
It's a great two player game for current 40k fans or past ones, and I do not expect it to be in stock past the holidays.
-Ted
AO: How long have you owned this army?
‘Ard Boyz Tournament Clarifications
Here’s some extra clarification about the missions and scoring for this years ‘Ardboyz 40k event.
General:
• Table size is standard 4’x6’
• Ardboyz doesn’t mean throw out the rulebook. You don’t use Apocalypse rules, and can’t use superheavies. You still need to use the FOC (and just 1 FOC!), and need to make a legal army.
• Game length is standard, as per the 5th edition rulebook. Roll at the end of turn 5 and 6 to end the game, as described in the rulebook on page 90.
• ‘Ardboyz is an open list tournament. Meaning that you should bring 4 copies of your list, and hand one over to each opponent if he wants one. Your opponent and you are both allowed to review each others’ lists, and ask questions, both before and during the game.
• Only one army list may be used during the tournament. Players may not adjust lists between games.
Scenarios:
• For Battle Point Modifiers in Scenario 1, replace ‘highest scoring unit’ with ‘unit with the highest points cost’.
• In scenario 1, ‘Reserves’ should be added to the special rules. (Can’t outflank or deepstrike if you can’t leave anything in reserve. )
• Don’t forget that missions 2 and 3 used ‘Dawn of War deployment’, and includes night fighting for turn 1.
• Under deployment in missions 2 and 3, the Note about deploying all troops and HQ choices does not mean you must deploy all your troops and HQ. You may still leave troops and HQ in reserve, as long as you still have at least 1 HQ and 2 troops choices on the table. You may leave units in reserve if you can legally do so. You may also leave them off the table, and not in reserve, to move on in turn 1 with the rest of your army, as per the scenario rules.
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Killpoints:
KP for ‘Ardboyz are done differently than in the 5th edition rulebook. Instead of assigning KP by squad, they are assigned to each choice off the Force Organization Chart (FOC). If a choice on the FOC includes several parts, then KP are not earned until all parts of the choice are destroyed.
Example 1: An IG troop platoon of 1 Jr. command squad and two 10 man troop squads will earn a player 1 KP when all 3 squads are destroyed.
Example 2: A Space Marine Captain and his command squad will earn a player 3 KP when both the Captain and the command squad are dead.
Example 3: Three lictors taken as an elite choice will earn a player 2 KP when all 3 are dead.
Example 4: A space marine squad of 10 marines splits into two 5 man squads before deployment. Both 5 man squads need to be destroyed to earn the 1 KP they give up as a troops choice.
Example 5: A vehicle squadron of 3 sentinels taken as a fast attack choice is 2 kp when all 3 sentinels are destroyed.
Kill points per FOC choice:
HQ 3 Pts
Troops 1 Pt
Elite 2 Pts
Fast Attack 2 Pts
Heavy Support 2 Pts
• Dedicated transports do not provide Kill Points. They also do not have to be destroyed to earn the KP for the unit they transport. If the unit is destroyed, the KP are earned, regardless of the fate of the dedicated transport.
• Units that do not take up a spot on the FOC, such as Lesser Daemons and Chaos Spawn still count for KP. Check the relevant codex for how they are classified. In Codex:CSM Lesser Daemons are troops, Greater Daemons are HQ, and Spawn are fast attack.
• Some units can be used to create/spawn other models. Good examples are Biovores and Tomb Spiders. In these cases, ignore the created models as far as KP are concerned. Killing the swarm or sporemine is 0 KP. Killing the Biovore or Tomb Spider earns the player the KP regardless of what happens to the swarm/sporemine.
• Models with the ‘Advisor’ rule do not count for KP themselves. Consider them a squad upgrade for their assigned squads. If Commisars are taken under the IC doctrine, they count as an elite choice, and when all Commisars have been killed, count as 2 KP.
• Some units can be taken as different choices on the FOC. In this case, the players army list should reflect how they have been taken, and what they count as.
• Example 6: An Ork player takes an Ork Warboss as his HQ. This allows him to then take a unit or Ork nobz as either an elite or troops choice. If he takes them as an elite, they give up 2KP. If taken as a troops choice, they give up 1KP. In either case the nobz could take a dedicated transport of a battlewagon, which wouldn’t count for KP at all. .
This is taking Place at Coliseum of Comics at 22 S. Broadway, Kissimmee, FL. If you have any questions, please comment.
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Adeptus Orlandicus Presents:
The Road to Glory!
++++Transmission Begins+++
Citizens of the Imperium!
Once again, the vile and pernicious Xenos and Foul Traitor violate the Domain of the Emperor!
Once again, the Last Light of His Justice may be guttered out on a Human World. Unless you, His Subjects and the bearers of His Sacred Flame, purge that world of their vile taint! With Holy Bolter, Cleansing Flame, and Burning Faith we will drive the Heretic and the Xenos from Koli Seum III!
Join us, Loyal Citizen of the Imperium! Fight the multitudinous hordes of Xenos filth as we drive to retake the capital of Koli Seum III: Kissimmee!
++++Transmission ends+++ Thought for the day: Zeal is its own excuse
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Hello, Central Florida Gamers!
The campaign begins 09/20/08, and is open to any and all players of Warhammer 40k. On opening day, Players will play as many opponents as they want, playing either of these two scenarios: Battle 1 - The Spoils of War (page 253, 5th Ed Book), and/or Battle 2 - Force Supremacy(page 254). Each player may play as many times as they like, but may only play the same opponent twice, once for Scenario 1, and once for Scenario 2. Once the game is finished, the Victor may taunt his vanquished foe, and also turn in results to campaign staff to gain a point for his/her chosen side, either the Forces of Order, or the Forces of Destruction. Results will be tabulated, and whichever side wins that week will gain advantages though out the campaign. DURING THIS WEEK, CAMPAIGN GAMES ARE RESTRICTED TO 1250 POINTS MAXIMUM, WITH ONLY ONE HS ALLOWED, AS THEY ARE RAIDS.
The campaign will continue 10/04/08 with Scenario 3- Breakthrough! (page 255) with the winning side from 9/20 being the attackers, and Scenario 4 - The Beginning of the End, with the winning side choosing the deployment style. The same rules apply with the opponents, only once per scenario played. DURING THIS WEEK, GAMES ARE AT 1850 MAX. THE ATTACKER HAS THE OPTION OF SACRAFICING TWO HEAVY SUPPORT OPTIONS FOR AN EXTRA FAST ATTACK SLOT, AND THE DEFENDER HAS THE OPTION OF SACRAFICING TWO FAST ATTACK SLOTS FOR ONE EXTRA HEAVY SUPPORT SLOT.
November 1st will see the campaign to it's conclusion with the Cauldron of War!, Scenario 5, which will be played as an Apocalypse battle. Bring 2000 points and chose your sides wisely. The results of the campaign will have a great impact on this final battle! Bring your luckiest dice, and your most fearsome list, and decide the fate of a world! Will Order shoulder on against the Dark, or will the galaxy burn? It's up to you!
Which will you chose?