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Battle for Planet OG - Part II - Sat September 10th

Started by fatolaf, July 27, 2011, 02:10:30 pm

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fatolaf

July 27, 2011, 02:10:30 pm Last Edit: August 02, 2011, 02:18:40 pm by fatolaf
Saturday 10th September

3 games of 40K on normal 6 * 4 tables

Prizes for top 3 players

To attract new players, upto 50% of your army can be unpainted


£10 a ticket, 14 places
- please pay by cash at the club or via paypal as a gift to [spoiler]fatolaf@hotmail.co.uk[/spoiler]

"The initial assaults have ended and a pattern of dominance on the planet has emerged. Key objectives have been targeted for the second wave of attacks whilst the invaders dig in and fortify their own base camp and key tactical positions. The concensus is that the hardest days in this war are yet to come "

The Rules:

All games are to be played on 6 by 4 tables and scenery is fixed (by the TO)

1.5 K armies, using current codecs

No Special characters

All Objectives must be placed on ground level

The deployment will be set for each game as described in the mission

All 3 games will use pre-set missions and use the scoring system below

Only 'troop' choices can claim and contest objectives in all 3 missions



Scoring System:

This is how Tournament Points are calculated at the end of each game:

Primary Mission:

-10 Points for a win
- 5 Points for a draw
- 0 Points for a loss

Secondary Missions:

5 Points - If you complete the mission and your opponent does not (0 pts for opponent)
2 Points - If you both complete or both don't complete their mission

All VP's for destroyed units should be recorded as well (in case of ties), so keep shooting as every point could count. Only units that have been wiped out should be counted.

Timetable:

10-10:30 - Registration

10-30 - 12:30 - Game 1

12:30 - 1 - Lunch

1 - 3 - Game 2

3-3:30 - Break

3:30 - 5:30 - Game 3

5:30 - 6 - Results & Awards


fatolaf

July 27, 2011, 02:29:56 pm #1 Last Edit: July 29, 2011, 11:15:02 am by fatolaf
The Missions:

Game 1: Secure and Retrieve

" Reports have filtered back that one of your scout units has discovered key intel on the nearest enemy position, however they are currently pinned and under fire, their transport having been destroyed. You must retrieve that intel lest it falls back into enemy hands "

Primary Mission:

Use 'Pitched battle' deployment, player one also has to place one troop choice within the ruins in the centre of the board. This unit represents your scout unit and they or the intel they have must be retrieved.The ruins represent the objective. This unit can not be assaulted turn 1 but may be shot at. They may not have a transport vehicle (this may be deployed normally by itself) or any other means of travelling other than by foot (ie no teleporters, bikes etc).

Player one must keep these scouts alive and the position held by the end of the game, player 2 wins if he wipes out the unit and holds the objective.

Secondary Mission

Anything with the potential to move 12' in one phase (eg tanks, beasts, jump infantry, HQ with jump pack) is worth 3 KP. Not drop pods as they are immobile .

The player with the most of these KP's wins the secondary mission

fatolaf

July 27, 2011, 02:59:10 pm #2 Last Edit: August 31, 2011, 04:03:57 pm by fatolaf
Game 2: Power Drain

" The intel pointed towards a key source of the enemies power, ancient power cells have been discovered and the enemy is in the process of draining, converting and storing this valuable commodity. If this process can be interrupted and the power either captured or destroyed, you will have gained the upper hand. The enemy however is aware of your plans and has seen fit to make decoys of the cells in a bid to slow down your advance "

Primary Mission:


Dawn of War deployment, the player who goes first places 3 objectives in his deployment zone at least 12 inches from each other and away from the table edge. One of these objectives is the decoy power cell, this must be noted down in secret.
Cells can be destroyed by a unit spending one turn within 3 inches and sabotaging it. This unit may not perform any action once there. If the unit is still there by the beginning of it's next turn, the cell has been destroyed and the unit can move on.
If the unit is assaulted during this process, they may defend themselves as normal but the sabotage attempt will have failed. Similarly if the unit is shot at and they elect to go to ground, they may , but again the sabotage attempt will have failed.

Player 1 wins the mission if the 2 real cells are held by the end of the game
Player 2 wins if the 2 real cells are held or destroyed by the end of the game

Secondary mission:

' Someone told them where we were!'

