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Phoenix Nest 40k Spring 2017 Tourny Player Packet


Xavier319

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Read this, CAREFULLY. This is DIFFERENT than the usual games that we play. I am running this event assuming that everyone has read this packet.  We Will print off packets on the day of the event for players.

 

Phoenix Nest Warhammer 40k Spring Tournament 2017

Point Total: 2,000

Rules System: ITC with official Games Workshop 40k FAQ

Check-in – 12:00 pm

First Round – 12:30 pm until 3:00 pm

Second Round – 3:30 pm until 6:00 pm

Third Round – 6:30 pm until 8:30 pm

Awards – 8:45 pm until 9:00 pm

Pizza will be ordered around 5:00 pm for everyone, pay what you can.

 

Start of round checklist

1. Once at your table, swap lists with your opponent and study what you’re up against.

2. Before any dice are rolled, each player secretly selects a Primary Mission Goal from those available in the mission. Mark it on your Round Scoresheet without letting your opponent see.

3. Immediately after choosing Primary Mission Goal, select 3 Secondary Mission Goals from the pool of available goals. Mark them on your Round Scoresheet without letting your opponent see.

4. Reveal your chosen goals to your opponent before rolling any dice for any reason.

5. Continue to the normal pre-game process:

6. Roll for Table Sides

7. Roll for Warlord Traits

8. Roll for Psychic Powers

9. Roll for anything else needed by an army (e.g., Daemonic Rewards)

10. Determine Night Fight

11. Roll for Deployment; winner elects to deploy first or second

12. Unlike the standard rulebook, the player who deploys first will go first.

13. Deploy Armies

14. Deploy Infiltrators

15. Scout Moves

16. Seize the Initiative

17. High fives and handshakes!

Scoring Points / Winning the Game

 

To determine a winner, each player will calculate his/her Round Score, which is the sum of Primary Mission Score, Secondary Mission Score, and Tertiary Mission Score. The player with the highest Round Score wins the game. You cannot score less than 0 for Primary or Secondary Mission Scores. Keep in mind, you may not score more than 19 total points (9 for Primary, 6 for Secondary, 4 for Tertiary). It is entirely possible for the points earned from Secondary Mission to overcome a small deficit between players on Primary Mission Score, and thus yield a victory.

The maximum score for Primary Mission is always a NINE (9), even though you might otherwise exceed 9. The maximum score for Secondary Missions is always a SIX (6), with no more than 2 per Secondary. The maximum score for Tertiary is always a FOUR (4). Thus, the max Round Score is a NINETEEN (19). (Ex Math: 9 Primary + 6 Secondary + 4 Tertiary = 19).

Max Losing Score: Regardless of the Round Score, a player who loses the game may never score more than 10 points when reporting the outcome. This is both to prevent collusion (i.e. “let’s just say I got a 19 and you got an 18”) and ensure NOVA missions award roughly similar points to heritage ITC missions within the framework of a mixed-mission event.

 

Example 1: You score 6 Primary points and 2 Secondary points, your Round Score is an 8.

Example 2: You score 11 Primary Points, thus capping them at 9. You score all 6 Secondary points. You only earn 1

Tertiary Point. Your Round Score is 16. Your opponent scores 7 Primary Points, 6 Secondary Points, and 2 Tertiary Points, for a Round Score of 15. The final reported score would thus be 16-10 (because a losing player cannot earn more than 10 points for purposes of reporting).

Example 3: You score 9 Primary Points, 0 Secondary Points, and 0 Tertiary Points. Your opponent scores 0 Primary

Points, 6 Secondary Points, and 4 Tertiary Points. Even though you maxed the Primary and your opponent scored 0, you would lose the round 9-10. Note: this sort of outcome is extremely rare.

 

 

 

 

 

 

 

 

Secondary Mission Pool

 

The following Secondary Missions are available in every NOVA Open mission. Secondaries are worth 2 points if completed, 0 if not completed, unless the specific Secondary indicates otherwise (see “Through Attrition, Victory” below). Keep in mind – any units which by rule never count for purposes of awarding mission points may not contribute to awarding mission points for Secondaries (i.e. you may not count a Tyranid Spore Mine Cluster for Marked for Death).

