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Malifaux tourney - San Luis Obispo, CA - 2/25/18


MudgeBlack

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Malifaux tournament
San Luis Obispo
Captain Nemo's

2018 Gaining Grounds
Feb 25, 2018
Captain Nemo's
563 Higuera St, San Luis Obispo, CA 93401
805-544-6366
50 SS
Single faction
2018 Gaining Grounds using the 1st 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.

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  • 3 weeks later...

Strats & Schemes for your perusal and prep:

 

•Round 1 - Public Executions, Close Deployment

Public Executions (t)

Make them bleed, and watch the look of horror on your enemy's face.

On any Turn after the first, whenever a non-Peon model kills or sacrifices a non-Peon model it considers an enemy, it gains the following Condition until the end of the game:

Shed Blood: At the end of this model's Activation, remove this condition if no enemy models have line of sight to this model.  This Condition cannot be gained in any way other than as

is stated in this Strategy.

Victory Points

At the end of every Turn after the first, if a Crew has more models in play with the Shed Blood Condition than the opposing crew, that Crew earns 1 VP. Then remove the Shed Blood Condition from every model in play.

t Paired: Eliminate the Leadership

Checkmate.

This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it.  The first time the enemy Leader is reduced below half of their starting Wounds, this Crew earns 1 VP. The first time the enemy Leader is reduced to 0 Wounds, Killed, or Sacrificed this Crew earns 1 VP. If there is no enemy Leader in play at the end of the game, this Crew earns 1 VP.

6: Inescapable Trap

Bring them all together, then spring the trap! It will work, trust me.

This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it.  At the end of every Turn after the first, this Crew earns 1 VP if two or more enemy non-Peon models are within 3" of one or more Scheme Markers friendly to this Crew. Then, remove one qualifying Scheme Marker.

9: Take Prisoner

Sometimes, you just have to keep someone alive for questioning.

This Scheme may not start revealed. When you choose this Scheme, note down an enemy

model. At the end of the game, if this Crew has at least one non-Peon model engaged with the noted enemy model, this Crew earns 2 VP. If this Crew earns any VP from this Scheme and there are no other enemy models within 3” of the noted model, this Crew earns 1 additional VP.

10: Take One For the Team

We never really liked him anyway.

This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. When you choose this Scheme, note one of this Crew’s non-Peon, non-Leader models as the “sucker.” If the chosen “sucker” model is killed or sacrificed by an enemy model, this Crew earns 1 VP. If the enemy model has a higher Soulstone cost than the "sucker" or was a Master, this Crew earns 1 additional VP. Some Henchman Models have a Soulstone cost of 0, these models count as having a cost of 13 minus their Cache. If this Scheme was revealed on or after Turn 4, this Crew earns 1 additional VP.

12: Vendetta

This one is personal.

This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. The scheming player notes one of their non-Leader, non-Peon models with a Soulstone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model. If the noted friendly model's first Attack Action in the

game is against the noted enemy model, score 1 VP and reveal this Scheme. If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP. If the noted enemy model is killed by the chosen friendly model, score 3 VP.

 

 

 

 

 

•Round 2 - Ply for Information, Standard Deployment

Ply for Information (R)

Knowing your opponent is half the battle.

On any Turn after the first, non-Peon models may take a (1) Interact Action targeting an enemy model they are engaged with that does not have the Gathered Intel Condition to gain the following Condition until the end of the game:

Gathered Intel: This Condition is removed if this model suffers Severe damage. This Condition cannot be gained in any way other than as is stated in this Strategy.

Victory Points

At the end of every Turn after the first, if a Crew has more models in play with the Gathered Intel Condition than the opposing crew, that Crew earns 1 VP. Then remove the Gathered Intel Condition from every model in play.

R Paired: Surround Them

Attack your enemy from all sides.

This Scheme may not start revealed. At the end of the game, this Crew earns 1 VP if it has a

Scheme Marker within 6" of a Table Corner in the enemy crew's deployment zone. At the end of the game, this Crew earns 1 VP for each other Table Corner with a friendly Scheme Marker within 6" (up to a maximum of 2 VP). Only one Table Corner within this Crew's Deployment Zone may count towards this Scheme.

