South Island Wargaming, New Zealand.

South Island Wargaming, New Zealand.

 
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 Post subject: Southcon 2014 40K player pack
PostPosted: Thu Apr 03, 2014 9:46 pm 
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Joined: Mon Mar 17, 2014 9:17 pm
Posts: 52
Confirmed entries as at 29/05/14

Steven and Royce
Simon and Quinton
James and James

Thanks Guys ...

there is still time for more teams to enter!

Andrei and Campbell are no longer a team entry :(

This player pack contains all the important information you require to compete at WH40K Southcon, important dates, tournament rules and other stuff.

The Tournament: Warhammer 40,000 Doubles
Tournament Organizer: Ross McMillan
When: Saturday 31st May and Sunday 1st June 2014
Where: Forbury Raceway
146 Victoria Road, Saint Kilda
Start Time: 8:30am start
Finish Time: 6.00pm (latest)
Registration due: Before 31/05/2014
Army lists due: Monday 26th May email to Ross McMillan [r.g.mcmillan322@gmail.com].
Cost: $45
General Format: Standard Force Organisation
Army Size: 2000 combined points
Rounds: 4 doubles team scenarios and 4 individual Vanguard Games
Game length: 2 ½ hours max each doubles game and 30 minutes for vanguard games.
Matches: Every effort will be made to match people initially with new opponents.

Each Army must be composed of two Forces, played by two different people, see “Army Composition” below.
 Southcon 2014 will be run under the 6th Edition Warhammer 40,000 rule book.
 All armies must use an official army book that has been published and released in New Zealand prior to May 2014.
 Weapons, armour and upgrades must be represented on the models
 Proxies will not be allowed.
 Forgeworld and alternative models will be ok providing they are of an appropriate size and mounted on the correct base.
 Games will be played with open lists.

This tournament has three components: Tournament, Doubles and Vanguard points.
 Tournament Points are awarded for properly painted armies, for properly completed army lists and for sporting behaviour.
 Doubles Game Points are awarded for winning doubles games.
 Vanguard Points are awarded in accordance to the results of Vanguard (Kill Team) games.

Main Tournament awards
 The WARMASTER STANDARD OF EXCELLENCE is awarded to the most successful army.
 The ADEPTUS ADMINISTRATUM AWARD is awarded to the team with the highest number of Doubles Game Points.
 The PARADE MASTERS AWARD is awarded to the best looking Army or team at the event, voted for by the players.
 The HOLY RELIC AWARD is given to the best of the objective markers, voted for by the players.
 The SNIKROT’S SNEAKY GITZ AWARD goes to the Army who completed the most secret missions.
 The SCHAEFFER’S LAST CHANCERS AWARD goes to the Army with the lowest Doubles Game Points score.
 The PURITY SEAL is awarded to the Army with the most Favourite Opponent votes.
 The CHIEF LIBRARIAN McKenna’s COMMENDATION is given to the winning team of the Warhammer 40K quiz.
Vanguard awards
 DARKSTRIDER’S STANDARD OF EXCELLENCE: For the Best Vanguard Team
 CHAPTER MASTER AWARD going to the Army with the highest number of Points.
 The HONOUR GUARD AWARD goes to the Army who takes second place.
 The SERGEANTS AWARD goes to the Army who takes third place.

Time Table
Saturday
8:30am – Pre tournament briefing
9am – 9:30am Army show case:
9:30am – 12noon Round 1:
12noon – 12:30pm: Lunch
12:30pm – 3:00pm Round 2:
3:15pm – 5:45pm Round 3
Sunday
9:00am – 11:30am Round 4:
11:30am – 12:00noon Pub Quiz:
12:00noon – 12:30pm: Lunch
12:30pm – 3:00pm Round 5:
3:00pm – 3:45pm Round 6: Vanguard Battles / break
3:45pm – 4:45pm Round 6: Vanguard Battles
4:45pm – 5:30pm Round 6: Vanguard Battles / clean up
6:00pm – Prize giving

What you need:
• A positive gaming attitude.
• A painted and based army.
 A fully painted and based army [painted in appropriate colours].
 Creative posing, thematic adornments and appropriate conversions.
• At least two copies of your army list plus two copies of each vanguard list.
 Must list all the units being played.
 The army list must set out which player is commanding which units.
 The models selected to create your Vanguard teams. – (each player needs their own Vanguard team)
 Please make sure you include your army name, players’ names and contact details on the army list.
(You will be asked to leave a list with the umpire when you sign in at the start of the tournament.)
 Dice, tape measures, templates, the rulebook and the Codex for the Force that you are using.
 Each Army will be required to bring five objective markers with them for the weekend. These should be themed to your Army, and based on 40mm (Terminator sized) round bases. These objectives will be used in the scenarios as described in the pack.
 Additionally you should also bring glue (for emergency repairs), pens, paper, and money for food from the Forbury restaurant, canteen, and sales tables.

