Scorched Earth - The Imperial Truth
Transcription
Scorched Earth - The Imperial Truth
The Imperial Truth Podcast Presents: Scorched Earth Quick Info: Venue: Firestorm Games, Cardiff, Postcode – CF10 5DT Dates: 8th and 9th August 2015 Ticket Cost: £35 Awards: 3 Painting, Best Loyalist and Traitor, Sports and more List Submission: Events@TheImperialTruth.com Format: 5 Games of Horus Heresy with set scenarios Food: Lunch will be provided both days as part of the ticket cost Dates: Scorched Earth will take place on Saturday 8th and Sunday 9th August 2015. The venue is open on the Friday but there will be no event activity taking place. The venue has a large amount of gaming space available for those who wish to journey down early. Venue: Firestorm Games, Trade Street, Penarth Road, Cardiff, CF10 5DT, 02920 227117 The venue has a bar so please do not bring any alcohol. There is plenty of parking at the venue if you wish to drive it is also a short walk from Cardiff Train Station and indeed the centre of Cardiff. All the terrain is provided by Firestorm Games. Purchasing Tickets: Tickets can be purchased via paypal by sending £35 as a gift to Mrs_ widgerys_lodger@hotmail.com this will go up to £36.50 if it’s not a gift. They cost £35 each and are refundable up until 3 weeks before the event. Please put the names of the players that are having tickets bought in the payment notes. If you have any specific dietary requirements then you must make it known before the event otherwise we will not be able to handle them. You can put these on the payment notes or send an email to Events@TheImperialTruth.com Timetable: Saturday Sunday Registration 08:30 – 09:15 Venue Open 09:30 – 10:00 Game One 09:30 – 12:00 Game Four 10:00 - 12:30 Lunch 12:00 – 13:00 Lunch 12:30 – 13:30 Game Two 13:00 – 15:30 Game Five 13:30 – 16:00 Game Three 15:45 – 18:15 Results 16:30 – 17:00 Awards: The Following awards will be available at Scorched Earth • The Emperor’s Champion – The highest placing Loyalist player on TPs • The Despoiler – The highest placing Traitor player on TPs. • The Warmaster – The highest placed player on Gaming TPs alone. • He who walks the Eight Fold Path – The player that kills the most points of their enemies • The Artificer – The army receiving the most votes from players. This will be judged on Sunday at lunch. Anyone hoping to win should display their army suitably after the 4th game. • The Artisan – The army deemed by the painting judge to be the best at the event. This will judged throughout the weekend by a specified judge who will not be allowed to have their army considered for this award. • The Maestro – The individual unit or model decided by the painting judge to be the best entered into the competition. To enter your model you have to place your entry in the indicated place at lunch on day 1. • The Originator – This award can be given for any reason the TOs decide to reward an army. Everything from the army list through the paint scheme to the way the army is played on the table could be considered. • The Paragon – Given to the player receiving the highest score in the Sports voting section. • The Fabricator – An award given to the objective markers the TOs feel to be the best at the event again this can be judged on almost anything. • The Historiographer– Great things happen in games, tales of underdogs getting the better of great warriors, tanks blowing up and taking half a force with it or simple bolters taking down DemiGods. Tell the TOs your greatest stories and one will win a prize. We will also be giving a prize out to one lucky attendee that will be drawn completely at random from in the form of raffle tickets. These tickets will be earned by performances on the table, in sports and from painting as well. Players will receive one ticket for each game they play in and an extra ticket if they win. Each most sporting vote will also generate a ticket as will a nomination for the Artisan award. Finally each player will receive a ticket for handing in their list on time and one for submitting it in the correct format. Army Selection: Armies may be chosen from any official Horus Heresy publication up to a value of 2250 points, this will include army lists from Tempest. All the official FAQs and Errata are to be used (though not experimental rules) –they are available here: http://www.forgeworld. co.uk/fwDownloads All armies will use the ‘Battles in the Age of Darkness Force Organisation Chart’. Note this means that the Combined Arms detachments and Unbound army from the Warhammer 40,000 rulebook will not be used. Allies