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Hey folks My Name is Sam Butler and I'm going to be helping to coordinate the Miniature Wargaming Tabletop content for PAX East 2012.
Last year (PAXEAST 2011) We had:
Warhammer Fantasy Battle 1000pt Tournament (three round style)
WarMachine/Hordes Steamroller 35pt Tournament (Baseline, restricted to three rounds due to time)
Warhammer
40k 1250pt Singles Tournament (three round style)
As well as Demos for all of the above.
For 2012 What additional stuff would folks like to see?
If you have a Tabletop Miniature based wargame you want to demo, or have a tournament for please let me know So I can Pimp it for ya.
I look forward to seeing ya'll in the Tabletop Miniwargaming zone.
Relocated from Below...
The Miniwargaming tournaments at Pax east are set.
Twitter Feed for this topic set up.
Name PAXeastMINIwar
Prereg Email is
miniwargamespaxeast@gmail.com Please send your prereg request in the following format.
Name: (ex John Doe/Mr Smith)
System/Day: (ex Warhammer/ Fri)
Army/Faction Played: (ex Empire)
Slots Remaining
Warhammer fantasy (9/14)
Warmachine (0/16)
Warhammer
40k (0/16)
Thanks.
Fri
WHFB 1000 pts
three round
Pitched battle
(win 10points Draw 5points Loss 0points)
no comp
Sporstmanship (up to 5points a round)
Lose points for:
-2 Player did not have necessary items to play game promptly (Dice, army Rulebook, measuring implement)
-1 Player played in an untimely fashion (game did not progress past turn 3 unless opponent was tabled)
-1 No printed army list (hand written counts as long as the list is legible)
-1 Was not a fun opponent to play against.
Sat
WM/Hordes
35pt steamroller
There are no painting requirements,
the models must be on bases, fully assembled...
you need dice, templates, counters, ruler/tape measure
Warhammer 40,000
Points: 1500
Tournament type: Three Round
Battle points (by mission)
Army Composition Start at 10 pts then adjusted for following:
1
HQ choice +2pts
2 or more
HQ choices +0
1 Named Character +0
More than 1 named Character -5pts for each named character past the first.
More than 1
AV 14 vehicle (such as a Land raider, or Monolith) -5 per each past 1
More Troops than other force org slots +5 pts for each additional troops choice.
(example 5 troops, 1 Fast Attack, 1 Elite, 1 Heavy 1
HQ = +5 Pts)
More units than double troops choices (not counting
HQ) -5 for each additional special choice.
(example 2 Troops, 2 Fast Attack, 2 Heavy = -5)
Sportsmanship 5pts per round
Lose points for:
-2 Player did not have necessary items to play game promptly (Dice, army Rulebook, measuring implement)
-1 Player played in an untimely fashion (game did not progress past turn 3 unless opponent was tabled)
-1 No printed army list (hand written counts as long as the list is legible)
-1 Was not a fun opponent to play against.
If folks are willing I'd appreciate them testing out the following
40K missions. I intend to use three of them at Pax East 2012. I would also like to get some sugestions for more detailed "flavor text" for each mission.
Here are the Missions
Mission 1
Planetfall
INCOMING ENEMY TRANSPORTS
Deployment:
Spearhead. (modified)
Three objectives placed 12” apart along the center line of the table (short)
Special Rules
Nightfight (Turn one Only)
Dropzone. All attacker units may be deployed via Deepstrike Turn 1, or move on from the attackers board edge. Any mishap results of “destroyed” from this initial Deepstrike are treated as returned to “normal” reserve (i.e. they missed their LZ and have to walk/drive to the battle, no Deepstrike unless unit is able to do so normally)
all Defender Units gain the Rule Scout, if they already Scout, they gain Infiltrate
VCs Primary (15pts): Attacker Win More Killpoints than the Defender in the Defenders deployment zone at the end of the game. (Immobilized Vehicles/walkers, fleeing units DO NOT COUNT)
Secondary: Win (10Pts) Kill all opponent
Hqs, Draw Kill one
HQ(5pts)
Tertiary: Win (5Pts) Hold more objectives than your Opponent, Draw (2Pts)Same number of objectives
Game length
Standard Random game length.
