As some of you more local chaps may know, I ended up taking a Masters at my University, resulting in my presence there for a subsequent year. The culmination of my Masters is coming up in August, and I've decided to resuscitate the Platinum Devil event one last time.
The booked date for Platinum Devil IV: Last Gasp is June 9th-10th and will take place at the Missing Link building as per usual, in the University of Kent in Canterbury.
This tournament is a friendly laid back get together for
UK based Dakkaites, and has resulted in three fun and relaxing events to date. It is
not for the competitive gamer. The rules are simple, the scenario's fun, and the judging/administration minimal. It is in short, just like getting together which a bunch of friends you haven't met yet for a few games, and a bit of drunken misdemeanor on the Saturday night.
The keyword here is
casual. This is a casual set of arranged games, loosely held together in a tournament style setting. So no
WAAC types please. If you're the kind who would argue Eldrad shouldn't use psychic powers because the psychic powers section says 'Farseers Only', this is not for you.
As is the norm, the event will not exceed 1500 points of Warhammer
40K, and will consist of 6-7 games (usually in an escalation format).
I will provide as much terrain as I can, however as per usual, those of you Gentleman who usually help out with terrain will be welcomed and appreciated in full.
The fee for attending is £8, which goes entirely towards providing terrain/prizes depending on necessity. The fee should be sent through Paypal to
bt97@kent.ac.uk by May 21st. If you do not have a paypal, alternative arrangements can be made by contacting me directly. When sending the fee, please attach a note with your Dakka name and username on.
The maximum number of attendees is 18 people. Technically this is an event for Dakkaites only, however if you'd like to bring a friend, that's entirely feasible, all I ask is that they possess a Dakka account (whether or not they choose to ever post with it is up to them). Attendees must be a minimum of 18 years old.
Schedule:-
Saturday
10:00:- Registration, table assembly lay your armies out, and all that jazz.
10:-30:- 12:00 - Game 1 - 1000 points, Victory Points, Pitched Battle
Mission: Victory Points
Victory points to be calculated as per the instructions on p.108 of the main rulebook. Then compare the score to your opponents:-
If you have a total of more than 150 more than your opponent: Victory to you
If you have a total of less than 150 below your opponent, you lose.
If you and your opponents scores are within 150 points of each other, the game is a tie.
12:15:- 1:45 - Game 2 - 1000 points, Bombardment, Table Halves
Mission: Bombardment, Table Halves
There are three objectives placed on each table by the Judge. The winner must hold more objectives than his opponent, to tie on the number held is a draw, to have less is a loss. At the start of each players turn, they receive a single Artillery Bombardment for each objective held by their opponent, to be used at the start of their movement phase. Each Artillery Bombardment has the following profile:-
Range:- Unlimited Strength: 8
AP: 3 Type: Ordnance 1/Barrage
1:45-2:30 - Lunch!
2:30:- 4:15 - Game 3 - 1250 points, Assasination, Table Quarters
Mission: Assassination, Table Quarters
Counts as a standard Annihilation mission, except that
HQ choices are worth 3 Kill points, and Elites and Heavy Support Choices 2 Kill Points
4:30- 6:15 - Game 4 - 1250 points, Seize Ground, Pitched Battle
Sunday
10:00 -registration, table setup, etc
10:30-12:00 Game 5 - 1000 points, Victory Points, Pitched Battle
12:00-2:00 Game 6 - 1500 points, Attrition, Table Quarters
Mission: Attrition, Table Quarters
This is a kill points based mission. Only troops choices and their dedicated transports are worth kill points.
HQ, Elites, Fast Attack, and Heavy Support are not. If a troops choice is killed, it re-enters play at the start of the owning players next turn, as if it had become available from reserves. The player may choose to bring the unit on at any point along either of the table sides they initially used for deployment. (to clarify this now, in table quarters, you may only use half of each side of the table when deploying. However, when units are re-entering play, they may use the full length of that side of the table). All dedicated transports belonging to a troops choice automatically explode when they receive a 'wrecked' result on the vehicle damage chart.
