Posted by porkuslime on 7. February 2011 08:35
As we promised, here is the preliminary posting and discussion of the 3 missions we will be using for the Pairs Tournament. This will be on Friday, June 24, 2011.. and we plan to start rolling dice at 9am. These missions are about 95% or more certain, but we would appreciate comments and playtesting on them before they are locked in at the end of April.
If there are glaring holes, or broken rules, please mention them..
It should be mentioned that these missions are "semi fluffy" in nature.. intending to describe a narrative event over the course of one "day".. so in addition to viewing the missions independently, we also hope that you can see how the arc plays out and evens the total balance on the missions.
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Doubles 40k Tournament Scenarios-
Forces – 1000 points per player, No Named Independent OR Upgrade Characters. No sharing points, (for example one player having 1002 and the other team mate having 998).
Seizing the Initiative is allowed in Game1 & 2 in this Tournament, but not in Game 3.
As far as Army Lists.. GW Codex lists only, using most current version of a codex. Published GW FAQ's from their website are in force, and will be used in this tournament.
Please bring along 5 copies of your army list. 1 for yourself, 1 for the Judges, and 3 for your Opponents if they request.
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Scenario 1 - Morning Rain
Dawn has come and gone, and there is just grey skies and ever-present rain. However, you can barely see the enemy, and know you need to get past them!
Deployment - Pitched Battle, cannot leave more than 2 units in Reserves, per player.
Special Scenario Rules - Deep Strike, Infiltrate, Scouts
Reserves (all units will arrive by turn 3, automatically)
Pouring Rain - Lasts ALL GAME. All Units with a BS value suffer a -1 for the duration of the game. Skimmers and Jetbikes ALSO suffer the effects of table-wide Difficult Ground due to rain and wind.
Seize the Initiative is permissible in this scenario, but the team that HAD the Initiative is allowed one chance to steal it back.
Mission – Modified Annihilation - Kill Points plus deployment zone bonus
Game Length – 5 turns, with a possible of a 6th turn, on a 4+.
Results -
50 point Major Win- Table your Opponents OR get double the Kill Points of the Opponents
40 point Minor Win- Earn more Kill Points than your Opponents
30 point Tie – Equal Kill Points
20 point Minor Loss – Opponents get more Kill Points than your side
10 point Major Loss – Tabled, or Opponents double your Kill Point Total
Bonus Kill Points possible -
+1 for each unit less than 50% damaged or transport vehicles mobile within 6 inches of Opponents table edge at end of game. Single Model Monstrous Creature units count for this, but single model Infantry units do not.
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Scenario 2 - Afternoon Mud
It has rained all morning, and now the clouds have gone. However, the soaking the ground got has made the battlefield a morass of clinging muddy-ness. Regardless of this, there are Vital Objectives that your commanders have decided they MUST have.
Deployment - Spearhead, normal Reserves. Team Players deploy in opposite corners of the battlefield, 18 inch zone between each corner area, 18 inch radius in center.
Special Scenario Rules - Deep Strike, Infiltrate, Scouts
Reserves (all units will arrive by turn 4, automatically)
Muddy Ground – With the exception of a 6 inch border around the edge of the game board, all Infantry and non-Skimmer Vehicles treat the board as Difficult Ground. All non-skimmer Vehicles and Walkers temporarily immobilize themselves for one turn if they roll a 1 on ANY movement die. Temporarily immobilized units in squadrons are NOT destroyed, but the entire squadron is consided immobilized as a result of not wanting to leave their mates. Any Units that would test for Dangerous Terrain because of Difficult Ground rules (such as Jump Infantry) instead of taking wounds, must make Pinning tests to move instead of the regular penalty. Skimmers and Jetbikes do NOT suffer any of these restrictions. The 6 inch border is stable ground and may be moved across by any unit with no penalty as long as they stay within the 6 inch width.
Hazardous ground – Before Deployment, but after determining which team deploys first, each player nominates ONE non-building terrain feature on the board that is not within 6 inches of a board edge. This feature is considered Dangerous Terrain for this battle. (4 total features for the Doubles Tournament). These Terrain features will be marked by placing markers on them.
Mission - Modified Capture and Control - 5 Objectives + bonus
After determining which terrain is to be considered Dangerous, each Team places ONE Objective in one of their deployment zones, and ONE Objective in either of their Opponents deployment zone. A fifth Objective will be placed in the center of the table (or as close, terrain permitting).
Game Length - 5 turns, with a 6th turn possible on a 4+
Results -
50 point Major Win- Table your Opponents OR claim 5 Objectives
40 point Minor Win- Claim more Objectives than your Opponents
30 point Tie – Equal Objective count
20 point Minor Loss – Opponents get more Objectives than your side
10 point Major Loss – Tabled, or Opponents claim all Objectives
Bonus Objective -
Deny your enemy their heavy hitters! +1 Bonus Objective if your opposition has no Heavy Support units left on the field at the end of the game. (If the team has NO Heavy Support in their list, this bonus is not awarded automatically).
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Scenario 3 - Night falls
After struggling and straggling through the mud all afternoon, remnants of your forces trickle into the battlefield as night descends. One thought is on your mind.. If you can remove the head from the enemy forces, you will win the day. At least the ground is dry.
Deployment - Modified Dawn of War, ALL HQ and no more than 1 Troops unit (with any Dedicated Transport for that Troop unit) from each player's army MUST be deployed, all other units in Reserves.
Special Scenario Rules - Deep Strike, Infiltrate, Scouts
Reserves (all units will arrive by turn 5, as normal)
Night Falls - On turn 3 of the first player, Night Fighting comes into play for the remainder of the game. On turn 5 of the first player, all units including vehicles, get a 5+ Cover Save from shooting due to the Darkness, even if they can be seen.
Seize the Initiative is NOT in play. First turn is determined under this special rule:
Too many things to go wrong--- First Turn is determined in this mission AFTER Deployment by rolling a d6 and ADDING the number of units each team has in their total army with an Armor Value, Monstrous Creature OR Psychic Power, and the total number of Team Wins in the prior 2 games. LOWEST total goes first. (Monstrous Creatures with Psychic Powers count twice).
Mission - Eliminate the Commander (Modified Kill Points).
Game Length - 5 turns, with a 6th possible on a 4+
Results -
50 point Major Win- Eliminate All Opposing HQ units
40 point Minor Win- Eliminate More Total Points in HQ Units than your side lost
30 point Tie – No HQ Units Lost at all OR All HQ Units on the board are lost
20 point Minor Loss – Lose more points in HQ units than you eliminate
10 point Major Loss – Lose All Your HQ Units
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