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Games Workshop => Warhammer 40K => Topic started by: Chase on June 03, 2010, 07:02:35 PM

Title: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Chase on June 03, 2010, 07:02:35 PM
This summer, Battleground Games and Hobbies will be running a map based League.  We are going to be using a slightly modified version of The Vogen Campaign (detailed below).  

League Details:

Start Date:  Thursday, June 24th 2010
End Date: Thursday, July 29th 2010
League Night:  Thursday 6:30pm  Players are STRONGLY encouraged to be present at 6:30pm on League Night.
Entrance Fee:  $15.00

We are going to cap the League at 20 players.

It is suggested (although not necessarily required) that players be able to field 2000 points of their army.


ForgeWorld lists are legal.
Cities of Death scenarios will not be used unless specified.
The League will NOT make use of any Cities of Death rules unless specified although players are free to use them if they see fit.

League night will work like this:

End Week - This phase is where the scoring of victory points takes place.  This phase will be ignored on week 1.

Campaign Phase - In this phase players will place pins / fortify territories.  Placing a pin in an enemy territory is how to initiate a battle for that week.  Your battles details should be worked out with your opponent.  Things like time, points, other special rules, etc. will be up to you to decide.  The Campaign Phase lasts for the entire week and contains the Battle Phase.

>>Battle Phase - Your actual game(s).  Upon completion of each game please remove the appropriate pin(s) from the map.  The player that loses the battle will remove his pin from the territory.  If there is a draw, the defending (controlling) player will keep control of the territory.  If there is no controlling player at the beginning of that weeks Campaign Phase then a draw will result in no one taking control of the territory.



The Vogen Campaign

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“We thought it was over. We couldn’t have been more wrong. Turns out the Night Lords left us a little present during the first war. The presence of so much death, confusion and panic lit up like a firecracker in the warp. Chaos was irresistibly drawn back to Vogen, hoping to feast on our pain. As it turns out, so was everybody else; right now just about every other heretic, alien and scumbag in the sector is fighting for a piece, either for or against Chaos. They want our city bad. But they ain’t getting it.”

Veteran Sergeant Hessel, 122nd Cadian Regiment

The Vogen Campaign is based on the Imperial city of Vogen on the planet of Khai-Zhann, predominantly because a lot of details have already been sorted out for the beleaguered capital.

The campaign is map-based; some of the locations within Vogen are of varying strategic importance and hence have a Victory Point total allocated to them according to their status. For instance, a hab-block may be worth 1 VP, the Palace Grounds 4 VPs, etc. Some locations, however, will earn you no VPs at all.


Basic Rules

The way the campaign is played is as follows:

I. Each player has a number of colored indicator pins which should bear their initials. The pins can be color-coded depending on which army the player uses, green for Orks, blue for Eldar, gold drawing pins for NPCs, etc.

II. Each player starts with one pin in a non-labeled, non-scoring square just inside the city walls; the place where your forces have breached the walls, their HQ, etc. This will be determined on the first night of the campaign. A square with one of your pins in it is occupied by your forces.

III. At regular intervals during the campaign (every week, on league night), each player may place another pin in a square next to one of their existing pins, even if the border between them is very small.

IV. If two pins of different colors are in the same map square after placement, you must play a game of 40K with the owner of the other pin. The loser removes his pin altogether, the winner claims that square by leaving his in place. If there are already two pins of different colors in a square, you may not move into it (no three- or four-player games)

V. If you lose all your pins, you’re out of the campaign.

VI. Games are of any agreed points value.  If a point value can not be agreed upon the default point value will be 2000.  Players will have the option to use a randomly determined Cities of Death mission unless specified otherwise in the location information.

VII. If your pin occupies a location with a Victory Point value and there are no opposing pins in that location, you can claim those points to add to your total.  This will take place at the end on each week, on League night, before the new week begins.

VIII. At the end of the campaign (6 weeks), the player with the most Victory Points in total is the winner.

That’s the basic premise. This ensures everybody fights over locations of strategic importance. However, not everybody is available whenever someone else feels like having a scrap, so these rules are adjusted as follows.


Advanced Rules

I. Instead of adding another pin, you may FORTIFY one existing pin. Add a dot • (clearly marked) to the pin you have fortified. When fighting a game in this location, you have an extra 100pts to spend on your list. This may be done more than once, adding 100pts per fortification and another dot to the pin, but no more than three times in any one location. Some of the locations already have fortifications, eg (•••) would mean someone defending that square may spend 300 extra points on their list.

If you are not present on League night one of your territories will be fortified for you.  Remember that this REPLACES your ability to place another pin.

II. If someone is contesting a square with you but you cannot play them for any reason (holiday, too chicken, no time, etc.), you are considered to have lost the battle.  If you foresee this being a problem DO NOT sign up to play in the League.

III. Certain critical areas of the map have certain special rules and scenarios (a cathedral may give Sisters players more Faith points per battle, etc.). These are listed in the next post detailing Vogen’s important locations.

IV. No assassins may be used unless specified in the location brief.

V. If you are not present for a while, tell the campaign organizers and they will fortify one of your squares each week. If you just can’t be bothered, forget to make a move or to tell the organizers, you miss out, as you cannot have a ‘backlog’ of turns and do them all at once.

VI. If you are not present to play a game with someone who has invaded your territory you will be considered to have lost the battle.

Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 03, 2010, 07:09:59 PM
The Vogen Campaign
Map Location Special Rules


122nd Cadian HQ

One of two islands of resistance to von Guyen’s rebels, the commander of the 122nd Cadians, Colonel Karnow had anticipated the rebellion and put his HQ on high alert. Karnow ordered the bulk of the regiment to remain billeted in their fortified camps to the north of the city, trusting that the KZ-PDF could contain any trouble that occurred. This proved to be a costly mistake as the majority of the KZ-PDF had gone over to the rebels and much of Karnow’s forces were trapped outside the city. Thousands of frenzied cultists hurled themselves at the Cadians HQ, but the defences were well planned. Heavily fortified bunkers, minefields and razorwire protected every approach and eventually, the rebels were forced to settle for simply containing the Cadians. Only when reinforcements fought their way to the city to relieve their comrades did the re-conquest of Vogen become possible.

2/4 VICTORY POINTS: Imperial Guard players may claim their base for 2 Victory points. It counts as having two ‘dots’ of fortifications. However, if the base falls, the player that takes it can claim the Imperial Guard base for 4 victory points as the Guard’s morale is broken.


Administrative Quarter

The commerce that is the lifeblood of Vogen is regulated and controlled from here, by the fiscal accountancy scribes and legislative scholars of the Imperial Office of Outlays. These loathed, but necessary, officials pen the multitude of laws and regulations that govern and monitor the mercantile and financial activities of the populace. Almost as soon as the first shots of the rebellion were fired, the citizenry of Vogen began tearing down the buildings here with savage abandon and it not certain whether rebels or loyal citizens perpetrated these acts of violence. Despite the fierce fighting nearby at the gates of the Adeptus Arbites Precinct House, Imperial scribes attempted to restore some kind of order to their destroyed records, but the vengeful populace had proven to be exceptionally thorough.

