MudgeBlack Posted July 31, 2017 Report Share Posted July 31, 2017 For all of us that can't make Gen Con: Malifaux tournament San Luis Obispo Captain Nemo's 2017 Gaining Grounds August 19, 2017 Captain Nemo's 563 Higuera St, San Luis Obispo, CA 93401 805-544-6366 50 SS Single faction 2017 Gaining Grounds using the 3rd quarter strategies 10:30 check in, 11:00 Cards flip 3 rounds $10 entry (goes to prize support). RSVP asap so I have a head count for # of tables. Paint encouraged but not required. Any questions, fire away. New players welcome. Quote Link to comment Share on other sites More sharing options...
MudgeBlack Posted August 15, 2017 Author Report Share Posted August 15, 2017 Strats & Schemes Round 1 – Turf War, Standard Deployment Turf War Set up Place a single Turf 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" of the Turf Marker. Schemes: Always: Claim Jump Time to mark your territory. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, if this Crew has at least two Scheme Markers within 2” of the Centerline of the board, not within 2" of an enemy model, and not within 4" of another friendly Scheme Marker, this Crew scores 1 VP and removes all friendly Scheme Markers within 2" of the Centerline. Masks: Accusation You've been accused of something vile. You can't let it stand! This Scheme may not start revealed. All non-Peon models in this Crew may target a non-Peon enemy model within 1” that has not yet Activated this Turn with a (1) Interact Action to give the target the following Condition for the rest of the game: Accused: This model gains the following Action: “(1)Hold It!: Remove the Accused Condition from this model. This Action may not be taken while this model is engaged.” No other Action or Ability can remove this Condition. The first time an enemy model gains the Accused Condition, reveal this Scheme. At the end of every Turn after the first, this Crew may end the Accused Condition on one enemy model in play to gain 1 VP. 3: Show of Force Sometimes showing up well-armed is all you need to put down a riot. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, count the number of face-up Upgrades with a printed cost greater than 0 attached to each non-Master model within 6” of the center of the board for each Crew. Upgrades which began the game attached to a Master do not count toward this total. If this Crew has at least one qualifying Upgrade and has a number of qualifying Upgrades equal to or exceeding the opposing Crew’s number of qualifying Upgrades, this crew scores 1VP. Ram: Frame For Murder Convince the enemy leader to kill some poor sap! This Scheme may not start revealed. Reveal this scheme once this Crew has scored any VP from it. When you choose this Scheme, note one of this Crew’s non-Peon models as the “sucker.” If the chosen “sucker” model is killed or sacrificed by an enemy model, score 1 VP. If the enemy model was a Master or Henchman, score 1 additional VP. If this Scheme was accomplished on for before turn 3, score 1 additional VP. 1: Covert Breakthrough The Crew must push into enemy territory, but keep quiet about it! This Scheme may not start revealed. At the end of the game, this Crew earns 1 VP for each of its Scheme Markers within 6” of the enemy Deployment Zone. Round 2 – Headhunter, Flank Deployment Headhunter (t) "Maybe this time they'll believe me when I say I killed 5 men" he muttered to himself as he cut off the next fellow's scalp. It was gruesome work, but this time he was going to get paid. Special Rules Whenever a model kills or sacrifices a non-Peon model which it considers an enemy, the model which made the kill must place a 30mm Head Marker within 3" and LoS of the killed or sacrificed model before removing it from play. This Marker may not be placed in base contact with any model. If there is nowhere it can legally be placed, the Head Marker is not placed. Any model in base contact with a Head Marker may make a (1) Interact Action with it to remove it from play. Victory Points At the end of every Turn after the first, a Crew earns 1 VP if it removed at least one Head Marker from play that turn. Schemes: Always: Claim Jump Time to mark your territory. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, if this Crew has at least two Scheme Markers within 2” of the Centerline of the board, not within 2" of an enemy model, and not within 4" of another friendly Scheme Marker, this Crew scores 1 VP and removes all friendly Scheme Markers within 2" of the Centerline. Tome: Leave Your Mark Let the world know you were here. