Jump to content

sharpobjects

Vote Enabled
  • Posts

    1,753
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by sharpobjects

  1. Greetings everyone, It is time for my monthly Emmissary Event!! The games will get started as early as 6PM. Players will be randomly paired up with someone as people arrive. The latest a game can start is 7:30PM. That should help some of our players who usually arrive around 7PM. Players have until 10PM to complete their game. M2E 50SS Emissary Event January 12th, 2016 Location: Games Plus, 101 W. Prospect Ave, Mt Prospect Illinois 60056 Registration: 5PM – 7:30PM Set-UP: 5PM – 6PM Entry Fee: $5.00 Games Plus gift certificate purchased at the register. Prizes: 1st Place – Games Plus Gift Certificate Raffle Prize: Malifaux Product (TBD) (TP/DIFF/VP/FACTION VP/STRATEGY VP) + Card flips if needed to break ties (best out of 3) Schedule 6:00PM – 10:00PM Tournament Rules: Gaining Grounds 2015 along with T.O. discretion. Crew Construction: Single Faction 50SS + Free Emissary & Upgrade Painting requirements: None, but models need to be properly assembled and based. Proxy: Per Gaining Grounds 2015 Special Proxy Rules: Players may use any Avatar as a proxy for their Emissary. It is preferred that a player us an Avatar from their declared faction. It is preferred that a player has a physical card for their Emissary and its selected upgrade. A player may instead refer to the Emissary rules from book 3 and mark the models wounds with 6 sided dice on the table. Conversions: These are allowed per the Gaining Grounds 2015 rules at the T.O. discretion. Round 1 6PM – 10PM Deployment: Flank Schemes: LITS, Breakthrough, Assassinate, Entourage, Frame for Murder, Faction Scheme Strategy: Turf War Set Up Place a single Turf War Marker at the Center of the table. Victory Points At the end of each Turn after the first, a Crew earns 1 VP if it has two or more non-Peon models within 6 inches of the Turf War Marker.
  2. I switched this event over to the following Tuesday night, 12/15/15. More people are able to attend next week. Tomorrow night is still Malifaux Tuesday @ Games Plus if you want to come in and get a regular game.
  3. Greetings everyone, I am hosting a single round Emissary Event. Many players were unable to attend the tournament on November 21st due to the unexpected snow storm. Those that did attend loved the format and were interested in playing it again. Since there will only be one round it will be imperative to concentrate on VP denial as well as choosing the right schemes. Faction schemes are the 4th consideration for the tie breaker for example. The games will get started as early as 6PM. Players will be randomly paired up with someone as people arrive. The latest a game can start is 7:30PM. That should help some of our players who usually arrive around 7PM. Players have until 10PM to complete their game. M2E 50SS Emissary Event December 15th, 2015 Location: Games Plus, 101 W. Prospect Ave, Mt Prospect Illinois 60056 Registration: 5PM – 7:30PM Set-UP: 5PM – 6PM Entry Fee: $5.00 Games Plus gift certificate purchased at the register. Prizes: 1st Place – Games Plus Gift Certificate Raffle Prize: Your choice of an Effigy (TP/DIFF/VP/FACTION VP/STRATEGY VP) + Card flips if needed to break ties (best out of 3) Schedule 6:00PM – 10:00PM Tournament Rules: Gaining Grounds 2015 along with T.O. discretion. Crew Construction: Single Faction 50SS + Free Emissary & Upgrade Painting requirements: None, but models need to be properly assembled and based. Proxy: Per Gaining Grounds 2015 Special Proxy Rules: Players may use any Avatar as a proxy for their Emissary. It is preferred that a player us an Avatar from their declared faction. It is preferred that a player has a physical card for their Emissary and its selected upgrade. A player may instead refer to the Emissary rules from book 3 and mark the models wounds with 6 sided dice on the table. Conversions: These are allowed per the Gaining Grounds 2015 rules at the T.O. discretion. Round 1 6PM – 10PM Deployment: Standard Schemes: LITS, Protect Territory, Assassinate, Vendetta, Murder Protégé, Faction Scheme Strategy: Guard the Stash Set Up Place two 50mm Stash Markers (Ht5, blocking, impassable, hard cover) on the Centerline each 5" on either side of the Center of the board (10" apart from each other). Victory Points At the end of each turn after the first, a Crew earns 1 VP if it has at least one non-Peon model within 2" of each Stash Marker.
