ATC 2016 Missions - 1st Draft
The ATC missions for this year are posted below. Obviously this is an early rendition, and with time there might be some tweaks or modifications to the list. I will do my best to keep them updated here along the way in newer posts as they change.
Rather than explain the extensive rules for each mission in any given YouTube video, I think it makes more sense to post them here, for an easy reference to go along with a more concise description in the video. If you have any questions about how we played something or a particular of the mission, feel free to leave a comment below.
MISSION GUIDELINES
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.
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.
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 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. Let the fun begin
MISSIONS
MISSION 1
Objective #1: Eternal War: Big Guns Never Tire - 5
Objectives (3 Victory Points each)
Objective #2: Maelstrom of War Tactical Objectives
Turn 1 Objective: Tactical Escalation
Turn 2 Objective: Overwhelming
Firepower
Turn 3 Objective: Tactical
Escalation
Turn 4 Objective: Big Game Hunter
Turn 5 Objective: Supremacy
Turn 6 Objective: Psychological
Warfare
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.
Deployment: Hammer and Anvil
MISSION 2
Objective #1: Eternal War: Crusade 4 objectives (3 Victory
Points each)
Objective #2: Maelstrom of War Tactical Objectives
Turn 1 Objective: Tactical Escalation
Turn 2 Objective: Tactical
Escalation
Turn 3 Objective: Ascendency
Turn 4 Objective: Supremacy
Turn 5 Objective: Domination
Turn 6 Objective: Behind Enemy
Lines
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.
Deployment: Vanguard Strike
MISSION 3
Objective #1: Eternal War: Purge the Alien
Objective #2: Maelstrom of War Tactical Objectives
Turn 1 Objective: Tactical Escalation
Turn 2 Objective: Tactical
Escalation
Turn 3 Objective: No Prisoners
Turn 4 Objective: Kingslayer
Turn 5 Objective: Behind Enemy Lines
Turn 6 Objective: Blood and Guts
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.
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 20 game points and a tabled player gets 0 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.
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
86-160 = Win, 2 Round points
75-85 = Draw, 1 Round point
0-74 = 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.
Can you please explain this whole draft a little better..the math on scoring isn't really working out. Also the maelstrom isn't very well explained. Are we using cards, have you written your own maelstrom objectives?
ReplyDeleteFor the Maelstrom question first - each turn labeled "Tactical Escalation" uses the rules above. You add one Victory Point for each Tactical Objective you control at the end of your turn. All the other Tactical Objectives function as they normally would in the Maelstrom of War card deck.
DeleteThere is also a chart that didn't translate here for some reason, that determines the final score for the mission by comparing the difference in Victory Points between the players.
I have edited the document above to show the final scoring method as well. For some reason it didn't translate when I copied the text to blogger.