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 June 14 Mini RTT - Terrain guidelines and all missions

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krak_kirby
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PostSubject: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 12:32 pm

Tournament Guidelines
Before rolling for deployment zones, roll off for terrain placement. Winner places a piece of terrain anywhere on the
board, but at least 4" from any table edge. Players then alternate placing terrain at least 4" from the edge, and at least
8" from other terrain pieces.

All pieces count as area terrain. All terrain blocks line of sight completely, using the base of the terrain piece as your
guide.

Cover saves in hill terrain 6+ for non vehicle models, tank vehicles models may roll for obscured. Open for movement.

Cover saves in wood terrain 5+ for non vehicle models, all vehicles may roll for obscured. Difficult for movement.

Cover saves in ruin structures and craters 4+ for non vehicle models, all vehicles may roll for obscured. Difficult for
non vehicle movement, dangerous for vehicles.

Cover saves in bunkers 3+ for non vehicle models, vehicles may not use bunkers. Models inside may not be assaulted.
Please see page 193 of the hardback rule book for additional rules regarding bunkers.

MISSION 1 - Planetfall

In the opening stage of the invasion, the attackers make massive drops into enemy territory, striking at night to secure
landing zones and minimise casualties. The defenders scramble to contain the enemy, scouring the area to hunt them
down. Commanding officers are critical, organizing the attack, and marshalling the defense.

Special rules - Escalation, Deep Strike, Night Fight turns 1-5, Flares. Each player gets two flares. They can use one flare in
any shooting phase. Night fight is suspended for that phase.

Objectives:
Primary (10 points) - Enemy deployment zones. Have more scoring units in the opposing deployment zone than your
opponent has in yours.

Secondary (7 points) - Victory points. Score 150 more victory points than your opponent. Damaged and destroyed units
only.

Tertiary (4 points) - Commander KIA. Kill the opposing HQ of the highest point cost while keeping your own alive.

Setup:
12" deep deployment zones. Strategy rating roll for deployment zone choice. Winner places a unit first, then alternate, in
the following order, heavy, troops, elites, HQ, fast attack. Only infantry on foot and scouts may deploy, all others per
escalation rules in the main rule book. Roll a dice for first turn, winner may choose to go first or second. Units forced to fall
back will move towards their closest deployment zone table edge.Game lasts six turns or till time is called. Do not start a
round if both players will be unable to finish.


Last edited by krak_kirby on Wed Jun 04, 2008 12:39 pm; edited 1 time in total
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krak_kirby
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PostSubject: Missions 2 and 3   Wed Jun 04, 2008 12:34 pm

MISSION 2 - Secure Objectives
Following the shock and awe of the initial attack, invading units push to secure vital objectives. Bridges, crossroads, and
local enemy HQ's are targeted, to hold for advancing heavier elements. The defenders fight just as hard to hold or
destroy objectives, to deny their use by the enemy.

Special rules - Infiltrators, Random Game Length

Objectives:
Primary (10 points) - Secure the center. Have a scoring unit completely with 6" of the center at the end of the game, with
no enemy scoring units completely within 6" of the center.

Secondary (7 points) - Table Quarters. Claim more quarters than your opponent. Center unit may only claim the center
objective.

Tertiary (4 points) - Drive Them Back. All enemy units non scoring.

Setup:
Corner deployment zones. Strategy rating roll for deployment zone choice. Winner
places a unit first, then alternate, in the following order, heavy, troops, elites, HQ, fast
attack. Roll a dice for first turn, winner may choose to go first or second. Units
forced to fall back will move towards their closest deployment zone table edge.
Game lasts six turns or till time is called. Do not start a round if both players will be
unable to finish.

Corner deployment is measured 16" along the edge from opposing corners per
player. The deployment line is drawn between the marked points. You will end up
with a triangle zone with approximately 24" between zones.


MISSION 3 - High Ground
After securing critical objectives, armies push to consolidate their hold on larger areas, linking up separate elements to
form a battlefront. Terrain that provides fighting advantage must be denied to the enemy and used by the allies.
Commanders must use their units carefully to prepare for the push on heavily defended areas.

