bad for the big guy!). I used my freeriders and cyclones to threaten the remaining ground vehicles forcing them into hiding or back onto their dropships, and resisted the urge to send my drill after the ferrum and used it to solidly claim a focal point. I also managed to drop the eagle on my second attempt after having stern words with my gun wagons.. The vets in the centre finally found their objective, although Sean committed his last Praetorians squad in to stall for time I still managed to drive them off, and eventually monorailed to a building far from his LoS to keep the objective safe for the last turn or so.
"Operation, bus w****** is in progress" 

Turn 6 was mainly about the focal points, I actually landed a lifthawk to deny his rapiers a landing space, as well as spreading out my freeriders and technicals (he managed to drop them on a roof just in range) whilst on the other FP his katanas tried to get in but were finally stopped by a point blank shot from the cyclones. I haven’t mentioned his archangels much so I’ll point out here that they turned up turn 2, then promptly either missed or failed to damage my cyclones every turn until they were eventually shot down in ignominy, I’m pretty sure my commander must have paid them off at some point...

The game ended 5-3 to me (he had one objective off table and the rapiers near a FP, I had both FP for 2 pts each and one objective on table) a solid win with a big difference in KP making it a hefty 16-4 in tournament points to me. I thought I would struggle with the Ferrum and its drones directing Kodiak fire, but Sean’s terrible luck with the Kodiak and my amusingly successful battle bus shooting really nerfed the command detachments effectiveness. The heroes of the day were the Vets (again) for stripping his armour away with a blistering round of shooting in turn 4, although the Alexander vs death star scimitars was a cracking shoot out. Sean was great to play despite a bit of poor luck on his part, and again I picked up an awful lot (demolition is way more important than I ever thought before today). a great opponent and if you ever do get to play him you're guaranteed a great game. 

Game 3 vs Andrew- PHR- scenario- table quarters thing

(Anyone that knows me relatively well will see a pattern in most reports- I start with lots of photo's, many inane, and by the end I'm so excited I take none at all, hence.....)

His list highlights- 6x Helios, Zeus command with a buddy, 2x sirens squads in light dropships, 2 x standard squads/snipers in lights, a lot of walkers (2x Hyperion,2 x Odin,  3x Menchit, 3x Ares, 3x apollo?) in a metric tonne of dropships.

Somehow my 26 Tournament points had conspired to place me on the top table for the last game versus Andrew- a previous winner at the big tournaments. He played a walker heavy list with a respectable 6 helios anti-air skimmers that proved to be the bane of my existence…

I was unsure how to approach this mission, it seemed a difficult fit for my force selection, especially against a PHR force that would ruin anything without countermeasures pretty quickly, and played a cagey first turn, however a badly positioned lifthawk gave him a turn 2 shot at it with his helios, and in one shot he took out the veterans, fighters, their Jackson's and a good 1/5th of my army… In honesty I was almost ready to quit right there, as I couldn’t see me pulling it back against a superior force and a superior player, but Andrew convinced me it’s never over till it’s over, so I got stuck back in.

On Turn 3 an almost certainly suicidal run by my Cyclones with strike masters supported by my hannibals managed to take out 2 walkers and 2 Helios, as well as spreading some damage around other models, and my Freeriders closed in and started chipping away at his flank. Andrews anti-infantry walker single handedly exterminated almost all my remaining troops where they hid in a building, whilst the walkers with him had no trouble blasting the battlebuses apart, though the technicals and hovercraft did survive most of the game under heavy fire, enough to secure a table quarter point for me at least.

In the centre My remaining dropships and Hannibals fought a surprisingly grim battle with the PHR, I chipped individual models out of units here and there (I don't think any of his units ended the game fully intact on the right flank), and my gun wagons also did a sterling job of ending his light dropships, unfortunately every one of them managed a safe landing, freeing up his troops to assault my remaining infantry through a network of multiple monorails… The poor fighters would have struggled against one unit of Sirens, 2 units and some basic infantry was way more than they could handle. his snipers fared less well however, as I ruined the building they took cover in with a barrage of fire from the Alexander and some well-placed sticky mines and the masonry wiped them out.

In the final turn I started to try and consolidate my forces to hold at least one quarter, and score a point of the remaining ones, (I also finally killed the damn Helios that cost me the game with an IED card) but Andrew had played a blinder, his troops swept into the buildings in my quarter and because they were hugely expensive Sirens, and doubled their value in buildings, he swept the board for a 8-3 win. after a scrappy start my 'just kill everything' plan did pay off slightly however, in that our kill points were close enough to deny him and extra TP (and thus not lose me any) for a 15-5 win to Andrew.

I can't blame everything on the Lifthawk loss and bad dice (though my dice were poor), I made some bad choices (including the lifthawk positioning and underestimating Helios speed) and my inexperience with PHR meant I judged a few situations more in my favour than they actually were, The cyclone's suicide run netted me a fair whack of  kill points for me, they certainly wounded enough walkers that it allowed my lifthawk's shaped charges able to finish the job, especially when aided by the free riders. Andrew knows his game, and it showed- as well as being very helpful to me (Andrew played resistance at Invasion so knew my force pretty well) he kept his own troops pretty tight, he didn't commit anything without a solid purpose, and without the extra move on the cyclones I would have struggled to catch him out. He certainly deserved the win, though I do think I could have tried to make it a bit close for him;) I'm not a fan of this scenario and will definitely have to play it a few more times to get the hang of it.