2 VICTORY POINTS


Angel Square

This was once the site of many hundreds of Imperial celebrations in Vogen’s long history, thousands of jubilant citizens flocking to hear the proclamations of the Ecclesiarchy from the nearby Basilica. Coronations, declarations of war and knighthoods have all taken place under the shadow of the massive statue of Sanguinius that casts its steely gaze across the square. Formerly Celebration Square, the site changed its name when the immense statue of Sanguinius was erected to commemorate those of the Blood Angels Chapter who gave their lives in the defence of Khai-Zann, during the Myele Insurrection. The statue is a great and potent symbol of Imperial power, and if it should be toppled by the forces of evil, the effect on the morale of the Imperial forces would be devastating.

4 VICTORY POINTS: If a non-Imperial player takes Angel Square, they can elect to topple the statue at the center of the square. If this occurs, all Imperial forces (Imperial Guard and all their variants, Sisters of Battle, Adeptus Arbites, and all Space Marine Chapters) suffer from –1 Leadership for the whole of the next Campaign phase (the week of play after this event occurs).


Arbites Precinct

The second island of resistance left within the city when the rebels began the Khai-Zhan uprising, the Precinct House of the Adeptus Arbites saw some of the heaviest fighting of the war. The grim and imposing façade of the Judges headquarters, studded with pillboxes, loopholes and gun nests, is a fearsomely well-defended building and every approach is heavily mined and protected by yard upon yard of razorwire. Using their connection to the water purification plant, the Judges were able to infiltrate the entire city, springing ambushes on unwary rebels and plant booby traps in their midst. In the latter stages of the war, regiments of loyalist KZ-PDF were able to use the Arbites Precinct as a jumping off point as they cleared the north wall of the city towards the North Road Gate.


4 VICTORY POINTS: Any player wishing to occupy the Precinct House must first oust the Adeptus Arbites stationed there. Find a willing Imperial Guard player and play a game against them. If you win, you may occupy the Arbites Precinct House. The Precinct House already has two ‘dots’ of Fortifications. (The player playing the IG in the area must play in a manner that preserves the integrity of the League)


Basilica Imperius Dominatus

The oldest structure in the capital city, the Basilica Imperius Dominatus, or Basilica as it is more commonly known, is the hub of the Imperial cult of Vogen. Every day the priests of the Ecclesiarchy rang the faithful to worship and despite horrendous damage suffered during the fighting, the preachers and minor functionaries continued to lead the faithful in prayer over the crash of artillery and rattle of gunfire. On the third day of the war, warriors from the Night Lords Chapter of Chaos Space Marines overran the Basilica and murdered every one of the priests, hanging their mutilated corpses from the statuary around the temple’s cloisters. These terror tactics would prove to be a miscalculation as they merely spurred a wrathful population to unheard of acts of zealotry, recapturing the Basilica from the Night Lords despite horrific losses and bloodshed. The ruined shell of the Basilica once again echoed to the sound of Imperial hymns and prayers, remaining in loyalist hands for the remainder of the war.

2/4 VICTORY POINTS: If a Sisters of Battle player controls the Basilica, they benefit from D3 extra Faith points in every battle they play. The Basilica is worth 2VPs to non-sister Imperial players, and 4VPs to Sisters and non-Imperials; as the Basilica is a potent symbol of Imperial authority and cannot be seen to fail.


Building 235

With the destruction of Vogen’s genatorium, von Guyen’s techs were forced to rig a temporary power grid in a nearby building. With jerry-rigged energy generators connected to the underground geysers, von Guyen was able to supply power to his traitorous army. However, once Imperial auguries had identified the building, its destruction was immediately assigned to a battalion under the command of lieutenant Badenhall of the 122nd Cadians. After three hours of fighting, the building was captured with a casualty rate of 83%. It was later discovered that the generator machines had been removed from the building to another location before the assault was launched.

4 VICTORY POINTS: Games in this area must be played using the Spearhead scenario.  A building must be placed in the middle of the table, this will represent Building 235 and will be the sole objective.  Players may opt to use the High Ground mission (Cities of Death) with Building 235 as the objective.


Cartel House Dwellings

When the families of the various family cartels journey to Vogen, they reside in magnificent townhouses in the segregated western quarter of the city. The rebellion had, in part, been fuelled by Governor Kadulus’ excessive profit skimming which resulted in a terrible financial burden being placed on the workforce. When the rebellion broke out, many amongst the rebellious populace saw this as a chance to take back their hard-earned wealth from those who had profited from their toil and sweat. Many of the fine townhouses were ransacked and their occupants murdered before they could escape. When Imperial forces began clearing the district in preparation for their attack towards the North Road Gate, they were forced to destroy armed gangs of squatters who had taken up residence in the houses of those they had murdered and attacked anyone who came near. Desperate to hold onto what they saw as rightfully theirs, the commencement of the Imperial assault had to be delayed several days as vicious skirmishes were fought amongst the ruined finery of the wealthy to dislodge the squatters.

1 VICTORY POINT.


Dealers’ Accommodation

The middle-men who negotiate the sales and prices of the Vogen kelp cakes to off-world buyers often travel far and wide across the landmass of the planet to secure the best prices. When they travel to Vogen it is customary for them to stay in this fashionable district, enjoying the lavish hospitality of the family cartels. By day they work in the sweat pits of the Vogen Trading House and by night enjoy the exotic delights of the Pleasure districts. When hostilities erupted, many of the fine hotels were largely unoccupied, and were subsequently occupied by von Guyen’s officers. An Imperial kill team, posing as citizens pressed into the rebels service, infiltrated the hotel and were able to administer a lethal toxin to the wine at a banquet celebrating the capture of the Palace of Peace. The upper echelons of the rebel command structure were thrown into disarray by the subsequent deaths and the traitor army was paralyzed for nearly twelve hours. Imperial forces used this time wisely, fortifying their positions and advancing into strategic positions within the city. Following the mass poisoning, rebel officers became much more cautious, moving from building to building, eventually abandoning the district as more of their number succumbed to explosive booby traps and time delayed bombs.

2 VICTORY POINTS. A Callidus Assassin is still operating here and may be used by Imperial players at the normal points value.


Execution Square

When the defense laser batteries were constructed on Gibbet Hill, public executions were moved to the more sheltered location of Khai-Zhan square, which was renamed, with typical Arbites imagination, Execution Square. Lawbreakers, heretics, traitors and witches were dragged in chains to the center of the square and either shot or burned at the stake for the citizenry’s edification. For the majority of the war, Execution Square served as a staging area for the rebel army of cultists as they laid siege to the Adeptus Arbites precinct house. For days the rebels hurled themselves at the bronze gates of the Judges, but could not breach the defenses, losing thousands of their number in a matter of hours. Eventually von Guyen realized he was achieving nothing other than depleting his own army and settled for simply preventing the Arbites from breaking out, though he was unsuccessful even in that.

2/4 VICTORY POINTS: 4 Victory Points for Chaos players, 2 for all others.


