I'll get a copy of these as well as the matchups into the store on Friday.
Sorry for being gone this week but a family friend is in town visiting
Weeks 1-3 are going to be played as is. If anyone has any issues or sees problems with the latter missions, bring it up here, we'll discuss it, and make any changes that are necessary.
A HUGE THANKS TO COLBY for coming up with these missions for us.
Week 1 - A Fresh Start
Mission: Seize Ground (As per rulebook, pg. 91, except that 5 objectives must be used)
Deployment: Spearhead (As per rulebook, pg.93)
Week 2 - Slash and Burn
Mission: Victory Points (As per rulebook, pg. 108)
Deployment: Pitched Battle (as per rulebook, pg 92)
Week 3 - The Doldrums
Mission: Capture and Control (As per rulebook, pg. 91)
Deployment: Pitched Battle (as per rulebook, pg 92)
Week 4 - And Then Things Got a Little Weird...
Mission: Soccer! (See below)
Deployment: Spearhead (As per rulebook, pg.93)
There is a single "Ball" (use an appropriate model on a 25mm base) in the exact middle of the table. An army wins if they can get a unit to carry the Ball to their SHORT table edge during their Movement phase. If the game ends and the Ball is still on the table, the game is a Draw. In order to "pick up" the Ball, a unit (that is NOT a non-walker vehicle) must end their movement phase in base contact with the Ball. While "holding" the Ball, a unit that is in a transport may not move Flat Out speed (or faster) and (if mounted on bikes or jetbikes) may not Turbo Boost. If a unit holding the ball suffers an unsaved wound for ANY REASON it will drop the Ball unless it rolls a 4+. Roll for every unsaved wound suffered. If the Ball is dropped it will scatter 2D6 in a random direction from the model in the unit closest to the unit that caused the wound. If no unit caused the wound, pick a model furthest from their short table edge for the Ball to scatter from. If the Ball would land within 1 inch of any model, move it the shortest distance possible so that it is at least 1 inch from any model. The Ball cannot land off of the table and will stop at the edge if it scatters that direction.
Week 5 - Land Grab
Mission: Table Quarters (See below)
Deployment: Pitched Battle (as per rulebook, pg 92)
Whoever controls the most Table Quarters at the end of the game wins. If both armies control an equal number of Table Quarters, the mission is a Draw. In order to control a Table Quarter, an army must have a unit (NOT a Dedicated Transport) FULLY within the Quarter and the enemy must NOT have a unit (again, NOT a Dedicated Transport) FULLY within the Quarter. It is acceptable to leave a marker in the center of the table, so that both players have a general sense of where the edge of the Quarters are.
Week 6 - Failed Negotiations
Mission: Parley (See below)
Deployment: Dawn of War (Modified as explained below)
Both players begin the game with only a single HQ unit (not FOC Choice, but individual UNIT) on the table, deployed within 6 inches of the center of the table, but also within their deployment zone. The rest of the army MUST start off of the table as per the Dawn of War deployment scenario in the main rulebook (see pg. 93). Reserves, Deep Striking, and Outflanking are allowed as normal. In order to win the game, a player must first kill/destroy the HQ unit choosen to start in the center of the table. Leave a suitable marker where the HQ unit was killed/destroyed, as it now counts as an objective (ala Capture and Control). Both armies may control/contest either HQ "objective", and the army that controls the most objectives at the end of the game wins. If no one controls more objectives than the other, the game is a Draw.
Week 7 - Taking the Fight to the Enemy
Mission: Blitz (See below)
Deployment: Pitched Battle (as per rulebook, pg 92)
This mission is exactly the same as Annihilation (main rulebook, Pg. 91), except that at the end of the game players gain an extra killpoint for every unit fully within their opponent's deployment zone. Dedicated transports do NOT grant bonus killpoints in this manner, but units inside of them do.
Play-Offs Game 1 - The Beginning of the End
Mission: Seize Ground (As per rulebook, pg. 91, except that 5 objectives must be used)
Deployment: Dawn of War (As per rulebook, pg.93)
Play-Offs Game 2 - Epic Showdown
Mission: Meatgrinder (See below)
Deployment: Spearhead (As per rulebook, pg.93)
This mission is exactly the same as Annihilation (main rulebook, Pg. 91), except that at the end of the game players gain an extra killpoint for every TROOP unit (NOT Dedicated Transports) that has survived through the game without ever dying. As well, TROOPS units that are destroyed (including Dedicated Transports) are placed into Reserve, and will arrive in subsequent turns as any normal Reserve would (so no Deep Striking or Outflanking). These returning Troops can be destroyed again to generate more kill points, but do not count for bonus kill points if they are alive at the end of the game.
**Tiebreaker** - BLOOD FOR THE BLOOD GOD!!!
Mission: Last Man Standing (See below)
Deployment: Pitched Battle (as per rulebook, pg 92)
This game has no turn limit. Both players fight until they completely wipe their opponent off of the table. Whoever is left standing is the winner. WARNING: Should it ever happen that both players reach a point where neither can fully destroy the other, then they BOTH loose and whoever was in the next place behind them ends up moving on. If the tiebreaker was to determine who goes into the Playoffs, the 5th place player will go instead. If the tiebreaker was to see who WON the Play-offs, the player in 3rd place will win the League instead.