detachments may only be taken if they are chosen from a different army list than the primary detachment. This document will be reviewed as new rules are released but will be locked in a month from the event date Army List Submission Army lists need to be submitted by no later than :24th July 23:59. Lists need to be submitted in the correct format to Events@ TheImperialTruth.com • Lists must be sent in the body of an email in the format shown below, this means that attached files or army builder/quartermaster etc templates do not qualify as the correct format. • Lists submitted by 23:59 on the 24th July will receive 5 TPs. • Lists submitted in the correct format will receive 5 TPs. Note: Power Weapons must be listed by type, eg: Power Axe Player – John Smith Army – Space Wolves - Loyalist Legion Praetor, Paragon Blade, Iron Halo, Legion ScimitarJetbike, Rite of War – Armoured Spearhead, 195 Elite -- Legion Destroyer Squad, +5 Models, Thunder Hammer, Artificer Armour, Land Raider Phobos – 530 Troops -- Legion Assault Squad, Pair Lightning Claws, Artificer Armour, Land Raider Phobos – 530 Troops -- Legion Breacher Siege Squad, 2 Grav Guns, Artificer Armour, Land Raider Proteus - 465 Fast Attack – Legion Jetbike Sky Hunter Squadron, + 3 Models, 2 Multi-Melta, Single Lightning Claw, Melta Bombs (Sergeant only) – 280 Heavy Support -- Sicaran Venator Tank Destroyer, Armoured Ceramite, Lascannon – 250 Total Points – 2,250 FAQs and Errata: As stated in the Army Selection segment the official Forge World documents will be in use. Any issues that occur and have no answer will be treated with a ‘most logical’ approach. Please note that only FW classifications listed in these official forms will be accepted. If we receive a lot of questions on various topics then we may produce an additional document that will clarify those rules or changes. Any changes will be confirmed 2 weeks before army list submission date. http://www.forgeworld.co.uk/fwDownloads Gaming Scorched Earth consists of 5 games, the time limit for games will be 2.5 hours. The scenarios for those games can be found at the end of this document All terrain will be provided by the The South Wales Gaming Centre, none of the terrain will be mysterious and any specific terrain rules will be stated in the scenario description if they are used. The winner of each game will receive 30 Tournament points (TPs) If the game is a draw then both players will receive 10 TPs The loser will score 1 TP Each player will also have to note down how many Victory Points (VPs) they scored for each game and how many points of their opponents army they have completely destroyed (these are the points the units cost during army selection). These 2 scores will be used as 2nd and 3rd differentiators respectively. Scorched Earth will be using a swiss style pairing system based on TPs, the final standings will be a combination of TPs gathered from gaming and soft scores generated by painting, sports and list building/submission. The event will be allowing grudges in the first round, this means that two people can arrange to play each other rather than waiting for the random draw, both players need to contact Greg to confirm this is the case. In addition if you are attending the event with a few of your regular opponents then you can be kept apart from each other for the first 2 rounds (3 rounds if the event is large enough) to allow you to play more new people. For this to happen you must indicate on your army list that you are part of a gaming group, if you don’t have a group name make a suitable one up. Rules queries should first be looked up in the relevant books between the players in that game, if it is still unclear then a judge should be called to the table. If a judge is called to a table players will be asked to explain the situation and can give information to aid the decision but once made any decision is final. In addition please take a few minutes to go through your army with your opponent, this is especially important if you have non standard models. The event will be using the Warscore scoring programme, this allows you to look at your previous events and even sends messages direct from the software. To sign up for an account go to http://warscore. net/ Painting and Army Display All models used at scorched Earth must be painted and based in an appropriate manner. This means that a non standard colour scheme is perfectly acceptable, undercoating a whole marine white and colour washing a few panels of armour and the gun in the same way is not, this is in no way related to the quality of