https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Saatte siis 5 viikkoa (plus ekstra viikko ekalle kierrokselle) neljään matsiin joista kaksi on hyökkäyksiä ja kaksi puolustuksia. Kierroksia on kaksi kappaletta joiden jälkeen pitäisi olla selvillä voittaja. Tämä voi toki tapahtua myös aiemminkin, jos joku onnistuu haalimaan itselleen 10 promethiumia.
Ideana on, että jokainen pelaaja saa värin kampanjakartalle (Arvotaan satunnaisesti) sekä aloitusalueeksi neljä ruutua (Arvotaan myös satunnaisesti). Toisen pelaajan ruutuihin saa hyökätä vain ylä-, ala- tai sivusuunnaassa. Pelaajan kimppuun ei saa hyökätä, jos tämä on pelannut jo kaksi puolustus ottelua. Tällöin pelaajan alueen läpi saa kulkea niin kuin se olisi omaa aluetta. Esimerkki. Punaisella pelaajalla on yksi hyökkäys jäljellä. Sinisellä ja keltaisella pelaajalla on pelattuna kaksi puolustusta, joten punainen pelaaja ei voi hyökätä heidän kimpuun. Punainen pelaaja saa tällöin hyökätä sinisen ja keltaisen pelaajan aluiden läpi, jolloin hän voi hyökätä violetin, vihreän tai vaalean harmaan pelaajan kimppuun.
Hyökkäykset ilmoitetaan tässä viestiketjussa seuraavalla tavalla:
Punainen pelaaja hyökkäsi ruutuun C1. Tappio.
Ainostaan hyökkääjän tarvitsee ilmoittaa tulokset.
Muuten fluffia ja tarinaa saa toki kirjoitella, mutta kirjanpidollisesti yllämainitut asiat ovat pakollisia.
Muuten kampanja toimii normaalien Armageddonin sääntöjen mukaan, plus tietysti aikaisemmin ilmoittami houserulet. Matsit saatte sopia pelaajien kesken alkaen torstaina kunhan paljastan kampanja kartan ja kunhan muistatte että teillä on käytössä vain kaksi hyökkäystä ja kaksi puolustusta. Koitan pitää Kampanja kartassa myös tiedot eri pelaajien hyökkäyksistä ja puolustuksista.
Kiitoksia kaikille mukaan tulleille pelaajille ja onnea sekä menestystä Armageddonin sotatoimialueelle!
Muutama oleellinen muistisääntö
Taistelija joka on pinned voi normaalisti yrittää nousta pystyyn vuoron alussa, jos 2" sisällä on oma tiimikaveri. Jos tiimikaveri on broken, down tai rookie niin tätä kikkaa ei voi käyttää. Pinned kaveri voi auttaa toista pinned taistelijaa. Ryhmänjohtaja voi aina yrittää pinned testiä vuoron alussa, vaikka olisi yksin. Lisäksi kaikki omat taistelijat voivat 6" sisällä ryhmänjohtajasta saavat käyttää johtajan Leadership kykyä selvitäkseen broken testistä ja Initiativea selvitäkseen pinned testistä.
Raskaiden aseiden kanssa ei voi kävellä ja ampua samalla vuorolla. Sama sääntö koskee myös useimpia tarkkuuskivääreitä. Special ryhmän aseet taasen toimivat normaalisti.
Alle 1" korkuisten ja 1" leveiden esteiden yli saa mennä ilman että se hidastaa liikettä. 1"-2" korkuiset ja alle 1" levyiset esteet pudottavat liikkumisen puoleen.
Jos taistelijalla on sekä BS että WS 1 ja saat flesh woundin, joudut Out of Action. Flesh woundeilla ei ole muuta ylärajaa.
Down statukset ei stäkkää. Voit saada vaikka 10 down statusta ja jatkat kuolemista.
Piilossa oleva yksikkö saa liikkua, mutta ei juosta. Piilo särkyy jos vastustaja näkee yksikön avomaastoss
Fantsulla on nyt myös sääntökirja, rules referenssit sekä suurin osa kill teamien sääntöpaketeista. Lisäksi jätin hyllyyn reilun nipun tyhjiä Kill Team rostereita, joita saa käyttää. Fantasiapelien ystävällinen henkilökunta auttaa, jos joku lappunen on karussa.
Muistakaa myös, että kaikki maksaneet pelaajat saavat kassalta ylimäärästä Armageddon kilkettä.
