Drunken Monkey Posted April 11, 2019 Report Share Posted April 11, 2019 Hi everyone It's time again for our monthly Malifaux-Day at the House of Cards (you can find us here). We will open the doors Monday the 22nd April at 10:30am. This time we will have our last tournament with the expiring 2nd Edition. There will be 3 rounds M2E played with a single fraction and crews of 35 Soul Stones. We will start the first round at 11:30 and round time will be 105 minutes. Strategy and Schemes for the Rounds will be already revealed on Tuesday the 16th April. As it will be the Easter weekend and the last M2E Event at the House of Cards before we start discovering the 3rd Edition with a League (details coming soon😜), the Strategy and Schemes for the last round will be some Easter specific ones, just for this event🐰 Please contact me if you like to come so I can prepare enough tables. We have only few spaces left. There might still be some space left for a few games outside of the tournament. Please give me a sign if you would like to come for a few rounds of M2E, M3E or e TOS. I won't have any time for demos this time, but if you would be interested in some M3E or TOS demo just write me a message and we will find a date 😉 Quote Link to comment Share on other sites More sharing options...
Drunken Monkey Posted April 16, 2019 Author Report Share Posted April 16, 2019 As promised. Here the strategies and schemes for the tournament next Monday including the easter special scenario 😉 Round 1: Deployment: Flank Strategy: Ply for Information Schemes: Undercover Entourage, Inescapable Trap, Show of Force and Take Prisoner Round 2: Deployment: Corner Strategy: Symbols of Authority Schemes: Covert Breakthrough, Dig Their Graves, Hold Up Their Forces and Search the Ruins Round 3: Deployment: Standard Strategy and Schemes you find below: Easter Special!! Strategy Save the Bunnies! While crews are deployed, each player places 3 30mm Bunny Markers on the center line and no closer then 3' to another Bunny Marker. Special Bunnies are fast but fragile. A model can declare an attack action against a Bunny Marker. The Bunny Marker is hit on a TN of 13. Close combat actions have one minus twist, ranged combat actions have two minus twists. If the attack action deals at least one damage, remove the Bunny Marker from the game. At the end of each round, flip one card for each friendly Bunny Marker. Push each friendly Bunny Marker 3'/4'/5' in any direction. Schemes Feed the Bunnies This scheme may not start revealed. Durning any turn after the first you may reveal this scheme and distribute a Carrot Token to each model in this crew. Each model in play gains the following attack action: (1) Throw the Bait: Place a Carrot Marker in up to 10' and no closer than 2' to a Bunny Marker. „Pulse“ 4': For each Bunny Marker in reach, flip a card and push the Bunny Marker 1'/2'/3' towards the Carrot Marker. Then, if the Bunny Marker is in base contact with the Carrot Marker, remove the Carrot Marker from the game. A model cannot perform this attack action if it has no Carrot Token. A model in base contact may use a (1) interact action to remove a Carrot Marker to get a Carrot Token. Victory Points If an opponent's Bunny Marker removes a Carrot Marker from the Game, score 1 Victory Point. Find the Rabbit Hole This scheme may not start revealed. Reveal this scheme when you place the Rabbit Hole Marker. During any turn a model may use a (2) interact action to place a 50mm Rabbit Hole Marker in base contact and fully on the opponents half of the table. At the end of each round, after cards are flipped to push the Bunny Markers, each Bunny Marker on a table half with a Rabbit Hole Marker must perfrom a duel against a TN 14. On a passed duel the Bunny may be pushed in any direction, otherwise it is pushed its flipped distance towards the Rabbit Hole Marker. When a Bunny Marker is in base contact with the Rabbit Hole Marker, remove it from the game. Victory Points If an opponent's Bunny Marker is removed by a Rabbit Hole Marker, this crew scores 1 victory point. Bunny Race This scheme may not start revealed. After both crews are deployed, reveal this Scheme and place a Racing Bunny Marker in your deployment zone At the end of each round, flip a card. Push the Racing Bunny Marker 3'/4'/5' in any direction. The Racing Bunny Marker is considered a Bunny Marker for the puposes of Feed the Bunnies and Find the Rabbit Hole. Victory Points The fist time the Racing Rabbit Marker lies in the opponents half of the table after being pushed, this crew scores 1 victory point. At the end of a round, if the Racing Rabbit Marker is completely inside the opponents deployment zone, score 1 victory point. Steal the Easter Egg This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it. Victory Points A modell in base contact with an opponent's Bunny Marker may use a (1) interact action to score 1 victory point. Quote Link to comment Share on other sites More sharing options...
Drunken Monkey Posted April 21, 2019 Author Report Share Posted April 21, 2019 Bad Things Happen... While translating I somehow missed the Victory Conditions of the Strategy for my Easter Special. Good to know that there are well prepared players😌 Addition to the Strategy "Save the Bunnies" Victory Points At the end of the game this crew scores 1 victory point for every friendly Bunny Marker fully in the own deployment zone. At the end of the game if there are no more of the opponent's Bunny Markers on the field, this Crew scores an additional victory point. Quote Link to comment Share on other sites More sharing options...
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