So I finished 7th, which whilst not great is actually much higher than I expected, having lost pretty much every game I'd played to this point... I also won best painted, something I was very chuffed with as I always try to field something that looks good, but never assume anything. This netted me a limited edition hardback rulebook- I had no idea what was special about it but as someone who collects concept art books I am very pleased with it- the extra art is incredible! as mentioned the unfortunate Mark Dodridge took wooden spoon- a classy double decker for a classy player, he took a risk with his list and had a blast, but only for two turns a game it appears;) The winners were Sam Derbyshire in 3rd with PHR, Peter Hillard in Second with UCM (two ferrums list, and got the special ferrum for a prize!(edit- only one ferrum apparently, somehow even that was too much...) and Andrew Page took the win after the convincing slapping he gave me. (couldn't have gone to a nicer bloke)

The Hawk guys were really friendly, brought a lot of shiny toys for dropfleet and even a 3up dropfleet ship (which was covered in guns) everyone was awesome, even the people who had travelled a fair distance to get here:) Looking forward to getting some more games in and if there's another event locally I'm in, will even take a look at Invasion later this year if I can:)

The top three Sam Derbyshire, Peter Hillard and Andrew Page (in reverse order to complicate things), Andrew is on the right, looking smug..

Friday, 20 March 2015

Tomb2- Micks Mei Feng game number three

Played my third game with Mei this week, against the same opponent as my second (which I didn't write up here as I was so enraged at my own stupidity I couldn't type... suffice to say I lost pretty badly) and was really hoping he wasn't playing ressers, unluckily he was and Molly (same master as last time) turned up for a scrap with Mei.

Strat- Reckoning, standard deployment
schemes- Assassinate (ben), Bodyguard (Me/Kang, Ben/Philip) Frame for Murder (Me/Willie) Deliver a message, AlitS

My Arcanists Mei feng- 4 pool
Vapourmancy- (slipped under the table, forgot I had it, twit)
Seismic claws (auto include, made up for my missing everything)
Kang- Imbued energies
Lazarus- Imbued energies
Willie
Gunsmith x2
Metal Gamin

Theory- gunline to stay away from his stuff while picking them off, Mei to vent steam and protect from Lures, Gunsmiths rather than mages are they are tougher and can switch to melee mode if needed) no-one can resist killing Willie so he's good for frame. and hopefully I can keep the almost indestructible Kang alive (this time)

Ben's Ressurectionists
Molly- 7 pool, gorgons tear, spirit summoning nonsense
Phillip and the Nanny
Toshiro
Nurse
Belle
Chiaki
Datsue-Ba
probably some other irritating upgrades

Theory- Molly and Tosh do all the hard work, Datsue Ba sneaks around and every other model just supports Molly like those weird guys that stand behind rappers on stage shouting 'Yeah!' and 'cmon!' except more dead. Summon everything really easily. win.  

I deployed first, I took a stance in the west with Lazarus on his own out east, Ben countered with a strong central force and Datsue-Ba facing Laz.

Turn one
Laz decided Datsue Ba was more effort than she was worth and regrouped to the west, The arcanist blob advanced together (stupid move) with Vent steam covering them all, Willie pushed the furthest up with the gunsmiths to the rear. Tosh and Molly advanced to the centre where she spent pretty much the rest of the game (with some help from the belle) but the rest of the ressers just walked a bit and dropped a scheme marker for phillip to card spam with. Phillip card spammed. Molly summoned a necrotic machine across the front of the arcanists, catching three models and wounding one, willie passed with flying colours, and the two gunsmiths gained fast so one wound was fine, molly gave the necrotic a shot a gunsmith and wounded him more as well as getting off the infectious trigger, then companioned him for another attack that luckily missed

Turn two. 
The slightly more wounded gunsmith (el pedro) shot the living shit out of the machine, Then the Arcanist blob spread out a bit, an Onryo and a shikome arrived up close (more fast for the two GS) after another round of Molly throwing her weight around. I managed to smash the Onryo with Kang which gave out slow to a Gunsmith countering his fast as well as willie. for reasons I simply can't understand I charged the metal gamin up to stand next to Molly, he missed his headbutt twice (both Ben's defence flips were higher than I could possibly score, even with a RJ, not sure what I was thinking) Tosh made something fast and stabbed the Gamin to death, the rest pretty much did exactly what they did the turn before, more scheme markers, more cards for philip. Laz bombed the living fuck out of Tosh and Molly for a few wounds each with Imbued and Flurry, Mei decided to try the 'punch ressers in the face' advice and went hell for leather at Molly, some average luck and some wasted SS meant with a few misses and a few combos I reduced Tosh to one wound and Molly to two, without cards in hand Ben still pulled off two full heals from the nurse and one condition removal on Molly to undo all my hard work. (dammit!)
I scored 1 for Reckoning. (1/0)

Turn Three
(My memory is shakier from here on in as the cold got to me, my right hand stopped working and Ben was kind enough to shuffle my cards every time it was needed) Being in melee and surviving another round of Mei punching (back down to three wounds) didn't stop Molly giving mei [-] flips, as another Onryo/Shikome combo popping up and removing Willie from the game and scoring me frame for murder. I dropped them both with combined fire from the gunsmiths and Kang, but El Pedro was left on one wound (and fast). The other Gunsmith (dirty rosewood) was lured into Datsue Ba's charge range and they got into a fairly minor scuffle with a few wounds on both sides, the gunsmith got fast again. Tosh gave Mei a stabbing while she was at negative flips. lazarus fired into the Molly/Mei scurm but only managed to give mei a push away into the nurse/belle/chiaki/phillip support team. {this is where I made my biggest mistake- Afterwards Ben pointed out I should have taken the hits on Mei instead of triggering and dropped the blasts on Molly, she couldn't reduce so she would have been forced to use her last soulstone, If I hit her twice she could only survive on a Black joker} I scored 1 more for reckoning, 2 for frame for murder. (4/0)

