Friday, February 26, 2010

BFSR Missions


Pretty excited about the tourney this weekend. They have posted 6 missions - 4 of which will be played. Interesting! Think it plays to my Eldar strengths.

Here are the 6:

Scenario One: “They’re out there somewhere!”
The enemy is out there somewhere just waiting to be found. Go out and find the optimum scouting spot! The vantage point from up high is always better… Grab the tallest piece of terrain to give your army the advantage.
Setup: Scenario uses Pitched Battle. Players must choose one HQ choice to be their “General”. Players must also agree on the tallest piece of terrain outside the deployment zones prior to choosing their zones. Continue setup as normal. This game uses Random Game Length or 2 hour time limit, whichever comes first.
Special Rules: Add +1 to all Reserve rolls for duration of the game.
Objectives: Total of 20 points.
 Primary: Seize and hold the tallest piece of terrain for your army. Hold with a scoring unit on or within 3” with no enemy units contesting.(7 pts)
 Secondary: Protect your deployment zone. No enemy models in your deployment zone at game’s end. (5 pts)
 Tertiary: Scout the area… Have more scoring units in your opponent’s deployment than they have in yours at game’s end. (4 pts)
 Also be nice if you could… Get your army “General” to have a look. Have your “General” on the tallest piece of terrain at game’s end, even if you don’t control it. (4 pts)

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Scenario Two: “The Bridge is our lifeline!”
The bridge is your lifeline for your continued offensive. You need it to supply your armies as they push further into enemy territory. Take and hold that bridge at all costs!
Setup: Scenario uses Pitched Battle. Players must announce their “Hunted Unit” prior to deployment. Continue setup as normal. This game uses Random Game Length or 2 hour time limit, whichever comes first.
Special Rules: “Hunted Unit” is your most expensive unit that is not a vehicle(has an armor value) or a HQ choice. If your “Hunted Unit” fails to come in from reserve or is fleeing at game’s end, it’s considered destroyed for objective purposes.
Objectives: Total of 20 points.
 Primary: Control the bridge. Have a scoring unit on the bridge at game’s end with no enemy models on the bridge. (6 pts)
 Secondary: Destroy your enemy’s “Hunted Unit”! (5 pts)
 Tertiary: Keep your “Hunted Unit” alive! (5 pts)
 Also be nice if you could… Hold any secondary river crossings with a scoring unit. Another bridge or fordable area will do. (4 pts)

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Scenario Three: “The Atrocities of your enemy!”
The war takes its toll on everyone, some more than others… Make your push across the river and hold the far shore. Wait for further instructions.
Setup: Modified deployment. Players roll off for sides of the river. Once chosen the player who won places their army at least 10” away from the river’s edge. Player two does the same. Players must then reveal their “Suicide Squad”. Infiltrators are then setup as normal. This game uses Random Game Length or 2 hour time limit, whichever comes first.
Special Rules: “Suicide Squad”- you must chose one Troop or Elite choice to be your suicidal squad. These lads have seen all too well the atrocities of your enemy and will stop at nothing to kill them all! This squad cannot infiltrate and must be non-vehicle squad (unit without an armor value). This squad gains the preferred enemy and fearless special rules.
Objectives: Total of 20 points.
 Primary: Have more scoring units on opponent’s side of the river than they have on yours! (7 pts)
 Secondary: Your “Suicide Squad” destroys at least one Kill Point and is destroyed themselves by the end of the game. (6 pts)
 Tertiary: Your “Suicide Squad” is destroyed on the opponent’s side of the river by the end of the game. (4 pts)
 Also be nice if you could… score more Kill Points than your opponent. “Suicide Squads” earn their owner a point if destroyed, not the opponent. (Hence “suicide”) (3 pts)

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Scenario Four: “Watch out, they’re tricky devils!”
The battlefield is strewn with wounded, supplies and enemy intel. Push out into “No Man’s Land” and pick it up! But beware the enemy may have booby trapped some items, they’re tricky little devils!
Setup: Scenario uses Pitched Battle. Before choosing sides, players must place 5 markers outside deployment zones, but within 6” of the table’s center line. Roll off to see who places the first objective marker. Markers may not be within 10” of one another. Players then continue setup as normal. This game uses Random Game Length or 2 hour time limit, whichever comes first.
Special Rules: To uncover a marker, players must move into contact with it using non-vehicle units (units with no armor value). Players must end their unit’s movement after contacting the marker. At the end of movement(Normal Movement/Run/Fleet), players must uncover the marker… Roll a D6. 1st Marker turned over is the objective on a roll of 6+. If not, disregard and move on. 2nd Marker is objective on 5+. If not, move on. 3rd Marker is objective on 4+. 4th Marker is objective on 3+. If the objective has not been found then the 5th Marker is automatically the objective. On any rolls of 1 the marker is booby trapped and explodes destroying it and creating a Strength 3 large blast with no AP value. Once the objective is found remove all other markers from the table.
Objectives: Total of 20 points.
 Primary: Hold the objective marker uncontested at game’s end with a scoring unit by being within 3”. (7 pts)
 Secondary: Uncover more objective markers than your opponent. (5 pts)
 Tertiary: Destroy all your opponent’s scoring units. (4 pts)
 Also be nice if you could… Divide the table into quarters at game’s end and control more table quarters than your opponent. Control a table quarter by having a unit in the quadrant (no immobilized vehicles) with no enemy units in the same quadrant, (4 pts)

