Tuesday, August 3, 2010

Final Precon Post...a few importand things.

Hi all,

Looking forward to seeing you all in a couple of days for some gaming. One thing that has been missing has been any kind of guidance on armylists. Feast your eyes on the following bullet points.
  • Armies must be constructed from the most current version of an army's codex, according to the restrictions of that codex.
  • Armies may contain a maximum of 1250 points.
  • Wherever a question arises on rules pertaining to army building, reference first the official Games Workshop FAQs. If there is inadequate clarity, consult the INAT FAQ


For now, have a download of scenarios 2&3 from this link.

EDIT 8.3.1056: The scoring sheets are available for perusal/download from this link

From The Shenanigan 1250

EDIT 8.3.1102: Liberace would find it difficult to out-fabulous our fabulous PRIZE SUPPORT, (pictured above) brought to you by SHENANIGANS of Taylor, Mi. Disclaimer: gallon of milk and salt shaker are, sadly, not included.
Hope to updating this post with more stuff (we have some pictures of the FABULOUS PRIZES just waiting to be uploaded.)

Cheers,
Justinian

Tuesday, July 20, 2010

Sample tables...

A few of the table layouts here. Each will come with a notecard with a delineation of terrain, so that you and your opponent can get straight to rolling dice. Everything delineated below is straight out of the 40k BRB. Some of the tables have buildings on them, which we gather some folks don't always play, so below is a delineation of what stats the buildings to the left might have.

#1 (left)--each of the buildings is WISYWIG in terms of entrances/exits and fire points. All armor 10. Two story structures hold up to one unit of twenty models; single story structures hold up to ten. Hedges are a 5+ cover save, though may be tall enough to wholly obscure LOS for some models. Otherwise, standard 4+ saves.

Other layouts, see the album:
The Shenanigan 1250





Monday, July 12, 2010

Scenario 1: Prospector's Pride (land grab)


Before deployment, each player secretly notes which FOC type represented in the opponents' army list will be Tenacious, then discloses their choice to the opposing player.
Deployment: Spearhead

Special Rules: Reserves, Infiltrate, Outflank, Scout, Deep Strike, Prospecting (see below), What are we Fighting For? (See below), and Tenacity (See Below).

PRIMARY OBJECTIVE: PROSPECTING
The battlefield is rich with unknown spoils--which neither side knows the exact location of.

Special Rule: Prospecting
Each time an area terrain feature or building whose footprint is not within (even partially) either players' deployment zone is entered/embarked into, the moving player rolls a die. On a 5+, the terrain/building's entire area becomes an objective.

When prospecting, a Tenacious (see below) unit may reroll the die this does not count against the one Tenacity reroll per phase (below) it receives.

Special Rule: What are we fighting for?
Each side came into the battle with high hopes. If those hopes are dashed, they will entrench for the long haul.
If, at the end of turn 3, no objectives have been discovered, each player deploys a single objective per deep strike (reroll any mishaps or offboard scatters). The first player places his objective first, then the second. Then begin turn 4. All Prospecting (above) ends.

Qualifier: control more objectives than the opponent.
Win: 14 points
Draw: 8 points
Loss: 0 points

Secondary Objective: Decimate their best!
Destroy all of the opponent's Tenacious units, not counting dedicated transports.
Win: 10 points
Draw: 8 points
Loss: 0 points

Tertiary Objective: Salt in the wound
End the game with at least one non-dedicated-transport Tenacious unit in the opponent's deployment area. Both players may achieve this objective.
Win: 4 points.

Tactical Bonus: In for The long Haul
End the game with more non-dedicated-transport scoring units than the opponent
2 points.

Special Rule: Tenacity
At the beginning of the game, each player decides which of their opponents' forces will be tenacious. Each of these units (INCLUDING any dedicated transports, eg, Rhinos) may make a single reroll each phase of each turn. This may be any sort of roll (eg, dangerous terrain test, saving throw, to-hit, scatter, etc), but it must be the units' to make, not the opponents'. Note that the rules prohibiting a reroll of a reroll in the BRB still apply, so a twin-linked weapon, skilled rider, etc, does not become any more skilled, nor twin-linked.

Ending the Game
The game lasts 6 turns.

