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The BIG SHOW July 24th and 25th WFB and 40k GT events

 
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mikhaila
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PostPosted: Tue Apr 13, 2010 1:48 pm    Post subject: The BIG SHOW July 24th and 25th WFB and 40k GT events Reply with quote

An Indy GT Circuit Event!

2999 - The BIG Show!


Hosted by: Showcase Comics and BigGunZ-NE gaming club.
Composition Scoring by the NE Comp Council.
TO: Nidal from the Warmongers Club

Granite Run Mall, Media, PA, July 24th and 25th

By popular demand, it’s back! The highly lauded 2999 Warhammer Fantasy Battles GT event unlike any other returns to the Granite Run Mall in Media, PA on July 24th and 25th for what promises to be another clash of epic armies not seen since Chaos last invaded the Old World (or 2009, whichever came last).

$60.00 entry fee. Prize support and trophies will be awesome as always. 18 and older to play. (Younger with permission by Mike Clark, or the tourney TO. You must have a painted and based 2999 army, and have played in tournaments before to be considered). Your spot will be held once your payment is received. Event will be open to no less than 54 participants. If there is enough interest (enough people pay for spots early), it can and will be expanded significantly.
5 games: 3 Saturday and 2 Sunday. Friday open gaming. Special events held in the eventings at Ruby Tuesdays to include 3-drink-minimum-speed-painting and the return of the ORIGINAL pub quiz!
Reduced hotel rate available across the street from the mall. Ruby's will stay open late on Saturday to accommodate our contingent of gamers in need of food and drink.
2999 points, with an emphasis on larger armies. Special characters only by TO’s allowance. Standard book armies only, with exceptions considered by TO allowance. (such as gnoblar hordes and the dwarves of chaos indyGT approved book)
All models must be fully painted and based, or they will be removed from play.
Models must correctly represent units in list. Any questions regarding odd conversions, email the TO prior to the tourney.
Scenarios will be used, but none which will affect core game rules and mechanics. Instead, they will be valuable for bonus points which will determine the best placements.
In a return of one of the most popular features of last year’s event, painting is to be scored directly to the player’s face, with direct feedback given as to why a score was given and suggestions on how to improve the score for next time.
Comp will be judged by the Comp Council, a group of experienced GT veterans, and used to assist with match-ups, which will be comp AND battle dependant. Lists deemed too heinous for friendly competition may be rejected and players may be asked to tone them down and resubmit.
Due to the high levels of sportsmanship at the last event, sports will simply be scored by each player submitting 2 “best opponent” votes at the end of the event. If any player carries himself poorly during a game, feel free to let the TO know at any time, and appropriate measures will be taken.

New stuff added!:

Special events will be held in the evenings at Ruby Tuesdays on Friday and Saturday nights. Including the 3-drink-minimum-speed-painting and an old fashioned pub quiz. Open to anyone over 21.

“The Ironman” Warhammer 40k 1500pt. Grand Tournament
4 Games in one day, on Saturday, July 24th!
Scoring for this event is totally based on battle points from the four games played. There will be prizes for best painted, but painting does not figure into the overall score. There is no comp score, and no sports score. You win or lose by how well you do in your games. Each game will have missions with several different objectives and ways to score points. All models must meet the minimum 3 color painting requirement and WYSIWYG.

Tournament Organizer: Mike Clark from Showcase Comics
Cost: 30.00
32 spots
This tournament is an Indy GT Qualifier with 2 tickets to the GW Finals in Las Vegas in 2011

“Young Gunz” 1200pt 40k beginners tournament.
3 Games on Sunday, July 25th
Designed for beginning players to give them tournament experience and practice. Three games, 1200 pts. Must be 17 years and younger to attend, or with the TO’s persmission.
Tournament Organizer: Jeff Clark from Showcase Comics
Cost: 10.00
16 spots


Registration for all the events can be found online at WWW.BigGunZ-NE.com
Information can be found on the BigGunZ-NE calendar, or on the Showcase Forums
WWW.Showcase-Comics.com

Contact Mike Clark at Showcase Comics with any questions.
610-891-9229

The Battle Bunker at Granite Run Mall is a joint project between Showcase Comics and BigGunZ-NE gaming club.