If a unit is destroyed and their dedicated Transport is not, the unit must re-enter play on foot. If both the Dedicated Transport and unit are destroyed in the same turn, then the unit may re-enter embarked in the transport. Any destroyed Transports without a Troops choice ready to re-embark may not re-enter play however, until a unit requiring an identically equipped transport becomes available to re-enter play.
If you have a Webway portal or Trygon tunnel on the table, your troops may enter play through that instead (subject to the normal rules enforced on Trygon tunels and webway portals).
If the squad has a drop pod/mycetic spore, they may only re-enter play with it if the Pod/Spore is destroyed in the same turn. However, Drop Pods and Mycetic Spores do not re-enter play unless the squad that took them is also destroyed, and the squad opts to re-enter play using them.
If a squad has the Deep Strike special rule, they may use that instead to re-enter play.
If a Hades Drill emerges via deep strike, the hole it leaves behind counts as a table edge from that point onwards for the purpose of Engineer Squads or other Hades Breaching Drills. If a Hades Breaching Drill is destroyed, it must re-enter play in an identical way to a troops choice (so it may deep strike again, emerge from a hole already made, or come on from a table side). However, for the second time, it does not need an Engineer squad to be following it.
2:00 - 2:45 -Lunch!
2:45 - 4:30 - Game 7 - 1500 points, Portal, Table Halves
Mission: Portal, Table Halves
There are 4 beacons placed on the table by the judges(one in each quarter). Each counts as a holdable objective, and to win a player must control more beacons than his opponent(if they hold the same number, the game is a draw). As a holdable objective, a beacon is contested if there is an enemy unit within 3” of it. Only Troops options may claim objectives. Each beacon has the number 2,3,4, or 5 on the underside.If a model from a non-vehicle unit(except for walkers) moves into base contact with a Beacon, they may choose to activate it. Roll a
D6 and apply the following effect:
1:-The unit is lost in the warp and removed from the game
2-5:-Place the unit in base contact with the beacon of the correct corresponding number. If you roll the number of the beacon you just activated, you may choose which beacon to emerge from.
6:-Deep strike the unit to anywhere on the table.
A unit may assault the turn it exits a portal, providing there is a target within range, but does not receive any assault bonuses (so no +1 attack, Furious charge is negated, etc). If a Portal is completely surrounded by models, so that there is no space for a newly teleported unit to be placed, then the surrounding squad must be moved the minimum necessary amount to accommodate the newly teleported squad having a minimum of 1 model placed in base contact with the portal, with the rest of the squad maintaining squad coherency.
Escalation-Here's how it works!
So when writing out your army list, write out a 1000 point list.
Then you need to write out your 1250 point list. But here's the catch:- The first 1000 points of that is the 1000 points you took for your first list. None of those units can be taken out or modified in any way. You cannot upgrade any of the units that were in the original 1000 points in any way(so adding weapons, sergeants, etc). The one exception to this is allowing units to purchase dedicated transports. The remaining 250 points must be selected in accordance with the standard force organization chart.
Then, when writing out your 1500 points list, you add another 250 points worth of units, in accordance with the same restrictions placed when upgrading from 1000 to 1250.
Final details
Directions
The event is being held at the University of Kent. An interactive campus map can be found here:-
http://www.kent.ac.uk/maps/canterbury/02maps.pdf
Th building where the event is located can be seen in the bottom right of the section marked 'E' on the map. If you look at where the marking 'E5' is, you'll note a slightly smaller unmarked building to the right of it. This is known as the Darwin Missing Link building, and is where we shall be playing. There is parking nearby to those of you who are driving, so there should be no issue there.
If you want my mobile number as an emergency contact, feel free to
PM me, and I'll send it to you.
There is a cafe/bar in the large building next to us, so food can be bought at the time. There is also no problem with the consumption of food or drink whilst playing, however I would request that everyone is tidy(as I have to leave the room in the state I found it), and that any large scale consumption of alcohol is saved until after we've finished playing.
Entrants thus far
Myself
Da Boss
Lovepug13
Timaaaaaaa
notprop
Stu H
Arakasi
Will