Club Kampioenschap 40k

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Jakke
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Club Kampioenschap 40k

Post by Jakke » Fri Jun 28, 2013 3:15 pm

derde manche als ik mij niet vergis wie is er bij?
1850 pts, 2 matches
anders de scenario's van vorige keer is uitproberen of zijn er andere voorstellen

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Jakke - Blood Angels
Last edited by Jakke on Sat Jun 29, 2013 1:15 am, edited 1 time in total.
GrandMaster of the Sanguine Angels Blood Angels Succesor Chapter
Archon of the Götterdämmerung Traitor Guard Regiment
ArchMage of the Pointy Ears High Elves army
Coach of the Short Jokes dwarf bloodbowl team
Grand Vizier of mutatawwi'a
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MaartenV
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Re: Club Kampioenschap 40k

Post by MaartenV » Fri Jun 28, 2013 11:41 pm

I'm in. Als we 2000 gaan spelen best strak om 10u beginnen. En geen hordelegers :)
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Glenn
Club champ 40k
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Re: Club Kampioenschap 40k

Post by Glenn » Fri Jun 28, 2013 11:47 pm

Waarom 2000punten?

Houden we het niet gewoon op 1750-1850?
Glenn
Warhammer 40K: Space Marines & Imperial Knights
MESBG: Rivendell, Isengard, Mordor & Moria
Jakke
Chapter Master
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Re: Club Kampioenschap 40k

Post by Jakke » Sat Jun 29, 2013 1:15 am

het is aangepast naar 1850
GrandMaster of the Sanguine Angels Blood Angels Succesor Chapter
Archon of the Götterdämmerung Traitor Guard Regiment
ArchMage of the Pointy Ears High Elves army
Coach of the Short Jokes dwarf bloodbowl team
Grand Vizier of mutatawwi'a
(\__/)
(='.'=) This is Bunny. Put him on your
(")_(") signature to help him on his
way to world domination
buizerd
Hellbrute
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Re: Club Kampioenschap 40k

Post by buizerd » Sat Jun 29, 2013 4:32 pm

ik kom normaal ook. SW
sanguinius
Chapter Master
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Re: Club Kampioenschap 40k

Post by sanguinius » Sat Jun 29, 2013 7:55 pm

Ik weet pas vrijdag of ik niet moet gaan werken dus zal dan beslissen. Als ik geen hele dag kan blijven wil ik wel flames of war spelen. Maar ik weet het pas vrijdag.

grz

Johan
guildball: butchers, alchemists, morticians
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sanguinius
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Re: Club Kampioenschap 40k

Post by sanguinius » Tue Jul 02, 2013 7:48 pm

Ik ga zondag moeten werken, zal dus voor een andere keer zijn.

grz

Johan
guildball: butchers, alchemists, morticians
AoS: nighthaunt
star wars imperial assault, legion
dark souls boardgame
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Glenn
Club champ 40k
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Re: Club Kampioenschap 40k

Post by Glenn » Fri Jul 05, 2013 11:53 pm

Lars ging waarschijnlijk komen. (Moek nog effe hene bellen om te bevestigen.)
Nico komt ook.

Dan zijn we met 6
Jakke -Blood Angels
Maarten - Orks?
Glenn - Blood Angels
Bart - ?
Lars - Imperial Gaurd/(Space Marines?)
Nico - Tyranids

Ik zal ook scenario's maken dan? :p
Zal morgen wachten op feedback.
Glenn
Warhammer 40K: Space Marines & Imperial Knights
MESBG: Rivendell, Isengard, Mordor & Moria
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Glenn
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Re: Club Kampioenschap 40k

Post by Glenn » Sat Jul 06, 2013 7:58 am

40K club Championship #3 [1850P]

Wanneer & Waar: 7julie, start 10:00, Café Den Anker

General Rules

Spend up to 1850points.
You can bring a maximum of three flying models.
Special and unique Characters are allowed, but not in an ally contingent.
Forgeworld models approved for normal 40K games can be used if you bring all the relevant rules for those models.

Battlefield debris, mysterious forests, jungles, woods, rivers, lakes and pools rules will not be used. Unless both players agree on using any.

Battlefield scenery will be placed by everyone before we start.

In case one player is completely wiped, the game automatically ends.
And the victor receives the maximum amount of points.

