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.
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
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.

Comments

  1. 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?

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    Replies
    1. For 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.

      There 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.

      Delete

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