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Xavier319

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Everything posted by Xavier319

  1. yeah, 200 points is the hard limit for kill team
  2. That's when it's starting. this weekend is practice and such. bai!
  3. Thanks guys! The game was fun and i had a blast!
  4. You just gotta fix that scorpin!
  5. We were planning on showing up around noonish to ste up, maybe start around two pm. and going pretty late. It's gonna be pretty relaxed. You can bring appoc formations as well!
  6. Alright guys and gals, here's the official date for the appoc game. 9-17-16! It's combination appoc and going away party for Greg, who is going to basic for the reserve. Alright, so everyone bring between 2 and 3 thousand points. No limits on what you bring, it's appoc. For the most part, it'll be you folks against orkz, to kind of tie up the campaign and have everyone banding together to try and defeat the green tide. Sound off if you're going to be there. I'd like to make this a social outing as well. Bring food, potluck. we could cook there or bring things. And later in the evening we'll get our drink on and hang out with Greg and the rest. See you there I hope!
  7. Sumer Escalation League Mission #9 The wait is over. The speculation is done. The approaching asteroid shower is actually a swarm of Ork roks streaking toward Kirosa Prime. It is too many to be a warband, this is a full-scale WAAAGH!!! Enemies glare at each other over trench networks, nervously chewing on their own thoughts. The Orkz are coming, and no one can ignore Orkz in sufficient numbers. Will they band together to fight this scourge, or be consumed one by one. The various factions jockey for position and prepare for the arrival of the Orkz. Step 1. Adjust and define terrain with your opponent. Step 2. Roll for Psychic Powers/Gifts/etc. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT Step 5. Place Objectives using normal objective placement rules as modified below. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30" from their own deployment table edge and number 3 in their opponent's deployment zone. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement). Step 7. Roll for Night Fighting. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative. Reference the ITC Scenario Guidelines for additional scenario information. Primary Mission: The Scouring: 4 Mission Points if achieved, 2pts if tied, 0pts if lost. Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost. Hold Either Objective 1 Hold Either Objective 2 Hold Either Objective 3 Destroy an enemy unit. Destroy an enemy unit. Destroy an enemy unit. 3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 1, 2 or 3 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points. 3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 4, 5 or 6 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points. Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________ Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________ Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________ Bonus Points: 1 Mission Point each: Big Game Hunter, Linebreaker, Slay the Warlord Special Rules: Desperation: Driven near to madness by the hopeless-seeming situation the system is faced with, line troops and generals alike take risks that they never would under normal circumstances. All infantry gain the stubborn special rule. Zero Hour: Time is short, and the Orks could arrive at any moment. Whatever plans you have could be cut short. Start rolling at the end of turn four to determine if the game continues. The following die rolls are used depending on the turn. 4: 2+ 5: 3+ 6: 4+ If the die roll is not made, the game ends.
  8. Yeah. I know. We'll do the tournament next weekend, and appoc the weekend after. It's just not working schedule wise.
  9. rock on! if we dot it sunday. we can just semi-close the shop. do a pot luck, bring booze, and live the 40k dream
  10. It's pretty relaxed. if we do it saturday, it's fine. if we do it sunday (and kat and james are willing) we couold break out the booze after store hours.
  11. The appoc game is looking like it's going to be on the weekend of the 18th. who can make it to that?
  12. we'll get it in before basic Greg
  13. Alright, let's gear up for the end of league celebration, the apocalypse game! I'd like a list of who wants to join in, and how many points of stuff you're capable of bringing? Nothing bigger than a warhound titan. Speak up, say what you can/cannot do, is saturday or sunday of that week better? We can do sunday if james and Katey want, that would let us close the doors at six and start drinking earlier. >..>
  14. Alright getting this tournament set up is turning out to be very tough. SO it's on hold for now. We'll do it in a few weeks or a month. This upcoming weekend is just going to be 2k points to finish out the league. Just a heads up. When would be a good time for a tournament for everyone? when is not good?
  15. no, you HAVE to have EVERYTHING in the formation or you get none of the benefits.
  16. move through cover does not let you strike on initiative, it does however remove the penalty to movement for charging through cover.
