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		<title><![CDATA[Latest posts for the thread "Good vs. Evil event rules (c&c welcome)"]]></title>
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				<title>Good vs. Evil event rules (c&amp;c welcome)</title>
				<description><![CDATA[ So rather than go down the rat hole that is army composition.  I'm thinking about trying to run an event instead of a tournament.  So is this something you would register for and play in?<br /> <br /> Good vs. Evil Event<br /> Registration $10 dollars, $5 dollars (whatever, basically just to pay for awards)<br /> Training exercises vs. brother marines got you down?  Getting tired of fighting the Kabal next door.  Blood for the Blood god is all well and good but isn't it better when it's the blood of a loyalist marine?  Come to the good vs. evil event.  3 rounds of bloodshed and mayhem.  All army matchups for each round will be done thematically as much as possible.  Who is the best of the good guys and the worst of the bad guys.  Battle for the title of Champion of Order or Champion of Dis-Order.  <br /> <br /> Missions will be revealed on the day of the event.  So make sure you've brought a balanced force!  1500pt army lists.  Bring one additional troop's choice with a maximum total cost of 250pts (this includes transports, upgrades, etc).  This unit will be used in all three games but will be tied to some of the missions.<br /> <br /> Awards for<br /> Best force of order<br /> Best force of dis-order<br /> *And Champions of Order and Dis-Order will be crowned<br /> Champions will be based on painting, player voting, and certain battlefield event's.<br /> <br /> <br /> For each game record the following information<br /> # of model's you killed _____<br /> <br /> # of model's left in your army _____<br /> <br /> # of your units that failed a morale check _____<br /> <br /> # of missions accomplished _____<br /> <br /> Did you accomplish more missions than your opponent (yes/no) _____<br /> <br /> Did any of your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s survive?  If so list their names here:<br /> <br /> <br /> Forces of Order (Imperial Guard, Space marines, Daemonhnters, WItchhunters, Eldar, Tau)<br /> Forces of Disorder (Chaos Space Marines, Chaos Daemons, Necrons, Tyranids, Orks, Dark Eldar)<br /> <br /> So that is the general information sheet that will get posted and then hopefully it'll fill up with an even number of people if not someone will have to be branded a heretic or misunderstood for the day.  The sign up sheet will be split half and half for order, disorder.  The following information section would be for various different awards I would like to give out.  Like last man standing (person with the least number of models, not zero, left on the table, that won their game).  Luck of the irish (if an <span class="glossaryitem" onmouseover='gp(56);'>hq</span> survived all of it's games, tie breaker would go to how many games the people lost), etc.<br /> <br /> The best force awards will be based on voting only from people of that faction.  So only bad guys can vote for best evil army, etc.  Every game will have a set of missions based on if you are a good guy or bad guy.  The winner of each game is whoever accomplishes the most missions ties.  The missions will not always be the same for each side.  Each table will always have objectives set up on it in pre-set places (the objectives may or may not change around in-between rounds).  <br /> <br /> <br /> Some of the Missions I've come up with (and some of the standard missions):<br /> Head of the Snake (destroy your opponents most expensive <span class="glossaryitem" onmouseover='gp(56);'>hq</span>)<br /> Hold the line (keep all enemy units out of your deployment zone)<br /> Breakthrough (get your speical troops choice off your opponents deployment zone)<br /> Raiding party (kill all of your opponents troops selections)<br /> Capture and Control <br /> Seize Ground <br /> Revenge is sweet ( Your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> kills an opponents <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, this can be either shooting or <span class="glossaryitem" onmouseover='gp(58);'>hth</span> )<br /> <br /> Alright so if you've read this far.  What do you think of the idea?  What can I do to make it better?  Any idea's for additional missions?  Also I wanted to try and figure out some specific "evil" ones or "good" ones.  The other thing I'm pondering is trying to have a mission specific to each race/army.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 17:48:01]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>Good vs. Evil event rules (c&amp;c welcome)</title>
				<description><![CDATA[ You might want a "neutral" category that you can assign to either side at will on the day of the tournament, to help keep numbers balanced.  ]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 18:07:47]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Good vs. Evil event rules (c&amp;c welcome)</title>
				<description><![CDATA[ That sounds pretty cool.  You should encourage people to bring terrain and interesting boards if they have them so that it won't be just gaming mat with ruined city bits standing around on it.  If I was in the area I'd probably be tempted.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 18:20:48]]> GMT</pubDate>
				<author><![CDATA[ captain.gordino]]></author>
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				<title>Good vs. Evil event rules (c&amp;c welcome)</title>
