For the final part of this series I will describe the scenarios for the Alternative Tournament or the Hobby Tournament. This is the rules that would be distributed to every player prior to the day of the tournament.
The rules are a variation of the Road to Glory Campaign found in the Fifth Edition rulebook and this is only an example. You will see that there are unlimited possible variations to these rules.
The Crucible of Despair
Playing in the Tournament
Playing this tournament is straightforward. There will be five battles of various types and sizes. Think of each battle as a snap-shot of a far larger ongoing war.
Battle 1 kicks off the action, but its implications won't be revealed until the last round of the tournament, when the victorious forces return on the eve of the final battle. In Battle 2, the main forces arrive in an all-out planet strike against an entrenched enemy. The winner of Battle 2 will attempt to consolidate his position in Battle 3, which the defender will launch a hurried counter-attack. The war will then escalate in Battle 4 and ultimately lead to an assault upon the enemy headquarters in Battle 5.
You will need the following items to participate in this tournament:
1 - The following army lists
- Kill Team, per the Battle Missions Kill Team rules
- Two 2,000 point Planet Strike lists (one as the attacker, one as the defender) with five stratagem points selected
- A 2,000 point Seize Ground list
- A 2,000 point Cities of Death list with three stratagems selected
- A 2,250 point Gladiator list that allows for any Apocalypse Data Sheet or Formation to be used as a Heavy Support selection
2 - All of your models to be fully painted with at least three colors and based
3 - All of your models to be completely WYSIWIG
4 - All rulebooks and Data Sheets you will be using
5 - All the templates, dice, measuring devices, etc., that are required to play each game
The Teams
After player is physically present at the beginning of the campaign, the player pool will be divided into two teams. Every effort will be made to group the like armies together, but some players may be asked to switch to another team to balance it out.
Once the teams are established, a player from one team will only play against players from the opposite team.
The Battles
Each battle presents all the information you need to play, addressing the following points:
1. Battle Briefing
A summary of the game, along with any significance the battle has in the ongoing tournament.
2. Playing the Battle
Which ruleset and mission is to be played, and which deployment is to be used. In addition, as each battle takes place in an ongoing war, the winner of the previous game may have an advantage, as described in this section.
3. Terrain
The terrain over which each battle is fought is described here. This is intended as guidance only.
The Winner
The tournament ends in climactic fashion with Battle 5. The winning team of that game is the winner of the entire tournament, having crushed his foe utterly.
Battle 1: The Spoils of War
Battle Briefing
This battle forms a "prologue" to the tournament, taking place before the main offensive gets underway. Both sides have dispatched a force to recover the supplies lost by an ill-fated re-supply mission. Crucially, neither knows for sure what is in the supply container. It won't be until the container has been delivered to high command, just before the last battle, that their contents will be revealed.
Playing the Battle
Battle 1 is a Kill Team battle. Details of the battle can be found in the Battle Missions book, page 90. The Specialist Troopers rule will also be in effect, so three different models will benefit from a Universal Special Rule. These models should be noted in the army list.
Objective
To ensure your opponent is either destroyed or flees the battlefield. Refer to the Game Length and Victory Conditions section of the Kill Team rules for details.
Terrain
The battle will be played on a 4'x4' table with more than an average amount of terrain and will be placed however both players see fit. City ruins would be best for this battle.
Gaining the Advantage
The winning team of this battle, as determined by the overall number of wins, will decide whether or not they will be the attacker or the defender in the next round. A simple majority vote of all team members will suffice. Whatever the team decides, every member of the team will be. So if the team decides to be the attacker, then every team player will play the role of attacker in the next round.
If there are an equal number of wins, losses, and tied for both teams, then the teams will designate one person to roll off to determine who the winner of the round was. If this occurs, the winning team will decide whether or not they will be the attacker or the defender in the next round, but the advantage provided to this team for winning this battle in round 5 will not be granted.
Battle 2: Planet Strike
Battle Briefing
This battle represents the full start of the tournament with both forces fully engaged. One army has dug in and fortified their position while the other army has decided to push an all-out offensive against the position. The victor will gain an advantage in the tournament.
Playing the Battle
Battle 2 is a 2,000 point five objective Planetfall Mission as described in the PlanetStrike rulebook. The role of attacker and defender are designated by the results of the first battle.
Objective
To ensure the attacker is repelled or the defender is crushed. The victory conditions are described on page 14 of the PlanetStrike rulebook. There will be five objectives for this battle.
