LIGUE World of Warcraft Miniatures 2012

Ainsi débute la ligue de 2012 qui se déroulera sur 12 tournoi et où les scores des 6 meilleurs résultats de l'année pour chaque joueur donneront le Champion de la Ligue 2012

Règle :
- Utilisation d'une Epic uniquement en full faction : exemple Bolvar avec des humains ( sauf celle qui n'ont pas de troupe )
- Un personnage nommé ne peut être en double dans une team
- Trois points pour une victoire, 2 pour le bye et 1 pour une défaite
- Vous pouvez gagner un point sur le tournoi si vous remplissait une des options suivantes :
Team full faction
Team avec une Epic ( vous ne pourrez gagner un point qu'une fois par Epic par an )
Team avec la même classe ( Mage , Paladin ect ...)

Frederic 9pts - // - 11pts - // - 12pts - // - // - // - 10 - // -
Xavier 8pts - 9pts - 12pts - 11pts - 14pts - 7pts - 11pts - 15pts - 13pts - 14pts -
Yann 7pts - 7 pts - 8pts - 6pts - 10pts - // - 11pts - 10pts - 9pts - 8pts -
Tanguy 5pts - // - 9pts - // - 8pts - 9pts - // - 10pts - // - 9pts -
Lauky 5pts - 7pts - 9pts - 9pts - 8pts - // - 10pts - // - // -
Thomas // - 7pts - 5pts - 5pts - 5pts - 8pts - 10pts - 6pts - 7pts - 12pts -

mais tout ne fait que commencer !!

Tournoi du Mois de Mars

Tournoi de la ligue le dimanche 10 Mars
Inscript
+ Xavier
+ Thomas
+ Frederic
+ Lauky
+ Yann
+Tanguy

Tournoi

NOUVEAU FORUM

dimanche 22 novembre 2009

The Crystalline Devourer of Ice Thistle Hills ( vo )

Anchorite Cristia’s shrill voice rose over the cacophony of crackling flame. "Fall back! There is Hellfire in those eyes!”

Difficulty Level: Easy/Medium/Hard/Epic

Please note: there are many minor rules changes between this Raid and the previous one. Subtle rules changes can often have profound impacts upon the difficulty level of the Raid. Read the rules closely so that you don’t cheat yourself of the full experience.

Ready?

The human Hastur used to be a discipline priest until he summoned an untamed minion of the Warlock Nam-Shub. In the mountainous Tundra of Vale, they battled for control of Hastur’s soul with twisted magical incantations. After several days of desperate fighting, the Nam-Shub brought Hastur to his knees, burned away his skin, gouged out his eyes, and broke his mind. The Demon then possessed Hastur’s body and began a corybantic rampage across Winterspring.

Hastur, the Half-Demon Priest of Carcosa can be played either Solo or Cooperatively. This encounter uses all the official rules for World of Warcraft Minis. Recommended for 1 to 6 players, all players are (initially) part of the Raid Party. Hastur suffers no one to control him, thus he is entirely automated. The Core Set, Spoils of War, and all promos and crafting items from those sets are legal for this Raid.

Party Building

Hastur, the Half-Demon Priest of Carcosa is played either Solo or Cooperatively against the Raid Boss. Players are referred to inclusively as the “Raid Party.”

First the Raid Party selects which faction they wish to use: Alliance, Horde, or Monsters. Then the Raid Party selects exactly 6 characters from that faction. For Alliance and Horde, the maximum build total is 26 honor. For the Monster faction, the Raid Party is allowed up to 27 honor.

All heroes are considered unique for this Raid—no duplicate heroes allowed. Upon death, heroes do not re-spawn, and their abilities cease to activate.

Namrah closed Ruby’s eyes. “Sometimes at the end of light, there is only shadow.”

Map

Hastur, the Half-Demon Priest of Carcosa is played on the original Winterspring map.

Starting Locations

The Raid Party spawns from the red Spawn Point. Hastur does not begin the game in play. Use the Skeleton Priest to represent Hastur—bonus points if you paint his “cape” yellow!

