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300 Point ITS Tournament in Long Island, NY on 6/24  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Been Around the Block






We'll be having another 300 point ITS at Brother's Grim on Sunday, June 24th. It will be three rounds with wins deciding tournament standings. Mission points and points killed will be tie breakers.

We'll be setting up terrain at 10am and should begin by 11am.

There will be three or four special Terrain Based Missions, that will be used for the tournament. Each table will have it's own mission, with terrain set up specifically for that mission. I will post the missions below, but they will be subject to change as they haven't been completely play tested yet.

For these missions each player needs to bring an extra civilian model that is clearly not a member of their army (i.e. should not be represented by a model from their faction). It should be a "normal" sized model that fits on a 25mm round base.

Anyone who shows up with a fully painted army will get an extra mission point per round.

Tournament fee will be $10.

This will be a full ITS tournament with a trophy, prize minis, patches, buttons, and all the trimmings. We will also have a separate painting prize based on participant voting.

If we have enough participants, there will be extra Infinity models available as prizes as well.

Here is the address of Brother's Grim:

Brother's Grim Games
1244 Middle Country Road
Selden, NY 11784

http://www.brgrim.com/forums

Here are some pics from our previous tournaments:



 
   
Made in us
Boosting Space Marine Biker





right behind you

god i wish i didnt live in such a wargaming unfriendly state...that looks like so much fun totaly jelious its just me and my wife that play here. :(

your plasma weapon may be used as an explosive device in case of emergency

Welcome to the internet, and specifically a gaming forum.

If your choice of game is not made in a blood oath that can only be broken by a quest and vow made with the most overwrought dramatics, then you aren't doing it right. -curran12 
   
Made in us
Been Around the Block






The following posts will be the missions we will be using. They haven't been play tested as much as I'd like, but I think they'll at least be fun.

Walking the Dog


A VIP got stuck in a war zone and they need to get out. One side must make sure they leave and the other must make sure they don’t.

Terrain placement:

Terrain should be placed as normal with no large buildings blocking a central lane bisecting the center of the deployment zones. The lane should be 8” wide, four inches of open lane on either side of the center line of the table that bisects both deployment zones.

Deployment:
Both players make a WIP roll. The winner may decide to be the attacker or the defender. The defender has control of the APC for the game and must get it across the table safely. The attacker must try and stop the APC and either kill or capture the VIP. The defender will have the first turn. Reserves will be placed as normal.

The APC deploys with its back edge against the defending player’s table edge. It must also be placed in the middle of the lane bisecting the center of both deployment zones. All defending models must be placed within 12” of the APC unless they have special deployment rules.

The attacker deploys within 12” of the opposite table edge that the APC deploys on.

The APC:
The APC has ARM 8 and 5 STR points. It is BS 13. It is not hackable and is immune to Sepsitors. It cannot fight in cc, but can be attacked in cc.

The APC has an Autocannon and an HMG. It can fire both weapons once each turn when it moves and is considered to have a 360 visor. It must be moved before the controlling player uses any orders, even impetuous ones. It may not be given orders. In ARO it can only shoot and must pick a single weapon for each ARO.

If the VIP is still inside the APC when it is destroyed, it may be placed anywhere within 4” of the APC’s last location. The destroyed APC remains on the table and blocks LoF the way any other piece of terrain would.

During the defending player’s active turn the APC moves forward down the lane. When it moves it ignores terrain. Any model in its path when it’s moving must make a dodge roll or take a DAM 17 exp hit. Any model can make this dodge roll, even models not normally capable of dodging. If the model survives it is moved out of the path of the APC to whichever side the owning player chooses.

During the first turn the front of the APC stops 12” from the defender’s table edge. During the second turn it stops 24”.
During the third turn it stops 36” and during the fourth turn it stops at the opponent’s table edge.

If the APC is not destroyed the VIP escapes at the end of both players’ turn four.

If the VIP has left the APC they will escape once they touch the opponent’s table edge. The VIP can dodge off the table in ARO. A VIP will not leave the APC unless it has been destroyed. The VIP acts like a civvie but any defending models that provide orders automatically control the VIP unless it is under the control of an enemy model.

Mission Points:

Defender:
3 MP if the defender gets the VIP off the table.

1 MP if the APC survives.

2 MP if you kill more than half the points value of your opponent’s army.

Attacker:

3 MP if the VIP does not make it off the table.

2 MP if the APC is destroyed.

1 MP if the VIP is being controlled by one of your models at the end of the game. This can be accomplished using the standard civvie control rules.