Army Composition
 Each Army must be composed of two Forces, played by two different people.
 Each Force must be at least 500 points, and must have one HQ and one Troop choice.
 The Army must not be more than a total of 2000 points;
 1 -2 HQs,
 0 -3 Elites,
 2 -6 Troops,
 0 -3 Fast Attack,
 0 -3 Heavy Support,

 Space Wolves do not disregard their HQ rule,
 Any army with the ability to turn non-troops into troops may do so if they take that commander.
 All Fortifications other than the Fortress of Redemption are allowed.

Vanguard Composition – each player to create a vanguard team from their main army force:
 Each Vanguard team must be composed of units from your main army list.
 You may spend up to 200 points from your main army composition.
 Select your Leader and assign a warlord trait from page 111 main rule book (refer to appendix V1).
 Select three Specialists and assign each a specialist skill from the special rules section (refer to appendix V2).
 You may not take allies or fortifications in your Vanguard team.
 You must purchase complete squads *
 As no units may be kept in reserve, you may not take any Flyers.
 No model in your Vanguard Team may have more than two wounds.
 You must have at least three models in your Vanguard Team.
 Any game rule, Unit, upgrade or psychic power that produces extra models will have no effect in the Vanguard games.
 No vehicle can have a combined Armour Value of more than 33 (Side Front and Rear combined).
 No model may have a 2+ save.
*Your vanguard Team can be created using part of a larger squad used in your main army as long as they are a complete squad in accordance with your codex.
**To include unit strength based shooting models such as Pink Horrors, which have codex entry 2D6 S5 AP5 shooting attacks as a unit, will be changed to D3 S3 AP5 per horror. Also if 3 or more horrors are within 3" of each other they can combine their attacks to obtain a strength increase to S5. The total number of shots is calculated by adding the number of models to the D3 roll but they would only be able to select a single target.

Points Structure:
Doubles Game Points are awarded for doubles games as follows: each game /12 total score /48
 A win is 6 Game Points, a draw is 4, and a loss is 2.
 Eliminating a Force is 2, and
 Achieving the “Secret Mission” is 2 Game Point; drawn or assigned for each army before each game.
A victory where the “Secret Mission” is achieved and a massacre occurred would be worth 6 [win] plus 4 points [two Forces eliminated] plus 2 [Secret Mission achieved] for a total of twelve points. Where there is no “secret Mission” all players receive 2 bonus points.

Tournament Points: are awarded for army composition, presentation and gamesmanship as follows: /34

Army composition: / 5
 3 points The two forces complement each other and have a team name.
 5 points Creativity of the composition of your army and combined forces names.

Presentation Points: Must apply to the bulk of the army (90%+) /29

Army painted and based
 6 points Army is fully painted, but only to the three-color standard of base coating
 10 points Army is beyond fully painted, additional steps beyond the three-color standard

Detail
 1 point Painting is Uniform: Not a mix of schemes, styles, and looks
 2 points Details are painted such as eyes, buckles, and accessories
 3 points Details are painted well (clean, have highlights)

Hand-Painted Details (that are well executed) added unit markings, banner artwork, etc
 1 point Blood marks, dirt on cloaks, etc
 2 points Banners, markings, and details are hand painted to an incredible degree!
 3 points Clean Highlights are neat, drybrushing is appropriate; inking is controlled
 4 points Highlights have been blended, shaded, or layered well - beyond the basic highlighting techniques
 5 points Overall appearance is amazing! Everything works great together to create an awesome scene

Basing
 1 point Bases have basing materials (flock/sand/tiles) or details painted on them
 2 points The bases have multiple basing materials (rocks/grass), extra details painted on them (cracks in tiles),
or if extra basing is inappropriate, basing is done very well (eg. rolling desert dunes).
 3 points All bases finished to a very high standard and matches the army

