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bfg/40k crossover. april 3 and 11th

 
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dru
The Crookshanked Governor


Joined: 26 Jun 2007
Posts: 1039
Location: your mom's house, face!

PostPosted: Sat Feb 28, 2009 5:22 pm    Post subject: bfg/40k crossover. april 3 and 11th Reply with quote

Friday, April 3rd and Saturday, April 11th

Bfg/40k crossover game

The eyes of the Imperium have turned on the Hydra Cordatus due to an abnormally high amount of warp activity. Forces sent to investigate have neither returned nor reported back. Sizable forces of both the Imperial Navy and the formidable Space Marines have been dispatched to either retake control of the region or to eradicate it in the name of order and the Emperor. At the very least, they are expected to find out what happened to the Marine outpost on Hydra III.
It is this same force which has drawn the mysterious Eldar of Craftworld, Biel-Tan. Always seeking ways to restore the Eldar to their rightful places as masters of the stars, they have descended upon the system seeking to harness the power of the warp or destroy it, if this is not a possibility. The rift has lead to the rapid growth and spread of the Orks in the system. Hordes, upon hordes of the green skinned menace have overrun the region and have begun to branch out into space aboard star faring vessels which will soon threaten more than just this system.
Who knows what other effects this warp rift has had on the other races and interests of the galaxies. All that can truly be said is the fleets of many armies have converged upon Hydra III, allegiances are tenuous, motives are unknown. What will become of the Hydra Cordatus and those who dare approach?


The Games
The event will be held over two weekends. Week one will consist of a BFG mega battle, and a 40k apocalypse game. As fleets jockey for control of the skies above the planet, advance forces fight for a foothold on Hydra III. Week two will be the final apocalyptic battle for control of the region.
Everyone is welcome to play in all or just one of the battles. So if you can’t make one week, show up for the other week.

The Rules
As a general rule, there will only be two sides, good guys and bad guys. That being said, this is an epic battle of apocalyptic consequences. There will be more than just two interests, to make this possible, the forces of “good” will go in one turn and the forces of “evil” will go in another. The “good” guys will consist of the following armies, all forces of the Imperium, the Tau, and the Eldar. The forces of “baddiness” will contain all other forces. So, Chaos, Tyranids, Orks, Dark Eldar and Necrons will all be acting in the same turn. There will be two sides, but within those sides there may be strife. Players will be able to attack any force they wish with the exception of another army which is of the same kind, and no imperium force may attack another imperium force. To further beat this dead horse, the Eldar will move, shoot and assault at the same time as a Space Marine army, but there is nothing to say that the perfidious Eldar, will not attack the marines if it furthers their particular goals. Each force will have varying goals which should lend to cooperation between players that are acting in the same turn, there may come a time when conflict is inevitable.


BFG Battle
Army size: Each player will bring between 1,000 and 2,000 points to the battle

Game length: The game will last until one side is destroyed, or for 8 rounds

Objective: Each force is trying to gain a foot hold on Hydra III. This is done by accumulating assault points. One assault point is gained by having a battleship or cruiser (of any classification) end its movement phase touching the planet or in low orbit (note, ships in low orbit can be attacked by other ships in low orbit, if the ship is destroyed or becomes crippled, it will NOT generate assault points that round, or in subsequent rounds as their crews are too busy trying to manage the ship to worry about sending troops to the ground in advantageous positions. The only exception to this rule is at the end of the game. After the final round of the game, ALL battleships and cruisers in contact with any part of the planet will generate 2 assault points. After the final round, both sides will add up their assault points, the side with the most points has won the battle and will reap the rewards for the final, 40k mega battle. It is important that each army keeps track of their own assault points.

Winning and losing:

The winning side: In the mega battle, the winning side will gain a bonus scheduled bombardment. This is in addition to any other bonus they may receive for points and such. The player which had the most assault points for the winning side in the bfg mega battle gets control over this bombardment, and chooses its placement. Each player who is on the winning side of the bfg mega battle will also receive 100 bonus points for their army in the 40k mega battle. This will allow them to go above the normally allotted points for said game.