Ja kaikkein tärkeimpänä sääntönä. Pitäkää hauskaa, älkää stressatko liikaa ja muistakaa, että noppajumalien teot eivät aina mene niinkuin haluaisimme!
Palkinnoiksi jaellaan lahjakortteja Fantastiseen pelikauppaan seuraavasti.
30€ lahjakortti kampanjan voittajalle.
10€ lahjakortti pelaajalle jolla on eniten prometheumia kampanjan lopuksi.
10€ lahjakortti pelaajalle jolla on hallussaan eniten sektoreita kampanjan lopussa.
Kaikki tie breakerit ratkaistaan pelaajan hyväksi jolla on eniten prometheumia. Jos edelleen tasapeli niin sitten katsotaan vallatut sektorit ja lopuksi voitot.
Lisäksi yksi pelaaja voi voittaa vain yhden palkinnon. Eli jos voitat kampanjan niin et voi saada enää muita palkintoja. Bonuksena kokonaan maalatusta tiimistä saa yhden ylimääräisen promethiumin kampanjan lopuksi. Kampanja pelataan loppuun vaikka yksi pelaaja olisi kampanjan jo voittanut.
The campaign will start this Thursday 18.th of May but I will accept new players for the first week. As soon as you have paid the tournament fee at Fantasiapelit, I will accept your team for the campaign. The matchmaking happens at the campaign map. Link below. ( It is still a bit under construction but hopefully it will be of some sort of help).
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
I will give you 5 weeks (plus an extra week for the first round) to play your four matches. Two of witch are attacks and two of them will be defence. There will be two rounds and after that we should know who the campaign winner is. The end might happen sooner, if someone gets the required 10 promethium.
The idea of the map is that each player will get random color and location taking four squares. You are allowed to attack other players horizontally or vertically but not diagonally. You are also forbidden to attack a player who have already played two defensive games. In such a case that you are neighboring a player with two defensive matches done, you are allowed to move trough his/her territory. Example: Red player has one more attack left. Blue and Yellow players have played two defence both. In this case the red player is allowed to move trough the territories of Blue and Yellow players in order to attack Purple, Green or Light Gray players.
All attacks should be written on this message chain as follows:
Red player attacked square C1. Defeat.
Only attacker should write the score.
Other fluff and stories are welcomed, but I require at least the previously mentioned information for score keeping.
Otherwise the campaign has all the normal rules of Armageddon campaign plus previously mentioned house rules. You are free to arrange the matches by yourselves as soon as the real campaign map is revealed at Thursday. Also remember that you are limited to two attacks and two defence per round. I do my best to update the campaign map so you will know who has how many attacks and defence.
Thank you for all the players who joined and best of luck for the war zone of Armageddon!
Few rules reminders:
A pinned fighter can try to get up if there is a helpful teammate in 2" radius. Fighters who are down, broken or rookies are not counted as helpful. Also your team leader always counts himself as a helpful teammate even when he is alone. In addition the other team members who are in a 6" radius from your leader can use your leaders leadership value to resolve broken tests and initiative value to solve pinned tests.
You can't move and shoot with heavy weapons on the same turn. Same rule applies on most of sniper rifles. Special weapons works as normal weapons.
You can move over obstacles under 1" high and 1" deep without hindering your movement. Obstacles that are between 1"-2" high and 1" deep will cut your movement to half.
If your fighter has WS and BS both 1 and then you sustain a flesh wound, you are out of action straight away. There are no other upper limit for flesh wounds.
Down status won't stack. You might get 10 down status but only one of them is active.
Hidden units can move, but not run. Your hidden status is broken if enemy sees you in open ground.
Fantasiapelit now have their own copy of rules, reference sheets and different kill team set-ups. I also left a healthy supply of empty kill team roster sheets. The helpful staff at Fantasiapelit will help you to find any of the missing documents!
Also remember that all the players who have paid for the campaign are, allowed for some Armageddon goodies.
And last but not least: Have fun, do not stress too much and remember that the dice gods often works in mysterious ways not always known for mere mortals.
Prizes include the following gift cards for Fantasiapelit.
30€ gift card for the winner of the campaign.
10€ gift card for the player who has most promethium at the end of the campaign.
10€ gift card for player who owns the most sectors at the end of campaign.
