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| mightymouse |
Apr 24 2009, 09:05 AM
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#1
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
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. --------------------------------------------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------------------------------------- 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 -------------------- Builder, painter and player of top quality GW armies since 1994
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| mightymouse |
Apr 24 2009, 09:08 AM
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#2
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
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. -------------------- Builder, painter and player of top quality GW armies since 1994
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| Copper Head |
Apr 24 2009, 09:33 AM
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#3
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Member ![]() Group: Veteran Members Posts: 675 Joined: 7-February 05 From: Brisbane Member No.: 958 |
------------------------------------------------------------------------------------------------------------- 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? -------------------- Painting lists Paint all remaining Ultramarine items. 5 Drop Pods, 1 Dread, Techmarine etc.... Re paint Necron army. |
| Chevynova |
Apr 24 2009, 05:30 PM
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#4
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Member ![]() Group: Veteran Members Posts: 2,474 Joined: 17-June 08 Member No.: 5,626 |
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?
-------------------- Hello, my name is Glenn Blair. Proudly not having Force Z results count towards my ranking since 2009 |
| mightymouse |
Apr 24 2009, 06:44 PM
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#5
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
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 -------------------- Builder, painter and player of top quality GW armies since 1994
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| YogoZuno |
Apr 24 2009, 10:57 PM
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#6
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Member ![]() Group: Veteran Members Posts: 7,752 Joined: 19-November 04 From: Brisbane Member No.: 57 |
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? -------------------- |
| mightymouse |
Apr 25 2009, 08:10 AM
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#7
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
Are you being arguementative yogo??
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 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 -------------------- Builder, painter and player of top quality GW armies since 1994
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| mightymouse |
Apr 25 2009, 08:18 AM
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#8
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
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. -------------------- Builder, painter and player of top quality GW armies since 1994
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| YogoZuno |
Apr 25 2009, 10:14 AM
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#9
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Member ![]() Group: Veteran Members Posts: 7,752 Joined: 19-November 04 From: Brisbane Member No.: 57 |
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. -------------------- |
| mightymouse |
Apr 25 2009, 04:45 PM
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#10
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
<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 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. -------------------- Builder, painter and player of top quality GW armies since 1994
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| YogoZuno |
Apr 25 2009, 07:28 PM
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#11
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Member ![]() Group: Veteran Members Posts: 7,752 Joined: 19-November 04 From: Brisbane Member No.: 57 |
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
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| mightymouse |
Apr 25 2009, 08:54 PM
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#12
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
It works
-------------------- Builder, painter and player of top quality GW armies since 1994
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| Blind Pig |
Apr 25 2009, 09:20 PM
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#13
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![]() The Cook Group: Support Veteran Posts: 5,194 Joined: 6-September 07 From: Brisbane Member No.: 4,465 |
You know the sky wont fall in people if you say something nice about something. Well....I have a really nice pussy. -------------------- See our new LAZOR!!!! cut scenery webstore at http://www.bplaser.com The Blind Pig Usually the First and Third Saturday of each month. March to mid-December 9:30am to 4:30pm Finnish Hall 62 Newnham Road Mount Gravatt Brisbane QLD See our website at: http://www.blindpiggamesclub.com And I too forgot to log off at work. The things we get up to when we're supposed to be gainfully employed, huh? - Dr D |
| Blind Pig |
Apr 26 2009, 01:30 PM
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#14
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![]() The Cook Group: Support Veteran Posts: 5,194 Joined: 6-September 07 From: Brisbane Member No.: 4,465 |
See?
![]() (You all have dirty minds !!!!! ) -------------------- See our new LAZOR!!!! cut scenery webstore at http://www.bplaser.com The Blind Pig Usually the First and Third Saturday of each month. March to mid-December 9:30am to 4:30pm Finnish Hall 62 Newnham Road Mount Gravatt Brisbane QLD See our website at: http://www.blindpiggamesclub.com And I too forgot to log off at work. The things we get up to when we're supposed to be gainfully employed, huh? - Dr D |
| Chevynova |
Apr 26 2009, 04:09 PM
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#15
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Member ![]() Group: Veteran Members Posts: 2,474 Joined: 17-June 08 Member No.: 5,626 |
Nice one Mrs Slocum!
(I think that's the name from "Are You Being Served?") -------------------- Hello, my name is Glenn Blair. Proudly not having Force Z results count towards my ranking since 2009 |
| mightymouse |
Apr 26 2009, 07:06 PM
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#16
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
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. -------------------- Builder, painter and player of top quality GW armies since 1994
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| Daerke |
May 6 2009, 01:33 PM
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#17
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Member ![]() Group: Veteran Members Posts: 155 Joined: 22-April 09 Member No.: 7,333 |
lol trolled
-------------------- ~about 3k of deldar
~1850 Death Korps of Krieg ~Dark Heresy ~Wild Talents ~A Dirty World ~Call of Cthulhu check out my blog/soon to be podcast: www.downunderroleplay.wordpress.com |
| Chevynova |
May 9 2009, 11:39 PM
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#18
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Member ![]() Group: Veteran Members Posts: 2,474 Joined: 17-June 08 Member No.: 5,626 |
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 ..." -------------------- Hello, my name is Glenn Blair. Proudly not having Force Z results count towards my ranking since 2009 |
| mightymouse |
May 10 2009, 08:09 AM
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#19
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Member ![]() Group: Veteran Members Posts: 3,584 Joined: 12-August 07 Member No.: 4,372 |
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 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 -------------------- Builder, painter and player of top quality GW armies since 1994
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| crot |
May 20 2009, 01:43 PM
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#20
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Member ![]() Group: Veteran Members Posts: 105 Joined: 11-August 08 Member No.: 5,912 |
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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