 

The current pool of Secondaries are:

1. First Blood – Be the first player to destroy an opposing unit. May not combine with First Strike.

2. The Last Laugh – Be the last player to destroy an opposing unit.

3. Moment of Bloodshed – Destroy three or more opposing units during any one Player Turn.

4. Linebreaker – Finish the game with at least one model from one or more scoring units completely within 12” of the enemy’s table edge.

5. Heart of the Matter – Finish the game with your Warlord within 6” of the center of the table.

6. Kill Points – Destroy more of your opponent’s units than they destroy of your own.

7. Slay the Warlord – Destroy the opposing Warlord. You may not select this and also nominate the opposing Warlord for #9, Marked for Death.

8. Strike the Rank and File – Destroy every opposing Troop unit (not counting Dedicated Transports). Note: if the opponent has no Troop choices (or all of their Troop choices do not count for scoring purposes), you achieve this automatically.

9. Marked for Death - Immediately after revealing Primary/Secondary Goal choices, clearly mark one Scoring or Denial unit on your opponent’s Army List for death. Destroy it to score this.

10. Slay Them All and Let the Emperor Sort Them Out – Destroy an entire Detachment or Formation. If your opponent has a Detachment or Formation with only one model/unit in it and you choose this Secondary, you cannot also choose to Mark that model/unit for Death.

11. First Strike – Destroy a unit on the first turn. You may not combine this with First Blood.

12. Through Attrition, Victory - This may only be chosen if your opponent has a Super Heavy or Gargantuan. Every time you deal 3 Wounds or Hull Points to a Super Heavy or Gargantuan Creature, gain one secondary point . You may earn more than 2 points for this secondary, but you can still only earn a maximum of 6 points for Secondaries in total. Note if your opponent only has 1 Super Heavy or Gargantuan Creature it may not also be Marked for Death.

 

 

Tertiary Mission Scoring

 

In every Round, a Tertiary Condition is in play for both players. If, during Game Turns 2-5, one or more enemy units are completely destroyed, you earn 1 point (per turn). Note – if the game ends on Turn 5 with an enemy unit Falling Back, this does count as an enemy unit completely destroyed.

 

● Example 1: You destroy 1 unit of Bikes on T2; you earn 1 point.

● Example 2: You destroy 1 unit of Bikes on T2 and 1 unit of Bikes on T3; you earn 2 points across those 2 turns.

● Example 3: You destroy 3 units of Centurions on T2; you earn 1 point.

● Example 4: You destroy 2 units of Bikes on T2, and 0 units on T3; you earn 1 point across those 2 turns.

 

Warlord Traits and “Bonus Point” Situations

 

Determine Warlord Traits exactly as described in the Warhammer 40,000 7th Edition Rulebook.

Certain warlord traits, formations (e.g., Corpsethief), and units (e.g., Ethereals) award additional points for certain criteria (e.g., Legendary Fighter from the Personal Warlord Traits). Any points earned these ways contribute to your Secondary total. You may still never exceed 6 points for Secondary Objectives . This may result in such bonus points removing the need to accomplish all of your Secondaries in order to maximize this component of your total score.

 

Mission FAQ

 

● Living Bomb - If a unit has the Living Bomb rule, it doesn't count towards units destroyed when determining Kill Points, it cannot be Marked for Death, and does not generate any points for Butcher's Bill. However if the unit is the ONLY troop choice in an opponent's army they do give up Strike the Rank and File automatically.

● Strike the Rank and File - Summoned Troops DO NOT need to be destroyed to claim this

● Points and Regions and Independent Characters – When determining Regional Control, Independent Characters do not count as [additional] units when they are attached to a unit that is already counted.

 

 

Mission 1 - Crusade

Mission 1 Crusade

Deployment Dawn of War or Vanguard (players choose or roll-off)

Objective Placement Place 6 Objectives on the table using the following guidelines. Place 4 objectives such that each objective is 24 inches from a short table edge and 12 inches from a long table edge. Finally, place 2 more objectives such that they are 12 inches from each short table edge and 24 inches from each long table edge. Goal Identification Please select one of the following Primary Goals and three of the Secondary Goals (pg 7) and mark accordingly on your score/selection sheet.

 

Primary Goal 1 Blitzkrieg (End-Game Objectives)

You accumulate 2 points for each Objective you control at the end of the game. If you control more objectives than your opponent at the end of the game, you also earn one additional point. Max 9 points.

