Author Topic: [Battleground] Walkers in a Winter Wonderland - 12/22  (Read 4971 times)

Chase

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[Battleground] Walkers in a Winter Wonderland - 12/22
« on: December 07, 2013, 10:23:36 PM »

Battleground Games & Hobbies - Abington and Plainville




Join us for our Walkers in a Winter Wonderland event at both the Abington and Plainville locations!



Format: Walkers in a Winter Wonderland
Date: December 22nd, 2013 a Sunday
Time: Please be here no later than 4:00pm.  Set up at 4:15pm.  Dice roll no later than 4:30pm.
Entrance Fee:  FREE!

Address:
1423 Bedford Street
Abington MA 02351
781.261.9669

Address:
25 Taunton Street
Plainville MA 02762
508.316.1195

Google Maps - Abington
Google Maps - Plainville



RULES FOR WALKER IN A WINTER WONDERLAND:

Rule Books:

This is an abstract event and follows SOME rules from the 40k rulebook, but is mainly based around HAVING FUN.

The Warhammer 40,000 Sixth Edition Rules will be used.



MODELS:

Each player must bring a Walker.  Any Walker is fine.  Superheavy Walker are discouraged based on size.


HOW WALKERS IN A WINTER WONDERLAND WORKS:

Objective:  Kill Walkers.  Collect Candy Canes.

At the end of the event the player with the most Candy Canes wins.

The event will be run as a "free for all" with each player fighting for himself on the same table.

Players will have 60 seconds to resolve their turn.  Don't think, just kill.


Each player deploys their Walker anywhere in one of 6 locations on the table, determined by a die roll.

Players will roll randomly to determine deployment order.  Highest roll will place last and go first.

All Walkers (regardless of type) start the game with 5 hull points.

When a Walker reaches 0 hull points it is destroyed.  When a Walker is destroyed it drops a Candy Cane.

Movement: Walkers always move 6 in the movement phase.

Shooting: During the shooting phase each Walker may fire 2 shots.  Roll 2 D6.  The shots hit an enemy vehicle on a die rule of a 4, 5, or 6.  For every shot that hits a vehicle, roll a D6.  On a die roll of 5 or 6, that vehicle loses a hull point.

All Walker guns have a range of 36 inches.

Assault: If a model ends its assault move in contact with another model roll a D6.  On a roll of 5 or 6 the model has successfully assaulted the enemy Walker and it loses 1 hull point.

Walkers can move freely out of an assault / melee / whatever 40k calls "being locked in combat."

To recover a Candy Cane your Walker must be base to base with it at the end of your turn (yes, you may assault Candy Canes).  If you reduce the enemy Walker to 0 hull points on an assault you may immediately recover the Candy Cane.

When your Walker is destroyed it is removed from the table and then can redeploy at the start of the next player turn.  It will respawn anywhere in one of the 6 deployment zones, as determined by a die roll.  Also, you lose 1 Candy Cane you may have recovered, minimum 0.




What You Need to Bring with You:
-Your (hopefully painted) Walker
-Dice
-Tape measure


Awards:  The winner of the event will be given a non-super heavy Walker of their choice.




« Last Edit: December 10, 2013, 02:09:52 PM by Chase »
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Battle-Bruvah Sillynoah

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #1 on: December 08, 2013, 05:50:54 PM »
I just got enough money to get a sentinel!  :D see ya guys there!
Real Name: Noah Francke
Club Affiliation: The Alfa Legion
Where I play: Abington

The_Chef

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #2 on: December 08, 2013, 11:56:57 PM »


Well I found my Walker.
Quote
I do have a problem with Vulcan twin-linking every non-UltraMarine whatever-gun on the table.
Thank you for this Chase

Benjamin

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #3 on: December 09, 2013, 12:13:46 AM »

Assault: If a model ends its assault move in contact with another model roll a D6.  On a roll of 5 or 6 the model has successfully assaulted the enemy Walker and it loses 1 hull point.

Are they going to be considered "locked in Assault" if both are still alive?

Chase

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #4 on: December 09, 2013, 05:37:35 AM »
I forgot to add the part about being able to freely move away from assaults.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Sir_Prometheus

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #5 on: December 09, 2013, 06:25:55 PM »
So, if I'm to understand this, nothing about the walkers stats or weapons has much to do with anything. 

Chase

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #6 on: December 09, 2013, 07:02:50 PM »
Correct.

Bring your favorite 40k walker model, roll some dice, have some fun.  That's all.  No advantage or disadvantage whatsoever for bringing X vs Y.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Thomas callahan

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #7 on: December 10, 2013, 03:05:05 AM »
i love BG events like tanksgiving and the monster mash, but the fact everything is the same no matter what just doesnt sound fun and worth sunday time and a half :(
2013
Blood bowl W14-L14-T1
40K 0-0
Hords 2-1

Benjamin

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #8 on: December 10, 2013, 08:20:18 AM »
Walkers should all have bases of 60mm. (Bigger bases would confer an advantage when it comes to assaulting.)

Typhus

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #9 on: December 10, 2013, 10:31:56 AM »
Welp, guess this a good a time as any to bring out the Decimator.
0000 - Rest Period - BUT YOU BETTER NOT SPEND FOUR WHOLE HOURS SLEEPING. IF YOU DO YOU ARE NOT ANGRY ENOUGH AND TOMORROW YOU GET THE FIRST CHANCE TO PLAY PIN THE TAU ON THE CARNIFEX.

Pat.H

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #10 on: December 10, 2013, 01:33:35 PM »
So are walkers locked in combat or can they move freely after an assault.
Should the miserable Grot crews survive for long they will soon become deafened and have to resort to a rudimentary system of sign language. This is rarely successful as there are only so many signs a Grot can carry around with him.

Chase

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #11 on: December 10, 2013, 02:07:34 PM »
They can move freely afterwards.  I'll edit it now.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Sir_Prometheus

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #12 on: December 11, 2013, 02:07:46 PM »
This even isn't really my thing, but I found the logo you shoudl be using:

Pat.H

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #13 on: December 17, 2013, 07:23:01 PM »
I should be there this Sunday at Plainville. I'll probably be there earlier if anyone wants to get a game of 40k in before the event starts. I can also bring a box of killa kans in various stages of assembly and painting if anyone needs to borrow a walker. I have really got to get around to magnetizing these things.
Should the miserable Grot crews survive for long they will soon become deafened and have to resort to a rudimentary system of sign language. This is rarely successful as there are only so many signs a Grot can carry around with him.

Mbrenizer

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Re: [Battleground] Walkers in a Winter Wonderland - 12/22
« Reply #14 on: December 18, 2013, 07:42:33 AM »
I'll plan on getting there early, too. I'm new to the store ( and haven't been playing 40k long) and would like a game.

Interested in showing a rookie how it's done?