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> ~Tournament Pack missions, it may not be cut and pasted properly
mightymouse
post Apr 24 2009, 09:05 AM
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PREDATOR!



DEPLOYMENT

Both players roll a dice. The highest picks one long table edge (as per pitched battle diagram page 92 of W40k 5th ed) and proceeds to deploy one unit at a time ANYWHERE on the table.
The opponent then places a unit at least 18” away from any enemy units. Players keep doing this until all of their units that must be deployed are on the table.
The strict deployment order is as follows –
Fast attack, HQ, Elites, Troops.

All Heavy Support are not deployed and will arrive AUTOMATICALLY on the owning players FIRST turn and operate as per reserve deployment rules for the pitched battle scenario.


STARTING THE GAME

After deployment both players roll a dice. The highest may decide to go first or second.

NOTES

Any units arriving first turn may Ram or Tankshock from “off the table” if they find the whole reserve entry area totally blocked by enemy troops.

Any Heavy Support unable to Tankshock or enter the table due to enemy blocking the entire reserve entry zone automatically gets held in reserve and may use the Deepstrike special rule even if normally not able to do so.

VICTORY

Objective: Annihilate the enemy forces.
This mission will use the Victory point rules (supplied with this pack) to determine the victor.



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DELEGATION!


DEPLOYMENT

The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’ x 4’ table would have four 3’ x 2’ quarters.

Then exactly 9” away from the centre draw an imaginary 12” square box in both chosen table quarters. (see diagram below) which will be the deployment are

The players roll-off, and the winner chooses to go first or second. The player that goes first chooses which table quarter to deploy in, marks out his deployment area and must deploy a minimum of 1 HQ and 1 TROOP choice. The second player then proceeds to do the same for his own army.

The player that deployed first will go first. The player that deployed second may attempt to “seize the initiative” (page 92 of the 40k rulebook)


Any units not deployed may enter play at the start of the players FIRST turn on the roll of a 5+ (just like reserves) after that all units follow the normal rules for reserves (e.g turn 2 they will arrive on a 4+ etc)

VICTORY

This mission will use the victory points table provided with this pack to determine the result. All victory points for HQs deployed at the start of the game are doubled.


INSERT DIAGRAM HERE.

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RETREAT, NO SURRENDER!!

DEPLOYMENT
Both players roll a D6. The highest roll is the attacker, the lowest roll is the defender.
The defender chooses a long table edge and places 1 objective marker within the designated area ( see map provided) The attacker then places 2 objective counters within the same area. All objectives must be at least 8” apart.

-The defender then deploys his whole force within his table half. ( Note – ALL UNITS MUST BE PLACED ON THE TABLE NO RESERVES OF ANY KIND THIS OVER RIDES ANY RULE OR CODEX including demons whose deployment rules are ignored) Scouts and on table infiltrators may be placed as normal (as long as they are on the table when the game starts)

-The attacker then deploys his whole force up to 10” onto his own table edge. ( Note – ALL UNITS MUST BE PLACED ON THE TABLE NO RESERVES OF ANY KIND THIS OVER RIDES ANY RULE OR CODEX including Demons whose deployment rules are ignored) Scouts and on table infiltrators may be placed as normal (as long as they are on the table when the game starts)

The attacking player gets first turn.






INSERT DIAGRAM HERE.





DEFENDING PLAYER SPECIAL RULES
Retreating rear guard
Starting with the defenders second turn. The defender MUST remove a single unit of his choice from play if his force contains more than 5 units total. ( HQ with retinue counts as 2 units)
If the defender has less than 5 units remaining then they must add a counter to his army. When the total of counters and units equal 5 then the defender MUST remove a unit and all counters from his army.

Faulty intelligence
On turn 5 the defender may remove from play an objective of his choice.

VICTORY
The winner is the player who holds the most objectives by the end of turn 6.
For the purposes of rankings each objective in this game is worth 250 victory points.
(** Note only troop choices may hold objectives as per 5th ed WH40k rulebook pg 90)

---------------------------------------------------------------------------------------------------



Standard Mission Castle

Carnage Rules.


