Home | Forum | BUM | Gaming Miscellany | Backfield Generals Podcast | Contacts

 

Space Marine Painting Guide
Imperial Guard Painting Guide
Story Tournaments

 

Story Tournaments

   This is a type of non-competitive tournament I created based on the "Macaharian Heresy Campaignament" which was run at KublaCon 2010. The participants are arranged in two teams. The first such tournament was the Campaign for Ordus Arethe. I wanted to run the tournaments as "Imperium vs. Xenos", but after running the first it was apparent that the Xenos get the short end of the codex stick, so I no longer suggest that. Hopefully more such story tournaments will come in the future. 

 

The Campaign for Ordus Arethe

Synopsis
   The first round, one player from each side will be randomly selected to play Secure the LZ, one each will play Supply Lines, and any remaining players will play Eye in the Sky. The winner of Secure the LZ determines attacker/defender for their whole team in Round 2.
   In Round 2, all players play Assault. The defenders have a smaller force, but better scenario advantages. Whichever side scores the most kill points across all games, becomes the attacker in Round 3.
   Finally all players select a small force to participate in a battle over an imperator titan. 

ROUND 1

Secure the LZ
  
War has broken out, and reinforcements are en route, but they need a clear LZ to land. It seems the enemy is thinking the same thing. You have been selected to command an all-out strike and clear the area of the enemy.

Deployment
   Players roll off to determine who deploys first. The first player chooses a long board edge and deploys his forces within 12” of it. The other player then deploys within 12” of the opposite edge.

Reserves
   No units may be held in reserve unless deploying by special means (Deep Strike, Outflank, etc.) Reserves are rolled for as normal, but begin on turn 1 rather than 2 (ie 4+ to deploy turn 1, 3+ turn 2, etc).

Starting the Game
   The player who deployed first takes the first turn, unless the other player successfully seizes initiative.

Victory Conditions
   At the end of turn 5, whoever has the most kill points in play is the winner.

 Special Rules
   Supply Lines: During each player's shooting phase, if their team is in control of the manufactorum, they  may re-roll the to-hit rolls for any infantry or artillery shooting.

 
  Eye in the Sky: During each player's shooting phase, for each command bastion their team currently controls, they may use a Orbital Lance Strike.

Weapon Strength AP Special
Orbital Lance Strike 8 3 Ordnance, Lance, Large Blast

   Attrition: For the team that lost Secure the LZ: roll a die for each model lost during the battle. On a 1 or 2, the model is dead and will not participate in the next round. Roll for squads all at once, and choose which models from the squad are lost.

 

Supply Lines
  
War has broken out, and reinforcements are en route, but they need a clear LZ to land. It seems the enemy is thinking the same thing. It falls to you to supply the necessary ammunition to the front lines. Team A controls the Manufactorum and is the defender.

Deployment
   The Manufactorum will be set up centered on the table 12” from the defender's table edge. The defender deploys within 12” of the Manufactorum. Then the attacker deploys anywhere on the table at least 18” away from a defender's model.

Starting the Game
   The attacker rolls a die and goes first on a 2 or better.

 Victory Conditions
   Whoever controls the Manufactorum at the end of turn 5 wins.

 Special Rules
   Sludge: The Manufactorum is highly toxic and any non-vehicle moving through a water terrain feature must make an armor save or die.
   Attrition: For the team that lost Secure the LZ: roll a die for each model lost during the battle. On a 1 or 2, the model is dead and will not participate in the next round. Roll for squads all at once, and choose which models from the squad are lost.

 

Eye in the Sky
   War has broken out, and reinforcements are en route, but they need a clear LZ to land. It seems the enemy is thinking the same thing. Your task is to gain command of the orbital defenses and turn them upon the hostile forces in the LZ. Team B controls the Command Bastion and is the defender.

Deployment
   The Command Bastion should be set up in the center of the table. Deployment is as in Dawn of War, except that instead of the normal 2 troops and 1 HQ deployed, the defender may deploy one infantry unit within the bastion and the attacker may deploy one troop unit anywhere on his half of the table and not within 18” of the bastion. The defender chooses his board edge and sets up first.

Starting the Game
   The attacker rolls a die and goes first on a 2-6. Reserves enter on the first turn as in Dawn of War.

Victory Conditions
   At the end of turn 5, whoever controls the Bastion wins.

Special Rules
    Night Fighting: Night Fighting rules are in effect on turns 1 and 2.
    Attrition: For the team that lost Secure the LZ: roll a die for each model lost during the battle. On a 1 or 2, the model is dead and will not participate in the next round. Roll for squads all at once, and choose which models from the squad are lost.

 

ROUND 2

Assault
   With the LZ secure, winning side attempts to push their advantage. Oh the fools... The team that lost Secure the LZ is the defender.

Deployment
   Spearhead.

Starting the Game
   The team that won Secure the LZ rolls a die and will take the first turn on a 2-6.

Objectives
   There is one objective in each player's deployment zone.

Victory Conditions
   The winner is the player with the most Kill Points at the end of turn 5. Kill points are calculated as normal except as noted below.
   4 kill points - Controlling an objective
   0 kill points - Dedicated Transports worth less than 100 points
   3 kill points - HQs
 

Special Rules
   Mantraps: Traps have been rigged throughout each army's homefield. All of the attacker’s models treat the enemy deployment zone as dangerous terrain.
   Kamikaze Squad: At the beginning of the game, the defender must secretly write down a non-vehicle unit in his army. If this unit ever loses a round of close combat, remove the entire unit, and a unit in combat with it (defender's choice), from the game. These units may not be used in the third round.
   Also at the beginning of the game, the attacker must secretly write down a unit in his army. This unit is revealed at the same time as the Kamikaze Squad, and cannot be removed from play by this rule.

 

ROUND 3

To Challenge a God
   The war is all but won. If the defending team from round two won the majority of round 2 battles, they are now the attacker. Otherwise they are the defender. The attackers have pushed their enemy back to their last stronghold. In a last, desperate gambit, the defenders are attempting to awaken an ancient Imperator Titan. The attackers have established a siege and refitted a small force for a strike behind enemy lines.

Deployment
   Each player chooses up to 600 points from their army list to use in this battle. Squads may be broken up and composition rules ignore as long as everything in the new list was present in the original list. 100 of these points must be spent on transport vehicles. If a player does not bring transport vehicles, then all of his units must be deployed via Deep Strike.
   The Imperator Titan is placed at one end of the table. This short edge is the defender's table edge. The defender will deploy within 36” of this edge. The attacker will then deploy within 12” of the opposite short edge.
 

Starting the Game
   The attacker always takes the first turn.
 

Victory Conditions
   The attacker must destroy the Titan. The defender must eliminate the attackers. The game will last as long as time allows.

Special Rules
   Night Fighting: Turns 1 and 2 are night fighting.

   Force Recon Refit:
Any transport vehicle taken by the attacker becomes a fast vehicle and loses any non-defensive weapons. 
   Imperator Titan: This is an inactive titan. The defenders work tirelessly to get it operational. Once it has suffered a roll on the damage table, defensive heavy bolters activate. D6 heavy bolters fire each shooting phase (attacker and defender) each one aiming at a target chosen by the defending team. Multiple heavy bolters may fire at one squad. The turrets have a BS of 3.