Saturday 13 December 2014

Masters 2014 missions and scoring

For the 2014 Masters I (unashamedly) copied and very slightly modified the format used by the 2014/15 UKGT and the 40k ETC. Of all the tournaments and missions I had reviewed, they certainly looked the most promising for a few reasons:
  • They used Rule Book missions
  • There were minimal (I felt) alterations to these missions
  • They had been playtested in what I felt (well, I assumed) was a pretty competitive environment
  • They also provided some clarity for things like deployment, terrain definitions, and so on (to speed up the whole pre-game preamble)

I have reproduced the relevant bits below.

Terrain
Players were advised to spend a few minutes before each game classifying each piece of terrain. The following clarifications were used.
  • Buildings played as per page 110 of the 7th Edition rulebook.
  •  Terrain on a base that would have been considered area terrain in 6th Edition would be treated as a Battlescape – Page 188 of the 7th Edition rule book (change the Terrain Type from Dangerous to Difficult).The exception is that Craters were to be played as Moonscapes
  • All Ruins grant a 4+ cover save for models that are obscured 25% by the actual ruin. If the ruin is on a base or model is on a level, then the model doesn’t need to be 25% obscured. 
  • All woods treated as a Twisted Copse – Page 190 of the 7th Edition rulebook.
  •  Hills played as open ground and provide a 4+ cover save to models obscured by 25%


Missions
Missions were a Primary/Secondary/Tertiary mix

Mission
Deployment
Description
1
Hammer and Anvil
Primary Mission (Eternal War) – Big Guns Never Tire* – 5 objectives (3 VP each + 1 VP per Heavy Support)
Secondary Mission (Maelstrom of War) – Tactical Escalation
Tertiary Mission – Slay the Warlord, First Blood, Linebreaker
2
Vanguard Strike
Primary Mission (Eternal War) – Purge the Alien
Secondary Mission (Maelstrom of War) – Cleanse and Control
Tertiary Mission – Slay the Warlord, First Blood, Linebreaker
3
Dawn of War
Primary Mission (Eternal War) – Emperor’s Will* – 2 objectives (4 VP each)
Secondary Mission (Maelstrom of War) – Contact Lost
Tertiary Mission – Slay the Warlord, First Blood, Linebreaker
4
Dawn of War
Primary Mission (Eternal War) – The Relic ­– 1 Relic (6 VP)
The Relic is a 7th objective not used for Maelstrom of War purposes
Secondary Mission (Maelstrom of War) – The Spoils of War
Tertiary Mission – Slay the Warlord, First Blood, Linebreaker
5
Vanguard Strike
Primary Mission (Eternal War) – The Scouring** – 6 objectives (1-2-3 VP)
Secondary Mission (Maelstrom of War) – Deadlock
Tertiary Mission – Slay the Warlord, First Blood, Linebreaker
6
Hammer and Anvil
Primary Mission (Eternal War) – Crusade* – 4 objectives (3 VP each)
Secondary Mission (Maelstrom of War) – Contact Lost
Tertiary Mission – Slay the Warlord, First Blood, Linebreaker
* For Mission 1, 3, and 6 where Eternal War objectives number less than 6, both players note the following:
·          Big Guns: Objectives 1, 2, 3, 4, and 5 are the Eternal War objectives
·          Emperor's Will: Objectives 3, 4, 5, and 6 are placed pre-deployment, with Objectives 1 and 2 placed in each player’s deployment zone, more than 6” from the board edge and 12” from another objective.
·          Crusade: Objectives 1, 2, 3, and 4 are the Eternal War objectives

**The Scouring objective deployment:
Each player takes it in turns to place three objectives ­each – they must be placed at least 6 "from the edge, and 12" from another objective. Each player also secretly notes which objective is worth 1, 2, and 3 points.  Before rolling to seize the initiative, each player reveals the value they have assigned to each marker they placed. 

Post-tournament review: I really liked the mix of Primary/Secondary/Tertiary - it  always gave people something to fight for. 

Deployment
The following process was used to start each game; this order overrides the process described in the rulebook.
1.     Discuss terrain and decide types as per the Terrain section above.
2.     Determine Warlord traits.
3.     Generate Psychic powers (if required).
4.     Roll for Night Fight if either player wishes to (Page 135).
5.     Each player rolls a D6: the player who rolled highest places the first objective using the rules from the 7th Edition rulebook (page 134).
6.     Each player rolls a D6: the player who rolled highest then chooses their table using the rules from the 7th Edition rulebook (page 131).
7.     Each player rolls a D6: the player who rolled highest chooses who deploys first (page 132)
8.     Deploy infiltrators (page 167).
9.     Make scout moves (page 171).
10.  Once both forces have deployed the player who deployed first can choose 1st or 2nd turn, if they choose first the player going second can attempt to seize the initiative.