.
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mikhaila
World Eater


Joined: 24 Apr 2007
Posts: 1402
Location: A gigantic, underground Command Bunker where I construct master plans to conquer the galaxy.

PostPosted: Sun Jul 18, 2010 1:25 pm    Post subject: Reply with quote

More details on the 40k Event:

As part of the BIG SHOW GT, we have added a 40k tournament this year. Hosted by Showcase Comics and the BigGunz-NE gaming club. The GT runs for two days, July 24th and 25th, and includes a two day WFB 7th edtion 2999pt tournament, a biggers tournament on Sunday the 25th, and the Ironman 40k tournament on Saturday the 24th. Plus some silly pub games at the local bar until 2am Saturday night.


IronMan 40k Tournament

-1500 points, standard force organization from current codices.

-4 Games in one day.

-2 Tickets to the top two scoring players for the GW run 2011 tournament in Las Vegas.

-Scoring is by Battle Points only. No comp. No sports. No painting score.

-Prizes for the top 3 scoring players.

-Prizes for two Best Painted armies will be awarded, but paint score does not affect your placing in the tournament.
-Models must be WYSIWYG. If you have questions about models, especially 'counts as' or 'proxies', it's recommended that you call or email the TO ahead of time.

-Models must be painted to a basic 3 color standard, and must have a painted or flocked base. If you have questions on what the minimums are, please contact the TO.

-Scenery will be mixed from board to board, but will in general cover 20-25% of the table.

-Pairings will be random for round 1, with the exception of clubmates or people that traveled together not playing each other. You need to make this clear to the TO, before pairings are posted for round 1. Pairings will be swiss style for rounds 2-4.

-Missions: The 4 missions will be variations on the missions in the basic rulebook, using objectives and kill points for the primary objective. Each mission will have a primary and secondary objective, with the bulk of the points being in the primary. Missions will be posted at least one week before the tournament.

Game length: 2 hours. No rounds may start after the 1:50 mark. Players will given 10 minutes after the 2 hour mark to quickly finish a round. DICE DOWN! called at 2 hours and 10 minutes.

Cost: 30.00 - Lunch will be provided as part of the tournament cost. Currently the menu is looking like smoked turkey sandwhichs,
chilli, and other unhealthy but tasty items. Coffee and donuts in the morning for an early start.
Registration may be done online at www.BigGunz-NE.com. Any problems or questions about registering, contact Mike Clark

Schedule:
Registration, sign-in, unpacking your army: 8:00am to 9:00am
Round 1: 9:00am to 11am.
Break: 11:00am to 11:30am
Round 2: 11:30am to 1:30pm
Break: 1:30pm to 2:30pm
Round 3: 2:30pm to 4:30pm
Break 4:30pm to 5:00pm
Round 4: 5:00pm to 7:00pm

Prizes and Wrap up at 7:30pm

Tournament Organizer is Mike Clark from Showcase Comics. Send questions to MikenJudyc@aol.com, PM me here, or on Dakka, or call the store at 610-891-9229

Tournament location is in the Granite Run Mall, 1067 W. Baltimore Pike, Media, PA. Just outside of Philadelphia. The tournament is in a private area, and not in the public area of the mall.
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mikhaila
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Joined: 24 Apr 2007
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Location: A gigantic, underground Command Bunker where I construct master plans to conquer the galaxy.

PostPosted: Tue Jul 20, 2010 6:33 pm    Post subject: Scenarios for 40k Reply with quote

Subject to small tweaking. 4th will be up later tonite.