Turn Four
Mei activated first and started throwing punches and kicks at the surrounding support mob, but only really managed to push them away and do a wound here and there with some terrible flips except one quite startlingly good punch to phillips head which would eventually deny him full VP on bodyguard. The return attacks from Toshiro, the nurse, Chiaki (who flipped the red joker for damage) and the belle finished Mei off with some extra attacks and fire support from Molly who ran around the tree in the centre, {second big mistake- I used my last SS reducing the red joker damage when I should have accepted Mei was going down and saved it for bodyguard points on Kang} El pedro charged Datsue Ba with some aura from Kang, and between the two reduced her to one wound, she in turn stripped Dirty rosewood to one wound. Laz blasted Tosh some more for a handful of wounds, but other than the death of mei this turn was largely quiet. you will be stunned into surprise to hear that Phillip another marker for a card and moved up for bodyguard, which Kang also claimed.
Ben scored 1 for reckoning, 2 for assassinate, Both scored 1 for bodyguard (5/4)

Turn five Best to call this the turn of Datsue Ba, Molly summoned something near kang to tie him down then gave Datsue an extra Ap and companioned her, Datsue then went apeshit on the Gunsmiths, killing them both and raising two free Gaki, one then ran up to Kang to try and stab him, Laz charged up and dropped the thing Molly summoned (a Shikome perhaps?), The gaki took a chunk out of Kang, so Kang thumped the Gaki back, dropped imbued energies and sprinted into the wild, {mistake number 3- I got bodyguard confused with Entourage, rather than running into a nice safe bush I ran him into the enemy DZ, within sight of the Belle) Tosh made the Belle fast who then dragged Kang back into the scrum, the combined weight of every model on the table pounding him (plus another red joker damage flip) took it's toll and down he went.

game ends due to tournament rules

Ben scored 1 for bodyguard (5/5)
 
Thoughts- still need to remember Mei is not ironsides, she cannot survive in the same situations and needs more backup. Kang I'm starting to get the hang of, just need to get him in the ruck a bit more. Need to not lose my focus on the schemes, particularly when bodyguard is on Kang I need to save the SS. The gunline was a good call for Reckoning as it gave me early points, that said the summons were in my face so much maybe some beaters would have worked just as well, luckily Gunsmiths do both jobs well:)

My hands were without fail abysmal, I had only three cards higher than an 8 over the entire game, those being one red joker, the 11 of Masks and the 10 of Tomes. This didn't even balance out on better flips as I always seemed to flip a face card with an ace or deuce for every negative flip, one triple neg I even managed three face cards and a four. that said, without those three mistakes I could have taken the game, so I can't blame the cards here, though a little luck would have been a nice buffer;)

Mei- dogged with terrible hands and terrible flips, Mei still managed to shine and throw out a good 5/6 attacks a turn, I am looking forward to the day I get the cards and flips to see what she can really do. Vent steam is a great way to piss Belles off;) wish I'd not forgotten Vapourmancy as I still have no real gauge on it?

Gunsmiths+Kang is an ace combo, they are super destructive, especially when they are almost always fast:) they do seem a good counter to Molly as his summons extra AP is countered by the (potentially multiple) fast i was gaining, though in this game I feel Ox mages would have served me better against all the damn spirits.

Metal Gamin- I'm not sure what the hell I did here, first I gave protection to willie (already DF6?) then tried to take on Molly and Tosh in melee, should have bought a raptor and had an extra in my cache.

Lazarus- did more wounds to Molly and Tosh than any other model in the warband, bust up a summon to free up Kang at the end. blasted everything he could and survived on full wounds. He is truly my favourite malifaux model:)

Willie: always a good FfM bet, his wheel barrow took two summons out in two turns, maybe I could have got more from him. I won't be taking FfM against ressers as much as their masters (and henchmen) tend to let others do the dirty work!

  next time you evil witch summonabanch fargin icehole... {Edit: of happiness and rainbows... apparently}

Saturday, 24 January 2015

Malifaux battle report- The first war at the Docks.

Malifaux battle report- The first war at the Docks.


The Oxford Mages look on as Lilith corners the infatuated Willie...


As Ben was an absolute star last weekend at getting more of the docks painted than I could have managed on my own, (my lovely wife helped too) I was able to spare the time for a game on Thursday, as I'm a bit under the weather at the moment and could do with playing at home we decided to give the table it's first outing to give me an idea of scatter terrain and the interior layout at the same time.  

50ss Arcanist vs Neverborn

My Crew
Ironsides with Seize the day, Challenge the Crowd and Warding Runes
Lazarus with Imbued energies
December Acolyte
Johanna
Willie
Oxford Mage- Blood Ward
Oxford Mage- Doom Ward
Mobile Toolkit

Ben's Crew
Lilith with some upgrades (wings and fears given form and another...)
Primordial magic
Doppelganger
Lilitu
Widow Weaver
Coppelius
3 Tots

Deployment- Flank
Strategy- Turf War

Schemes- AliTS, Breakthrough (both announced) Bodyguard, Cursed Object (both), Deliver the Message.

Ignore the unpainted terrain in the factory, it does not exist...