Tactical Objective Cards
Each player started with a deck of the following Tactical Objective Cards. Each Tactical Objective could only be scored once per game.

Players could only score two Tactical Objective Cards per turn. If any objective was unattainable, such as Scour the Skies and their opponent did not bring any, it was immediately discarded and redrawn. However, this does not apply to objectives such as killing a flyer, if the opponent’s flyers were simply not on the board yet.

D36 #
Tactical Objective #
VP
Description
11
31
1
Secure Objective 1
12
32
1
Secure Objective 2
13
33
1
Secure Objective 3
14
34
1
Secure Objective 4
15
35
1
Secure Objective 5
16
36
1
Secure Objective 6
21
42
1
BEHIND ENEMY LINES—Score 1 VP if one of your scoring units is within 12"of your opponent's table edge at the end of your turn.
22
44
2
ASCENDENCY Score 2 VP if you control any three objective markers at the end of your turn.
23
45
2
SUPREMACY Score 2 VP if you control at least two Objective Markers and at least twice as many Objective Markers as your opponent controls at the end of your turn.
24
51
2
OVERWHELMING FIREPOWER Score 2 VP if you completely destroyed 3 units or more in the shooting phase
25
52
2
BLOOD AND GUTS Score 2 VP if you completely destroyed 2 units or more in the Assault Phase
26
53
2
NO PRISONERS Score 2 VP if you completely destroyed 3 or more enemy units during your turn.
31
54
1
HUNGRY FOR GLORY Issue a Challenge in the Assault Phase or Win an ongoing challenge
32
55
1 or 2
PSYCHOLOGICAL WARFARE – Score 1 VP if you opponent failed a Morale, Pinning, or Fear test during this turn. If your opponent failed 3 or more of these tests (combined), score 2 VP instead.
33
62
1
WITCH HUNTER Score 1 VP at the end of your turn if at least one enemy unit with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rule was completely destroyed during your turn.
34
63
1
SCOUR THE SKIES Score 1 VP at the end of your turn if at least one enemy Flyer or Flying Monstrous Creature was removed as a casualty during your turn.
35
64
1
ASSASINATE Score 1 VP at the end of your turn if at least one enemy character was removed as a casualty during your turn.
36
66
1
BIG GAME HUNTER Score 1 VP at the end of your turn if at least one enemy Vehicle or Monstrous Creature was destroyed during your turn.
Please note –some objectives have been edited or tweaked, typically to remove components involving D3 VP – this table is the ultimate reference used during games to determine what each Tactical Objective is worth.

Post-tournament review: I'd probably not use this again, rather just use the normal decks.

Tournament Scoring
The Total Tournament Score was out of 150, from the following criteria.

Sportsmanship (30 pts)   
Post-tournament review - everybody scored 30/30, which is as it should be. Yes there were a couple of niggles, but nothing overly dramatic...

Battle Points: (120 pts)
Every game offered a maximum of 20 Battle Points, allocated as follows.

The Primary Mission was based on 7th Edition VP as per the scenario being played.
Winning the Primary Mission: 10 Battle Points
Drawing the Primary Mission: 5 Battle Points
Losing the Primary Mission: 0 Battle Points
 
The Secondary Mission was based on 7th Edition VP as per the scenario being played.
Winning the Secondary Mission: 6 Battle Points
Drawing the Secondary Mission: 3 Battle Points
Losing the Secondary Mission: 0 Battle Points

The Tertiary Mission was always based on the following objectives:
  • Slay the Warlord – as per the Rulebook (pg 133) – 1 VP
  • First Blood – as per the Rulebook (pg 133) – 1 VP
  • Linebreaker – as per the Rulebook (pg 133) – 1 VP

Winning the Tertiary Mission: 4 Battle Points
Drawing the Tertiary Mission: 2 Battle Points
Losing the Tertiary Mission: 0 Battle Points

Tiebreakers
In the event of a tie, total VP’s scored for the tournament were used as the tiebreaker. 

Post-tournament review: This proved to be rather fortuitous as it split 1st and 2nd!


So yes, that was it in a vague nutshell. It provided a lot of clarity for the players and I'll be looking to use the same scoring for any tournaments I run in the future.

2 comments :

  1. I think with using the normal decks you could do a minor modification and instead of D3 Vps, you could make it a flat 2 VPs for those that generate more

    ReplyDelete