Jump to content

TranquilitiesEnd

Vote Enabled
  • Posts

    372
  • Joined

  • Last visited

Everything posted by TranquilitiesEnd

  1. Fair enough. Tara just got even cooler, and she was already one of my favourate Masters.
  2. I had not considered Eternal Moment to be used in during Tara's second activation in a single turn. I get the impression that Eternal Moment was supposed to Compete with Eternal Journey, and as such I've yet to ever use Eternal Journey. It'll be interesting to see if Eternal Journey is supposed to be used in that way Ausplosions, because that will make it useful for me, as I find Lost Instants does very little if your using it at the end if the turn.
  3. Absolutely fantastic short story there
  4. This. Using this move at the start of the turn to completely move a friendly model, give him Fast for 1 damage and activate him immediately has been the moneymaking tactic for me.
  5. Lock me in for this. I'll ask some of the local players about it this week and see if any others can come with me.
  6. She does get to make defence flips, but she cannot declare any triggers while buried.
  7. Gday, on Sat 18th Jan '14, I am going to run a casual M2e Games Day at The Hall of Heroes. Players must choose 1 faction to play across the day. All Masters are available to play in that faction and there is no model pool. R1. Squatter's Rights, 25ss Game (Henchman must lead this game), Standard Deployment. 70mins +10 mins set up. R2. Reckoning, 50ss Game, Close Deployment, 100mins +10 mins set up. R3. Stake a Claim, 50ss Game, Standard Deployment, 100mins +10 mins set up. Scheme pools will be generated at the start of each round. Scoring will be done TP, DIFF, VP. All Wave and Wave 2 models are available to be used. For Wave 1 models, please have the stat cards available. For Wave 2 models, please have printouts of stat cards in the beta that are released to us in Australia on the 15th Jan (dated in the cards as 14/1/14) (On Wednesday I will post a link to the beta stat cards here) Cost to play: $5 with Prize to the Winner. Additional prizes TBD based on number of players. The Hall of Heroes is located at: 60 Queen Street Campbelltown, N.S.W 2560, ph. (02) 4625 8020 (The store is a 5 mins walk from Campbelltown Train Station) For those players who are newer to the game, or have not yet had a chance to reveiw the new 2nd edition rules or play a 2nd edition game, I will be happy to have a demo game with you while I supervise the event. Cheers, Timothy Bassett. ---------- Post added at 11:03 AM ---------- Previous post was at 10:51 AM ---------- I knew I'd forgotton something. Time: 11am rock up and register, for an 11.30am start of round 1.
  8. A quick issue I've noticed is that when taking Jacob Lynch as a Neverborn leader, and hiring the Hungering Darkness as the totem, the Hungering Darkness has access to the general Neverborn leader upgrades, as well as Jacob having access to them. Doesn't have this issue when taking Jacob as a Ten Thunder leader though.
  9. Perhaps some sort of scotch gamin?
  10. The whisky golem is an alemental with a hard shell, like those little alcoholic chocolates...mmmm
  11. This week I'll be out of the state on Friday night, so I'll be heading into the Hall of Heroes early on Wednesday 2nd Oct, about 2pm, and I'll be staying until the store closes late. I'll be available to play games or teach you the game with some fun demo games, as well as just offer advice and discussions. There is plenty of very awesome gaming tables available, with lots of different terrain types to keep the games fresh. Feel free to come join in the fun and growing community. The Hall of Heroes is located at 60 Queen Street Campbelltown, N.S.W 2560 and is contactable on (02) 4625 8020. Cheers, Timothy Bassett.
  12. With the release of M2E, I've decided to take a break from my usual FNM and start playing and Demo-ing Malifaux every Friday night that I have available from work. For simplicity's sake I'll probably just update this post with each of the Friday's that I can make it into the shop, rather then making a new post each time. So, this Friday the 27th I'll be at The Hall of Heroes from about 4pm until closing time (roughly 10-11pm). I'll be available to play games or teach you the game with some fun demo games, as well as just offer advice and discussions. There is plenty of very awesome gaming tables available, with lots of different terrain types to keep the games fresh. Feel free to come join the community with us. The Hall of Heroes is located at 60 Queen Street Campbelltown, N.S.W 2560 and is contactable on (02) 4625 8020. Cheers, Timothy Bassett.
  13. I've noticed that myself and Jay Rumble are not on the paid players list. I sent through $90 on the 27th April, so I assume it would have come through a day or two after, from my account, Timothy Bassett.
  14. Tiny, for day 2 with the 30ss Gaining Grounds games, will there be a hiring pool of 60 ss as Gaining Grounds dictates? Or will day 2 just be open to any models you own in the chosen faction? Cheers.