Special rules - Infiltrators, Deep Strike.

Objectives:
Primary (10 points) - Terrain Control. Control more terrain pieces at the end of the game. You must have a scoring unit in
contact with the terrain piece.

Secondary (7 points) - Victory points. Score 150 more victory points than your opponent. Damaged and destroyed units
only.

Tertiary (4 points) - Surviving elites and fast attack. Have more scoring elites plus fast attack at the end of the game.

Setup:
Corner "L" deployment zones. Strategy rating roll for deployment zone choice. Loser
places a unit first, then alternate, in the following order, heavy, troops, elites, HQ, fast
attack. Roll a dice for first turn, winner may choose to go first or second. Units forced
to fall back will move towards their closest deployment zone table edge. Game
lasts six turns or till time is called. Do not start a round if both players will be unable
to finish.

Corner "L" zones use opposing table quarters, but players deploy 10" or less from
their quarters edge, inside their quarter.


Last edited by krak_kirby on Wed Jun 04, 2008 12:38 pm; edited 1 time in total
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krak_kirby
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PostSubject: Missions 4 and 5   Wed Jun 04, 2008 12:37 pm

MISSION 4 - Strongpoint Assault
The enemy must be driven back, and the main push is on! Now that your forces are assembled and supplied, the time
has come for massed assault. As dawn breaks, the lines explode into action and the advance begins. The defenders
must throw them back!

Special rules - Concealment, Infiltrate, Deep Strike, Reverse Escalation. Reverse Escalation - All basic infantry units without
a dedicated transport are held in reserve, waiting for orders to deploy to a break in the enemy line. Scouts are exempt.
Everything else deploys normally.

Objectives:
Primary (10 points) - Enemy deployment zones. Have more scoring units in the opposing deployment zone than your
opponent has in yours.

Secondary (7 points) - Objective Markers - Overall command has tasked your forces to hold a waypoint on the field.
See setup. Hold your objective marker with a scoring unit in contact, and deny your opponent his.

Tertiary (4 points) - Surviving Heavies and Troops - Have more scoring heavies and troops at the end of the game.

Setup:
12" deep deployment zones. Strategy rating roll for deployment zone choice. Loser places his waypoint marker anywhere
on the opposing half of the table, then winner does the same. Winner places a unit first, then alternate, in the following
order, heavy, troops, elites, HQ, fast attack. All infantry on foot except scouts must start in reserve. Roll a dice for first turn,
winner may choose to go first or second. Units forced to fall back will move towards their closest deployment zone table
edge. Game lasts six turns or till time is called. Do not start a round if both players will be unable to finish.


MISSION 5 - Last Stand
The enemy has been driven into their last bastion, and all his remaining forces are entrenched and waiting. It remains
for your forces to drive them out and eradicate forever the menace. Both forces are fighting through the shattered
landscape when the order comes, "Kill them all!".

Special rules - Night Fight turns 5 and 6, Preliminary Bombardment (pg. 194), Bunkers (pg.193). Each player gets a bunker
model they may deploy as a heavy choice. They may then immediately deploy a unit inside the bunker. This unit is
immune to preliminary bombardment.

Objectives:
Primary (10 points) - Table Quarters. Claim more quarters than your opponent.

Secondary (7 points) - Victory points. Score 150 more victory points than your opponent. Damaged and destroyed
units only.

Tertiary (4 points) - Annihilation. Destroy every last enemy model by the end of the game.

