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Apocolypse Event

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Post  Guest Mon Aug 16, 2010 9:59 am

This is just a copy of the thread on the main forum to make sure people see this.

Anyways, as my august event's preperation is pretty much done with on my part, I would like to set in motion my september plan, a large apocolypse match. Right now nothing is completely set in stone, but I'm looking to have a 10,000 point per side match over two sets of two tables (4 tables in total). There will be two teams, and each table will have opposite turn order. (i.e. whichever side goes first on one table goes second on the other). My hope is this will speed up gameplay and keep as many people involved in the game for as long as possible. Each table will have some effects that will influence the other table playing, which will be determined at the beginning of each game turn. Each side will have 2 strategic assets per table, and only the table its selected on will benifit from the effect. Also, to throw in an aspect of variety no team can select the same strategic asset for both tables.

I will not be having an entry fee for this one, but I will be tossing in some of my own money as prizes. The prizes however will not be going to the winning team, but all players will vote for one MVP from each team and the ones with the most votes will get prizes. The winning itself is for some good ol' fashioned mayhem and destruction. Btw, anybody who gets a draw on their team will have the choice of splitting the prize money or having a roll off to see who wins it.

I'm shooting for september 18th, but thats just a ballpark date, I can alter it when I have more of an idea of who will be playing/availability.

So... any thoughts or comments, as well as who would be interested in playing in this game?

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Post  Guest Mon Aug 16, 2010 11:30 am

Definetly interested,

Also, what is your opinion on Scratch Build models? I ask because a have a Warhound Titan (the small one)


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Post  Guest Mon Aug 16, 2010 5:08 pm

My opinion on scratch built is it has to represtent the model fairly close in size. Appearance isn't too much of an issue for me (its 40k, the crazier the better) but size is important.

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Post  HiveMindRuik Mon Aug 16, 2010 9:07 pm

Darksfear wrote:My opinion on scratch built is it has to represtent the model fairly close in size. Appearance isn't too much of an issue for me (its 40k, the crazier the better) but size is important.

excellent assumeing i can make it i finally got motive to finish the bio-titan Razz
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Post  Guest Mon Aug 16, 2010 10:16 pm

Awesome, my MegaBlox warhound is more er less the same height as a ForgeWorld one.


I wonder what the teams would end up being.

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Post  System Commander Tue Aug 17, 2010 9:36 am

Mega Blox ? That is not considered a scratch built model. If you make an effort to reconstruct a model from nothing, as in building it from nothing or building upon a GW model, thats considered scratch built.

Putting together a mega blox model is not considered scratch built. Same reason why you dont see lemans made out of lego.. Im not running the event, so I cant rule on it, but if you bring a mega blox warhound to a big apocalypse game, your going to make the game look ridiculous. Not only the people who are getting their army mowed down by giant blox not gonna have fun, but it's going to make the game look bad period for anyone walking by.

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Post  Guest Wed Aug 18, 2010 8:19 pm

The competitive gamer in me says "no", but the funsies one says "hell freaking yes my man". Maybe if I can get all of my marine tanks built/painted by then...

How would the tables be positioned? My arms can barely reach across the 6x4 let alone a 12x8 Very Happy

EDIT: I think I misread. You're having four separate tables???

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Post  Guest Thu Aug 19, 2010 12:30 am

I'm not 100% on the setup yet, but as it stands I'm thinking of one t-table and one really long table (i.e. two pushed together lengthwise)

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Post  Guest Thu Aug 19, 2010 2:25 am

I've never understood T tables. What if you fire along the long side of the T, across the "end of the world", and to the shorter sides? I mean, you can't move models off the table nor can scattered templates go off table...

Squares are just so much simpler. And hey, if we move them into a big table maybe we can get some of those pusher-sticks* that "real" military strategists use. lol


*Forgive me, I don't know what they're called else I would provide some images.

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Post  Guest Thu Aug 19, 2010 10:41 am

In this particular case, imagine if you will A cliff or lava fields around the tables. You can shoot over it, you just can't go there. In the case of skimmers and the like, the lava is very unstable and shoots up all the time, making it suicidal to fly overtop of them. Flyers are never truly represented by their location on the board anyways, so they are fine. And as much as I do agree with you on te preference of a square board, doing so with tables is just not viable when you start taking into account true line of sight and manipulating models into precise terrain such as buildings. The only time I been able to play on a square board of any significant size (7'x7') it was on the floor and requires ALOT of trust from the people you play with they won't kick or step on models. (don't play this with jemal btw Razz )

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Post  Guest Fri Aug 27, 2010 6:48 am

All right, so, I've done the math - I can easily field 5 000 points of marines if I bust out everything (+ some allies for funsies). If I'm allowed to split between armies, well, the options get tasty (tastily broken).