  15. Gday Tiny, super stoked to come play again this year. I just sent through $90 to the account, but the Character limit didn't allow me to write both names. The $90 for was Timothy Bassett and Jay Rumble, to attend both days. Cheers mate.
  16. Seems awesome. In a couple of weeks when i get back from my holiday I'll learn how to use it properly and it should be fantastic. I joined just now as Timothy Bassett I think.
  17. Me and Jay are super keen to come to this again, it was awesome last year. I like the sound of an assault on the Governor, looking forward to seeing what you come up with mate.
  18. Yeah, your master will be restricted to the one faction, as you'll have to make a 55ss pool to use with that master.
  19. Get excited people, this on on next Sunday. (just bumping it really, to remind anyone interested =D)
  20. I have not been doing the dead winter achievement league, Ive had trouble setting up a day where everyone can play, since many of our players are shift workers for cityrail, including myself.
  21. Gday all. I have some prizes news. In addition to the trophies for 1st, 2nd and 3rd, and other prizes based on numbers, I will be giving away a Limited Edition Santana model still in its box, to the winner so long as we have 12 people attend the event. If you are interested in joining the event, please follow the link in the above post and sign up. If you have any questions, please don't hesitate to ask here. I hope to see some old and new faces =D
  22. Hi all, in the week leading up to the February Feud, I will be running a Demo day on the 3rd of Feb. So any newer players, or even just players who want to practice the story encounters, please feel free to show up and I'll be happy to show you the ropes/ give you a game. I have plenty of crews for players who wish to learn how to play. The Hall of Heroes is located at 60 Queen Street Campbelltown, N.S.W 2560. Cheers, Tim.
  23. Gday all, I am running a Tournament at the Hall of Heroes in Campbelltown, on the 10th of Feb. If you are interested in coming, please follow the below link and register so I can accurately determine numbers. http://www.thehallofheroes.com.au/event_details.php?event_code=217 I hope to see everyone there =D Cost: $20 entry, which will be used for prizes and/or trophies, based on numbers of course. Schedule: 8.30-9.00am: Registration 9.00-10.30am: Game 1 10.40-12.10pm: Game 2 12.10-1.00pm: Lunch Break 1.00-2.30pm: Game 3 2.40- 4.10pm: Game 4 4.10pm: Prizes! Proxy: Proxies for up to 33% of your models are allowed, so long as the models are indicative of the model they represent. You may use use proxies for unreleased models that are not included in the 33%, so long as they are indicative of the model they represent. Models are not required to be painted, but must be fully assembled and placed on the appropriate base size. Players must have physical up-to-date stat cards for all models used, excepting only proxy pre-released models and Hamelin errata’d models, which a printed stat card is accepted. Rounds: There will be 4 rounds, with 90mins per round (set-up included). The game size’s are variable depending on the story encounter (posted below). Calling Time: 10 minutes before the time limit the TO calls “Last Turn” to inform players that they should complete the Turn they are on and not start another turn. At the end of the allotted time, the TO calls “Last Activation” to inform players to finish the current model activation then and then resolve the Turn’s Closing Phase before the end of the Encounter. After this players count their Victory Points (VPs). This will be a Story Encounter Tournament using the story encounter’s used at the 2012 Australian Gt. Crew Selection will be Fixed Master’s, with a 55ss pool to hire minions from for all four rounds. Minions that cost additional points to hire in-game (such as mercenaries or out of faction units) do not cost additional points when determining your 55ss pool. You do not need to include models that you only wish to summon to your pool. Schemes are unique across the tournament, which means any schemes you use in game 1 cannot be used again for the remainder of the tournament (so choose them wisely). Remember that you have the option of sacrificing schemes for +2ss during the Hiring phase. All Special Events in the story encounters are triggered if a 10+ card is flipped from the deck at the end of the last model’s activation in any turn after the 1st turn. Winner’s will be determined by the Domination format, TP/DIFF/VP. Efforts will be made to avoid same faction match-ups, otherwise, pairings will be made as close as possible to players on the same score as you. The strategies for each game is outlined below. Game 1: Fight for the Observatory There have been rumors of special astrological events about to occur in Malifaux. Naturally, the faction who understands these events best can take the most advantage from them. You’ve received intelligence of an abandoned