  4. Bah Dirial speaks lies, we all know he is a badazz tourney player.
  5. Awesome! You got it. See you guys Saturday. I am bringing the donuts!
  6. Plenty of room. I am good for 18 people. Usually hit about 14-16. I will mark you down. Thanks
  7. Greetings Everyone, This event is to get players more acquainted with the new Emissary models/rules from Book 3 that was released at Gen Con this past summer. In a normal 50SS event you would have to factor the Emissary cost into the 50SS crew build. This event allows you to maintain the 50SS crew that many players like to use as well as adding a free Emissary & its upgrade. You will construct your 50SS crew as normal and upon completion you will add your factions Emissary and appropriate Emissary upgrade. Everyone must use an Emissary in their crew for this event. It would be preferable for players to use an in faction Avatar model as the proxy for their Emissary. If you do not have one you can use any Avatar as your Emissary's proxy. If you do not own an Avatar I will provide you with one to use for this event. Players can use the page in Book 3 that corresponds to their Emissary for reference of its rules but it would be preferred for you to photo copy the card from the book and have it in a plastic sleeve so you can mark the wounds on the card. If you don’t have Book 3 let me know and I will provide an Emissary card for you to use at this event. Please respond to this thread or message me which Emissary & upgrade you would like to use. M2E 50SS Emissary Event November 21st, 2015 Location: Games Plus, 101 W. Prospect Ave, Mt Prospect Illinois 60056 Registration & Set-up: 10:00am – 11:00am Entry Fee: $15.00 in store purchase of your choice. (Yes you keep what you buy!!) Prizes: 1st Place – Games Plus Gift Certificate + Special Prize 2nd Place – Games Plus Gift Certificate + Special Prize 3rd Place – Games Plus Gift Certificate + Special Prize (TP/DIFF/VP) Schedule 10:00am – 11:00am – Registration & Set-Up 11:15am – 1:30pm – Round 1 1:30pm – 2:30pm – Lunch 2:30pm – 4:45pm – Round 2 5:00pm – 7:15pm – Round 3 7:30pm - Awards Crew Construction: Single Faction 50SS + Free Emissary & Upgrade Painting requirements: None, but models need to be properly assembled and based. Conversions: These are allowed per the Gaining Grounds 2015 rules at the T.O. discretion. Round 1 11:15AM – 1:30PM Strategy: Guard the Stash Deployment: Standard Schemes: LITS, ProtectTerritory, Assassinate, Entourage, Make them Suffer Round 2 2:30PM – 4:45PM Strategy: Head Hunter Deployment: Flank Schemes: LITS, Breakthrough, Bodyguard, Plant the Evidence, Deliver the Message Round 3 5:00PM – 7:15PM Strategy: Squatters Rights Deployment: Standard Schemes: LITS, Bodyguard, Protect Territory, Plant Explosives, Frame for Murder
  8. If my opponent is just trying to get rid of the Black Joker from the deck and wants to quickly flip until its in the discard pile so Mei Feng can continue her turn without flipping the black joker then I dont have a problem with it. If my opponent has the black joker in his hand and just wanted to do a complete reshuffle of the deck, lets say the red joker was already in the discard pile, then i dont have a problem with it. If my opponent uses this ability as a stall tactic or some kind of reshaping of the deck over and over again then I would call shenanigans. No matter how a model and its abilities are designed we need to be reasonable with each other. We must not forget we play the game to have fun. I dont recall any tournament giving a new car or $25,000 as a first place prize. I agree its a cheezy ability that probably needs to be reworked a bit but if my opponent usues the ability for instances like I mentioned above and is quick about it I guess i can live with it. Just roll my eyes and move on. if you dont want the cheese to continue for more than one turn feel free to kill the model providing her with the ability.
  9. The better resolution is both players should be defining that potential situation before they start the game. I dont care for allowing models to finish movements on terrain that cannot support the model. I dont like using markers denoting where a model should be on the table. I discuss this with the opponent at the start of the game during the time where we define terrain.
