Post by ash on Feb 16, 2009 18:36:43 GMT 9.5
Well here is the official post for this great event.
The Dice and Deck present:
MEGAPOCALYPSE 09: Name Pending
Why name pending?
See later in this post (it has something to do with the Klendathu Campaign)
Anyways the most important details first:
Where?
The Dice and Deck
Shop 1+2 137 Fifteenth Street Renmark SA
When?
Feb 28-Mar 1st
Turns one-three start at 11am and finish at about 7pm on the Saturday
Turns four-six start and finish at about the same times.
How Much?
All entries are $5 except for store members who get in free.
Why?
Because it will be bloody great fun!
Who?
All you people, and your friends and your friends friends if you like!
We are limiting it to 24 people so get in quick.
What?
This is going to be a pervertedly big game of warhammer 4oK. the last time we held one of these we amassed a total of 30,000points and I would like this to be bigger. The table is going to be huge and it will be dominated with huge things!
What you guys (and gals) need to do is bring an army of any size you like. It does not need to fit in a force organization chart. Just only one of each special character and that units are chosen as specified from your codex ie SM Tac Squads no bigger than 10 men etc.
then you set up in teams loosely arranged as good one side and bad the other. Once deployed you blast the living hell out of each other and laugh maniacally as you do so!
Sounds fun don't it?
Here is a map followed by some house rules for the event:
There are a few key features to this map and here they are:
The Imperial City: This city (as yet unnamed) will begin the game occupied by the imperial forces. The ground between the ruins and buildings is classified as roads and all rules for roads found in the 40k rulebook apply.
Every building confers a 4+ cover save unless a special rule increases or decreases this.
They are indestructible ie can not be destroyed.
The City Wall: This wall acts as a barrier to all invaders. Jump units etc can cross over this normally but are subjected to its defenses. All units crossing over the wall must make dangerous terrain checks.
The wall can be bought down in sections and has the following rules:
Armour Value 14 and Wounds
When a hit is made roll on the damage chart found in the 40k rulebook. Stunned, Immobilized and weapon destroyed as shaken (everyone on the wall counts as being 'embarked' so shaken means they can not shoot)
Treat Wrecked and Destroyed as a wound. When its last wound is removed the wall crumbles. All models placed on it then suffer a Strength 5 Ap- wound and must also take a pinning test.
The destroyed wall section then counts as difficult terrain and grants a 5+ cover save.
The Dead Fields: Rock Spires, Rock Piles and a few hills dot the landscape. There will be 2 roads running through the fields from the bridges. There are 3 bridges but one road will link 2 of these. The roads funnily enough use the road rules from the Rule Book.
The Fields: These fields (as yet unnamed) are classified as a regular 40k table. They will be dotted with some hills and plenty of trees.
The Foothills: The foothills roll out to the east of the city at the foot of the nearby mountains. There will be plenty of Hills on this 4x4 tract of land. No one may occupy this part of the table during the deployment phase (except infiltrators and scouts rules etc) Vehicles sitting at the top of one of these hills gain the following bonuses:
All Ordinance weapons may DOUBLE their range. This makes some weapons absolutely awesome and capable of raining death on the table!
The Gap: This gap between the two long stretches of tables is approx 28 inches wide. There are 3 bridges spanning this gap but only the largest allow Super Heavies and Gargantuan Creatures to cross.
In order to allow more units to cross this gap the following rules apply:
Any unit which operates on Jump, anti grav, jet packs etc (anything that allows you to move above the ground even if only temporarily) is allowed a one time move allowing them to cross this gap. To do so the unit must be completely within 6 inches of the gap. As the unit jumps make a dangerous terrain test for each model. If failed the unit is removed. Skimmers may re roll this test. When a model reaches the other side it must be placed in a point directly opposite to where it left and must be placed within 6 inches of the edge.
Fliers can obviously cross this gap at will.
Each turn must be completed within one hour and the phases will be timed as follows.
First turn:
Movement 20mins
Shooting 30mins
Assault 10mins
Second turn and onward
Movement 20mins
Shooting 20mins
Assault 20mins.
Before a side has its turn it will get 5 minutes to plan a strategy with the other side having left the room. this game will require some team work so make the most of this time!
