Author Topic: Tacticon DW Event  (Read 2502 times)

Dakkar

  • Rear Admiral
  • *****
  • Posts: 1175
  • Number of Times Thanked: 25
  • Mobilis in Mobili
    • View Profile
Tacticon DW Event
« on: August 26, 2016, 07:21:08 pm »
Here's the rules for our 2 Table Tacticon Event! Friday from 5 Pm til they kick us out.
http://tacticoncolorado.com/

Battle For the Nile!
Fight on either land, sea, or in the air! The great alliances are clashing in Cairo, at the site of the Great Pyramids. Great warships are taking advantage of a historic Nile flood and the new Sturginium-dug canals to bring their might to bear. Bring 1000pts of Dystopian Wars for either land or sea (air mixed in to suit or even all air!), and be placed into either the primary land battle, or the fight on the Nile itself! 4 players per table max, and land table events may affect the water battle and vice versa!

Battle in the River of Life!
Set-Up:
The table is a 6x4 water table representing the mighty Nile River. One long edge should have a thin strip of land, no more than 2” wide. Any Capital Water-only vessel approaching within 4” of that strip will run aground, suffer 1 Crit (incl 2 damage) and cannot move the rest of the game unless Teleported.
Place one Oil Rig 24” from one short side, and 24” from a long edge. Place a Floating Fortress 24x24 on the other side (i.e. both along the lengthwise center line, 12” from the center in opposite directions.)

The Oil Rig is an Aergia Oil Rig per Operational Assets, with both and upper and lower turret.
The Fortress uses the Stat line for a Prussian Bunker complex, with the following changes. It has no Minefield, but a total of EIGHT Tesla Turrets. Each turret has a 90 arc from its position on the model. Thus, at best, only 3 Turrets can be brought to bear on any single target.

Players must simply successfully Board (need not control) either model to Control it, and wrest control from the enemy.
Place other terrain as desired, but nothing within 8” of either Oil Rig or Fortress.

Divide players into either Imperial Bond or Grand Coalition Teams. Each Team must choose one of its Admirals to be the Grand Admiral. Each player should run 1000pts of their faction (Air or Sea), no more than 4 Players per side.

The Grand Admirals roll one die. Winner can choose which starting position they wish:
1)   Deploy fleets FIRST up to 18” in from the short edge nearest the Fortress. That Admiral controls the Fortress until it is boarded. This side will have a -2 Initiative penalty all game, due to surprise.
2)   Deploy fleets SECOND up to 24” from the short edge nearest the Oil rig. That Admiral controls the Oil Rig until boarded.


SPECIAL RULES:
Initiative is rolled as normal, except no Faction abilities are used – only the -2 penalty above.
TACs may be used.

At the end of 6 Turns, apply the following Victory Conditions:
   Control Both Oil Rig and Fortress => Automatic Win
   Control one or destroy one; and claim 50% of the enemy MFV => Filed Order Achieved
   70% of the enemy MFV => Field Order Achieved
   Destroy both Objectives => Automatic Loss

Intervention:
Any Model with a Range Band 4 Primary Weapon (Not torpedoes) may fire it indirectly at any model on the other table. Turns do not have to be in sync, simply announce and resolve at that moment. Spotters are assumed, and all fire hits on unmodified 5+ with NO other modifiers.
When either team captures or recaptures an Objective from the enemy, they will be rewarded by Sobek by the blood spilled in the Nile, and the other table should be informed. The other table (Bond or Coalition) should finish any in-process activations, then the matching team should IMMEDIATELY gain a BONUS Squadron activation. This can be any unactivated squadron, which counts as their activation for the turn. OR an already activated Squadron can get a SECOND free activation.

Battle for the Pyramids!

Set-Up
Place a 2” wide band of water along one long edge, representing the mighty Nile. Only Air or Amphibious may enter or deploy into or above the river.
Place the Pyramids within 18” of the opposite long edge, and not within 12” of either short edge.
Place other terrain to suit, but nothing within 6” of a Pyramid.
Divide players into either Imperial Bond or Grand Coalition Teams. Each Team must choose one of its Generals to be the Grand General. Each player should run 1000pts of their faction (Land or Air), no more than 4 Players per side.
The Grand Admirals roll one die. Winner can choose which starting position they wish:
1)   Deploy forces FIRST up to 12” in from the long edge by the Pyramids
2)   Deploy forces SECOND up to 18” from the river edge.
SPECIAL RULES:
Initiative is rolled as normal, using the highest Faction rating
TACs may be used.

The Pyramids – Yes, they are made of Sturginium …
While a model is within 6” of a Pyramid (even partially), it benefits from Harmonic Resonance. All firing by such models may reroll every die that misses ONCE, as the energy of their shot is empowered by RA.
When shooting AT a model with Harmonic Resonance, one lower result on the die is needed to hit (i.e. a 4+ become a 3+, etc) as the energy of the shot seeks to harmonize with the resonating target.
Also when shooting at a model with Harmonic Resonance, if any part of a Pyramid lies in the firing line, and after resolving the initial shot, take all dice that MISS, and reroll them AGAINST the attacker as the Gods seek to punish their insult. These dice hit on a 4+ with no other modifiers, apply all other MARS as normal.

At the end of 6 Turns, apply the following Victory Conditions:
   Have only your team’s models within 6” of all Pyramids => Automatic Win
   Have only your team’s models within 6” of any one Pyramid; and claim 50% of the enemy MFV => Filed Order Achieved
   70% of the enemy MFV => Field Order Achieved

Intervention:
   Any Model with a Range Band 4 Primary Weapon may fire it indirectly at any model on the other table. Turns do not have to be in sync, simply announce and resolve at that moment. Spotters are assumed, and all fire hits on unmodified 5+ with NO other modifiers.
   When either team destroys an enemy Capital squadron they will be rewarded by Anubis for the gift, and the other table should be informed. The other table (Bond or Coalition) should finish any in-process activations, then the matching team should IMMEDIATELY gain a BONUS Squadron activation. This can be any unactivated squadron, which counts as their activation for the turn. OR an already activated Squadron can get a SECOND free activation.
"History is-a made at night. Character is what you are in the dark!"
-- Lord John Whorfin, Red Lectroid Leader

Stephan

  • Commander
  • ***
  • Posts: 583
  • Number of Times Thanked: 6
    • View Profile
Re: Tacticon DW Event
« Reply #1 on: September 06, 2016, 02:32:16 pm »
Thanks for putting this on Dale!

Dakkar

  • Rear Admiral
  • *****
  • Posts: 1175
  • Number of Times Thanked: 25
  • Mobilis in Mobili
    • View Profile
Re: Tacticon DW Event
« Reply #2 on: September 06, 2016, 02:42:23 pm »
Always fun to do these big scenarios. And it fired me up for more DW on the 17th!
"History is-a made at night. Character is what you are in the dark!"
-- Lord John Whorfin, Red Lectroid Leader