08 Oct 2013
As the topic says, I'll be...hopefully...running/playing in a friendly tournament next Sunday at a friend of mine's house. I made the games halloween themed, so I thought I'd post them up here to see what everyone thought of them and to check their fairness/ease to understand. :p
Game 1: Smashing Pumpkins
Scenario: Battleline
Special Rules:
Super Gourds: Each player will alternate setting up 4 gourds (2 per player) in their half of the table before deployment, starting with the player that will deploy first. Gourds must be at least 12 apart and 6 from the table edge.
Super Gourds add 100 Victory Points to any player controlling the gourd at the end of the battle. To control a gourd, a unit must be within 3 of it with no opposing units within 3 of the gourd. Alternatively, you may break the gourd open in order to reap its delicious and juicy benefits, but then forfeiting its VP bonus for everyone. In order to do so, you must declare a legal charge against the gourd. You may only choose models to fight the gourd as if you were fighting in a building (pg 127). The gourd is hit automatically, and has this profile: T 8, W 3, 4+ Scaly Skin. The unit that first manages to break a gourd open (by reducing its wounds to 0) immediately gains d6+1 to its S, T and I, to a max of 10 (roll once for all 3) and frenzy. On the roll of a 1, the unit still gains the perks, however the gourd has spoiled. Every model in the unit suffers a S1 hit with no armor saves as their insides wrench under the bacterial infection and they get sick beyond all reason.
Game 2: The Haunting
Scenario: Meeting Engagement
Special Rules:
Restless Spirits: The spirits on this battlefield are not easily silenced. After each combat is over, before CC results are calculated, roll a d6. On a 4+ the spirits of the fallen warriors are angry and decide to lash out at their opponent one last time! Count the number of models that were removed as casualties from each unit, starting with the unit that has the highest initiative. The owner of this unit then gets to make this many attacks on the enemy unit that caused the most wounds this combat. The attacks use the following profile: WS 3, S 3.
(For example: Unit A, controlled by Johnny, is in combat with unit B and C, controlled by Susie. Unit A suffers enough wounds to lose 3 models [1 caused by B, 2 by C], while unit B suffers enough wounds to lose 5 models, unit C is unscathed. At the end of this combat, and because unit A has the higher initiative, Johnny counts the number of models he lost in this combat [3] and then makes that many attacks on unit C [because they cased the most wounds out of the enemy units]. Then, unit B gets to make 5 attacks on unit A.)
Any additional wounds are counted towards combat resolution.
Game 3: Geheimnisnacht
Scenario: Dawn Attack (Night Attack is more like it!)
Special Rules:
Night Fighting: The battle is fought at night. Roll 4d6 at the start of each player turn to see how much moonlight there is that turn. The result is the maximum distance that can be seen that turn.
Reality Instability: Every player turn roll a d6, on a 1 or 2, the player whose turn it is randomly chooses one of their own units. This unit takes d3 wounds with no armour saves representing poor souls who have suffered a spontaneous and horrid mutation, causing their comrades to swiftly end their lives.
On a 3 or 4, roll 3d6 for winds of magic power dice generation, your opponent gets the sum of your highest and lowest dice. (for example, Johnny rolls 3d6 for winds and rolls a 6, a 5, and a 1. He gets 12 power dice and his opponent gets 7 dispel dice)
On a 5 or 6, there has been a break in the fabric of reality and as a result, wandering daemons have found a way to enter the physical world! Your opponent gets to place 5 Bloodletters anywhere on the battlefield, they then scatter 2d6 inches (like deep striking in 40k). If this randomization would put them on any units, impassible terrain, or off the battlefield, each Bloodletter then takes one wound (take Daemonic saves as normal). After this is resolved, the other player now gets to place this unit as above.
These units will move as fast as possible towards the nearest unit (in LOS or not) using the shortest route, and if possible, must declare a charge against the nearest unit they see. Killing these units does not incur any panic checks, nor do they award and victory points
So, what do you think? Also, I'll be posting my list soon...OH! One more thing! 1500 pt games, and no model may have more than 1 magic item (including runes), and fun lists!
