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Monday, March 5, 2012

Upcoming Indy Event - 500 point Combat Patrol


What: 500-point Combat Patrol Tournament

When: Saturday, 31st March, 2012
            Sign-in starts at 9:30, Round 1 starts at 10:30

Where: Game Preserve South
               1551 East Stop 12 Road
               Indianapolis, IN 46227
               317.881.4263
               About 1/2 mile north of the Greenwood Park Mall on US 31

Who To Contact:  to sign up, send an email to:  indy40k@gmail.com with the following information:
  • your name
  • an email address where you may be reached
  • what army you will be playing 
  • If you want to pre-register via PayPal, let me know in your email and I'll send you an invoice.  Otherwise,  you can pay at the door.
  • The cost will be $10.
More Details:

FOC Chart is modified as follows…
1-6 Troops
0-1   HQ*
0-1   Elite*
0-1   Fast Attack*
0-1   Heavy Support*
  • 1.)    You may ONLY take 1 non-troop unit for each Troop Selection on the FOC. Only Troops are SCORING UNITS, as per the rulebook.
  • 2.)    No 2+ Saves (of any kind)
  • 3.)    No invulnerable saves (unless the model does not come with an armour save.  Also, Sisters of Battle will be allowed.)
  • 4.)    No psychic powers may be used.
  • 5.)    No Monstrous Creatures
  • 6.)    No model other than troops may have more than 2 Wounds.
  • 7.)    No ‘unlockable’ troop units may be taken.
  • 8.)    No Vehicle may have a combined armour sum more than 33 (adding front, side, and rear values)
  • 9.)    No Ordinance weapons
  • 10.)  No Special Characters (If in doubt, leave ‘em out)
Tournament will be 6 games, 1 hour each.
Special Rules:
  • Nominate a ‘leader’ of your army. This will your HQ choice (if you have one), or the model with the highest leadership. If more than one model shares the highest leadership, nominate one to be your ‘leader’. (This is for assassination missions)
  • You must select one STRATEGIC ASSET at the beginning of the tournament. This MUST be told to the T.O. before game one. You do not need to inform your opponent of this asset until it is used. It may be used ONCE during the entire tournament. (You will be given a token at check-in. Return it after the game in which it is used) You may only use your Strategic Asset AFTER DEPLOYMENT (including scout moves), but BEFORE TURN ONE.
  • Strategic Assets: 
  • 1.)    Flash Bomb – Night fight is used for turn one.
  • 2.)    Smoke Bomb – Place the large blast template anywhere on the board. Scatter it 2D6 in a random direction. For game turn one, this template blocks line of sight. It may be moved through. It has no other effects on units other than blocking sight through it.
  • 3.)    Arsonist – Nominate one piece of area terrain to be on fire. For Turn game turn one it counts as dangerous terrain.
  • 4.)    Nitrous – One vehicle (including walkers) may add 6 inches on to their movement on the first turn of the game. They may not shoot, assault, embark or disembark units, tank shock, or ram. (Smoke launchers may be used) However, due to the extra speed, any dangerous terrain tests must be made on 2D6. A roll of a 1 on either die will cause an ‘Immobile’ result as well as any other effects that would normally occur.
  • 5.)    Sprint, not Verizon – Your wireless communications are excellent. You may add or subtract 1 to all reserve rolls this game.
  • 6.)    Tactical Advantage – After deployment and scout moves, you may re-deploy D3 units in your army.

Mission #1: Modified Seize Ground
Deployment: Spearhead.
Place One objective in the center of the board. Roll for table quarter to deploy in. After picking quarter, but BEFORE deploying, each player places one objective in the neighboring quarter on your same long board edge. These two objectives must be at least 12” from the center objective.
Bonus Objective: Have one unit wholly in your enemy’s deployment zone at the end of the game.  

Mission #2: Victory Points
Deployment: Pitched Battle
Bonus Objective: Hold any piece of terrain outside of your deployment zone uncontested.

