MudgeBlack Posted May 31, 2018 Report Share Posted May 31, 2018 Polyfaux! 6/23/18 Cal Poly San Luis Obispo, University Union, Chumash Hall 50 SS Single faction 2018 Gaining Grounds using the 2nd quarter strategies 12:00 check in, 12:30 Cards flip 3 rounds RSVP asap (PM) so I have a head count for # of tables. Paint encouraged but not required. Any questions, fire away. New players welcome. Any other info needed, just let me know. Quote Link to comment Share on other sites More sharing options...
MudgeBlack Posted June 21, 2018 Author Report Share Posted June 21, 2018 •Round 1 - Extraction, Standard Deployment Extraction (R) . Set up: Place a 30mm informant Marker (Ht0) at the center of the table. Special Rules: At the end of every Turn after the first, after scoring VP, The player with the most non-Peon models within 6” of the Informant Marker may place the Marker up to 3” from its current location, not into terrain or base contact with a model. 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 Informant Marker. 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. 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. 5: Undercover Entourage It is vital that an important person be delivered into enemy territory. This Scheme may not start revealed. When you choose this Scheme, note down one of this Crew’s Master or Henchman models. At the end of the game, if the chosen model is in the opponent’s half of the table, this Crew earns 1 VP. If the chosen model is in the enemy Deployment Zone at the end of the game, this Crew earns 1 additional VP. If the chosen model is in the opponent’s half of the table at the end of the game and has half or more of its Wounds remaining, this Crew earns 1 additional VP. 8: Search the Ruins In order for the ritual to go off without a hitch, your crew has to harness the magical energies of the ley line running beneath the battlefield. This Scheme may not start revealed. At the end of the game, this Crew earns 2 VP if it has 3 or more Scheme Markers within 6” of the Center of the board and not within 2" of other friendly Scheme Markers. If at least two qualifying Scheme Markers are on the opponent’s half of the table, earn 1 additional 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. •Round 2 - Ply for Information, Flank 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. 4: Hold Up Their Forces The longer we can hold them here, the better chance our boys have of making it back home. 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 at least one of its non-Peon models is engaged with at least two enemy models with no other friendly models engaging them. 5: Undercover Entourage It is vital that an important person be delivered into enemy territory. This Scheme may not start revealed. When you choose this Scheme, note down one of this Crew’s Master or Henchman models. At the end of the game, if the chosen model is in the opponent’s half of the table, this Crew earns 1 VP. If the chosen model is in the enemy Deployment Zone at the end of the game, this Crew earns 1 additional VP. If the chosen model is in the opponent’s half of the table at the end of the game and has half or more of its Wounds remaining, 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 Soul Stone 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 13: Public Demonstration Make your voice heard! This Scheme may not start revealed. When you choose this Scheme, note down up to three Minion models in this Crew with a combined Soulstone Cost of at least 15. Once per game, at the end of any Turn, this Crew may reveal this Scheme to earn 1 VP for each of the noted models within 4” and LoS of an enemy Master, Henchman, or Enforcer. •Round 3 - Headhunter, Close Deployment Headhunter (T) ! 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 place in base contact with any model; If there is nowhere it can be legally placed then skip placing a Marker. 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. 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. 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. 8: Search the Ruins In order for the ritual to go off without a hitch, your crew has to harness the magical energies of the ley line running beneath the battlefield. This Scheme may not start revealed. At the end of the game, this Crew earns 2 VP if it has 3 or more Scheme Markers within 6” of the Center of the board and not within 2" of other friendly Scheme Markers. If at least two qualifying Scheme Markers are on the opponent’s half of the table, earn 1 additional VP. 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.. 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 Soul Stone 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 Quote Link to comment Share on other sites More sharing options...
MudgeBlack Posted June 25, 2018 Author Report Share Posted June 25, 2018 1st place: Nick (Arcanists) 2nd place: Eric (Ressers) 3rd place: Sam (Neverborn) Thanks Everyone Quote Link to comment Share on other sites More sharing options...
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