  10. If a player feels they are being slow played near the end of the game they should notify the T.O. and the T.O then monitors the final 5-10 min of the game and ensures the player activates his models in a timely fasion and moves along so both players can finish the turn before the time ends. If the player is still moving slowly in the prescence of the T.O. after he has been warned then the T.O. can disqualify that player. Slow play is not about a player who plays the game slow from the start of the game. If the player is playing the same way through out the whole game then you just got stuck with a player who is slow and probably is new. So you better have picked schemes you can accomplish in 3 turns. Since round 1 of an event can pair you with any random player its best to pick schemes you can accomplish quickly in case your first opponent is new and slow. If you win your first round more often than not your going to be playing against a more experienced player in round 2 since they won their first round as well. The issue is when you have an opponent who is playing quickly for the most part all game but in the final turn all of a sudden slows down because they are winning and if they allow the turn to be completed they will lose and they can see it right away. Thats when the T.O. needs to get involved. It is very unfortunate because this creates tension and bad feelings and we play the game to have fun. Slow play is not a tactic for a player to use to win the game. It should be discouraged. At the start of a tournament a T.O. should announce and remind all players that slow playing will not be tolerated. Show sportsmanship and play quickly even if playing quickly may ensure your defeat. Because Malifaux does not work with death clocks like in other Miniature games we must ensure players are fair to each other. Players need the chance to move their models and do the things they need to do in order to score points. A player taking several minuttes to decide his course of action near the end of the game to run out the clock is poor sportsmanship.
  11. M2E Halloween Story Encounter Event October 18th, 2015 Registration & Set-up: 10:00am – 11:00am Entry Fee: $15.00 in store purchase of your choice. (Yes you keep what you buy!!) Prizes: Top VP Score for Round 1 – Games Plus Gift Certificate Top VP Score for Round 2 – Games Plus Gift Certificate Top VP Score for Round 3 – Games Plus Gift Certificate (Tie breaker is Strategy VP/Faction Scheme VP/Highest Card Flip) Special Prize Rule: There will be a different winner for each round. If a player has already won a previous round the T.O. must award the current round to the next player with the highest score. Best Painted Miniature – Games Plus Gift Certificate Painted Prize clarification: Everyone is eligible to win the Best Painted Miniature prize. (In the event of a tie vote the T.O. will be the deciding vote on who wins the painting prize) Schedule 10:00am – 11:00am – Registration & Set-Up 11:15am – 1:15pm – Round 1 1:15pm – 2:15pm – Lunch & Painting Contest 2:15pm – 4:15pm – Round 2 4:30pm – 6:30pm – Round 3 6:45pm - Awards Crew Construction: Single Faction 50SS Painting requirements: None, but models need to be properly assembled and based. Conversions: These are allowed per the Gaining Grounds 2015 rules at the T.O. discretion. Round 1 – 11:15AM – 1:15PM Description: They took candy from your baby. Now it’s time to wipe them out and get your candy back! Schemes: LITS, Assassinate, Protect Territory, Entourage, Frame for Murder, Faction Scheme Set Up: Randomly choose one player to be the Attacker and the other to be the Defender. The Attacker MUST hire a Master to lead their crew AND at least one Henchman. The player who flips the higher card chooses to be the Attacker or Defender. Special Effect: Resource Cache During deployment, each player places two 30mm markers exactly 8 inches from their Standard Deployment Zone and at least 6 inches apart. Any non-peon model in base contact with one of these markers may make a (1) Interact Action to discard it and either draw 2 cards or add 2 Soulstones to its Crew's Pool. The additional Soulstones gained by this special effect can allow a player to go above the max 7 starting soulstone pool. Deployment: The Attacker deploys first. The Attacker selects a Henchman they hired and deploys it anywhere on the centerline of the board, then deploys the rest of their crew using the Standard Deployment Zone. The Attackers Master does not deploy at this time and remains off the table. Then the Defender deploys using the Standard Deployment Zone. The Defender may not deploy models with abilities such as From the Shadows closer than 6 inches from the center of the board in addition to its listed restrictions. Special: The Henchmen which was deployed on the centerline gains the Reactivate Condition at the start of each turn for the first 3 turns of the game. The Henchman selected must be able to legally have the Reactivate Condition. The Henchmen also gains the Regen +1 ability for the rest of the game. At the end of the 3rd turn, the Attacker places their Master within 6 inches of their Deployment Zone. Victory: The Attacker obtains 1 piece of candy for every enemy model killed or sacrificed by the selected Henchmen which was placed on the centerline of the table at the start of the game. The Attacker earns two additional pieces of candy at the end of the game if their selected Henchmen are still alive. The Defender earns 1 piece of candy for every enemy model killed or sacrificed after the first turn. The Defender earns one additional piece of candy at the end of the game if they killed or sacrificed the selected enemy Henchmen. The player with the most candy at the end of the game earns 2VP. A player with 4 or more pieces of candy at the end of the game earns 2VP. Round 2 – 2:15PM – 4:15PM Description: The Spirit of the Carver walks among us! Stop the Spirit of the Carver at all cost!! Schemes: LITS, Bodyguard, ProtectTerritory, Make them Suffer, Vendetta, Faction Scheme Set Up: Randomly determine one player to be the Attacker and the other to be the Defender. The player who flips the higher card chooses to be the Attacker or Defender. Before crews are hired, the