Post by e1567 on Sept 12, 2008 18:08:23 GMT -6
Greetings all here is the information for our tournament we are having.
If you intend on attending please post here that you are going to show up or e-mail me at irogerso@gmail.com we have limited space.
Date and Time: October 11th 2008. Registration begins at 11 ends at 11:45. Tournament Promptly starts at noon.
Where: On Board Games, 811 W. Lincoln Hwy, 60115
Army Size: 1500 points. Standard force organization Chart. No proxies and WYSIWYG(What You See Is What You Get). Please have everything represented properly on your models.
Round Length: 1.5 hours with a break after first round, roughly 15 minutes in between rounds.
Registration: $10 entry fee for non NIMGC members, $8 for members. A printed army list must be turned into the head coordinator.
Prizes: 1st Place wins Apocalypse: Reload Book
2nd Place wins Warhammer 40K Token Set
3rd Place wins GF9 Basing Flock Container
Winners based on Wins/Losses, and in the case of ties will go to total points.
ALSO: Depending upon turnout, things may change for tournament!! If attendance is below a certain amount, rounds will be reduced from 4 to 3. If attendance is greater than what we expect, more/better prizes may be offered. Please go to our club website and sign up if you are planning on coming!!!! Please read all tournament rules, it’s not our fault if “I didn’t know the scenarios”
Here are the rules for the tournament:
------------------------------------------------------------------------------------------
A Day on Krynn VII
SPECIAL RULES: These are applied to all missions throughout the tournament.
One of the dangers upon the planets surface is that due to such close proximity to an asteroid field, many stray too close and are pulled in by the planet’s gravitational forces….
Asteroid Bombardment: At the start of each match, one person rolls 1D3. The result is how many bombardments each player is allowed to use during the match. It is used in the shooting phase with a limit of one per player turn. To represent the asteroids striking the surface, the shooting player may place the Large Blast Template anywhere on the table. It scatters 2D6 inches (combined result) and has the stats of S: 6 AP: - . Casualties that are caused may cause leadership checks for morale as per the normal shooting rules in the 5th edition rulebook.
MISSION 1: This is the place men, find what we came here for.
Primary Objective: It is morning in the area and the plan of action is to perform reconnaissance on the area to determine the exact location of the Titan pieces. Players score 1 point for each scoring unit they have in their opponent’s deployment zone at the end of the game. Most points wins.
Deployment: Standard Dawn of War deployment as per the 5th edition rulebook with the only exception that the first two turns use the night fight special rules.
MISSION 2: Targets located, retrieve and secure.
Primary Objective: Midday arrives as ground forces race to recover the located Titan parts. Mission is scored as per the Seize Ground mission in the 5th edition rulebook. Most points wins.
Deployment: Spearhead as per 5th edition rulebook.
MISSION 3: We’re going to be here a while longer than expected….dig in.
Primary Objective: After the Titan parts are acquired time must be bought in order for extraction to take place at night under cover of darkness. Mission is scored as per the Annihilation mission in the 5th edition rulebook. Most points wins.
Mission Special Rules: As the day drags on, another danger has made itself apparent. Due to countless centuries of asteroid strikes on the planet, random dustbowls and sandstorms have become a common occurrence. To represent this, at the start of each first player turn, he/she rolls 1D6. On a result of 4+ a horrible dust storm has blown through the battlefield! All movements done during the movement phase is considered to be through difficult terrain for that round. Also, that entire round is considered to have the Night Fight rules in effect, as targets can’t easily be distinguished and weapons lose effectiveness.
MISSION 4: We did our job, now lets get out of here.
Primary Objective: It’s time to get off the planet. The extraction point must be reached, and then held as to prevent your opponent from stealing what you’ve worked hard to gain! An objective marker is placed in the center of the battlefield. For each scoring unit within 3 " of the center objective , that player scores one point. Most points wins.
Secondary Objective: It’s definitely about getting off the planet with the Titan pieces, but it’s also about preventing your opponent from getting off the planet as well as covering your escape. Scored as per Capture and Control mission in 5th edition book with exception that each marker scored is worth one-half point.
Mission Special Rules Night is coming quicker and quicker. To represent this, at the start of the first players first turn, roll 1d6. On a roll of 6, that round and the rest of the game is considered to be using the Night Fight rules. On each subsequent first player turn, if night fight is not currently being used, roll 1d6. Night fight is used for the rest of the game on roll results as follows…
1st turn roll: 6
2nd: 5+
3rd: 4+
4th: 3+
5th: 2+
6+: Automatic.
