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40K League April 4th-May 4th, Cincinnati Ohio


GreenJello

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40K League

Time: April 4th-May 4th

Location: Eastside Games n Cards

Price: $10

 

Format: You must play a minimum of 5 games at Eastside Games n Cards, each against different opponents, and report the results on the EGC forums.

Winning: Winning will be determined on a Win/Loss percentage basis. You may play MORE than 5 games, which will then be calculated into your winner percentage.If there is a tie, ties will be determined by draws. If there is still a draw, the prizes will include the next lowest rung, and be split between the winners, moving the rest of the rungs down.

Other Prizes:

Best Painted Army- This will be judged on March 5th, at 12 noon, at EGC, please bring your army, army list, and indicate which opponent faced it.

Door Prizes- Anybody who finishes 5 League games and does not win any of the other awards will be entered for door prizes.

 

Prize support will be determined by the number of people in the league. More players, more prizes.

 

Races: You may play any race or faction that is currently supported by GW. You are allowed to change your faction before EACH game. You are allowed to change codexes when a new one becomes available.

Points: You may play any points level that you and your opponent agree to between 1000-2000 points. Players are strongly urged to make lists at 1000, 1500, 1750, and 2000 points.

Missions: Suggested Missions will be provided for each round, but you are allowed to use any mission that you and your opponent agree to.

 

League Nights: Mondays and Wednesdays, however players are free to make other arrangements.

 

Rules Disputes: All rules disputes should be handled between the two players involved if at all possible. If you are unable to resolve the dispute roll off for it.

 

WYSIWYG: will not be strictly enforced, encouraging people to make conversions, use old models, avoid overly pedantic arguments. People are encouraged to use their common sense, and use models that avoid confusion for your opponent. (Ex: no claiming that a grot model is a stand-in for a warboss, no coffee can dragons.) All models should be completely assembled, and based appropriately.

 

Players should show up to every match with a legible written army list. This army list should be available upon request of your opponent, and you should make every effort to also have a copy of your codex, associated FAQs, and the main rule book to help resolve any rules issues.

  • 1 month later...

Dawn Raid

 

Deployment:

Table Quarters

 

The first player may deploy Fast Attack and Troops in transports. All others must be in reserve.

The Second player may deploy Troops and Heavy Support anywhere in his deployment zone. All other must be in reserve.

 

Objectives:

Place one objective in the center of the table. Place three more, one in the center of each quarter, with the exception of the first player's quarter.

 

Reserves:

Both sides may place any number of units in reserve.

 

Game Length:

Variable game length

 

Victory Conditions:

Whoever holds the most objectives wins

 

Special Rules:

The first turn features Night Fight rules. Roll a D6 at the end of each player's turn, on a roll of

6 the sun rises, and Night Fighting rules nolonger apply. If this has not happened already, it

happens automatically at the beginning of turn 3.

 

 

 

Intelligence Raid

 

Objective:

Both sides are looking to capture prisoners to interrogate for intelligence.

 

You capture a prisoner whenever you win an assualt, (Even if the enemy doesn't fall back.) OR an

enemy unit is completely wiped out with 18" of one of your units.

 

NOTE: You receive prisoner tokens for all units, including vehicles and any other type of unit.

HQ units are worth D6 rather than a single point.

 

Deployment:

Table halves.

 

Reserves:

Both sides may place any number of units in reserve.

 

Game Length:

Variable game length

 

Victory Conditions:

Whoever captures the most prisoners is the winner.

 

 

 

War Without End

 

Objective:

Kill Everything

 

Deployment:

Table Halves

 

Reserves:

Neither side my place Troops units in Reserve. Any number of OTHER units may be placed in reserve.

 

Game Length:

Variable

 

Victory Conditions:

Total up the Kill Points for the units destroyed

 

Special Rules:

Unlimited reserves-

Each Side has unlimited reserves of their troops which they are willing to commit to the battle.

If a Troops unit is completely wiped out then it is returned to full strength, and place in reserve.

Replacement units do NOT receive any dedicated transport vehicles, even if the original unit did.

Replacement units may enter the board at ANY point in their original deployment zone, up to half

way up either short side of the table.

 

 

 

Blitzkrieg

 

Deployment:

Table Quarters.

Only Fast Attack units may be deployed at the start of the battle. All others start in reserve.

 

Objective:

Place one objective in the center of the board. Place one in the center of each table quarter

that is NOT a deployment zone.

 

Reserves:

Both players may place any units they wish into reserve.

 

Game Length:

Variable

 

Victory Conditions:

Whoever captures the most objective wins.

 

Special Rules:

Lightning War:

Fast vehicle units (and any units transported in them) that are in reserve may start arriving

from the first turn. The unit will arrive on a 4+. Any that fail, and all other units start

arriving on turn 2 normally.

 

 

 

 

The Vortex of Doom

 

Deployment:

Table Halves

 

Game Length:

Variable

 

Reserves:

Both players may place any units they wish into reserve.

 

Special Rules:

An ancient vortex grenade must be retrieved and brought back to be reproduced

Infantry must end movement on item. picked up in H-T-H

May be transferred to other model in base to base

Winner of H-T-H keeps item

 

If bearer takes an unsaved wound from a shooting attack, the vortex grenade detonates on a 1-2!!!

 

Center objective must be retrieved and taken off a table edge

 

Victory Conditions:

Escape with Vortex grenade off your table edge OR be in possession when the game ends.

 

IF nobody is in possession of the grenade at the game, ties are broken by kill points.

 

Any models killed by the grenade do NOT count towards kill points.

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