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My flgs tends to have tournaments with rules away from the usual. The rules for this one are
Spoiler:
Player must have a legal 1000 pts army. Team games. New partner every round.
Round 1 Egg Hunt Deployment: Spear Head. Duration: 2 (5 turns) Description: Objectives Each team will pick a corner of the board to be their deployment zone and place their base marker inside of it. 5 objectives “eggs” will be placed on the board ea. team will have to move the “eggs” back to within 3” of their home base. Teams will be allowed to steal and score eggs that the other team has already scored, by moving them to within 3” of their own base. Only Scoring Troop units are allowed to pick up eggs. One egg to a unit. Scoring Units must be within 3” inches of and egg to pick it up. A unit may only try to pick up an egg on their movement turn. Units must pass a leadership test to pick up egg. A unit that has an egg cannot assault, they may shoot and run, if assaulted unit will be able to defend itself. A Unit that has an egg and is forced to retreat or fall back or is pinned or destroyed is considered to have dropped the egg, it will be dropped where they stand and then unit will fall back/retreat. If a unit is pinned it must pass another leadership test before it can pick egg back up. If unit has a transport then it will be allowed to place egg in transport but must ride with unit in the transport. Units that are moving an egg may shoot but not assault or leave egg alone in transport. If vehicle that is carrying an egg is immobilized or wrecked, unit may get out and carry egg on foot. If vehicle is destroyed and explodes roll a d6 and a scatter die to see how far and in which direction the egg moved. If direct hit is indicated on die then egg will stay in center of crater. Scoring 5 pts for each egg at base at end of game. Bonus pts. 10 pts for holding 3-4 eggs 15 pts for holding all 5 eggs. Winner is team with most points from eggs.
Round 2 A HERO SHALL RISE Deployment: Pitched Battle Duration: 2(5 turns) Description: Annihilation Each team will chose a HQ from one army to name as their hero. This model will keep its stat line except it will be allowed to re roll any missed armor saves once per game, re rolling armor saves does not stack with any other abilities. This model will be considered and independent char. And will be allowed to join any friendly unit/allied unit.
Any unit killed by a Hero or a Unit containing a Hero count as 2 kill points, all other units killed by another normal unit count as 1 point. Killing the enemy Hero is worth 3 kill points, Killing unit Hero is with is worth 2 kill points. Scoring: 1-4 Kill pts: 5 pts 5-7 Kill pts: 10pts 8+ Kill pts: 15pts Bonus: If winning team wins by more than 3 kill points then add 10 points.
Round 3 Hot LZ Deployment: Special Duration: 2 (5 turns) Description: During the night forces have become scattered and separated. Re-unite your forces clear your L.Z.’s. (Landing zones). The board will be divided into 6 separate 2’x2’ squares the team that goes first will deploy in any 2 of these squares they chose then the other team will pick 2 squares to deploy in. Players may deploy in any square that is not occupied by hostile units. Reserves may come in from the long edge of any square that is controlled by their team. Outflanking, Infiltrating, Deep Striking, and Drop Pods will work as normal. Take and occupy as many squares as you can. Teams must have a functioning unit and no hostile units in a square to count it as controlled and clear. A fleeing or wrecked unit cannot occupy or block occupation. Night fighting rules as outlined in the rule book will be in effect for first turn. Scoring: 5pts for each square occupied Bonus: 10 pts for holding more than 4-5 squares, 15 pts for holding entire board.
Sounds like a fun tournament! Re your list, given the missions, I'd probably consider dropping the fast attack altogether. Certainly, three wraiths is a bit light by all accounts.
If you drop the wraiths and scarabs you could, with a little bit of jiggling, get another ghost ark and an anni barge (not sure if you have enough models?)
Logic for this is:
In the first mission having scoring units which are mobile will be key, so having another ghost ark will be helpful once you have eggs.
In the second mission you could use both ghost arks to soften up targets for thhq to kill.
In the 3rd mission you'll have greater protection for the warriors and will be able to create an av13 (for a while anyway) wall. Plus, the ghost ark arrays can fire at two different units.
The anni barge - well it's tesla which may be helpful against many things. Also it can support the CCB.
If you didn't want the anni, how about MSS and phase shifter for the Olord, or a destructek with pulse to make it night.
I did consider what you're suggesting but I do not have the models. I do plan to get another barge, so if I get it in time I use it. Players ay my store tend to have mech lists tend hence the scarabs. So drop wraiths, then destructek and buff scarabs?
This message was edited 1 time. Last update was at 2012/05/13 15:36:50
Death is for quitters and Jaws of the World Wolf is for pansies
Yep, if you don't have the models, drop the wraiths, get a destructek and increase the scarabs. I also suggest you change the immortals to Tesla, because they can move and shoot further. Also because..well Tesla.
(actually I haven't got my codex. Are the gauss blasters still rapid fire?)