Mission 1: SCORCHED EARTH

OBJECTIVES
Before the game starts, players will need to place 5 markers on the table, as detailed in 'Seize Ground' mission on page 91. Ignore the part about d3+2 markers, and use 5 markers.
MISSION RULES
All pieces of area terrain, and ruined buildings, are either on fire, or a smoking ruin. After placing objective markers, roll a D6 for each piece of area terrain, or ruins (if a model could not be placed in the terrain, you do not have to roll for it.) and refer to the following table:
1-3 The terrain is on fire and burning. Count the terrain as dangerous.
4-6 The terrain is a smoking ruin. Models inside the terrain may add +1 to any cover saves. (If a model
is in terrain, and does not have a cover save, it does not gain a bonus at all.)
DEPLOYMENT
Spearhead, (page 93)
(Please note, that the first player picks a long table edge, and deploys his forces into one of the quarters adjacent to that table edge. Reserves may move onto the board from anywhere along his long table edge, not just from the portion in his deployment zone.)
LENGTH OF GAME
Game Length is random: 5-6 Turns. At the end of turn 5, roll a dice, and on a 5 or 6, play one more turn.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout, seize the initiative.
LINE OF RETREAT
Units that are forced to flee must move toward their
friendly, long deployment edge.
CALCULATE RESULTS
Calculate kill points as normal. The player scoring the most kill points may count any one objective held as a vital objective (counts as one more objective than normal.)
Consult the table below:
Massacre - 20 pts / 0 for your opponent
You control 4-6 more objectives than your opponent.
Major Victory - 17 pts / 3 pts for your opponent
You control 2-3 more objectives than your opponent.
Minor Victory - 13 pts / 7 pts for your opponent
You control 1 more objective than your opponent, or if no one controls more objectives, you have more kill points than your opponent.
Tie - 10 points each
If both players control an equal number of objectives and have equal kill points, then the game is a tie.
BATTLE POINT MODIFIERS
+1 For having an HQ choice in your opponent’s
deployment zone at the end of the game.
+1 For destroying all enemy Heavy support choices.
+1 For destroying all enemy Troops choices.
+1 For holding one or more objectives in a piece of
terrain that is on fire.
Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game, and counts as having scored more kill points than his opponent. Or, if at the time of the game ending, the remaining player could legally claim more objectives due to one unit claiming multiple objectives, then he may claim the number of objectives he held when the game ended.



Mission Two: WHEN DIPLOMACY FAILS
After decades of horrific fighting, both sides have partially retreated from the front lines to lick their wounds and let the
diplomats talk a bit while their armies re-enforce and re-supply. And who knows? Maybe it’s time to give peace a chance…..or not.
OBJECTIVES
Use the deployment zones as for Pitched Battle on page 92. In addition, put a small marker in the exact center of the table. This marker denotes the spot where the ‘peace talks’ will be taking place. Each player has a limited amount of models that may be deployed as ‘observers’, and ‘diplomatic staff’, with all other models held in reserve, or off table and arriving on turn 1
MISSION RULES
Each side has sent two squads of troops with a commander to monitor the proceedings, and each diplomat has a squad of bodyguards or ‘staff’, ready to keep him safe from harm.
Observers: Two units of troops, and one HQ unit. Follow the guidelines in ‘Dawn of War’ deployment for limitations on setting up units. A player may elect to not set up Observers.
Staff: One non-vehicle, non-monstrous creature, unit chosen from troops, elites, fast attack, or heavy support. A player MUST deploy a Staff Team.