Game 1 Pitched battle – Seize ground

This game will use the missions and rules from the Warhammer 40k 5th edition rulebook. Except there will be only 3 objectives NOT d3 + 2.

For rankings purposes only, all objectives will be worth 250 victory points each.


Game 2 Spearhead – Capture and Control

This game will use the mission and rules from the Warhammer 40k 5th edition rulebook.

For rankings purposes only, all objectives will be worth 300 victory points each.


Game 5 Dawn of War – Annihilation

This game will use the missions and rules from the Warhammer 40k 5th edition rulebook.

This game will not use any victory points. No victory points will be awarded to players in this mission.


------------------------------------------------------------------------------------------------------------









The tournament will be held at : Bli Bli Castle 292 David Low Way, Bli Bli.


Saturday
09.00 - Registration
09.45 - 1st Game: Pitched Battle - Seize Ground
12.00 – Lunch and Best Army Voting
12.45 - 2ndGame: Spearhead Capture & Control
15.00 - Tea Break
15.15 –3rd Game: Predator (see rules pack)
17.30 - Finish

Sunday
09.30 – 4th Game: Delegation (see rules pack)
11.45 – Lunch and Team Quiz
12.30 – 5th Game: Dawn of War Annihilation
14.45 - Tea Break
15.00 - SixthGame: Retreat No Surrender(see rules pack)
17.15 - Tea Break (while scores are totalled)
17.45 - Awards Ceremony
18.15 – Finish







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mightymouse
post Apr 24 2009, 09:08 AM
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GENERALSHIP
(0-48 Points)
There will be six games over the weekend with a maximum of 8 points available from each game. We have decided to use a simple procedure for working out the tournament points scored for generalship. The system is as follows.
Based on the objectives set in the 5th Edition Warhammer 40,000 rulebook or the missions contained within this pack , work out whether it was a win, loss or tactical draw, as per the scenario/mission rules (e.g. whether its by victory points or objectives depending on mission). The rules for working out the tournament points are printed on the back of this pack.
Players will receive 8 points for a win, 4 points for a draw, 1 point for a loss. In the eventuality of a tied result for rankings those who scored highest on Victory points will be given preference.



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Copper Head
post Apr 24 2009, 09:33 AM
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QUOTE(mightymouse @ Apr 24 2009, 09:05 AM) *


-------------------------------------------------------------------------------------------------------------
RETREAT, NO SURRENDER!!

DEPLOYMENT
Both players roll a D6. The highest roll is the attacker, the lowest roll is the defender.
The defender chooses a long table edge and places 1 objective marker within the designated area ( see map provided) The attacker then places 2 objective counters within the same area. All objectives must be at least 8” apart.

-The defender then deploys his whole force within his table half. ( Note – ALL UNITS MUST BE PLACED ON THE TABLE NO RESERVES OF ANY KIND THIS OVER RIDES ANY RULE OR CODEX including demons whose deployment rules are ignored) Scouts and on table infiltrators may be placed as normal (as long as they are on the table when the game starts)

-The attacker then deploys his whole force up to 10” onto his own table edge. ( Note – ALL UNITS MUST BE PLACED ON THE TABLE NO RESERVES OF ANY KIND THIS OVER RIDES ANY RULE OR CODEX including Demons whose deployment rules are ignored) Scouts and on table infiltrators may be placed as normal (as long as they are on the table when the game starts)

The attacking player gets first turn.
INSERT DIAGRAM HERE.
DEFENDING PLAYER SPECIAL RULES
Retreating rear guard
Starting with the defenders second turn. The defender MUST remove a single unit of his choice from play if his force contains more than 5 units total. ( HQ with retinue counts as 2 units)
If the defender has less than 5 units remaining then they must add a counter to his army. When the total of counters and units equal 5 then the defender MUST remove a unit and all counters from his army.

Faulty intelligence
On turn 5 the defender may remove from play an objective of his choice.

VICTORY
The winner is the player who holds the most objectives by the end of turn 6.
For the purposes of rankings each objective in this game is worth 250 victory points.
(** Note only troop choices may hold objectives as per 5th ed WH40k rulebook pg 90)



Question, How do drop pod armies work here? I know everything starts on the table, but can you take away a drop pod as the unit a Defender must take away?