That looks pretty:
A player with a completely based and painted army gets to re-roll 1 of his dice rolls.

[Applies only for "ingame-dice": no re-rolling deployment, night fighting, seize the initiative, reinforcements, roll for turn 6&7, etc.
If you choose to re-roll a scatter die you have to re-roll the D6's too, If for some reason you already are allowed to re-roll (twin-linked, etc) you are not allowed to use this re-roll. [No re-rolling re-rolls!]
If both armies are painted, no player may claim the re-roll.


Scenario1: Capture and control
"The Battlefield Lies full with previously dropped supplies, equipment, traps, artifacts? ....
Both armies are trying to get their hands on these mysterious items."


1. Determine battlefield.
2. Roll for Warlord Traits. [Roll first then choose your table.]
3. Roll for night fighting. (If still needed.)
4. Roll-off to see who gets to choose his Deployment Zone first and gets the first turn.
(NOTE: The roll-off winner can choose to pass the choice to his opponent.)
5. Fortifications: The one that chose a table edge starts with placing Fortifications, followed by his opponent.
6. Objectives: 5 markers (25mm). Start by placing 1 objective in the center of the table.
Scatter it 3D6, if the hit marker is rolled remove the highest D6 and move it in the direction of the little arrow.
Players alternately place objectives starting with the player that chose the table edge.
7. Deploy at least half your forces. The player that chose the table edge deploys first and gets first turn.
8. Start! (Seize the initiative is not mandatory.)

Primary objectives
Each Primary objective is worth 3 victory points at the end of the game.

Secondary objectives
Slay the Warlord, First Blood, Linebreaker, High Value Unit.

Special rules
Mysterious Objectives, Reserves, That looks pretty.

High Value Unit
You choose 1 unit in your force while deploying that is going to become your High Value unit.
You cannot choose a unit in reserve to be your High Value Unit.
Nor can it be your Warlord. "There's already a bounty on his head!"
You are trying to preserve this unit while your opponent tries to hunt it down.

Infantry:
Above 50% strength: 2-0
50% strenght or less: 1-1
Wiped: 0-2


Independent character /Monstrous Creature
More than half wounds left: 2-0
Half or less wounds left: 1-1
Killed: 0-2


Vehicle:
Half or more of its Structure points: 2-0
Less than half its Structure Points or Immobilized or no functioning weapons left: : 1-1
Destroyed or Immobilized and no more functioning weapons left: 0-2


Scenario2 : "All your base are belong to us!"
"The 2 armies surprisingly meat each other while advancing on this unknown planet.
Both forces quickly establish a command center and charge each other head on."


1. Determine battlefield.
2. Roll for Warlord Traits. [Roll first then choose your table.]
3. Roll for night fighting. (If still needed.)
4. Roll-off to see who gets to choose his Deployment Zone first and gets the first turn.
(NOTE: The roll-off winner can choose to pass the choice to his opponent.)
5. Fortifications: The one that chose a table edge starts with placing Fortifications, followed by his opponent.
6. Objective Markers: 2 markers (25mm).
Players alternately place their base, up to 6" from the 24" battle zone and 18" away from the left or right table edge, starting with the player that chose the table edge.
7. Deploy at least half your forces. The player that chose the table edge deploys first and gets first turn.
8. Start! (Seize the initiative is not mandatory.)

Primary objectives
At the end of the game you receive 2VP's for each destroyed unit.
And 1 VP for each very damaged unit (Middle column on the High Value Unit table.)
Each Base is worth 5VP's.

Secondary objectives
Slay the Warlord(worth 2VP's), First Blood(worth 2VP's), Linebreaker(worth 2VP's), Priority Target.

Special rules
Reserves, That looks pretty, My base.

Priority Target
You secretly note down a unit. (Do it properly please, any confusion will let your opponent choose.)
This unit will be worth 2VP's for you if it is still alive at the end of the game.
You cannot choose a unit in reserve to be your High Value Unit.
Nor can it be your Warlord. "There's already a bounty on his head!"
At the start of Turn 4 both players reveal which unit they chose. "Time for hunting!"

