Army Selection:
Forces must be chosen from the most recent printings of the following codices:
| Codex: Blood Angels | Codex: Chaos Daemons |
| Codex: Chaos Space Marines | Codex: Grey Knights |
| Codex: Dark Eldar | Codex: Eldar |
| Codex: Imperial Guard | Codex: Necrons |
| Codex: Orks | Codex: Space Marines |
| Codex: Space Wolves | Codex: Tau Empire |
| Codex: Tyranids | Codex: Sisters of Battle |
Armies Participating:
Jskey: Chaos Space Marines - The Unnamed.
Nic: Eldar- Refugees of Iyanden
Gumby: Tyranids- Splinter Fleet Levicus
Nic: Eldar- Refugees of Iyanden
Gumby: Tyranids- Splinter Fleet Levicus
Jo Jo: Imperial Guard- Fenrisian Guard
Deadbox: Space Wolves- Logan’s Hunt
Lacondog: Necrons: Immortal Legion of the Canopus Dynasty
Riptide: Orks: Waagh ‘Acesmasha
Klaivex: Dark Eldar- Kabal of the Gelid Blade
Swampy turtle: Tau Bork'an Cadre
Point level:
Games will be played at the base point level of 1500 which can be modified based on bonuses gained during the campaign.
Army Lists:
Army lists are not set and as such can (and are often forced to) be changed before a battle. Normal force organization parameters are standard unless modified by campaign bonuses.
Requirements:
Painting- It is encouraged that all models be painted but unpainted models are allowed with no penalty.
Modeling- WYSIWYG is encouraged but for the sake of progressing the story proxies can be used. Proxies however must be reasonable and must be represented by a 3 dimensional model Models should be of similar size to what they are representing. If you are proxy-ing a special weapon, it must stand out as different from the rest of the quad.
Examples:
Size-
Grot as a carnifex =NO- not of a similar size
Dreadnaught as a carnifex = YES- similar size
Size-
Grot as a carnifex =NO- not of a similar size
Dreadnaught as a carnifex = YES- similar size
3D Model-
A piece of paper that says land raider= NO- Not 3 dimensional
A battlewagon as a land raider = YES- 3D and similar sized
A battlewagon as a land raider = YES- 3D and similar sized
Special Weapons-
A marine bolter as a melta gun= NO-Does not stand out from the rest of the squad
A marine plasma gun as a melta gun= YES- Does stand out from the rest of the squad
All proxies must be declared before the game begins, and a write up of what is what should be provided if possible. If during the game one model magically becomes something else (without the power of the warp), it is immediately removed from play, and counts as a kill point if applicable. If the model is a transport the unit inside is destroyed as well.
A marine bolter as a melta gun= NO-Does not stand out from the rest of the squad
A marine plasma gun as a melta gun= YES- Does stand out from the rest of the squad
All proxies must be declared before the game begins, and a write up of what is what should be provided if possible. If during the game one model magically becomes something else (without the power of the warp), it is immediately removed from play, and counts as a kill point if applicable. If the model is a transport the unit inside is destroyed as well.
Campaign Play:
The campaign is map based. The map has clearly defined regions, each containing a mission. A player may move only one region at a time clearly marked by the red movement lines. Space based armies without a movement line must choose which planetary location he will begin at. This will be his planetary base and he cannot choose to pick another non adjacent location. The location he chooses cannot be a stronghold or the capitol city.
Moving between space based locations is not restricted by movement lines. A player who controls a space based location can attack any other space based location despite its location on the map.
The campaign takes place on a turn based system. Player movement order will be decided randomly by a drawing. Each turn, all players may move to any region adjacent to any of their own. If that move takes them into a region controlled by another player, they have issued an occupied region challenge. If the move takes them into an unoccupied region, they have issued an expansion challenge.
If two armies move into the same unoccupied region it is treated the same as an occupied region challenge, except the attacker and defender are chosen via a roll off. High roller can choose.
If two players challenge the same occupied region the battle will be three way free for all with two attackers and one defender (attackers must still fight each other as well). If all three players cannot meet at the same time, two armies fight and the third person fights the winner without the bonus from that area.
Players can not choose to launch a challenge from a region they are defending from a challenge.
The turn ends once all armies have made their moves and had their battles or 2 weeks have passed. Whichever comes first.
.
Occupied Region Challenge:
Once the challenge is issued as explained above the player being challenged can accept the challenge and have a battle, or decline, in which case he forfeits the region to the challenger.
If the challenge is accepted the players have a battle based on the mission of that region with the challenger being the attacker and the challenged being the defender.
After the battle, if the attacker wins, he gains the defenders region. If the defender wins no regions exchange hands.
If you participate in an occupied region challenge, you must keep a detailed battle report.
If any battle ends in a draw victory goes to the Defender.
Expansion Challenge
Expansion challenges function the same way as occupied region challenges with one exception. As the region being attacked does not have an army controlling it, any available army may act as the defender. This represents either coming into contact with a scouting force or local defense force. The defending army has none of its bonuses from other regions (as it is essentially a different army for this purpose).
Expansion challenges function the same way as occupied region challenges with one exception. As the region being attacked does not have an army controlling it, any available army may act as the defender. This represents either coming into contact with a scouting force or local defense force. The defending army has none of its bonuses from other regions (as it is essentially a different army for this purpose).
If the attacker wins it claims the region as normal, but if the defender wins, the area remains unclaimed. No retreating battles can be claimed in the following turn
For fairness you cannot battle the same army twice in a row during an expansion challenge.
As expansion battles are not important to the narrative battle reports are unnecessary.
Losing all your territory:
In the unlikely event that an army has lost all of its territory, it is considered destroyed. It can no longer capture territory and instead takes the role of planetary defense force and is used in all expansion challenges.
Winning the Campaign:
At the end of the campaign, the player who holds the most territories is the winner. In addition if any army should take control of all the strongholds or 50% of the map they win automatically.
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