Game 1: Smashing Pumpkins
Scenario: Battleline
Special Rules:
Super Gourds: Each player will alternate setting up 4 gourds (2 per player) in their half of the table before deployment, starting with the player that will deploy first. Gourds must be at least 12 apart and 6 from the table edge.
Super Gourds add 100 Victory Points to any player controlling the gourd at the end of the battle. To control a gourd, a unit must be within 3 of it with no opposing units within 3 of the gourd. Alternatively, you may break the gourd open in order to reap its delicious and juicy benefits, but then forfeiting its VP bonus for everyone. In order to do so, you must declare a legal charge against the gourd. You may only choose models to fight the gourd as if you were fighting in a building (pg 127). The gourd is hit automatically, and has this profile: T 8, W 3, 4+ Scaly Skin. The unit that first manages to break a gourd open (by reducing its wounds to 0) immediately gains d6+1 to its S, T and I, to a max of 10 (roll once for all 3) and frenzy. On the roll of a 1, the unit still gains the perks, however the gourd has spoiled. Every model in the unit suffers a S1 hit with no armor saves as their insides wrench under the bacterial infection and they get sick beyond all reason.
Game 2: The Haunting
Scenario: Meeting Engagement
Special Rules:
Restless Spirits: The spirits on this battlefield are not easily silenced. After each combat is over, before CC results are calculated, roll a d6. On a 4+ the spirits of the fallen warriors are angry and decide to lash out at their opponent one last time! Count the number of models that were removed as casualties from each unit, starting with the unit that has the highest initiative. The owner of this unit then gets to make this many attacks on the enemy unit that caused the most wounds this combat. The attacks use the following profile: WS 3, S 3.
(For example: Unit A, controlled by Johnny, is in combat with unit B and C, controlled by Susie. Unit A suffers enough wounds to lose 3 models [1 caused by B, 2 by C], while unit B suffers enough wounds to lose 5 models, unit C is unscathed. At the end of this combat, and because unit A has the higher initiative, Johnny counts the number of models he lost in this combat [3] and then makes that many attacks on unit C [because they cased the most wounds out of the enemy units]. Then, unit B gets to make 5 attacks on unit A.)
Any additional wounds are counted towards combat resolution.
Game 3: Geheimnisnacht
Scenario: Dawn Attack (Night Attack is more like it!)
Special Rules:
Night Fighting: The battle is fought at night. Roll 4d6 at the start of each player turn to see how much moonlight there is that turn. The result is the maximum distance that can be seen that turn.
Reality Instability: Every player turn roll a d6, on a 1 or 2, the player whose turn it is randomly chooses one of their own units. This unit takes d3 wounds with no armour saves representing poor souls who have suffered a spontaneous and horrid mutation, causing their comrades to swiftly end their lives.
On a 3 or 4, roll 3d6 for winds of magic power dice generation, your opponent gets the sum of your highest and lowest dice. (for example, Johnny rolls 3d6 for winds and rolls a 6, a 5, and a 1. He gets 12 power dice and his opponent gets 7 dispel dice)
On a 5 or 6, there has been a break in the fabric of reality and as a result, wandering daemons have found a way to enter the physical world! Your opponent gets to place 5 Bloodletters anywhere on the battlefield, they then scatter 2d6 inches (like deep striking in 40k). If this randomization would put them on any units, impassible terrain, or off the battlefield, each Bloodletter then takes one wound (take Daemonic saves as normal). After this is resolved, the other player now gets to place this unit as above.
These units will move as fast as possible towards the nearest unit (in LOS or not) using the shortest route, and if possible, must declare a charge against the nearest unit they see. Killing these units does not incur any panic checks, nor do they award and victory points
So, what do you think? Also, I'll be posting my list soon...OH! One more thing! 1500 pt games, and no model may have more than 1 magic item (including runes), and fun lists!
They call me MR. Cthulhu! AAAAAHHHHHHH!

Good thinking!