Conversions
 0 points None: The army is made straight from the box
 2 points Minimal: The army has some elementary conversions (head and weapon swaps, arm rotations)
 3 points Minor: Units have multi-kit conversions including head and weapon swaps.
 4 points Major: The army has some difficult conversions that use things such as putty, plastic card, drilling,
minor sculpts, etc. This could also apply to the entire army having very well done multi-kit conversions.
 5 points Extreme: The army has some extreme conversions, e.g. a scratch built conversion or sculpt of an entire
model, a large amount of models with difficult conversions, or the entire army is extremely converted.

Your five objective markers; these should be themed to your Army, and based on 40mm.
 1 points All objective markers are painted, flocked and finished appropriate to the army bases
 2 point Basic based & highlighted or detailed objective markers
 3 points Objective markers finished to a very high standard and matches the army

Each player will accumulate sportsmanship points over the course of the day.
Each player will award points to their opponent at the end of each game: Average over 6 games /18
 3 points – Great game, happy to play them again
 2 points – Good game, some questionable actions by your opponent but nothing to major
 1 point – Poor game; your opponent argued, didn’t play to all the rules and was late!
 0 points – Required intervention from organisers!
The default score is 3 and it is expected that each player would normally score this amount.

Vanguard Points average of 3 games /45
Primary Objectives:
 At the end of the game, the Primary Objective is worth 5 Victory Points to the player controlling it.
Secondary Objectives:
 If the opposing player has no models left on the board at the end of the game: 3 Victory Points.
 Forcing the opposing Vanguard Team to take Break Tests: 2 Victory Points.
 Killing the opposing Vanguard Team’s Leader: 2 Victory Points.
 Killing the opposing Vanguard Team’s Specialists: +1 Victory Point per Specialist.
 First Blood: 1 Victory Point.
 Linebreaker: 1 Victory Point.

If the enemy Leader was also a Specialist, killing him is worth 3 Victory Points (2 VPs for killing the Leader +1 for him being a Specialist). Also, to gain the points for killing the enemy Leader or specialists, you have to actually kill them! Having them run away from a failed Break Test is not enough.

The maximum achievable in any Vanguard Game is 15 points. Attained where the “Mission” is achieved, capture the Primary Objective [5], a wipe-out occurred, Clear the Zone [3], and you also Kill their leader [2], Kill all 3 specialists [3], get First Blood [1] and get Line Breaker [1].

Eliminating the opposition supersedes forcing the opposing Vanguard Team to take Break Tests.

The Games
Over the course of the Weekend, you will play four tournament doubles games of Warhammer 40,000 and at least three vanguard games.
 Doubles games will be approximately 120 minutes and no more than 135 minutes long.
 Vanguard games will be 30 to 45 minutes long.
Every game will be against a randomly determined opponent, arranged by the Events Team.
Tables will be pre-set before the tournament begins and each game will have pre-determined missions, arranged by the Events Team. Refer to Appendix D1: The Missions:

Doubles Tournament games
THE BATTLEFIELD: Each table uses a book mission played with secondary objectives and a secret mission. Winning the primary mission earns that player its points. Any bonus points earned via Warlord traits, etc. apply to the primary mission only. For example, if your Warlord becomes a scoring unit, that will only apply to the primary mission.
o There is a maximum of 12 points per table.
o Each table will have a pre-determined theme, scenario and victory conditions.
o If you are placing a large Fortification that would displace a piece of terrain already on the board, the opposing player can choose whether to remove or relocate any terrain displaced by any Fortification. Fortifications and displaced terrain must be entirely within the owning player’s deployment zone.
o Mysterious objectives are not used. All other Mission Special Rules apply as in the Warhammer 40K Rule Book.
o Mysterious Terrain is not used.
o Warlord Traits are determined as per page 111 out of the Warhammer 40K Rule Book; at the start of each game you choose which table to roll on before you deploy your army. If rolling out of a codex, generate the trait as normal.
FIRST TURN: The player who deployed his army first goes first unless his opponent can seize the Initiative (Rulebook page 122).
GAME LENGTH: Each mission uses Variable Game Length (see page122) or 120 minutes (play to conclude the present game turn), whichever comes first.