Objectives:
There will be 12 objectives spread across the table. 10 will be present at the start of the game with the final two added later into the game.
There will be 3 in the city which are worth 1 point to the good guys and 3 to the bad guys.
There will be 3 in the fields across the gap from the city each worth 3 points to the good guys and 1 point to the bad guys.
There will be one on each bridge worth 2 points regardless of team.
There will be 1 in the foot hills worth 5 points to either side.
There will be two more points deployed during the battle. These will be explained as they are deployed.
Objectives can be held by anything except for fliers and titan sized stuff.
Should we have more than 60,000 points then a Orbital platform will be deployed in another room. This will be a table with 3 objectives on it. These will not be worth any points but allow the controlling army to do the following in each of their shooting phases.
The owner of the objective has the ability to Orbital Bombard the table wherever they like. The Orbital Bombardment has the following profile:
Heavy Orbital Bombardment St 9, Apoc Barrage 10 (does not scatter)
or
Lance Bombardment St D, Apoc Blast (Always Scatters 2D6' not modified for BS)
Strategic assets and army abilities:
Strategic assets are limited to one choice per player. The only way to get more is through the ones available on certain data sheets. The following Assets are forbidden:
Strategic Redeployment
Anti Plant Barrage
Blind Barrage
Jammers
Phantasm
They're all around us
Basically anything that allows a redeployment of a model or affects the entire enemy force is not allowed for reason of making the game move faster.
Assets and abilities that affect the whole of your own side only affect your own models.
A few hints and tips:
Although you can bring as many points to this game as you like the time restrictions will prevent you possibly using everything in a turn. Prioritize what you use. The 5 minutes discussion times between turns can help you with this.
You should be constantly active. If you have managed to run out of stuff to use start watching opponents rolls against other units. Then make a note of saves the unit is needed to make on one of the post it notes available so the owner can make these when they are available.
Be careful of other peoples models while standing in the gap. When turning around keep your hands close to your side to avoid a mishap.
Be honest. There will be lots going on constantly and there will not always be someone watching every move or dice roll you make. There will be some fairly harsh penalties for 'cheaters' including instant death of some units.
Be a good sports. Always important!
Hopefully I have not forgotten anything...
As always if you have any questions post them here!
The Dice and Deck present:
MEGAPOCALYPSE 09: Name Pending
Why name pending?
See later in this post (it has something to do with the Klendathu Campaign)
Anyways the most important details first:
Where?
The Dice and Deck
Shop 1+2 137 Fifteenth Street Renmark SA
When?
Feb 28-Mar 1st
Turns one-three start at 11am and finish at about 7pm on the Saturday
Turns four-six start and finish at about the same times.
How Much?
All entries are $5 except for store members who get in free.
Why?
Because it will be bloody great fun!
Who?
All you people, and your friends and your friends friends if you like!
We are limiting it to 24 people so get in quick.
What?
This is going to be a pervertedly big game of warhammer 4oK. the last time we held one of these we amassed a total of 30,000points and I would like this to be bigger. The table is going to be huge and it will be dominated with huge things!
What you guys (and gals) need to do is bring an army of any size you like. It does not need to fit in a force organization chart. Just only one of each special character and that units are chosen as specified from your codex ie SM Tac Squads no bigger than 10 men etc.
then you set up in teams loosely arranged as good one side and bad the other. Once deployed you blast the living hell out of each other and laugh maniacally as you do so!
Sounds fun don't it?
Here is a map followed by some house rules for the event:
There are a few key features to this map and here they are:
The Imperial City: This city (as yet unnamed) will begin the game occupied by the imperial forces. The ground between the ruins and buildings is classified as roads and all rules for roads found in the 40k rulebook apply.
Every building confers a 4+ cover save unless a special rule increases or decreases this.
They are indestructible ie can not be destroyed.
The City Wall: This wall acts as a barrier to all invaders. Jump units etc can cross over this normally but are subjected to its defenses. All units crossing over the wall must make dangerous terrain checks.
The wall can be bought down in sections and has the following rules:
Armour Value 14 and Wounds
When a hit is made roll on the damage chart found in the 40k rulebook. Stunned, Immobilized and weapon destroyed as shaken (everyone on the wall counts as being 'embarked' so shaken means they can not shoot)
Treat Wrecked and Destroyed as a wound. When its last wound is removed the wall crumbles. All models placed on it then suffer a Strength 5 Ap- wound and must also take a pinning test.