Any tie breakers will be ruled in favour of the player with most promethium. If still a tie then with most sectors and finally with most victories. A player can only get one of the prizes. So for example the winner of the campaign won't be able to get the promethium prize. As an added bonus all players who have their whole team painted will get one additional promethium at the end of the campaign.
Pexi "Pexufell" Närväinen Wayward Sons Chaos Space Marines
"techman" Splinter Fleet Basilisk Tyranid Warriors
Joni "DraSa" Tanskanen Copper Petals Imperial Guard
"HeresyBrush" El Curto del Cobre Genestealer Cult
"Suomismg" Victoria ex Omnisaiah Skitarii
Antti "Fantamasta" Martikainen Won`da B`oys Tau
Kaarle "Pikku" Tukia ... Chaos Space Marines
Perttu "PepeTykki" Tykkyläinen Chaos Space Marines
Aapo "Khormag" Järvelin WAAAGH! Orks
Teemu "IRiaD" Salo Masque of Long Search Harlequin Troupe
Defencive victory for the Wayward Sons!
Both teams got only 1 promethium and Chaos Marines spend it all on new toys.
In such daring use of predatory cunning, Ranger R-0100 showed great marksmanship and thus was elevated to honorary rank of Castelax, as well as gaining enmity and frenzy of one of the legionares.
After everything, successfull accomplisment in all parameters enavled skitarii to obtain 4 prometheum, thus increasing resources available for further campaigns. As such one was used to make new skitarii.
+Thought of the day: when dice suck, find new ones.+
Corrosive wind blowed through the abandoned, war-torn streets of Hive Acheron. Five armoured figures moved through rubble, their footstepts eerily silent in contrast to their hulking forms. Their baroque, golden armour reflected the cold electric lights around them, even if they didn't have the need for them. Space marines were perfectly capable of finding their way around in total darkness, would have been even without the blessings warpfire had given them.
For these marines were disciples of the chaos god Tzeentch.
Bahram tightened his grip around his autocannon. They had made planetfall several days earlier and consolidated a large area of the lower spires for themselves as their base of operations, but sudden encounter with the servants of false Omnissiah had stopped their intentions of mapping the area more thoroughly. They had beaten the metallic aggressors and Tzeentch had gifted them with visions of several unused prometheum stockpiles in their immediate vicinity. The warband had taken immediate action with the intention of seizing the valuable assets for themselves, fully equipped for battle because of the mutated hive monsters lurking in the area. Bahram had carried their brotherhoods heavy weaponry for countless years and knew the nooks and crannies of his gun almost better than he knew himself. He had no fear as long as it was with him, and today was no exception.
Mortal men might have quailed in their place. The area they were mapping was home to a bunch of mutated horrors, and altought they had yet to see one the constant roars and scratches had followed them throughout their journey. So far none of the monsters had dared to approach them, though Bahram had sighted multiple of their forms at the edge of his vision, looking for an easy chance to seize careless prey. Regardless, the beasts seemed to sense that they were sorely outmatched, and the Tzeentchians had paid them no heed while going on about their search.
That was until Bahram had spotted something moving. Something red and something very fast.
He took action before the thought had entered his brain. Years of training and experience leveled the autocannon towards his sightings, and Bahram pressed the trigger hard while his neural impulses gave his power armour command to steady his feet and absorb some of the recoil by locking the joints of his right knee. Air was filled with autocannon shots, and all around him his fellow marines dropped to their knees, instinctually looking for cover instead of scrambling to see their would-be attacker. At last Bahram lowered his stance and ejected the spent magazine, instantly replacing it with fresh one. The others said nothing. They knew well enough that their teammate would not start to fire without a good reason.
Their leader was already giving out fast and precise signals with his free hand, other gripped tightly around his bolter's handle, ready to shoot at a moment's notice. Their sensors were picking out movement all around them, and even though none of them could yet see their foe they were ready to fight.
What followed was only silence.
"What was it?" his leader asked. For a moment Bahram did not speak, instead trying to focus his gaze in the general direction he had seen the enemy.
"Something other than the monsters. Much sleeker and faster, and going upwards at an angle impossible for an earthbound creature. And no-one can fly with these damned walkaways covering just about everything."
The aspiring champion was likewise silent for a long time, pondering. "Whatever they were, we haven't been attacked yet. That might have just scared them away. Possibly some kind of a mutant."
