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Philadelphia 40K 1,850 point tournament at Redcap's Corner, April 22nd!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut



Philadelphia, PA

April 22nd @ Redcap's Corner
1,850 Pt. Warhammer 40,000 Tournament

Location: Redcap's Corner, 3617 Lancaster Ave., First Floor, Philadelphia, PA 19104.
Date and Time: April 22nd, doors at 11AM, games at noon.
Cost: $10/player.

Army Composition: 1,850 pts./player.
Rounds: Three rounds, each consisting of two hours of game play, with fifteen minutes per player additional time for deployment.
Models: Models need not be painted, and conversions are totally fine (Forge World, third party, scratch-built, whatever), but proxies are not allowed. If you have questions about whether a model would count as a conversion or a proxy, email us or stop by and ask us.
Scenarios: Scenarios will be made available by this Sunday (one week before the event).

Prizes: Store credit toward purchases at Redcap's Corner, based on tournament attendance, will be awarded to top finishers. This store credit can be used on anything in-store (even future events), and can be used on special orders placed with us, so even if we have nothing in-stock that you're after, you can make requests and we'll do our best to fill them.

Contact: redcapscorner@gmail.com

Thanks, guys!

This message was edited 1 time. Last update was at 2012/04/15 14:33:18


 
   
Made in us
Regular Dakkanaut





with fifteen minutes per team additional time for deployment


Is this a singles or team tournament?
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

I am interested to see what missions they come up with for this tournament.

Renegade Guardsmen 
   
Made in us
Regular Dakkanaut



Philadelphia, PA

jesse wrote:Is this a singles or team tournament?


My mistake! Some of the information was copied and pasted from a previous team tournament, and I apparently glossed over fixing that detail. It has now been fixed!

Scenarios go up some time today!
   
Made in us
Confessor Of Sins






Scranton

wish this was on the 21st not the 22nd... I can never make sunday events

 
   
Made in us
Regular Dakkanaut



Philadelphia, PA

I wish it was on Saturday too, but I didn't want to compete with the Berks Spring Assault. In reality, this is still more or less competing since few among us want to play 1,000 point 40K all day Saturday and then 1,850 point 40K all day Sunday, but at least it's an option for those who do. Each of our other monthly tournaments through at least July are on Saturdays, though. The May tournament is Saturday, May 19th and it's a Kill Teams tournament!

This message was edited 1 time. Last update was at 2012/04/18 18:47:31


 
   
Made in us
Regular Dakkanaut



Philadelphia, PA

ROUND 1: SECRET WEAPONS
You have new intelligence that indicates a nefarious plot is underway by your enemies to unleash a secret weapon that would surely turn the tides of war in their favour. As work on your own secret weapon has not yet reached fruition, it’s imperative that you recover the enemy weaponry and either learn from it or sabotage it. The encampment you face presents a relatively small threat in the grand scheme of the war, and thus taking enemy casualties isn’t your first priority in this particular engagement, though the death of any enemy officer could only serve to destabilize those who oppose you.

Mission: After deciding deployment zones, but before deploying any unit, starting with the player that will deploy first, each player chooses a point in his or her own deployment zone to be an objective by placing a counter on it. These objectives may not be in impassable terrain or within 24” of each other. After positioning the objectives, deployment begins. During the course of the game, whenever a unit that could legally be joined by an independent character moves within 2” of an objective, the unit’s controller may remove the objective from the table. If he or she does, he or she returns it to the table in coherency with that unit at the end of the current phase and treats the objective as an independent character that has joined the unit. The objective moves at the same speed and in the same fashion as the slowest model in the unit, has no weapons or attacks, cannot have wounds allocated to it, cannot be removed as a casualty, and does not count toward the total number of models in the unit. It is possible to move within 2” of an objective that is already joined with another unit (friendly or enemy), effectively “stealing” the objective from that unit or having it “passed” between units. If a unit that has been joined by an objective falls back, it leaves the objective where it is and falls back without it. Likewise, if a unit joined by the objective is destroyed, the objective remains where it is until another unit moves within range of it. At the end of the game, the player with the most objectives in his or her deployment zone wins. If each deployment zone contains the same number of objectives, the game is a tactical draw.
Deployment: Dawn of War (pg.93).

Massacre: Both objectives are in your deployment zone, and the objective that began in your deployment zone never joined an enemy unit.
Major Victory: Both objectives are in your deployment zone, and the objective that began in your deployment zone never left it.
Minor Victory: Both objectives are in your deployment zone.
Draw: Each deployment zone contains one objective.