Genatorium

Virtually all of Vogen’s power comes from coastal wave generators and is channelled to the northern genatorium. From here, power is distributed throughout the city and this was one of the first buildings targeted by von Guyen’s rebels. The heroic resistance of loyalist KZ-PDF units gave the workers time to booby trap the machinery with crude explosives and the resulting detonation flattened buildings for two hundred yards in all directions, opening a breach in the north wall. The area around the Gentorium became a no-man’s land as automated underground turbines continued to pump out scalding hot water in man-killing steam geysers.

2 VICTORY POINTS: The steam geysers follow the rules for Magma Vents outlined in Hostile Terrain, WD255, p36. There are D6+1 geysers on the battlefield. You could use cotton wool to mark out where the geysers are.


Gibbet Hill

Situated on an exposed and windswept rocky island to the northeast of the city walls, Gibbet Hill has always had associations with death. Once, convicted murderers were hung by the neck until dead here, but now it is a fortified gun emplacement. When public executions were moved to the more sheltered location of Execution Square by popular demand, the hill was fortified and defence laser silos constructed atop the old detention complex. Gibbet Hill was the scene of fierce fighting due to its elevation above the city. Though only fifteen metres or less above sea level, it provides a vantage point from which the Imperial palace can be bombarded. The fortress changed hands many times during the fighting, until there was virtually nothing left of the original buildings.

5 VICTORY POINTS: If you control the arsenal of laser silos on Gibbet Hill you may use a preliminary bombardment (edit this later) in every game you play. You may also destroy one ‘dot’ of Fortifications in any square or location per week.


Gun Towers and Sniper’s Alley

These heavily armored gun towers changed hands many times over the course of the war, their strategic location overlooking the Basilica and law courts making them ideal vantage points for forward artillery observers and snipers. Indeed these were among the few structures that survived the war relatively intact, despite attempts by both sides to reduce them to rubble. Chentelle Street, the long road that led from Harikon’s Bastion on the south wall to the gates of the Palace of Peace became known as Sniper’s Alley and, soon, it was a brave soldier who dared to try and cross from the east side of the city to the west.

2 VICTORY POINTS per gun tower location: Each of the Gun Towers has both Lascannon and Heavy Bolter Sentry Guns, set on point defense mode. They are elevated ~8”. Once the location is claimed, they will fire upon the nearest enemy target every turn.  Players should use an Imperial Bastion to represent a Gun Tower.  The scenario that should be used is Spearhead with the Gun Tower in the center.  Players may also choose to use the High Ground scenario (Cities of Death) in these locations, with the gun towers themselves as the objective.

2 VICTORY POINTS for Sniper’s Alley South,

4 VICTORY POINTS for Sniper’s Alley North: A Vindicare Assassin is operating in Sniper’s Alley and may be used by Imperial players at the normal points value.

The Gauntlet (Cities of Death) is always played in these locations but does not make use of the Scenario Special Rules except for the how reserves work.


Hab-blocks Alpha, Beta, Gamma, Delta.

When the forces of Chaos hit Vogen like a thunderbolt, much of the habitation districts were levelled by artillery duels between rebel and loyalist forces. Many of the workers had looted the nearby mercantile districts and were unwilling to relinquish their new possessions. When forces from both sides attempted to traverse this rubble choked wasteland, they found themselves under attack from blackened and wretched gangs of workers, driven mad by the shelling, who steadfastly refused to abandon their homes. Fiercely protective of their shattered domains and obsessed with obtaining more of their filthy possessions, the area swiftly attained a dangerous reputation where a lone sentry could be dragged into the shadows by crazed looters and murdered for the laces in his boots.

1 VICTORY POINT PER HAB: If a model is All On Its Own (define later) at the beginning of any turn, remove it from play as it is mobbed and murdered by a band of armed scavengers.  All games played in Hab Blocks Alpha, Beta, Gamma, and Delta will be played on a 4'x4' table.
If you have all the Hab-blocks under your control, they are worth 8 VPs in total.


Hab-blocks Epsilon & Zeta
Largely demolished during the fighting, this region became a relative haven for refugees displaced by the fighting. Both forces attempted to clear the area several times, as the camps made ideal staging areas for saboteur teams to operate from in secrecy. Riots were a regular occurrence in this district, erupting as citizens, both loyal and traitor, would fight for scraps of food and their possessions.

1 VICTORY POINTS EACH  Games played in Hab blocks Epsilon and Zeta will be played on a 4'x4' table.


Harikon’s Gate

These swallow-tailed bastions guarded the eastern approaches to Vogen and the river crossing at Cho-Kai Bridge. These bastions were to play little part in the conflict as the rebels were already within the city and their open rears rendered them largely useless in terms of attacking the city.

0 VICTORY POINTS


Imperial Senate House

The Senate House was built when Vogen was first founded and, at the time, stood as a symbol of co-operation between the planet’s various family cartels. Local laws were passed here and disputes between the cartels resolved. During the uprising, the building was more or less empty and von Guyen’s men seized the Senate House in little under an hour. As a tactical base it was practically valueless, as its plan was indefensible and its structure unfortified. Early on in the fighting, it was used as an ammo dump by von Guyen’s troops, but when Imperial saboteurs managed to detonate the ammunition, it was abandoned. When Cadian troops attacked from the north, they pressed it into service as a field hospital and it was said that the screams of the wounded could be heard over the incessant artillery barrages as far away as the Ecclesiarchal palace in the southern quarter.


1 VICTORY POINT


Mercantile and Pleasure Districts

The once prosperous mercantile and pleasure districts, popular with the moneyed members of society, lay to the north of the Palace of Peace and were a target of opportunity once the rebellion began. Looters from the nearby worker habs took the chance to ‘liberate’ much of the merchandise from this district in the mistaken belief that this uprising was a simple civil matter and they could wait it out in comfort. The fighting in these districts was fierce as the main push of the Cadians northern forces advanced through here once the Imperial Fists had taken the Genatorium breach.

2 VICTORY POINTS EACH

Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 03, 2010, 07:56:49 PM
North Road Gate

When the re-conquest of Vogen began, the loyalist forces used the Arbites Precinct as a jumping off point, fighting their way through every building and street along the north wall until capturing the North Road Gate. This enabled loyalist KZ-PDF and Cadian regiments besieging the northern wall access to the city. With the capture of the North Road Gate, the rebellion was effectively over, though this would not be recognised until the fighting had ceased. Imperial forces were now able to penetrate deep into the city virtually unopposed and bring up large scale breaching batteries with which to hammer the walls of the Imperial palace.

4 VICTORY POINTS: If you control the North Road Gate, you may re-roll any unsuccessful reserves rolls you make in all locations.


Palace Gate

The lavishly decorated Palace Gate on the eastern wall was one of the first symbols of Imperial rule to fall when von Guyen’s rebels struck. Adorned with larger than life marble statues of Governor Harikon Kadulus and his immediate family, the gate stood as a monument to his greed and vanity. Protected from the east by two vast bastions, the gate was well defended from an enemy outside the city walls, but vulnerable to traitors within. The opening of the rebellion was signalled by the detonation of breaching charges at its base, destroying the gate, toppling the vast statues and completely blocking the eastern road from the city.