Vanguard games
THE BATTLEFIELD: Vanguard games are played on a four foot square board, and generously covered in terrain
DEPLOYMENT: Split the table into four quarters and roll–off to see which player picks the quarter they will deploy in.
o The player that won the roll–off must deploy first.
o They must deploy all of their force in their deployment quarter, anywhere that is more than 9” from the centre of the table.
o The opposing player deploys in the opposite quarter.
o Their opponent then does likewise.
o Neither player may place any units in reserve, or make use of the Infiltrate or Scout Special Rules. Note: Some models, for example, Chaos Daemons and Drop Pods, have to start the game in Reserve. However, in Vanguard Games, simply deploy these in the deployment zones, using the deployment rules above.
FIRST TURN: The player who deployed their army first goes first unless their opponent can seize the Initiative (Rulebook page 122).
GAME LENGTH: The game lasts until either one player has no models left on the table or 30 minutes (play to conclude the present game turn), whichever comes first.

Any questions please email me * r.g.mcmillan322@gmail.com


Last edited by Mad_Mac on Thu Apr 09, 2015 9:32 pm, edited 4 times in total.

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 Post subject: Re: Southcon 40K player pack brief outline
PostPosted: Fri Apr 04, 2014 11:06 pm 
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Joined: Thu Mar 10, 2011 1:31 am
Posts: 109
Location: Christchurch, New Zealand
If thats a brief outline I should set aside a full evening to read the player pack.

So basically there are 4 doubles games and 3 small games
-The doubles team is 2000 points, must fit on a single FOC, each player must have at least 500 points and an HQ and troops choice each.
-The vanguard team is your warlord plus 200 points. The 200 points must be spent on codex legal squads. You get to give 3 models a USR. Some restrictions.


I have some questions (these are my standard list of stupid questions)
-What is the booze situation on site? Is there a bar? can we BYO?
-Are the vanguard games Kill Team games (each model is an individual squad)? If so will you have a copy of the important rules for those of us who don't own the book?
-In the doubles tournament are there any restrictions on the armies that can ally? Do they interact with the partners army according to the allies matrix?
-Is forgeworld allowed?
-Are void shield generators allowed
-Are dataslates allowed?
-How are Inquisition, Legion of the Damned, Imperial knights etc to be handled as they fall outside of the FOC?


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 Post subject: Re: Southcon 40K player pack brief outline
PostPosted: Sat Apr 05, 2014 1:03 pm 
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Joined: Mon Mar 17, 2014 9:17 pm
Posts: 52
I know it was not brief but I wanted to let you know what you need to get organised.

Doubles -yes as restated
Vanguard - the leader for the vanguard team is NOT your warlord from your main force.It is selected from the 200 points vanguard unit; should be the model with the highest leadership or a character. - will post the restrictions today.

Q's
Booze - available downstairs at the bar! BYO food but not alcohol. You are able to carry your purchases from the bar and restaurant upstairs.
Vanguard Games = Kill Team Games - Yes. Information of what you will need will be available during tournament.
Allies = please refer to 40K rule book -NOTE: If you can reasonably quantify - you can ally. And yes - interact in accordance with matrix.
Forgeworld models will be allowed if approved by the 40K Events Team. Otherwise can be used as regular models. please submit for approval to me at r.g.mcmillan@gmail.com
void shield generstors - I am thinking...
dataslates - I am also thinking ...
Inquisition etc - will be allowed if approved or fielded as suggested by the 40K Events Team.- please submit a list for approval to me at r.g.mcmillan@gmail.com


Last edited by Mad_Mac on Sat Apr 05, 2014 9:41 pm, edited 1 time in total.

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 Post subject: Re: Southcon 40K player pack brief outline
PostPosted: Sat Apr 05, 2014 1:23 pm 
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Joined: Mon Mar 17, 2014 9:17 pm
Posts: 52
It would be good to get prospective players feelings on the above questions.
So please post your thoughts and ideas; specifically for...
Forgeworld models;
void shield generstors;
dataslates;
Inquisition etc


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 Post subject: Re: Southcon 40K player pack brief outline
PostPosted: Sat Apr 05, 2014 1:28 pm 
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Joined: Mon Mar 17, 2014 9:17 pm
Posts: 52
How to create your vanguard team:

Vanguard Leader

Every Vanguard needs a Leader.