(3+ for turn 6, 4+ turn 7)
Mission 2
Hold The Line
HOLD THE BASTARDS HERE. None Shall Pass
Deployment:
Pitched Battle
two objectives placed in the Defenders deployment zone 12” up, and 18” in from each short table edge
Special Rules
Strategic Genius
The Attacker may Infiltrate one Unit not normally allowed to do so (No Transports may take advantage of this)
Defender may change the deployment of a single unit of their own after all other units are deployed.
VCs Primary Win 15pts D 5pts: Killpoints
Secondary W10pts D 5pts: Objectives
Tertiary: Win (5Pts) Kill an opponents
HQ, (Both players may gain this objective)
Game length
Standard Random game length.
(3+ for turn 6, 4+ turn 7)
Mission 3
Line Of Battle
Are those enemy troops. GET
EM.
Deployment:
Pitched Battle (modified)
Each player's initial deployment zone is the center 24” of the pitched battle 12”
Objectives: Three along the center line of the table 18” apart. (longways)

(Known glitch image has the 24" and 18" distances reversed text list of distances is correct)
Special Rules
Line Of March
Every unit is placed into reserve in a “Line of March” each player gets two units a round, and every unit MUST be assigned a place BEFORE deployment. (IE Round one units selected 1, and 2, arrive, units 3,4,5,6 stay in reserve. This overrides the normal way for Demons to Deploy as they have already manifested and are walking around. )
Only
HQ, Fast,Elites, and Troops may be chosen as the first two selections.
All Units still in reserve Arrive Turn 5.
Units with the Rules: Scout, or Infiltrate instead gain Outflank.
Broken Arrow:
After an
HQ unit has been on the table for a full turn the controlling player may declare Broken Arrow at the beginning of their turn (Roll a
D6 1-3 Nothing happens, 4-5 an additional selection arrives, 6 any unit still in reserve may be deployed) (I.E . Broken Arrow is called Round Two. Normally only units 3, and 4, would arrive, but the player rolls a 6 and nominates Unit 6 to arrive.)
VCs Primary 15pts, D 5pts : Objectives
Secondary W10pts D 5pts: Killpoints
Tertiary: Win (5Pts) Kill an opponents
HQ, (Both players may gain this objective)
Game length
Standard Random game length.
(3+ for turn 6, 4+ turn 7)
Mission 4
Gold Rush
All
fo da Money yo.
Deployment:
Pitched Battle
Objectives Five crates of Gold One in the center of each table quarter, and one in the center of the table
Special Rules
Gold:
Each crate of gold may be picked up in the movement phase, or shooting phase by a model that moves into base to base contact with it. A unit may only carry one crate at a time. And requires hands to pick up the crate (a rifleman type Dreadnought would not be able to grab the Gold for example)
Beast of Burden:
If a unit is carrying a Crate of gold its movement is Reduced by 2 inches (min 1”)
If a unit carrying a Crate of Gold enters a Vehicle, the vehicle loses Fast (if applicable) and its movement is reduced by 2”
Crates may be dropped during the movement phase. This includes inside Transport Vehicles, in which case treat the Vehicle's hull as the Objective for purposes of contesting. If the vehicle is destroyed place the Gold as close to the center of the wreck as possible.
VCs Primary 15pts, D 5pts: Objectives
Secondary Win 10pts Draw 5pts: Killpoints
Tertiary: Win (5Pts) Have more crates carried by any unit
Game length
Standard Random game length.
(3+ for turn 6, 4+ turn 7)
Mission 5
Race to the bottom
Your Normal general was abruptly recalled and replaced by “Adm Christoforo, aboard the Ocean Marketer.” The more stuff that Dies the more important the battle was right? Wait a minute? How is he running both sides?....
Deployment:
Dawn of War (modified)
Modification to deployment is no Limitation to what my be deployed first turn.

Special Rules
Self destruction: A unit reduced to below 50% may be voluntarily removed as a casualty by its owner during his/her movement phase. It is then placed in reserve to return to the battlefield. Each unit may only be recycled in this way once. The exception are
HQ choices as they have more sense than to return to a losing fight.
VCs Primary 15pts, D 5pts: Reverse killpoints. (Each of your OWN units destroyed gains you 1 Point)
Secondary Win 10pts Draw 5pts: Kill all opposing
HQs Tertiary: Win (5Pts) Recycle more units than your opponent.
Game length
Standard Random game length.
(3+ for turn 6, 4+ turn 7)
Sam