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Wednesday, March 14, 2012

FREE EVENT!: War Just Got Bigger Warhammer 40K Apocalypse at D's Hobbies on March 18th

This event is HUGE!

Message from Isaiah:

There is a FREE EVENT at D'S HOBBIES on MARCH 18, 2012 at 11am, doors open at 9am...unless D's changed their store hours! Some food and small Prizes will be available for players during the Apoc game. We will be promoting the game Warhammer 40K to people who may have never heard of the game or of wargamming in general. This game is just for fun and to show off your models, and remember in Apocalypse almost anything goes!

No need for force organization carts :o, just come to play ;D. Please post Army and list if you got one in the message boards.

We will break into teams of Good versus Evil-
Good: Imperial Guard, Space Marines (All Loyal Chapters), Witchhunters, Grey Knights, Eldar, and Tau.

Evil: Chaos Space Marines, Demons, Dark Elder, Necrons, Orks, Tyranids.
The game will be played with the Priority rule from LORD OF THE RINGS: at the end of any turn before the next turn begins both sides roll a D6 to determine which side goes first by the higher roll, in the case of a tie re roll. Continue each turn not just in the first however seizing the initiative is still used in the first turn. Deployment will be 12” from the 6X4 table edge for all models that want to deploy on the 6X4. All models wanting to start in the 4X4 table must start from the far table edge 18” into the 4x4. Reserves can also come from the 4x4 table edge 18” and/or the 6X4 table edge. Out flanking will apply to only the 6x4 table edges infiltrating rules are applied to both the 4X4 and 6X4 however.

There will be 2 objectives placed on the center of the 4X4 tables which act as the players Landing station in which they will need to hold in order to leave the planet. The players must have the objective by the end of the game or suffer a total loss on the table (if the player cannot capture their station or the other players in one full turn then every tank/vehicles or monstrous creatures model left on the board is counted as destroyed and are removed). If the enemy successfully captures the opposing players landing station then all models that are on the opposing team fall back. If it is contested at the end of the game then the players roll off and the higher roll wins the contested objective. Both objectives count as having the supreme headquarters rule: all units within 12” of the marker benefit from counter attack, fearless, Night vision/acute senses, tank hunters.

The center objective is a powerful shield generator that gives all models within 6 inches of it to receive a 4+ involve save, which also counts in the first round of close combat. However, once it is contested the power is off until one player controls it freely. Any player controlling the power station may try to put more power into it and boost the involve save by +1:

Roll a D6 and read the result.
1-2 The objective blows up all models in D6 range of the structure take strength 8 AP1 melta hit vehicles are hit at their facing to the blast.
3-4 The power is surged destroying the source. The involve save is increased but only works until the controlling players next turn and shuts off and is treated as dangerous terrain but is smoking so get a +1 cover save and also still counts as an objective.
5-6 increases the involve save by 1 until the end of the game.
A single player may only attempt this once per game and must declare they are doing it before the shooting phase but anytime in the movement.

The two moving objective count as malfunctioning servitors with air strike Coordinates that give the controlling player a onetime orbital bombardment that only scatters one D6. Both players scatter the servitor in no man’s land in the center of the 6X4, 1D6 +6 (this represents the servitors base move and the run.( go off of the small arrow on the direct hit only 6” except for deployment it will stay dead on. Treat the movement like a drop pod when it meets anything, move minimum distance to avoid the obstacle. This does not count as deep striking.) scatter both servitors after deployment and continue to do so until it is captured before the beginning of the controlling players turn. Both servitors are able to be captured by the opposing player and used the bombardment, but once the objective is captured it is free to move as if within the unit and will only stop and start scattering again if the unit dies to the last man. Also, if the Good Team successfully captures and gets the servitor back dead or alive to the landing pad the team counts as having 2 objectives. If the Evil Team captures and kills 1 servitor in close combat the unit in control will count as 2 objectives .(the evil players unit counts as scoring on its self, if the unit dies leave one model to act as the 2 objectives until the end of the game. It cannot move after this point but can be captured. This will also be true if the evil team kills the other servitor. (The servitor has the same stats of a servitor in the Space merian/Imperial guard cotext. the servitor cannot be directly targeted, if the servitor dies by miss fire the objective stays but stops scattering but can be picked up by a unit and use the bombardment, but will only count as 1 objective from then on. Even if it gets to the good teams base or is killed by the evil team.)

All non-vehicle models can capture objectives, including monstrous creachers, walkers, and transports with a unit in them can capture, not without a unit in it. Objective will be scored as in the warhammer 40K rulebook: 3” range.

The end of the game the winning side is determent by the number of captured objectives on either side. In a tie, both sides proved to be too equal.

Read more in the DFM! Message Board.

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