0 VICTORY POINTS: The Palace Gate has been destroyed and is tactically worthless. However, the Bastions on either side are heavily fortified and count as having two ‘dots’ of fortifications.


Palace Grounds

This once fertile and pleasant park was used for state functions and gala dinners of the Governor when Vogen’s temperamental summer would allow such events to be held outdoors. These events were said to be magnificent and only those members of Vogen’s mercantile cartels who currently enjoyed the Governor’s favour would be invited. However, the ornamental gardens and lush orchards of the palace grounds were burned to the ground in the early stages of the war to prevent enemy infiltrators from approaching the palace undetected.

4 VICTORY POINTS PER HALF: The grounds consist of hectares of rolling greenery, with much of the vegetation now burnt to the ground. Use a standard green table and scenery. The grounds cannot be fortified.


Palace of Peace

The Governor’s Palace sits at the center of Vogen and is perhaps the oldest structure on the planet, with the exception of the Ecclesiarcial temple. Cunningly designed by Leonos del Torquemas to be both an architectural masterpiece and impregnable fortress, the palace is designed to be a maze to those not familiar with its layout. Numerous blind alleys and killing grounds masquerade as ornamental hallways and marble flagged plazas, every square inch covered by concealed bunkers and decorative loopholes. Three centuries ago, in response to increased warp storm activity around the Eye of Terror, Imperial engineers strengthened the walls of the palace, obscuring much of its beauty, but rendering much of the structure virtually indestructible. Only after an immense bombardment from the Vogen Law courts was a breach finally blasted in the walls and the Adeptus Arbites, who had so bravely held their precinct throughout the rebellion, were granted the honour of leading the final assault on the palace. The rebels died to a man and, deep in the palace dungeons, the victorious Arbites discovered the bodies of von Guyen and Governor Kadulus.

10 VICTORY POINTS:This is a fortress, indispensable in times of war and the jewel in the crown of Vogen.

If the Palace is not currently held by a player the player with the most victory points is considered to have arrived just before the enemy and can make use of the fortifications.  There is no special scenario to be played unless the Palace is controlled.  Players should pay particular attention to the fluff when designing the table.

If the Palace is already controlled the Grand Assault scenario (Cities of Death) is played here. Players will not make use of the Scenario Special Rules except for reserves. It already counts as having three ‘dots’ of fortifications.

You may not move into the Palace unless you have a solid foothold in Vogen. Such a massive undertaking as claiming this fortress requires well-established supply lines, troop bases and specialist equipment. Therefore, to take the Palace you must have garnered no less than 8 Victory Points AND be able to trace a path to the Vogen walls through territories that you control.

If you lose control of the Imperial Palace in the Grand Assault, you must lose D3 pins as well as the pin claiming the Palace as your forces are routed. These must be the pins nearest the Palace of Peace.


Railhead Depots and Terminus

The major rail artery from the massive harbour facilities on Vogen’s southern coast enters the city next to the HQ of the 122nd Cadians where every item of rolling stock is vigorously checked before it enters the city. Suicide bombers packed a train with high explosives and drove it through the gates of the railhead terminus before detonating it. Fortunately, the blast shielding of the Cadian HQ protected it from major damage, but the devastation wreaked within the rail terminus was catastrophic and 90% of the facility was damaged beyond repair. Throughout the fighting, the smashed railhead had to be swept regularly for enemy saboteurs en route to the Cadian’s HQ and fierce battles erupted in the twisted metal graveyard as von Guyen’s troops attempted to break the Cadians resistance.

2 VICTORY POINTS EACH: If you control either the railhead depots or the terminus, you may assault the 122nd Cadian HQ from this location. This bypasses the fortifications of the 122nd HQ.


Spaceport Complex

The reason for Vogen’s continued dominance of planetary affairs, the sole spaceport on the planet is where all Vogen’s imports and exports arrive and depart. The landing fields and warehouse complexes stretched far to the north of the city and Imperial forces were forced onto the defensive as traitor units attempted to wrest control of the facilities. Units of the Cadian 122nd stationed outside the city walls were able to lend their strength to the defence of the spaceport, but were annihilated when Thunderhawks carrying debased warriors of the Night Lords Chaos Space Marines dropped from orbit and struck within the defensive perimeter. Reinforcements from the north, in the shape of fresh regiments of Cadians retook the spaceport several days later, but it was only to find the landing platforms and runways cratered and booby-trapped. Engineers from the Departmento Munitorum worked non-stop for days to repair the sabotage and soon fresh troops were able to be brought in form off-world.

0 VICTORY POINTS: Any forces with a pin in the Spaceport Complex may place a pin in any
unnamed location on the map (it does not need to be adjacent to a square occupied by that
player). They may not place a pin in a named location. They may also Deep Strike any units they wish to keep in reserve if the scenario uses the Reserves rules.


Trading Houses

The main business of Vogen took place here, in the heaving, sweating floor of the trading house as the cartel’s representatives negotiated with off world buyers. Competition was fierce and fights common as the methods of sale frequently became little more than brawls. Von Guyen’s troops neglected to seize this building early in the fighting and by the time his troops moved into the building, the major financial resources of the family cartels had been transferred off world, depriving von Guyen of a major source of funds with which to motivate his troops. Von Guyen had the buildings demolished by artillery in a fit of pique, a decision which would later cost him dear as it allowed the Imperial counter-attack to reach the northern walls with an abundance of cover and his own forces with nowhere to mount an effective holding action.

2 VICTORY POINTS


Vogen Law Courts

The foremost authority on the planet, the law courts were the preserve of the wealthy, where members of the mercantile cartels would bring any grievances to the Chief Judge of the Adeptus Arbites. Only the most serious and public cases were tried here and frequently these attracted the avid attention of the masses. During the reconquest of Vogen, Imperial officers quickly realised that the capture of the Law courts was a necessary precursor to the assault on the Palace of Peace. The south wall of the palace had been under repair when the uprising occurred and the position of the Law courts, so close to the damaged section of wall, made it a logical position for Cadian heavy artillery pieces. Von Guyen’s forces realised this also and fought tooth and nail to deny the Cadians occupation of the building. Some of the most desperate fighting of the war took place in the streets surrounding the Law courts as both forces attempted to wrest control of the complex. Eventually, the building was to fall into Imperial hands when warriors of the Imperial Fists arrived and swept the defenders from its corridors and rooms. The bombardment of the palace walls could now commence.

5 VICTORY POINTS: Any player controlling the Arbites Law Courts may discount two ‘dots’ of fortifications when attacking the Palace of Peace.


Vogen Theatre House

Patronised by the wealthy members of Vogen society and trade negotiators, the finest works of Imperial playwrights were performed here. The building’s enormous armaglass dome was said to be the most magnificent example of Leonos del Torquemas’ work, the architect who also built the Palace of Peace. Actors once trod the boards here, re-enacting the heroic deeds of the Emperor and his Primarchs, but one of the first shells fired by the rebels scored a direct hit on the armaglass dome as the Governor’s players enacted scenes from the infamous ‘Downfall of Vandire’. Lethal shards of glass, each as large as a man’s arm, slashed downward, killing hundreds of theatregoers in seconds. A second shell followed the first, demolishing the east wall and killing the actors in its fiery detonation and there were those amongst the survivors who claimed that, given their performance, this was a blessing in disguise.

