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THE SIEGE OF LEGIONEX VIII

Pro-logue

Warhammer 40K Tournament:

1000 Points.

Standard army construction.

You will be either forces of order or disorder, and we reserve the right to jiggle you around to get an even number on each side, so any non-imperial/non-chaos forces could be on either side.

The tournament has four scenarios, of which you will play three; this is to test your general-ship in selecting the right force to overcome any situation, the three you play depend on the outcome of your first game, and the outcome of the battle between order and chaos, more on that later.  

Attackers (disorder) always begin deployment first.  Roll a D6 for first turn.

Scenarios:

Scenario 1:

‘Secure the Escape Routes’

 The 24 players will be split into their 12 per side faction (order/disorder) then be paired randomly against their opposing faction; each is tasked with securing the only escape route for the imperial citizens.

 

The escape shuttles are landing at the outer landing pads at nightfall, your objective is to secure those landing pads at all costs.

Mission Special Rules:

    • Infiltrators.
    • Night fight on last turn.

Objective:

    • Victory goes to the player with the most scoring units ON the pad at the end of turn 6

SPECIAL: The winning faction will control the landing pads the effect of this is explained in the last game

Scenario 2A:

‘Defend the Defences’

 The top 12 players from each faction will play off in this scenario, as each faction seeks to gain control of the planetary defences, planetary scanners and such like.

 

As dawn arrives the victorious generals of each faction have been sent to control the defences.

Mission Special Rules:

    • Deep strike.
    • Night fight on first turn.
    • Victory Points.

Objective:

    • Field of Battle (extra points for objective)

SPECIAL: The winning faction will control the defences the effect of this is explained in the last game.

 

Scenario 2B:

‘Defend the City’

The other 12 players will play off in this scenario, as the forces of order try to defend the main city.

As dawn nears the defeated generals of each faction are sent/forced-back to assault/defend the city.

Mission Special Rules:

    • Concealment.
    • Night fight on first turn.
    • Victory Points.

Objective:

    • Annihilation (extra points for surviving)

SP: The winning faction will control the city the effect of this is explained in the last game.

 

Scenario 3:

‘Take the City’

 All 12 players from each faction will be paired off against their opposing faction, based upon their scores form the last two rounds

The final battle! If the Forces of disorder won scenario 2B, they have control of the city, and are defending the forces of order are trying to reclaim it.

Mission Special Rules:

    • No setup within 24” of the enemy.
    • Deep strike – Winning faction of Scenario 1.
    • Infiltrate – Winning faction of Scenario 2A.
    • Victory Points.

Objective:

    • Enemy Lines (extra points for forces in opposing deployment zone)

Scoring:

Once the game is finished and victory points calculated a result will be determined as per the normal rules on page 86 of the 40k rulebook that translates into tournament points as follows:

·         Slaughter – 20 points

·         Crushing Victory – 17 points

·         Solid Victory – 13 points

·         Draw – 10 points

 

The losing side gets the remainder of the 20 points:

·         Slaughtered – 0 points

·         Crushing loss – 3 points

·         Solid Loss – 7 points

·         Draw – 10 points

Painting Points:

·         Golden Deamon........5

·         Top Job.....................4

·         Good Job...................3

·         Average....................2

·         Minimum..................1

See Tournament pack for more details.

 Sportsman Points:

·         Brilliant Game............5

·         Good Game.................4

·         Average Game............3

·         Standard Game...........2

·         Poor Game..................1

See Tournament pack for more details.

 

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