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Sorry Green Blow Fly, but I don't understand your last post.

Isn't Marc Parker and his friends members of that competitive gaming club mentioned above? Pretty cool for thekudos there for sure.


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John Shaffer wrote:Wow, you're fast! I just put those up and went here to post a link and you beat me to it!

I hope you guys enjoy the scenarios, I tried to keep them straight-forward, yet challenging to get all those extra points. The mix of Kill Points and Objectives should help even the field.

Thanks to Marc Parker and friends for their feedback and assistance on the scenarios.

Have Fun!

John


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Mission 1 has turn 1 Night Fight and Mission 2 has Dawn of War deployment, which includes turn 1 night fight.

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Whole lot of Awesome going on then.

JohnHwangDD - The 40k YMDC stuff is almost entirely TFG-manufactured BS.
Uriels_flame - IF All Chaos SM can be in one codex, ALL SM should be in One Codex.
Sourclams - Looks like a mix of Planetstrike, 40k, and Apocolypse rules. There's nothing to be done here.

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John,

For the second mission is it by FOC or unit? If by unit how do HQ retinues work? Is it 10 KP or 5 KP for an HQ+retinue?

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yeah 10 kps in mission 2 is the smallest i can come up with
100 berzerkers + hq.

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Guess people will just have to be conservative? If you know your HQ is the target then dont rush it to its death

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Nob bikers will still have one of the fewest KP totals.

Warboss (5) + Nobz (1)
Warboss (5) + Nobz (1)

Then a few squads of boyz or lootaz can easily make under 20 KP's.

As for eldar seer councils, they are screwed, good think I can't play in 'Ard Boyz this year anyway.

Farseer (5) + Warlocks (5)
Farseer (5) + Warlocks (5)

Thats 20KP's before I even start.

Add in

3x DA in Serpents (6 KP's)
3x Fire Prisms (6 KP's)

Wow, 32. Awesome. And the Farseers can be splatted by just 1 lucky powerfist.

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whitedragon wrote:Nob bikers will still have one of the fewest KP totals.

Warboss (5) + Nobz (1)
Warboss (5) + Nobz (1)

Then a few squads of boyz or lootaz can easily make under 20 KP's.

As for eldar seer councils, they are screwed, good think I can't play in 'Ard Boyz this year anyway.

Farseer (5) + Warlocks (5)
Farseer (5) + Warlocks (5)

Thats 20KP's before I even start.

Add in

3x DA in Serpents (6 KP's)
3x Fire Prisms (6 KP's)

Wow, 32. Awesome. And the Farseers can be splatted by just 1 lucky powerfist.


And the nob biker squad can be tank shocked off the table with one easily used psychic choir. They aren't in a very good position to win this.

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whitedragon wrote:As for eldar seer councils, they are screwed, good think I can't play in 'Ard Boyz this year anyway.

Farseer (5) + Warlocks (5)
Farseer (5) + Warlocks (5)

Thats 20KP's before I even start.

Add in

3x DA in Serpents (6 KP's)
3x Fire Prisms (6 KP's)


Yeah, scenario 2 is going to be an uphill battle for any mech army. However, it does make the Seer Councils even better bait, and they are resilient enough to survive.

It's definitely pulling me towards one largeish Council instead of 2 smaller ones, though.

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I could see nob bikers winning it all. IG are by no means proven as a top tier list yet. They give up a tonne of KPs as well... Luckily they fixed that for this year.

G

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Can any of you guys help me understand the Battlepoints? Do you get a set number of Battlepoints for a Massacre? Another set number for a Minor Win and so on?

And do you then add any scenario-specific bonus-Battlepoints?

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ShumaGorath wrote: And the nob biker squad can be tank shocked off the table with one easily used psychic choir. They aren't in a very good position to win this.


I'll have to disagree here. I think with Night Fight rules being in the first two scenarios that Nob Bikers are going to have a very good shot as they will be able to get into position way before other armies are going to be in a position to hit them, unless they're facing another Nob biker army. PSC is going to be good, I just don't think the scenariors line out for them to work quite like we've seen in some BReps lately.

JohnHwangDD - The 40k YMDC stuff is almost entirely TFG-manufactured BS.
Uriels_flame - IF All Chaos SM can be in one codex, ALL SM should be in One Codex.
Sourclams - Looks like a mix of Planetstrike, 40k, and Apocolypse rules. There's nothing to be done here.

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well it seems as if daemons take a hit too, with 4 possible HQs, that could break some lists. Same with Drop Pod armies, thats a lot of random Kill points.

Looks like my Land Raider Spam will still probably be ok. Grey Knights are actually playable this year. YAYYY

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Chaos daemons, Chaos Space Marines or Space Marines is my prediction for this year. IG just gives up too much easy KPs for me to run my mech vets.

G

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How will bodyguards (retinues) and dedicated transports for HQs work in scenario 2 KPs?