Players should each roll a D6 and the highest roll may decide to go first or second. The player going first may deploy his Observers anywhere in his deployment zone that is at least 18” away from the center of the table. Player two may then deploy his observers in a similar manner. Player Two must deploy his Staff within 6” of the marker in the center of the table and on his half of the table. Player One must then deploy his Staff in a similar manner. (Note that a player
does not have to let his opponent know what his choices are for Observers or Staff until he is ready to deploy them.) All other troops will be held off the table at the start of the game, and follow rules for deployment similar to Dawn of War on page 93. Units may be held in reserve. All units not held in reserve must move onto the table from their table edge on turn 1. (Chaos Demon armies split their army as per the rules for Daemonic Assault, with their Observers and Staff taken from the same half. Roll to see which half Staff and Observers will be taken from. Observer and Staff units are deployed as per the rules above. The remainder of the half of the army these units were taken from Deepstrikes in on the first turn as per the Daemonic Assault rules. Use the Daemonic Assault rules in subsequent turns for deployment.)
Starting the Game:
Someone says or does something wrong, and suddenly the talks break down into a vicious melee. Each player rolls a dice. The player that rolls highest will move his Staff unit into base contact with the enemy Staff unit, ignoring terrain if any. Use all rules for launching and receiving an assault. The Staff units chosen by each player will fight one round of close combat with each other prior to turn 1, with both sides counting as having charged. Regardless of combat results, the combat is considered a draw, unless of course, one unit is totally wiped out. Player Two may then try to steal the initiative, and if successful, may start turn 1. Otherwise, Player One will start his turn.
DEPLOYMENT
Modified Dawn of War - page 93.
LENGTH OF GAME
Game Length is random: 5-6 Turns. At the end of turn 5, roll a dice, and on a 5 or 6, play one more turn.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout, Seize the Initiative.
LINE OF RETREAT
Units that are forced to flee must move toward their friendly, long deployment edge.
CALCULATE RESULTS
Calculate Victory points as per page 300 of the 40K rulebook. In addition, the center of the table is considered a vital objective. If one player can hold that objective with a |unit of troops, or with their nominated Staff unit, they receive a 500 pt bonus when calculating Victory points. Consult the table below:
Massacre - 20 pts / 0 for your opponent
You have 1500 or more VP than your opponent.
Major Victory - 17 pts / 3 pts for your opponent
You have 1000 -1499 more VP than your opponent.
Minor Victory - 13 pts / 7 pts for your opponent
You have 500 - 999 more VP than your opponent.
Tie - 10 points each
The difference in your VPs is 499 or less.
BATTLE POINT MODIFIERS
At the end of each players turn, check to see if that player holds the objective in the center of the table. For purpose of holding the objective, the ‘Staff Team’ counts as a troops selection. Each player may score one BPM for each time that he holds the center objective at the end of his turn, up to a maximum of +4 points. This could mean that in an extreme case, both players could score +4 points.


Mission 3: HOLD THE LINE!
“We are the line that does not break. Our faith will hold back rivers. Though it costs our very lives and our sanity, the enemy will not cross this line. “
-High Colonel Maximus von Ludwig, moments before the Orks overran him position in the battle for Clark’s Gulch
OBJECTIVES
3 Objective markers should be placed along the long center line of the table. One should be placed in the exact center, equidistant from the short table edges. The other two should be placed along the center line, on either side of the center and 18” away from the center objective.
MISSION RULES
One of the objectives is secretly a primary objective and if controlled, counts as three objectives. At the top of Turn 4, randomly determine which of the three objectives counts as primary by rolling a D6.
1-2 its the objective on Player One’s left
3-4 its the center objective
5-6 its the objective on Player One’s right
DEPLOYMENT
Pitched Battle, (page 92)
LENGTH OF GAME
Game Length is random: 5-6 Turns. At the end of turn 5, roll a dice, and on a 5 or 6, play one more turn.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout, seize the initiative.
LINE OF RETREAT
Units that are forced to flee must move toward their friendly, long deployment edge.
CALCULATE RESULTS
Calculate kill points as normal. The player scoring the most kill points may count any objective held as a vital objective (counts as one more objective than normal, and can stack with the primary objective bonus). Consult the table below:
Massacre - 20 pts / 0 for your opponent
You control 5-6 more objectives than your opponent.
Major Victory - 17 pts / 3 pts
You control 3-4 more objectives than your opponent
Minor Victory - 13 pts / 7 pts
You control 1-2 more objectives than your opponent, or if no one controls more objectives, you have more kill points than your opponent.
Tie - 10 points each
If both players control an equal number of objectives and have the same number of kill points, then the game is a tie.
BATTLE POINT MODIFIERS
+1 If there are no enemy units on your half of the table.
+1 If you have more units on your opponent’s deployment
zone than they have in yours.
+1 For controlling the primary objective.
+1 For killing the highest point enemy unit. (Declare one at the beginning of the game in the case of a tie. Players must point out their highest point unit if asked.)

Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game, and counts as having scored more kill points than his opponent. Or, if at the time of the game ending, the remaining player could legally claim more objectives due to one unit claiming multiple objectives, then he may claim the number of objectives he held when the game ended.
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mikhaila
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Location: A gigantic, underground Command Bunker where I construct master plans to conquer the galaxy.

PostPosted: Wed Jul 21, 2010 1:23 am    Post subject: Reply with quote

Mission 4: Da Boss is ‘Ungry!
My tummy is rumbly, you think dere’s any sammiches in those supplies dat got air dropped out in no-mans land? Lets round up the ladz and go take a little look. Maybe grab some grub if it ain’t all shot up.
OBJECTIVES

Players will need to place 7 objective markers on the board representing supplies that were dropped into the war zone some days ago. These may or may not prove to be actual supplies, (or sammiches), and as the game goes on, objectives may be removed. Place one objective marker in the center of the board. Roll dice to decide which player will go first, with high die choosing to go first or second. The player going first should pick a deployment zone and place one objective in it. The second player will then place one objective marker in his deployment zone, and two markers anywhere outside of his deployment zone, but at least 8” from another objective. The first player then places two objective markes anywhere outside of his deployment zone, and at least 8” from any other objective.
At the end of turn 3, starting with the player that went first, each player may choose to remove one objective counter from the board, representing ruined supplies. At the end of turn4, each player may choose to nominate one objective as a vital objective, counting as two objectives, to represent their side piling up supplies found elsewhere onto that spot.
MISSION RULES
Players will use the rules for night fight for turn 1. At the end of each turn, roll a dice, and on a 4+ the sun has come up, and night fighting rules are not used for any remaining turns.
DEPLOYMENT
Pitched Battle
LENGTH OF GAME
Game Length is random: 5-6 Turns. At the end of turn 5, roll a dice, and on a 5 or 6, play one more turn.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout, seize the initiative.
Da’ Boss is Hungry!: A player may nominate up to two of his non-vehicle HQ units, and these units may claim objectives as if they were troops choices.
LINE OF RETREAT
Units that are forced to flee must move toward their
friendly, long deployment edge.
CALCULATE RESULTS
Calculate kill points as normal. The player scoring the most kill points may count any one objective held as a vital objective (Counts as one more objective than normal.) Consult the table below:
Massacre - 20 pts / 0 for your opponent
You control 4-6 more objectives than your opponent.
Major Victory - 17 pts / 3 pts for your opponent
You control 2-3 more objectives than your opponent.
Minor Victory - 13 pts / 7 pts for your opponent
You control 1 more objective than your opponent, or if no one controls more objectives, you have more kill points than your opponent.
Tie - 10 points each
If both players control an equal number of objectives and have equal kill points, then the game is a tie.
BATTLE POINT MODIFIERS
+1 For destroying all enemy HQ choices.
+1 For destroying all enemy Troops choices.
+1 For each of your HQ choices that is holding an objective. To claim this bonus twice, the two HQ’s may not be holding the same objective. Bosses don’t share well.

Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game, and counts as having scored more kill points than his opponent. Or, if at the time of the game ending, the remaining player could legally claim more objectives due to one unit claiming multiple objectives, then he may claim the number of objectives he held when the game ended.
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