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DALECON 08'
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Derling
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 Posted: Wed Oct 22nd, 2008 01:54 pm

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Pen dull wrote: twaimn wrote:
I'm going to be at the tourny saturday, if only because I bought the damned army to feild in it.  then I'll prolly stow away in marks trunk to get to dales, and proceed to consume beer and destroy little toy soldiers for the next 30ish hours.


Crap. Uh, just so you know, i'm 20/80 going to the tourney. I like tourneys, but I like rediculous play at friend's houses better.

I'm vacillating. You can't count on me being there, because I'm such a vacillating flip-flopper.

I'm sorry about this.:(

Join us at Dale's foolishness...it is the way of light (that and i'm not prepared to go to tourney anymore once Dale Announced his plans)

 

 


 

ethmongul
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 Posted: Wed Oct 22nd, 2008 01:58 pm

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11 o'clock is the start time for anyone not going to the tourney,still working on getting enough terrain,but the boards are all planned out and the lights are mounted.Man, I can't wait:)

crterry
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 Posted: Thu Oct 23rd, 2008 07:12 am

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Dale,

I have a bunch of terrain and felt boxed up for rock-con. I can leave it that way and loan it to you for dale-con. There's more than enough to cover the tables you have.

I'm trying to make it for sunday. I may come straight from working saturday night.

Let's hook up after Rock-con. I can meet you half way for the hand off.

CT

 

ethmongul
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 Posted: Thu Oct 23rd, 2008 02:03 pm

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Excellent,you got my # just call me when and where.Hope to see ya.Thanx

ethmongul
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 Posted: Sat Oct 25th, 2008 08:24 pm

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Ok guys,I think Ive just come up with the Why everone is attacking my planet.(See Gobkrakka reborn)

Let the con commence:cool:

Pen dull
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 Posted: Tue Oct 28th, 2008 07:06 pm

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OFFICIAL DALECON EVENT

Good Grot Hunting run by PenDull

A team of your troopers has been left behind and lost in the woods on En Fuego after a mixed battle. While awaiting pickup from evacuation shuttles, they decide that a cease-fire is in effect.  However, they find themselves quickly surrounded by hoards of Gretchin who have stolen explosives and are lighting the fuses.  Outnumbered and certainly doomed, the left-behind troopers form a temporary truce, a "hunting party," and prepare to defend themselves against the innumerable swarm of bomb-wielding grots and squigs coming at them from all directions. As the once-foes now friends-for-survival races huddle in the middle of the wood, scores of mad suicidal grots come scampering through the forest, trails of smoke following their lit charges.

This game will occur on Saturday night, probably late when everyone is drunk enough to play.  It is open to as many players that want in, but I don't think we can run more than six.  Whatever.  We will figure it out then.

Each player will construct a single "Hunting Party" (think loosely "Kill Team") using models from a single legal codex.  The restrictions on this Hunting Party are as follows:

1) There can be no models with an armor save better than a 3+.

2) There can be no models with more than one wound.

3) There can be no independent characters or special characters.

4) The maximum number of models in the squad cannot exceed 5.

5) No vehicles, walkers, bikes, jetbikes or cavalry.

6) No Psychic powers can be used (although you could concievably field someone who would, just now they can't use them).

7) There will be no deepstriking or infiltrating allowed. 

Each hunting party will start no further than 8" away from the center of the table, in deep-strike "base to base" formation.  Each member of the hunting party must maintain unit coherency and all that jazz.  Beginning with turn one and each turn after that, each table edge will introduce D6x#players grots.  These grots will explode if shot or assaulted or within 2" of other models. Green grots will explode with a small-blast template centered on their base that is S4 AP-. Red grots will explode with an ordinance-blast template centered on their base that is S6 AP3. Squigs will explode only on btb contact, at S8 AP2.

Your hunting party will be fearless. 

Your hunting party may contain any models from the codex that fit the above parameters, and are not immediately disqualified by the judge (me) because I didn't think of such a cheater way to break the game in time. Or because I don't like you. Whichever comes first.

An example of an Ork Hunting Party: 1 Ork boy with stikkbombz and a shoota, 1 Ork boy with a big shoota, 1 Loota, 1 Loota Mek with a Kustum Mega Blasta, 1 Burna Boy.