Bonus Points: +1 bonus point for each of your opponent’s HQs that have been destroyed.


ROUND 2: TOTAL DESTRUCTION
One of the secret weapons from your last battle has malfunctioned and is spiraling out of control, spewing waves of radiation in its wake. As if that weren’t bad enough, you and an enemy faction are about to meet on the field of battle, each a serious obstacle for the other in the final days of war. Your enemy means to take no prisoners and nor should you. Avoid the misfiring weapon, and take down as many enemies as you can while protecting your officers for the battle to come.

Mission: Annihilation (pg.91). However, before deployment, place a weapon counter in the center of the table. At the beginning of each game turn, this counter moves. Either player rolls 2D6 and a scatter dice to see how many inches and in which direction this movement happens. If a hit is rolled, it scatters in the direction of the small arrow on the ‘hit’ symbol. If the weapon counter would scatter off the edge of the table, reroll the scatter dice until it doesn’t. At the end of each player’s movement phase, each of that player’s units within 6” of the weapon counter suffer 2D6 Str 8 AP 3 hits, with armour and invulnerable saves allowed as normal, but with no cover saves allowed.
Deployment: Spearhead (pg.93).

Massacre: You scored at least 6 more kill points than your opponent.
Major Victory: You scored at least 3 more kill points than your opponent.
Minor Victory: You scored more kill points than your opponent.
Draw: You scored the same number of kill points as your opponent.

Bonus Points: +1 bonus point if the weapon counter inflicted no wounds on any of your units throughout the course of the game, and +1 bonus point for each surviving HQ you control at the end of the game.


ROUND 3: DIVIDE & CONQUER
As the war reaches the shores of its final confrontation, you and your enemy each understand what’s at stake. It was these grounds that sparked the initial conflict and whichever side successfully holds them will surely reign victorious. As one of you divides its forces to outflank the other, the war draws to a close. Hold your ground, protect it from those you oppose, and try to inflict casualties enough to end this war once and for all.

Mission: Seize Ground (pg.91).
Deployment: The table is divided endways into four quarters and lengthways into two halves by drawing imaginary lines through the middle of the short table edges and at each quarter-point of the long table edges. The players roll-off, and the winner chooses to go first or second. The player that goes second then chooses one of the long table edges to be his or her own table edge, deploying his or her force on that half of the table in the middle two quarters, with all models more than 6” away from the line dividing the table lengthways (this is his or her ‘deployment zone’). His or her opponent does the same on the opposite half of the table, but must deploy his or her force in the outer two quarters on that side of the table. Then each player deploys any infiltrators and makes any scout moves as normal. Once deployment has finished, the player that chose his or her deployment zone second starts game turn 1 with his or her first player turn. During player turn 1 the Night Fighting mission special rule is in effect.

Massacre: You control all of the objectives and have more kill points than your opponent.
Major Victory: You control all of the objectives.
Minor Victory: You control more objectives than your opponent.
Draw: You control the same number of objectives as your opponent.

Bonus Points: +1 bonus point if you reduced more than half of your opponent’s units to half strength or below, and +1 bonus point if there are no enemy units in your deployment zone at the end of the game.

This message was edited 1 time. Last update was at 2012/04/18 20:12:47


 
   
Made in us
Regular Dakkanaut





I was pretty amped about this tournament until I saw the scenarios. Scenario one looks to be utter confusion. If the objective is treated as an independent character can you put it in a transport? If any unit can claim it can a tank claim it?
Scenario three looks like autowins for some armies due to only a 12" seperation of the armies when the game begins. Any chance of just rolling the deployments and missions from the rulebook?

This message was edited 1 time. Last update was at 2012/04/18 20:19:07


 
   
Made in us
Regular Dakkanaut



Philadelphia, PA

Certainly the scenarios aren't set in stone and if people really hate them, we can change them.

I'm pretty sure both of your rules questions are covered in the write-up for the first scenario. Yes, you can put the objective in a transport (because it counts as an independent character), and no, a tank can't claim it (because an independent character couldn't just join a tank).

As for scenario three, I don't think it's as cut and dry as you think it is. There will rarely be only 12" separating the two armies unless both armies are going for a close combat strategy. Gunline armies still have the option of setting up way at the back of their deployment zone, leaving a reasonably normal amount of distance between the armies.

