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Made in us
Regular Dakkanaut




Charleston,IL

So starting Sept 3rd I'm going to be running a monthly tournie at a local store. I have read around a lot on ways to do things and how certain missions favor or hinder certain builds. I've very intersted in trying some new things but still keeping the heart of things based on core deployment and missions. Here is what I plan to run, I'm very open to suggesions and feedback. Mission 1/First Blood

Pitched battle deployment
Each table will have 3 objectives already in place on it.
Game will last 6 turns.
Each objective that is held at the end of the game, and is uncontested, will be worth 6 Battle points.
Each objective that is held at the end of the game, and is contested, will be worth 2 Battle points
Each KP earned from enemy is worth 1Battle point.
Killing all of the enemies HQ choices is worth additional 2 Battle points.
If your opponent holds no uncontested objectives at the end of the game it is worth 2 Battle points.
Each held point that you have units contesting at end of game is worth 1Battle point.


Mission 2/ Into the cold dark night...

Spearhead deployment.
Each table will have 3 objectives already in place on it.
Game will last 6 turns.
Turn 6 uses night fighting rules.
At the end of each turn objectives are checked for being held, each turn they are held uncontested they yield a Battle point.
Each KP earned from enemy units is worth 1 Battle Point.
At the end of the game each uncontested objective that is held is worth 2 additonal Battle points (on top of the point earned for holding it that round.)
Killing all of your opponent's Elite choices is worth additional 2 Battle points.
Each held point that you have units contesting at end of game is worth 1 Battle point.

Mission 3/ Daybreak

Dawn of war deployment
Each table will have 3 objectives already in place on it.
Game will last 6 turns.
Turn 1 uses night fighting rules.
If held and uncontested at the end of the game, the objective on your opponent's side of the table is worth 8 Battle points to you.
If held and uncontested at the end of the game, the objective in the center of the table is worth 6 Battle points to you.
If held and uncontested at the end of the game, the objective on your side of the table is worth 4 Battle points to you.
Killing all of the enemies heavy choices is worth an additional 2 Battle points.
Holding both the objective on your side of the table and your opponent's side of the table is worth 3 extra Battle points.

The goal of all this is to build a player base up so I can run some events that are hybrid tournies and campagns. The eventual goal would be to allow people to spend battle points similar to XP in some RPGs to upgrade models and units and have small carry over from game to game. However, right now I'm just doing independent games that use the score system to get people accustomed to it.

I only trade in US thanks. 
   
Made in us
Regular Dakkanaut




Charleston,IL

February 4th 2012
40k 1500 pt Tournament

Mission 1/”Silent Night, Deadly Night”
All is quiet at the base, too quiet. In the middle of the night all hell breaks loose and bolters unleash their fury.

Each player rolls to see who gets to choose to go first. Whoever wins selects to go first or second as normal, however each player is then assigned a role based on who goes first and second, the player going first becomes the defender, the player going 2nd becomes the attacker.
The defender may deploy his units anywhere on the board but must remain at least 3 inches from all board edges. The attacker then deploys his army, his units must be placed within 6 inches of either long table edge but not within an inch of any enemy models. Then scout moves and infiltration placement happens normally. Either army may place units in reserve as normal. If a unit in the defender's army comes in off of a table edge, they may come in from any of the 4 table edges. If a unit in the attacker's army comes in off of a table edge they may come in off of either long table edge.
If a unit falls back to their table edge the defender falls back to the closest of any of the 4 edges, the attacker falls back to the closest of either long edge.

The attacker can attempt to seize the intiative and may do so on a 5+, if they have a special rule for seizing the initiative it overrides this.

Game will last 5 turns.

Turns 1-3 Use the night-fighting rules

There will be 3 objectives already placed on the table, each objective that is held, and uncontested at the end of the game is worth 6 Battle Points.

Each KP earned from enemy units is worth 1Battle point.

Killing/destroying all of your opponents Heavy choices is worth 3 Battle points.(Does not require you to destroy transports.)

Killing/destroying all of your opponents Troop choices is worth 3 Battle points.(Does not require you to destroy transports.)

Killing/destroying all of your opponent's HQ choices is worth 3 Battle points.(Does not require you to destroy transports.)







Mission 2/ “Sarge, it's over here....”

It appears there are still some useful things left around a base that was recently overwhelmed, too bad you are not the only ones looking for them. You know around where the assets are, but it's going to take some digging to find them.

Spearhead deployment

Game will last 5 turns.

There will be 3 objectives already in place at the start of the game, initially each of these objectives is worth 1 point.

You may attempt to seize the initiative on a 6+.

At the start of your turn, before anything else occurs, check to see if you hold any uncontested objectives that you had held uncontested at the start of the prior turn. If you do then , you increase that objectives value by one point(you can mark this by placing another marker on the stack for that objective). Then you earn a # of Battle Points equal to the objectives current value. BE SURE THAT BOTH PLAYERS AGREE ON THE POINTS EARNED AND NOTE IT ON YOUR SCORE SHEET, AS THERE IS NO WAY TO BACKTRACK ON THIS.
(EXAMPLE: On your first turn you start on an objective in your deployment zone, since it is the first round you held it, it's value does not increase at that time, so you earn its current value (1) in points for it. On your second turn if you still hold that objective uncontested then you increases its value, and now you earn 2 points for it. During the course of the 2nd turn your opponent manages to claim the objective. Then at the start of his 3rd turn if he still holds it uncontested, he earns 2 Battle points for it but does not increase it's value. If he were to then still hold it uncontested at the start of his 4th turn, he would increase its value to 3 and then earn the 3 points for it.)