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Scenario Five: “Never leave a man behind!”
You captured the enemy’s general last night in a daring raid… looks like your enemy had the same idea! You returned triumphant only to find your general too was victim to a late night raid. Gather the troops and go get him back!
Setup: Scenario uses Spearhead Deployment. Players must choose a HQ choice to represent their General. After deployment zones are chosen, place your stasis field holding cells in the exact center of your chosen deployment zone. Your enemy general is then placed inside. Setup continues as normal. This game uses Random Game Length or 2 hour time limit, whichever comes first.
Special Rules: Your General starts the game inside the stasis field; only the general’s model, no retinues or vehicles. Your General can do nothing until freed from his stasis. To free your General, you must move a unit into coherency with him (Normal move/run/fleet). Once freed, the General may shoot and assault that turn with the rest of the unit he joins. Enemy Generals cannot be harmed while in stasis.
Objectives: Total of 20 points.
 Primary: Release your General from stasis! (6 pts)
 Secondary: You release your General and he survives the battle. (5pts)
 Tertiary: Your opponent’s General was never released or was killed after being released. (5 pts)
 Also be nice if you could… Score more Kill Points than your opponent. (4 pts)

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Scenario Six: “There’s a traitor amongst us!”
The war is coming to a breaking point… this could be the battle to decide the fate of the world. But you have word from your covert ops that there is a traitor amongst you. You need to figure it out before it’s too late.
Setup: Scenario uses Pitched Battle. Normal setup rules apply. Before deployment, declare which HQ choice is will be the General. This game uses Random Game Length or 2 hour time limit, whichever comes first.
Special Rules: “Traitor”- you must secretly pull one model, with no upgrades (champions/nobs/sgts/special or heavy weapons/ etc.), from a Troop choice to be the traitor. Hold these models until the beginning of your 3rd turn at which point you may replace one Troop model in your opponent’s army. Simply remove the Troop model as a casualty and replace it with your model. The casualty may not be an upgraded model either, nor may it be a special or heavy weapon model. The casualty also must only have one wound on its profile. From this point your model may move, shoot and assault as normal. The model may join friendly units and for all intents is an independent character for the duration of the game.
Objectives: Total of 20 points.
 Primary: Score more Kill Points than your opponent. (7 pts)
 Secondary: Your Traitor survives the battle. (5pts)
 Tertiary: You kill your opponent’s Traitor. (4 pts)
 Also be nice if you could… Kill your opponent’s General. (4 pts)

Thursday, February 25, 2010

Battle For Stone's River


This Saturday (2/27) I'm playing in a tournament at Murfreesboro, TN. It's the Battle For Stone's River in commemoration of the Civil War battle of the same name. Usually around 50-60 players - so pretty big tourney. I had originally planned to run my Death Guard army - but in play testing they were not performing well (I lost 4 straight games). So...going to make a switch to Eldar - figuring I can't do any worse - and maybe better as a lot of the missions have mobility needs that Eldar fulfill the best of all. List is 1863 points (the year of the battle). Here's what I'm taking....

1863 Pts - Eldar Roster - Eldar 1863 - BFSR Final

HQ: Jain Zar (1#, 190 pts)
1 Jain Zar @ 190 pts ((pp.54-55 & 61 Eldar); Eternal Warriors; Fearless; Fleet; Furious Charge; Independent Character; Acrobatic; War Shout ; Disciples; Banshee Mask; The Silent Death; Executioner)

HQ: Farseer (1#, 138 pts)
1 Farseer Koios @ 138 pts ((pp.26, 28 & 60 Eldar); Psyker; Doom ; Mind War ; Fleet; Independent Character; Ghosthelm; Rune Armour; Runes of Warding; Spirit Stones; Shuriken Pistol; Singing Spear)

