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Post by mcmurraymaniac on Jul 16, 2011 18:48:28 GMT -7
Even cancelled
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Post by David Sinn on Jul 16, 2011 19:41:36 GMT -7
I'm in!
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Post by sanguinius (Jonah) on Jul 16, 2011 23:49:58 GMT -7
Same here (jonah)
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plr
Junior Member
Posts: 60
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Post by plr on Jul 17, 2011 9:45:40 GMT -7
I'll be there!
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Post by leawelter on Jul 19, 2011 11:28:54 GMT -7
I'm in.
Lea-Anne
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Post by mcmurraymaniac on Jul 28, 2011 9:39:47 GMT -7
Here is the first mission:
Game 1: It’s a Small World After All
You have been commanded to invade and capture Titanus IX, however as impressive as that sounds it isn’t what it seems to be. Titanus IX, to be fair, is very tactically important; however it’s actually just a small moon… a VERY small moon… In fact your landing vessels had trouble even landing on it. It all seems a complete waste, but it all comes into perspective when you take into account that the core of the planet is made out of pure titanium. Also try and win quickly, your additional mass is changing the moon’s orbit…
Roll off for sides. The player that won places the first unit anywhere within 12 inches of their long board edge, and then alternate back and forth. Infiltrators are then deployed (roll off if needed). Roll off for first turn. This small, cylinder shaped, planet means that your units may leave one short board edge and enter from the opposite short board edge as if there was actually no break in the board, however units must be entirely on one side or the other, and LOS isn’t continuous, just to simplify game play. As the game goes on the moon’s additional weight means it is going further and further out of orbit, and this change of orbit makes the moon collides with the other small moons. Starting on game turn 2 place the 5 inch template in the center of the table and roll 6D6 and a scatter dice (reroll if it’s a hit). Models touched by the temple suffer a str 10 AP 1 hit. 1 template will fall on turn 2, 2 on turn 3, 3 on turn 4, 4 on turn 5, and 5 on turn 6. The game lasts 6 turns.
Objectives: -Have a unit go around the world (go from one short board edge to the other). -Destroy the first enemy unit that crosses into no-mans-land. -End the game with a scoring unit in your own deployment zone. -End the game with a scoring unit in your opponent’s deployment zone. -Have a HQ alive on their player turn 6, and do nothing with that model on their player turn 6 so it can radio for the army to be picked up ASAP!
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Post by mcmurraymaniac on Aug 16, 2011 8:57:07 GMT -7
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