Aggro Tokens

Aggro Tokens are used to track which character Hastur will attack each tick. Taunt and Protector work as normal. A character gains an Aggro Token:

  • When that character damages Hastur.

  • When that character heals an ally using a healing ability.

A character can not gain more than one Aggro Token per action.

Victoria Jaton’s shield was bent from the force of the blows, but still she held the Demon’s attention. “Is that all you’ve got, Demon?!”

During each of his actions, Hastur attempts to attack the hero with the most Aggro Tokens in range. Hastur cannot attack/target heroes that are un-attackable/untargetable. If the hero with the most Aggro Tokens may not be attacked or targeted, Hastur will attack/target the Hero with the next highest number of Aggro Tokens. In the case of ties, the Raid Party chooses who Hastur attacks between characters tied for the most Aggro Tokens.

Daspian Bladedancer timed his blows carefully. One misstep, he knew, and the Demon’s eye would turn on him.

Raid Party Bonuses

  • One hero must be designated as the “Party Leader.”

  • Every member of the Raid Party (except the “Party Leader”) may have an extra Action Bar card. This card must either be a Healing Potion, Mana Potion, or Fog of War.

  • The Party leader may be given an extra Action Bar card chosen from the following Treasure Items: a Torch, Rabbit's Foot, or Blessed Bandage.

Magistrix Enaria winked. “Decisions . . . are always difficult choices.”






















Hastur’s Special Abilities

When Hastur is in play he always has, and cannot lose, the following special Abilities:

  • Hastur has Recompense

    • If Hastur is ticked up (by the Raid Party), Hastur deals 1 damage to each enemy character for each tick added.

  • Hastur has Purify

    • Hastur removes all debuffs and counters from himself at the start of ticks 6, 11, 16, and 21.

  • Hastur has Blindsight

    • Hastur ignores enemies while determining line of sight.

  • Hastur has Unbridled Malice

    • The raid party's Action Bar cards do not ready normally.

Hastur has many abilities and/or effects that trigger at the start or end of a given tick.

  • Hastur’s start of turn triggers happen before all other triggers and before the Raid Party can act. Heroes cannot react to Hastur’s start of turn effects.

  • Hastur’s end of turn triggers happen after all other end of turn triggers have happened and after the Raid Party can act. Heroes cannot react to Hastur’s end of turn effects.

  • Hastur’s start of turn and end of turn effects trigger even if Hastur is not on the current tick (also: Hastur will still take his normal actions). See the summary at the end for a complete list of Hastur’s Start/End of turn triggers and their definitions.

Movement

Hastur never chooses to move (the Raid Party can force him to move, however). Instead, when Unholy Pilgrimage triggers, teleport Hastur as described in the section on “Unholy Pilgrimage.”

  • When Hastur teleports, destroy any characters that share a space with Hastur.

Hulok pointed to his left. “Hastur will dance to the east.” Then Hulok glanced to his right. “And he’ll make us dance to the west.”

Unholy Pilgrimage

Unholy Pilgrimage requires characters to either navigate the map to remove Blight Tokens or suffer their negative consequences. To remove a Blight Token, a hero or pet must move onto the space containing a Blight Token. The hero or pet does not need to end its movement on the Blight Token to remove it.

Unholy Pilgrimage I:

Apply Unholy Pilgrimage I at the end of tick 1.

Teleport Hastur into the trees and tick him to 2 (Red Square).

Note: This will always return Hastur to the Master Clock.

Put a Blight Token in the northwest corner of the map (Red Circle).

If this Blight Token is not removed when Unholy Pilgrimage II triggers at the end of tick 5, the hero with the most Aggro Tokens becomes permanently under Hastur’s control. When a hero becomes permanently under Hastur’s control, that hero becomes an enemy to the Raid Party. The hero under control will no longer move, but it will attack the hero with the most Aggro Tokens in range, as normal. The Raid Party may attack this character.

Unholy Pilgrimage II:


Apply Unholy Pilgrimage II at the end of tick 5.

