* I have updated the missions again adding fear the flanks to all 4, I've also implemented crantors suggestion of allowing character lords of war
Points: 1650
Modelling Requirements: All armies must be fully painted and based.
WYSIWYG, count as is allowed within reason.
Rounds: 4
Table Size: 6x4
So this is basically a modification of the cap-it-all cup 3 format, slightly less rigid, a little more involved when it comes to missions
Army Composition: 1 Combined Arms Detachment (
FOC)
optional:
Any faction may take a single assassin from the officio assassinorium data slate as an elite choice in their
foc/combine arms detachment. The model will be treated by
all factions as an allie of convenience.
Cypher and Bel'akor are allowed
0-2 Forgeworld
40k units allowed (including characters)
0-1 legacies (marines/chaos vehicle upgrades)
0-1 character lord of war
Forgeworld chapter traits are allowed however as allied detachments are not allowed you are stuck with the one your particular character comes with (if you've got loth, you must use the scoprions trait, issodon you must use the raptors traits and so on)
-no unbound armies
-no allies
-no fortifications
-no formations
-no super heavies (no knights)
-no gargantuan mc's
-no data slates (other than cypher and bel'akor and the relevent portions of officio assassinorium)
-no forge world lists
-no experimental forge world units
Warlord Traits and Warlords: Your warlord trait or traits must be chosen and part of your list. In the event of running a special character with fixed trait, you may opt to choose another trait or keep their existing fixed trait. Your warlord must be designated in your list and it MUST be one of your
HQ choices.
Our hope is to open up themed list possibilities. Want to make an army that loves to infiltrate or outflank? Go nuts. Want to make an army who are expert urban fighters? You go girl. Want your warlord to be a total badass with feel no pain? Rock on son.
Scoring:
5pts-------10pts-------15pts-------20pts-------25pts
major loss--minor loss--tie--minor victory--major victory
A minor is 1-4 more
vp than your opponent, major is 5 or more
vp's than your opponent.
Missions:
Note: We won't be using random game length. Games will go to turn 5. If you're concerned while playing that your game won't get to turn 5, inform a
TO. We want all games to get to turn 5 but we understand that with 115 minute rounds it may be difficult for some pairings due to model count or very involved rules (psychic powers).
1 Round One "Watch the Flanks"
Mission: Crusade
Objectives: 5
Deployment: Dawn of War
Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
Mission Special Rules: Reserves,
Fear The Flanks
Fear The Flanks
Units arriving from reserve from their board edge or from outflank may assault the turn they arrive.
Note: this has no effect on units in transports without the assault vehicle special rule. Units arriving from deep strike still cannot assault the turn they arrive.
2 Round Two "Situational Awareness"
Mission: Crusade
Objectives: 5
Deployment: Corners (5th ed style)
Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
Mission Special Rules: Night Fight in effect turn one, Reserves,
Unlikely Valor: Heavy Support, Fear The Flanks
Unlikely Valor:
In this mission units in the designated force organization slot (elite, fast attack, heavy support) are granted the objective secured special rule. However, troop choices in missions with the unlikely valor special rule lose the objective secured special rule.
Fear The Flanks
Units arriving from reserve from their board edge or from outflank may assault the turn they arrive.
Note: this has no effect on units in transports without the assault vehicle special rule. Units arriving from deep strike still cannot assault the turn they arrive.
3 Round Three "Storm the Line"
Mission: Crusade
Objectives: 4
Deployment: Hammer and Anvil
Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
Mission Special Rules: Reserves,
Unlikely Valor: Fast Attack, Fear The Flanks
Unlikely Valor:
In this mission units in the designated force organization slot (elite, fast attack, heavy support) are granted the objective secured special rule.However, troop choices in missions with the unlikely valor special rule lose the objective secured special rule.
Fear The Flanks
Units arriving from reserve from their board edge or from outflank may assault the turn they arrive.
Note: this has no effect on units in transports without the assault vehicle special rule. Units arriving from deep strike still cannot assault the turn they arrive.
4 Round Four "The Violence of Action"
Mission: Crusade
Objectives: 3
Deployment: Corners (5th ed style)
Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
Mission Special Rules: Night Fight in effect turn one, Reserves,
Unlikely Valor: Elite, Fear The Flanks
Unlikely Valor:
In this mission units in the designated force organization slot (elite, fast attack, heavy support) are granted the objective secured special rule. However, troop choices in missions with the unlikely valor special rule lose the objective secured special rule.
