Since FW began publishing material for heresy, me and my group decided to build up an event in occasion of PLAY - that's the most important Convention about games here in Italy.
The First one was just simple apoclaypse games between 6-8 friends, then the group grew a lot, in terms of players and armies too!
In this thread you will find all the infopack of theese Amazing apocalypse games and some picture to have an Idea of dedicated scenery.
So, Enjoy the Show
HORUS HERESY - PLAY 2015 - ULLANOR, WAAGHMASTER vs WARMASTER
Apocalyptic game for as many players as you can, since there is an Orc Player for each Legionaire!
we played this scenario in 20 players!
HORUS HERESY - PLAY 2016 - DEATH OF ISSTVAN III
Apocalyptic game for as many player as you can, since Players are even!
We played this scenario in 28 Players!
TABLETOP DIMENSION: a game Zone 48”x48” for each two players in the game.
For Example a game with 8 players would have a final size: 48”x192”
ARMIES: Army by 3,000 points organized in a single FoC Age of Darkness..
It is not possible to include any named character, including Primarchs and named dreadnought.
It is possible to include fortifications as normally required by Age of Darkness FoC.
It is possible to include Lord of War as normally required by Age of Darkness FoC.
Because of the particular rules of engagement it is not possible to include any units and/or equipment with the "Traitor Only" or "Loyalist Only" wording. Mainly we talk about Gal Vorbak, Kakophoni and Sonic Shrike.
Each player will have their own Deployment Zone which will be 36 "wide and 18" deep.
This means that the No Man's Land separating you to others Deployment is only 12 " both from the frontor side.
Please note that until the end of the deployment of all players will not be known to anyone (even yourself and organizers) the alignment of your army. This means that you will not know whether the person in front or next to you is "friend" or "enemy", and even that you yourself might have some surprises!
The deployment will follow these dynamics:
- Each player divides in two its army, each half with (as far as possible) the same number of units. In this regard, Dedicated Transport and apothecaries are considered "absorbed" by the unit of reference, which now counts only as 1.
- NOTICE!, also units that MUST start the game in reserve (Drop Pod, Flyers, Hidden Maru Skara Units), in this case will be considered in the count in order to determine the number of units to be compulsorily deployed.
- Imagine the black and white squares of a chessboard arranged in two lines: these are the players deployment scheme. First, all players must place their fortifications in their deployment.
- All players on “White squares” MUST deploy half of their Army (rounded up) according to the count described above.
- After that all players on “Black squares" must deploy their base and at least half of their army (rounded up) according to the count described above. Undeployed units are held in reserves with the exception of those with the Infiltration rule, which can be kept in pause, as a sort of "I will Deploy" and fielded after.
- At this point players of “White squares” deploy their own base, and can deploy the remaining half of their army. Units with the Infiltrate rule may be deployed using that since they also are in army cohesion.
- Finally players of “Black Squares” deploy their infiltrators. With normal restriction, since they are also in army cohesion.
- NOTICE!, by our simulations it is rather complex to deploy units in infiltration outside of their own deployment because of the proximity between them. It should also be noted that not knowing who is your enemies, infiltrating models will be more than 12 "/ 18" from any model is not part of your army. If due to the influence radius of enemy units is not possible to deploy an Infiltrating unit, it can still be deployed in its deployment zone within 6" from the table edge, regardless of the enemy zones of influence.
- Everything at this point is NOT yet been deployed remains in reserve
- NOTICE! unlike infiltration, Scouting units are great to relocate on the battlefield, although unfortunately this maneuver must be done before you know whose side are you on!
CONTROL OF RESERVES
Players have total control of their reserves, thus:
- Any unit that comes into play using the Deep Strike rule or Zooming Flyers may come from the reserves in any turn (including the first).
- Exceptions units with the Drop Pod assault rule, for which only half of them must arrive from the reserves in the first round while the remaining may arrive from the second.
- Any Jump Infantry, Jet Pack Infantry, Jetbike, Skimmer and Hoovering Flyer may arrive from the reserves in any turn from the second.
- All remaining units may come from the reserves in any turn from the third and no later than the fourth.