If you intend on attending please post here that you are going to show up or e-mail me at irogerso@gmail.com we have limited space.
Date and Time: October 11th 2008. Registration begins at 11 ends at 11:45. Tournament Promptly starts at noon.
Where: On Board Games, 811 W. Lincoln Hwy, 60115
Army Size: 1500 points. Standard force organization Chart. No proxies and WYSIWYG(What You See Is What You Get). Please have everything represented properly on your models.
Round Length: 1.5 hours with a break after first round, roughly 15 minutes in between rounds.
Registration: $10 entry fee for non NIMGC members, $8 for members. A printed army list must be turned into the head coordinator.
Prizes: 1st Place wins Apocalypse: Reload Book
2nd Place wins Warhammer 40K Token Set
3rd Place wins GF9 Basing Flock Container
Winners based on Wins/Losses, and in the case of ties will go to total points.
ALSO: Depending upon turnout, things may change for tournament!! If attendance is below a certain amount, rounds will be reduced from 4 to 3. If attendance is greater than what we expect, more/better prizes may be offered. Please go to our club website and sign up if you are planning on coming!!!! Please read all tournament rules, it’s not our fault if “I didn’t know the scenarios”
Here are the rules for the tournament:
------------------------------------------------------------------------------------------
A Day on Krynn VII
SPECIAL RULES: These are applied to all missions throughout the tournament.
One of the dangers upon the planets surface is that due to such close proximity to an asteroid field, many stray too close and are pulled in by the planet’s gravitational forces….
Asteroid Bombardment: At the start of each match, one person rolls 1D3. The result is how many bombardments each player is allowed to use during the match. It is used in the shooting phase with a limit of one per player turn. To represent the asteroids striking the surface, the shooting player may place the Large Blast Template anywhere on the table. It scatters 2D6 inches (combined result) and has the stats of S: 6 AP: - . Casualties that are caused may cause leadership checks for morale as per the normal shooting rules in the 5th edition rulebook.
MISSION 1: This is the place men, find what we came here for.
Primary Objective: It is morning in the area and the plan of action is to perform reconnaissance on the area to determine the exact location of the Titan pieces. Players score 1 point for each scoring unit they have in their opponent’s deployment zone at the end of the game. Most points wins.
Deployment: Standard Dawn of War deployment as per the 5th edition rulebook with the only exception that the first two turns use the night fight special rules.
MISSION 2: Targets located, retrieve and secure.
Primary Objective: Midday arrives as ground forces race to recover the located Titan parts. Mission is scored as per the Seize Ground mission in the 5th edition rulebook. Most points wins.
Deployment: Spearhead as per 5th edition rulebook.
MISSION 3: We’re going to be here a while longer than expected….dig in.
Primary Objective: After the Titan parts are acquired time must be bought in order for extraction to take place at night under cover of darkness. Mission is scored as per the Annihilation mission in the 5th edition rulebook. Most points wins.
Mission Special Rules: As the day drags on, another danger has made itself apparent. Due to countless centuries of asteroid strikes on the planet, random dustbowls and sandstorms have become a common occurrence. To represent this, at the start of each first player turn, he/she rolls 1D6. On a result of 4+ a horrible dust storm has blown through the battlefield! All movements done during the movement phase is considered to be through difficult terrain for that round. Also, that entire round is considered to have the Night Fight rules in effect, as targets can’t easily be distinguished and weapons lose effectiveness.
MISSION 4: We did our job, now lets get out of here.
Primary Objective: It’s time to get off the planet. The extraction point must be reached, and then held as to prevent your opponent from stealing what you’ve worked hard to gain! An objective marker is placed in the center of the battlefield. For each scoring unit within 3 " of the center objective , that player scores one point. Most points wins.
Secondary Objective: It’s definitely about getting off the planet with the Titan pieces, but it’s also about preventing your opponent from getting off the planet as well as covering your escape. Scored as per Capture and Control mission in 5th edition book with exception that each marker scored is worth one-half point.
Mission Special Rules Night is coming quicker and quicker. To represent this, at the start of the first players first turn, roll 1d6. On a roll of 6, that round and the rest of the game is considered to be using the Night Fight rules. On each subsequent first player turn, if night fight is not currently being used, roll 1d6. Night fight is used for the rest of the game on roll results as follows…
1st turn roll: 6
2nd: 5+
3rd: 4+
4th: 3+
5th: 2+
6+: Automatic.