2 VICTORY POINTS


Water Purification Plant

Since 98.3% of Khai-Zhan’s surface is ocean, the water requirements of the populace is easy to meet, although the high salt content of the water requires rigorous purification before it is fit for human consumption. The vital nature of this facility made it a prime target for the rebels, but its strategic location next to the Arbites precinct made its capture an extremely difficult proposition. The rebels’ reluctance to flatten the plant with artillery played into the hands of the Arbites, who used the underground pipe system to launch raids behind the rebels’ lines and throughout the city. Vicious battles were fought as the rebels attempted to wrest control of the purification plant from the Arbites and provide their soldiers with a readily available source of fresh water, rather than the desalination capsules they were forced to rely on.

0 VICTORY POINTS: Any forces occupying the Water purification plant may use any unnamed location on the map when they place a pin (it does not need to be adjacent to a square occupied by that player). They may not place a pin in a named location. Their troops also benefit from the Subterranean Movement (define later) rule.


Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 03, 2010, 07:58:44 PM
(http://www1.picturepush.com/photo/a/3560374/img/3560374.jpg) (http://picturepush.com/public/3560374)
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Serring on June 03, 2010, 08:11:46 PM
Sign me up ;D
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Captain Bryan! on June 03, 2010, 08:55:25 PM
i think that there should be a points limit that everyone plays that week, or something like that, because more points (fortifying) in a 1000 point game is a lot better than that same amount of extra points in a 2500 point game
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: skavengear on June 03, 2010, 08:56:12 PM
how many points is this? if its 2k or under im in. ill definitly be in if there arent any orginisation rules (like apocalypse) since then im up to 4k  ;D
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 03, 2010, 10:36:28 PM
Read, homie.  It's all in there.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Grimwulfe on June 03, 2010, 10:44:53 PM
Why on earth would you do this on a Thursday...


Sad Panda...
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: skavengear on June 03, 2010, 11:42:27 PM
this sounds awesome since now i can play with my small army  ;D

im in.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: KingElthur on June 05, 2010, 02:59:53 PM
I am definitely down for this!
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Grand Master Steve on June 05, 2010, 08:39:02 PM
I dont know how I feel about having to use the city fight rules.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 06, 2010, 03:05:18 AM
The Cityfight book is ancient, Steve, and we will not be using it.  Currently, we are out of the Cities of Death book and will not have one unless someone brings it in for me to look at until Friday.

I'm not 100% sure we are going to requires people to play a Cities of Death scenario (unless the territory requires such) like Basic Rule VI says.  We will require players to construct tables that look like they belong to part of a city.

Anyways, I would expect some minor changes to this sort of thing between now and the beginning of the league.


It is also very important to note that players only need to be present for a very small amount of time on Thursday, the league night.  All that is required at that time is the scoring of points and the placement of pins in new territories.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 06, 2010, 03:06:22 AM
Another note:  Forgeworld lists will be legal for this league.  Hopefully I don't regret this.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: the_trooper on June 06, 2010, 09:51:01 AM
I should be able to help you with th Cities of Death rule book.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Achillius on June 06, 2010, 09:59:22 AM
An Urban League,
           Not my preferred combat zone... Oh well once more unto the breach...
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Moosifer on June 06, 2010, 02:02:42 PM
I will be joining in the festivities
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 06, 2010, 05:07:02 PM
I will not be putting names down on the registration sheet until we receive payment for the League.

Feel free to call and use a card to pay if you can't make it down to the store to sign up.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Grand Master Steve on June 06, 2010, 05:46:22 PM
since my schedual is as predictable as New england weather what if I cant always make thursday nights? Ide like to join but I dont want to committ to something I can not always make. Keep your comittments is my Motto. :sigh: just the matter of trying to keep my comitments of stuff I do saturdays now.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 06, 2010, 10:34:33 PM
We are going to ask people to be there at roughly 630pm on Thursday nights.  Other than the first week, I don't think our little meeting will take much longer than 15 min.

Players will not be required to play on Thursday night.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: skavengear on June 06, 2010, 11:01:53 PM
i didnt know forgeworld had their own lists, are thy really that disgusting that you'd regret that?
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: the_trooper on June 06, 2010, 11:10:37 PM
i didnt know forgeworld had their own lists, are thy really that disgusting that you'd regret that?

They tend to be under powered, over point valued and over themed.

Next time I'm at the store, I show you what I mean when it comes to the guard lists.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: skavengear on June 07, 2010, 12:00:15 AM
sure thing rich when you gonna be down?

i think im stuck at 2000 for this event. also what will be the status on the steveD-headache cannon for this campaign? blast or railgun?
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 07, 2010, 03:42:27 AM
Blast, especially since I doubt anyone really cares.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Khornagaunt on June 07, 2010, 03:57:59 AM
Oooh... this looks like a lot of fun, but alas, I am Boston-bound this summer. I really wish I could join, but I can't make it down even every other Thursday, let alone every one.
But... what if I did one up here at Panda? Would you guys be insulted if we/I adopted a similar set up, and then perhaps ran a sister league over here? And then maybe, just maybe, the two leagues have an Apocalypse battle at the end of the summer to see which league is da best?
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 07, 2010, 01:17:00 PM
You're certainly free to do whatever you please, Allan.  I don't know if I can commit to organizing a joint-effort megabattle though.  If things go according to plan I don't anticipate having a whole lot of free/extra time come August.

In fact, I don't know how much I like the idea of pitting two stores against each other.  I don't think it can do anything good for the community in the area.  Playing together is great.  Playing against each other... not so much...

Again though, feel free to do/organize anything you'd like.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Khornagaunt on June 07, 2010, 02:06:22 PM
True, true... that could become decisive, and I'd hate to have as an Ard Boy against BG. I'd feel like a traitor. So, disregard that last part about the megabattle. But maybe for those interested, a more casual, less stress inducing Apocalypse game could be arranged between and by any willing players at the end of the league. Of course, this is all just speculation at this point, so we'll see how it is received up here. Either way, have a great time guys and go crush some Imperial scum!
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 07, 2010, 03:17:30 PM
i think that there should be a points limit that everyone plays that week, or something like that, because more points (fortifying) in a 1000 point game is a lot better than that same amount of extra points in a 2500 point game

Which is why it's on the two people playing to figure it out, Bry.  I don't think people are going to be strong-arming anyone into playing at a certain, low amount.

