pages bg right
Posted by Lord Shaper on 5 February 2013
Feburary Feud – The Hall of Heroes 10th Feb 2013

Feburary Feud – The Hall of Heroes 10th Feb 2013

Well Heartsbane is running a Tournament at the Hall of Heroes in Campbelltown, on the 10th of Feb.

If you are interested in coming, please follow the below link and register so he can accurately determine numbers.
http://www.thehallofheroes.com.au/ev…event_code=217

I’m going to be there so if your in the area come along!

Cost: $20 entry, which will be used for prizes and/or trophies, based on numbers of course.

Schedule:
8.30-9.00am: Registration
9.00-10.30am: Game 1
10.40-12.10pm: Game 2
12.10-1.00pm: Lunch Break
1.00-2.30pm: Game 3
2.40- 4.10pm: Game 4
4.10pm: Prizes!

Proxy: Proxies for up to 33% of your models are allowed, so long as the models are indicative of the model they represent. You may use use proxies for unreleased models that are not included in the 33%, so long as they are indicative of the model they represent.

Models are not required to be painted, but must be fully assembled and placed on the appropriate base size.
Players must have physical up-to-date stat cards for all models used, excepting only proxy pre-released models and Hamelin errata’d models, which a printed stat card is accepted.

Rounds: There will be 4 rounds, with 90mins per round (set-up included). The game size’s are variable depending on the story encounter (posted below).
Calling Time: 10 minutes before the time limit the TO calls “Last Turn” to inform players that they should complete the Turn they are on and not start another turn. At the end of the allotted time, the TO calls “Last Activation” to inform players to finish the current model activation then and then resolve the Turn’s Closing Phase before the end of the Encounter. After this players count their Victory Points (VPs).

This will be a Story Encounter Tournament using the story encounter’s used at the 2012 Australian Gt.

Crew Selection will be Fixed Master’s, with a 55ss pool to hire minions from for all four rounds. Minions that cost additional points to hire in-game (such as mercenaries or out of faction units) do not cost additional points when determining your 55ss pool. You do not need to include models that you only wish to summon to your pool.

Schemes are unique across the tournament, which means any schemes you use in game 1 cannot be used again for the remainder of the tournament (so choose them wisely). Remember that you have the option of sacrificing schemes for +2ss during the Hiring phase.

All Special Events in the story encounters are triggered if a 10+ card is flipped from the deck at the end of the last model’s activation in any turn after the 1st turn.

Winner’s will be determined by the Domination format, TP/DIFF/VP. Efforts will be made to avoid same faction match-ups, otherwise, pairings will be made as close as possible to players on the same score as you.

The strategies for each game is outlined below.

Game 1: Fight for the Observatory

There have been rumors of special astrological events about to occur in Malifaux. Naturally, the faction who understands these events best can take the most advantage from them. You’ve received intelligence of an abandoned observatory in the Badlands, race to get there and learn what you can of these events, be swift, the enemy is just a step behind you, and information isn’t any good if your dead.

Game Type/Size: Scrap 25ss.

Setup: A 3×3 inch “Observatory” Terrain piece will be placed in the centre of the board. Players set up using diagonal deployment.

Special:A significant model may make an (All) action whilst on or touching an “Observatory” Terrain feature to “use” the Observatory. Insignificant models or models engaged in combat may not take this action.

Special terrain:Observatory (Foresight): After a player’s model has interacted with the observatory, if that player has a significant model they control on or touching the observatory after the initiative flip that player may discard a card from their control hand to reflip initiative. This may only be taken once per crew per turn.

Special Events: BOOOM!!! The area is rigged to blow! All models on or touching any terrain piece suffer an unmodifiable 1/2/3 Dg flip that ignores armour.

Victory:
If a player’s model interacts with the Observatory during the encounter, that player scores 1 VP.
That player scores +1 VP if they interacted with the observatory during the first four turns of the Encounter.
That player scores +2VP if the model that interacted with the observatory is still in play at the end of the encounter.

Game 2: Rush for Knowledge!

You have learned a terrible truth, something is falling from the sky, and the city is directly in its path! It’s time to learn what it is that is that is going to crash into Malifaux, and what it can do to your fickle control on fate. There are abandoned libraries in the ruins near the observatory, maybe they have the answers you seek.

Game Type/Size: Scrap 30ss.

Setup: Players set up using Corner Deployment. At the beginning of the encounter each player places 2 “Ancient Text” 30mm counters within 6” of their opponents Deployment Zone and a 5th Ancient Text counter in the centre of the board. Ancient text counters must be at least 8” apart.

Special: A model may take a (1) action while in base to base contact with an Ancient Text counter to pick up the Ancient Text. Whilst holding an Ancient Text counter a model gains Arcane Reservoir, reduces its Wk to 4 and cannot have its Wk increased by any means. A model carrying the Ancient Text counter changing position on the table by an effect other
than the Walk Action or leaving play drops the Ancient Textcounter in base contact with
itself before it changes position.Spirits lose the ability to move through other models and the ability to ignore terrain penalties while carrying the Ancient Text.
Models lose Flight or Float while carrying the Ancient Text.

Models may only hold a single Ancient Text counter. Insignificant models or models engaged in combat may not take this action. If a model is killed whilst holding an Ancient Text counter the player that hired the model places the text in base contact with the model then removes the model from play.

REMEMBER: Abilities with the same name DO NOT stack.

Special Events: Dark Omens – From the beginning of next turn’s Draw Phase to the end of its Activation Phase, Fate Cards with a value of 1 count as value 13 and vice versa.

Victory: If a player’s model is carrying an Ancient Text counter at the end of the Encounter he/she scores 1 VP
If a player’s models are carrying 2 Ancient Text counters are the end of the Encounter he/she scores +1 VP
If a player’s models are carrying 3 Ancient Text counters are the end of the Encounter he/she scores +2 VP

Game 3: Brace for impact!