In terms of appropriate dates... when my school starts in sept., this will HAVE to be a weekend thing only. There's no way I can do apoc on a weekday. lol

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Apocolypse Event Empty def interested

Post  Selik Fri Aug 27, 2010 7:43 am

I am really interested in getting in on this game. I should prob get a super heavy soon I guess. How are the teams going to be made up? Also a weekend day would be good.
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Post  Guest Fri Aug 27, 2010 9:32 am

For those who missed it, or for those who haven't checked out a calander, its aimed for september 18, which is a saturday.

Specifics on teams will be announced once I get an aproximate tally of how many players want in (shooting for 4v4 but more can be accomodated).

I have the special rules for the game typed up, just need to format them into a more 'legible' standard to reduce questions. Prolly be posted in a day or two.

So anybody interested please post up so I can get a rough picture of what I have to work with.

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Post  Guest Fri Aug 27, 2010 5:06 pm

First : I didn't do any damage to REAL models when we had the floor board, just killed our lego terrain and some proxies. So there, Tyson. Razz

Secondly, just to reiterate officially/In print, I will definitely be coming if I can, though don't know my schedule at work for that weekend yet.

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Post  Guest Fri Aug 27, 2010 7:58 pm

Darksfear wrote:For those who missed it, or for those who haven't checked out a calander, its aimed for september 18, which is a saturday.
Shutup tyson, I don't need your pretentious "if you have a calendar" nonsense. What do you think I am, a poor university student who blew all of his money on warhammer and MTG?

...

So yeah the 18th sounds good.

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Post  Guest Fri Aug 27, 2010 9:49 pm

18th is fine,

WIll defnitly be there

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Post  Guest Tue Aug 31, 2010 11:29 am

K guys, these are the special rules for the battle. Feel free to give any constuctive critisism or suggestions. Also, I've decided to go with 15,000 per side with a special rule for the other 5k. Read below.

Battlefield Structures: Each map will have its own battlefield structures. These will also be the mission objectives. There is only one objective that is indestructable, the others can be destroyed. As well, any that require an HQ to use will also require a scoring unit if they want the objective as well.

Map A:
4 Deactivated Front Line Assets: Requires a troop selection to control, cannot be used without a Map B control terminal. 1 deployed by each team, 2 deployed in no man's land. Can be destroyed as a front line asset.

6 Power Conduits: Requires a troop selection to control. Every game turn a power conduit is controlled, it provides the player with 1 energy cell. 2 deployed by each team, 2 deployed in no man's land. A power conduit can be destroyed. It is treated as having 14 armor all around. It has 2 structure points. On a vehicle damage result of 1-3 it fails to provide power that turn, 4-5 it loses a structure point, 6 it loses a structure point and you roll again. If destroyed, use the catastrophic damage table.

Orbital Cannon: Requires a troop selection to control. In the shooting phase, a player may use 3 energy cells to fire the cannon. The controlling troop selection may take no actions during the turn this is used and cannot be in assualt. Use an orbital bombardment on Map B. This may be done as many times in a shooting phase as the player wishes. The player may also instead use 9 energy cells in order to make the weapon into a single shot 10" blast destroyer weapon. It may only be fired once a round if this firing mode is used. It is fired as a guess ranged weapon with no line of sight. The Orbital Cannon can be destroyed. It has 5 structure points, and armor 14 all round. Use the Super-Heavy damage table. However the orbital cannon ignores all effects from 1-4. When it is destroyed, add +2 to the catastrophic damage table. Is deployed in no man's land.

Defense Network: Requires a troop selection to control. At the end of a game turn if a player controls the defense network, he gains a defense counter. The player may use a defense counter to gain the effects of any of the following strategic assets on the other table. Ambush, Long Range Ack-Ack, Precision Strike, Strategic Redeployment. The Defense Network can be destroyed. It has 13 armor all around, and 3 structure points. It ignores all effects on the superheavy damage chart from 1-4, though all rolls gain a +1. If destroyed, use the catastrophic damage table.

Map B:
4 Deactivated Control Terminals: Requires troop selection to control. In order to reactivate, a troop selection within 3" can sacrifice its shooting phase in order to attempt to repair the terminal. On a roll of 5+ the terminal is reactivated. The player chooses one of the 4 front line assets for the control terminal to become. At the beginning of a game turn, any players a control terminal can use it to convert one front line asset on Map A controlled by them into that kind of Front Line Asset for the game turn. Can be destroyed as a front line asset.