The destroyed wall section then counts as difficult terrain and grants a 5+ cover save.
The Dead Fields: Rock Spires, Rock Piles and a few hills dot the landscape. There will be 2 roads running through the fields from the bridges. There are 3 bridges but one road will link 2 of these. The roads funnily enough use the road rules from the Rule Book.
The Fields: These fields (as yet unnamed) are classified as a regular 40k table. They will be dotted with some hills and plenty of trees.
The Foothills: The foothills roll out to the east of the city at the foot of the nearby mountains. There will be plenty of Hills on this 4x4 tract of land. No one may occupy this part of the table during the deployment phase (except infiltrators and scouts rules etc) Vehicles sitting at the top of one of these hills gain the following bonuses:
All Ordinance weapons may DOUBLE their range. This makes some weapons absolutely awesome and capable of raining death on the table!
The Gap: This gap between the two long stretches of tables is approx 28 inches wide. There are 3 bridges spanning this gap but only the largest allow Super Heavies and Gargantuan Creatures to cross.
In order to allow more units to cross this gap the following rules apply:
Any unit which operates on Jump, anti grav, jet packs etc (anything that allows you to move above the ground even if only temporarily) is allowed a one time move allowing them to cross this gap. To do so the unit must be completely within 6 inches of the gap. As the unit jumps make a dangerous terrain test for each model. If failed the unit is removed. Skimmers may re roll this test. When a model reaches the other side it must be placed in a point directly opposite to where it left and must be placed within 6 inches of the edge.
Fliers can obviously cross this gap at will.
Each turn must be completed within one hour and the phases will be timed as follows.
First turn:
Movement 20mins
Shooting 30mins
Assault 10mins
Second turn and onward
Movement 20mins
Shooting 20mins
Assault 20mins.
Before a side has its turn it will get 5 minutes to plan a strategy with the other side having left the room. this game will require some team work so make the most of this time!
Objectives:
There will be 12 objectives spread across the table. 10 will be present at the start of the game with the final two added later into the game.
There will be 3 in the city which are worth 1 point to the good guys and 3 to the bad guys.
There will be 3 in the fields across the gap from the city each worth 3 points to the good guys and 1 point to the bad guys.
There will be one on each bridge worth 2 points regardless of team.
There will be 1 in the foot hills worth 5 points to either side.
There will be two more points deployed during the battle. These will be explained as they are deployed.
Objectives can be held by anything except for fliers and titan sized stuff.
Should we have more than 60,000 points then a Orbital platform will be deployed in another room. This will be a table with 3 objectives on it. These will not be worth any points but allow the controlling army to do the following in each of their shooting phases.
The owner of the objective has the ability to Orbital Bombard the table wherever they like. The Orbital Bombardment has the following profile:
Heavy Orbital Bombardment St 9, Apoc Barrage 10 (does not scatter)
or
Lance Bombardment St D, Apoc Blast (Always Scatters 2D6' not modified for BS)
Strategic assets and army abilities:
Strategic assets are limited to one choice per player. The only way to get more is through the ones available on certain data sheets. The following Assets are forbidden:
Strategic Redeployment
Anti Plant Barrage
Blind Barrage
Jammers
Phantasm
They're all around us
Basically anything that allows a redeployment of a model or affects the entire enemy force is not allowed for reason of making the game move faster.
Assets and abilities that affect the whole of your own side only affect your own models.
A few hints and tips:
Although you can bring as many points to this game as you like the time restrictions will prevent you possibly using everything in a turn. Prioritize what you use. The 5 minutes discussion times between turns can help you with this.
You should be constantly active. If you have managed to run out of stuff to use start watching opponents rolls against other units. Then make a note of saves the unit is needed to make on one of the post it notes available so the owner can make these when they are available.
Be careful of other peoples models while standing in the gap. When turning around keep your hands close to your side to avoid a mishap.
Be honest. There will be lots going on constantly and there will not always be someone watching every move or dice roll you make. There will be some fairly harsh penalties for 'cheaters' including instant death of some units.
Be a good sports. Always important!
Hopefully I have not forgotten anything...
As always if you have any questions post them here!