observatory in the Badlands, race to get there and learn what you can of these events, be swift, the enemy is just a step behind you, and information isn’t any good if your dead. Game Type/Size: Scrap 25ss. Setup: A 3x3 inch “Observatory” Terrain piece will be placed in the centre of the board. Players set up using diagonal deployment. Special:A significant model may make an (All) action whilst on or touching an “Observatory” Terrain feature to “use” the Observatory. Insignificant models or models engaged in combat may not take this action. Special terrain:Observatory (Foresight): After a player’s model has interacted with the observatory, if that player has a significant model they control on or touching the observatory after the initiative flip that player may discard a card from their control hand to reflip initiative. This may only be taken once per crew per turn. Special Events: BOOOM!!! The area is rigged to blow! All models on or touching any terrain piece suffer an unmodifiable 1/2/3 Dg flip that ignores armour. Victory: If a player’s model interacts with the Observatory during the encounter, that player scores 1 VP. That player scores +1 VP if they interacted with the observatory during the first four turns of the Encounter. That player scores +2VP if the model that interacted with the observatory is still in play at the end of the encounter. Game 2: Rush for Knowledge! You have learned a terrible truth, something is falling from the sky, and the city is directly in its path! It’s time to learn what it is that is that is going to crash into Malifaux, and what it can do to your fickle control on fate. There are abandoned libraries in the ruins near the observatory, maybe they have the answers you seek. Game Type/Size: Scrap 30ss. Setup: Players set up using Corner Deployment. At the beginning of the encounter each player places 2 “Ancient Text” 30mm counters within 6” of their opponents Deployment Zone and a 5th Ancient Text counter in the centre of the board. Ancient text counters must be at least 8” apart. Special: A model may take a (1) action while in base to base contact with an Ancient Text counter to pick up the Ancient Text. Whilst holding an Ancient Text counter a model gains Arcane Reservoir, reduces its Wk to 4 and cannot have its Wk increased by any means. A model carrying the Ancient Text counter changing position on the table by an effect other than the Walk Action or leaving play drops the Ancient Textcounter in base contact with itself before it changes position.Spirits lose the ability to move through other models and the ability to ignore terrain penalties while carrying the Ancient Text. Models lose Flight or Float while carrying the Ancient Text. Models may only hold a single Ancient Text counter. Insignificant models or models engaged in combat may not take this action. If a model is killed whilst holding an Ancient Text counter the player that hired the model places the text in base contact with the model then removes the model from play. REMEMBER: Abilities with the same name DO NOT stack. Special Events: Dark Omens – From the beginning of next turn’s Draw Phase to the end of its Activation Phase, Fate Cards with a value of 1 count as value 13 and vice versa. Victory: If a player’s model is carrying an Ancient Text counter at the end of the Encounter he/she scores 1 VP If a player’s models are carrying 2 Ancient Text counters are the end of the Encounter he/she scores +1 VP If a player’s models are carrying 3 Ancient Text counters are the end of the Encounter he/she scores +2 VP Game 3: Brace for impact! Beware! The sky has lit up from the falling debris of a meteor that has chosen Malifaux city as its next home. The text’s you’ve recovered have suggested that such a meteor may be the work of a tyrant, and tyrants have power! You must collect the falling shards to learn the nature of the power you might soon wield, but most importantly, you must survive. Game Type/Size: Scrap 30ss. Setup: Standard Deployment. Note the number of models in your Crew at the start of the Encounter. Place one 30mm Meteor Shard counter in the centre of the board. Each player then places two Meteor Shard Counters on their opponent’s side of the board at least 8” from their deployment zone and 8” from any other counters. Special: Insignificant models do count toward the Setup or Victory condition. Summoned models do not count toward the victory condition unless another friendly model was killed or sacrificed when summoning the model. Players may attach an Avatar to their chosen master without paying the Hiring Fee for this Encounter. When any model is in base contact with a Meteor Shard and unengaged it may take a (1) Interact action and discard the counter mark it down as collected for your crew then flip on the following chart(this flip may not be cheated or modified in anyway): Black Joker: Kill the model that took the interact action, no soul stones are added to your pool. 1-5: The model that took the Interact action suffers 3 wd, add one Soul