Irradiated Baal Scavanger
55 nayland rd, colchester, essex, co4 5eg
|
Warmachine/Hordes Weekend Campaign
‘Pressing Gears’
‘Corvis ducked as the telling whine of the mortar shell falling from the sky could be overheard from the fire fight on the ground. The very fact he could hear it as yet more winter guard fire was being directed towards his trench meant it must have been close, a fact that was confirmed a few seconds later as a dull thud was heard in a nearby trench, quickly followed by a roar of explosive fire. Blasted upwards by the walls of the trench, a pillar of flame soared high into the trees, drowning out the screams of his fellow trenchers, something that Corvis was thankful for. As it started raining drops of flaming blood and scraps of armour, Corvis felt his anger rise. It was time for some pay back, the Thornwood belonged to Cygnar, these Khadoran scum simply had to die. With a roar in his throat, Corvis charged out from his trench and towards the enemy’
Welcome to 4TK’s first campaign in a weekend!
Overall View;
• 16 players, split into 4 teams of 4 players.
• 8 games of various sizes over the weekend.
• Earn campaign points to spend granting your team different and unique bonuses or increasing your team’s territory, generating all important revenue resources, used to determine the overall winners.
Set – Up;
• First 16 players to sign up are in; entry fee of £10 applies.
• Teams are randomly assigned, however if you want to submit a team and play with pre-determined persons, that’s fine.
• Games sizes are 15pts, 35pts and 50pts, using mkII rules.
• You don’t need to have the same faction within the same team.
• You do need to use the same faction all weekend though.
• Army rosters will need to be pre-written.
• You can change warcaster/warlock for the different size games.
• If you keep the same warcaster/warlock you can bond with a warjack/warbeast.
• Models don’t need to be painted, but must be wysiwyg.
Games;
• There will be 8 games over the weekend, 4 a day.
• Each round of games will be against pre-determined opponents and with a different mission each round.
• Each round will generate campaign pts, earned from the game, which are then pooled together and used as a team score.
Missions;
• Campaign points are earned during the games and the following is a list of points which can be earned.
• 5pts for winning the game.
• 3pts for a draw.
• 1pt for a loss.
• 2pts for winning the game via the mission objectives rather than winning by killing the enemy warcaster/warlock, with the exception of the assassinate mission/s.
• 2pts for destroying/killing all of your opponent’s warjacks/warbeasts.
• 2pts for winning the game without having used your feat.
• 1pt for having all of your models fully painted.
• 3pts for destroying/killing all of your opponents models, saving their warcaster/warlock until last.
• 5pts for completing a secret mission.
Campaign Points;
• After each game pool together all of your teams’ Campaign Points.
• These represent valuable resources, which can be used to start building a solid foundation for providing support for your armies.
• Most of this support will be generating revenue, allowing you buy new troops, replace old equipment and securing local assistance.
• As all war is ultimately won by the side with the most money, the team who generates the most money by the end of the campaign is declared the winner!
• Over the weekend you can chose to spend some of your revenue upgrading your forces, giving you a trade off between hording your revenue or possibility earning more in the long run by having a bonus that your opponent does not.
• Once you have decided how to spend your Campaign Points, there a random weather effect to take consideration of to determinate how much your territory generates.
Spending Your Campaign Points;
• First thing you have to buy is barren land, once you have barren land you can either build or grow one thing on it. Each build or crop provides a unique bonus for you.
Barren Land; costs 1 Campaign Point (CP) each.
Crops;
Rice; costs 3CP per barren land.
Wheat; costs 1CP per barren land.
Barley; costs 2CP per barren land.
Potatoes; costs 2CP per barren land.
Beet; costs 3CP per barren land.
Buildings;
Martello; costs 1CP per barren land.
Tavern; costs 1CP per barren land.
Blacksmith; costs 3CP per barren land.
Train Tracks; costs 2CP per barren land.
Coal Mine; costs 1CP per barren land.
Arms Depot; costs 3CP per barren land.
Lodge; costs 2CP per barren land.
Windmill; costs 1CP per barren land.
• You can’t have more Buildings than you have Crops.
• Once you have decided how to spend your Campaign Points, roll on the random weather table to discover what the majority of your localised weather has been.