Elite: Fire Dragons (6#, 280 pts)
4 Fire Dragons @ 280 pts ((pp.32 & 62 Eldar); Fleet; Fusion Gun; Melta Bombs)
1 Fire Dragon Exarch (Fleet; Tank Hunters; Crack Shot ; Firepike; Melta Bombs)
1 Wave Serpent ((pp.45 & 63 Eldar); Energy Field; Spirit Stones; Star Engines; TL Shuriken Catapults; TL Bright Lances)

Elite: Fire Dragons (6#, 267 pts)
4 Fire Dragons @ 267 pts ((pp.32 & 62 Eldar); Fleet; Fusion Gun; Melta Bombs)
1 Fire Dragon Exarch (Fleet; Tank Hunters; Fusion Gun; Melta Bombs)
1 Wave Serpent ((pp.45 & 63 Eldar); Energy Field; Spirit Stones; Star Engines; TL Shuriken Catapults; TL Bright Lances)

Elite: Howling Banshees (8#, 259 pts)
6 Howling Banshees @ 259 pts ((pp.31 & 63 Eldar); Fleet; Banshee Mask; Power Weapon; Shuriken Pistol)
1 Howling Banshee Exarch (Fleet; Banshee Mask; Shuriken Pistol; Executioner)
1 Wave Serpent ((pp.45 & 63 Eldar); Energy Field; Spirit Stones; Star Engines; TL Shuriken Catapults; TL Shuriken Cannons)

Troops: Dire Avengers (5#, 97 pts)
4 Dire Avengers @ 97 pts ((pp.30 & 64 Eldar); Fleet; Avenger S-Catapult)
1 Dire Avenger Exarch (Fleet; Bladestorm ; Diresword; Shuriken Pistol)

Troops: Dire Avengers (5#, 97 pts)
4 Dire Avengers @ 97 pts ((pp.30 & 64 Eldar); Fleet; Avenger S-Catapult)
1 Dire Avenger Exarch (Fleet; Bladestorm ; Diresword; Shuriken Pistol)

Troops: Guardian Jetbike Squadron (3#, 76 pts)
3 Guardian Jetbike Squadron @ 76 pts ((pp.40 & 64 Eldar); Unit Type: Jetbike Infantry; Turbo-boosters; Eldar Jetbike; Shuriken Cannon x1; TL Shuriken Catapults x2)

Troops: Guardian Jetbike Squadron (3#, 76 pts)
3 Guardian Jetbike Squadron @ 76 pts ((pp.40 & 64 Eldar); Unit Type: Jetbike Infantry; Turbo-boosters; Eldar Jetbike; Shuriken Cannon x1; TL Shuriken Catapults x2)

Heavy Support: Falcon (1#, 190 pts)
1 Falcon @ 190 pts ((pp.42 & 67 Eldar); Holo-Field; Spirit Stones; Star Engines; Scatter Laser; TL Shuriken Catapults; Pulse Laser)

Heavy Support: Falcon (1#, 190 pts)
1 Falcon @ 190 pts ((pp.42 & 67 Eldar); Holo-Field; Spirit Stones; Star Engines; Scatter Laser; TL Shuriken Catapults; Pulse Laser)


Total Roster Cost: 1860

Sunday, February 21, 2010

Aldonis thoughts on Comp and Tournaments

I think the issue about comp rears its head because of one category - Overall Champion - and the fact that it has the most loot attached to it. All the other categories feed into "overall" - and thus if you have a Comp category - it pisses people off towards overall. I suggest that for a GT type tournament that you eliminate Overall from the categories. Have a Best General, Best Painted, Best Themed, Funnest Opponent etc category. You could even break it down by Codex if you wanted - or a 1, 2, 3rd place for each. Split the prize support evenly across those. Yeah - there may be less prize support for winning a category because you spread stuff out more. But at the end of the day, do people really play in tourneys for the loot - or for the fun of competing and maybe getting their 10 seconds of fame for winning something? I think most people do the latter. The more people who get their name called and get to come up front - even if it's just for a trinket - the better.

This way everyone has their "thing" they can go for. I'm a helluva guy and love just to play and have fun - so I go for funnest player. Kenny is a top shelf player - he guns for best General. Brandon..well shit - he wins all the painting stuff. Etc, etc...overall - I think more people have fun - get less bent out of shape about "cheating" and "broken lists" - are less tempted to cheat for the big prize - and you get more positive feedback on your tournaments.

I think we've gotten a little spoiled toward the 'ard boyz type winner take all tournaments - and forgotten about the overall fun part of what the GT's are - getting a bunch of guys who all geek out on the hobby together and getting to play armies/tactics etc you would never see in you local gaming scene.