MISSION GUIDELINES 11th Revision (4-29-16B)
**Please note that these rules are now outdated. We include them here to supplement our YouTube battle reports.***
1.0 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.
Every time 3 Hull Points/Wounds are
dealt to a Super Heavy/Gargantuan Creature LoW, the player dealing the damage
earns a bonus Kill Point for that turn/game.
If the 3rd Hull Point destroys
the LoW then the player receives the bonus Kill Point and the normal Kill Point
for destroying the LoW.
2.0 Additional
Victory Points
Corpse Thief and Warlord traits
such as Legendary Fighter or The Hunt special rules or traits that generate
Victory Points will be allocated to the Progressive Mission Objective (Primary)
but can never contribute more than 6 points to the possible 12 point score for
the progressive missions.
3.0 Tabling
Tabling (destroying everything
your opponent has) DOES NOT AWARD AUTOMATIC FULL POINTS!
When a tabling happens, you MUST
immediately call a judge to the table.
At this point, the judge will watch as play out the rest of your remaining
game turns and score points accordingly.
Roll for end of game at turn 5 as normal. Kill Point and
Objective Differential are calculated as normal.
4.0 ORDER OF PRE
GAME ACTIONS
1. Roll-off: Winner places the first objective. Players then alternate placing objectives
until all are out. In Mission 1, “Crusade” Objectives are placed now.
2. Roll-off:
Winner chooses deployment zone.
In Mission 2, “Emperor’s Will” Objectives are placed now.
Roll off to decide who places first.
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 must go first. (Unless the
initiative is seized)
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.
MISSIONS
All Missions will use Variable Game Length (pg. 133 of MRB)
Mysterious Objectives will not be used.
MISSION 1
PRIMARY: Progressive Purge Objectives (12 Possible Victory
Points)
At the end of every GAME turn, the player who destroyed
the most units that game turn, scores 2 victory points. A maximum of 2 Victory points are awarded each
turn.
·
In the event that both players score the same amount of Kill Points, this objective is
a draw for that game turn and both players score 1 objective point.
SECONDARY: 4 Crusade Objectives (10 Victory Points for win, 5
Victory points for a draw)
When placing objectives, both
players must place their first objective somewhere in No Man’s Land.
TERTIARY: Emperors Will Objective (8 Victory Points Max)
Both Players place an Emperor’s
will objective in their opponent’s deployment zone. Each objective is worth 4
points if it is captured 2 points if contested.
Bonus Points:
+1 victory points for achieving First Blood,
Slay The Warlord or Line Breaker. (Possible
3 max Victory Points)
Deployment: Hammer and Anvil
MISSION 2
PRIMARY: 6
Progressive Tactical Objectives Differential (12
Possible Victory Points)
Beginning with the second Game Turn:
You score 1 victory point for
every objective that you control at the top of your player turn.
At the end of the game each player
counts the number of victory points they have achieved from this
objective. Next, determine the
difference in objective points by subtracting the lower total from the higher.
Each point won by translates to +1 victory point, to a maximum total of 12
Victory Points.
SECONDARY: Purge
The Alien (10 Victory Points for win, 5 Victory points for a draw)
TERTIARY: Table
Quarters (8 Possible Victory Points)
·
At the end of the game, a player will score 2
points for every table quarter that they
have MORE SCORING units than their opponent has SCORING units in the table
quarter.
·
The Majority of a unit
must be within a table quarter in order to claim the table quarter. If a unit is
split 50/50 between 2 table quarters, then it cannot claim either. A model in a unit must be wholly within a
table quarter to be considered as part of the majority.
·
If an Independent
character is part of a unit, that unit will only count as 1 unit for this
objective.
Bonus Points:
+1 victory
points for achieving First Blood, Slay The Warlord or Line Breaker. (Possible 3
max Victory Points)
Deployment: Vanguard Strike
MISSION 3
PRIMARY: Progressive
Secure Table Quarters (12 Possible Victory Points)
Beginning with the second
Game Turn:
At the top of each player turn,
the player whose turn it is will score 1 Victory Point for each table quarter
that they have MORE SCORING units than their opponent has SCORING units in the
table quarter.
·
The Majority of a
unit must be within a table quarter in order to claim the table quarter. If a unit is
split 50/50 between 2 table quarters, then it cannot claim either. A model in a unit must be wholly within a
table quarter to be considered as part of the majority.
·
If an Independent
character is part of a unit, that unit will only count as 1 unit for this
objective.
·
Add the total objective points scored during the
game to your overall score at end of game up to a maximum of 12 Victory points.
SECONDARY: Eternal
War: The Relic (10 Victory Points for a win, 5 Victory Points if contested,
0 Victory Points if neither player controls the Relic at the end of game)
TERTIARY: Kill
Points Differential (8 Possible 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 the maximum noted on each mission.
A player with less
than 8 total kill points always counts as having lost 8 kill points for the
purposes of calculating kill point differential following the destruction of
their entire army.
Bonus Victory Points:
+1 victory
points for achieving First Blood, Slay The Warlord or Line Breaker.
Deployment: Dawn of
War
SCORING
6.0 Individual
Victory Points & Table Bonus
Victory points are cumulated from the Primary, Secondary and
Tertiary Mission scores. An exception is
that a tabling player receives an additional 5 victory points. This additional 5 points cannot take a player
over 33 Victory Points.
7.0 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 Round points.
VP Differential Round Points Round Points
in Favor of Player Player Score Opponent Score
0-1 10 10
2-4 11 9
5-7 12 8
8-10 13 7
11-13 14 6
14-16 15 5
17-19 16 4
20-22 17 3
23-25 18 2
26-28 19 1
29-33 20 0
5.0 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 player’s
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 battle points
between the teams
it automatically constitutes a draw on the team level.
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