Your Leader will automatically be the character model in your Vanguard with the highest Leadership value.
If there are multiple character models in your Vanguard that are tied for the highest Leadership value then you may choose which one will be your Leader.
If you have no characters in your Vanguard Team, then the model with the highest Leadership value will automatically be the Leader.
If you have multiple non-character models in your Vanguard Team that are tied for the highest Leadership value then you may choose which your Leader is.

You must then assign your leader a warlord trait

Command Trait:
• Inspiring Presence
• Intimidating Presence
• The Dust of a Thousand Worlds
• Master of the Vanguard
• Target Priority
• Coordinated Assault
Personal Trait:
• Master of Defence*
• Master of Offence*
• Master of Manoeuvre*
• Legendary Fighter**
• Tenacity
• Immovable Object
Strategic Trait:
• Conqueror of Cities
• Night Attacker
• Master of Ambush
• Strategic Genius***
• Divide to Conquer***
• Precepts of Deceit***

Replace the term “unit” to be read as “model” for all references for vanguard gaming.
* Any reference to “and his unit” refers to models within 6” at the start of the owning players turn
** Replace enemy character to enemy specialist
*** Neither player may place any units in reserve, or make use of the Infiltrate or Scout Special Rules. Treat all traits as per Precepts of Deceit and before turn 1 redeploy up to 3 models within D6 of their current position.

Note: Some models, for example, Chaos Daemons and Drop Pods, have to start the game in Reserve. However, in Vanguard Games, simply deploy these in the deployment zones.

Specialists

Every Vanguard has its Aces – those war torn heroes who have “been there and done that” more times than they care to remember.

In a Vanguard tournament we refer to these fearsome warriors as “Specialists”.
• You must pick up to three individual models in your force as being “Specialists”.
• Transports; dedicated or otherwise, may not be Specialists.
• If you only have three models in your Vanguard Team, then every model must be a Specialist unless one of those models is a transport.
• These Specialists and the rules they have (listed below) must be declared on your Army List, as should which model that represents them.
• You may only give one of the following rules to any one Specialist and all specialists in your force must pick a different one (eg – you may not have two Specialists who chose the Tank Hunters rule).

• Adamantium Will
• And They Shall Know no Fear
• Armourbane*
• Blind*
• Concussive*
• Counter Attack
• Crusader
• Eternal Warrior
• Fear
• Fearless
• Feel No Pain
• Fleet
• Fleshbane*
• Furious Charge
• Hammer of Wrath
• Hatred
• Haywire*
• Hit and Run
• Ignores Cover*
• It Will Not Die
• Jink
• Lance*
• Master-Crafted*
• Monster Hunter
• Move Through Cover
• Night Vision
• Poisoned (5+)
• Preferred Enemy (Everything!)
• Rage
• Rampage
• Relentless
• Rending*
• Shred*
• Shrouded
• Skilled Rider
• Slow and Purposeful
• Smash
• Sniper**
• Stealth
• Strikedown
• Stubborn
• Tank Hunter

*If you choose this rule for a Specialist, it will affect any attacks (both ranged and close combat) made by that Specialist. **Please note this rule allows you to wound on a 4+ using any ranged weapons carried by the model with the rule.
Additionally, as the model has the Sniper rule and not the weapon, you will not gain Rending and Pinning.

For details of what these special rules mean, check on pages 32-43 of the Warhammer 40,000 Rulebook.

Your Leader may be one of your three Specialists.


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 Post subject: Re: Southcon 40K player pack brief outline
PostPosted: Sat Apr 05, 2014 5:12 pm 
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Joined: Thu Mar 10, 2011 1:31 am
Posts: 109
Location: Christchurch, New Zealand
You use the word "Assign a warlord trait" this makes it sound as though you get to pick it.
If you have to roll it then for the strategic table for the vanguard missions why not just make it a D3?


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 Post subject: Re: Southcon 40K player pack brief outline
PostPosted: Sat Apr 05, 2014 7:47 pm 
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Joined: Mon Mar 17, 2014 9:17 pm
Posts: 52
Vanguard Warlord Trait:

When you create your vanguard team you assign the trait for the duration of the tournament.
This means you do not need to roll as you select it from the traits listed in the rule book - Not from your codex.

Please note that this "worlord trait" only applies to the model during vanguard games.

Also In the doubles games your vanguard team acts and performs as per normal.