Teleport Hastur into the trees and tick him to 6. (Red Square)

Note: This will always return Hastur to the Master Clock.

Put a Blight Token in the northeast corner of the map. (Red Circle) If this Blight Token is not removed when Unholy Pilgrimage III triggers at the end of tick 10, all heroes must exhaust one Action Bar card. If a hero has no Action Bar cards to exhaust, that hero takes 3 damage.

Unholy Pilgrimage III:

Apply Unholy Pilgrimage III at the end of tick 10.

Teleport Hastur into the trees and tick him to 11. (Red Square)

Note: This will always return Hastur to the Master Clock.

Put a Blight Token in the southeast corner of the map. (Red Circle)

Summon Cthylla.

If this Blight Token is not removed when Unholy Pilgrimage IV triggers at the end of tick 15, the hero with the most Aggro Tokens becomes permanently under Hastur’s control. When a hero becomes permanently under Hastur’s control, that hero becomes an enemy to the Raid Party. The hero under control will no longer move but will attack the hero with the most Aggro Tokens in range, as normal. The Raid Party may attack this character.

Unholy Pilgrimage IV:

Apply Unholy Pilgrimage IV at the end of tick 15.

Teleport Hastur into the trees and tick him to 16. (Red Square)

Note: This will always return Hastur to the Master Clock.

Put a Blight Token in the southwest corner of the map. (Red Circle) If this Blight Token is not removed when Unholy Pilgrimage V triggers at the end of tick 20, all characters take 2 unpreventable damage.

Unholy Pilgrimage V:

Teleport Hastur to the middle of the map and tick him to 21. (Red Square)

Note: This will always return Hastur to the Master Clock.

End of Game

The Raid Party wins if they can reduce Hastur’s health to 0. The Raid Boss wins if all heroes are destroyed or at the end of tick 25.

Summary (Hastur, The Half-Demon Warlock of Carcosa):

Start of Turn End of Turn

Tick 1 Unholy Pilgrimage I

Tick 2 Nullifying Field Demonic Hellfire

Tick 3 Entangled Will

Tick 4 Entangled Will

Tick 5 Concentration Lapse Unholy Pilgrimage II

Tick 6

Tick 7 Nullifying Field Demonic Hellfire

Tick 8 Nullifying Field Demonic Hellfire

Tick 9 Diluted Willpower x2

Tick 10 Concentration Lapse Unholy Pilgrimage III;

Summon Cthylla
Tick 11 Burn the Blood

Tick 12

Tick 13

Tick 14

Tick 15 Concentration Lapse Unholy Pilgrimage IV;

Power Word: Resurgence

Tick 16

Tick 17 Nullifying Field Demonic Hellfire

Tick 18 Nullifying Field Demonic Hellfire

Tick 19 Diluted Willpower x3

Tick 20 Concentration Lapse Unholy Pilgrimage IV;

Power Word: Resurgence

Tick 21 Burn the Blood

Tick 22

Tick 23 Nullifying Field Demonic Hellfire

Tick 24 Nullifying Field Demonic Hellfire

Tick 25 Diluted Willpower x4

Entangled Will: The character closest to the Blight Token has Move -1. If two or more characters are equally close to the Blight Token, they each have Move -1.

Demonic Hellfire: Hastur deals 1 point of damage to each character within 3 spaces, ignoring terrain and LOS. Hastur deals an additional 1 point of damage for each counter or buff (not token) on that character.

Power Word :Resurgence: Heal 20 damage from Hastur.

Nullifying Field: Hastur cannot take damage this tick.

Burn the Blood: Hastur burns of the blood of two heroes (Raid Party’s choice) for 4 damage each.

Concentration Lapse: Hastur’s Human self breaks through for a brief moment. The Raid Party may ready 1 Action Bar card total.

Diluted Willpower: Damage dealt to Hastur is amplified by the Diluted Willpower modifier. For example, if Hastur takes 3 damage on tick 19, he will instead take 3 damage x3, or 9 damage.

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