Terrain
The terrain should consist of bastions, strongholds, defense perimeters, etc., as described in the PlanetStrike rulebook.
Gaining the Advantage
The team that wins Battle 2 has gained a strategic advantage, and is referred to for the rest of the tournament as the attacker. The other team is referred to as the defender. Either the attacker for Battle 2 has won and pushes the attack into other enemy controlled areas or the attacker has lost and his forces, which have landed on the planet, are now in a defensive posture.
The attacking team may choose who goes first in the next battle. This is an individual player decision for each member of the attacking team.
Battle 3: Breakthrough
Battle Briefing
Battle 3 represents the winner of Battle 2, having broken the enemy, is now looking to consolidate their gains by taking defensive positions from which to make subsequent attacks. The other army will not be sitting around idly. of course, and will be launching an all-out counter-attack to prevent the positions falling to the enemy for good.
Playing the Battle
This battle is fought as a 2,000 point Seize Ground standard mission using the Pitched Battle deployment with the following exceptions: the defender must deploy his entire army first and then the attacker may decided who gets the first turn.
Objective
The objectives are key positions both sides have been ordered to secure. Instead of placing counters each player must nominate terrain features such as buildings, barricades, hills, or anything else you have available, as the objectives that are to be fought over.
If an objective is a piece of area terrain or a building, then half of the scoring unit must be in the terrain piece to count as scoring. In order for a unit to contest the area terrain objective, at least half of the unit must also be in the terrain piece.
If an objective is not a piece of area terrain (such as a barricade or supply box), then a scoring unit must be within 3" of the model to claim it and any enemy model within 3" contests it.
Ensure you discuss each objective and how it can be claimed and contested prior to the beginning of the battle.
Terrain
The battlefield should be set up to represent one side's front line. This means it could feature intact buildings, roads, communications trenches, bunkers and ammo dumps as well as craters and barricades. The more small pieces of terrain, the better.
Gaining the Advantage
The winning team of the third battle may choose one extra stratagem for Battle 4. This is an individual player decision. Every member of the winning team may choose whichever stratagem they desire.
Battle 4: Beginning of the End
Battle Briefing
The attacker has now gained a solid enough advantage that he can launch a major thrust towards his enemy's center of power. The defender has marshaled his forces to hold back the invaders and block the advance.
Playing the Battle
Battle 4 is a 2,000 point Domination mission from the Cities of Death rulebook, page 43. The team which lost battle 3 can choose three stratagems and the team which won battle 3 can choose 4. Stratagems can only be taken once per army. Only Cityfighting Stratagems, Dusk & Dawn, and Random Game Length scenario rules are allowed. Deep Strike, Reserves, Infiltrate, etc., are not allowed unless the unit specifically states that these rules are used regardless of mission or the stratagem that allows these rules is taken.
Objective
Every building and ruin is an objective. The player who controls the most buildings or ruins wins the battle. "Controlling" a building or ruin means the unit is at least 50% in the footprint of the building. See page 9 of the Cities of Death rulebook for further explanation.
Only troop choices are considered scoring units. Any unit can contest an objective if at least 50% of the unit is within the footprint of the building or ruin.
Terrain
The buildings and ruins will be set up per the "Placing Terrain" section on page 15 of the Cities of Death rulebook.
Mission Special Rule - Minefields
In an attempt to slow down the attacker, the ground before the defender's position is strewn with deadly mines. The attacker's advance will be reduced to a painfully slow crawl under the guns of the enemy, unless he can negotiate the lethal minefields.
- The defender may play D3+3 minefields anywhere outside of the attacker's deployment zone.
- For each minefield, place a small marker. The mines extend 3" from the marker in all directions.
- Minefields count as difficult and dangerous terrain, and any units that suffer casualties from them must test for pinning.
Gaining the Advantage
The winning team of the fourth battle may choose the deployment type in the next game. He may also choose whether or not the Night Fighting special rule is in effect during the first turn, representing him dictating when the attack will begin. This is an individual player's decision for every member of the winning team.
Battle 5: The Crucible
Battle Briefing
The last battle takes place at the heart of the defender's territory, the attacker having broken through every defense put in place. Both sides are fielding their very finest warriors, throwing every last resource into the final conflict. Both leaders have taken to the field in person, leading from the very front or supervising the final defense first hand. The winning team of this battle will be crowned savior, or conqueror. They will hold the honor of having repulsed a mighty invasion and saved the entire planet, or of breaking the enemy's hold on it once and for all.