painting. Any models not deemed up to standard will be removed from the table and will count as dead for gaming purposes. Proxies are not allowed, alternative miniatures/conversions are allowed and the weapons written on the army list must be represented (holsters can hold any pistol) with the exception of grenades. For models that come equipped as standard with Bolt Pistols as well as a larger gun there is no need to model these Bolt Pistols, basic Close Combat Weapons are assumed to be carried by every model without the need be shown on said model. Any specialist weapon must be modeled. In essence this means that the model you are using to represent another model must be appropriate and distinguishable as the gaming piece. The aim is to allow freedom in the ‘hobby’ while maintaining a level of immersion and to avoid any negative effects on game play. If you have any models which you are worried about in terms of this then feel free to email Events@theimperialtruth.com and a decision will be made and/or advice given. Each army will be judged on painting and given a score which will go towards the overall scores and final placing for the event, the scores for this will be determined by the paint score sheet. In addition there will be various painting awards available as noted above. Sports Every player attending Scorched Earth is expected to maintain a level of sporting behaviour but to recognise those who go above and beyond players will be asked to vote on their top 2 best sporting opponents in order. These votes will be tallied with 3 points going to the 1st player and 1 to the 2nd, whoever scores highest will win the Best Sports award. In addition each 1st sporting vote will give the nominated player 2 TPs Additionally each player will be asked to rate their opponent after the game on a score from 2,4,6,8 or 10 with 10 being one of the best games you have ever played to 2 being that you hope never to face this opponent again. The expectation is for most scores to be either a 6 or 8. The TOs may ask you to explain your score if it is a 2 or a 10, this maybe just to understand the circumstances of the game. As stated earlier I expect no real issues to occur however if you feel there is an issue in game then call a judge over. There is very little that can be done once the game is finished. If any player is seen to be playing in a way that is counter to the spirit of fair play then TPs can be deducted at the TOs discretion though I feel this will not be needed. Objective Markers Players are required to bring 3 objective markers to Scorched Earth for use in some scenarios, these can be based on 25mm or 32mm round bases. As stated earlier there will be an award for the best objective markers as judged by the TOs – this can be judged on anything from technical merit to creativity. What you will need to bring • • • • • Your models! All the rules you need to play your army and the relevant FAQs. 3 Objective markers Dice, Tape Measure and Templates Copies of your army list – one to hand in to the TOs and others to show your opponents. • Money to spend on all the lovely toys Firestorm Games has to offer. Game 1 Set Up Game Length Each table will have 4 pieces of terrain deployed on them and marked out as Treacherous Ruins. The Game will last 6 Turns Deployment • This scenario uses the Dawn of War Deployment • Roll off: The winner may choose to deploy first or second. • The player who deploys first selects their deployment zone and then deploys their entire force, including any fortifications they possess, except for any units held in Reserve, into their deployment zone. • The player who is deploying second then deploys their entire force, including any fortifications they possess, except for any units placed in Reserve, into their deployment zone. Rules for deploying into fortifications, infiltrators, scouts and transport vehicles, etc, are as found in the Warhammer 40,000 rulebook. Victory Conditions: Primary Objective: • Players will score 3 Victory Points for each Treacherous Ruin they control positioned closest to the center of the board. • They will score 1 Victory point for each other Treacherous Ruin they control. (Each Treacherous Ruin will be marked clearly on the table as to whether it is worth 3 or 1 Victory Point) To control or contest a terrain piece a unit must be wholly within the perimeter of the terrain. Secondary Objectives • Attrition • First Blood • Slay the Warlord • The Price of Failure Mission Special Rules • Night Fighting • Reserves Treacherous Ruins: All models within a piece of Treacherous Ruin gain a 