03/02/2013 - 2 x 1000 punten 40 K

Jakke
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by Jakke » Mon Jan 14, 2013 2:10 pm

zoals beloofd met een beetje vertraging een ideetje voor de battles van het toernooi aye or nay :)

Battle 1: First Encounters

Dawn Of War deployment, also divide the field in four equal squares each square is a SECTOR (more on this later)

The Mission You have met up with your ally and moved out in search of the enemy, each army advances through it's dessignated sectors, when suddenly either through sheer luck or brilliant leadership, the enemy appears battle is at hand, ready yourself, round 1 Fight!

Teams roll for warlord traits (conectr regels hiervoor of niet?)

Teams roll off for who chooses and deploys first (each teammember rolls a d6, 2d6 for a team highest score wins)
Each player deploys an objective in his sector (first 1 player of the team that has to deploy first, then from the team that has to go second)

Players deploy their forces to their own sector (no mixing just yet, your armies have only just met on the field of battle), scouts/infiltratros can deploy on the entire board as per the normal scout/infiltrate rules, reserves later in the game will be able to come on where the players wants or needs them

The Team who deployed first start the game unless the other team can seize the iniative ( only one player can roll so who feels lucky?)

Game length : Variable Game Length

Victory Conditions: at the end of the game who scores the most Victory Points (VP) wins ( we kunnen ook punten tellen die vernietigd zijn etc volgens de normale regels dat we daar voor op onze toernooien voor gebruiken?)

Primary Objective: Each VP is worth 3 points

Secondary Objective : First Blood, Sector Clear (if at end of game no enemy units are in your sector your team scores an additional 1VP (dus 2 VP extra te verdienen hier)

Mission special rules: Night Fighting, Reserves


Battle 2; King of the HILL
Your alliance/waagh/coalition/cabal/murdercruise has found and ancient buried bunker with a weapon lost to time unfortunately so has the enemy, the race is on for the control of the weapon, who shall be victorious.
Game Length: Variable Game Length

Deploy accordingly to the Hammer of Anvil rules, an objective is placed in the exact centre of the battlefield, this is the entrance to the bunker and it's fabled weapon. Roll for deployment like in the first game

First Turn by the team that won the rolloff, unless the other team can seize the initiative.

Game Length: Variable Game Length

Victory Conditions: at end of the game the team who scored the most VP won ( we kunnen ook punten tellen die vernietigd zijn etc volgens de normale regels dat we daar op onze toernooien voor gebruiken?)

Primary objectives: at end of turn each player that has a troop or hq section within 3" gets 3 VP, denial units as usual

Secondary objectives: Slay the warlord, First Blood

Mission special rules: night fighting, reserves

Special Rules:
HQ's count as scoring unit
From Turn 3 Onwards: if one team is the only team controlling the objective, (no enemy teams within 3") : they can fire the secret weapon, in order to do so, one unit within 3" has to give up it's shooting in order to fire the weapon, the player who controls the unit then chooses one of the following missiles
1: FOERENDER MISSILE PACK: BS:4 S5 AP5 place the large blast template anywhere on the field and rolls for scatter on 3 D6,(pick the two highest) roll to wound as normal, saves as normal

2: ARMOURBANE MISSILE PACK: BS: 4 S10 AP2 place the small blast template anywhere on the field and roll for scatter on 3D6 (pick the two hightest), roll to wound as normal, saves as normal (if any)


wat denken jullie?
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by MaartenV » Tue Jan 15, 2013 8:03 pm

Ziet er goed uit Jakke,


voor scenerio 1 is het waarschijnlijk 3VP per objective?


scenario 2 ook goed. At the end of each turn each player gets 3 VP, moet dat niet zijn each side vermits ik vermoed dat niet beide spelers van één team tegelijk kunne claimen?

Groeten


Maarten




Heb er zin in.

Iemand een voorstel voor de teams?


Kempische alliantie Luc&Maarten vs Hageland Glenn&Bart G? :)

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Tutor
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by Tutor » Tue Jan 15, 2013 8:23 pm

OK zeer goed Maarten. :)
We zullen ze eens laten zien wat ze kunnen in de kempen.

(En een Eldar ziet er altijd al heel wat meer scary uit als er een big bad marine achter staat. :D )
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Glenn
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by Glenn » Tue Jan 15, 2013 8:47 pm

Dus op de Moment:

Myrdim - Queelocke (Orks - Orks)
Buizerd - Jakke (Space Wolves - Blood Angels)
Luc - Maarten (Eldar - Space Marines)
Glenn - Bart G (Blood Angels - Imperial Gaurd)

Sanguinius - Petrod (Chaos? - Chaos?) Als petrod kan bevestigen?

Regels:
Elke speler heeft 1 FoC. Met de uitzondering dat je geen allied detachment mag nemen.
Geen named characters.
Tabel te gebruiken voor de allianties op p.113
Warlord traits: Eerst rollen dan tabel kiezen.

Scenario 1:
Objectives
Minimum 12" van elkaar verwijderd.
Minimum 12" van de korte tafelrand.
Minimum 6" van de lange tafelrand.
1 unit kan nooit 2 objectieven claimen.

Secondary objectives: slay the warlords.

