Yes, 10 full years of the most carnage & mayhem this side of Windsor!
2 teams of 3 people, 250 Power Level each (I think that should equal about 30,000 points total).
When: Saturday, June 16
Start Time: 10:00 am
Location: my garage
The mission: Traitors!
I can’t think of a strong enough word to describe the epic betrayal, the complete, most absolute treachery inflicted upon a battle brother. Imagine the realization quickly dawning on you when you realize your closest, most trusted ally becomes your worst enemy. How else to respond but with a bolter to the face; or perhaps a well-placed plasma blast?
Your forces are in disarray. A full one third of your army has suddenly revolted and become your worst enemy; it’s the stuff of nightmares. But that stab in the back is all too real, and the pain is all too intense.
Turn 3 is where it all happens. Suddenly your greatest ally, maybe even your warmaster himself, becomes your greatest enemy. Or, to look at it another way, by turn 3 you’re finally ready to reveal your true sympathies. Your craven, simpering comrades are finally getting the deaths they deserve. No more pretending: you have an ally across the table and together you are going to completely annihilate your former comrades.
Sounds fun, eh?
Each person will achieve their own victory points up until turn 3. After which your victory points will count towards your team.
Each team will have one traitor, randomly selected before the game begins. Obviously, the identity of the traitor must remain anonymous, as well as the identity of your secret ally across the table. I debated making this selection completely random at the start of turn 3, but decided allowing the traitor to skillfully manoeuver his models into their ideal positions would be more fun. As would the tension & suspicion of all players as they try to sort out who their secret enemy might be.
Each player will be randomly assigned a card at the beginning of the game. This card will inform you if you are the traitor.
Beginning with turn 3, after the traitors are revealed, each team will dice off to decide the turn sequence. From this point on, each team will get its own turn (ie: 3 turns per round instead of 2). Yes, some models may be caught flat footed in the middle of no man’s land, but this is Apocalypse. Things will get bloody, and some models will get blown up but you have plenty more, right? After all, you brought a massive force with you: a force larger than most two-person games combined. And who knows? You might be on the team who gets to go first.
A total of 6 objective markers will be placed on the board.
Deployment & first turn will be decided by a dice roll off – no bidding for the shortest time (just because I hate that rule. And this is my game. So there.).
Battlefield will be long table edges. See Chapter Approved, pages 14.
Ascend: Each player scores 1 victory point at the end of each of their turns for each objective marker they control. However, if only one player has a character within 3” they control it regardless of the number of enemy models. If a character controls an objective for more than one turn consecutively, the number of victory points scored is increased: 2 points for 2 turns, 3 points for 3, etc. See Chapter Approved, page 72.
No Quarter Given: Each player scores 1 victory point for each enemy unit that is destroyed. See Chapter Approved, page 72.
Bitterest Foes: Instead of 1 victory point as described above, 2 victory points will be awarded for each enemy unit that is destroyed which was previously allied before the betrayal at turn 3.
Slay the Warmaster: If the enemy Warmaster has been destroyed during the battle, the side that destroyed it scores D3 victory points.
Titanic Destruction: If an enemy Titanic model has been destroyed, score D3 victory points.
Slay the Warlord
Will be chosen at random on game day. Each player will draw a card. The card will identify your team and whether you are friendly or a traitor. Cards will be identified as follows:
Team 1 Friendly (2 cards)
Team 2 Friendly (2 cards)
Team 1 Traitor! (1 card)
Team 2 Traitor! (1 card)
All spots for this year’s game are filled. However, feel free to contact me if you wish to be a backup in case someone has to back out. And, of course, feel free to stop on by to have a beer and watch the action. We’ll be at it all day. The combatants for this year’s game are:
Im not sure how the PL is working out for other guys, but my list is only gonna be about 4k worth of models and than upto 1k of filler things i wouldnt normally take like augar arrays or track guards since those dont affect PL.
aslo, the first turn rolloff for deployment, are we gonna just do alternate deployment than? or whoever wins the roll mass deploys and the other side deploys second than gets a chance to sieze? or alternate deployment but each team drops 1 unit for each player than the other team drops 3?
edit: confirmed i have the day off and will be there. And like Soban im pretty excited, and judging by the lineup i get the feel this could end up being old school vehicle clash ( i suspect me, deathfang and soban will have a ton of them) not just a 8th edition game of using the most efficient units only.