4+ cover save regardless of whether or not they are 25% obscured. In addition whenever a unit moves within the treacherous terrain and rolls a double on their difficult terrain test, they encounter a relic of war that devastated the area (Units with move through cover take the final result) look below to see the effect. This effect comes into play immediately. Double 1 or 2: Unexploded Warhead: All models currently in this Treacherous Ruin suffer a single Str 4 AP 5 hit with the Rend and Pinning special rules. Vehicles are hit on their rear armour. Double 3 or 4: False Alarm: Every Unit with at least one model in this Treacherous Ruin must take an immediate pinning test First Turn The player who deployed first also has the first turn, unless their opponent can Seize the Initiative (see the Warhammer 40,000 rulebook). Double 5 or 6: Munitions Cache: All friendly models in this Treacherous Ruin gain the Twin-Linked special rule for this game turn. Note this means some models may have this rule while others in the unit do not. Dawn of War 72" Side A Deployment Zone 12" 24" Side B Deployment Zone 12" 48" Game 2 Set Up Game Length Place 1 Objective marker in the centre of the table and 1 halfway between the first objective and each long table edge along the centre line This game will uses Variable Game Length Deployment • This scenario uses the Hammer and Anvil Deployment • Roll off. The winner may choose to deploy first of second. • The player who deploys first selects their deployment zone and then deploys their entire force, including any fortifications they possess, except for any units held in Reserve, into their deployment zone. • The player who is deploying second then deploys their entire force, including any fortifications they possess, except for any units placed in Reserve, into their deployment zone. Victory Conditions: Primary Objective: • At the end of the game the player holding the Relic objective receives 5 Victory Points • At the end of the game each other objective is worth 3 Victory Points to the controlling player Secondary Objectives • First Blood • Last Man Standing • Slay the Warlord • The Price of Failure Mission Special Rules • Night Fighting • Reserves Rules for deploying into fortifications, infiltrators, scouts and transport vehicles, etc, are as found in the Warhammer 40,000 rulebook. The Relic: When an objective is initially claimed roll a dice – for the first objective a roll of 5 or 6 this is The Relic. If the relic hasn’t been revealed when the second objective is claimed then on a roll of 4,5 or 6 this one is a relic, on a 1,2 or 3 then it is the final un claimed objective. The Relic objective will follow all the rules on seizing, moving and dropping that are found in the 40K rulebook with the following exceptions: • The model may not embark a vehicle, • The relic cannot be carried by an Independent Character • The unit containing the Relic will take D6 Str 4 AP – Rending hits at the end of each shooting phase, relic hits ignore cover. • In addition roll a D6 when the relic is revealed roll a dice: D6 Effect 1 The unit controlling the relic gains Move Through Cover special rule. 2 The unit gains +1 to its cover saves 3 The unit gains the Preferred Enemy (Everything) special rule. 4 The unit’s Close Combat attacks gain the Fleshbane special rule. 5 The unit gains Feel no pain (5+) or receives a +1 bonus to their Feel no Pain rolls 6 The unit gains the Fear and Adamantine Will special rules. First Turn The player who deployed first also has the first turn, unless their opponent can Seize the Initiative (see the Warhammer 40,000 rulebook). Hammer and Anvil 72" Side B Deployment Zone Side A Deployment Zone 24" 24" 24" 48" Game 3 Deployment Victory Conditions: • This scenario uses the Search and Destroy Deployment • Roll off: The winner may choose to deploy first of second. • The player who deploys first selects their deployment zone and then deploys their entire force, including any fortifications they possess, except for any units held in Reserve, into their deployment zone. • The player who is deploying second then deploys their entire force, including any fortifications they possess, except for any units placed in Reserve, into their deployment zone. Primary Objective: Each table quarter will give an amount of Victory Points to the controlling player depending on which one it is. Your own deployment quarter is worth 1 Victory Point, your opponents quarter is worth 5 Victory Points with the other two worth 3 Victory Points each. Rules for deploying into fortifications, infiltrators, scouts and