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Australian Malifaux Grand Tournament 2014


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Location: Southern Battle Gamers. The Sylvania Heights Community and Youth Club Box Road. Here
 
When: Saturday and Sunday 27th and 28th of September.
 
Accommodation: Like last year the Abcott Inn will be giving players staying there a 10% discount on their rooms.
 
Masters: Day One of the GT will be a single master story event. Dual faction masters must choose their faction at the start of the day and stay with the same faction all the way through.
Day Two will be fixed faction gaining grounds.
 
Soulstones: Day One you will be able to pick a crew based on all the models available to that master for the day (note the first game is henchmen led so not all models may be available to that henchmen and may not be hired until game 2 onwards).
Day Two will be 40ss plus a card’s flip games. (So if a 7 is flipped for that round games will be 47ss)
 
Rounds: Both days will be 4 rounds.
 
Pairings: At the beginning of Day One players will be placed into 2 groups these groups will play players from the opposing group only. The first pairing of the day will be a random draw. Pairings for the 2nd, 3rd and 4th rounds will be seeded and where possible same faction match ups will be avoided. 
Day Two the first pairing of the day will be a random draw. Pairings for the 2nd, 3rd and 4th rounds will be seeded and where possible same faction match ups will be avoided.
 
Scoring: Scoring on both days will be done using the Domination Format from the current gaining grounds(TP/DIFF/VP).
 
Players: This event is capped at 32 players.
 
Tables: The tables will be 3’x3’ and will have at least half the table covered in terrain where possible, tables will be set up before the event. 
 
Proxies: Proxies for released models will not be allowed at this tourney. Conversions from other Wyrd models may be allowed provided it is not confusing and on a case by case basis. Proxies for unreleased models are allowed but run it by me first so we avoid confusion.
 
Painting: All models must be painted, have 3 colours minimum and be based. There will be prizes for best painted crew/s.
 
Cost: $30 for one day $45 for both days, with all money going back to the players in prize support, room hire and drinks. Payment should be made before the event. The money should be direct deposited into the following account with your name as the description, if you are only doing 1 day state which day in the description:
 
Underground Wargames
BSB: 062000
Account number: 14830845
Commonwealth Bank
 
I would ask that everyone please sign up before the last week remaining before the GT as I will be getting prizes for everyone that attends and I would hate to be surprised last minute and have someone miss out. If you think you may only be able to sign up in that last week and you are definite, please let me know directly before the fact!
 
Prizes: The same crazy prizes per round will be back just like last year. Will we have best in faction prizes for the best performers in faction over the two days to reward those people representing their factions proudly! Also prizes for 1st, 2nd, 3rd, best sports, best crew and some other wacky prizes we will be coming up with. To be eligible for the Best in Faction and Least Good in faction prizes you need to play the same faction both days of the tourney.
 
Sponsor: I'm proud to announce that Underground Wargames will be back sponsoring this event!!
 
Winning: The overall winner will have his or her name and faction added to the Australian Malifaux GT trophy.
 
What to Bring: • Crew models
• Rulebooks and official Wyrd Stat Cards
• A Fate Deck (one with Malifaux Suits)
• Measuring tape
• Appropriate Counters/Markers/Tokens
PEN!
 
Strategies and Schemes:
Day One: Story Event
Game 1: TBD Henchman Led
 
Game 1:
 
Size
 
This game will be 40ss. This game is henchman led.
 
Deployment
 
Standard Deployment will be used during this game.
 
Setup
 
Place a 30mm Memory Marker in the centre of the board. Then place a 30mm Memory Marker 9 inches either side. 
 
Special Rules
 
A model may take a (1) Interact Action to pick up a Memory Marker that is in base contact with the model, place the Memory Marker on the model’s stat card. If the model is buried or leaves play for any reason the controlling player must place the Memory Marker in base contact with the model before it leaves play.
 
Special Event
 
Fog: At the beginning of the game place 2 50mm Fog Markers in the centre of the board then flip a card for each and move them the direction indicated by the suit in the number of inches equal to the number on the card. Each player flips for a Fog Marker each. If a black joker is flipped that Fog Marker is removed from play. If a Red Joker is flipped then flip 2 more cards, the fog has split in half and move a Fog Marker as indicated by the cards. 
Flip for the fog markers at the beginning of each turn after initiative is flipped but before the activation phase begins.
If a model with the Use Soulstone ability begins its activation or enters the fog during its activation it takes a Dmg flip of 1/2/3 which ignores armour and may not be prevented using soulstones.
 
Game1_zpsb6861a9d.png
 
Victory Points
 
At the end of each Turn after the first, a crew earns 1 VP if models in its crew are holding the same number or more Memory Markers than their opponent. Note you must be holding at least one Memory Marker to score this strategy.
 
Game 2:
 
The Dazed master’s heads are clearing and are becoming aware that an Idol in the bayou is used to channel this fog to steal their memories. Grabbing their loyal followers they head into the bayou to regain their memories, but surely the Manipulator’s won’t make it easy for them…
 
Size
 
This game will be 40ss.
 
Deployment
 
Flank Deployment is used for this game.
 
Setup
 
Place a 50mm Idol Marker in the centre of the board. It is Ht 3 and Impassable, blocking terrain. The idol grants Hard Cover.
 
Special
 
The Manipulator’s player may attach one upgrade with the restriction of the opposing master to their master if the Dazed master didn’t score 4VPs from the strategy in Game 1 up to their usual restriction of 3.
 
The Dazed Player’s Master may only attach a number of upgrades equal to the amount of Victory Points they scored from the strategy in Game 1 up to their usual maximum.
 
The Dazed master may do a (1) interact action with the Idol Marker per missing upgrade slot to recover it’s memories and be able to attach up to its maximum upgrades again for Game 3.
 
