Klubkampioenschap 40K deel IV - 4 November

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Glenn
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Klubkampioenschap 40K deel IV - 4 November

Post by Glenn » Fri Oct 19, 2012 5:02 am

40K club Championship #4 [2000P]

Wanneer: 4 novemeber, start 10:00

General Rules
Spend up to 2000points.
Use 1 or 2 force organization charts to spend your 2000 points. [P110 Rulebook]
Use the same codex you used for the previous battles.

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

There is no area terrain unless BOTH players agree on giving certain pieces of terrain this feature.
All the bases of the scenery will count as difficult terrain.

Battlefield scenery will be placed for you and is not to be moved.
[No setting up terrain yourself. Excluding your Fortifications.]

In case one player is completely wiped, the game automatically ends.
You DO NOT automatically get the maximum amount of command points.
For each scoring unit left however you can claim control of an unclaimed objective marker.

Night Fighting Special rules:
If in affect on turn 1 roll at the start of turn 2, on a 4+ the sun comes up.
Otherwise night fighting is still in effect. On the start of turn 3 the sun automatically rises.

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 other dice 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
Night fighting (special), 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:
50% strength or above: 2-0
Less than 50% strenght : 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
Night fighting (special), Reserves, That looks pretty, My base.

Priority Target
You secretly note down a unit. (DO IT PROPPERLY, any confusion will let your opponent choose.)
This unit will be worth 2 VP'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.

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.

"Instead of upgrading and fortifying his position, the commander values surprising and disrupting the enemy more. You send out some troops to sabotage the enemies entrenches."
If you choose your base to have nothing then the enemy base will additionally get the sabotaged mysterious objective rule on his objective And will be worth 3VP's instead of 5.

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

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

Enige suggesties? Wie doet er allemaal mee?
Lijst inzenden is niet nodig. Kijk zelf wel je lijst goed na a.u.b.
Last edited by Glenn on Sat Oct 20, 2012 3:53 am, edited 7 times in total.
Glenn
Warhammer 40K: Space Marines & Imperial Knights
MESBG: Rivendell, Isengard, Mordor & Moria
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Petrod
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by Petrod » Fri Oct 19, 2012 5:07 am

Als ik niet moet werken kom ik .
Mag je met de nieuwe Chaos Marines codex spelen?
We are the Warriors of Chaos!
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Heralds of Darkness!
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Glenn
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by Glenn » Fri Oct 19, 2012 5:13 am

Er mag met de nieuwe codex gespeeld worden.
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SCHPOEFT
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by SCHPOEFT » Fri Oct 19, 2012 10:15 am

ik ga proberen mee te doen.
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Bloodbowl: Skavenblight's Thi Bleck Retz, AC MOUSSILON.
WWII 15mm: Canadians, Germans, Soviets.
WWII 6mm: Canadians.
Saga:
Chosen men: British

http://bartholomew-historical.weebly.com/
Now with video blog.

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sanguinius
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by sanguinius » Fri Oct 19, 2012 1:02 pm

Ik vrees dat ik ga moeten passen deze keer, die dag al ergens anders naartoe.

Veel plezier ermee

grz

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MaartenV
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by MaartenV » Sat Oct 20, 2012 1:28 am

Mooie regelset, je hebt er werk van gemaakt.

Ik probeer er bij te zijn. Groeten
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Petrod
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by Petrod » Sat Oct 20, 2012 10:11 am

IK kom af,moet die dag wel de nacht maken maar dan maar weer een 24 uur.
Heb nog veel plakwerk, gisteren mijn CSM codex en figuren aangekomen.

Hoeveel HQ mag je op 2000ptn gebruiken?
We are the Warriors of Chaos!
The Vanguard of your destruction!
Heralds of Darkness!
The pinnacle of your bedlam!
Now DIE MORTALS!
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by MaartenV » Sat Oct 20, 2012 1:10 pm

Glenne spreekt van dubbele FOC (force organisation chart) Peter dus 4 in totaal.
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Petrod
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by Petrod » Sat Oct 20, 2012 2:42 pm

Dank u maarten
We are the Warriors of Chaos!
The Vanguard of your destruction!
Heralds of Darkness!
The pinnacle of your bedlam!
Now DIE MORTALS!
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Glenn
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Re: Klubkampioenschap 40K deel IV - 4 November

Post by Glenn » Sat Oct 20, 2012 4:49 pm

Meer bepaald 2HQ en dan 2 troops manditory.
Als je dan een 3-4de HQ wilt moet je een 2de FoC erbij nemen en terug 2 manditory troops nemen.

Je mag ook met 1 FoC spelen. (regelboek p110)
Glenn
Warhammer 40K: Space Marines & Imperial Knights
MESBG: Rivendell, Isengard, Mordor & Moria
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