Defender flips a card to determine their victory condition. Then crews are hired and the Defender secretly notes down one of their hired Minion models as the “Spirit of the Carver.” The Defender must hire at least one Minion model. Deployment: This scenario uses Standard Deployment. Randomly determine the order of deployment. Special Terrain: Pumpkin Cauldron Randomly determine a player to place the Pumpkin Cauldron. The player who flips the highest card places the Pumpkin Cauldron on the board. The Pumpkin Cauldron is placed during the deployment of his crew. The Pumpkin Cauldron is Ht 3, blocking, hard cover and impassable terrain. It may be placed anywhere on the table at least 8 inches from either Deployment Zone. Any model which ends a movement or push within 3 inches of the Pumpkin Cauldron must immediately take a TN 14 Horror Duel. Any model that begins its activation within 3 inches of the Pumpkin Cauldron must immediately take a TN 14 Horror Duel. Standard rules apply for passing or failing a horror duel. Special: When the model noted as the "Spirit of the Carver" is targeted with an Action by an enemy model or targets an enemy model with an Action the player controlling the "Spirit of the Carver" immediately announces that the model is the previously denoted "Spirit of the Carver". That model immediately gains the following abilities until the end of the game; Incorporeal and Terrifying 13 ALL. If the model already has the Incorporeal ability it then gains Armor +2 and Terrifying 13 ALL. If the model already has the Terrifying ability it is replaced with Terrifying 13 ALL. Additionally, the model adds +1 damage to the resulting damage flip of its Attack Actions. Lastly, once the model has been revealed as the "Spirit of the Carver", it can no longer be healed for the rest of the game. The model denoted as the "Spirit of the Carver" cannot be buried or begin the game buried. Attacker Victory: At the end of every turn after the first, the Attacker earns 1VP if they killed or sacrificed at least two enemy models. At the end of every turn after the first, if the Defender has no models in play, the Attacker earns 1VP. The Attacker may only earn 1 VP per turn from this scenario. Defender Victory: Crow: At the end of every turn, the Defender earns 1 VP for killing or sacrificing at least one non-peon enemy model with the "Spirit of the Carver". Maximum of 4VP. Mask: At the end of every turn after the first, the Defender earns 1VP if there is at least 1 friendly scheme marker within 1 inch of the Pumpkin Cauldron. Tome: The Defender earns 4VP if an opposing Master or Henchman is killed or sacrificed by the "Spirit of the Carver". Ram: At the end of the game, the Defender earns 4VP if the "Spirit of the Carver" is still in play. Round 3 – 4:30PM – 6:30PM Description: Search for the candy, it’s buried somewhere out here! I can smell the sugar!! Schemes: LITS, Breakthrough, Bodyguard, Outflank, Deliver the Message, Faction Scheme Set Up: Randomly determine one player to be the Attacker and the other to be the Defender. The player who flips the higher card chooses to be the Attacker or Defender and chooses his side of the table. Special Effect: Fog At the start of each turn the player who wins initiative flips a card which may not be cheated. On a 1 or 2 apply the following effect until the end of the turn; All CA and SH Actions receive a negative twist to the duel. On a 12 or 13 apply the following effect until the end of the turn; Models may not charge. On a flip of 3 to 11 there is no effect to apply. Deployment: This scenario uses the Blind Deployment. The Attacker will take the number of Crow suited cards from their Fate Deck equal to the amount of models hired in their crew; one card for every model. The Defender will take the number of Ram suited cards from the Attackers Fate Deck equal to the amount of models hired in their crew; one card for every model. The cards must come from the same Fate Deck. Shuffle the Ram and Crow suited cards together to form a temporary deck. Starting with the Attacking player, each player places a card from the top of the temporary deck face down (without looking at it) anywhere on the table and not touching another card. Once all the cards have been placed, flip them over. Starting with the Attacking player, each player places a single model anywhere on top of a card of their suit and then the card is removed from the table. Once the players have deployed all of their models, the deployment zones are now treated as Standard Deployment for the remainder of the game. Victory: During each turn including the first, players may take a (1) Interact Action using a non-peon model in their crew while in base contact with a piece of terrain on their opponents half of the table to search for a piece of candy. The Player flips a card which may be cheated. On a 1-5 the Player fails to find anything. On a 6-10 the Player receives one piece of candy. On an 11-13 the Player receives two pieces of candy. On a Joker the Player receives 3 pieces of candy. All candy is placed on the models card that conducted the search. A model may never have more than 3 pieces of candy on its card. A single piece of terrain may only be interacted with once per turn per crew. As long as a portion of a single piece of terrain is on an opponents half of the table it may be interacted with. Candy found while searching that would put the model over the 3 candy limit is discarded. Example: A model already has 2 pieces of Candy on his card. The model interacts with a piece of terrain and flips a Joker. Normally the Joker would give the model 3 pieces of Candy but since he already has 2 he can only take 1 more for a maximum of 3. The other 2 are discarded. After killing or sacrificing an Enemy model that holds candy on its card the Attacking model steals the candy and keeps it for its crew. The candy is placed on the Attacking models card. An Attacking model may not have more than 3 pieces of candy on its card. Any candy stolen that would put the model over the 3 candy limit is discarded. See above example. The player with the most candy at the end of the game earns 2VP. A player with 4 or more pieces of candy at the end of the game earns 2VP.