2: Dig Their Graves

Or put their head on a pike. Whatever floats your boat.

This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. Once per turn, after this Crew kills or sacrifices an enemy non-Peon model that is within 4" of one or more Scheme Markers friendly to this Crew, this Crew earns 1 VP. After Scoring, your opponent may remove one Scheme Marker friendly to your Crew within 4" of the killed or sacrificed model.

7: 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 earned 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 earns 1 VP.

11: Recover Evidence

The enemy has incriminating evidence against your leader! It's time to get it back!

This Scheme may not start revealed. You may reveal this Scheme at the beginning of any Turn. After revealing this Scheme, the opponent chooses five of their models in play (or all of their models in play if they have less than five remaining). Place an enemy Evidence Marker in base contact with the models chosen by the opponent. Models in this Crew may use a (1) Interact Action to remove an enemy Evidence Marker in base contact with itself. If they do, this Crew earns 1 VP.

12: Vendetta

This one is personal.

This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. The scheming player notes one of their non-Leader, non-Peon models with a Soulstone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model. If the noted friendly model's first Attack Action in the

game is against the noted enemy model, score 1 VP and reveal this Scheme. If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP. If the noted enemy model is killed by the chosen friendly model, score 3 VP

 

 

 

•Round 3 - Ours, Corner Deployment

Ours (c)

A victor gives no quarter!

Divide the table into four 18" by 18" table Quarters.

Victory Points

At the end of every Turn after the first, add up the Soulstone cost of all friendly non-Peon models in each table Quarter, not counting any models that: were summoned this game,

are within any other table Quarters, or are within 6" of the Center of the table. The Crew with the highest Soulstone cost within each table Quarter controls it. For this Strategy, Masters and non-Master models with a cost of 0 count as having a cost of 10. If a Crew controls at least two table Quarters, that Crew earns 1 VP.

c & Joker Paired: Guarded Treasure

What's better than guarding a big, fat, stack of loot.

This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. At the end of every Turn after the first, this Crew earns 1 VP if it has at least two Scheme Markers within 2" of the Centerline, at least 8" apart, and each has at least 1 friendly non-Peon, non-Minion model within 3". After scoring, remove all friendly Scheme Markers within 2" of the Centerline.

2: Dig Their Graves

Or put their head on a pike. Whatever floats your boat.

This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. Once per turn, after this Crew kills or sacrifices an enemy non-Peon model that is within 4" of one or more Scheme Markers friendly to this Crew, this Crew earns 1 VP. After Scoring, your opponent may remove one Scheme Marker friendly to your Crew within 4" of the killed or sacrificed model.

3: Set Up

Get the enemy right where you want them and then knock them

down.

This Scheme may not start revealed. When you choose this Scheme, note down an enemy

Master, Henchman, or Enforcer model. Once per game, at the end of any Turn, this Crew may

reveal this Scheme to earn a number of VP equal to the number of this Crew’s Scheme Markers within 4” of the noted enemy model. Then remove all of this Crew’s Scheme Markers within 4” of the noted enemy model.

10: Take One For the Team

We never really liked him anyway.

This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. When you choose this Scheme, note one of this Crew’s non-Peon, non-Leader models as the “sucker.” If the chosen “sucker” model is killed or sacrificed by an enemy model, this Crew earns 1 VP. If the enemy model has a higher Soulstone cost than the "sucker" or was a Master, this Crew earns 1 additional VP. Some Henchman Models have a Soulstone cost of 0, these models count as having a cost of 13 minus their Cache. If this Scheme was revealed on or after Turn 4, this Crew earns 1 additional VP.

12: Vendetta

This one is personal.

This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. The scheming player notes one of their non-Leader, non-Peon models with a Soulstone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model. If the noted friendly model's first Attack Action in the

game is against the noted enemy model, score 1 VP and reveal this Scheme. If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP. If the noted enemy model is killed by the chosen friendly model, score 3 VP

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