Saturday - one 300pt list, three rounds of simple YAMS-based missions.
Saturday evening - informal gaming, Infinihulk may be involved.
Sunday - three Paradiso missions, one list allowed per mission.
http://wargamingtrad...pring-challenge
Tickets now up:
http://store.wargami...nge-2013-ticket
Earlybird pricing until the end of February is £22.50, after that it's £27.50.
In terms of space we can easily fit 24 players (twelve 4x4' boards) but even that isn't a hard cap as it's a big room.
Automatically Appended Next Post: Here's the room:
Automatically Appended Next Post: Planned Sunday missions, with summaries for people who don't have the Paradiso book.
Mission 101 Data Recovery
Summary: there are three fairly central objectives to search, a random one contains data that needs downloading by an Engineer or (with a penalty) a Hacker in
BtB contact. You
will need multiple Engineers and/or Hackers. The data can then be uploaded but can be blocked by enemy Hackers, getting into
BtB with a baggagebot will help with this.
AVA changes: you can add one to the
AVA of one non-character Engineer unit.
Mission 103 Central Seizure
Summary: a central 8" room is locked (some may be 12" depending on available terrain). Engineers/Hackers/Repeaters are needed to open the doors, Engineers/Hackers can shut down a security system. Once it's shut down there are two consoles outside to be searched by Engineers/Hackers. Specialists (Engineer/Hacker/LT/
FO/CoC) need to place and protect a beacon in the room.
Deployment: Before rolling off for Initiative, divide your force in two, with at least 1/3rd of your models in each. The split groups are then deployed in random table quarters. Note that you do
not have to split the army into two Combat Groups and the 20 result for the quarters will be ignored.
AVA changes: you can add one to the
AVA of one non-character Engineer unit.
For the third mission I'm thinking of using a tweaked Prisoner P9 instead of a Paradiso mission as I've tested this several times already. Go to
http://www.infinityt...y/en/downloads/ > Scenarios.
Prisoner P-10
Changes from P-9:
Both players start as the attacker but have no models in the objective room.
The objective room will be either 12" or 8" depending on available terrain.
Each player needs to unlock their own console before they can escort the prisoner out of their own exit hatch.
The objective room will contain two Druze Shock Team guards with no Orders. Their
AROs will be controlled by the current reactive player.
Airborne Deployment, Mechanised Deployment and Impersonation cannot be used by either player.
Both players may nominate a model to be a Specialist at the start of the game.