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BimVooDoo

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About BimVooDoo

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  • Birthday 01/31/1993

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  1. Las festividades ya han vaciado las calles de la ciudad de Malifaux y después de dejar una temporada sus diferencias a un lado, los habitantes de Malifaux vuelven a sus intrigas y sus maquinaciones, por supuesto esto solo puede significar que el conflicto vuelve, y vuelve a Goblin Trader Sur. ¡Así que adelante con las bases del primer torneo de este 2020! BASES INSCRIPCIÓN El coste de la inscripción será de 10 euros y será destinado íntegramente a premios. Mínimo número de plazas: 8. Plazas: 16. Se seguirá el Gaining Ground Season 0 tanto para puntuación como para las Estrategias e Intrigas, podéis encontrarlas en el siguiente enlace: https://static1.squarespace.com/static/54fe412ce4b0c449f7369857/t/5db9d54e3c4f652f768d593c/1572459855510/GG_Season_0.pdf ELECCIÓN DE BANDAS Las partidas se jugarán a 50 SS. Se declarará una facción al inicio de torneo y de ahí se escogerán los líderes para cada partida. Se podrán contratar masters pero no están permitidos los perfiles de la Dead Man’s Hand. RONDAS Se jugarán 3 partidas y cada ronda tendrá una duración de 2:15 horas. TIPO DE DESPLIEGUE El despliegue estará definido en los encuentros. ESTRATEGIAS & INTRIGAS > RONDA 1 DESPLIEGUE: Wedge ESTRATEGIA: Reckoning INTRIGAS: 1 - Detonate Charges 5 - Dig Their Graves 9 - Outflank 11- Deliver a Message 12 - Claim Jump RONDA 2 DESPLIEGUE: Flank ESTRATEGIA: Plant Explosives INTRIGAS: 1 - Detonate Charges 2 - Breakthrough 4 - Search The Ruins 8 - Power Ritual 10 - Assasinate RONDA 3 DESPLIEGUE: Wedge ESTRATEGIA: Turf War INTRIGAS: 6 - Hold Up Their Forces 8 - Power Ritual 9 - Outflank 11 - Deliver a Message 13 - Vendetta Se revelarán 7 días antes de la fecha del torneo. PRE-RELEASED MODELS Se permitirá el uso de miniaturas que aún no estén a la venta, representándolas mediante una miniatura de tamaño parecido y con igual tamaño de peana. Es obligatorio usar las cartas oficiales, en caso de que no esté disponible, la última versión de la carta de la beta o una captura de la aplicación M3E oficial de Malifaux. PUNTUACIÓN Y EMPAREJAMIENTO Se seguirá el sistema TP/DIF/VP explicado en el Gaining Ground. Además tendremos una novedad y es que testearemos una nueva aplicación para torneos. Utilizaremos la aplicación Best Coast Pairings, crearemos el evento y podréis uniros para ver los resultados y estadísticas del torneo en vivo así como la introducción de vuestros resultados. Podéis ver la aplicación y descargarla aquí: https://www.bestcoastpairings.com/ HORARIOS Apertura: 10:45. Partida 1: 11:00 a 13:00 Partida 2: 13:15 a 14:00 Descanso para comer: 14:00 a 16:30 Partida 2: 16:30 a17:45 Partida 3: 18:00 a 20:00 Entrega de premios: 20:15 Si hay partidas en curso cuando se acabe el tiempo de la ronda se terminará el volteo de cartas en curso y los puntos de victoria serán los que haya en ese instante. Se darán avisos cuando quede una hora de juego, media hora, quince y cinco minutos. Para los jugadores que lleguen tarde, su rival habrá ganado tanto los volteos de despliegue como de iniciativa. PREMIOS Entregaremos vales para el top 3 y se sortearán material de Wyrd entre los asistentes.
  2. BASES INSCRIPCIÓNEl coste de la inscripción será de 10 euros y será destinado íntegramente a premios.Mínimo numero de plazas: 8.Plazas: 16 .Se seguirá el Gaining Ground 2018 con las misiones de M3E, podéis encontrarlas al final del manual de M3EELECCIÓN DE BANDASLas partidas se jugarán a 50 SS.Se declarará una facción al inicio de torneo y de ahí se escogerán los líderes para cada partida.No se permitirá la contratación de masters además del líder de la banda así como las miniaturas de la Dead Man´s Hand, siguiendo el formato detorneo británico.RONDAS RONDA 1DESPLIEGUE: Wedge DeploymentESTRATEGIA: Turf WarSCHEMES:Take PrisonerVendettaAssassinateOutflankDig Their GravesRONDA 2DESPLIEGUE: Wedge DeploymentESTRATEGIA: Plant ExplosivesSCHEMES: Hold Up Their ForcesAssasinateClaim JumpDig Their GravesDetonate ChargesRONDA 3DESPLIEGUE: Standard DeploymentESTRATEGIA: Corrupted IdolsSCHEMES: Deliver a MessageHarness the Ley LineDetonate ChargesBreakthroughTake PrisonerSe jugarán 3 partidas y cada ronda tendrá una duración de 2:15 horas.TIPO DE DESPLIEGUEEl despliegue estará definido en los encuentros.ESTRATEGIAS & INTRIGAS > Serán reveladas una semana antes del evento.PRE-RELEASED MODELSSe permitirá el uso de miniaturas que aún no estén a la venta, representándolas mediante una miniatura de tamaño parecido y con igual tamaño de peana. Es obligatorio usar las cartas oficiales, en caso de que no esté disponible, la última versión de la carta beta.PUNTUACIÓN Y EMPAREJAMIENTOSe seguirá el sistema TP/DIF/VP explicado en el Gaining Ground.HORARIOSApertura: 10:45.Partida 1: 11:00 a 13:00Partida 2: 13:15 a 14:00Descanso para comer: 14:00 a 16:30Partida 2: 16:30 a17:45Partida 3: 18:00 a 20:00Entrega de premios: 20:15
  3. Hey Wyrdos, You got something new from GenCon? That Molly looks sick. And now it´s time to play! I´m running a new M3E Tournament in Madrid (Spain) in Goblin Trader Sur, this saturday 10th We are expecting a lot of newcomers and we will watch them get to the top! All bases can be found here: https://www.facebook.com/events/354125682191527/ See ya in the tournament