This Scenario is available for Download.

Scenario 2: Kidnapping & Armed Robbery


Starting the game:
Players alternate placing five objectives at least 12" from any table edge or other objective. Roll off to determine who places first.
Special rules: Reserves, outflank, Scout, infiltrate, abduction (see below), Daybreak (see below) and scramble (see below).

Deployment:
Per Pitched Battle, with the following exceptions for Daybreak and Scramble, below.

Daybreak: The locations of the objectives have just been discovered. No unit may be deployed within 6" of any objective. Note that this may cause there to insufficient room on the table to deploy all units.

Scramble: Each player nominates a single FOC type represented in their list in secret after objective placement, but before deployment. Then each player discloses the FOC type. Units of this type may Enter play from their own side's board edge on turn 1 rather than delploying or being placed in reserve. Note that the Scrambling units are involved in the secondary objective, Force Preservation, below.

Ending the game:
The game lasts 6 turns, or at the end of any complete turn after time has been called.
PRIMARY OBJECTIVE: LOOTING
The objectives in this mission are VIPs, Briefcases full of intelligence material, computers with scandalworthy data on them, the severed head of a warboss taken in trophy, and other portable (but important) sundries.

Special Rule: Abduction
Beginning on turn 3, if a scoring or scrambling (see special rule above) unit, with a WS (weapons skill) characteristic begins its movement phase controlling an objective and is neither pinned nor falling back, that unit may 'pick up' that objective, effectively removing it from the board (note, however, that the unit is carrying the objective). A unit may only carry one abducted objective. If a Scrambling Independent character is joined to a unit, he may also pick up another, single objective.

Units carrying abducted objectives may move off their own sides' table edge during their own movement phase (only), leaving the game permanently. Objectives removed from the table in this way count as scored for their own side.

If a unit carrying an objective is required to fall back, it drops the objective adjacent to a model in the unit of the unit owner's choice.
If a unit carrying an abducted objective is destroyed by shooting, the objective is placed on the table in the location of one of the destroyed models (shooter's choice). If a unit carrying an abducted objective is destroyed in close combat, a scoring or scrambling unit on the winning side may abduct the objective (if allowed); otherwise the objective is placed on the table as per shooting. If an independent character with an abducted objective is killed while joined to a unit, the unit may immediately begin carrying the objective (if allowed, e.g., scoring/scrambling+not already carrying). If enemy are within 3" of the abducting unit (or its transport, if embarked) at the game end, the objective carried counts as contested.

NOTE: if a scrambling, abducting unit is not also a scoring unit, it will not earn its side points for its abducted objective unless it has departed the board, or a scoring unit is within 3" of the abductor.
Victory (more objectives than opponent): 14
Draw: 8 points
Loss: 0 points

Secondary Objective: Force Preservation
Each side must preserve its Scrambling (see above) units, as they are vital units on loan from headquarters. Qualifier: At least one Scrambling unit (dedicated transports do not count) survived or departed the table on your side.
Victory (one or more Scrambling units survived on your side while none did on the opponents): 10
Draw: 6
Loss: 0

Tertiary Objective: Absconding with the goods
For each objective that departed the table due to the Abduction rule, above, you gain 1 point.

Tactical Bonus: A feather in the cap
If you destroyed all of the opponent's Scoring Units: 1 point. Both players can achieve this.

First scenario tested/complete!


At long last, we've managed to piece together time enough to get our scenario programming squared away. To boot, we quartermastered the terrain and a post should be following with pictures of the table layouts.