3 Master Terminals: Requires an HQ selection to control. A player controlling a master terminal can choose to negate any effect from other battlefield structures on a roll of +4. A master terminal can counter another master terminal.

1 Artifact Mine: This building is indestructable, and is the overall objective of the battle.

Random Effects: Roll a d6 at the beginning of each game turn. On a roll of 6+, a random effect happens. Each turn no random event occurs adds +1 to the roll until one does occur. After the effect is selected, randomly determine which board it occurs on.

1: Falling Debris: Each player places 2d3 blast markers on the board using the same rules as Rok 'em Boyz.

2: Eruption: Each player places 1d3 spore chimneys. These each last for 1d3 turns, and when each chimney ends its duration roll on the catastrophic damage table (wrecked = no effect).

3: Storm: At the beginning of each game turn starting when this comes into effect, roll 1d6 to determine the storm's intensity. On a roll of 1 or less the storm dissapates, on a roll of 2 the storm intensifies and the entire battlefield becomes dangerous terrain and nightfighting rules occur for 1 round. On a roll of 3 or higher, the board becomes difficult terrain. Every turn after the first, add a cumulative -1 to the roll.

4: Reenforcements: The hazerdous areas around the battlefields clear up just long enough for support troops to be sent. Each team gains the use of the replacements strategic asset once.

5: Electromagnetic Disruption: All vehicles on the board suffer a glancing hit on a roll of 5+. No cover saves are allowed.

6: Roll again twice.

Third Army: A third 5,000 point army will be the reserves for this battle. Roll for each turn as if they were coming in off of normal reserve rules (not apocolypse ones). Once that unit successfully rolls to come in, then reset the turns to 0 for that unit and start again with the next turn being turn 1. Once they have rolled to come in a second time, they may be deployed on either table via normal apocolypse deployment rules. This will put the arrival of the reserve force from turns 4 to 10.

One other thing to note, I need everyone who wants to play to submit what race they will be playing and how many points they can front.
I'm only letting each player play one race. Then we can start compiling teams, then the teams can get together and make their lists. I'll need 3 lists from each team, 1 for each table and 1 for reserve, though you don't have to decide which goes where until deployment.

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Post  Guest Wed Sep 01, 2010 10:00 pm

Im playing Chaos Space Marines. I can feild 5k comfortably and 6k if I can get my Warhound up to code.

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Post  Guest Fri Sep 03, 2010 6:16 pm

Allright got my new schedule and I'm good to go for the 18th. I can bring about 3-5 K Guard/Inquisition, depending on what we need.

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Post  HiveMindRuik Thu Sep 09, 2010 2:19 am

alright official confirmation i can attend this awsome event Very Happy can make a 5000 list but be sure to let me know if i have to make an alternate list as well
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Post  Guest Fri Sep 10, 2010 5:36 pm

Alrighty guys, we have 6 players, each putting in about 5k points. Now the only thing left to do is seperate everyone into teams. There are 3 ways to go about it. So far we have Alex/Marines, Jim/Imperial, Adam/Chaos, John/Orcs, Randy/Nids, Me/Probably Tau.

1: Fluff: This one is hard to do, considering overall balance issues. Possible team breakdowns would be Marines/Imperials/Tau vs Orcs/Nids/Chaos, or Imperials/Nids/Chaos vs Tau/Orc/Marines.

2: Team Leaders: Basically two people are nominated as team leaders and they take turns picking their teammates. This one can also be useful in the fact that it gives somebody overall authority to hammer out some of the teams decisions in the list building process.

3: Absolutely Random: Teams are built randomly and what we get is what we get.

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Post  Guest Sat Sep 11, 2010 12:38 am

Full random. Fluff is silly and can never be justified given the races, and the team leader idea is just plain silly.

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Post  HiveMindRuik Sat Sep 11, 2010 12:51 am

HolyCause wrote:Full random. Fluff is silly and can never be justified given the races, and the team leader idea is just plain silly.

alex just shut up
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Post  Guest Sat Sep 11, 2010 11:53 am

I am up for random. Fluff I find only works without race mixing; except for Orks, they are mercenary-like enough to join other armies.

Tyranid swarms just always seem un-fluffy next to anything but other tyranids.

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Post  HiveMindRuik Sat Sep 11, 2010 4:34 pm

canadin wrote:I am up for random. Fluff I find only works without race mixing; except for Orks, they are mercenary-like enough to join other armies.

Tyranid swarms just always seem un-fluffy next to anything but other tyranids.

not true it can be basically summed up as tyranids are attacking the planet and who ever they are allied with are just confident they can drive off the swarm later and are hitting the same targets
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