Find the spy, each player secretly nominates one unit from the other players list. If they destroy that unit they achieve the mission. This unit can not be a vehicle but can obviously be transported in one..

fatolaf

July 27, 2011, 03:31:50 pm #3 Last Edit: July 27, 2011, 04:02:41 pm by fatolaf
Game 3: Eruption

" The battle for the cells has had consequences beyond any ones perception. The battle that ensued after the initial raid is suddenly interrupted by eruption and devastation. Huge tremors result in magma filled geysers erupting from craters around the battlefield, shooting many feet into the air and inflicting terrible damage to all it contacts. Time to win the conflict fast before Mother Terra takes you both out "

Primary Mission: Kill them all

Table Quarters Deployment

Place an objective in the middle of the board.
At the beginning of every players turn, roll 8d6 and scatter a large blast   :)) template from the center of the board (this always scatters). If it hits the edge of the board bounce it back again using the remaining movement.

- Any unit hit by this template will suffer 2D6 S8 AP 1 hits
- Any vehicle hit will suffer an auto S10 AP 1 hit

Cover saves may be taken by infantry if applicable (as they try to dive for safety), however any model caught directly may not (and must always have the most amount of wounds allocated to it)

As time is not on your side, prioritising your targets is key, this is a kill points mission with the following changes.

- HQ units are worth 3 KP each.
- Elites / Heavy Support are worth 2 KP each
- Everything else is worth 1 KP each

Secondary Mission:

The eruptions have thrown up a (previously) deeply rooted Cell of enormous stature and power.
The winner of the mission is the one who has the most troops choices within a 6 inches of the center of the objective

fatolaf

July 27, 2011, 03:34:28 pm #4 Last Edit: September 05, 2011, 02:05:58 pm by fatolaf
Entrants:

Yellow = Paid

1) Tom W

2) Seb

3) Ed

4) James

5) Monk

6) Ben

7) Chris

8) Ian

9) Toby

10) Rob




Angelus Mortifer

"Sanguinius. It should have been him. He has the vision and strength to take us to victory, and wisdom to rule once victory is won. For all his aloof coolness, he alone has the Emperor's soul in his blood. Each of us carries part of our father - Sanguinius holds it all." Horus

Tom Hale

HKB list: 2 STank 2 grey seers 2 furnaces warlord 4 Abomos Drakenhoff BSB 2 stegs GUO 4 BoN 2 gorgons goblin lord+LV4 4 Billys ogre bsb warshrine hydra 10 mornfang 3 slaughtermasters black+Star dragon great brayshaman 2 ironblaster 4 maneaters DE lv4 krox necro knight 7 DGKs luminark 2 huricanums war altar emp peg bsb 2 hellcannons skullcannon 2 Brett Lords The Green Knight kharibdyss Black Orc Warboss Peg Paladin nurgle DP Stonehorn

fatolaf

Quote from: sainthale1988 on July 27, 2011, 05:04:02 pm
Bonkers. I'm in

Bonkers indeed, always want to try something different for Planet OG events  :))

Seb and Tom in

Meals

I'm in with a Grin, but a couple of thoughts on the missions:

I should point out that Mission 1 is basically a guaranteed win for player 2 if all he needs to do is contest it... It also needs random game length or its even more imbalanced to the player going second. Oh, and Daemons break the deployment rules

I think there needs to be at least a 12" from the table edge requirement for mission 2 cell placement otherwise everyone will just slap them right on the table edge, and the other guy will have no time to get there. If you do the math, 12" each turn (vehicles can't shoot, Infantry have to run every turn and roll a 6 as well) means 4 turns just to get to the table edge, leaving player 2 with one turn to claim the Cells (they have to do it on turn 4 as, if the game ends on turn 5 they can't be there at the start of their next turn...), and you don't even have the time to shoot anything on the way since vehicles have to be going fast as possible, and infantry are running the whole way

And if you are using a Large blast template for mission 3, does it really need to do 2d6 hits to the unit as well? seems excessive, that it hits one model and everyone dies. I'm not too fussed since all Daemons have invulnerable saves but thats basically a whole Marine squad dead if only one model gets hit.

just my 2c
There is no problem in life that can't be solved with Heroic Killing Blow:
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noahtonkin

Sign me up mate. Have plenty of time to get marines painted plus learn the rules!

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