Beware! The sky has lit up from the falling debris of a meteor that has chosen Malifaux city as its next home. The text’s you’ve recovered have suggested that such a meteor may be the work of a tyrant, and tyrants have power! You must collect the falling shards to learn the nature of the power you might soon wield, but most importantly, you must survive.

Game Type/Size: Scrap 30ss.

Setup: Standard Deployment. Note the number of models in your Crew at the start of the Encounter. Place one 30mm Meteor Shard counter in the centre of the board. Each player then places two Meteor Shard Counters on their opponent’s side of the board at least 8” from their deployment zone and 8” from any other counters.

Special: Insignificant models do count toward the Setup or Victory condition. Summoned models do not count toward the victory condition unless another friendly model was killed or sacrificed when summoning the model.

Players may attach an Avatar to their chosen master without paying the Hiring Fee for this Encounter.

When any model is in base contact with a Meteor Shard and unengaged it may take a (1) Interact action and discard the counter mark it down as collected for your crew then flip on the following chart(this flip may not be cheated or modified in anyway):

Black Joker: Kill the model that took the interact action, no soul stones are added to your pool.
1-5: The model that took the Interact action suffers 3 wd, add one Soul Stone to your crew’s pool.
6-10: Add one Soul Stone to your Crew’s pool.
11-13: The model that took the Interact action heals 3 wd, add one Soul Stone to your crew’s pool.
Red Joker: The model that took the Interact action heals all wd, add two Soul Stones to your crew’s pool. (note: this still only counts as one Meteor Shard for Victory Point purposes)

Special Events: Aetheric Flux- In the start closing phase the last player to activate a model flips a card and applies the result to the following turn.

Black Joker: No players may manifest their masters on the following turn.
Red Joker: If a player chooses to manifest their master on the following turn they may do so as if they have performed an additional manifest requirement. (eg no requirements met counts as one, one requirement met counts as two, two requirements met gains no additional advantage)
1-5: Remove one instance the suit flipped from a model’s final cast value and increase the casting cost of all spells by 3.
6-8: Remove one instance of the suit flipped from a model’s final cast value and increase the casting cost of all spells by 1.
9-10: Add one more of the suit flipped to a model’s final cast value and decrease the casting cost of all spells by 1.
11-13: Add one more of the suit flipped to a model’s final cast value and decrease the casting cost of all spells by 3.

Victory:
If a player has at least 50% of the number of models he or she started the Encoutner with in play at the end of the Encounter and those models are at least 8” from his or her Deployment Zone, that play scores 2VP
If That player has at least 75% of the number of models he or she started the Encounter with in play at the end of the Encounter and those models are at least 8” from his or her Deployment one, that player scores +1VP.
The player who has collected the most meteor shards scores +1VP

Game 4: Impact!

The world about you burns. The meteor has struck, and in your desire to control it, you were a little close for comfort. However, you aren’t the only overzealous fatemaster in Malifaux, all will be for naught if the enemy reaches the meteor first!, for the meteor has untold power within it…

Game Type/Size: Scrap 35ss.

Setup: Standard Deployment Zones are used. Place a 50mm Meteor Marker in the centre of the table.

Special: Insignificant models do not count towards the Victory condition. If a player interacted with the Observatory in Game 1, increase their Deployment Zone 2”.

A player’s Master may take a (1) or (2) Interact action whilst unengaged and in base contact with the Meteor Marker to immediately manifest regardless of manifest requirements. If it was a (1) Interact the Player makes two flips on the following table. If it was a (2) interact they make 1 flip. These flips cannot be cheated and are unaffected by Positive or Negative Twists. These flips are done after completing all the steps of manifesting (sacrificing totems, discarding soulstones to heal etc),

Black Joker: The Master model receives paralysed and poison 3.
1-5: The Master receives Poison 3.
6-10: The Master receives Slow.
11-13: Until the end of the masters next activation it receives -1/-1 Wk/Cg
Red Joker: Fully heal the master model. Gain one Soul Stone.

A Player may adjust the total of this flip up or down by the number of Ancient Texts his crew was carrying at the end of Game 2. You cannot adjust numerical values into jokers.
A Player may choose to Reflip a single flip for every Meteor Shard they collected during Game 3.

Special Terrain: Meteor Marker: Whilst in base to base contact with the Meteor Marker models gain a + to flips when resisting spells.

Special Events: Growing Fire (Random): At the start of the next turn’s Draw Phase, the player who activated this event places a 50mm Fire Marker (Ht 5, obscuring, hazardous (2/4/7)) in base contact with a terrain feature no closer than 3” from any model. If the marker cannot be placed, the event does not occur this turn. Another player then places an additional 50mm Fire Marker touching the first Fire Marker. This Fire Marker can be placed touching or overlapping model bases.

For the remainder of the Encounter, each time this event occurs, the player who activated it places an additional 50mm Fire Marker touching any Fire Marker already in play. After this marker is placed, the next player in activation order also places a Fire Marker. Any of these Fire markers can be placed touching or overlapping model bases.

Victory:
If a player has more models completely within 3” of the Meteor Marker than his or her opponent does at the end of the Encounter, that player scores 2 VP
If that player’s opponent does not have any models completely within the 3” of the Meteor Marker at the end of the Encounter, he or she scores +2 VP

Post a Comment

No Responses to “Feburary Feud – The Hall of Heroes 10th Feb 2013”

Trackbacks/Pingbacks

  1. Feburary Fued – The Hall of Heroes 10th Feb 2013 | - [...] See the article here: Feburary Fued – The Hall of Heroes 10th Feb 2013 [...]

Leave a Reply

%d bloggers like this: