Wednesday 16 April 2014

The one where I plan Hallowfaux!

Well, kind of a short post tonight but I wanted to jot down a few ideas so that people could see the process I'm going through with this event and give you a little bit of background to it.
This event is actually planned for November to coincide with Halloween... bet you didn't see that one coming! What is different is that we are going to be playing a tournament with 3 different scenarios each using various monsters and my personal favourite... The Four Porkmen of the Porkpocalypse! (Patent Pending!) Which will be 4 gremlins riding pigs! (Or very close to that depending on model restrictions!

So far, I've got 2 ways to do this tournament mapped out in my head. One way is the way I am about to put on the page now, with 3 different games and each of the monsters and Porkmen having various stat cards different to normal Malifaux rules and each player gets to control the monsters depending on what is happening. Please bear in mind this is a first draft having only talked about it a matter of hours ago so it's not perfect, it does need tweaks and a bit of play testing to ensure it's all okay!



Hallowfaux: NicodemS Resurrection
Malifaux Tournament

-         A time limit of 1 hour 30 minutes is set for each round.
Scenario 1:
Resurrection for all
Strategy: Reckoning
Schemes: Cursed Object, Make Them Suffer, Power Ritual, Take Prisoner, Line in the Sand
Deployment: Standard
Notes:
-         Cursed Objects may be placed on Zombies. Zombies may not remove Cursed Object during their activation.
-         A zombie is placed on the centre of the board every time a Crow card is flipped or played from a player’s hand. Using a soulstone to create a ‘crow’ suit does not spawn a zombie.
-         Zombies activate at the end of the turn and will only walk toward the nearest model, living or dead! Zombies will only ever use 1AP unless they walk into melee.
-         If a zombie walks into base contact with a model it must immediately make a melee attack. (The ‘disengaged’ player will act as the zombie in terms of flipping cards)
-         Zombies CANNOT cheat fate! They must take what they are given!
-         Zombies count towards Reckoning VPs

Zombie Victory Conditions:
If there are any Zombies on the board at the end of the game, each player loses 1 VP to a minimum of 0.



Zombie
Hard to Kill: While this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd.
Unimpeded: This model ignores penalties for severe terrain when moving.
Hard to Wound: Damage flips against this model suffer – Flips.
Thick as Steve: This model is immune to Wp duels
DF: 5
WP: 7
WD: 4
WK: 5
CG: -
HT: 2
Attack Action: (1) Feed on their Flesh (or whatever they’ve got) (MI 5 / Rst: Df / Rg: 1): Target suffers 1/3/4 damage. This Action gains + Flip to the Attack action.







Scenario 2:
Pandoras Box
Strategy: Pandora’s Box
Schemes: Bodyguard, Assassinate, Entourage, Murder Protégé , Line in the Sand
Deployment: Standard
Notes:
Pandora’s Box Scenario: Place a 30mm base in the centre of the board. This is Pandora’s Box. A non-peon model may interact with the box (1) to pick it up. The box may pass from model to model for an interact action (1). There is no limit to how many times the box can be passed per turn.
If the box ends up in your deployment zone at the end of the game you gain 4 VPs.
If the box is in your possession at the end of the game you gain 3 VPs.
If the box is in your table half at the end of the game you gain 2 VPs.
If the box is on the centre line at the end of the game both crews gain 1 VP
The box CANNOT be carried by a Master
Once a carrier enters Melee, the box is automatically dropped 3” away
If the box moves more than 5” per crew in any one turn then the ‘Woes of the World’ are unleashed! Place a 50mm monster model 2” away from the carrier. The Monster acts after the initiative flip but before either crew has activated.
The monster will charge the nearest model
The monster may only take 1 melee action per turn.

Woe of the World Victory Conditions:
If a Woe is left on the board at the end of the game, both players subtract 1 VP for each Woe left on the table.
Players gain 1 VP for each Woe they kill.
If a Woe is in your table half, subtract 1 VP from your overall score for each Woe placed in this way.
Woe of the World
Hard to Kill: While this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd.
Unimpeded: This model ignores penalties for severe terrain when moving.
Hard to Wound: Damage flips against this model suffer – Flips.
Regenerate +1: When this model activates it heals +1 damage.
Terrifying (All) 12: Enemy models must pass a TN12 Horror Duel if they end a Walk Action within this model’s engagement range or target this model with an Action.
DF: 6
WP: 8
WD: 6
WK: 5
CG: 8
HT: 3
Attack Action: (2) Protect the Box (MI 6 / Rst: Df / Rg: 2): Target suffers 3/3/5 damage. This Action gains + Flip to the Attack action.






Scenario 3:
The Four Porkmen of the Porkpocalypse
Strategy: Stop the Porkpocalypse!
Deployment: Standard
Notes:
-         No schemes available for this mission
-         Divide the table in to quarters and place a 50mm Porkman in each of the quarters 6” from each table edge.
-         Each Porkman activates at the beginning of the turn after Initiative flips but before either crew activates.
-         The loser of the Initiative flip activates the first Porkman, then the next is activated by the winner and so on.
-         Each Porkman may use 2 AP each turn.
-         A Porkman must move each turn (if able)
-         Any time a Black Joker is flipped and there are less than 4 Porkmen on the board, add another Porkman in the centre of the board.
-         The game ends when all 4 Porkmen have been destroyed (or turns run out!)
Stop The Porkpocalypse!
A player gains 1 VP for being the first to wound a Porkman
A player gains 1 VP for killing a Porkman, 2 VP if a Master dealt the fatal blow!
A player gains an additional 2 VP if they manage to kill 2 or more Porkmen in one turn.
If a Porkman is in Melee with a player’s crew member subtract 2 VP from the final total to a minimum of 0.
If a Porkman is in your table half, you lose 1 VP to a minimum of 0.
If a Porkman is on the centre line, no points are lost!





Porkman of the Porkpocalypse
Hard to Kill: While this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd.
Unimpeded: This model ignores penalties for severe terrain when moving.
Hard to Wound: Damage flips against this model suffer – Flips.
Regenerate +1: When this model activates it heals +1 damage.
Terrifying (All) 12: Enemy models must pass a TN12 Horror Duel if they end a Walk Action within this model’s engagement range or target this model with an Action.
Incorporeal: This model ignores, and is ignored by other models and terrain during any movement or push. Reduce all damange this model suffers from Sh and MI Attack actions.
The Final Surge: When this model dies, before removing the model from the table, all models within 6” suffer 3 damage which cannot be reduced.
Armour +1: Prevent 1 damage dealt to this model to a minimum of 1.
DF: 5
WP: 7
WD: 8
WK: 8
CG: 6
HT: 3
Attack Action: (1) Scythe of the Porkpocalypse (MI 6 / Rst Df/Wp / Rg: 3) Before declaring this attack, the controller of the Porkman must declare whether this attack will be resisted by the opponent’s Df or Wp.
This attack gains a + Attack and Damage flip.
Attack or damage flips cannot be cheated in any way.


Well… there we go! Something to think about! 
The other scenario/tournament would be: 
3 normal scenarios with schemes and strats picked out for the whole gaming group and then...
Every time a Black Joker is flipped - A Porkman appears in the middle of the board and acts as normal until killed. 
Every time a Red Joker is flipped - The player chooses a random base from the 'Bag of Woe' which would include Zombies, Monsters and Porkmen! They would also go in the middle of the board and act as normal until killed!

If the model is killed, then the victorious crew would gain an additional VP on top of the Strat/Scheme.
If the model is not killed and still left on the board, then each player loses 1 VP (plus 1 VP per model the 'intruder' has killed!)

This would go on all the way through the tournament! 

I know, I know, it needs a little bit of work but that's the rough edge of it and I will update soon about the progress I've made! I'm going to my LGS tomorrow and we will have a chat to see where we will go!



Now... I may have touched on the fact that Lynch was just a little bit shit last time out, not to say he's shit all round but I posed the question "Are Wave 2 Masters stronger than Wave 1?" I'm slightly convienced that they are but I'm sure that will change the more I get to play them! Of course, masters like Collodi will always be difficult but are they better than Pandora/Lilith within a faction? Well, I'm going to put this to the test! I'm going to be playing Shenlong (who, for the purposes of this blog shall be known as... Shlong! And the jokes just open up...)

I've spent a good 30 seconds reading his rules today and I must say, I was very impressed! I was first of all impressed with myself that I read to the bottom of a rule and also I was impressed with him as a whole! You could say he's got the whole package! Told you! 
On the face of it, Shlong has got some nice abilities - being immune to Poison and Burning but also being immune to Focus! His upgrade cards change him into a bit of a beat stick, now I'm able to shift conditions off which enable him to give a greater damage output! This is something I'll look at in another post when I go over my game with him, which I hope to pick up tomorrow! Looking at his Crew, there are some really nice figures and synergies which I hope will work well. There is a lot of damage prevention / ignoring conditions which enable the crew to move counters around and boost damage! Excellent!

What I wanted to do was keep the Last Blossom combo I've got going with the Torekage and Yamaziko (As in, disappear and reappear at the end of the turn within 6" of a friendly model!). To aid me in this... the Sniper can deploy 6" away from the enemy so if I had one of 2 of them... they could be a little bit billy if they could get in amongst it at the end of the first turn! Providing of course that the sniper doesn't bite it! 
The Peasants which accompany Shlong are 2 SS but are insignificant! Don't worry... Shlong, at the beginning of every turn, makes them un-insignificant...or significant! And allows them to drop a scheme marker...FOR FREE! If that happens another Peasant pops up out of thin air... FOR FREE! Hmm! You can sacrifice Peasants to give Shlong a FREE (0) action! WOW! The downside? They're Rare 2... Balls! But I can get Shlong up to his burning/poison/focus/defensive conditions early and ready to put the beat down on anything that walks!

I must also mention the Fermented Monks... yes...drunk monks! You haven't read this wrong...it's true! I'd really love to put them in with the Brewmaster and see what happens! These little guys are immune to poison and are great for 5 SS! When he attacks you choose whether the defender defends with WP or DF and it gives out poison! WOW! On top of this, you can discard a card to give the monk poison and when it hits +4 poison, it gains reactivate! A neat little ability to have really! 

My issue comes in the rest of crew selection and I know it's a bit of a mish-mash to start with but I've got an idea and I want to try it out. I've got roughly 10 SS left to spend in a 50SS game and I've taken Izamu! I would imagine most people know the benefits of Izamu and what he can do. For those of you who don't... he smashes stuff... VERY HARD. Most of the time in the face but some times in the penis region dependent on height! Now, he's not always going to be a safe bet, so I thought if I don't take him, put in another Torekage or Sniper to get it going! By the way, if you haven't read the sniper rules for TT do... they are pretty shit hot! 

So currently, my 50 SS list looks like this:

Shlong (Cache: 2)
UPGRADE: Misdirection (Wave 1)
UPGRADE: Wandering River Style (Wave 2) - Basically... I remove focus to give out fast or slow to people! 
UPGRADE: Servant of the 5 Dragons (Wave 1) Gives him WP 7! Get on!

Peasant

Peasant

Fermented River Monk

Fermented River Monk

Katanaka Sniper

Izamu

Torakage

Yamaziko
UPGRADE: Smoke and Shadows (Wave 1)


Models for these guys? Well, there's only one choice...isn't there? Bushido!
I've gone for these guys as peasants and snipers:
This feeble guy for Shlong:
That's right, long and thin! It's all about the length!

And if I ever decide to do Sensei Yu:
Clearly the ONLY choice for the job! (I read part of the card and he can't be pushed! What better model to represent that!)

 
Looking forward to tomorrow, I'm sure I'll pick up a game or two in the time I'm down the store! I may even get to try out my Hallowfaux scenario(s) depending who decides to turn up! I may even get to play some My Little Pony TCG ;) Woop woop!

That's all for now!
Thanks for reading!

I'll see you soon!

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