If you agree to a 1000 point game in an area your opponent has fortified, that's on you.  I'd prefer to not have to regulate that.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: skavengear on June 07, 2010, 07:16:55 PM
awesome! this just made me sooooo happy  ;D

blasty is back.  8)

i think that the agreeing of points is better, his way pros can have their 5000 point armies battle but the total noobs with only 1100 points can still feel like they participated in th same game. also, 100 points isnt very much of an advantage in alot of games, it affords a small raw vehicle or a small squad.

for example most people will usually run around 2000 points, which means they should be able to handle 100 points
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Grand Master Steve on June 07, 2010, 09:26:18 PM
I think ide like to Enter the 4th company but its the matter of me not wanting to committ something I cant 100% gaurantee i can show up to every week to do my move etc.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: skavengear on June 07, 2010, 10:26:32 PM
can someone mak a move for someone else if they have that persons permission or move via a board post? thatd help a few people like steve who cant always make it 100% of the time
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Battleground on June 07, 2010, 10:34:09 PM
can someone mak a move for someone else if they have that persons permission or move via a board post? thatd help a few people like steve who cant always make it 100% of the time

We are currently considering options for this unavoidable situation. Possibilities include something like your suggestion, in combination with the suggestion in the rules as written that a person who is not present to declare movement will instead "fortify" their current positions (which lends them a benefit). We will clarify this shortly.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: The_Chef on June 09, 2010, 03:06:51 AM
The howl of wolves echos in the streets. Lock your doors and hide the children. I'm down. I have a title to defend.  I won the last vogen league.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Grimwulfe on June 09, 2010, 10:29:57 AM
Depending on a few factors the Black Wolves of Fenris may be present.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 09, 2010, 10:59:59 PM
Several changes have been made to the League.  I suggest people take the time to read over the changes (all of which are in red).
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Grand Master Steve on June 10, 2010, 01:38:41 AM
On the Bridge of the Vae Victus, Captain Uriel Ventris receives a distress call:

A chapter surf turned from his monitoring station and looked at the giant Space Marine Captain, doing his duty he voiced what he had found. "Captain Ventris we are receiving an incoming distress call from Vogan Prime, on Audio"

Ventris turned his head from the main pict and looked at the surf who spoke. "Very well put it through."

"To...any...imp....ial....vessels.....we......re...und....tck...we.....ne......sistance....."

Ventris listened and his facial expression grimmiced. He Looked to Admiral Tiberius. "Admiral we should set an intercept coarse, and I shall ready the company" "you do not need to tell me twice Uriel," the admiral nodded in agreement. "Helm set coarse for the Vogan system prepair the ship for empyrium travel." After issuing the order warning claxons sounded for all hands to prepair to enter warp. Servitors and chapter surfs hustled about their stations.

A tear in space appeared before the ancient strike cruiser, as it pushed its self through warp lightning engulfed the hull pulling it in, and in a flash the Vae Victus was enrute to the Vogan System to deploy the 4th company of the Ultramarines. Ventris was ready to return the world back to the control of the Imperium of Mankind.

So uh yeah count Steve D in with Ultramarines! :)
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: cryptoron on June 10, 2010, 04:07:11 PM
"I smell pie" ~Mr Popples



Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Captain Bryan! on June 10, 2010, 07:20:40 PM
I would also like to sign up (and how come you guys aren't using the cool planetary empires thingy?)
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 10, 2010, 07:41:53 PM
I would also like to sign up (and how come you guys aren't using the cool planetary empires thingy?)

There's no time to build / paint the board, Bry.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 17, 2010, 12:24:31 AM
I know the forums have been FUBAR for a few days but the League currently has plenty of room left.

I'm thinking that because I've asked players to pay when the register (to avoid tons of people dropping as usual) it's turned some people off.

Anyways, if you want in let me know.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: The_Chef on June 17, 2010, 02:09:26 AM
I'm in. Paid today.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Grimwulfe on June 17, 2010, 09:33:02 AM
Im in
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: the_trooper on June 19, 2010, 12:52:55 AM
I'm in but won't be there until Monday to sign up.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: JD on June 20, 2010, 02:42:57 PM
Please sign my imperial guard army up. I will be in soon to pay the fee.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Chase on June 20, 2010, 04:47:39 PM
JD, who are you?  Shoot me a PM with your info and I'll throw you on the list.
Title: Re: Battleground Summer 40k League (Starts June 24th, 2010)
Post by: Ed on June 24, 2010, 09:13:41 PM
fyi to people that i have to battle
i cannot play thursday nights if you wish to play me i am free any day but that and tuesdays after 3 pm.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: cryptoron on July 18, 2010, 07:56:20 PM
Hey Mooney, When are you free for that fight.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Chase on July 18, 2010, 08:01:36 PM
He is free Monday 12-4, Tuesday all day and night, or Thursday before the league night.

I just asked him.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: cryptoron on July 19, 2010, 08:08:45 AM
If anyone sees him before me, I'm fighting Riley Tuesday around 6:30.  I can be there at 5 (unless work keeps me late) so, either before or after is good for me.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: deathwatch101 on July 19, 2010, 01:14:18 PM
thats cool ron i be there tuesday
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: the_trooper on July 22, 2010, 01:44:04 AM
The Death Guard have broken the backs of the Sons of Horus!

Rich takes the Administrative Quarter from Tim.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 23, 2010, 08:32:36 AM
        I was talking with Riley and Ron last night about the battle for the palace, a few questions came up.

According to the mission update on the boards, the only "Scenario special rules" allowed are  Reserves

So the thought is  that Deep strike, by virtue of being removed from the special rules list is not. (though units with deep strike are allowed to if held in reserve) debatable.

It was also said that outflank would not be allowed. This would appear to be incorrect. If held in reserve a unit that can outflank, can outflank there are no special rules this is simply a subset of the reserve rule.

The mission is tough enough for the attacker, it seems that these interpretations just push it completely over the edge.

Thoughts?


     

Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Lykosan on July 23, 2010, 09:20:16 AM
The attacker must set his entire army up within 6in of his long table edge is one of the steps in the Setup Process. So the only things that may be held in Reserve for the Attacker are things that are by their own Codex Rules allowed to go into Reserve even when not allowed to by the Mission Rules (Space Marine Drop Prods and Terminators for example). In order to Outflank you need to go into reserve, if not allowed to go into reserve you can't Outflank, so no Outflank allowed by the mission. All normal rules are allowed in all standard missions, Grand assault isn't a standard mission. It's not even a standard CityFight mission so that means only rules that are allowed are per the mission or Codex overwrites. Seize the Initiative isn't allowed either since it says in 'Standard Games you may attempt to Seize the Initiative by rolling a 6', since it is not a Standard game the mission would need to state you may Seize the Initiative to be able to try this.

The fact that if you lose the Palace you also lose D3 pins in addtion to the Palace the difficulty of the fight is understandable.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 23, 2010, 11:13:02 AM
The attacker must set his entire army up within 6in of his long table edge is one of the steps in the Setup Process. So the only things that may be held in Reserve for the Attacker are things that are by their own Codex Rules allowed to go into Reserve even when not allowed to by the Mission Rules (Space Marine Drop Prods and Terminators for example). In order to Outflank you need to go into reserve, if not allowed to go into reserve you can't Outflank, so no Outflank allowed by the mission. All normal rules are allowed in all standard missions, Grand assault isn't a standard mission. It's not even a standard CityFight mission so that means only rules that are allowed are per the mission or Codex overwrites. Seize the Initiative isn't allowed either since it says in 'Standard Games you may attempt to Seize the Initiative by rolling a 6', since it is not a Standard game the mission would need to state you may Seize the Initiative to be able to try this.