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, this Crew may remove one of its Scheme Markers which is on the opponent’s half of the board, not within 6” of the of the Centerline, and not within 4” of a non-Peon enemy model to score 1 VP. 5: Hidden Trap Even an empty chest is useful, if your enemy wants to see what's inside. This Scheme may not start revealed. At the end of the game, this Crew earns 1 VP for each enemy non-Peon model within 3" of one or more friendly Scheme Markers. Then, remove all of this Crew’s Scheme Markers which are within 3” of an enemy model Masks: Accusation You've been accused of something vile. You can't let it stand! This Scheme may not start revealed. All non-Peon models in this Crew may target a non-Peon enemy model within 1” that has not yet Activated this Turn with a (1) Interact Action to give the target the following Condition for the rest of the game: Accused: This model gains the following Action: “(1)Hold It!: Remove the Accused Condition from this model. This Action may not be taken while this model is engaged.” No other Action or Ability can remove this Condition. The first time an enemy model gains the Accused Condition, reveal this Scheme. At the end of every Turn after the first, this Crew may end the Accused Condition on one enemy model in play to gain 1 VP. 13: Last Stand Never go down without a fight. This Scheme may not start revealed. Reveal this Scheme at the end of any turn. At the end of every Turn after the Turn this Scheme has been revealed, if this Crew has at least three Enforcer and/or Henchman (any combination of at least three) models in play completely outside their deployment zone and this Crew has fewer models in play than the enemy Crew, score 1 VP. Round 3 - Interference, Close Deployment Interference (M) "What do you think they're doing?" the Handler asked, looking over the stationary Gamin spread out across the field. "No idea, but let's stop them just in case." Set Up Divide the table into four 18" by 18" table Quarters. Victory Points At the end of each Turn after the first, a Crew earns 1 VP if it controls two or more table Quarters. To control a table Quarter, the Crew must have the most unengaged non-Peon models within the table Quarter. These models cannot be within 6” of the Center of the table, or partially within another table Quarter. Schemes: Always: Claim Jump Time to mark your territory. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, if this Crew has at least two Scheme Markers within 2” of the Centerline of the board, not within 2" of an enemy model, and not within 4" of another friendly Scheme Marker, this Crew scores 1 VP and removes all friendly Scheme Markers within 2" of the Centerline. Ram: Frame For Murder Convince the enemy leader to kill some poor sap! This Scheme may not start revealed. Reveal this scheme once this Crew has scored any VP from it. When you choose this Scheme, note one of this Crew’s non-Peon models as the “sucker.” If the chosen “sucker” model is killed or sacrificed by an enemy model, score 1 VP. If the enemy model was a Master or Henchman, score 1 additional VP. If this Scheme was accomplished on for before turn 3, score 1 additional VP. Tome: Leave Your Mark Let the world know you were here. This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, this Crew may remove one of its Scheme Markers which is on the opponent’s half of the board, not within 6” of the of the Centerline, and not within 4” of a non-Peon enemy model to score 1 VP. 9: Mark for Death It’s always good to keep the slaughter organized. This Scheme may not start revealed. All non-Peon models in this Crew may take a (1) Interact Action to give a target non-Peon enemy model they are engaged with the following Condition for the rest of the game: “Marked: This Condition may not be removed or ended.” Reveal this Scheme once an enemy model gains the Marked Condition. When an enemy model with the Marked Condition is reduced to 0 Wounds or leaves play, gain 1 VP and remove this Condition from that model. 13: Last Stand Never go down without a fight. This Scheme may not start revealed. Reveal this Scheme at the end of any turn. At the end of every Turn after the Turn this Scheme has been revealed, if this Crew has at least three Enforcer and/or Henchman (any combination of at least three) models in play completely outside their deployment zone and this Crew has fewer models in play than the enemy Crew, score 1 VP. Quote Link to comment Share on other sites More sharing options...
MudgeBlack Posted August 20, 2017 Author Report Share Posted August 20, 2017 Thanks to everyone for coming out! We had: Arcanist x2 Neverborn x2 Outcasts Ressers 1st Nick (Arcanist) 2nd Eric SB (Neverborn) 3rd Amber SB (Ressers) Thanks again to all and a special thank you to Eric K, even though he couldn't make it due to conflicting plans he made special arrangements to deliver terrain for the event. Quote Link to comment Share on other sites More sharing options...
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