ATC 2016 Trial Missions - 4th Draft

Please note that this rules set is outdated - it is posted here as a reference for battle reports posted on YouTube. Check back regularly for updated versions of the missions.

MISSION GUIDELINES
CURRENT VERSION CHANGES MARKED IN RED
OLDER VERSION CHANGES MARKED IN BLUE

Objective Markers and Maelstrom of War Tactical Objectives
6 Objective Markers, numbered 1 to 6 on one side, will be used in each mission and will serve dual purposes in Missions 1 and 2.  In a Mission where Mission Objective #1 uses 4 or 5 Objective Markers the markers marked 1-4 or 1-5 respectively will be used as both Mission Objective #1 and as Maelstrom of War Objective Markers.  All 6 Objective markers are placed in every mission.
In turns where it would be impossible for a player to achieve the Maelstrom of War objective due to their opponent not having a certain type of unit in their ARMY LIST (example: Big game Hunter vs an Army List with no vehicles or Monstrous Creatures, or Scour the Skies vs an Army List with no fliers) then that players Maelstrom Objective for that turn ONLY will default to “Tactical Escalation” and that player may only score a maximum number of points from Tactical Escalation this round equal to what the original maelstrom objective could have awarded them.  NOTE: This rule does not apply if their opponent had any of the examples above in their Army List at the beginning of the game and they were already destroyed before this objective comes into play.

D3 Victory Points
Whenever a Tactical Objective gives a player the possibility to score “D3” points, there is no roll made, the player will automatically receive 2 Victory Points.

Tactical Escalation
In turns where “Tactical Escalation” is the Maelstrom of War Objective, a player will score 1 Victory Point for every objective that is secured by their army at the end of each PLAYER TURN.
At the end of the game each player counts the total number of Tactical Objective points they have achieved during the game. Next, determine the difference in Tactical Objective points by subtracting the lower total from the higher. Each point won by translates to +1 victory point, to a maximum of 10.

Kill Points Differential (up to 8 Victory Points)
At the end of the game each player counts the number of kill points they have achieved from their opponents force - including units created during the game via mechanisms such as Conjuring, the Portaglyph, and others. Next, determine the difference in kill points by subtracting the lower total from the higher. Each point won by translates to +1 victory point, to a maximum of 8.

Game Bonuses for Playing Against Super Heavy/Gargantuan LoW
​If one player has a Super Heavy/Gargantuan LoW and the other does not, the player without can roll on the Escalation Warlord Table and gains +1 to Seize the Initiative.
For every 3 Hull Points/Wounds dealt to a Super Heavy/Gargantuan Creature LoW, the player dealing the damage earns a bonus Maelstrom of War point.

ORDER OF PRE GAME ACTIONS
1. Roll-off: Winner places the first objective. Players then alternate placing objectives FACE DOWN until all are out.
 2. Roll-off: Winner chooses deployment zone.
3. Roll for Warlord Traits (disregard warlord traits that apply to mysterious objectives and roll again on the table until normal Warlord Trait process has run its course), beginning with the player who chose deployment zones
4. Roll for Gifts, Boons and any other pregame rolls, beginning with the player who chose deployment zones
5. Roll for Psychic Powers, beginning with the player who chose deployment zones
6. Roll for Night Fight
7. Roll-off: Winner chooses whether to deploy first or second. Fortifications are placed during deployment.
8. Roll off to Deploy Infiltrators
9. Player who deployed first decides who gets first turn
10. Roll off for Scout moves. It is courtesy to ask your opponent if he has any Scout Moves before proceeding to Seize The Initiative. If the question has not been asked and the dice has been rolled, the Seize The Initiative Attempt must be re-rolled only if the player in question actually makes Scout Moves.
11. Seize the initiative
12. Flip all Objective Markers over to reveal objective numbers.

MISSIONS
MISSION 1
Objective #1: Eternal War: Big Guns Never Tire - 5 Objectives (3 Victory Points each, Possible 15 
Victory Points)
Objective #2: Maelstrom of War Tactical Objectives (Possible 10 Victory Points)
Turn 1 Objective:  Tactical Escalation
Turn 2 Objective: Overwhelming Firepower
Turn 3 Objective: No Prisoners
Turn 4 Objective: Big Game Hunter
Turn 5 Objective: Scour the Skies
Turn 6 Objective: Tactical Escalation
Objective #3: +1 victory points for achieving First Blood, Slay The Warlord or Linebreaker. Warlord traits such as Legendary Fighter or The Hunt function the same way. (Possible 4 Victory Points)
Objective #4: Kill Points Differential (8 Possible Victory Points)
Deployment: Hammer and Anvil

MISSION 2
Objective #1: Eternal War: Crusade 4 objectives (3 Victory Points each, Possible 12 Victory Points)
Objective #2: Maelstrom of War Tactical Objectives (Possible 10 Victory Points)
Turn 1 Objective:  Tactical Escalation
Turn 2 Objective: Tactical Escalation
Turn 3 Objective:  Tactical Escalation
Turn 4 Objective:  Ascendency
Turn 5 Objective: Supremacy
Turn 6 Objective: Hold the Line
Objective #3: +1 victory points for achieving First Blood, Slay The Warlord or Linebreaker. Warlord traits such as Legendary Fighter or The Hunt function the same way.  (Possible 4 Victory Points)
Deployment: Vanguard Strike

MISSION 3
Objective #1: Eternal War: The Emperor’s Will (4 Victory Points for each EMPEROR’S WILL objective, Possible 8 Victory Points)
Objective #2: Maelstrom of War Tactical Objectives (Possible 10 Victory Points)
Turn 1 Objective:  Tactical Escalation
Turn 2 Objective: Tactical Escalation
Turn 3 Objective:  Blood and Guts
Turn 4 Objective: Assassinate
Turn 5 Objective:  Hold the Line
Turn 6 Objective: No Prisoners
Objective #3: +1 victory points for achieving First Blood, Slay The Warlord or Linebreaker. Warlord traits such as Legendary Fighter or The Hunt function the same way.  (Possible 4 Victory Points)
Objective #4: Kill Points Differential (8 Possible Victory Points)
Deployment: Dawn of War

SCORING

Individual Victory Points
Victory points are cumulated from Mission Objective scoring and Kill points.  An exception is that a tabling player receives an additional 5 game points.  This additional 5 points cannot take a player over 20 Game Points.

Individual Game Result
To determine the Game Result, each player counts their victory points, subtracts their opponent's victory points and consults the table below.
A Player can NEVER score more than 20 total Game points.



Team Score

A Round between teams consists of 5 individual games. Each game will score a number
of points as described above. The combined total of all players scores will give a result
for the Team as a whole.

A team result consist of the sum of its players game points.
Team result, match points
55-100 = Win, 2 Round points
46-54 = Draw, 1 Round point
0-45 = Loss, 0 Round points

If two or more teams have the same number of Round points (2/1/0) at the end of the
tournament, game points gained from all battles will be used as tie-breaker.

NOTE: penalties incurred might change the above win conditions. In the cases where
penalties on round points apply, a difference of ten round points always constitutes a
win for the team with the ten points difference. If there are less than 10 battlepoints

between the teams it automatically constitutes a draw on the team level.

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