Random Weather Table (2D6);
2 – Extreme Flash Flooding; Heavy rain clouds appear overhead, darkening the skies before unleashing an unstoppable down pouring of water. All of your Coal Mines are flooded and are now destroyed.
3 – Hurricane Winds; As if the breath of Menoth itself has appeared, winds bear down upon your positions, tearing at the land with an unbelievable strength. All of your Windmills are torn down and are now destroyed.
4 – Hail Storm; Large stones descend from the heavens, beating down upon the roofs and causing anyone outside to duck into cover or risk being knocked unconscious. Lodge roofs take a beating and it causes you to repair them using parts from still complete lodges. Half of your Lodges, rounding up, are destroyed being recycled.
5 & 6 – Heavy Rain; As if tropical weather has been become lost, the rain just keeps coming, and coming, and coming.
7 – Fair Weather; It rains, there’s wind, the sun shines, all is as expected and completely normal for this time of the year.
8 & 9 – Heat Wave; Not a cloud in sight as the sun mercilessly beats down; causing great news for holiday markers, terrible news for troops as precious water slowly disappears.
10 – Lightening Strikes; Bright flashes of light streak across the sky before arcing down and crashing into any metal structures. Troops use to being on the receiving end of the war weapons of the Cygnar army cower in fear as the deadly sound lashes out. Train tracks become melted and twisted and require running repairs, causing half of your Train Tracks, rounding up, to be destroyed.
11 – Drought; The worst fears of a heat wave are realised as the water supply runs out, causing sickness within the ranks as minor injuries become more complicated and dangerous. Worse still is the impact of your local taverns as your troops drink them dry. All of your Taverns are destroyed.
12 – Earthquake; The ground rumbles, walls shake and roofs cave in as the very earth itself reaches out and shows its displeasure. Troops fall to their knees as their very world seems to be on the verge of collapse, worse still are the cracks that appear in the strong walls just before they collapse, killing all inside. All of your Martello’s are destroyed.
• Any Buildings that are destroyed by the weather are now considered to be Barren Land for the next game round.
• Obviously weather does more than just destroy your hard earned buildings; they also affect the amount of crops that are grown.
• After determining the weather every land of Crops then grows and produces valuable resources. These resources show the strength of your current campaign and eventually show who will win the campaign by managing to produce the highest amount of resource points.
• Use the following table to determine how much each crop produces, depending on the weather.
Rice Wheat Barley Potatoes Beet
Flash Flooding 0 0 0 0 0
Hurricane Winds 3 0 0 0 0
Hail
Storm 3 0 1 2 0
Heavy
Rain 2 1 1 2 1
Fair
Weather 1 1 1 1 1
Heat
Wave 1 1 2 1 2
Lightening Strikes 0 0 2 1 3
Drought
0 0 0 0 3
Earthquake
0 0 0 0 0
• All of the resources are added together to keep a running score of how successful your team is doing, and then after the 8th round, the team with the highest amount of resource points is declared the winner!
Buildings;
• Each building provides one player within the team the appropriate bonus associated with the building. If you want more than one player to have the same bonus, then you will need multiple numbers of each building, up to a maximum of four.
• You can not have more Buildings than you have Crops.
• Martello; Designate one warjack/warbeast before the game starts; this model ignores any effects due to disabled systems.
• Tavern; After both sides have deployed, you may re-deploy one warjack/warbeast before the game starts.
• Blacksmith; Designate one warjack/warbeast before the game starts, this model can’t be targeted by free strikes.
• Train Tracks; Designate one warjack/warbeast before the game starts, this model gains +2 speed.
• Coal Mine; Designate one warjack/warbeast before the game starts, this model gains advanced deployment.
• Arms Depot; Designate one warjack/warbeast before the game starts, this model gains +1 to all damage rolls.
• Lodge; Designate one warjack/warbeast before the game starts, this model gains pathfinder for the remainder of the game.
• Windmill; Designate one warjack/warbeast before the game starts, this model gains +1 armour.
• The Buildings do not need to be spread evenly amongst the team, if the teams wants, one player can take up to all of the Building bonuses. This includes multiple versions of the same Building.
• Bonuses gained from Buildings may be combined onto one model, but no model may have the same bonus twice.
• Building bonuses may be swapped within the team and from model to model in-between games.
• Building allocation must happen before the next round, I.E before you discover who your opponent is.