My base
"You set up a base of operations for the upcoming battle."
Your base counter has 1 of the mysterious objectives rules chosen by the player.
ONLY 1 UNIT CAN CONTROL THE BASE!
[Per player, so it is possible for both the players to gain the benefits from the same base.]
If more than 1 unit is within 3" simply choose 1 unit that is in control of the base at the start of each turn.

Option1: "Instead of upgrading and fortifying your position, you as commander value surprising and disrupting the enemy more. You send out some troops to sabotage the enemies entrenches."
You may choose to sabotage your enemy's base instead of entrenching your own.
Your base will have no additional rules but your enemy's base will additionally receive the sabotaged mysterious objective rule on top of any rules he may have chosen.
Due to the sabotage the base is now worth 3VP's instead of 5VP's.

Option2: "Being the cautious, or paranoid, commander that you are, you think your enemy is trying to do something malicious. You double the guard on your quickly established base."
You may choose to have no additional rules on your base.
Ignore any sabotage effects. "Doubling the guard exposed the infiltrators before they could sabotage your base"

Option3: "You install a Skyfire Nexus beacuae you can hear enemy flyers approaching in the distance"
Gain Skyfire special rule.

Option4: "You install targeting relays to repel the incoming assaults with volleys of overwhelming firepower."
Re-roll failed to hit rolls of 1 when shooting.

Option5: "You quickly raise a mini fortress, finding proper defenses more important than offenses."
Cover save is 1 point higher than normal.

Option 6: "You install a Grav Wave Generator, hoping this new equipment will work and slow enemy advances."
A unit charging the unit in control of this objective halves it's charge range.

You and your opponent choose what the bases are simultaneously (Cover a die with the number of mysterious objective you want to use, reveal them together.)


Scenario1: Capture and control Command point table:
Command points/Difference in Victory Points
25-0 13+
24-1 12
23-2 11
22-3 10
21-4 9
20-5 8
19-6 7
18-7 6
17-8 5
16-9 4
15-10 3
14-11 2
13-12 1
12-12 DRAW

Scenario2 : "All your base are belong to us!" Command point table:
Command points/Difference in Victory Points
25-0 25+
24-1 24
23-2 22
22-3 20
21-4 18
20-5 16
19-6 14
18-7 12
17-8 10
16-9 8
15-10 6
14-11 4
13-12 2
12-12 DRAW

--------------------------------------------------------------------------------
Deelnemers:
Jakke
Maarten
Glenn
Bart
Lars
Nico

Meer deelnemers altijd welkom.

Feedback op de scenario's is ook altijd welkom.
Glenn
Warhammer 40K: Space Marines & Imperial Knights
MESBG: Rivendell, Isengard, Mordor & Moria
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Glenn
Club champ 40k
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Re: Club Kampioenschap 40k

Post by Glenn » Mon Jul 08, 2013 6:15 pm

Hier zijn de voorlopige resultaten van deze manche:

Scenario 1
Bart vs Jan 15-10 7vps-4vps
Glenn vs Maarten 15-10 9vps-6vps
Nico 15

Scenario 2
Nico vs Maarten 23-2 48vps-26vps
Glenn vs Bart 21-4 30vps-13vps
Jan 22

Reservespeler kreeg telkens het gemiddelde van de winnaars.

Resultaat 3e manche 40K:
1. Nico 38
2. Glenn 36
3. jan 33 - Bart 19
5. Maarten 12

Aangezien de punten nogal raar zijn met maar 2 spellen en een reserve speler zijn er wat aanpassingen gebeurd:
Nico en Glenn spelen nog een 3e spel voor de eerste plaats.
Jan en Bart staan gelijk op plaats 3 Aangezien Bart Jan versloeg in sceanrio1.

Note:
Punten voor scenario 2, Nico vs Maarten, zijn een beetje anders dan eerst bleek op het tornooi.
Maarten had First Blood door de Tyrant Gaurd. Klein foutje, kan gebeuren ^^
Veranderd wel niks aan het algemeen resultaat :p




Voorlopige totaalpunten 40K manches:
1.Nico: 1+(3)+1= 4
2.Glenn: 2+(3)+2= 7
3.Bart C.: 3+1+3= 7
4.Jan: 4+2+3= 9
5.Maarten: 5+(3)+5= 13
Glenn
Warhammer 40K: Space Marines & Imperial Knights
MESBG: Rivendell, Isengard, Mordor & Moria
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