Turn 1
The tots spread to the flanks, two jogging acros the long bridge towards the toll booth,  the one in the east scuttling through the factory supported by coppelius, The Ox mages headed along the gremlin skiff to the supply boat, trying to stay within ward range of the boss whilst hitting the flank. Widow Weaver skittered out though the main dock door in the centre and dropped a web, seemingly safe for next turn, but after the toolkit tinkered with Lazarus' bullets a little, he dumped Imbued energies to gain fast, stepped up and Rapid fired into the nightmarish beast, forcing her to use two SS for prevention after some meaty damage flips. The Acolyte hidden round the sdie door of the factory was less successful against the tot, missing clean twice (Ben's hands were strong due to 2x rush of magic). Willie and Johanna headed over teh crane into the small dock in the centre only for the lilitu to draw willie across the dock and onto the transport barge towards her, the Doppelganger morphed into another lilitu to keep willie moving until he was close enough for Lilith to fly through the dark factory windows onto the barge and threaten him next turn (she also raised trees between WW and Laz to stop his surprisingly efficient barrage), this forced Ironsides to move up in support- Ironsides also got some small vengeance on the Lilitu, taunting her in and dumping her into the filthy water by the boat.

Them tots are FAST

Turn 2-
Initiative was won by the Neverborn- the Doppelgangers ability to cheat the initiative beat Seize the day hands down every turn this game (until she died), at best it could be said that I was draining good cards from his hand.  Coppelius stated the turn off by beating the tar out of the acolyte in the doorway with a severe slap followed by an entirely unnecessary red joker to the face, gaining two eyeballs in the process. The toolkit sharpened Laz again, but he couldn’t get a clear shot at Coppelius or the Tot so instead he jogged along the wooden jetty to the turf war zone, hoping his armour and self-heal would keep him scoring for a while. The two Tots on the bridge sprinted through the customs house, across the barge and into melee range of the mages to tie them up for a turn, which is when I discovered that the Oxford Mage of Blood (who was leading the way) is a horrific combat wombat- furious casting plus the (0) action gives a total of 4 melee attacks in one activation, I splattered the first tot with Elemental bolts then when the other tot rushed in using it’s brood rule Blood’s Elemental Strike dumped severe damage out (with flaming strike) to end the little sods day. This did unfortunately leave the enraged Blood standing slightly singed in a pool of black gore across the only path between boats, forcing Doom to swim across the gap and climb up the side of the barge to advance any. The primordial Magic floated though the factory wall and made Willie insignificant (as Ben had quite accurately guessed I was about to hit Lilith with cursed object) Whilst the Doppelganger (who was now bereft of anyone to copy) ran into the factory toward Widow weaver.  Ironsides took some damage from fears given from, cursed Lilith  then decided it was time to press the advantage and used a point of adrenaline to jump into B2B with the surprised Lilitu in the water, then punched the Demoness into paste with a flurry of savage blows, Lilith retaliated by slicing Willie a new blast hole, only for the resulting explosion to carry all the way across the water and slay the primordial magic, ah Willie, how I love thee. Lilith then went and had a slap at the damp Ironsides, but not a much came of it. Widow weaver was far more effective, tearing chunks out of poor Lazarus (who knew she ignored armour?) so Johanna stepped forward ready to help out next turn, the Tot in the east moved in to smash the toolkit next turn and it was looking pretty balanced so far- both sides scored for Turf, I scored for Cursed., 2-1 to me

One of the reasons I love both Malifaux and Bushido- turn two is always glorious!

Turn 3-
Initiative came down to dirty stinking Doppelganger cheating again (not the sneakiest thing the ganger was going to do this turn) and Widow Weaver had another crack at Lazarus on the small central dock, I got lucky with my flips and her pointy teeth only scraped the paint a bit, Lazarus first self repaired then retaliated by sticking his bayonet into the wounded spider woman a couple of times, once for severe which Ben reduced with another soulstone. Johanna stepped up to give a the Doppelganager a whack with the hammer (can you see my mistake? I didn't) wounding the shapeshifter who then decided that a relic hammer was a fine idea, promptly morphed into the confused Johanna's form (doh!) and began wailing on the even more confused Lazarus, that hurt a lot and left the leviathan on one wound, owch.. over on the rickety gangplank by the barge the pair of Masters continued their dust up, with more punches, black blood, Fears given Form, regeneration and soulstones being burned into the ether, the only noticeable difference being that Atkins remembered to hit Ironsides with cursed object after I'd activated her (Blood was just out of range to make her immune to it too, pants...) speaking of blood, the two mages jogged their pathetic 4" move twice to try and get in on the action (why are the M&SU so sloooow?) whilst I cunningly disengaged with the toolkit and jogged up to Lazarus- I had a plan... The Tot decided it would rather score VP's and ran off to drop a breakthrough marker by the fruit cart, but Coppelius bounded round the corner and up the jetty (he is a nippy one) and engaged both the toolkit and Lazarus, this could get sticky for my favourite mercenary, but we'll see.  we both scored for turf war again, and Atkins scored for Cursed. 3 all.

Unusually Ben was actually playing the schemes whilst I was too focused on killing- this is a reversal of our usual games. 