Points are irrelevant. Force Org is irrelevant. Pick models from your codex, subject to the above restrictions, and let 'em rip.

TURN SEQUENCE: All Hunting Parties will move at the same time. They are on the same team, and cannot shoot or assault one another.

MOVEMENT Hunting Parties move just like normal squads do. They can run, and do everything else. If they move within 2" of a grot, the grot will immediately explode.
 
SHOOTING: Each model in your Hunting Party will be able to target a single grot or squig. Each grot and squig are counted as independent "squads of one," and do NOT follow unit coherency. So in theory, my Ork Hunting Party from above could shoot at five different grots in one shooting phase. Each grot wounded will explode with the template centered over the grot, possibly wounding another grot, squig, or another model on the table. This is where the strategy comes in: If someone is really close to alot of grots, you could shoot at some of them and get them to blow up on another player's Hunting Party. The player does not have to declare which target is first, rather just says "This guy is firing his bolter at this grot," and then the result of the shooting is resolved, further damage is taken and so on. Then the next firer in his squad shoots. This keeps things clean in chain-reactions.


This is important, because the last Hunting Party alive on the field wins the game. There is no turn limit.

ASSAULTS: Grots voluntarily explode within 2" of a Hunting Party during ANY MOVEMENT PHASE ONLY. During the assault phase, a Hunting Party may assault as many grots as it can while still maintaining unit coherency. As the Hunting Party closes in to charge, the grots light their fuses on their explosive charges, hoping to detonate at the right moment. Every grot in the assault will have an initiative of D6. On their initiative, instead of assaulting, the grot will detonate and the blast template will be placed, affecting other models touched immediately. Any grot killed in assault BEFORE its d6 initiative score is reached will not explode. Becuase of this, there will necessarily never be any grots alive at the end of a combat. Hunting Parties surviving combat will roll a d6 and consolidate as normal. Also note that grots do not automatically detonate within 2" of a consolidating Hunting Party. Squigs will ALWAYS detonate upon contact with a Hunting Party model IMMEDIATELY before anything else happens, and inflict a single S8 AP2 (no blast) hit upon the model touched. There cannot be more than one model "touched" by a squig. Squigs never blow up on grots.

Grots and squigs use the same profile: WS2 BS2 S2 T2 W1 I2 Ld5 Sv- Fearless. They never shoot, and never "fight" in close combat except how detailed in the ASSAULT section of these rules.

THROW ME A BONE: Once per game, a Hunting Party can "Throw a Bone." Grots and squigs are notoriously drawn to scraps of food, and might be distracted by someone throwing the remains of a food ration (or mutilated comrade) in a particular direction. A Hunting Party may, instead of shooting, move D6 grots in the movement phase instead of the judge. This MUST be declared BEFORE THE BEGINNING of the grot movement phase. The Grots following a cast bone also may not run in the turn they are moved by a Hunting Party player.

Details on how the grots move that you really don't really need to know if you don't want to read any further but are here just for posterity's sake: For every player in the game, d6 grots will move onto each board side per turn starting with the grots on turn one. These d6 grots will be termed "green" grots, or any grot model that is green in color or also happens to be unpainted. Also on each board edge will appear d3 "Red" grots. These red grots will be red in color ('natch). If a "6" is rolled for the number of red grots appearing on the board edge, a single squig will move on that board edge. The color of the squig is irrelevant. Each model will be moved independently, and the judge is generally committed to play the grots as "mad bombers" who do anything and everything in their power to close with the Hunting Party and facilitate explosion. In the case that grots are not available for use, a "pool" of available grots will be kept at each board edge with a die, and casualties taken from the previous shooting and assault phases will be added to the outer board edges in the next grot turn arbitrarily as the judge deems fit.

Last edited on Wed Oct 29th, 2008 04:42 am by Pen dull

HDEagle71
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 Posted: Tue Oct 28th, 2008 07:22 pm

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How many hunting parties am I allowed?  and what is the point if they explode when shot or assaulted?

How do you win I guess is the general question.

Is there a point limit to the 5 man squad?

Thanks,

ethmongul
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 Posted: Tue Oct 28th, 2008 07:31 pm

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in answer to your questions:

1.   you can only have one hunting party

2.    the grots come on every turn and keep moving towards you looking to blow you up,so you better get rid of them quick.

