Shadows of the Warp
Warhammer 40K mini tourney. 500 points 4x4 table.
When:Starts on September 14 every Tuesday nights up to October 5, 2010.
Venue: RHGC Battle Bunker
Time:6:00pm to 12:00pm
Each participant may schedule a game time for that night. One game per night.
TO reserve the right to change opponent as schedule permits.
Entrance fee 300 pesos (free food and drinks included).
All armies are acceptable as per Warhammer 40k rulebook and FAQ.
All contestants should bring thier own codex and FAQ.
All participants must prepare their list for the TO and opponents.
All rules and event details are subject to change.
EDITED: August 23, 2010
Army Composition:
NO SPECIAL CHARACTERS.
NO ARMOR SAVE BETTER THAN 3+
NO CHARACTERS/MODEL OVER 2 WOUNDS
NO ORDINACE WEAPONS
0-1 HQ
1-3 Troops
0-2 Elites
0-2 Heavy Support
0-2 Fast Attack
All vehicles/walkers not more than total armor of 33.
All rules are subject to change.
We encourage veterans should have painted armies. All newbies are allowed unpainted armies but must models must be presented properly.
This tournament will be included in RankingsHQ under Rolling Hills Gaming Club(Philippines). Any tournament over 12 player , a payment of USD1.50 cents is charged. Entrance fee will be adjusted if we have more than 12 players.
Edited: 9/7/10 Shadows of the Warp is up on RankingsHQ website. All participants may register already. RankingsHQ
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***DEPLOYMENT
To determine deployment zones, both players should roll a die and add the two results together to find the total, and then consult the Deployment chart. Once the type of deployment zone has been determined, each player rolls a die and the player with the highest roll may choose which deployment zone to set up in.
SETTING UP OBJECTIVE MARKERS
Each player takes turns placing their objective markers. Each player rolls a die to determine who places a single marker first, with the winner getting to choose first or second placement. Each player must place one objective marker within their deployment zone and one in the No Man's Land outside both deployment zones. These objective markers must be farther than 6" from any table edge, and no closer than 18" to another objective marker. The players alternate deploying their objective markers until all four of them are placed. After all markers have been placed, each player rolls a Scatter dice for their markers, on a 'hit' result the marker will remain where it was placed, otherwise roll a single dice for the number of inches the marker scatters. Note that markers may scatter out of deployment zones and may end up within 18" of each other after they scatter. Players should keep in mind that you will be randomly determining (explained below) which, if any, of the objective markers you will need to control to win the game. Placement of markers is crucial, as you may end up defending the markers you place, and likewise you may be assaulting the enemy's. It would be wise to place markers in a position where they cannot be easily captured by the enemy, but could potentially be defended by you.
CONTROLLING OBJECTIVE MARKERS
Many of the scenarios used, require you and/or your opponent to control various objective markers at the end of the game. To control an objective you must have more models than the enemy within 3" of the objective (measured from the exact centre of the marker) at the end of the game. Models who are broken or falling back may not be counted for the purpose of controlling objectives. Non-transport vehicles with a base front Armour Value of 12 or more count as two models for the purpose of controlling objective markers. Multi-wound models such as Ork Nobs still count as a single model for this purpose. Additionally, any unit that specifically states that it may not hold table quarters or objectives (such as Nurglings) obviously cannot control an objective marker.
SCENARIO MISSIONS
After terrain and objective markers are set up, it is time to determine what your orders are. Each army will have orders from their high command detailing what their purpose on the battlefield will be. These may or may not be the same as the enemy and may or may not affect what your enemy does during the game. Each player should roll two dice, add the results, and consult the Scenario table to determine their mission. Both players should tell each other which mission they rolled. In addition to the basic objectives needed to achieve victory, the mission you roll may also offer additional rules, such as Infiltrate or Deep Strike, that are in effect for your army. Since each player rolls separately, any special rules for their mission apply ONLY to their army and not their opponent's force. This means that one army may have the ability to use deep striking units such as Terminators, while the other army may only have the option of infiltrators or no special rules at all. These rules are detailed in the Mission chart.
In addition, one of the players will roll a die. On a roll of 5+ Escalation as per the Universal Special Rules will be in effect. This will affect both players.
GAME LENGTH
All games have a fixed length of six turns. Exceptions are armies that may vary game length
VICTORY CONDITIONS
If one side completes all of their objectives while the opposing player has achieved half or none of theirs, then the game is a major victory. If one side completes half of their objectives while the opposing player has achieved none of theirs, then the game is a minor victory. If both players have achieved either all, half, or none of their objectives, then the game is considered a draw.