Bahram nodded ever so slightly. He had seen enough local fauna to recognise the sight as something else than a mere mutant, but whatever it had been it was now completely gone. The marines picked up their weapons and started to scan the area, occasionally taking a few warning shots against mutant beasts that had dared to come too close and tried to attack their squad members. The rest of their trip was relatively peaceful, but alarmingly most of the prometheum caches their vision had told them about seemed to be gone already.
Bahram though he heard an eerie, high-pitched laughter following them when they turned back to return to their camp, but there was no sight of the mysterious creature he had seen.
Masque of Long Search attacked square H2 (Wayward Sons) and successfully took it over.
The Harlequins won the game (mission was Scavengers) without firing off a single shot or making a single melee attack during the course of the game. The eldar grabbed four loot markers in quick succession (12" run and ignoring terrain helps!) and the only "action" in the game came when chaos autocannon managed to take some shots against my troupe master due to careless placement. Daressi Starseeker was hit and wounded, but the shot luckily did only one wound out of two she had so I was saved from having to take bottle tests. Rest of the game was uneventful, with few missed overwatch shots (requiring an initiative check to fire and then needing 7+ to hit is hard, even for marines...) and mutant beast eating one the chaos marines, who later made a successful recovery without any lasting effects.
Chaos Marines gained one cache and Harlequins gained three, spending one to recruit a new Player with three (!) swords.
Diogenes kirjoitti:Mutta on ne ajat muuttuneet ... muistan sen ketjun missä IRIAD oli ketjun huonoin vitsi, ja nyt kaikki muut ovat niitä vitsejä IRIADiin verrattuna :P
1. Game: Attacked to tile H3, lost by choosing to fail Bottle, when only 1 guy was alive and he was without a working weapon.
Casualties: 1 Head Wound to Splittaskol, misses next game. 1 What Doesn't Kill You.. for Krakkabon, he learned how to shoot better!!
Advancements: Dakkalot learned a skill: "Marksman"
Shopping after game: Added a few more fighters to the team: 2 Yoofs with Shoota and Red-Dot Laser Sights, 1 Yoof with just a Shoota, cost me 195pts, so used 1 of my Promethium there.
2. Game: Attacked to tile J2, lost by choosing to fail Bottle, Solitaire slaughtered almost my whole team, had to end the game somehow so I could survive with at least something alive.
Casualties: 1 Dead, rip Khormak :/, 1 Head Wound to Kabob, misses next game, 1 Painful Recovery to Fikshotta, misses next game.
Advancements: Khompkilla learned how to move faster! So +1 move for him.
Splittaskol is back for action!!
Shopping after game: Decided to gear up a little bit. So, bought 2 'Eavy Armors for my Spanner boys, Choppa and Clip Harness for my Boss Nob, and Choppa for my new Frenzying Yoof and Red-Dot Laser Sight for my new "sniper", the Boy with +1BS. Also moved some equipment, to better match my teams needs and skills.
Harlequin troupe master guards the bunker entrance, leaving 2 teams of 2 units into reserves, while 2 Tyranid warriors deploy.
Tyranid gun-beast causes a wound on the bunker before ammo from his venom cannon is exhausted. The wild shooting alarms the troupe master who charges the other tyranid trooper and downs it with a shot from his fusion pistol.
The gun-beast left alone with no ammo, chooses to fail bottle test before the Harlequins run him over.
Tyranid trooper 'tuiks' was captured by Harlequins, but he is bought free with a price of 1 promethium.
Tyranid warriors gain: 0 promethium
Harlequins gain: 2 promethium
Advancement: Tyranid gunbeast 'pew' evolves and rolls a skill: hip shooting
Rearm: Leader 'mur' grows adrenal glands, flesh hooks and acid blood. Trooper 'tuiks' grows toxin sacs and extended carapace. Gunbeast 'pew's talons turn into rending claws.
3 promethium for Tyranid Warriors and One for Chaos Marines. Chaos Marines burned again all the promethium as a sacrifice for Tzeench and were gifted by some new weapons. Wayward Sons´heavy weapon specialist will miss next game but now harbors a deep grudge against Tyranid leader Mur.
My thanks to Antti for a really enjoyable game!
Two lone guardmen is left to secure the bunker entrance. 3 teams of 2 units and one single man unit are in reserves. 3 Tyranid warriors deploy on the field.
Tyranid warrior tuiks sneaks in and slays both guards in melee, but alarm is already made and the Imperial Guard reserves rush in, shooting tuiks dead with a krak grenade launcher.
