Er zijn wat randgevalletjes, daarom dat deze manche degene zal zijn met de meeste restricties.
De 3e manche zal waarschijnlijk een "alles toelaten" toernooi zijn.
Dan kunnen we daarna zien wat de club in de toekomst graag wilt doen.
2e manche 40K
1850P
Max 2 detachments (To avoid confusion: A formation is also a detachment)
No duplicate detachments/formations
Battle brother allies only
Forge World allowed
No super heavies or gargantuans.
No fortifications.
No detachments/formations made up of multiple formations.
2 games on 20 points each, painting on 10 points.
Scenario's (Adjusted and combined missions from the rulebook.)
Game 1
"Cleanse and Control": adjusted maelstrom table
"The Scouring": 6 objectives all worth 2VP's at the end of the game
Game 2
"Cleanse and Control": adjusted maelstrom table
"The Emperors Will": 2 objectives, 1 in each player's deployment zone, both worth 4VP's at the end of the game
"The Relic": 1 relic placed in the centre of the table worth 4VP's at the end of the game.
Adjusted maelstrom table (16)
Each player removes 1 maelstrom mission at the start of turn 1, starting with the player who goes first.
Cleanse and Control: generate up to 3 maelstroms at the start of your turn, score a maximum of 2 maelstroms, possible to discard 1 at the end of your turn.
Instead of rolling/drawing you CHOOSE your objectives.
1: Secure Objective 1 (1VP)
2: Secure Objective 2 (1VP)
3: Secure Objective 3 (1VP)
4: Secure Objective 4 (1VP)
5: Secure Objective 5 (1VP)
6: Secure Objective 6 (1VP)
7: ASCENDANCY: control 3 objectives at the end of your turn (2VPS)
8: SUPREMACY: control at least 2 objectives and twice as many as your opponent at the end of your turn (2VPS)
9: OVERWHELMING FIRE POWER: destroy 3 or more units in the shooting phase (2VPS)
10: BLOOD AND GUTS: destroy 2 or more units in the assault phase (2VPS)
11: NO PRISONERS: destroy 3 or more units during your turn (2VPS)
12: HUNGRY FOR GLORY: issue a challenge (1VP)
13: WITCH HUNTER: kill 1 enemy unit with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rule. (1VP)
14: SCOUR THE SKIES: destroy 1 enemy Flyer or FMC (1VP)
15: ASSASSINATE: destroy 1 enemy character (1VP)
16: BIG GAME HUNTER: destroy 1 enemy vehicle or MC (1VP)
Extras
Slay the Warlord (1VP)
Line breaker (1VP)
First Blood (1VP) Obtainable by both players if the first kills happened in the same turn.
Special Rules (Ethereal, ...)
Kill point difference of: 2+ (1VP), 4+ (3VP) or 6+ (5VP)
Scoring
(max-min 20-0): 10 plus or minus the difference in VP's (rounding up)
Wipe: wiping player automatically scores 20 points, other player still uses the above formula.
To start a game follow these steps:
1) Army lists.
2) Discuss the terrain.
3) Roll for deployment type (game 2: exclude the deployment type you played game 1)
4) Generate psychic powers.
5) Roll-off to place objectives. (Game 2: minus Emperors Will objectives, don't forget the Relic.)
6) Roll-off to choose table sides. (Game 2: place Emperors Will objectives starting with the player that chose his deployment zone.)
7) Roll-off to see who deploys first.
8) Roll for warlord traits.
9) Potential night fight roll.
10) Deployment - Infiltrators - Scout moves
11) Potential seize the initiative.
Participants (9)
Glenn
Nico
Pieter
Jakke
Davy
Steven
Bart
Vincent
Mitch
Who else is game?