 Turn 4-
The bloody Doppelganger cheated again, and I needed my SS, so I reluctantly let Ben go first, predictably Widow weaver (who had been pooing webs every turn, i forgot to mention it but they are around...) went for the big guy but missed her first attack, then bit Lazarus last chunk of wounds off, stopping stage 1 of my cunning plan, but not stage 2- hehehe... The toolkit gingerly stepped around Coppelius to get within 3" of all three of the neverborn in the centre, (and inside the trees so everything could see it) I used my one good card to pass the Horror Duel (I needed a 10 with a web nearby and wp3 on the little robot) and then self-detonated, If you aren't familiar with this action, all models within 3" must pass a TN11+ the turn number defense duel, or take damage equal to the turn number- this would have left the Weaver on one wound, coppelius on 6 and killed the Doppelganger outright, of course letting it off so early in the turn he would probably be fine, but at TN15 I hoped to strip a few cards from his hand, it worked better than expected though as he had a poor hand for once, and only had a high card to pass one duel, choosing to keep the doppelganger alive and take the hits on the other two, awesome (plan A was to assimilate the same action with Lazarus, then do it again with the toolkit:) big bada-boom). after picking himself up from the oil and blood-soaked cobbles Coppelius made with the eye candy (hoho) and gave the Weaver a hand before moving up to Johanna for another cursing. Ironsides went next, teleporting over to the far side of Lilith to get within range of buffing the mages and Johanna, before punching the mistress of malifaux a few more times (yes, despite literally just being cursed I totally forgot to curse Lilith... again...).  With the M&SU bonuses kicking in the wounded Johanna easily squished the Doppelganger, but not before it mimicked one of the weavers attacks and took her down to Hard to Wound, she also failed to remove the curse marker (dammit Wk4!) yet more failures occurred as the mages attempted to volley fire into Widow Weaver, Doom bottled it after failing his horror duel, Blood came through again though wounding the spider lady, the Tot in the corner kept up his scheme dropping shenanigans, on the ore barge this time, probably glad to be out of the Clusterfeth in the middle of the board.     another Turf War each and another Cursed for Ben. 4-3 to Ben

You can tell its Turf War by the fact that bad things happen more often in the middle...

Turn 5-
It was time for drastic action if I was going to claw back any VP's and the only man for the Job was- The Oxford mage of Blood! he charged acrosst the barge and into lilith, then promptly kicked the black blood out of her (magically, i mean he didn't want to dirty his feet or anything), The Neverborn Master spewed some black blood around but it wasn't enough to stop the Red Joker finally finishing her off (I only had 2 red jokers all game, one to hit Lilith with ironsides, one to damage her)  his companion finally made good on the 'doom' front though and killed widow weaver at last, removing the web markers that had dogged my warbands horror and manipulative duels all game, (Weaver is surely a must have for Turf War?) Coppelius wasn't about to give me the last laugh though, and an eyeball plucking later Johanna went down. Ironsides was now free to skip into the breakthrough zone and drop a marker whilst the Tot popped a third into my zone and started to head back just in case, with only one Mage and Coppelius in the rather battered centre dock neither of us were scoring for turf this turn, and with Ben having 3 turf, 2 curses and 3 for breakthrough vs my 3 turf, 1 curse and 1 breakthrough it was looking like an 8-5 victory to the neverborn, I desperately needed a turn 6...

The Tot on the Ore barge later retired from a life of terror and took up a pleasure boat business in the Bayou...

Turn 6-
And I got it! The Oxford mage of Doom in the centre could (just) drop a curse token on Coppelius if I could act first... initiative flip- two two's! The doppelganger was clearly cursing me from beyond the grave... I didn't even have a soulstone to reflip, and the eyeball snatcher gibbered off happily into the darkness across the jetty. my mage tried to fire a few paltry bolts after him but I failed another horror duel despite the lack of web markers and the [+] for the nearby master.. (the highest card in my hand was a 5...) this also meant the paralysed gimp was stood in the way of blood at the very edge of the Turf scoring area, meaning I couldn't even get in there for another point that way! Doom is going to get a Gibbs slap to the back of the head when we get back to base... Ironsides did nail down two more Breakthrough markers on the main road though, so at least I had pulled it back to an 8-7 to Ben. ah well, it could have been worse... 

run away little coppelius...


Thoughts
Some games are learning experiences due to what happens on the table, and some due to what happens before the game even takes place. About halfway through turn one I realised I had completely chumped this up, I took breakthrough with a warband where half my models were walk 4, Cursed object vs a neverborn crew with a high Wk across the board who outnumbered me to boot, and my crew selection was based on fear of the unknown rather than why I knew worked, the only reason Ben won by such a small margin was because it was his first time playing Lilith, he certainly out-Malifauxed me across the board from the moment we flipped for strategy.lessons learned; Crew selection> very important> taking the right scheme> very very important!

The revelation of the game for me was the Oxford Mage of Blood, I usually take him as my second after Nemesis as the immunity to conditions is very powerful, but I don't worry too much about the ability to use his (1) action in melee, this game showed me how deadly that can be- with furious casting I can get three 2/3/4 hits off (with burning+1 usually) at Ca6, followed by a (0) of 1/2/3 which can either gain me a soulstone, up to 2/3/4 as in this case, or even insta-kill! my tactics using this fellow are bound to change after this game. Ben's eye-opener was the mobile toolkit, he's only ever seen him sharpening stuff for Lazarus or Howard, or making Joss armour +3, and usually he gets splatted early on for Ramos to make scrap, but as he survived to turn four in this game I had the opportunity to show how deadly his explosion could be, at TN15 even his DF6 models struggled to dodge it, and it probably kept me in the game when things were looking grim, not bad for 3ss;)

