Page 1 of 2

zondag 16 november 40k 4de manche

Posted: Mon Oct 13, 2014 1:19 pm
by Jakke
De 4de en laatste manche van 40k!

- 7th edition
- 1500P using 1 combined arms detachment (minus fortifications & lords of war)
- Use 1 codex or codex supplement. Forge World approved for 40K allowed.
- No Escalation, dataslates, formations or other supplements allowed.
- Lords of war that aren't super heavies are allowed and will be counted as an HQ choice instead. (example: Ghazghkul Thrakka, Ork Codex)

- 3 battles. 25 Tournament Points per battle, 15 Tournament Points on painting.

Time Schedule:
10:00 - 12:30 First battle
12:45 - 15:15 Second battle
15.30 - 18:00 Third battle

ATTENTION: The last participant to arrive will be sitting out the first round In case of an uneven amount of participants!

Scenario’s
Tournament Point chart for winning, drawing or losing an objective:
Primary: 10 - 5 - 0
Secondary: 6 - 3 - 0
Tertiary: 4 - 2 - 0

Slay the Warlord and Linebreaker grant 2 Tournament Points each.
First Blood grants 1 Tournament Point and can be earned by both players if they both inflicted their first unit wipe in the same game turn.

Extra Victory Points earned by special rules, like the "Legendary Fighter" Warlord trait (p125), will grant you additional Tournament points.
Note that these extra points do not make it possible for your score to go above 25 Tournament points per battle. Any extra points are discarded.

In case of a board clear you automatically score the maximum amount of 25 Tournament Points.
Your opponent still gets points for Slay the Warlord, First blood and any objectives in case he scored those.

These rules will be used in all 3 scenario's: Night Fighting, Reserves, Variable Game Length, Slay the Warlord, First Blood and Linebreaker.

To start a game follow these steps:
1) Army lists.
2) Discuss the terrain.
3) Generate psychic powers.
4) Roll-off to choose table sides.
5) Roll-off to place objectives.
6) Roll-off to see who deploys first.
7) Roll for warlord traits.
8) Potential night fight roll.
9) Deployment - Infiltrators - Scout moves
10) Potential seize the initiative.


Scenario 1: First Contact!
Dawn of War deployment.

Special rules: Deployment of old.
Replace step 6 of the starting game table with: Both players roll off, starting with the player that rolled the lowest, players take it in turns, deploying one unit at a time until both armies are fully deployed. After deployment both players roll off again, the winner chooses which player gets first turn. The other may attempt to seize as normal.

Objective counters: Divide the table in 4 equal quarters. Place 5 objective markers, one in the exact middle of each quarter and the last one in the exact centre of the table.


Primary Objective: Kill Points.

Secondary Objective: Score 1 point for each objective you control at the end of each of your turns. The person with the most points wins the secondary objective.

Tertiary Objective: Table Quarters. Divide the table in four quarters,
whoever controls the most quarters wins the tertiary objective. You control a quarter by having more army points than your opponent in that quarter.
Your units are worth no army points if they are fleeing. They are worth half the points if they are below half strength, wounds, hull points or are immobilized.
They are worth full points if the unit is at half strength, wounds, hull points or above.


Scenario 2: Run Governor, Run!
Dawn of war deployment.

Special rules: The governor's armoured transport.
The governor's transport is a vehicle with av 13 on all sides, unlimited hull points*, it always passes difficult terrain tests and ignores all effects on the damage chart*. If the governor's transport encounters a unit, perform a Tank Shock. At the end of the first game turn, the governor's transport enters the field from the right hand side (first turn player perspective) on the centre line of the table and moves 12+D6" to the opposite board edge. Every game turn after that the transport moves another 12+D6" in a straight line.

Objective counters: Place 1 objective (the relic) in the middle of the table.


Primary Objective: The player who knocks off the most hull points from the governor's armoured transport wins the primary objective.
If you roll an explode! result, instead of blowing the transport up, you remove an extra hull point. The maximum score for both players is 10.

Secondary Objective: Kill points. Characters and Independent Characters are worth an additional kill point.

Tertiary Objective: The Relic. (p.147 big rulebook) The player who controls the Relic wins this mission.


Scenario 3: Lost Technology
L-shaped deployment, 30" long, 15" wide, choose a corner, the opponent deploys in the far most opposite corner.

Objective counters: 6 "Tech Objectives" are placed by the players.

Special Rules: Tech Objectives.
Maximum one model within 3" of an objective may choose to examine the objective by forfeiting any action in the shooting and assault phase.
Note that this may be done even while the objective is contested or when the model is in close combat.
Roll a D6 at the end of the turn:
1: The model activates a defence mechanism, every model within 3" of the objective receives a hit that wounds (or inflicts a hull point) on a 4+
2-4: Nothing happens.
5-6: The model manages to extract some information, score 1 Tech Point.


Primary Objective: The player who scores the most Tech Points wins this mission.

Secondary Objective: Kill points. Troop choices from the detachment do not award kill points. (Spawned units that happen to be troops award kill points.)

Tertiary Objective: Table Quarters. Divide the table in four quarters,
whoever controls the most quarters wins the tertiary objective. You control a quarter by having more army points than your opponent in that quarter.
Your units are worth no army points if they are fleeing. They are worth half the points if they are below half strength, wounds, hull points or are immobilized.
They are worth full points if the unit is at half strength, wounds, hull points or above.


Who's in?

Aanwezig:

-Jakke
-Pieter
-Nico
-Dark Riku
-Davy
-Wundy ??
-Buizerd

Re: zondag 16 november 40k 4de manche

Posted: Mon Oct 13, 2014 7:31 pm
by Glenn
Aanwezig.

Re: zondag 16 november 40k 4de manche

Posted: Mon Oct 13, 2014 11:50 pm
by Gewoonpieter
ik zal er zijn

Re: zondag 16 november 40k 4de manche

Posted: Fri Nov 07, 2014 9:30 pm
by Jakke
scenario's zijn up als er iemand vragen heeft stel ze gerust :)

Re: zondag 16 november 40k 4de manche

Posted: Fri Nov 07, 2014 11:48 pm
by MaartenV
Ik kan er niet bij zijn die dag maar sluit het 40K jaar goed af zou ik zeggen

Re: zondag 16 november 40k 4de manche

Posted: Wed Nov 12, 2014 1:26 pm
by Glenn
Nico komt ook. Post even in zijn plaats.

Voor de moment zijn de bevestigden: Jakke, Pieter, Nico en mijzelf.
Maarten zal afwezig zijn.

Hoe zit het met de rest? Het kort een beetje af... ^^
Moest het zijn dat veel volk nu niet kan maar wel de volgende speeldag (28 november) kunnen we de 4e manche eventueel naar die datum verschuiven?

Hopelijk is er response! :p

Re: zondag 16 november 40k 4de manche

Posted: Wed Nov 12, 2014 2:10 pm
by queelocke
ik ga proberen langs te komen om Pieter zijn avatar te brengen.
Maar meespelen gaat niet lukken.

Re: zondag 16 november 40k 4de manche

Posted: Wed Nov 12, 2014 2:14 pm
by Jakke
28ste is een vrijdag ;), Davy kwam normaal gezien ook.

Re: zondag 16 november 40k 4de manche

Posted: Wed Nov 12, 2014 2:31 pm
by Glenn
Derp. Scratch that idea...

Re: zondag 16 november 40k 4de manche

Posted: Wed Nov 12, 2014 2:46 pm
by painbringer
Ik kom ok heb toch nog kunne wiselen op werk