Major Victory 17 points
Minor Victory 13 points
Draw 10 points
Minor Loss 7 points
Major Loss 3 points
Edited: 9/7/10: Have FUN!!! All games must be played out until end of last turn or stopped by the TO. It is very much frown upon when players just give up and let the opponent get all the points in a match. TO has the right to disqualify or give a penalty in points to both players for conceding a match.
Participants will be matched using modified Swiss Style Draw. The First Round pairings will be determined by the Umpire, utilising whatever arcane methods he devises.
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SCENARIO MISSIONS
Each player rolls two dice and consults the table below to determine their army's mission and victory conditions.
2D6 Mission
2 Assassinate
3 Sabotage
4 Lightning Raid
5 Foothold
6 Hold Out
7 Firebase
8 Bridgehead
9 Rescue
10 Unconventional Warfare
11 Hold the Line
12 Bombardment
ASSASSINATE
Your army has been given strict orders to assassinate the enemy command in order to cause disarray and hopefully rout the opposing army.
Objective 1: You must destroy the enemy general. If a player has more than one HQ choice that may act as the general, they must nominate before the game which model is their general.
Objective 2: You must control any one enemy objective marker.
Special Rules: Deep Strike, Infiltrate
SABOTAGE
Equipped with explosives, your army has been tasked with the thankless job of sabotaging enemy objectives, be they fuel dumps, ammunition tenders, or monoliths to the dark gods.
Objective: You must destroy both enemy objective markers in close combat. Every non-vehicle infantry unit carries the charges for this task but you can only use them to destroy enemy objective markers. To destroy an objective, you must end your movement in base-to-base contact with it and spend your entire assault phase doing nothing other than setting the charges. At the end of your assault phase, the objective is destroyed. The destroyed objective marker may not be controlled by either side and should be removed from the table after the assault phase.
Special Rules: Infiltrate
LIGHTNING RAID
By concentrating your attack, you hope to push through the enemy lines and strike deep in enemy territory.
Objective 1: You must have two units above 50%, or two mobile vehicles, in the enemy deployment zone at the end of the game.
Objective 2: You must control any one enemy objective marker.
Special Rules: Deep Strike; Infiltrate
FOOTHOLD
Orders are clear: secure a path through the enemy lines in this sector so that reinforcements may break through and carry the battle to the enemy.
Objective: You must control both enemy objective markers.
Special Rules: Deep Strike; Infiltrate
HOLD OUT
Your army finds itself pinned down by suppressing fire. As the opposing force approaches, you hope to simply hold out long enough for fresh reinforcements.
Objective: You must control both of your own objective markers.
Special Rules: Deep Strike
FIREBASE
Often during the heat of battle, exact and precise orders are impossible to follow. Finding yourself under the heel of the enemy, you strive to take whatever land you can during the ensuing combat.
Objective: You must control any two objective markers.
Special Rules: None
BRIDGEHEAD
Your army has been tasked with securing a foothold on this territory. By controlling this bridgehead, you hope to provide a clear route to allow the rest of your forces through to assault the enemy.
Objective 1: You must control any one of your objective markers
Objective 2: You must control any one of the enemy objective markers.
Special Rules: Infiltrate
RESCUE
Your army has been ordered to rescue a vital military item from the battlefield. This could be a wounded soldier, military documents, or intelligence. Whatever the item may be, you must secure it and ensure its safe extraction from the battlefield.
Objective 1: You must rescue one strategic military item. To rescue the item, any non-vehicle unit in your army must spend one full Movement phase in base to base with an enemy objective to recover the data, gather information, etc. Once this has been achieved the item is considered 'rescued'.
Objective 2: You must control any one of your own objective markers.
Special Rules: Infiltrate
UNCONVENTIONAL WARFARE
Contact with high command has been broken. Your exact orders may or may not have been determined correctly. Without further contact, you find yourself forced to work with the last intelligible message you received, praying that the mission is somehow a success.
Objective: You must control two randomly determined objective markers to win the game. Randomise by numbering the markers one to four then rolling a dice. On a roll of a 5 or a 6 you may choose which of the objective markers to control.
Special Rules: Deep Strike
HOLD THE LINE
The enemy is pushing into your territory. You hope to stop their advance in order to prevent further attacks.
Objective 1: You must have more friendly units than enemy units in your own deployment zone at the end of the game.
Objective 2: You must control one of your own objective markers.
Special Rules: None
BOMBARDMENT
You have your opponent pinned down. The distant support weapons of your heavy artillery rain a constant hail of high explosive death upon the beleaguered enemy. The pure definition of war lies before you, grind your opponent into the dirt.
Objective 1: You must reduce all enemy units to under 50%.
Objective 2: You must control one of your own objective markers.
Special Rules: Preliminary Bombardment
Cheers,
Oberon
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