  4. M3E is more about sinergies between the crews and playing the game with models you like. In Ressers we have lost a lot of summoning mechanics, but this is not a nerf, it´s just that some crews play different. Now i don´t have to summon everyturn a rotten belle with Seamus, but that does not mean i cant keep playing with Seamus, it´s just other kind of game. And i´m glad to admit that counting with only 10 conditions is better than the more than a hundred M2E conditions...
  5. Im pretty sure it is a new Huggy, but the alternative one is so beautiful....
  6. Hello fellow wyrdos, Yesteday i bought the 10T stat and upgrades pack and while i was reading all the cards looking for changes, i got to the reliquary upgrades. And i saw these two. Is this the new look for Izamu and Chiaki? Chiaki looks amazing and Izamu a whole lot more menacing than now. What do you think?
  7. Hello bayou smugglers, I´m running the first oficial M3E tournament this sunday at GTS Madrid Sur. I´m expecting many players come back now that everything is official. If someone wants to come, you are welcome! All details on this FB post https://www.facebook.com/events/1341968279274301/
  8. Im nor rating them so highly but the capability of take the focus out and give distracted without any kind of defense is pretty good also. And they can do it buried
  9. Daydreams are incorporeal, have Lucid Dreams and push nightmares, also they cost 3 ss Alps give negative to dmg flips and they cost a bit more. The Terryfing ones are the Insidous madness and are incorporeal and Terrifying and yes, you need a 11mask, but are pretty cool also. In the beginning of the post you can see the initial crew that contains 8 models with Lucid Dreams that are almost 16 cards in turn 2. that left the dreamer deck with 38 cards. Yes, its random between 3 cards, but those contains a few low cards easily
  10. And is summoneable, 2 ap for each Stitched, and gamble your life ignores terrifying, incorporeal and focus. Yeah, pretty balanced. If anyone does not believe me, i will learn how to play with vassal so anyone can see what i´m saying. But besides this i´m open minded about crew list that can defeat the dreamer, better if the crew list are on Ressers, Ten Thunders, Outcast or Neverborn so i can test them against The Dreamer in tournaments.
  11. Yep, you are right there. It´s not a duel, so if i do not flip a RJ i´m f***** Yeah, i´m aware that with al alpha i can take down a few lucid dream models but here is another problem, stitched together are Df 6, 6 Wd and Armor +1, they are not taken down easily by many models in the game, and the Dreamer can summon them again full HP and the unbury in your face, ready to do the gamble. I understand your opinion of Lucid Dreams, but i just see that the dreamer is cheating in front of me and i can´t do nothing to stop him but killing his models, and that means that i can´t focus on doing the Schemes and Strategy while he can. So, for me, that means a game lost.
  12. In M2E, Gamble your Life was cheteable and also had the backswing in the damage. With same stat, think that if he ties with the other model, the stitched wins. The only models that could win the stitched are the monks as in any kind of duel can decrease the chi to gain +2 to the duel or the enemy cheating a RJ to stop your 13. The backswing has to be there. If not, the damage should not be cheateable and the track worse, like a 2/3/4 and affected by terrifying and incorporeal
  13. It´s a bonus action, and the crew works pretty well as i have said. Maybe there are not 10 cards a turn, but sure they can remove 7-8 cards easily if you don´t take down one or two models per turn and the dreamer does not summon anything else with Lucid Dream.
  14. I agree with your opinion about fiendish gamble, but i do not agree with your last argument. The risk of fliping a BJ is increased, but also increases the probability to draw it and keep it in hand and never fliping it. Also, if you reduce that probability, the statistic says you will flip more red jokers than the other player, and this makes it pretty powerful also.
  15. Hello wyrdos, I had recently played a couple games against The Dreamer and i have only one thing to say: Lucid Dreams is absurdly good. In the last 2 games, with the same crew (The Dreamer, Chompy, 3 Stitched, 3 Daydreams, Serena Bowmand and 1 Alp) at turn 4 and 5, the crew removed 25 cards, not counting with all the 13 that come back to the deck as the stitched used them to Gamble your Life flips. The Dremer´s deck had only a 5, a 6, and all the remaining cards were 7 or greater, that makes the crew almost invincible as all the flips are good or very good. All dmg flips are moderate or severe and the control hand of The Dreamer was pretty good. I think this thing is overpowered and it´s a hell to play against. But it doesn´t stop there. Gamble your Life is unstoppable, being a tactic makes the action skip Terrifying, Manipulative and Incorporeal, as he saves some 13 or 12 removed by Lucid Dreams to do the flip is almost imposible for the Stitched to lose the duel. So the Stitched are a soulstone burner and one of the best minion killer as the stats on the models are ignored also, being just a flip with no modifiers. Hard to Wound can save your life sometimes but against 3 it´s almost impossible. In our game, i lost 3 or 4 models just trying to stop the Stitcheds, and they were not bad models, Katanaka Crime Bosses, Ten Thunder archers, etc... I think Lucid Dreams needs a nerf or at least a rework to make it less powerful. Also Gamble your Life should be reworked, making it an attack action or at least being able to cheat the duel and not the dmg flip.
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