  12. Just to back up Ludvig, yes your leader can perform a melee attack to the target that would normaly be blocked by the wall for LoS purposes but the Watchers Relay Information condition allows the leader to make the strike as long as the target is within the leaders melee range. This is all assuming the Ht of the wall is taller than the attacker and defender. Which we assumed since you needed to use the Watcher for your leader to gain LoS to the target. Rules for LoS are on page 40 and 41 in the big book. The watchers Relay Information throws the rules out the window. or over the wall in this case.
  13. I appreciate you coming to your senses Four of us are flying out on Sunday around 3 hours after the 5th game concludes so it would have been impossible if anyone one of us 4 were in the fantastic position to be tied with someone else at the end of the 5 rounds to play a 6th game. A better suggestion would be to play 4 rounds on Saturday and leave the 2 rounds on Sunday as is. I understand this would probably have an impact on the evening event you have scheduled for saturday. or you can just leave it at the original 5 rounds just like you recently suggested. Next year just schedule 3 games on Saturday and 3 games on Sunday and your good to go for at least 64 participants having only 1 potential undefeated player.
  14. I thought retired players were relegated to Florida staring endlessly at flamingos? If you want to have an opinion again you need to come out and play the game
  15. Aaron is a big boy he can defend himself. A better use of your time would be to lead the gang at Wyrd in designing that Dark Carnival set as it's own crew!! I made my plea to you at Gen Con as I am sure many others did as well. I also descretly placed that envelope full of cash in your back pocket, Chicago style. Put your disdain for P e n g u i n s behind you and get to work! If done correctly it will be the hottest selling crew in Wyrd history. Can you hear the music?..............Send in the P e n g u i n s......Where are the P e n g u i n s....... no not the penguins Nathan
  16. of course. but that was not in the OP.
  17. You are incorect about having to take the terror check if you fail to disengage. Page 44 big book. When disengaging you declare that you wish to take a walk action and leave an enemy models engagement range. The enemy model gets to perform a free Attack Action with any close combat Attack which the disengaging model is in range of. If the Attack hits, the disengaging model may not perform the Walk Action, although it must still spent the the required AP. You do not take the terror check after failing to disengage.
  18. I wanted to congratulate Joe and his staff on a very well runned 4 days of tournaments at Gen Con. I appreciate his hard work as well as all of his staff who volunteered. Without you guys stepping up to handle this we would not have been able to play in any organized events at Gen Con. I also want to thank Wyrd for providing the best gaming tables that I have seen in all the years I have been playing Malifaux at Gen Con. Their tables have been suspect in the past but this year they were nicely done. There were one or two tables that can be a bit rough on crews that dont have flight or incorporal but the majority were spot on. Thanks Wyrd for stepping up and making a major Improvement in this area. I also look forward to the changes Joe is making to the format for qualifying for the the Sunday Avatar top 8 event next year. I was critical of using these gimmick events as part of the qualifier when it was announced. I agree that we needed to play it out and see how things went and then make adjustments for next year. I will let Joe reveal what those changes will be but I agree with him and look forward to next year. Lastly I wanted to thank all of my opponents that I played on Friday and Sunday at the 50SS events. I had a few nail biters on both days. It was nice to get to the finals. My apologies to Duncan for having a brain fart at the last minute, hiring the wrong crew and causing a rather anticlimatic game in the finals. Ah well bad things happen, right?
  19. lol, how i skimmed past that entry i will never know. Thanks for the quick replies. case closed.
×
×
  • Create New...

Important Information