Thematically the two masters stood on the rickety gangplank above the water punching the crap out of each other for three turns is a brilliant image, between us I used four of my five soulstones on damage prevention, all on Ironsides, between that and the adrenaline heals plus the Regen given by Doom Ward Ironsides took almost twice her wound count over the three turns from lilith's attacks and (more frequently) Fears Given Form, Ben also spent six of his seven soulstones of prevention, 3 on the widow weaver and 3 more on lilith, in the end it was only a big hit from ironsides for severe damage and the heroic actions of Blood Mage that took her out, although it almost killed the mage in the process and   finally took Ironsides down to hard to kill!  (edit- I have since realised that in Blood's proximity Ironside's would be immune to stinking black blood, so she probably came out shinier that i thought by a long shot)

Ben is known as a Proxy king (amongst other things) in our gaming group, he loves to try out new ideas and new crews, which is great for me because I get to play against everything you can imagine, it's like having four more players in the local meta, and I learn a lot from our games, the fact he is a fair bit better than me at most wargames balances out the fact he's usually using a crew for the first time, it does mean i don't take too many photos of our games though as the proxies do look a bit odd (in this game a knight models harley quinn stood in for the doppelganger, a cyberpunk devil ronin stood in for Lilith and a Bushido Hebi monster for the Weaver) but next time I play on the board it will hopefully be finished and I'll get some in game photos:)

Until next time... *shakes fist"

Sunday, 19 October 2014

Dirty Rosewood

Last week I part-exchanged a custom Collodi crew I had made up for a large Rasputina and Marcus crew  selection, a great deal on my part and I'm undoubtedly going to have loads of fun playing around with the bits in the future, One of my acquisitions was the Wendigo's victim, who was part way through being converted into a gunsmith, he was painted in bright, lurid colours to distinguish him from the guild guards, but when I looked at him I was reminded of one of my favourite childhood films, 'Zorro- The Gay Blade', a film I genuinely loved, (I'm a huge zorro fan) despite it's incredibly bizarre plot (that I didn't really get as a small child) I adored Ramon Vega and his outlandish and exuberant costumes. The gunsmith was so brightly coloured that he inspired me to paint him as a Malifaux version of the gay blade, and whilst watching Beverly Hills cop 2, my wife supplied the perfect name- Dirty Rosewood, the best dressed Gunsmith this side of the breach! His Rattler skin coat, blue suede shoes, silk waistcoat and individually tailored trousers mark him out from the crowd, but it is his skill with his custom pistols that brought him to the attention of the Arcanists.





Next I'll be giving a december acolyte a try, as well as trying to catch up on my cult of yurei:)

Sunday, 8 December 2013

DreadBall Game 2

Game 2- No-Homers Club vs Rust-Eze raiders

"Marv 'the Mouth' Hengist here on Springfrost with my long time co-host Chuck Waggon once again, we've travelled all the way out here to Forge Father territory for the Rust-Eze Raiders second game of the season, and what a game it was! we had some ecstatic fans here at the No-Homers Secret Clubhouse, although strangely most of them were definitely NOT cheering for the home team, apparently the home fans shuttles were diverted around a crash site this evening, leaving the away fans to populate as much of the stadium as they wanted. 

The game started with a bang quite literally, as after a perfectly executed steal by No2 'Beauty Scream'allowing the her to gain access to the crucial 3 point zone with the ball, it exploded right there in her hands! (I've also experienced that tight grip Chuck and let me tell you, it wasn't pleasant) The forge fathers Guards decided to slim down the Raiders offense, and dropped No1 'Sniffer' Dawg out for the next few rushes, although despite multiple attempts they just couldn't put No10 'Blast Charge' Billy down, in fact he held up the entire team long enough for Beauty scream to repeat her steal trick, and slam home a 3 pointer whilst backflipping in showboating as blatant as I've ever seen. Those No-Homers Guards were a feisty bunch though, and this time managed to (eventually) drop Blast Charge, and the Steal Queen herself, but they couldn't capitalise on their numerical advantage as No3 'Radar' Richardson slid into the strike zone for a little 1 point (No that's not a height crack Chuck, do you think I want Digby down on my ass for height based discrimination? Not twice anyway..) Now things were looking decidely dodgy here for the Raiders, although they were 4-up, The FF had the ball within 4 points distance, they were down to one striker 'Radar', who was trying to keep a low profile (come on now Chuck stop laughing..) and their reserve striker was the free agent Jeff longshanks, last of the '4-leafed Roamers', he swept on to the arena and in a show of skill that dwarfed his opponents (DAMMIT CHUCK!!) snatched the ball from the FF jack, he couldn't see a space until the Robotic Free Agent 11001111 (is that a name?) smashed back two No-Homers guards in swift succession, Longshanks threw the pass.. 'Radar' caught it, he dashed into the 3 point Zone, and slammed it home in mid air, though to a less receptive crowd, who had just realised that it was all over early, whitewash to the Raiders! 

What a game Chuck, In a few moments we'll be live commentating on the friendly game both teams agreed to play to stop the Fans rioting, but if you are travelling home remember to avoid the wrecked ship currently being salvaged by Rusten Brothers Salvage (say don't they own the Raiders, now there's a coincidence) out on freight lane 9901, have a safe journey y'all (heh, I coulda said it was a short game but I didn't did I Chuck? waddya mean Digby's on the comm?..."

Game was 7 points to me, my income 25MC (I know) I purchased An extra Jack No8 'White Trash' Tony, another Coaching Dice and A Card) 

Beauty Scream ranked up- and got the MVP to boot- and gained a safe pair of hands,

New team rating- 131. 