3.     the winner of this event is the last one standing after (we haven't come up with it yet) a selected # of turns.

more from mark later(this is going to be an insane game:shock:)

HDEagle71
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 Posted: Tue Oct 28th, 2008 08:49 pm

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One more questions is it one force org slot? or can multiple force org units be made into 1 hunting squad?

Sounds like fun!

Pen dull
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 Posted: Wed Oct 29th, 2008 04:56 am

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I just updated the info on Good Grot Hunting. You get one squad, but it can be a mish-mash of any model from a single codex. Not really an org slot, but a combo of many!

You could have a devestator lascannon guy just by himself if you wanted, or five of them. Or three devestators, a sternguard and a chaplain.

Whatever works.

TW
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 Posted: Wed Oct 29th, 2008 01:36 pm

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so I could theoretically take five psycannon wielding grey knights?

Brother Tiberius
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 Posted: Wed Oct 29th, 2008 02:27 pm

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TW wrote: so I could theoretically take five psycannon wielding grey knights?
On Friday night during Rock Con, Ben and I were building a ridiculous Templar list.  I kept saying to him, "It's Apocolypse, there aren't any rules."

Pen dull
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 Posted: Wed Oct 29th, 2008 04:17 pm

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TW wrote:
so I could theoretically take five psycannon wielding grey knights?

As long as they are not terminators.

Derling
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 Posted: Wed Oct 29th, 2008 07:07 pm

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This sounds very cool.  I notice that Jump infantry are not currently in the "exclude them" list.  should they be?

Last edited on Wed Oct 29th, 2008 07:09 pm by Derling

Pen dull
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 Posted: Wed Oct 29th, 2008 10:46 pm

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Derling wrote: This sounds very cool.  I notice that Jump infantry are not currently in the "exclude them" list.  should they be?

I was thinking about that, and if you wanted to field a jump infantry squad I don't see why not, except that you more that likely will be able to position yourself out of danger.  But everyone should essentially be surrounded, and hanging out on some random board edge won't do you much good when I can move on 12-15 grots right on top of you.

Do you think everyone is going to take jump squads?

Since it isn't a covert operation and silence isn't necessary (there are gonna be grots exploding every half a second) I don't see fluff-wise why some hunting party wouldn't have a jump jet or two.  Of course, models have to move as a squad, so the slowest guy slows them all.  You could leave a jump pack on your last guy to use him as a final jumping survivor I guess...

Would it break the scenario?

TW
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 Posted: Wed Oct 29th, 2008 10:50 pm

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say I swap the psycannons for incinerators....

 

can i 'accidentally' target grots in such a way that I fry derlings hypothetical jump troopers with the same shot?

HDEagle71
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 Posted: Thu Oct 30th, 2008 01:26 pm

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Does any one know rules for a dread bash game?

Everyone takes 1 dread/ walker gladiator areana style and goes to town.

This might be another fun one to play for everyone that would not take very long either I woulf think.

The grot scenario should be fun I have my 5 guys already to go.

Derling
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 Posted: Thu Oct 30th, 2008 01:33 pm

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Pen dull wrote: Derling wrote: This sounds very cool.  I notice that Jump infantry are not currently in the "exclude them" list.  should they be?

Do you think everyone is going to take jump squads?



Would it break the scenario?


Answer 1: I don't think  so, but I am considering taking them.

Answer 2: I don't think so, for the reasons you mentioned.

I was just asking because it jumped out as me that you excluded lots of things but not them.

ethmongul
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 Posted: Thu Oct 30th, 2008 02:02 pm

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as I see it jump troops would get isolated and destroyed.I can only see this working if everyone is in the middle firing out.

However my squad will be 5 berserkers charging out into the midst of those nasty grots and dying in a gigantic KABOOM, so if you want to join me, come one come all:cool:

ethmongul
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 Posted: Thu Oct 30th, 2008 02:07 pm

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I'm also thinking of doing a walls game or two, and I'm thinking about Battle at the Big Camp scenarios also.I put down some Zazzdakka fluff for it, however anyone can play anything they want of course,that's what this event is all about.Good games,good friends,good food and drink(especially the drink),and an all around good time.:D


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