Mission #3: The Big Red Button
Deployment: Draw a line from one corner of your table edge diagonally to a point 24" from the opposite corner.  Place an objective in the center of the table. The winner is the player who holds this objective at the end of the game.
Special Rules: Instead of Shooting, any unengaged scoring unit that is holding the objective, with at least one model in base contact with the Big Red Button , may push it. Roll a D6:
  • 1.)    ON FIRE!: Roll the scatter dice. Place a flamer template in the direction of the arrow. On a ‘HIT’, the controlling player may choose. All models under the template take a Strength 4, AP- hit. 
  • 2.)    Tremor: Pick an enemy unit, on a 2+ they count as being pinned.
  • 3.)    OUCH! : The model in base contact takes a strength 3 hit.
  • 4.)    Dakka-dakka: The model in base contact is treated as having a big shoota this turn.
  • (Strength 5, AP5, assault 3, 36” range)
  • 5.)    WTF! : The model in base contact must take a leadership test at -1. If failed, the model (not the unit) goes mad, and immediately breaks from his unit and falls back as if broken. He may not regroup, but treats any ranged weapon he may have as an assault weapon.
  • 6.)    Click-Click, KABOOM! : Beginning Rolling for every piece of area terrain, in any order the controlling player chooses. Stop rolling once a 6 is rolled, or every piece of terrain has been checked. If a 6 is rolled, that piece of area terrain explodes and is removed from the board. Any unit inside that piece of terrain is immediately flung 2D6 inches in a random direction. Units will not land in impassable terrain, or within an inch of enemy models, simply place them as close as you can.  (On a hit, they stay put) If any models are thrown off the board they count as destroyed. Any non-vehicle unit flung in this way must then take a pinning check.
Bonus Objective: Press the button more than once.

Mission #4: Capture and Control
Deployment: Spearhead
Bonus Objective: Assassinate your enemy’s ‘Leader’.

Mission #5: Variable.
Secretly choose one mission and write it down. After deployment and scout moves, but before any seizing the initiative attempt, reveal your objective to your opponent. Your objective is to both achieve your objective, and deny your opponent his.
OBJECTIVES:
  • 1.)    Table Quarters – have more points of SCORING UNITS in a quarter to claim.
  • 2.)    Center Objective – Hold the center objective uncontested.
  • 3.)    Annihilation – Destroy ALL of your enemy’s SCORING UNITS.
Bonus Objective:  Achieve your objective AND your opponent’s.

8 comments:

  1. Corrections on MISSION #3:
    1.) To WIN the game you must hold the objective at the game's end. Just like holding an objective per the Rulebook (no units within 3")
    2.) Once per turn, a non-vehicle model from an unengaged unit that is touching the BIG RED BUTTON may push it. This does not require the enemy to be 3" away, and since I'm using a poker chip as the Button, two opposing models may be touching it and be more than an inch from each other.
    3.) Result #3 of the Big Red Button Chart should read, "All models in base contact with the big red button..."
    4.) Result #1 'On Fire" may hit units in hand to hand combat. If a hit is rolled, the controlling player MUST place the template, even if it hits his own models.

    ReplyDelete
  2. Hi all,
    Just a couple of questions, what is an unlockable troop type; number 7 above and what size table will we be playing on?

    Thanks

    ReplyDelete
  3. @grotamack: an unlockable troop is a unit that becomes a troop choice once another condition is met (usually a special character). For example, Wolf Guard become troops when you take Logan Gimmar. You may still take these "unlockable" units, but they may not be counted as troops through any "unlocking". So in the example above, you could take Wolf Guard as long as they comply to all other restrictions, and they would only be an elite choice (when taken as a squad).

    Games will be played on 4x4 tables.

    ReplyDelete
  4. Couple more questions,

    Are there any painting requirements for the models or are unpainted models okay? Also how strict is the group on "what you see is what you get"? Is it okay to "proxy" some models or weapons?

    Thanks for the information.

    ReplyDelete
  5. @Grotsmack: Unpainted models are fine. Proxy models are fine, as long as they are of a reasonable size and shape of the original, and are consistent across the army. Using Lizardmen to stand in for your Tyranid models is fine as long as you're not using skinks to represent Carnifexes (Carnifi?).

    As far as WYSIWYG goes, we try to stay pretty tight to keep things fair to your opponent. If a squad is armed with boltguns, and you want one model to have a meltagun, that model should be armed with some other weapon that can represent a meltagun, and doesn't already represent a different weapon (plasma gun or flamer, etc).

    If you have any questions regarding a specific model or army, and if it is acceptable, feel free to email me or send pics of the models in question to: indy40k@gmail.com

    ReplyDelete
  6. Thanks Guys,

    You have been a lot of help. I am looking forward to the combat patrol event :-)

    ReplyDelete
  7. Just a quick question. What about Quantam shielding with most of the Necron's vehicles? They come on the board with 13/13/11, but they are naturally 11/11/11. So why they be able to bring vehicles with quantam shielding on the board?

    ReplyDelete
  8. I posed this to Johnny (the TO), he said that since the vehicle in question would have a combined armour of 37 (even temporarily), that it would not be allowed in the tournament.

    ReplyDelete