So, without further adieu, What will likely be scenario #3.
Spinal Injury or "The Breakpoint"
If this looks reminiscent of one of the new pitched battles from Fantasy 8th, there's no coincidence.
SPECIAL RULES:
Reserves, Infiltrate, Scout, Outflank, Deep Strike, Vanguards (see below), Demoralization (see below).
STARTING THE GAME
Each player places one objective at least 18" from any table edge or the other objective. Determine who places first randomly.
Each player then throws a die. The winner may choose to be the first or second player.
The first player then selects a long table edge and deploys per Dawn of War.
The second player then deploys opposite him.
SPECIAL RULE: VANGUARDS--Units with Scout may move onto the board with their scout move before the start of the game. Units with infiltrate may deploy per the infiltrate special rule on the table without counting against the 1HQ/2TRP constraint from Dawn of War.
ENDING THE GAME
At the end of turn 5, roll a die. On a 2+, the game continues and a turn 6 is fought. At the end of turn 6, roll a die, on a 4+, the game continues and a turn 7 is fought.
At the end of turn 7, the game ends.
The game ends at the end of any complete turn after time is called.
PRIMARY OBJECTIVE: BREAKPOINT
For each player, calculate an 'army strength' using the following formula:
(2+2 per HQ FOC slot filled+1 per troops FOC slot filled)
Divide this number by two. Whenever enough kill points are inflicted upon a player's army to exceed this number, the player's army is said to be Broken. EDIT 7/28: Additionally, if an Army has no units remaining (tabled) it counts as broken.
Victory: 14 points
You broke the opponent's army and yours survived.
Draw: 8 points Either A: neither side's army broke, or B: Both side's armies broke.
Defeat: 0 points Your army was broken and the opponent's lay intact.
SECONDARY OBJECTIVE: CLEANSING
Outnumber the opponent 2:1 (or more) in units on the field at the games' end. If anything can count as a Kill Point when dead, then it counts as a unit when alive for purposes of this objective.
Victory: 10 points
Draw: 6 points
Defeat: 0 points
Tertiary OBJECTIVE: HIGH GROUND
End the game in control of an objective.
Each Objective: 3 points.

SPECIAL RULE: DEMORALIZATION
After an army exceeds its breakpoint, all profile characteristics of models in the army, except T and W, (WS/BS/S/I/A/LD for most models; F/S/R/BS for vehicles) are reduced by 1, starting at the beginning of the broken armies' next turn.

Units controlling or contesting one of the objectives are not demoralized as long as they are within 3" of an objective.

Wednesday, May 26, 2010

Update:


Things are pressing forward towards H-hour.

Scenario testing is underway, the first solid idea is a tableau called 'daybreak' that has one unit from each of the FOC families deploying turn 1, and the remainder delayed until turn 3. Secondary objective will be control at the end of turn 3. This will likely be our first scenario. A few feasibility games are yet needed.

Scenario 2 promises to be interesting. Tentatively, the entire area 6" from the board's center (9" will contest/control) will count as an objective, with two more to either side. The secondary, a choose-your own assassinate, should leave some blood on the ground (each player secretly nominates, then reveals, an FOC type to kill all of from the opponent's list).

Scenario 3 is up in the air, but neccessarily will be a kill point primary...the recent 'Ard Boyz modulation of it was (in our most humble evaluation), utter crap. Due to the sparing points onboard, we'd like to still encourage more little units zooming about, and the player with more total units on the board at the game's end may get a tertiary bonus. . Secondary is up in the air, but here's one that's on the table: (this idea coming fresh and may be retracted): A special objective placed by each player. Only FA and HS units may score it.

MEANWHILE, several poorly run tournaments in our area have left us sure that things can be done better. The terrain statement holds-expect fair and varied abundance of it. Expect us to be solomonic, and well grounded in the rulebook, as opposed to relic folkways from 3rd and 4th edition. We don't want to get in the way of two people having fun, but part of being accessible to new players neccessarily will mean that we will facilitate clarity where necessary on the way that LOS and cover works according to the 5th edition rulebook. Speaking personally, there are some old ways of doing things that I had stuck in my head that, aren't in the game any longer.

One example is combat squads. Units DEPLOY as they arrive from reserve, and therefore any splitting happens as they place their models on the board--whenever that may occur. This is a tiny thing...but what I mean to say is,

We're working hard to have answers to questions if they come.
Remember the most important rule though--have fun, and if it comes to it, roll a die (or adjust cover plus or minus one) and move on. That should go without saying.

EXPECT to always get an even number of turns. This should go without saying, but somehow ending on the bottom of any turn after time was called was apparently not an obvious necessity for a local TO, leading to a breach in the tournament's valididty...and then some.

EXPECT clarity on some things. Example: here, DoA won't work with a drop pod, because the unit DSing is the pod, not the men inside. Likewise, a commandment to deploy a 'unit' refers to the rhino and its companion men as separate entities that are, in fact very separable.