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 Post subject: Re: Southcon 40K player pack brief outline
PostPosted: Sun Apr 27, 2014 11:04 pm 
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Posts: 52
After a lot of tweaking, testing and discussions the player pack is finally finished:
Will be posted on the OMTS website on Monday 28/4/14: http://omts.org.nz/southcon/

Also available is a casual gaming pack: This outlines how you can still participate even if you cannot find an ally or haven't been able to build a 2000pts combined army.

I have made available times for Vanguard games throughout the two days, so get together a small 200pt force as outlined in the casual gamers pack. This is the same information included in the doubles pack on creating your vanguard team.


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 Post subject: Re: Southcon 40K player pack
PostPosted: Mon Apr 28, 2014 12:15 am 
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I have re-posted the updated player pack info at the start of this conversation.
The Vanguard info remains the same.

Here is an outline of the 7 tables.

 Each table uses a book mission played with secondary objectives and a secret mission. Winning the primary mission earns that player its points. Any bonus points earned via Warlord traits, etc. apply to the primary mission only. For example, if your Warlord becomes a scoring unit, that will only apply to the primary mission.
 Each table will have its own rules.

Table One: Crusade THE RIVER: WATER RISING
It is winter; some weapons find it difficult to work in the cold and wet. The mist rises and falls with the gentle breeze so use the Night Fighting Rules; roll to see if the fog lifts at the beginning of each players turn. On a 5 or 6 the fog lifts and you can see normally but weapons are still damp and difficult to control. All types of flamer will only work on a D6 roll of a 4+ as the fuel struggles to ignite in the cold conditions. Similarly, the range of melta weapons is halved as the superheated vapour is quickly dissipated by the extreme cold of the environment. Sonic weapons, such as those wielded by Noise Marines, have their range halved, in the same way as melta weapons. To accurately hit an enemy over 12 inches away is difficult so BS is reduced by 1 for all ranged firing. A vehicle that did not move in the previous turn must roll a 4+ before it can move again; skimmers and flyers in hover mode can re-roll; as it sinks into the soft soil. Watch out for flash floods! If a 1 is rolled when rolling to see if the fog lifts, the heavens open and all models in water take a dangerous terrain test. The river stays in flood for the following players turn also and then returns to normal unless a 1 is rolled again!

Table Two: Purge the Alien: THE FARM: SHEEP EVERYWHERE!
Some battles are fought with only one goal - find your enemy, crush him utterly and take away his means to mount further resistance. Your mission is simple - kill as many enemy units as you can!

Table Three: Big Guns Never Tire: THE PASS: TAKE THE HIGH ROAD
Both sides are attempting to secure a foothold in no man's land, spearheading the attack with over whelming firepower. For the attack to be successful, your big guns must take up key positions on the battlefield and crush the enemy's heaviest weaponry before they do the same to you. – Heavy Support units are scoring units.
The Road is of strategic importance and is protected by a Void Shield Zone, which is powered by Promethean Pipes running from the Central Generator to the Pylons which each house a Void Shield Generator. The Void shielding makes the Road virtually impenetrable from ranged attacks but from within the shielding can be destroyed by assaulting a structural support and setting heavy explosives, models travelling on the road also gain fleet and counter-attack special rules.

Table Four: The Scouring: THE VINEYARD: PICK OF THE CROP
Both sides are sweeping through the area, tasking recon units to identify sites of strategic import. However, not all sites are of equal worth and victory will go to the foe that can secure the most valuable sites and cripple the enemy's ability to locate others. – Fast Attack units are scoring units.

Table Five: The Emperor’s Will: THE FOREST: TREES EVERYWHERE! Vanguard Table
Both sides are attempting to capture the enemy base of operations or another similarly vital objective, whilst defending their own.
As your Vanguard Team is sneaking through the dense forest, attempting to capture the vital objective: All of a sudden, shots ring out- the enemy has been encountered and must be driven off at all costs!