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Chevynova
post Apr 24 2009, 05:30 PM
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And one I've been asked about the above mission - troops in a transport. What happens if the transport is removed - do the troops go with or do they disembark first?


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mightymouse
post Apr 24 2009, 06:44 PM
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Regarding Retreat no surrender mission - FAQ

As it states in the rules transports are exactly that, transports they are neither scoring or use up any force org slots.

Therefore transports are NOT removed unless their troops they were bought with are removed ie the transport and the unit they are purchased with are a single removal choice. The exception is Heavy support with a transport option.

As for drop pods both players MUST deploy them as if they had dropped within their own deployment zone and from then they act as normal. Once again if their squad is removed they are removed and visa versa.

The exception is if their whole squad is dead EXCEPT the transport then the transport may be removed as a choice thus completing the removal of one whole unit.

The rules for retinues are also clear.

These rules of full deployment reflect that this mission is a retreating guard, mopping up, style affair with the assault having already taken place with minor pockets of resistance left.

This post has been edited by mightymouse: Apr 24 2009, 06:46 PM


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YogoZuno
post Apr 24 2009, 10:57 PM
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QUOTE
As it states in the rules transports are exactly that, transports they are neither scoring or use up any force org slots.

Not sure what rules exactly you're thinking about, but dedicated transports are normally treated as a separate unit, that happens to use the same force org choice as another unit. So, for instance in a Dawn of War, a transport would count as one of the units you can deploy. Same with multiple Guard Infantry Squads in a platoon.

So, are you saying that transports count as part of their parent unit for this mission? Or only count as part of the parent unit if the rest of the parent unit is dead? How does this mission treat Guard platoons? How about a multiple Zoanthrope unit - once on the table, they count as separate units?

QUOTE
(** Note only troop choices may hold objectives as per 5th ed WH40k rulebook pg 90)

So, you can still contest with non-troops, right?


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mightymouse
post Apr 25 2009, 08:10 AM
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Are you being arguementative yogo?? biggrin.gif biggrin.gif

Transports have never been scoring or deployed seperately from their parent unit in any game Ive ever played.

The ruling is that transports cannot be removed as a removal choice by themselves unless the whole squad they were bought with is dead.

Im not sure how to be clearer than that biggrin.gif

As for Zoanthrops and the like -
The removal rule says "take away a unit" do exactly that(except where noted regarding retinues or transports)

Its not take away a force org selection. So same for guard.

Yes tyranids are particularly strong in this scenario as the defender. Without number caused me loads of headaches.


The rules for objective claiming are the same as the 5th ed rulebook page 90.

This post has been edited by mightymouse: Apr 25 2009, 08:14 AM


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mightymouse
post Apr 25 2009, 08:18 AM
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QUOTE(YogoZuno @ Apr 24 2009, 10:57 PM) *

So, for instance in a Dawn of War, a transport would count as one of the units you can deploy.


I admit Ive never put down a transport and left the troops off the board(if thats what you mean) When I can get off my butt Ill be checking that out.


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YogoZuno
post Apr 25 2009, 10:14 AM
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QUOTE
Are you being arguementative yogo??

<sigh>I'm trying to understand your missions. After all, if I'm asking these questions now, somebody at the tourney most likely will ask the same questions at some point.

If you look again at the mission up above, it says nothing at all about transports being part of their parent unit, even though you told Copperhead 'As it states in the rules'. Looks like you assumed.

QUOTE
Transports have never been scoring or deployed seperately from their parent unit in any game Ive ever played.

I never said transports were scoring - in 5th ed, they can't be, since they are vehicles. However, a dedicated transport is a completely independent unit from the unit it is dedicated to. They do not need to maintain coherency, nor do they need to be deployed together (there are some exceptions to that, involving reserves). In fact, although I don't agree that it's fluffy (I'd never do it...), it is normally quite legal to place a dedicated Drop Pod into reserves, but deploy the squad it's dedicated to on the table...

QUOTE
I admit Ive never put down a transport and left the troops off the board(if thats what you mean)

Not quite what I meant, but yes, it can be a choice.