For now...
We're looking forward to the best four days in Gaming as much as you!
Rock on!

Thursday, April 1, 2010

First Hoop Discharged--

Got this back today, things are moving ahead.
When we get final confirmation that will go down here as well.

Accepted for Consideration

Dear justinian_85 (ID: 20477),

NMN1011259 Calixis System 40k Tourney-1250pts has been Accepted for Consideration.

This means that we did not find any problems in your submission, but it has not been given a location and is not Active yet. We will place this event with others that were submitted in the same cycle and confirm space for it soon.

Details for your event are provided below. Please take this opportunity to review your event to make sure that everything is correct – this is the last opportunity you have to make any changes before it will be viewable by the public.

If you need to make any changes, please let us know as soon as possible.

Thanks again for helping run events!

Gen Con Events Team


CURRENT EVENT:


Game ID
NMN1011259
Gaming Group / CompanyTeam Shenanigans
TitleCalixis System 40k Tourney-1250pts
DescriptionFor Glory! (and prizes) Three Rounds of battle in a friendly, organized battle for the Calixis System. Our goal is to 'raise the bar' in midpoint tourneys @ GenCon; Join us in making it happen. GenCon40k.Blogspot.Com for scenarios, for board layouts, scenarios, and background.
Event TypeNMN - Non-Historical Miniatures
Game SystemWarhammer 40,000
Rules Edition5th
Min Players16
Max Players30
Age RequirementTeen (13+)
Experience RequiredComfortable (you play regularly)
Materials ProvidedNo
Preferred Time08/05/2010 05:00:00 PM
Event Duration6.5
GM Names
Message to Registered PlayersWelcome to the Shenanigan 1250! Check out the blog (gencon40k.blogspot.com) for updates, and in July, the scenario packet & scoring layout. Inquire, comment, talk trash, issue grudges.
Web Address for Infogencon40k.blogspot.com
Email for InfoThe.justinian@gmail.com
Is this Event a Tournament?Yes
If you are submitting rounds this is round1
of total rounds:1
How long can someone expect to play before elimination?6.5
Should attendees sign up for this event?Yes, they can register for this round without having played in any other events
Do you have any special requests?Yes
Special Layout?No
Table Size?60" x 8' (board games and miniatures only)
Players per Table?2
Need Electricity?No
Microphones needed?0
A/V Requests:
Special Request Details
Special Request CostTBD
Gen Con Base Price$8.00
Additional Fee$8.00
Name for PaymentRussell Strawsine, Jr.
Address for Payment15810 Beech Daly Road Taylor, Mi, 48239
Event Cost$16.00

Sunday, March 21, 2010

Things that fly, (though ask your opponent).

There are numerous things that we think are fair game. However, the difficulty with that phrase is that it means many things to many different people...but we do think that the rulebook's text, poorly written in Nottinghamese as it is, should be the guide to what the game is, supported by the official FAQ's and erratae.

So here are a few things that we have argued out among our group, and being the sort of judges that interpret the law rather than make it, we've worked a few things out:
  • Star engine rams and TS'es are nowhere disallowed. 'Moving Normally' is an adverb clause that refers to the 1" rule and other prohibitions. Notice how it differs from "[its] Normal Move," which is a phrase that does not appear. Is it amazing? not really. The ram, while it's S10, is also S10 on the foe...and therefore only 1/3 (or less, if one doesn't get the pen) likely to produce destruction of a contester, and only 2/9 likely to result in scoring (if it has a DAVU). Not to mention that skimmers can simply dodge ram attacks. I don't see this as game-breaking, especially in light of the Deff Rolla's ability to do the same danger-free and d6 times to boot.
  • Ku'gath makes nurglings in the enemy turn. Just as numerous psykers can use powers in the enemy turn, his verbage says any turn. Again, one stand of Nurglings from a 300-point, S&P, Force/Bone-swordable, aging 4th ed character is not breaking the game...and so we go by the text.
    EDIT: After looking at Njal Stormcaller's 'until end of turn,' ability, and its errata, (which if you go second has some results that do nothing due to duration expiration), I'm no longer sure about this. Back in the 'no' column because the rules are very uncertain on this point.
  • Outflankers on a lined table edge that can't enter: go back to reserve. In this case, it's something missing. But we're not about to break the game/kill units. As judges. we take the minumum neccessary action to uphold the law, until the legislator deals with the problem according to the public interest (or their own GW fiat), and amends the law.