(nothing changed for me during the friendly which ended 4 pnts to the FF)

Thursday, 3 October 2013

Cheating at Tattoos

I was told many many moons ago about a method of painting fairly decent looking faded tattoos on a miniature that didn't require a vast amount of freehand, or any painting skill at all really, I never tried it out because, well mainly because I love my freehand and never needed to, but with GCT's silvermoon trade syndicate release they all have a lot of Yakuza-style tattoos on them, and there were many comments from bereaved gamers worried that they would never be able to replicate the designs, I thought I'd give it a go and see if it's helpful, in fact the shoulder tattoos on my Joker gang were done using it, and it looks good enough to be worth a tutorial/review so here we are-

Cheating at tattoos, 
This should give an impression of a faded, old tattoo, not a lovely fresh one, if you want a good tutorial for normal tattoos I like (love) the one on the GCT studios page HERE. if you aren't quite that accomplished and don't mind the faded look, try this very fast technique out-

Materials-



A model with the skin at a level you are fairly happy with, a selection of watercolour pencils (dark blue, turquoise or green work best for the outlines) and matt varnish. (The model in this case is a clay golem, and because it was for a tutorial I didn't bother with mould lines etc, so yes it looks rough, in fact it is a bit too muscled for tattoos but it's what I had to hand...) and a design to copy- here I'm attempting a Koi carp.

Outline-


Sharpen the watercolour pencil you chose for the outline to a very fine point, and quickly sketch out the basic design on the model, it needs to be fairly faint at this stage, though you may need to press on a bit to leave a mark based on the material of the mini and the quality of pencil you are using.

Colours-


You can add colour to the tattoo using more watercolour pencils, or just leave it the plain outline colour, go over the outline more firmly at this point to make it stand out more.

Blend-


Use the Matt varnish and a small brush, paint along the lines of the tattoo, you can also use it to blend colours together as I did here with the purple and blue on the fins- this layer serves two purposes, firstly it blends the edges into flesh, giving it that nice faded tattoo look, secondly it seals the whole tattoo onto the model so it doesn't rub off.

Finish-


Finish the skin off completely at this point, highlighting around the tattoo, maybe giving the whole area a thin wash of the skin base colour and voila- the tattoo is done, I timed up to this point and the tattoo has taken me 6 minutes so far, including photography, so if you want fast tattoos this is a very good technique!

More- 


I already had the model primed up, and the pencils to hand, and bargain hunt hadn't finished yet, so I thought I'd add a dragon to his other shoulder and back, plus a few extra monochrome tattoos on his arms, in total this all took about 15-20 minutes, which wasn't too much to commit to trying a new technique. He looks alright, and will probably become a playtest proxy for bushido 40mm models in the future:) (though i will have to have a go at those mould lines...)

Verdict-

I still prefer the old freehand way, but to achieve this level with a brush would have taken a lot longer, so I think the first advantage of this technique is speed, it's very fast indeed. The second advantage is pencils are much easier to control, so drawing the outline is very easy for those who don't feel confident enough to paint freehand. The downsides are- it doesn't suit heavily muscled models (like this guy), and it can appear a bit grainy (especially with my grainy photos..) plus even with a very, very sharp pencil you'll never achieve the detail possible with a super fine brush.

Watercolour pencils aren't that expensive, less than a pound each, so if you want to try tattoos this way it's not that costly if you mess it up, plus right up to the stage where you varnish the model you can always just wipe it off:)

hope someone finds this useful!
Mick

Monday, 23 September 2013

Channel 7 News Report (last thursdays Game)

“Sian Hidachi here reporting for channel 7 news here in Gotham city, where we meet ex criminal turned pillar of the community Oswald Cobblepot, here to tell us about his new initiative ‘The Iceberg Watch’ Mr Cobblepot; tell us all about it?”

“Hi Sian, and please, call me Oswald… well as you mentioned I was once a hardened criminal, forced by desperation into acts that some even called terrorism, but by the grace of the good people of Gotham I was given a second chance, and I have done my best to earn the trust placed in me that day.. and that is what The iceberg watch is about, second chances; these men you see around me are all one-time criminals, low level thugs and enforcers who had no choice but to sell their services to one costumed lunatic after another just to put food in their families mouths.. well no more! The Iceberg watch is a private security firm, which exclusively employs these ex ‘goons’ so we are better informed, and better equipped, to deal with so called ‘super-villains’ such as Mr Freeze and the Scarecrow than regular forces, after all we know how they work from the inside out, plus it keeps these noble men, desperate for a calling, from swelling the ranks of these villains”

“Thanks Oswald, merely moments ago we witnessed the Iceberg Watch in action, as Bane himself, seemingly aided by the Joker, broke out from nearby Arkham Asylum, with no security forces in sight and the police fighting off the riots downtown, Mr Cobblepot sprang into action, wounding and driving off the Jokers crew, whilst bravely attempting to engage Bane in dialogue, re-capturing several of his men, If not for a camera fault we would be able to show you Oswalds heroism”

“It was nothing more than the good citizens of Gotham deserve my dear, should we allow thugs like Bane, or psychopaths like the Joker to run free in Gotham when we had both the men and the means to stop them? No! Although not currently contracted by the Asylum we cannot allow thoughts of profits to distract us from the cause of justice”

“And you received some unexpected help during the escape in the form of the Batman, is this a formal arrangement?”