Each objective that is held at the end of the game, and is uncontested, will be worth its current value in Battle Points.

Each KP earned from enemy units is worth 1 Battle Point

Killing/destroying all of your opponent's HQ choices is worth 3 Battle points.(Does not require you to destroy transports.)

Killing/destroying all of your opponent's Elite choices is worth 3 Battle points.(Does not require you to destroy transports.)









Mission 3/ “Buried Treasure”

You found what you came for, now you just have to get out of here with it. Someone else is coming in fast, could be reinforcments of your last enemies, or someone totally new...

Pitched Battle Deployment

Each player rolls to see who gets to choose to go first. Whoever wins selects to go first or second as normal, however each player is then assigned a role based on who goes first and second, the player going first becomes the defender, the player going 2nd becomes the attacker.

There are 3 objectives in this game, worth 3,5,7 Battle Points, but are not placed as normal and follow the following rules:
After he deploys, the defending player places objectives with scoring units he has on the battlefield. (To note this, just keep the objective marker with the unit, or transport of the unit, that has the objective.) He may place any of the 3 with any scoring units he has, a scoring unit may hold all or none of them, and he himself may look but does not have to reveal what the values of each objective are to the attacker (they will be noted on bottom of the objective marker.)
The objectives move with the scoring units that are transporting them. If that entire unit is destroyed/killed, then the objective is placed by the defender centered where the last model that died was at, in the event that multiple models died at the same time, the defender may choose which one was “carrying” the objective.
Any objective that is actually in play on the board, (placed there when carrying unit was killed'destroyed) may be claimed by either player if they have a scoring unit in 3” of it and they are uncontested. At that time that unit takes the objective and it is removed from play but left with them as noted above.

You may attempt to seize the intiative on 6+.

Game will last 5 turns.

Each KP earned from enemy units is worth 1 Battle Point

At the end of the game, each player earns Battle points equal to the value of any objectives his units are “carrying”, 3,5 or 7 Battle Points.

The attacking player earns 3 Battle Points for each uncontrolled objective left on the table.

Killing/destroying all of your opponents HQ choices is worth 3 Battle points.(Does not require you to destroy transports.)

Killing/destroying all of your opponents Fast choices is worth 3 Battle points.(Does not require you to destroy transports.)

I only trade in US thanks. 
   
Made in us
Regular Dakkanaut





A cornfield somewhere in Iowa

Brazila wrote:
Killing all of the enemies HQ choices is worth additional 2 Battle points.



Mission 2/ Into the cold dark night...

Killing all of your opponent's Elite choices is worth additional 2 Battle points.
.

Mission 3/ Daybreak
.
Killing all of the enemies heavy choices is worth an additional 2 Battle points.




Killing the enemy's HQ works since everyone has to have one. What are you going to do if you opponent doesn't have elites or heavies? Are you going to get the points or be penalized since they did not btring any for you to kill?

40k-


Bolt Action- German 9th SS
American Rangers 
   
Made in us
Sinewy Scourge




Grand ol US of A

Biggest thing is that I'm not a fan of the Kill Points system as this unbalances things greatly. Consider a typical DE army (not necessarily a venom spam list) then consider a GK list. Already the DE player is at a massive disadvantage and can theoretically lose the round even if he beats the GK player everywhere else. We use a modified victory point scenario where every 25 points killed (whole squads/falling back) counts as 1/2 a point. It helps balance things since in a 1500 pt tourney everyone has 1500 pts.

I'm also kind of meh on the third one as that would be very unbalanced in favor of the defender. Not only does he know where the point values are he starts with them. If it was a hunt for the right obj number and the objectives stayed stationary it would be more balanced. Otherwise a decent player will rush the squads with the objectives back and use other vehicles as a screen. DE and BT (LR spam) lists would love this. I can see the DE player going catch me if you can, while a player with a LR uses them to screen the obj in a rhino behind it, where as armies like tau that don't want to advance have to...again unbalanced to several armies.

I also want to know what Dunn asked about if they don't have HS or FA, what happens then to those battle points?

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in us
Regular Dakkanaut




Charleston,IL

Any time you don't have any Elites/Fast/Heavies, your opponenet automatically gets those bonus points. Thanks for the feedback so far guys, I'll look at revising things with those ideas in mind. While I think points based on Victory points is a more fair system, I have found it seems to cause a lot of confustion and additional math for people. I do plan to move that way eventually but had the majority of local players request we do kill points, so I'm going with that for now. I have found by having some form of objectives in all the games, it helps balance out playing things like Draigo Wing, as it is hard for them to grab multiple spread out objectives.

I only trade in US thanks. 
   
 
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