Fear The Flanks
Units arriving from reserve from their board edge or from outflank may assault the turn they arrive.
Note: this has no effect on units in transports without the assault vehicle special rule. Units arriving from deep strike still cannot assault the turn they arrive.
Corner Deployment: Whoever wins the roll to choose deployment picks 1 of the 4 corners of the board. His opponent must deploy in the opposite corner (diagonally) . (corner = 24x36 inch rectangle). No models may be deployed within 12 inches of the center of the table. Reserves will come in from respective players long table edges. The entirety of player's edges will still be used for determining line breaker.
Terrain:Terrain will be based on the 6th edition terrain rules when it comes to stuff like ruins, primarily to avoid any issues with ruins/assaults and movement. Opponents must define all terrain and be on the same page in terms of how the terrain will interact with various units types and movement. If there is a disagreement, call over a
TO. The terrain will be setup prioritizing center weighted
los blockers, we don't want gunline to rule the day and we want close combat to have a chance. There will also be an attempt to get some variety of roof to hide under in each quadrant of the board to help balance out barrage.
Wobbly Model Syndrome:Will not be played as an entitlement. Simply put, if your model can't end it's movement without falling over, you cannot end it's movement there. The rule exists to help avoid damaging expensive models, not to avoid common sense or physics.
Prizes:
Best General
Coolest Army
Mostest Funnest Player
As there are no soft scores, you will rate your four opponents at the end of the day from most enjoyable to least enjoyable, don't feel bad as we are forcing this on you. For coolest army, you will vote for the 3 coolest armies at the start of the day. In the event of a tie for generalship, your mostest funnest player rating will be used to break the tie. In the event of both generals having the same sportsmanship, both lists will be taped to rare siberian tigers and we shall have the tigers battle to the death.
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So basically you get your codex, the possibility of taking a single assassin (count as would be really awesome to see here, would be cool to see all sorts of xenos or heretic assassin concepts) access to a couple forge world units, which can greatly expand options without hopefully allowing too much crazy (no guarantees here
lol). the option of taking bel'akor or cypher if your faction has access and of course access to a legacy (vehicle upgrade) from the latest marine and chaos
fw books.
We avoid too much in the way of allie shenanigans, hopefully allow some weaker codex's to get a few better
fw units in the mix, chaos gets a cool psyker, imperials get cypher, everyone gets an assassin if they want and I think it'd be sick to see a all the potential conversions. I'd be kidding myself if I said all assassins are created equal, obviously the culexus is the best choice in terms of effectiveness on the battlefield, but it'd be cool to see like a badass ork grot count as vindicare or some grizzly chaos eversor or like alpha legion callidus. The whole reason for the weird point level (1650) is so people with existing 1500pt lists that they feel work well can maybe try tossing in a
fw unit or assassin and give it a try. You're of course under no obligation to do either

. With
fw character options and bel'akor it is indeed possible to choose psychic powers, so that is always something worth exploring for the armies that have access. Being able to choose warlord trait is also potentially huge for any faction. Some of the
brb warlord traits are fantastic and there's a few gems out there in the codex's. I could see guard and maybe even orks having fun with that.
I see this format as a mix of a more classic approach to army building (
foc) and a movement away from the more
apoc style of army construction. The top codex's certainly don't need formations anyway. Hopefully resulting in a good mix of strong competitive armies with interesting and creative themes without going full
apoc. The scenarios are a move away from kill points and maelstrom and a movement towards instilling a heavy focus on taking objectives and final causality over gotta catch'm all pokemon. In addition to the focus on taking objectives, 3 of the 4 scenarios also have entire slots receiving objectives secured. It shakes things up and hopefully incentivizes varied lists.
Anyway, it's a work in progress. I was also considering going totally bonkers and adding another special rule to all 4 missions:
Fear the Flanks
Units arriving from reserve from their board edge or from outflank may assault the turn they arrive.
Note: this has no effect on units in transports without the assault vehicle special rule. Units arriving from deep strike still cannot assault the turn they arrive.
Thoughts?