- 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.
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
ReplyDeleteYep, definitely agree in principle
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