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ShumaGorath wrote:And the nob biker squad can be tank shocked off the table with one easily used psychic choir. They aren't in a very good position to win this.
How does the Psyker battle squad help you tank shock? Tank shock occurs in the movement phase while the PBS's powers can only be used in the shooting phase. The squad is potentially useful in other circumstances, but you'll have to actually inflict casualties to make it work.
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No one seems to be running PSB... another flash in theguard pan apparently. G

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Well, seeing as the actual Scenario's are posted I imagine the IG players are scrambling to get all those little plastic guys bought/painted so the mech lists that were so "OP" are going to give way to maxed out troop choices spread all over the table as to confuse the opponent on what actually counts as a "KP" vs just another piece of the army.

JohnHwangDD - The 40k YMDC stuff is almost entirely TFG-manufactured BS.
Uriels_flame - IF All Chaos SM can be in one codex, ALL SM should be in One Codex.
Sourclams - Looks like a mix of Planetstrike, 40k, and Apocolypse rules. There's nothing to be done here.

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Uriels_Flame wrote:Well, seeing as the actual Scenario's are posted I imagine the IG players are scrambling to get all those little plastic guys bought/painted so the mech lists that were so "OP" are going to give way to maxed out troop choices spread all over the table as to confuse the opponent on what actually counts as a "KP" vs just another piece of the army.
My reading of the scoring is that killpoints are going back to kill points being awarded per unit. Everything would be worth a kp, which is part of the incentive to fielding mech vets in the first place.
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Green Blow Fly wrote:No one seems to be running PSB... another flash in theguard pan apparently. G


I'd Pimp Nob bikers supported by Lootaz in battlewagons.

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hmm I don't think Nob bikers will take it... there are far too many people out there ready for them...

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My vote is for a triumphant return of Necron dominance.

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Damn transports being a KP. Grrrrr.


Kilkrazy wrote:This isn't new news, and it isn't Off Topic, so I am moving it to Dakka Discussions.

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Krootman wrote:Phew, good thing they added that demon comment.. I was afraid that a member of the most competative gaming group would forget how to play his army again this year in the final round of the final day!


I lol'd about wrecking crew.

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derek wrote:
All scenarios are self contained and follow the standard rules unless otherwise noted. So scenarios 1 and 3 follow the standard KP rules.


I would assume this means no "clarification" forthcoming like last years that said you had to kill the entire choice for KPs, not the standard units definition, right?


Yes, please specifically address scenario 2 re this. Unit or Force Org selection?

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Hello again,

Here are some points of clarification:

1.) Scenarios "Drawn and Quartered" and "Land Grab" use the standard Kill Points rules (Pg 91) with the exception of Scenario 2: Head Hunter, which has its own Kill Point values as indicated in the scenario.

2.) Standard Kill Points rules means just that. You are awarded KPs for units destroyed, not Force Org choices destroyed.

3.) Detached drones from Tau vehicles and other weirdness award a single KP, even if they would count as a Elite or Fast Attack choice.

4.) In "Head Hunter", Only the initial HQ choice (usually an independent character) awards 5 KPs. Accompanying retinues that are technically HQ choices (Seer Councils, Tyrant Guard, Dark Eldar Retinues, Space Marine Command Squads, etc.) award 1 KP, as do their transports. So for example, a Farseer and his accompanying Warlocks riding in a Wave Serpent would award 7 KPs (5 +1 +1) if you destroy the lot.

5.) Scenario 2 does use the Night Fighting rules as per the Dawn of War deployment rules on page 93.

I hope that clarifies things. I'll likely amend the scenarios and repost them with the above changes later today.

John

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Dang John! Your doing a great job man. I think that covers most everyone's issues that have come up and I just wanna say thank you for being so on it.

Though might I suggest that since most retinues are generally elite units they be worth 2 KP's? Only makes sense in that scenario since only troops are worth one and you could have some amazingly destructive units worth just a single KP Just a thought

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Blackmoor wrote:
Krootman wrote:
Anyways I like the 2nd mission alot going to make a lot of people reconsider taking some of the nastier builds


I was thinking about taking Space Wolves, but this mission kills them.



I fully understand the extra points for HQ units to do exactly what he said. However the ONLY army I ever play in 40k is Space Wolves and I have been looking forward to this for months, and that mission alone just dropped a steamer on my chances.

My current list has 35 kill points in it under those rules, which could be simplified by saying "pray". If I dropped every heavy and elite I had I would still end up in the very high 20's due to the HQ requirements on SW. Average opponent will probably be 8 or more kill points under me even with one of the lists that rule I assume was made to hinder. I dunno if you CAN even play as cautious as that would require with the HQ's and still put up any offense considering the points tied up in the characters. I have adjusted the weapons on my Ven Dread, tossed termi/runic armor on my three other HQ, and in the process had to sacrifice those points from other spots weakening the army in general to protect all four of my 5 troop squad equivalent KP's. I know the very small population of SW players in this means that it's either deal with it or play them as vanilla marines, but this is a major nutshot for us.

I can pretty much guess, but will all three have to be played through the three rounds or will they be random? Also will these rules carry over to the second round? If this is clearly stated somewhere I am sorry.

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