The losing side: Having lost air (or space?) superiority, the losing side has been put in a tough spot. They have not attained the most advantageous position for their forces. In doing so, they must find a way to fend off their better positioned enemies. No force on the side which allies with the losers of the bfg mega battle may take bombardments of any sort (this includes ALL manner of attacks which would normally come from above. If you aren’t sure if this will apply, ask Dru, he will be the final judge), nor will they be able to take any sort of sky born attack craft such as fighters or bombers. They simply cannot get their ships into position to strike from the skies. In addition, at least one of their armies MUST choose “hold at all costs” for one of their objectives.


Advance force Apocalypse battle.
This battle will be running at the same time as the bfg mega battle. So, for all of you who don’t play bfg, or would rather throw down some apocalypse, this battle is for you. Each side will bring between 1500 and 2000 of their favorite army. This will be a normal battle in terms of deployment and objectives. The winner of the game will, however, will further their side’s cause in the mega battle.

Game length: The game length will start at 7pm and the last turn will start no later than midnight.

Winning and losing:

The winning side: the side which wins the first apocalypse battle will give their incoming allies a better foot hold and strategic position for the large, final battle. The winning side will get the “bunkers” for free. They will also gain a bonus 100 points for their army in the final battle

The losing side: the losing side gets nothing, nothing but shame. They will, however, get a chance at redemption in the next weeks battle.


The Final Battle.
This one is for all the marbles. The control over Hydra III is up for grabs. The jockeying for position has ended, it is time for WAR! Each force will have its own objectives in this contest. Some seek to control the warp, some to destroy it. Others simply want to cause as much destruction as they can.

Game length: the game will be an all day event. We will begin at 1pm and battle deep into the night. Last turn will begin no later than 8pm. This will allow for the full, epic nature of this battle to unfold.

Objectives: there will be four warp gates put on the battle field. These will be the only objectives. One will be placed in each deployment zone and two in the neutral zone. Each side will place one in their deployment zone and one in the neutral zone, just as in a normal apocalypse battle. Each army will also have their own objectives which will generate victory points (vp). These will determine the overall winner of the game. So holding objectives will determine which SIDE wins the game, vp will determine which specific army wins the game. Individual objectives are secret and will be given to each general prior to the battle. Please pm dru for said objectives. Remember to not share with your opponents, and even your allies, as your objectives may be counter to theirs, and cost you a chance at victory.

Special conditions: The warp rift wreaks havoc on those seeking to use its power. ALL casting is done using three dice taking the highest two rolls. This will supersede ANY AND ALL rules, powers, or war gear which would alter this. There simply is no way to avoid the unmitigated power of the warp. Such is the power of these rift gates that all force weapons grant their bearer an additional +1 to their leadership when rolling for additional damage. Chaos armies may use the warp rifts as icons for terms of entering play.
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cadian3rd



Joined: 08 Jan 2008
Posts: 168
Location: Lisbon...Gaming Black Hole of Ohio

PostPosted: Mon Mar 23, 2009 6:02 pm    Post subject: Reply with quote

found those their rules...count my orkies in
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dru
The Crookshanked Governor


Joined: 26 Jun 2007
Posts: 1039
Location: your mom's house, face!

PostPosted: Tue Mar 31, 2009 1:52 am    Post subject: Reply with quote

alrighty, things were getting pretty convoluted with one thread.

we'll do the bfg stuff here

looks like we'll have ryan playing his imp stuff, i'll have eldar. waldo and his orcs and donovan will most likely be going chaos (seems like the best plan as we will have few players.

that leaves commisar and his imp guard and perhaps jordan? that'd make the imp guard renegade and put the tau w/ the goodies

am i missing anyone?
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Donovan McGinty



Joined: 03 Jun 2008
Posts: 35

PostPosted: Wed Apr 01, 2009 2:06 pm    Post subject: Reply with quote

Chris can also run my Space Marine fleet if the Imperium and allies need some more points, or just more points to make everything bigger and badder.
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waldo



Joined: 30 May 2008
Posts: 64
Location: Waaaaaaaaaaaaaaaah!

PostPosted: Thu Apr 02, 2009 4:00 pm    Post subject: Reply with quote

If anything we might need the points. I've only got 1,000 points max if I get the Hammer Kruizer together. If not I'm down to about 750.
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