Examples

You control 3 Objectives at the end of the Game, and your Opponent controls 3. You earn 6 points.

You control 3 Objectives at the end of the Game, and your Opponent controls 2. You earn 7 points.

You control 4 Objectives at the end of the Game, and your Opponent controls 2. You earn 9 points.

You control 5 Objectives at the end of the Game, and your Opponent controls 1. You earn 9 points.

 

Primary Goal 2 Maginot Line (Turn-by-Turn Objectives)

At the beginning of your Player Turns 2-6, examine the board and Score this Goal in the following fashion:

You control at least 2 objectives: +1 point

You control 1 more objective than your opponent: +1 point

You control 2 or more objectives than your opponent: +1 point

 

Examples

You control 2 Objectives at the Start of Turn 2, and your Opponent controls 2. You earn 1 point.

You control 3 Objectives at the Start of Turn 2, and your Opponent controls 1. You earn 2 points.

You control 1 Objective at the Start of Turn 2, and your Opponent controls 0. You earn 1 point.

You control 4 Objectives at the Start of Turn 2, and your Opponent controls 2. You earn 3 points.

You may NEVER score more than 3 points in a single Turn.

Max 9 points.

 

 

 

Mission 2 – The Scouring

 

Deployment Hammer and Anvil or Vanguard (players decide or roll-off)

 

Objective Placement Each player will place 3 objectives. 2 Objectives must go within their deployment zone following normal objective placement rules. The 3rd objective must go at least 30’’ from their table side but within their table half. Just before deciding to roll to seize the initiative, each player will randomly determine the value of the 3 objectives in his/her table half. One objective must be worth 3 points, one worth 2 points, and one worth 1 point.

Goal Identification Please select one of the following Primary Goals and three of the Secondary Goals (pg 7) and mark accordingly on your score/selection sheet.

Primary Goal 1 The Gambler

Your score is equal to the value of the objectives you control at the end of the game. Max 9 points.

Primary Goal 2 The Investor

At the start of your turns 2, 3, 4, 5, and 6, you accumulate points as follows:

● +1 point if you control 3 or more total points of objectives

● +1 point if you control 5 or more total points of objectives

● +1 point if you control 7 or more total points of objectives

● Thus you can earn up to 3 points per turn.

Max 9 points.

 

 

 

 

 

 

 

 

 

 

 

Mission 3 – The Relic

ion 3 The Relic

Deployment Vanguard or Hammer and Anvil

Objective Placement Place 5 Objectives on the table. One Objective will go in the center of the table, and one objective will go in the center of each table quarter. The Objective in the center of the table is the Relic . The two objectives closest to YOUR OWN long table edge are your Home Objectives. The two objectives closest to YOUR OPPONENT’s long table edge are his Home Objectives.

 

Goal Identification: Please select one (1) of the following Primary Goals and three (3) of the following Secondary Goals and mark accordingly on your Round 2 score/selection sheet.

NOTE: The rules for the Relic changed from 6th - 7th edition, and it is now controlled/contested as an Objective Marker. In 6th edition, you controlled it by being the player who currently “seized” it by having it in the possession of a scoring model. In 7th edition, you move it in the same fashion, but score it (and deny it) by proximity in the same fashion as other Objective Markers. Don’t be caught off guard!

 

Goal Identification Please select one of the following Primary Goals and three of the Secondary Goals (pg 7) and mark accordingly on your score/selection sheet.

 

Primary Goal 1 The Heart (Relic)

If you control the Relic at the end of the game, it is worth 5 points. Each of your Home Objectives is worth 1 point if you control it at the end of the game. Each of your opponent’s Home Objectives is worth 2 points if you control it at the end of the game.

Max 9 points.

 

Primary Goal 2 The Home (Turn-by-Turn Objectives)

At the beginning of your Player Turns 2-6, examine the board and Score this Goal in the following fashion:

You control both of your Home Objectives: +1 point

You control more of your Home Objectives than your opponent controls of his own: +1 point

You control the Relic: +1 point

Thus you can earn up to 3 points per turn

NOTE: If you select Goal 2, you may not seize and move the Relic; for your purposes, it is treated solely as an Objective.

Max 9 points.

Phoenix Nest Warhammer 40k Spring Tournament 2017.docx

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