A rant on poorly thought tourney rules.

Well, we've been going over what the goals for the event would be in a positive sense.

Some few things have conspired over the past week to set a feeling of revulsion in our guts, things that we promise to not do.
  1. We will not create a scoring system where each HQ cumulatively adds points as it is killed...for once, Adepticon has it right, making there be only one designated army general. Some armies depend/are themed more heavily around their characters, (Daemons and Wolves), and what we will not do is force players to go out of character for their army simply to avoid throwing away games; nor will an asinine rule like this cause the scoring of the entire tournament to dive southward in its numerical validity.
  2. We will not invent missions that some armies or styles simply cannot win. Example: the (in)famous 'messenger' mission, which in its 'updated' form forces players to march their (very) squishy troops across the board, sans transport. (Tau anyone?) If you'd like to bring a squishy army, we'd like to put as few obstacles in the way of your success as possible--enabling folks to try out new ideas and resurrecting old ones is a goal for us.
    For us, the judge of your army's success is in its comparison to the foe--this game is not one in which the themes of Man v. Nature, or Army v. Bureaucracy feature heavily.
  3. We will not set up tables that will decide games on the roll off for edge choice. Further, when you walk up to a table with a DS army, or a tank 'coy' we don't want to lose or win the game for you with the terrain. (see below entry).
  4. We will not make dozens of fiat rulings against the RAW (or its omissions) without imperative and "doom" worthy circumstances. The Adepticon FAQ has gotten too long, for too few reasons, folks...Upcoming, something(s) that we will let fly, and let your opponent decide the fairness of on his scoresheet for himself.
  5. We will not charge you an arm and a leg to play 3 good games of 40k at a convention that's about fun. We've gotten a great sponsorship for terrain and prize support (the folks at Shenanigans Cards & Games, our FLGS), and we're going to pass that help on to you.

Wednesday, March 10, 2010

Our terrain goals: fun and balance.

One of the great assets that the FOW tournament scene is a terrain ethic that forces armies to fight over many different battlefields, some suited to them, others not, while enabling all types of armies to compete so long as they are well-made and complete.

One example lies in the use of constricted LOS, buildings, and cover that can be 'hopped' by infantry. In 40k, much has been made of the dominance of mech and the preponderance of vehicles in 5th edition. It is our belief that some of the feeling of imbalance stems from insufficient use of terrain to both protect infantry and hinder vehicles (on some tables, and to some extent).

Likewise, the use of vehicles should be rewarded where appropriate--lakes and rivers crossable by amphibious and skimmers but few others; roads that hasten the travel of wheeled vehicles, and so on, all belong on some fraction of tables to allow vehicles' unique types to be used on the battlefield.

Therefore, expect to see the following at the Shenanigan 40k:
  • 25% as the median terrain fraction, with a standard distribution up and down from there. Deviation of 10%, meaning about 1 table will have only 5% terrain, while another will have 45% (but remain playable. trust us.)
  • The use of buildings. Foot armies are out of favor at least in portion because they lack the small arms-proof cover of a transported list. About 1/3 of tables will have 2-3 AV9-11 buildings available. We will present a notecard with each building at the table with its characteristics...and they really ought to be played according to the rules rather than as ruins (protection+danger of catastrophe+vulnerability to flamers)
  • The use of roads. Roads provide mobility to hasten games (good at a tournament), but only if the objectives are placed nearby. Another 1/3 tables will feature a road, probably with linear cover along some portion of its length.
  • The use of flat area terrain (ala marshes, uneven grass). This sort of terrain is simple, requires little argument, and hinges battlefields. About 2/3 of area terrain will be of this sort.
  • Sensible ruins. Too often ruins are built impractically for the players to reach into/around them, or they are preponderant to the point that a bike list is deprived of any means of attacking troops/objectives on upper levels. (objectives must be placed on table at this point.) While the trouble bikers experience in ruins should remain (it is one of their limitations that should be felt), It should not present a total obstacle to victory.