Special Rules
 
Note down the suit of the card that won the initiative flip this turn, while in base contact with the idol models have:
 
Ram: Positive to healing flips
Mask: Negative to Wp flips
Crow: Negative to Defense flips
Tome: Positive to Ca attack actions
Black Joker: Negative to all flips
Red Joker: Positive to all flips.
 
 Victory Points
 
A crew scores 1 VP if a minion belonging to that crew is touching the idol at the end of each turn after the 2nd.
 
Game 3:
 
The Masters have returned to what they consider as normal and need more answers! It’s time to retrace our steps and look for clues as to why and how this was done, but information and power are not easily taken in malifaux…
 
Size
 
45ss game
 
Deployment
 
Corner Deployment
 
Setup
 
Place a 30mm Clue Marker 9 inches and 18 inches on both sides of the centreline. Give each of the 4 markers a suit when they are placed take turns picking a suit with your opponent starting with the Manipulator Player.
 
Special
 
The Dazed player's non-peon models may take an (1) interact action on any turn after the first, while in base contact with the clue marker. If unengaged and in base contact with the Clue Marker at the end of the turn perform a Decipher flip which may be cheated, if the card flipped or the cheated card is the same suit as the clue marker the clue has be successfully deciphered and the marker is removed from play. Only one marker per turn may be removed in this way although flips for different markers may be taken. The dazed player chooses the order in which models take these flips at the end of turn.
 
Special Event
 
Darkness Falls: At the end of turn the Manipulator player flips a card which may not be cheated if the card is a mask darkness has fallen for the following turn reduce the range on all non-melee actions by 3 inches for the following turn. Darkness may not fall on 2 consecutive turns.
 
Victory Points
 
The Dazed player scores 1 VP if a Clue Marker is deciphered this turn.
The Manipulator player scores 1 VP if a Clue marker is not deciphered this turn.
 
Game 4:
 
The Dazed masters have finally managed to figure out who is behind the attacks. As they draw nearer they are again confronted by agents of the entity. Whether willing participants or not, they must be stopped. Capture is not an option they must be destroyed before they can assist the entity any more. Or will stopping them further the entity’s final goal?
 
Size
 
50ss Game
 
Deployment
 
Standard Deployment. Player’s deployment zones are increased 1 inch for each point they scored on the strategy 
in game 3 and reduced by 1 inch for each point their game 4 opponent scored on the strategy in game 3.
 
Special Event
 
Feed on blood: An ancient spirit hungers for death, after a model is killed or sacrificed by the opposing crew minion and peon models in both crews may gain the Bloodthirsty Condition. Bloodthirsty +1: Increase this model’s Ml value by 1 but decrease its Wp value by 1. A model may not gain this condition if its Wp stat would be unaffected. 
 
Victory Points
 
At the end of every Turn, after the first, a Crew earns 1 Vp if it killed or sacrificed two or more enemy models during that Turn. 
 
At the end of every Turn after the first, if a player has no models in play (buried models are not considered “in play”) then her opponent earns 1VP. A player may not earn more than 1 VP for this strategy per turn. 
 
 
Day Two:
Game 1: Reconnoitre
Game 2: Turf War
Game 3: Squatter’s Rights 
Game 4: Stake a Claim
 
 
Deployment:
 
Day One:
 
As above
 
Day Two:
 
Round 1 - Flank Deployment
Round 2 - Standard Deployment
Round 3 - Corner Deployment
Round 4 - Standard Deployment
 
Timetable:
 
Day One: Games are 1hr45mins.
 
8:30am Check in/registration
9:00am – Game 1 Begins
11:00am – Game 2 Begins
12:45pm - Lunch
1:45pm – Game 3 Begins
3:45pm – Game 4 Begins
5:30pm – Winners announced/ Prizes distributed
5:45pm - Trivia Contest / Prizes
6:30pm - All done for the day!
 
Day Two: Games are 1hr45mins.
 
8:30am Check in/registration
9:00am – Game 1 Begins
11:00am – Game 2 Begins
12:45pm - Lunch
1:45pm – Game 3 Begins
3:45pm – Game 4 Begins
5:30pm – Pack up
5:45pm – Winners announced/ Prizes distributed
 
 
 
Any questions at all feel free to PM me or reply to this thread
 
 
 
 
Paid Players:
1. Ross Tasker
2. Ryan Ritchie
3. Liam Phillips
4. Alex Johnston
5. Brendan Murray
6. Shane Wilson (sunday)
7. Michael Azer (sunday)
8. Chris Martin
9. Mark Williams
10. Noel
11. Sally
12. Zed
13. Nicholas Fletcher (Saturday)
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Story encounter is about 50% done just making sure it's enjoyable for both sides at the moment. Basic premise is that elite soulstone users are targeted and their memories stolen and captured into a new type of soulstone. So game one has them incapacitated and out of the game so they send their henchmen to find out whats going on and trying to reclaim their memories. 
 
Game two will be the masters regaining some of their memories based on how they did in the first game, this will be done with upgrade slots, so if they have most of their memories back they can attach more upgrades (ie remember how they fight tricks they do etc). If they dont get any or very few their opponents can attach a non limited upgrade of that master to their master for the game(stole their memory etc). Hiring restrictions upgrades will be out.
 
Game 3 will be the master's who's memories have been stolen finding out who's the main force behind this hunting down clues etc.
 
And finally game 4 will be giving them what for! You'll have more or less tools at your disposal depending on how you went with objectives throughout the day. At the beginning of the day I'll split people into 2 groups trying to make the groups as even as possible, each group being on a different side of the story encounter for the day.
 
Get pumped!
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