Scenario 2:
De missiles zijn dus niet ordnance of barage?
De BS van de unit gaat van de afstand af als het doelwit in zicht is?

Wat doen we dan als er 5 teams zijn?
En wat doen we als Petrod niet kan? :/
Glenn
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SCHPOEFT
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by SCHPOEFT » Tue Jan 15, 2013 9:08 pm

Als petrod niet kan is het Glenn met Sanguinus en dan blijf ik af.
Zijn we met 5 dan moet diegene tegen elkaar spelen en misschien iedereen ook lijst van 1500 punten dan mee?
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MaartenV
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by MaartenV » Tue Jan 15, 2013 9:20 pm

1500p meebrengen goed idee!
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Glenn
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by Glenn » Tue Jan 15, 2013 9:41 pm

Hopelijk spoedig antwoord van Sanguinius en Petrod dan...
Glenn
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by sanguinius » Wed Jan 16, 2013 10:13 am

Ik kan volgende week pas iets zeggen , wanneer ik weet welk weekend ik eventueel moet werken.

grz

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Jakke
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by Jakke » Thu Jan 17, 2013 1:40 am

inderdaad 3VP voor elk objectief, normale regels voor objectieven, en in scenario 2 op het einde van het spel diegene at het objective claimt, claimt de 3VP, de scatter word inderdaad afgetrokken van de roll,

wat denkt de rest van de scenario's of wat willen jullie doen?
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Archon of the Götterdämmerung Traitor Guard Regiment
ArchMage of the Pointy Ears High Elves army
Coach of the Short Jokes dwarf bloodbowl team
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Glenn
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Re: 03/02/2013 - 2 x 1000 punten 40 K

Post by Glenn » Sat Jan 26, 2013 3:46 pm

Is het volgende dan de regelset?
Pas aan of geef een voorstel waar nodig.
Grtz.


Rules:
Each player may use 1FoC with the exception that you can't take an allied detachment.
No name characters are allowed. Use the matrix on page113 for your alliance.
Warlord traits: Roll first THEN choose a table. Unless you choose/are forced to use codex tables.


Battle 1: First Encounters
You have met up with your ally and moved out in search of the enemy, each army advances through it's designated sectors,
when suddenly either through sheer luck or brilliant leadership, the enemy appears. Battle is at hand, ready yourself, round 1 Fight!



Dawn Of War deployment. The field is divided in four equal squares called sectors.

1. Teams roll for warlord traits.
2. Roll for night fighting. (If still needed.)
3. Roll-off to see who gets to choose their Deployment Zone first and gets the first turn.
[Each team-member rolls a d6, add up the rolls, the team with the highest score wins.]
(NOTE: The roll-off winners can choose to pass the choice to the opponents.)
4. Objectives: 4 markers (25mm). Players alternately place 1 objective in their own sector starting with a player from the team that chose the table edge. Normal objective rules apply.
5. The team that chose the table edge deploys first and gets the first turn.
Deploy at least half your forces (put up your fortifications now too) in your own sector.
6. Start the battle. Seize the initiative is not mandatory. Only 1 player may attempt to seize the initiative.


Primary Objectives: At the end of the game you receive 3VP's for each objective under your control.


Secondary Objectives : Slay the Warlord, First Blood, Sector Clear(You gain 1vp at the end of the game per friendly sector that contains no enemy unit.)

Mission special rules: Variable Game Length, Night Fighting, Reserves.



Battle 2; King of the HILL
Your alliance/waagh/coalition/cabal/murder-cruise has found and ancient buried bunker with a weapon lost to time, unfortunately so has the enemy.
The race is on for the control of the weapon. Who shall be victorious?


Hammer and Anvil deployment.
An objective is placed in the exact center of the battlefield.
It is the entrance to the bunker and its fabled weapon.

1. Teams roll for warlord traits.
2. Roll for night fighting. (If still needed.)
3. Roll-off to see who gets to choose their Deployment Zone first and gets the first turn.
[Each team-member rolls a d6, add up the rolls, the team with the highest score wins.]
(NOTE: The roll-off winners can choose to pass the choice to the opponents.)
4. The team that chose the table edge deploys first and gets the first turn.
Deploy at least half your forces (put up your fortifications now too) in your own sector.
5. Start the battle. Seize the initiative is not mandatory. Only 1 player may attempt to seize the initiative.



Primary Objectives: The team in control of the objective at the end of the battle receives 3VPs.
And you receive 1VP for each destroyed unit.

Secondary Objectives: Slay the warlord, First Blood

Mission special rules: Variable Game Length, Night Fighting, Reserves.


Special Rules:
HQ's count as scoring unit
Starting turn 3: if one team is the only team controlling the objective, they can fire the secret weapon in their shooting phase.
One infantry unit, at least 2 models strong, within 3", has to give up it's shooting in order to fire the weapon.
The player can chooses one of the following missiles:

FOE-RENDER MISSILE PACK: S5 AP5; large blast, range: unlimited. Scatter 3D6 picking the highest 2.

ARMOURBANE MISSILE PACK: S10 AP2; small blast, range: unlimited. Scatter 3D6 picking the highest 2.
Glenn
Warhammer 40K: Space Marines & Imperial Knights
MESBG: Rivendell, Isengard, Mordor & Moria
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