Friday, March 5, 2010

The S(c)ore-ing system

Much has been made of the 'comp/sports overload' and the erosion of generalship as a central component of tournaments, most notably by TastyTaste of Bloodofkittens.com., and many others.

Personally, I believe that people should have an incentive in a hobby-based competition to pursue unconventional ideas and model interesting armies. Of course, those same armies should be competitive on the field, but risk needs some form of reward.

Presently, we're trying to parse out a system that would place 85% of the weight towards the overall prize on generalship, with the remaining 15% spread between Sports, Modeling/Innovation/'Spirit', and paint.

This is an example/draft system:
Generalship: 85 points/round, 60 points primary (60/40/20); Secondary 15 (15/10/5); tertiary (10/5/0); 8 points of Sports, 2 of paint, player choice, 2 for originality/conversions, and 3 points (9 overall) for the standard paint/model judged rubric.

Rest assured we will NOT use the existing Golden Bolter or Adepticon system, that whatever decision is made it will be published well in advance of the tournament, and that there will be prizes for Overall, General, Painting, and Modelling/Innovation, and sports. Tentatively, if anyone would win two categories, we'd go to 2nd Overall, 3rd overall, and so on. We will also work to get 1-2 'lottery' prizes in to make it worthwhile to stick around.

The First Seed


Another of the edges that the FOW scene has developed on us is the 'no mirror-match' seeding system, at least in initial rounds. While the universe of 40k is much more tolerant of infighting, it nevertheless can make for a more interesting and worthwhile game when you get to fight someone with a different codex.

Depending on the Codex populations, we may set out to provide the first round with a seed that sees no Intra-Codex battling. As we recognize that this means that the first round may sharply divide into a SM vs. Other team match, we will enter into this decision warily.

Comment solicited and appreciated on the subject.

Tentative Malan'Tai Ruling

After going over the main book, the Tyranid Codex text, and so on, We've conluded that the argument that the doom doesn't work on embarked men to not have a leg to stand on--the rulebook is clear, 'when a player needs to measure to an embarked unit, use the hull of the vehicle.'

We realize, however, that questions of balance and precedent are at play here, and that the issue is one of great contention within the community. Therefore, we'll be following the Adepticon line with the following addendum:

  • Units embarked in a transport recieve a 3+ cover save against wounds from the doom of Malan'tai. This is based on the 'disagreement resolution' mechanic for cover, and on the fact that fortified cover provides a 3+.
  • While one must suffer hits (which are not inflicted by the Doom's description) to voluntarily go to ground, we nevertheless rule that unembarked models may go to ground against the Doom's aura. This is a balance-preservation and community-sanity driven ruling, and while unsupported in the RAW, is nevertheless merited.
This ruling is tentative based on the current climate of contention and the lack of an official FAQ for the Tyranid Codex. As we accumulate any other rulings, we will compile them into our Tournament packet (PDF), forthcoming.

Welcome!

With a little less than six months from Gen Con, there's a whole lot of time between us and the tournament. But for anyone thinking of registering or setting aside time for this tourney, here's the rap:
  • Gen Con is the Mecca of Gaming. We're here to feed all our geek passions, too. We'd like to move GenCon toward a more all-inclusive gaming fair, and providing an accessible, yet well-organized tournament to showcase 40k is our goal.
  • The Flames of War guys are beating the pants off of 40k tournaments on terrain. We aim to provide evocative, playable tables that stand true to the 25% rubric. Our goal is to post photos of the layouts before the tournament date so that you can start thinking tactically.
  • 1250 points is a format that allows rounds to end in two hours. Most Codicies can access all of their good stuff, and hordes function well, yet don't take so long to move that rounds bog down.
  • We believe the trend towards KP in all scenarios disadvantages many codicies that favor high levels of squad articulation--and
  • We're looking into having 1-2 of the rounds be Battle Missions or Planetstrike-inspired scenarios.
  • 'Comp' is a fiction, 'Cheese' is not.
  • Some of the Adepticon Rulings of late have been a little off-base. We'll publish any differences as we lead up to the event.