				<description><![CDATA[ Don't do race specific missions.  You are going to have your hands full enough with non standard missions and objectives.  Iron those out well and you shoudl be good to go.  <br /> <br /> One of the ways I have seen and liekd objectives:<br /> <br /> Secret objectives.  Each player is given a score card at the beginnign of the round.  On it are severa lobjectives.  They mark one in advance(and the organizer makes sure that each player has marked an objective before or during the first turn) without telling thier opponent which one it is.  <br /> <br /> The objectives are similar to the ones you listed.  It also allows a player to choose objectives that fit their army and playstyle.  Every gunline player hates the fact that assault armies are naturally inclined to go get opbjectives in the natural course of what they do, but they have to use units meant to be stationary to go grab objectives.  With choice, it evens the palying field a little if the gunine can opt to keep people out of their deployment zone instead of running into the jaws of assault units like lambs.<br /> <br /> To keep things balanced you would need to have enough objectives to offer about 3 for each game, with 2 or 3 beign different each time.  This prevents, my army is good at this so I'll do it every game.  Even though it's nice to pick an objective that works for yoru army, it shouldn't be a free givaway.  The objectives should challange each army for 2 out of the three battles(they should only jump up and down squaling "Oh this is what my army does best!" during one battle.)<br /> <br /> Other objectives:<br /> Keep the bonus unit alive for the battle<br /> Escort an advisor or messanger model to a point on the board(or off the board)<br /> Keep the most points alive(reverse <span class="glossaryitem" onmouseover='gp(316);'>kp</span>)  Be the one with the most REMAINING (not killed) <span class="glossaryitem" onmouseover='gp(316);'>kps</span>.  I personally think <span class="glossaryitem" onmouseover='gp(316);'>KP</span> could be use this as a band aid(nothing can fix <span class="glossaryitem" onmouseover='gp(316);'>kp</span>, it is one of the only true uses for a phrase like "epic fail") in all missions that use it.  If you randomly roll to see wheter you need to kill the most <span class="glossaryitem" onmouseover='gp(316);'>kp</span> or preserve the most <span class="glossaryitem" onmouseover='gp(316);'>kp</span>.  This woudl make balanced <span class="glossaryitem" onmouseover='gp(316);'>KP</span> armies ideal, but not entirley punish armies with very low or very high <span class="glossaryitem" onmouseover='gp(316);'>kp</span> amounts.  You would have to consider ... my 5 <span class="glossaryitem" onmouseover='gp(316);'>kp</span> nurgle army may win big, or have no chance, just like that guard army with 25, might win big, might not stand a chance.  It would be even better if it were rolled at the end of the game so you had to try to accopmplish both at the same time.<br /> <br /> <br /> Some good/evil missions.  These should determine the win condition, there should be secondary objectives for battle points.  Also note that they can be flopesd as well.  The good guys should not always be the defenders, though I used that here just to list the examples.<br /> good mission = defend the messenger.  bad mission = kill the messenger.  <br /> Good mission = keep enemy out of deployment zone<br /> Bad mission = get into deployment zone<br /> Good mission = keep a unit alive until the end of the battle<br /> Bad mission = destroy the unit before the end of the battle<br /> Good mission = Obtain a loot counter and maintain control until the end of the battle<br /> Bad mission = Obtain a loot counter and maintain control until the end of the battle<br /> (or change the above to 5 loot coutners and have the most at the end of the battle) <br /> <br /> Anyway, hope that helps get your thoughts running.<br /> <br /> Meph<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 18:53:12]]> GMT</pubDate>
				<author><![CDATA[ Mephistoles1]]></author>
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				<title>Good vs. Evil event rules (c&amp;c welcome)</title>
				<description><![CDATA[ The big question you're going to have to ask yourself is what you're going to do when 2 Chaos and 3 Orks players show up alongside 3 Eldar and 9 Space Marines.<br /> <br /> If Marines are in a tournament, it's inevitable that they're going to have to fight other Marines.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 19:13:57]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Good vs. Evil event rules (c&amp;c welcome)</title>
				<description><![CDATA[ and some of them can always be traitors, same with guard]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 19:37:17]]> GMT</pubDate>
				<author><![CDATA[ Reaver83]]></author>
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				<title>Good vs. Evil event rules (c&amp;c welcome)</title>
				<description><![CDATA[ Good vs Evil<br /> <br /> That's a great idea for an event with a difference.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 19:55:01]]> GMT</pubDate>
				<author><![CDATA[ Kilkrazy]]></author>
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				<title>Good vs. Evil event rules (c&amp;c welcome)</title>
				<description><![CDATA[ @sourclams:  The idea is to cap the event at 8 and 8 or 6 and 6 and hopefully sign up's match out.  That's why I put the line in there for the kind of "at all possible" sort of attitude.  I think you still leave people using the correct sides and that's where it would go to traitors, heretics, misunderstood, etc.  Also I'm hoping to convince a lot of the veteran players to bring one of each to help even out the sides.<br /> <br /> @captain.gordano:  The boards are an interesting idea.  I can add it into the points for best army if they have a themed terrain board they want to use (and set their army up on for the judging).<br /> <br /> @Cent:  I thought about a neutral column, but I don't think people like being neutral with their armies, they usually lean them one way or the other.  I'm hoping to overcome matchups by having a few players with multiple armies there.<br /> <br /> @mephistoles1:  That's an interesting idea about letting them choose their own.  Maybe give a list of 5 possible missions and you select 3.  Either that or give options for Primary, secondary, tertiary missions (that way I can make them a bit more balanced out for both sides).]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 20:10:54]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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