“Not at all, in fact as you can clearly see from this footage the batman threw the joker from a second storey window, and then pummelled him unconscious while he was defenceless, another brutal act that tells us all that we cannot rely on masked vigilante, the Iceberg Watch is a registered private security firm, our address is on file for any who wish to find us, which is more than I can say about the Batman..”

“Indeed, this next footage shows Bane hurling the batman across Arkhams driveway, and the caped crusader was unable to prevent Bane’s escape, in fact you say his presence prevented you from talking Bane down?”

“I had risked my own life to talk to Bane man-to-man, and he had respected that, he was on the cusp of surrender when that winged fool arrived and aggravated him, escalating a situation that we had under control, and in the mayhem his entrance caused the Joker also disappeared”

“Well thanks again Mr Cobblepot , sorry, Oswald, and there’ll be a special edition  of ‘Gothams Finest’ tonight at 9 where you can see the full footage the Iceberg Watch’s heroic defence of the city, only on channel 7”

Friday, 6 September 2013

First Walk round the Streets of Gotham

Last night saw myself (the Joker) and Matt (commissioner Gordon) take to the streets with a few models from our respective warbands, (The Penguin was playing Malifaux, Batman was exploring a super dungeon and Bane was still in Blackgate, the perils of the varied game scene you find at FLGS as great as Firestorm) and to ease Matt into it we started small, with something a bit more story led..

Garrett and Daughters jewellers had sat on the corner of Gothams mainstreet for 90 years, serving the rich and affluent citizens of Gotham from behind it's reinforced facade, though in general these offered less protection than the Garrett families links to the Marconi crime sydicate. The protection generated by such a fearsome name as the Marconi's however counts for little when the criminal in question is as fearless (or at least as crazy) as the Joker, who in his freshly stolen children's entertainers truck, managed to pull off a dramatic heist using several chemically loaded balloons and a hijacked earthmover, and make away with more than 2 million dollars worth of expensive jewellery.

The Jokers love of the comedic may have once again let him down though, as after he sent his goons back to base in the clown truck with most of the goods, the mistreated vehicle broke down right in the middle of the narrows, where 2 beat cops, a young rookie and his more experienced partner stumbled across the surreal sight of to 2 clowns wearing more bling than Mr T under the hood of a purple and lime green boxtruck, which is where our game begins..

Game one: the Arrest

GCPD: two basic police officers
Jokers Crew: Clown and Contra Auguste

Terrain: a long street in the Narrows with several side streets, a raised car park sits in the centre of the table, with the Clown truck broken down on one of its corner streets.

Deployment: the Clown and Contra Auguste are deployed by the truck, with the GCPD officers at the other end of the main street

The game started with the Rookie jogging forward to behind a nearby skip, and calling out to the clowns to get on the ground, whilst his exasperated colleaugue fumbled to get his gun out of his holster. By the truck the Clown turned, and seeing the hated GCPD uniform started to weave toward the inexperienced officer brandishing his baseball bat, the Contra August meanwhile ducked behind one of the carparks support pillars.

Turn 2: The Clown was in for a surprise, what he lacked in street sense the rookie more than made up for on the range, a crack shot to the painted goons groin left him stumbling and rolling into a moaning lump in the middle of the street, finally deciding it was safe to move in the veteran drew his cuffs and advanced on the moaning Clown, who had decided to turn invisible for safety (and if he could actually do that instead of being a lunatic it would probably have worked better). The Auguste sprang out from behind the pillar, swiping ildly at the veteran with his knife, although the fat cop managed to dodge both frenzied attacks.

Turn 3: Saw the Rookie moving up to assist, not wanting to risk friendly fire he drew his baton and charged in, after a few false swings he caught the Auguste a solid blow on the back of the head, knocking the knife wielding crazy unconscious in one blow! this left the veteran free to try and slap the cuffs on the clown, who had just recovered his wits and managed to fend him off, swiping at the legs of both officers with his bat to no real effect.

Turn 4: The officers redoubled their efforts to bring the Clown under control, the rookie grabbing his arms whilst the Veteran went for the cuffs again, struggling free the Clown kicked away from his attackers, and executing a beautiful 'pratfall and tumble roll' dived behind some trashcans across the street, much to the surprise of the GCPD duo!

Turn 5: Still surprised by the elaborate acrobatic escape, the Rookie still managed to switch weapons and take aim at the garbage pile, the Veteran took advantage of the lull to cuff the Auguste and draw his own pistol.

Turn 6: Both GCPD decided to go for safety rather than keep trying to bring the deranged goon in intact, they opened fire with their pistols into the general area of the trashcans, ripping into the rusted metal and sending filthy debris everywhere, clipping the Clown forcing him to huddle down into the trash, stunned by the assault.

Turn 7: A quiet turn as the GCPD spent it cautiously moving over to the ruined trashcans with drawn batons, whilst the Clown started some makeshift first aid.

Turn 8: In a moment of impressive ineptitude that may well explain the state of Gotham's civil disobedience, both cops spent the whole turn smashing into the trashcans and assorted garbage, totally missing their intended target, who finished strapping himself up and grabbed his bat.

Turn 9: The Rookie finally figured out which piece of trash was the fugitive (probably when it picked up a baseball bat) managed to land another clean blow to the skull, (he finished top of his class in the academy at skull cracking) and put the Clown down.  The Veteran slapped the cuffs on and it's game over, now all they have to do is get the clown truck, the squad car, the recovered loot and the two goons back to HQ..

I'll add some pictures and the second game (in which the Clown Prince of Crime gives the Veteran a lapdance) later on, along with some thoughts on the game:)