Stone to your crew’s pool. 6-10: Add one Soul Stone to your Crew’s pool. 11-13: The model that took the Interact action heals 3 wd, add one Soul Stone to your crew’s pool. Red Joker: The model that took the Interact action heals all wd, add two Soul Stones to your crew’s pool. (note: this still only counts as one Meteor Shard for Victory Point purposes) Special Events: Aetheric Flux- In the start closing phase the last player to activate a model flips a card and applies the result to the following turn. Black Joker: No players may manifest their masters on the following turn. Red Joker: If a player chooses to manifest their master on the following turn they may do so as if they have performed an additional manifest requirement. (eg no requirements met counts as one, one requirement met counts as two, two requirements met gains no additional advantage) 1-5: Remove one instance the suit flipped from a model’s final cast value and increase the casting cost of all spells by 3. 6-8: Remove one instance of the suit flipped from a model’s final cast value and increase the casting cost of all spells by 1. 9-10: Add one more of the suit flipped to a model’s final cast value and decrease the casting cost of all spells by 1. 11-13: Add one more of the suit flipped to a model’s final cast value and decrease the casting cost of all spells by 3. Victory: If a player has at least 50% of the number of models he or she started the Encoutner with in play at the end of the Encounter and those models are at least 8” from his or her Deployment Zone, that play scores 2VP If That player has at least 75% of the number of models he or she started the Encounter with in play at the end of the Encounter and those models are at least 8” from his or her Deployment one, that player scores +1VP. The player who has collected the most meteor shards scores +1VP Game 4: Impact! The world about you burns. The meteor has struck, and in your desire to control it, you were a little close for comfort. However, you aren’t the only overzealous fatemaster in Malifaux, all will be for naught if the enemy reaches the meteor first!, for the meteor has untold power within it… Game Type/Size: Scrap 35ss. Setup: Standard Deployment Zones are used. Place a 50mm Meteor Marker in the centre of the table. Special: Insignificant models do not count towards the Victory condition. If a player interacted with the Observatory in Game 1, increase their Deployment Zone 2”. A player’s Master may take a (1) or (2) Interact action whilst unengaged and in base contact with the Meteor Marker to immediately manifest regardless of manifest requirements. If it was a (1) Interact the Player makes two flips on the following table. If it was a (2) interact they make 1 flip. These flips cannot be cheated and are unaffected by Positive or Negative Twists. These flips are done after completing all the steps of manifesting (sacrificing totems, discarding soulstones to heal etc), Black Joker: The Master model receives paralysed and poison 3. 1-5: The Master receives Poison 3. 6-10: The Master receives Slow. 11-13: Until the end of the masters next activation it receives -1/-1 Wk/Cg Red Joker: Fully heal the master model. Gain one Soul Stone. A Player may adjust the total of this flip up or down by the number of Ancient Texts his crew was carrying at the end of Game 2. You cannot adjust numerical values into jokers. A Player may choose to Reflip a single flip for every Meteor Shard they collected during Game 3. Special Terrain: Meteor Marker: Whilst in base to base contact with the Meteor Marker models gain a + to flips when resisting spells. Special Events: Growing Fire (Random): At the start of the next turn’s Draw Phase, the player who activated this event places a 50mm Fire Marker (Ht 5, obscuring, hazardous (2/4/7)) in base contact with a terrain feature no closer than 3” from any model. If the marker cannot be placed, the event does not occur this turn. Another player then places an additional 50mm Fire Marker touching the first Fire Marker. This Fire Marker can be placed touching or overlapping model bases. For the remainder of the Encounter, each time this event occurs, the player who activated it places an additional 50mm Fire Marker touching any Fire Marker already in play. After this marker is placed, the next player in activation order also places a Fire Marker. Any of these Fire markers can be placed touching or overlapping model bases. Victory: If a player has more models completely within 3” of the Meteor Marker than his or her opponent does at the end of the Encounter, that player scores 2 VP If that player’s opponent does not have any models completely within the 3” of the Meteor Marker at the end of the Encounter, he or she scores +2 VP
  24. Didn't get a big turn out, most people got suddenly busy on the day. I'm actually about to post another tournament 2moro, that I'll be running on the 10th of Feb, using the Story Encounters from day 1 of the GT last year.
×
×
  • Create New...

Important Information