Gun-beast pew avenges his fallen spawnbrother and seriosly injures the grenade launcher toting guardman. Then prooceds to destroy the bunker entrance with his venom cannon.
Tyranid leader mur plays hide and seek with the rest of the reinforcements. After taking 2 damage from falling repeatedly off ladders, two (stupidly) brave guardmen armed with nothing but combat knives challenge him in a melee. Mur swiftly downs the guardmen taking one as a light snack with him before leaving the combat zone.
Tyranid warriors gain: 1 promethium which is instantly poured in to the spawning pits.
IG gain: 1 promethium
Advancement: Tyranid leader 'mur' evolves and rolls a skill: medic
Recruit: New-spawn 'hiss' rises from the spawning pits and joins the team.
Rearm: New-spawn 'hiss' grows adrenal glands and extended carapace.
Both teams tried to hide from each others for most part of the game, there were only few exchange of bullets.
Cultists tried to get closer and IG got to shoot more, but wasn't effective, until flamer guy got close enough and burned couple cultists away from the game.
Then one other lucky shot with a lasgun put third cultist to the ground, so that bottle test was needed and unluckily it failed. So Copper Petals was spared from the retaliation round that was probably coming.
Good game! First one that seemed to have that real city fight feeling :)
Armed with black magic, spears and crossbows.
After furious gunfight in perilous terrain the genestealers find their weapons to be wanting, even if their will to fight is strong.
In the ensuing combat, Ranger 1001 showed near legendary tolerances to the enemy fire, thus standing for the honor of Mars and Omnisaiah, thus recieving title of Perdurox.
The victory marks the final battle for the skitarii and thus they have collected 8 prometheum, and after spending some of them can in entirety show 6 prometheum as their spoils of war.
In other news, Skitarii specialist improved his ballistic skills, thus making him even deadlier opponent. Unfortunately, two of the skitarii are out of next combat after suffering injuries. On other hand freash-forged have become rangers, making them even deadlier in combat.
This is my new list:
3 Tyranid warriors deploy on the field and 6 Chaos marines perform an ambush. The initial attack damages two of the Tyranids, but none is killed. Tyranid recruit hiss takes one of the Chaos marines out in melee before the crossfire of bolters and melta finishes the two injured Tyranid Warriors.
Tyranid warriors gain: 1 promethium.
chaos gain: 3 promethium
Advancement: Tyranid recruit 'hiss' evolves and rolls a skill: iron-jaw
Rearm: 'hiss' grows flesh hooks, deathspitter and rending claws. Pew grows adrenal glands.
Skitarii leader, sniper and two troopers are securing the bunker. A team of 2 troopers is in reserves. 2 Tyranid warriors deploy on the field.
Tyranid warrior mur slays one trooper at the second turn and no alarm is made. On the third turn tyranid warrior hiss attacks and destroy the bunker in melee attack while mur attacks the one remaining trooper and Skitarii leader. Both Skitarii are down and the alarm is in made.
Skitarii reserves and the sniper's combined firepower takes mur to 0 wounds, but hiss manages to escape.
Tyranid warriors gain: 3 promethium.
Skitarii gain: 1 promethium
Advancement: Tyranid recruit 'hiss' evolves and gains fierce: +1 attack
Rearm: 'pew' grows extended carapace, rending claws and flesh hooks. 'hiss' grows acid blood and toxin sacs.
After devastating defeat at the hands of xenos the Skitarii manage to counter the loss by removing vital strategic resource from the invading xenos. Be it by luck or by the providence of Omnisaiah, Skitarii are tasked to destroy a prometheum case guarded by all xenos forces, making the task even more dangerous.
As the mission is not one of destruction of enemy but what enemy holds, no effort is put on anything else but the prometheum case.
Thus after a brief encounter, S-0010 has perfect opportunity to destroy the target, thus allowing the Skitarii forces to exfiltrate from the site without any casualities for both sides.
In recognission for his abilities, S-0010 is given title of Venator and has improved marksmanship, thus ensuring that whatever he targets, he will find his mark.
Skitarii also manage to discover additional resources to use in their war effort as well as abundant sum of prometheum, thus completing their task of securing this vital resource for their cause, thus allowing Victoria ex Omnisaiah to hold up to 10 peometheum as well as 150 other resource for additional upgrades.