  17. Summer Escalation League Mission #7 Summer 2016 Evens are coming to a head, and the tension is palpable in the air. They meteor showers started two days ago, and then the asteroids fell. They are calling them Roks, they are self-propelled asteroids studded with ordnance and filled to the brim with orks. Once they crash to the ground, they turn into fortified staging points for an invasion. Canons fire. Orks scream. Shootas rattle. The PDF is hard-pressed to hold back the green tide, and it becomes more desperate every day. Roaring trukks and buggies intercept supply columns, harass reserves, and kill stragglers. Even though the in-fighting between factions is continuing, they are constantly being pressed in on all sides by the ever-increasing number of orkz. Soon it will be a full-scale WAAAGH!!! Step 1. Adjust and define terrain with your opponent. Step 2. Roll for Psychic Powers/Gifts/etc. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT Step 5. Place Objectives using normal objective placement rules as modified below. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30" from their own deployment table edge and number 3 in their opponent's deployment zone. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement). Step 7. Roll for Night Fighting. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative. Reference the ITC Scenario Guidelines for additional scenario information. Primary Mission: The Scouring: 4 Mission Points if achieved, 2pts if tied, 0pts if lost. Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost. Hold Either Objective 1 Hold Either Objective 2 Hold Either Objective 3 Destroy an enemy unit. Destroy an enemy unit. Destroy an enemy unit. 3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 1, 2 or 3 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points. 3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 4, 5 or 6 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points Bonus Points: 1 Mission Point each: Big Game Hunter, Linebreaker, Slay the Warlord Special Rules: Harried on all sides: The Orkz are all around, harassing, interfering and complicating everything in sight. All units must begin play in reserve, and players begin rolling for reserves on turn 1. A player cannot lose the game due to lack of units on turn 1. Da gunz!: The thunder of the ork artillery pieces fills the air and the shells fall indiscriminately as the roks lay down their devastation in all directions, just as eager to hit rival ork war bands as the defenders. At the start of every game turn, each player has one unit targeted randomly (use dice) with a large blast template that is Str 6 AP – Ordnance. It scatter normally. If this rule is forgotten, make up all the templates at the same time, when you remember, even in the middle of a turn. Units in close combat CAN be the target. This happens after reserves come onto the board.
  18. yes, wraiths got 'worse'. they no longer ignore the penalty for charging into terrain
  19. wraiths are just init 1. additions to that dont matter. you add in the adds and multiplies, THEN you alter them. example. if i wound a wraith with a thunder hammer, and concussive puts it down to init one. it does not go back up to init four. it strikes at init 1.
  20. Escalation League Mission #6 1250 pts As the conflicts in the Kairosa system ramp up, the Sector Governor is starting to get nervous. The Imperium has just finished rebuilding the infrastructure from the last conflict, and now more is cropping up. The news of the incoming asteroid shower is making everyone nervous, causing riots, and playing hell with communications. He must give a stirring inspirational speech (written by a commissar) about duty, fighting for one’s home, and all that. The men are moved. The problem is, the enemy’s commanders have done the same, generally including more threats and promises of plunder. Either way, common soldiers on either side see this as their opportunity to step up and earn glory and recognition. Step 1. Adjust and define terrain with your opponent. Step 2. Roll for Psychic Powers/Gifts/etc. Step 3. Roll for deployment zones. VANGAURD STRIKE DEPLOYMENT Step 5. Place Objectives using normal objective placement rules as modified below. Each player places Maelstrom Objective number 1 in their own deployment zone, and their Maelstrom Objective number 2 in their opponent's deployment zone. These objectives are also the Big Guns Never Tire Objectives. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement). Step 7. Roll for Night Fighting. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative. Reference the ITC Scenario Guidelines for additional scenario information. Primary Mission: Big Guns Never Tire: 4 Mission Points if achieved, 2pts it tied, 0 pts if lost. Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts it tied, 0 pts if lost. Hold Objective 1 in the enemy deployment zone. Hold Objective 2 in the enemy deployment zone. Hold Objective 1 in your deployment zone. Hold Objective 2 in your deployment zone. Destroy an enemy unit. Destroy an enemy unit. 3 Point Maelstrom Objective 1: If any 2 of Maelstrom Objectives 1, 2, 3 or 4 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points. 3 Point Maelstrom Objective 2: If Maelstrom Objectives 5 and 6 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points. Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________ Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________ Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________ Bonus Points: 1 Mission Point each: Ground Control, Linebreaker, Slay the Warlord. Special Rules: Diamond in the Rough: Desperate times create unlikely heroes. Choose one character that is a part of a unit, this character gains +1 Wound, +1 Attack, +1 Leadership, and +1 to WS and BS, and passes Look Out Sir! on a 2+. The Men Love Him!: The character chosen for the above special rule is beloved of the men and a symbol of their professionalism as soldiers. If he were to die, their morale would take a serious hit. If the character chosen above is removed as a casualty, every unit in your army must take a morale test. If they fail they flee as if from shooting. Any unit that passes gains hatred (everything) for the remainder of the game. Fearless units are unaffected by this rule.
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