Table Six: The Crucible of War: THE CITY: CATHEDRAL RUINS
In this game, the attackers will need cunning (or brute force) to crush the defenders and hold the objective. The defenders will find the odds stacked against them, but heroes are born in adversity.
The Cathedral is of dramatic importance to both forces - one must protect it at all costs, while the other will not rest until it is plundered and then destroyed. The Cathedral cannot be targeted by either side. An enemy Infantry unit can destroy it by spending an entire game turn in base contact with it. This represents the warriors stealing vital data, plundering valuable resources or slaughtering the unfortunate occupants. If it is destroyed in this manner, the attackers gain the Victory Points; if it is destroyed in a different manner then neither side gets the Victory Points. Any defender within 6" of the Cathedral gains the Stubborn and Counter-attack special rules.

Table Seven: Battleforce Recon: THE BEACH: CLIMBING ROCKS Vanguard Table
This fast and deadly battle requires both players to move quickly and keep focussed on the objectives. Whilst an army can win merely by slaughtering the foe down to the last model, victory will seldom come that way. Shrewd tactics and awareness of the objective is the key to success.
Enemy troops have been trying to take control of Objective Alpha for some time now. They must be denied. Take your vanguard into the contested ground and dominate the land. Be warned, there are no friendly troops except your own warriors operating in the vicinity – fire at will and purge the unclean.


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 Post subject: Re: Southcon 40K player pack
PostPosted: Tue Apr 29, 2014 10:19 am 
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Because 2+ saves are not allowed in Vanguard, does this mean that Deathwing are not allowed at the tounrament at all?


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 Post subject: Re: Southcon 40K player pack
PostPosted: Tue Apr 29, 2014 12:34 pm 
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Joined: Thu Mar 10, 2011 1:31 am
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Location: Christchurch, New Zealand
I do not have the kill teams book.
How do transports work in the vanguard missions?


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 Post subject: Re: Southcon 40K player pack
PostPosted: Tue Apr 29, 2014 6:55 pm 
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Posts: 52
Thanks Josh for your question:
Quote:
Because 2+ saves are not allowed in Vanguard, does this mean that Deathwing are not allowed at the tounrament at all?


Ideally you should include a unit that can be used for your Vanguard squad, this can be a devastator , veterans or tactical squad.

If absolutely necessary ...
You can have Deathwing in your tournament list and subsitute a terminator squad for a Troop option for your Vanguard team.
e.g.10 man tactical squad with a rhino or drop pod and 25 points of up grades.

In the mission where if you are the defender you start with your vanguard team in reserves you will need to use your vanguard team instead of the 5 Deathwing models. Please note that during the missions they play as normal units NOT individual models.

If you do not have a 10 man tactical squad and rhino or drop pod, these can be made available for the tournament.


Last edited by Mad_Mac on Wed Apr 30, 2014 12:12 am, edited 1 time in total.

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 Post subject: Re: Southcon 40K player pack
PostPosted: Tue Apr 29, 2014 7:45 pm 
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Posts: 52
Thanks AXEBLADE,
I reference to your question
Quote:
I do not have the kill teams book.
How do transports work in the vanguard missions?


Transport vehicles can carry a number of models equal to their Transport Capacity ( following all of the normal restrictions) so only models that were selected as part of the same unit during Vanguard Team selection, and were assigned a Dedicated Transport, can embark in their Dedicated Transport. Therefore: yes, individual marines from the same squad can embark or disembark as you want.


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 Post subject: Re: Southcon 40K player pack
PostPosted: Sat May 17, 2014 6:36 pm 
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for the vanguard mission is it 200 points worth of troops or a single troop choice up to 200 points? can I take 22 fire warriors, 2 squads of 11 or is it 12 warriors as a single choice? also is it individual models like the old kill team rules or is it squad based, your rules are a little confusing


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 Post subject: Re: Southcon 40K player pack
PostPosted: Sun May 18, 2014 11:17 pm 
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khorneflakes wrote:
for the vanguard mission is it 200 points worth of troops or a single troop choice up to 200 points? can I take 22 fire warriors, 2 squads of 11 or is it 12 warriors as a single choice? also is it individual models like the old kill team rules or is it squad based, your rules are a little confusing


The idea is to select models from your main army: each person will have a main force that you will be able to select a unit or units from. This can be ANY unit or unit combinations; these do not need to be your troop choice. The idea is that they are a legitimate unit or units in their own right even if you have included extra models in your main force, you can just select the core number for your vanguard team. = basically 200 points of models. The model with the highest leadership value becomes the leader, if more than one available then you just choose who and ensure identifiable.

The battles will be like the old Kill Team rules - every model is an independent character in a vanguard game.


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