Secret Missions;
• At the start of the campaign, each team will receive a sheet of pre cut up secret missions and blank cards.
• There will be 32 cards in total; 8 with secret missions, 24 blank cards.
• At the start of every round, each team member needs to be take one of the cards and place it face down at the table they are playing at.
• At the end of each game, these cards need to be turned over and revealed to your opponent and checked to ensure if any conditions have been met.
• Obviously out of the 32 games your team will be playing, only 8 of them will contain secret missions, but your opponents wont know if you’re playing to complete one or not!
• During your team’s pre-round planning, you will need to decide who, if any-one, will try to complete a secret mission in the next round.
• The team can decide to give the same player/s secret missions to complete in different rounds, if wanted. Meaning that not everyone has to try to complete a secret mission.
• There are 4 different secret missions, so there will be 2 of each type for each team.
• Clash of the Titans; Kill the enemy warcaster/warlock in hand to hand combat with your own warcaster/warlock.
• Walking Engines of Death; Completely destroy all of your opponent’s warjacks/warbeasts, leave no trace alive.
• Sacrifice the Pawns; Have your warcaster/warlock survive the game without having suffered a single wound.
• Take and Hold; End the game without any of your opponents models inside your half of the table.
• Some of the secret missions are linked to bonus points gained from playing the game anyway, in these cases those points stack with those gained from completing the secret mission.
Missions
• There will be 8 rounds of games, 4 on each day.
• Each round will have a set points limit and a pre-set mission.
• All games have the same set-up procedure; both players roll a dice, highest scorer decides whenever to go first or second.
• Player going first then decides which board edge they would like to deploy on and deploys all of their models within 10” of that board edge. The other player then deploys within 10” of the opposite board edge. The player who has deployed first, then takes the first turn.
• The game finishes when either player has completed the mission objective or one player has lost their warcaster/warlock.
• If both sides are unable to complete an objective, most probably due to a lack of models, then the game can be ended with the death of a warcaster/warlock. If that can not happen, then the game is a draw.
Round One;
• 35 points.
• Mission; Take and Hold
• Starting from the beginning of your third turn onwards, players need to check a circle with a radius of 8” from the middle of the table. If you have a model within the circle and your opponent does not, you win.
Round Two;
• 15 points.
• Mission; Delivery
• The player who takes the first turn counts as the attacker and the other as the defender. The attacker needs to get their warcaster/warlock to exit the opposite board edge by moving off under their own violation. The defender needs to stop the attacking warcaster/warlock by assassinating it before it manages to escape. Please note; some warcasters/warlocks can move very, very fast!
Round Three;
• 50 points.
• Mission; 4-Court Press
• Spilt the board into 4 corners. From the end of your third turn onwards, check to see which quarters the models on the table are in. If you end a turn with you having models in 3 out of 4 quarters and with none of your opponent’s models inside those quarters, then you win.
Round Four;
• 35 points.
• Mission; Hold the Line
• Draw an imagery line across the middle the board. At the end of your turns, any warjack/warbeast that has any part of their base in contact with this imagery line scores 1 point. The first player to have reached 5 points at the end of their turn wins.
Round Five;
• 35 points.
• Mission; Breakthrough
• Each side is to nominate 4 single model/unit/warjack/warbeast/s in their force which to try to break through the enemy lines. You score 1 point if one of those nominated units exits the opposing board edge and you score 1 point for every enemy nominated unit you destroy. The first side you reach 5 points wins.
Round Six;
• 15 points.
• Mission; Secure and Control
• Each player places an objective marker on the 10” line of their deployment zone. At the beginning of your turn, starting from turn 3 onwards, check to see what models are within 8” of each objective. If you have a model within 8” of an objective and your opponent does not have a model within 8” of an objective you win.
Round Seven;
• 50 points.
• Mission; Take the Field
• Separate the board into 4 parallel sections from left to right. At the end of each of your turns you score 1 point if you have model/s inside a parallel and no opposing models. The first side to reach 5 points wins.
Round Eight;
• 35 points.
• Mission; Assassinate
• The first side to kill the opposing warcaster/warlock wins.
Dates and Times;
• Campaign will be held over the weekend of the 12th and 13th June 2010.
• Start time for the campaign on the Saturday and Sunday is 09:30 and finish time is 18:00.
Good Luck!
|