- NOTICE!: the equipment Targeting Matrix Array, thanks to which the Mortis and Deredeo earn the Intercept and Skyfire rules, can be activated already during the deployment and be active in the First Turn. Nonetheless beware of restrictions on shooting during the first round!
After the deployment, the Organizer should distribute “Faction Cards” (Alpha or Omega).
It’s important that the two players in each sector do not belong to the same faction, this means that each “opposing” player will always be one of your enemies.
The faction that collects the greatest number of typically Traitor armies will be the traitor faction, it follows that the other faction will be the loyalist one. In case of a tie make a roll-off.
FIRST TURN – TRAITORS
- The Traitor faction has the first turn.
- During the first (player) turn units can move normally.
- During the first (player) turn units may have doubts and misunderstandings on the actual target of their attacks, thus each unit that intends to open fire it will be able to do so only by overcoming a 4+ activationtest. If this test is failed the unit will not run or turbo-boost; in case of vehicles, they would activate smoker launchers if they wish.
- During the first (player) turn any unit cannot declare assaults.
FIRST TURN – LOYALIST
- During the second (player) turn units can move normally.
- During the second (player) turn units are very disoriented from the surrounding situation, therefore, each unit that intends to open fire will be able to actually do so only by overcoming a 4+ activation test. This test improves to 3+ if the unit has been hit in the previous shooting phase. If this test is failed the unit will not run or turbo-boost; in case of vehicles, they would activate smoker launchers if they wish.
- During the second (player) turn Assault may be launched normally, but still count as disordered charges.
FROM THE SECON GAME TURN THEN, PLAY NORMALLY
GAME LENGTH: 4 Game Turn
SPECIAL RULES - Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachement unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.
Kill Point, Slay the Warlord (each army has its own warlord), Price of Failure, Basis, Personal Purposes.
Basis: Each player must place a base anywhere in his deployment. Each base is worth 2 VPs at the end of the game. The bases are always controlled by the nearest scoring unit.
Personal Purposes: +D3 VP – Each Player will receive an objective related to its specific army. To have a more funny game the Personal Purpose may be shuffle and randomly distributed.
“Control” purposes are scored at the end of the game, while other type as described for each.
Legions in brakets are for a specific use of the Purpose, while they should be assigned randomly too.
- Sure, we trust you! (DA) – Control your base and one belonging to an allied player, BUT you may not reveal why you are approaching!
- Martial Excellence (EC) – Kill two Characters in challenges during a single Game Turn
- Siege Masters (IW) - Control your base and one belonging to an Opponent
- Nomad Tactics (WS) - Bring out ONE of your own units from the edge opposite to your deployment after it has destroyed an enemy unit. Your unit does not count as destroyed for calculation of PV
- Hounds (SW) – Kill an enemy warlord. Your Warlord must survive.
- You Shall not Pass (IF) – Control your own base and no enemy units are within 12”
- Die Another Day (NL) - Once per game remove from the game one of your units which fails a Morale Check falling back. This happens before any sweeping advance attempt. The unit does not count as destroyed for KP purposes.
- Angel’s Sentence (BA) – Kill an enemy Warlord in a Challenge
- Conquest (IH) – Control an enemy base and no enemy units are within 6” of it.
- Bloodnado (WE) – destroy two units during the same game turn (vehicles other then Walkers doesn’t count)
- Rigid Tactics (UM) - At the end of the game choose one of your character. All your remaining units must be within 18 "of that character.
- Rust in Peace (DG) – Control an enemy base with at least two units
- Wiched (TS) – If none of your psykers suffered a Perils of the Warp during the game.
- Snak’s Head (SoH) – Kill two enemy Indipendent Characters, one have to be a Warlord.
- Distrusted (WB) – If all of your Charcater (independent or not) have been removed. If it happened in a WB army, take control of ALL Chaplain of all other armies for the rest of the game!
- Scorched Earth (SAL) – Slay an enemy Warlord and Control its base
- Guerrilla Tactics (RG) – At the end of the game, two scoring units completely into two different enemy deployment zone.
- Another Plan for Them (AL) - Once per game remove from the game one of your units after winning an assault. The unit does not count as destroyed for KP purposes.
Some Picture of our event