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Grid Tournament - 26th April, Grumblin Gremlins


MadHatter72

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We will be open from 9 a.m. Marie, and will be serving breakfast from then before the signups and games start at around 10.00 a.m. If you have any special diet requests - mail me direct and we'll make something specially for you.

 I'll check the paid tickets and update the attendee list today as well.

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Headsup! Here are the Strategies that you've been awaiting! 

 

Round 1 Guard the Stash, Close Deployment

Scheme A Line in the Sand

At the end of the game, the Crew earns 2 VP if it has at least four Scheme Markers on the Centerline.

If this Scheme is revealed, the Crew earns an additional VP if it has at least two Scheme markers on the Centerline at the end of the game.

Scheme Protect Territory

At the end of the game, this Crew gains 1 VP for each of its Scheme Markers which is at least 6" from its Deployment Zone and has at least one friendly non-Peon model within 2" of it. Scheme Markers with more enemy models than friendly models within 2" do not count towards this Scheme. If this Scheme is revealed and this Crew earns at least 2 VP from this Scheme, it earns 1 additional VP.

Scheme Power Ritual

At the end of the game, for each Table Corner that this Crew has a Scheme marker within 6" of, this Crew earns 1 VP. Only one Table Corner within this Crew's Deployment Zone may count towards this Scheme. If this Scheme is revealed and this Crew earns at least 2 VP from this Scheme, it earns 1 additional VP.

Scheme Assassinate

This Scheme begins the game unrevealed. If the enemy Leader is killed or sacrificed, reveal this Scheme. If the enemy Leader is killed or sacrificed, gain 2 VP. If this happens on or before Turn 4, score 3 VP instead.

Scheme Plant Explosives

Once per game, at the end of any Turn, this Crew may reveal this Scheme and earn 1 VP for each enemy model that is within 3" of at least one of this Crew's Scheme Markers. Then, remove all of this Crew's Scheme Markers which are within 3" of an enemy model.
This Scheme does not benefit from being revealed.

 

 

Round 2 - Interference, Flank Deployment

 

Scheme A Line in the Sand

At the end of the game, the Crew earns 2 VP if it has at least four Scheme Markers on the Centerline. If this Scheme is revealed, the Crew earns an additional VP if it has at least two Scheme markers on the Centerline at the end of the game.

Scheme Breakthrough

At the end of the game, this Crew earns 1 VP for each of its Scheme Markers within 6" of the enemy Deployment Zone. If this Scheme is revealed and this Crew earns at least 2 VP from this Scheme, it earns 1 additional VP.

Scheme Outflank

At the end of the game, this Crew earns 1 VP if it has a non-Peon model on the Centerline and within 3" of the point where the Centerline meets the table edge (or corner). This Crew earns an additional 1 VP if it has another non-Peon model on the Centerline within 3" of the opposite point where the Centerline meets the table edge (or corner). Models which are engaged with an enemy may not count towards this Scheme. If this Scheme is revealed, this Crew earns an additional 1 VP if it has at least one non-Peon model within 3" of the point where the Centerline meets the table edge (or corner).

Scheme Bodyguard

The scheming player notes down a non-Leader Henchman or Enforcer model in her Crew that must be protected. If the Crew has no Henchmen or Enforcer models, note down the model with the highest Soulstone cost instead. This Scheme may be revealed at any time. At the end of every Turn, starting on Turn 4, if this Scheme is revealed, this Crew earns 1 VP if the noted model is still in play and at least 8" from its Deployment Zone. At the end of the game, this Crew earns 1 additional VP if the noted model is still in play with more than half of its Wounds remaining.

Scheme Distract

All non-Peon models in this Crew may target a non-Peon enemy model within 1" with a (1) Interact Action to give the target the following Condition for the rest of the game: "Distracted: This model may take a (2) Interact Action to remove this Condition from itself. No other Action may remove this Condition." This Scheme starts the game unrevealed. The first time an enemy model gains the Distracted Condition, reveal this Scheme. At the end of every Turn, this Crew earns 1 VP if at least two enemy models have the Distracted Condition.

 

Round 3 - Collect the Bounty, Standard Deployment

 

Scheme A Line in the Sand

At the end of the game, the Crew earns 2 VP if it has at least four Scheme Markers on the Centerline. If this Scheme is revealed, the Crew earns an additional VP if it has at least two Scheme markers on the Centerline at the end of the game.

Scheme Assassinate

This Scheme begins the game unrevealed. If the enemy Leader is killed or sacrificed, reveal this Scheme. If the enemy Leader is killed or sacrificed, gain 2 VP. If this happens on or before Turn 4, score 3 VP instead.

Scheme Plant Explosives

Once per game, at the end of any Turn, this Crew may reveal this Scheme and earn 1 VP for each enemy model that is within 3" of at least one of this Crew's Scheme Markers. Then, remove all of this Crew's Scheme Markers which are within 3" of an enemy model. This Scheme does not benefit from being revealed.

Scheme Breakthrough

At the end of the game, this Crew earns 1 VP for each of its Scheme Markers within 6" of the enemy Deployment Zone. If this Scheme is revealed and this Crew earns at least 2 VP from this Scheme, it earns 1 additional VP.

Scheme Spring the Trap

Once per game, at the end of any Turn the scheming player may reveal this Scheme. This Crew earns 1 VP for every Scheme Marker it has within 4" of the enemy Leader, then remove all of this Crew's Scheme Markers within 4" of the enemy Leader. If the enemy Crew has as many or more models in play than this Crew when this Scheme is revealed, and at least 1 VP is scored from this Scheme, score an additional VP. This Scheme may not be revealed at the start of the game.

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