The fact that if you lose the Palace you also lose D3 pins in addtion to the Palace the difficulty of the fight is understandable.

Sorry  I had this backwards reserves is the one NOT being allowed, (serves me right for thinking about this before my first tea).
But deepstrike is. If I'm reading this right anything allowed to Deepstrike can go into reserve, but must enter in as deepstriking.

Right?
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Lykosan on July 23, 2010, 11:42:11 AM
No Deepstrike is not allowed either. The only person that is allowed by Mission to have anything deploy other than set it up at the beginning of the game in their deployment zone is the Defender. Only the Defender gets Reserves. If the Attacker wants anything to Deploy by any other means it must say that it is able to do so even when the mission does not allow it to in their respective Codex. As far as I know that is only a few things from the Space Marines list, the entire Codex Demons, some of the Necrons being able to warp out of a monolith, Eldar(not certain if they have a webway portal or not) and Dark Eldar popping out of a Webway Portal can be held in reserve since their rules specifically say they may allways be put into reserve even if the mission doesn't allow it.

So long winded answer to Deepstrike question is: No Deepstriking allowed for Attacker.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Chase on July 23, 2010, 05:17:19 PM
I haven't read the scenario in a long time, but when I posted the stuff I had intended for reserves to be the ONLY scenario specific special rule that WOULD function normally.

The reason I choose to get rid of all the other special rules is so that we could avoid playing a real "Cities of Death" scenario.

Whereas I remember liking the Grand Assault scenario a lot, and do remember it favoring the defender, I did not intend for it to be unwinable.

I don't remember seeing Deep Strike or Outflank on the list of scenario specific special rules.  In the Grand Assault Scenario theres a small box with a few special rules listed (if I remember correctly).  I remember the only non-wacky one to be reserves.  If this is not correct, I'm sure I had a reason for getting rid of the others at the time... but don't currently remember what it was.


These things always seem to come up on my day off :(.  I'll take a look at the books when I get to the store.


edit:  Riley's posts may have cleared this up.  I'll double check and post to confirm on Saturday afternoon.


Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 23, 2010, 05:26:08 PM
I haven't read the scenario in a long time, but when I posted the stuff I had intended for reserves to be the ONLY scenario specific special rule that WOULD function normally.

.....
edit:  Riley's posts may have cleared this up.  I'll double check and post to confirm on Saturday afternoon.




Well that depends.
              Rileys's posts clear up the interpretation of no reserves.

However if you intended reserves to be available then the interpretation is wrong :)

outflank concerns go away if reserves are allowed, they are a subset.

Deep strike go way also unless explicitly denied.

Cheers,
Alan


Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Chase on July 23, 2010, 05:45:37 PM
I guess the problem lies with the line, "The attacker must set his entire army up within 6in of his long table edge."  The setup asks for that, I guess.

If this is the case and reserves are allowed, what typically happens?  Does "entire army" mean every model on your list or does it mean whatever you decide to put on the table to begin with?

I'm thinking Riley may be saying what he's saying because if the scenario forces the attacker to deploy everything it would eliminate the ability to deep strike or outflank.  It's not so much that they're forbidden, it's that it's simply not possible to do so.  Who knows?

My knowledge of 40k is failing me yet again.


I'm just not sure how this typically works.  I'd imagine that it would require all attacking models to be deployed unless a codex rule says otherwise (like Riley's examples).  Reserves being allowed can and should be applied to anything that is able to get around having to be "set up" at the start of the game (like stuff in Riley's examples) like, for instance, the defenders forces.

Again, I really don't know.  I'll have to read the scenario again when I have access to the books.

Sorry guys.

Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 23, 2010, 10:02:31 PM
Here's the set up from Grand assault.
1) Defender places all his defenses and hidden unit markers (Special COD rules). Hey may deploy anywhere more than 18" away from the attackers table edge. He may keep units capable of using deep strike in reserve and deploy using deep strike. Space marines cannot use drop pods.


2) <Ignore COD special equip> and then deploys his forces within  6" of his table edge. ANy troops may be kept in reserve and must roll for arrival on subsequent turns. Any troops capable of deep strike may deploy from reserve using this method. Space marine attackers may use drop pods.


3) defender uncovers hidden unit markers, and deploys his army before beginning the turn. PRelim bombardment is resolved and the defender begins his first turn.


So ... Hidden set up is not there.
         So the defender is not committed to a deployment prior to seeing the attackers deployment. We can live with this I think. Defender gets to react to attackers deployment and gets first turn.


Prelim bombard not an issue, just doesn't happen.


But reserves, they are key. If you cannot have units in reserve then the attacker has to squeeze an army into 6" , cannot deep-strike or outflank.

I'd propose one of two options here, and I do apologize for not reviewing this before Riley and Rons game last week, or I'd have brought it up then.

1. Allow the attacker first turn.

2. Allow reserves.


I think option 2 balances the game more while option 1 at least takes away the feel of a firing squad set up. No offense to Ron, but y'all better be glad a mech guard army did not get in there first. That would suck!

Cheers,
Alan



 
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Chase on July 23, 2010, 11:15:20 PM
Holding stuff in reserve was always my intent.

If thats all the scenario says, I'm not sure where the confusion came from.


People seem to think I was unclear when I modified the Palace "rules".  With respect to reserves I thought it was pretty clear.  I said, "Players will not make use of the Scenario Special Rules except for reserves."

Maybe I should have said, "The only Scenario Special Rule to be used is reserves."
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 24, 2010, 12:07:54 AM
Holding stuff in reserve was always my intent.

If thats all the scenario says, I'm not sure where the confusion came from.


People seem to think I was unclear when I modified the Palace "rules".  With respect to reserves I thought it was pretty clear.  I said, "Players will not make use of the Scenario Special Rules except for reserves."

Maybe I should have said, "The only Scenario Special Rule to be used is reserves."

No arguments from me. But those I spoke to Thursday were pretty adamant you could not use reserves unless you had some explicit ruling in your codex. I'm still not sure why, maybe it was as you said, the "whole Army" thing, but that seems silly.

Oh well. All cleared up now.


Cheers,
Alan
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: KingElthur on July 24, 2010, 04:39:54 PM
Anyone have the old WD 255? I don't know what the special rules are for the terrain, and I tried contacting GW but they weren't able to provide a ruling on the subject either. Alan and I will need those rules by Monday, or a ruling from Chase on the subject.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Chase on July 24, 2010, 05:33:23 PM
Here is what it says in the Cities of Death book on my lap about Set-Up for Grand Assault:

1:  Decide which player is to be the attacker and which the defender.  Alternatively, make a Strategy roll-off, with the winner deciding whether to attack or defend.

(This is unnecessary because the attacker and defender are already determined based on where the league stands.)

2:  Roll a D6.  The winner may choose which of the long board edges to deploy on.

3: The attacker places his entire army within 6" of his table edge.