Setup:
Corner deployment zones. Strategy rating roll for deployment zone choice. Winner
places a unit first, then alternate, in the following order, heavy, troops, elites, HQ, fast
attack. Roll a dice for first turn, winner may choose to go first or second. Units
forced to fall back will move towards their closest deployment zone table edge.
Game lasts six turns or till time is called. Do not start a round if both players will be
unable to finish.
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JTPitt
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 12:53 pm

I like the way you have the scenarios set up. They really look like they will add an extra edge to the tournament. If i could I would have joined up for this. Ohh well.....such is life.
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krak_kirby
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 2:04 pm

Don't worry JT, my plan is to run one of these every couple of months. I'll probably mix it up a little, but always 40K!
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Nathan
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 2:51 pm

Nice.
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Nathan
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 4:53 pm

Actually, how are the Preliminary Bombardments going to be resolved? One for each player?
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krak_kirby
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 5:10 pm

Both players armies get shelled/bombed.
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JTPitt
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 5:17 pm

Wouldn't it make more sense for the Attacking group in the first round get the bombardment rule and not the defenders?
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krak_kirby
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 5:25 pm

This event I tried to steer clear of attacker/defender scenarios, especially as this is the last one, and several people will be trying for champion. I use the preliminary bombardment rule to represent one side shelling in preparation to advance, and the other side setting off mines and booby traps to try and slow the advance.
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HAND OF DUME
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 10:09 pm

Man, does Kirby know how to set up a tourney or what! Fantastic thought out missions. I'm F'N ready for this!
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JTPitt
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Wed Jun 04, 2008 11:31 pm

Not to be pickin on you but i think you completely did an attacker/defender scenario. Mainly on the first one. But thats what I think really makes it work so well. Honestly there will always be an attacker and a defender in any conflict doesn't matter whats going on just the way battle is.
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Matt
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Thu Jun 05, 2008 12:15 am

how is the first one attack/defend?

It's the same objectives both sides, the fluff is very attack and defend... then again so is all of it. Which is cool.

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Evil Bob
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Fri Jun 06, 2008 12:35 pm

krak_kirby wrote:
This event I tried to steer clear of attacker/defender scenarios, especially as this is the last one, and several people will be trying for champion.
Besides many senarios (in any game system) that take an honest whack at attacher/defender end up lopsided based on the simple nature of some forces to be grosely unfair in weird match-ups or basic compesition.

Really liking the well organized terrain rules and effort in trying to get a good variety of ballance on senarios.

If you are running another in a couple of months please let us know soon as possible.
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krak_kirby
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Fri Jun 06, 2008 3:40 pm

One thing I forgot to mention - Please bring two comprehensive army lists and five "unit and point cost" lists to the event.
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JMarv
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Fri Jun 06, 2008 3:47 pm

Kirby, has the tournament filled up yet? Or are there still spots available?
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HAND OF DUME
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Fri Jun 06, 2008 6:43 pm

I'm pretty sure there are still spots left. Call the Krystal Keep in Kettering to sign up and they will let you know for sure.
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krak_kirby
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Fri Jun 06, 2008 8:20 pm

Earlier this afternoon there were 10 slots left. Saturday is a busy day and I'm hoping to fill up by the end of the weekend.
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methoderik
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Sat Jun 07, 2008 12:38 am

two more paid
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Wayno
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Sat Jun 07, 2008 1:09 am

methoderik wrote:
two more paid

What's up E? Who is the other? I know Dickie is in already.
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methoderik
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Sat Jun 07, 2008 10:26 am

Kenny Ku Goo. Paid fools. Inquisition in full effect!
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krak_kirby
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Sun Jun 08, 2008 8:05 pm

I checked with KrystalKeep and there are only two spots left. Grab 'em while you can!
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krak_kirby
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Mon Jun 09, 2008 2:48 pm

Just a reminder on the army organisation rules:

1000 point army.

This will be a five round tournament with a 1.25 hour time limit per round.
Pairings will be random first round, though we'll work to avoid friends
playing. Remaining rounds will be swiss pairing.

Force org as follows: 1-2 HQ, 1+ Troops, 0-2 Elites, 0-2 Heavy, 0-2 Fast
Attack.
With the exception of troops, you may not take the same codex entry twice,
i.e., two elite carnifex or two monoliths. This is to stimulate a little
creativity!
Acceptable armies are all current armies with codices. If in doubt, call or
email ahead of time.
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PostSubject: Re: June 14 Mini RTT - Terrain guidelines and all missions   Today at 6:50 am

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