transport vehicles, etc, are as found in the Warhammer 40,000 rulebook. Mission Special Rules • Night Fighting • Reserves Secondary Objectives • First Blood • Last man standing • Slay the Warlord • The Price of Failure Raging Inferno: At the start of every shooting phase the player whose turn it is places an Inferno marker on the table, which then scatters 3D6 (unless a hit is rolled). All models within 6” of the centre of the marker suffer a single Str 5 AP- hit (vehicles are struck on their rear armour). Inferno markers remain in play and will continue to cause hits at the start of each shooting phase. Additionally any marker that ends up in or on a piece of terrain will ignite that terrain piece. This will make the terrain Dangerous Terrain and will block line of sight entirely for models wishing to shot through it. Models within the terrain will gain the Stealth special rule if they do not already have it. First Turn The player who deployed first also has the first turn, unless their opponent can Seize the Initiative (see the Warhammer 40,000 rulebook). Game Length After turn 5 ends roll a dice, on a 4+ a 6th and final turn will be played. Search and Destroy 72" Side A Deployment Zone 18" 48" Side B Deployment Zone 36" Game 4 Deployment Victory Conditions: • This scenario uses the Vanguard Strike Deployment • Roll off. The winner may choose to deploy first of second. • The player who deploys first selects their deployment zone and then deploys their entire force, including any fortifications they possess, except for any units held in Reserve, into their deployment zone. • The player who is deploying second then deploys their entire force, including any fortifications they possess, except for any units placed in Reserve, into their deployment zone. Primary Objective: At the end of the game each player will score 1 Victory Point for each enemy unit destroyed or that is falling back at the end of the game Rules for deploying into fortifications, infiltrators, scouts and transport vehicles, etc, are as found in the Warhammer 40,000 rulebook. First Turn The player who deployed first also has the first turn, unless their opponent can Seize the Initiative (see the Warhammer 40,000 rulebook). Game Length The Game uses Variable Game Length Additionally after set up but before the first turn each player must choose and make a secret note of one of the selections from the list below. At the end of the game each player will score the relevant additional Victory Points for each enemy unit of the type noted that is destroyed or falling back. Secondary Objectives • First Blood • Line Breaker • Slay the Warlord • The Price of Failure Mission Special Rules • Night Fighting • Reserves • Infantry (all types except Independent Characters): +1 VP • Independent Characters: +2VPs • Vehicles with the Tank Type: +1VP • Super Heavy Vehicles: +2VPs • Vehicles with the Walker type: +1 VP • Vehicles with the Super Heavy Walker type: +2 VPs • Vehicles with the Flier or Super Heavy Vehicle type: +2VPs • Monstrous Creatures and Gargantuan Monstrous Creatures: +2VPs • Bikes, Jetbikes and Skimmers: +1VP Vanguard Strike 72" 12" 12" Side A Deployment Zone 48" Side B Deployment Zone Game 5 Set Up First Turn Victory Conditions: Place one objective in the middle of the table, the remaining four are to be placed 12” away from the central one to form a cross horizontally and vertically across the table. Both players roll a die with the highest scoring player choosing whether they go first or second. The player that finished deploying their models first receives a +1 on the roll. Primary Objective: Each objective is worth an amount of points equal to the turn number. These points are scored at the end of each full turn and so a running score must be kept. Game Length Secondary Objectives • Attrition • First Blood • Line Breaker • Slay the Warlord • The Price of Failure Deployment • This scenario uses the Dawn of War Deployment • Roll off. The winner may choose to deploy first of second. • Units may be set up in reserve as normal. • The player who deploys first selects their deployment zone and then deploys the first unit. Each player then takes it in turn to place units until they have none left. The order of units deployed must follow the Staged Deployment Order: 1st 2nd 3rd 4th 5th 6th 7th The Game will last 6 Turns Mission Special Rules • Night Fighting • Reserves Fortifications Lords of War units Heavy Support units Troops units Elite units Headquarters units Fast Attack units Dawn of War 72" Side A Deployment Zone 12" 24" Side B Deployment Zone 12" 48"