4:  The defender places as much of his army within 24" of his table edge, at least 18" from enemy models.  Any units not deployed may be kept in reserve.

5:  The defender gets first turn.


The Scenario Special Rules are:  Cityfighting Stratagems, Dusk & Dawn, Random Game Length, and Reserves.

Of these Scenario Special Rules the only one that CAN be used is reserves.  The others may not be used.



Please hold as true to this as possible when playing your games.

Set-Up rules 3 says that the attacker places his entire army within 6" of his table edge.  To me this means he must place his entire army within 6" of his table edge.  Because of this, it does not seem like he may hold anything in reserve unless his codex has an exception (see Riley's examples).


Alan, where did you find the set up rules you posted?
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: skavengear on July 24, 2010, 06:33:26 PM
the intention of the setup is for it to be a "grand assault", so i think you should have to put it all on the board unless you have a rule you cant (like daemons) a grand assault isnt very grand if the attacker holds stuff in reserve
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 25, 2010, 12:49:27 AM
the intention of the setup is for it to be a "grand assault", so i think you should have to put it all on the board unless you have a rule you cant (like daemons) a grand assault isnt very grand if the attacker holds stuff in reserve

Grand assaults are carefully orchestrated affairs, with waves of attacks some real some feints. No-one commits everything in one push, unless they're very green....
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Rob S on July 25, 2010, 10:36:44 AM
the intention of the setup is for it to be a "grand assault", so i think you should have to put it all on the board unless you have a rule you cant (like daemons) a grand assault isnt very grand if the attacker holds stuff in reserve

Grand assaults are carefully orchestrated affairs, with waves of attacks some real some feints. No-one commits everything in one push, unless they're very green....

Or want to be badass.  I feel like, based on GW's setup rules, their meaning for the Grand Assault is supposed to be the final push.  As if you should imply that the back and forth struggle has been going on as they get to the Palace and now it's the last scene where the entire force is shown gloriously.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 25, 2010, 11:34:18 AM
Alan, where did you find the set up rules you posted?

Damnit  we need a sheepish icon here  ::) would you believe I had the wrong set of rules..? City Fight as opposed to cities of death... I gotta throw some of this old crap away..

I'm still of the opinion reserves should be allowed for both.  Any balance the attacker may have had was stripped away by removing the other rules. With 5th Ed Preliminary Bombardment went away too, maybe that should be replaced with the firestorm rules from planet strike, it's essentially the same sort of thing... a small token.

Of course I could just sit back and not give a damn :) It's not like I'm going to be assaulting the palace anyway ;D
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: skavengear on July 25, 2010, 12:00:25 PM
if you play against me its always one big push on my half of the board anyways  ;)
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 25, 2010, 07:26:38 PM
With 5th Ed Preliminary Bombardment went away too, maybe that should be replaced with the firestorm rules from planet strike, it's essentially the same sort of thing... a small token.

Of course I could just sit back and not give a damn :) It's not like I'm going to be assaulting the palace anyway ;D

Not giving a damn is not really in my nature.

Preliminary bombardment for 5th ed. Page 258 under battle 5 cauldron of war. GW points us there when they discuss cities of death in 5th.
http://www.games-workshop.com/gws/content/article.jsp?categoryId=100001a&pIndex=2&aId=6900001&start=3 (http://www.games-workshop.com/gws/content/article.jsp?categoryId=100001a&pIndex=2&aId=6900001&start=3)

Now if I can only find rules for Magma vents and\or Geysers I'd be happy.

Right now I'm thinking just dangerous terrain... Drew you find anything?
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 25, 2010, 07:33:46 PM
Anyone have the old WD 255? I don't know what the special rules are for the terrain, and I tried contacting GW but they weren't able to provide a ruling on the subject either. Alan and I will need those rules by Monday, or a ruling from Chase on the subject.

I can't find a thing, there's nothing in the US WD 255 to cover this. So I went  looking for something fluffy, 

I'll propose this.
*Earthshock: When the final position of the tremor cannon blast is
determined, place a suitable marker under the hole and roll 4D6. This is
the size of the shockwave zone generated by the shot. The shockwave
lasts until the start of the Banehammer’s next turn. Any units moving
through the shockwave zone will do so as if they were moving through
difficult terrain. Any units moving through difficult terrain in the
shockwave zone will roll 1D6 less than normal to determine their
maximum movement. Vehicles treat the shockwave zone as dangerous
terrain – including skimmers (their motive systems are particularly
vulnerable to boulders and rock shards being hurled into the sky).


Its from the Tremor cannon on a Bane Hammer. I'd say we just roll a D3 for each every turn, there will be D6+1 of these so if we roll high that could get ugly very quickly.

Just a thought.

Cheers,
Alan
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: KingElthur on July 25, 2010, 10:19:16 PM
I am good with that, I just want a ruling from Chase on it before we use it. Good research!
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Achillius on July 25, 2010, 11:32:07 PM
I am good with that, I just want a ruling from Chase on it before we use it. Good research!

Pansy.

We can always play it that way without Chase  :P
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Serring on July 26, 2010, 12:13:05 AM
Chase and I had talked about the pelim bombardment and as far as I know had agreed that it was a space marine orbital bombardment that shot right before first turn.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Chase on July 26, 2010, 03:39:02 AM
I am good with that, I just want a ruling from Chase on it before we use it. Good research!

Pansy.

We can always play it that way without Chase  :P



That seems good to me.  I had intended to torrent all the WD's but didn't.  Your house rule seems fine and cool.  Let's go with that.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Chase on July 26, 2010, 03:41:42 AM
Chase and I had talked about the pelim bombardment and as far as I know had agreed that it was a space marine orbital bombardment that shot right before first turn.

I thought we spoke about something else, although I could be wrong.

Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: cryptoron on July 28, 2010, 12:23:41 AM
To: S.R.  I got called into a Lodge Budget Meeting Wednesday Eve.  I can be at the BG between 9-9:30, or Thursday before the league picks.  I know it's down to the wire, but it's the best I can do.
~Ron.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Lykosan on July 28, 2010, 02:13:35 PM
Later tonight is fine, I'll play Murph first then I'll storm the Palace (and I'll have fun storming it too).
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: KingElthur on July 29, 2010, 11:26:14 PM
Dan Delaney: I am only available for our fight on Monday or Tuesday evening due to work obligations.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Serring on August 03, 2010, 01:39:40 PM
Drew, I will  be going down to Battlegrounds around 6ish for our game. Sorry for the late notice.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: KingElthur on August 03, 2010, 03:38:58 PM
I am going to be late, I got roped into staying late, I don't know when exactly I'll be there. Sorry, I had to make a decision with limited info when I got in.
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: KingElthur on August 04, 2010, 12:25:23 AM
I just got out, but I have the next two days off, and my plans have been canceled. Any other time you may be able to play?
Title: Re: Battleground Summer 40k League Rules (Starts June 24th, 2010)
Post by: Serring on August 05, 2010, 03:31:41 PM
Sorry of the late notice again but I will be at Battlegrounds around 3 and will wait for you for our game.