Automatically Appended Next Post:
Dueling Safe Houses.
You have discovered an enemy safe house near one of your own. It is protecting a high level VIP which would be an asset to your operation. Your mission is to neutralize the safe house and capture the VIP if possible in order to disrupt the enemy’s operations in this area as well as protect your own. Intelligence reports hint that your safe house may have been compromised. Do not let your VIP fall into enemy hands.

Terrain Placement:
There should be an 8” square area in the right corner of each person’s deployment zone that will count as that player’s safe house. It should have plenty of cover as well as places for models to stand. Safe houses can’t be more than 2” off the tabletop.

Deployment:

Each player must deploy their models up to a maximum of 12” from your right table edge and 12” from your back table edge. Each safe house must also contain an objective and a civilian. These models must be placed inside the safe house so 8” from right table edge and 8” from back table edge. Both of these must be on a 25mm round base and be about 20-30mm tall.

Mission Points:

2 MP for killing the civilian inside the enemy safe house.

3 MP for capturing the civilian inside the enemy safe house.

1 MP for every enemy model killed or incapacitated within 12” of your own safe house for a max of 3 MP.


Automatically Appended Next Post:
Into of the Frying Pan...
A secret base has been compromised by an enemy force. The defenders of the base must defend it until all the proprietary data the base contains can be evacuated.

The attackers must try and take over the base to capture its technology as well as keep any data from being evacuated.

Terrain placement:
There should be a central section of the table with plenty of cover and places for models to stand in an 8” square in the center of the table. A ring of barricades would be perfect for this. The “base” may also not be more than 2” above the tabletop. Climb or jump rolls are never required to enter the base.

The base can be entered from the middle 2” of any side of the 8” square. This can also be based on the specific piece of terrain used. The piece of terrain should have at least two entrances.

Deployment:
Both players should have their lieutenant make a WIP roll. The player that wins the roll may decide who is the attacker and who is the defender. The attacker will have the first turn. Reserves will be placed as normal.

The Defender deploys all of their models in the central 8” square of the table. Any models with special deployment rules may use them.

The Attacker can deploy any models within 6” of any table edge. Models can be deployed from more than one table edge. Models with special deployment rules may deploy normally.

No attacking model may deploy within 8” of the enemy base using any kind of normal or special deployment.

Mission Points:
Attacker:
1 MP for every model inside the enemy base at the end of any of the attacker’s turns. The base of the model must be fully inside the enemy base (within the central 8” square of the table). Models on the roof can score these points. Max 3 MP.

1 MP for every enemy model killed or incapacitated. Max 3 MP.

Defender:

3 MP if no attacking models are ever conscious while the attacking model's base is fully within the defender's base at the end of any of the defending player's turns.

1 MP for every attacking model killed or incapacitated. Max 3 MP.

Toy Store

A TAG with very important data has been hidden in a TAG repair facility. Your mission is to retrieve that data and keep it out of the hands of the enemy.
Terrain placement:
Place terrain normally making sure you add a building representing the TAG repair facility in the middle of the table. There should also be at least six TAG models on this piece of terrain. Optionally you can have the TAGs each be in their own TAG repair bay which could be a circular or square structure about 3” in diameter.

Deployment:
Players deploy normally using 12” deployment zones and roll normally for deployment and turn order.

Special Rules:
There are six TAGs inside the TAG repair facility. They have all been disassembled to varying degrees while they’re being repaired. They have the following stats:
TAG:
ARM 2, BS 13, STR 1, Spitfire. Total Reaction, 360 visor.
The TAGs cannot fight in close combat.

All of the TAGs are deactivated at the beginning of the game. To activate a TAG you must get into btb with it or get into btb with its repair bay (if your piece of terrain has repair bays). Once in btb you can use a short move skill to activate the TAG. You can only attempt this once per order. If you succeed in a WIP-3 roll, the TAG is activated. Engineers must make a WIP +3 roll. Hackers can activate a TAG with a WIP -3 roll as if it was any other hackable model (can use repeaters, etc.).

Once a TAG is activated it will immediately make one move up to 6". It can then only make ARO’s using the Attack BS Skill.

Mission Points:
1 MP for every TAG that you activate. Max 3 MP.

1 MP for every enemy model a TAG ,that you have activated, kills or incapacitates. Max 3 MP.

2 MP if more than half of your points worth of models survives the game.

Sadly, the winner learns that the data is nowhere to be found inside any of the TAGs.

This message was edited 5 times. Last update was at 2012/06/21 21:06:48


 
   
 
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