The Dawn of War deployment says that when you finish deploying, you can't have more than 1 HQ and 2 Troops units on the table. So, if you have a squad with a dedicated transport, they together count as 2 Troops units, and you would not be able to deploy any more troops. In the same manner, if your HQ unit had a dedicated transport, then it could not be deployed on the table with the squad in a Dawn of War scenario. It also means that Space Marine units of 10, with a Razorback transport, are a bad choice in a Dawn of War scenario - you can't combat squad if you're not on the table, but if you combat squad, you can't put the RzBk on the table...

QUOTE
When I can get off my butt Ill be checking that out.

The Dawn of War Example (under the diagram, on p93) clarifies what counts as units, as does the paragraph 'Multiple Unit Choices' on p92.


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mightymouse
post Apr 25 2009, 04:45 PM
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QUOTE(YogoZuno @ Apr 25 2009, 10:14 AM) *

<sigh>I'm trying to understand your missions. After all, if I'm asking these questions now, somebody at the tourney most likely will ask the same questions at some point.



When you quote me Yogo quote the whole sentence. You forgot these biggrin.gif:D

Smile mate it was said in jest.

As for the above query, ok I misunderstood. I hope its all clear now.

Cheers Yogo



Phew it would be a refreshing change if people on WGAU or any other forum for that matter were just a little more positively vocal about things. You know the sky wont fall in people if you say something nice about something. biggrin.gif


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YogoZuno
post Apr 25 2009, 07:28 PM
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Well, since you asked...Delegation sounds interesting, the setup for Predator could make for a fun game, and the concept of Retreat, No Surrender is good (although probably worked better in the game it was stolen from wink.gif )


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mightymouse
post Apr 25 2009, 08:54 PM
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It works wink.gif have faith. And thanks, predator has given me loads of headaches over the years. ;D


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Blind Pig
post Apr 25 2009, 09:20 PM
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QUOTE(mightymouse @ Apr 25 2009, 04:45 PM) *

You know the sky wont fall in people if you say something nice about something. biggrin.gif


Well....I have a really nice pussy.

wink.gif


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Blind Pig
post Apr 26 2009, 01:30 PM
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See?

IPB Image

(You all have dirty minds !!!!! )

tongue.gif


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Chevynova
post Apr 26 2009, 04:09 PM
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Nice one Mrs Slocum!

(I think that's the name from "Are You Being Served?")


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mightymouse
post Apr 26 2009, 07:06 PM
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QUOTE(Chevynova @ Apr 26 2009, 04:09 PM) *

Nice one Mrs Slocum!

(I think that's the name from "Are You Being Served?")

lol correct chevy.. now we are showing our age.. especially when I thought Mrs Slocum before ANYTHING dirty. biggrin.gif


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post May 6 2009, 01:33 PM
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lol trolled


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Chevynova
post May 9 2009, 11:39 PM
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Just another quick question for the no retreat mission. If I remove a squad that bought a transport but there is another unit currently in the transport do the new transportees go to or do they disembark?

Also, I'm guessing the intention of the wording is that removal happens at the start of the player turn but the wording doesn't actually give a time in the player turn for removal. It only gives a game turn for when removal begins (hope that made sense) "starting turn 2 the defender removes ..."


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mightymouse
post May 10 2009, 08:09 AM
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QUOTE(Chevynova @ May 9 2009, 11:39 PM) *

Just another quick question for the no retreat mission. If I remove a squad that bought a transport but there is another unit currently in the transport do the new transportees go to or do they disembark?

Also, I'm guessing the intention of the wording is that removal happens at the start of the player turn but the wording doesn't actually give a time in the player turn for removal. It only gives a game turn for when removal begins (hope that made sense) "starting turn 2 the defender removes ..."


The squad inside is removed as well and a confused intelligence issue(just like the US smile.gif ). Therefore players must think in advance as to what they do with their transports and such.

Yes removal happens AT THE START of the defenders turn. I will amend this at the tournament by announcement



This post has been edited by mightymouse: May 10 2009, 08:12 AM


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crot
post May 20 2009, 01:43 PM
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so if im taking off a tac squad with a rhino transport i have to take BOTH the rhino and the tac squad? ouch
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