Again, if you really hate these, it's duly noted, and they can be changed (especially scenario 3, which I wasn't 100% on anyway), but I wanted to try somewhat interesting scenarios to keep the event from feeling too ordinary. Everyone who has read the scenarios in store over the last few days has seemed pretty into them, or at least open to them, but I do want to make sure I'm keeping as many people happy as possible.


Automatically Appended Next Post:
What I'd suggest, honestly, is for you to come out and play the event, and if after playing them, you still hate the scenarios, be vocal about it, and if the impression we get is that people want more standardized scenarios we'll lean that way for future events. Maybe to split the difference with you we'll change round 3 to standard pitched battle deployment, so at least one round is a normal one. I don't know. Let me know what you think!

This message was edited 1 time. Last update was at 2012/04/18 21:07:18


 
   
Made in us
Regular Dakkanaut





Thanks for responding quickly and maintaining a positive attitude. I plan on attending the tourney, regardless of scenarios, but I really feel that at least two of said scenarios are slanted toward certain armies. For example, scenario one will heavily favor DEldar, Eldar, biker armies, and DOA armies to a lesser extent where as pretty much any foot list is screwed from the start. It will take at least four turns for one side to reach the other and then at least two turns to get back to your own side and that's only if everything goes perfectly. I applaud thinking outside the box for scenarios, but I believe there are more balanced non-traditional scenarios out there. For example:

Emmisary

(insert fluff as desired)

Mission: Each side has an "emissary" (WS 3, BS 0, S 3, W 2, I 3, T 3, Sv 4+, A 2, Ld 10 no special attacks) who is treated as an independent character with the following special rules: can not outflank, deepstrike, infiltrate, or move more than 12" in any phase. The emissary can be transported (if there is room). The objective is for your emmisary to escape off of your opponent's long table edge.

Massacre: your emmisary escapes and your opponent's emmisary is killed
Major win: your emmisary escapes and your opponent's does not (but is not killed)
Minor win: you kill your opponent's emmisary (but your emmisary does not escape)
draw: both emmisaries are killed, both emmisaries escape, or both emmisaries live but neither escape

Deployment: pitched battle

game length: 6 turns, roll a 4+ for turn 7

Or something along those lines. My point is it's more balanced (but not perfect) and less chance of a draw and at the same time it's something different from what's in the book.

Anyway, regardless of which way you go, see you Sunday.
   
Made in us
Numberless Necron Warrior






My vote would be just regular scenarios. These are very favorable to some lists and the bonus points for HQ's is so unfair for certain armies. gK for example can take the immortal guy and almost guarantee not give up this point.

8000
10,000
5000 
   
Made in us
Dakka Veteran





Gah, I would have loved to play in this... but I had to run a torny at Cyborg 1 in doylestown on Sunday lol


Automatically Appended Next Post:
when is your next torny?


Automatically Appended Next Post:
When is your next torny?

This message was edited 2 times. Last update was at 2012/04/23 08:45:30


 
   
Made in us
Regular Dakkanaut



Philadelphia, PA

Cpt Stubbs wrote:My vote would be just regular scenarios. These are very favorable to some lists and the bonus points for HQ's is so unfair for certain armies. gK for example can take the immortal guy and almost guarantee not give up this point.


I appreciate the feedback! Not to nitpick, but the immortal guy in the Grey Knights list (assuming you're talking about Justicar Thawn) isn't actually an HQ, he's an upgrade character for a squad of troops! Either way, we modified things just a little bit, and I think from now on, two rounds out of every three at our events will be standard missions, with only one at each event having a little bit of a non-standard spin to it.

krootman. wrote:when is your next torny?


Was the tournament at Cyborg1 also 40K? You all had a Warmachine tournament on Saturday, right? I knew not to schedule conflicting Warmachine stuff on Saturday, but I didn't hear about anything there on Sunday, so I'm sorry if it was a competing 40K event. We try really hard to schedule around other localish stores and not run competing events. Anyway, our next event is a Kill Teams tournament May 19th, followed by a 2000 point tournament June 30th, a 1500 point Highlander tournament on July 21st, a 2500 point tournament August 18th, a 1500 point doubles tournament September 22nd (1500 points per player, 3000 points per team), and a 1250 point tournament October 20th. Hope you can make it to one of them!
   
Made in us
Regular Dakkanaut





That one in June sounds good...

Thanks for putting on the event, I had a blast. Glad to see your comments on the scenario(s), as that was my only gripe. Thanks again!
   
 
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