Playing the Battle
Battle 5 is a 2,250 point Gladiator Annihilation battle. Each army must follow the standard Force Organization Chart with one difference: a single Apocalypse Datasheet model or formation or a Spearhead formation may be taken. This model/formation takes one of the Heavy choices allowed in the standard FOC.
The winning team of the fourth battle chooses deployment type and whether or not the Night Fighting rule is in effect during the first turn.
The defender decides his deployment zone, but who deploys first and first turn is decided by rolling off.
Objective
To wipe out your opponent. Refer to the victory point rules on page 300 of the big rulebook or page 108 of the small rulebook to determine the winner.
Terrain
The defender sets up the terrain in Battle 5. The character of the terrain can be varied depending on the army, but it should be dense and very, very war-torn. Whatever you choose to use, keep in mind that the defender is manning his last bastion, headquarters or most sacred site.
The Final Twist
Even as the two armies close for the final confrontation, a ragged patrol, long assumed lost, staggers in to the headquarters. It is the warriors sent to retrieve the supplies in the wastes at the beginning of the offensive. Within the canisters was intelligence vital to defeating the enemy - so vital, that the patrol has fought long and hard to bring it to high command. The intelligence reveals the secrets to beating the enemy, describing in detail his weak points and deficiencies.
Players of the team that won Battle 1 may nominate a number of units equal to the number of games he has won in the tournament so far. These units gain the Preferred Enemy and Tank Hunters universal special rules, as they know the weaknesses of their foe.
Mission Special Rule - Preliminary Bombardment
The attacker's final offensive is preceded by a thunderous artillery barrage, designed to soften up enemy forces before the assault.
- After both armies have deployed but before the first turn, the attacker rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the tabletop. On a roll of 6, the unit or terrain piece is hit.
- A squad takes D6 Str5 AP4 hits that cause pinning. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. Vehicles struck do not take damage, but will suffer a Stunned Drive result instead.
- Vehicles in a squadron are rolled individually.
- Units that start the game in reserve will not be hit by Preliminary Bombardment.
- How terrain is effected is not so straightforward. Small terrain pieces, such as sections of razorwire, tank traps, or barricades are removed automatically if hit - replace with a crater. Area terrain is more a judgment call - players could agree that small wood will be removed and replaced with a crater while marshy ground would be unaffected.
- Buildings and ruins are not affected by the Preliminary Bombardment, nor are any units within.
This is only an example. It could very well be Kill Team, Combat Patrol, and a couple of 1,000 points games in a single day event.
Here are the key points, though:
1 - The determination for who won each battle cannot include any external scoring mechanisms. This includes determining the winner using victory points (unless it is an annihilation mission). The reason for this is because killing more of your enemy in an objective based game should not declare you as the winner.
2 - Don't under-estimate what a hobby player would do to play like this. They would be more than happy to bring a bunch of models and terrain. How often to you get to show off your terrain at an event?
3 - Every battle must be extremely different. I'm not talking about randomly selecting different missions from Battle Missions, I'm talking about scenarios that push a person to use their army in ways they haven't imagined. Using different rulebooks (Cities of Death, Planet Strike, Spearhead, etc) provides the types of differences I am talking about, but those are just the beginning. Go back to the roots of this hobby. White Dwarf use to (20 years ago) publish different scenarios like this.
This is very different from a traditional tournament. And you should not worry about "unbalanced" too much unless you are creating your own scenarios. The different rulebooks have mission types that have been play-tested and are about as balanced as you can get (given the situation you are throwing two armies into).
There are also many different ways you can handle a tie. You can keep it as a tie and declare that neither player gains an advantage in the next battle.
And, if anyone is ever brave enough to throw a tournament like this, be prepared for the verbal beating. The competitive-only players will have a lot to say about it. They will say "I am a non-competitive hobby player, but...", then they will pick out all of the differences between this and a tradition competitive tournament. That shows a complete lack of understanding of what I am saying.
For example, a competitive player will have a huge problem if they win every battle, but their side loses the tournament. THAT WILL HAPPEN, and that's the point of it. Conversely, someone will lose every battle and their side will win. That's what is so cool about it.
So, if you find a way to come up with an overall "best player" that includes the w/l/t record, painting compositions, etc., then is it very possible for someone on the losing side to be the overall winner.
Just DO NOT add any other scoring mechanism to the individual battles. That will throw everything out of whack and will just make the entire show a funky competitive tournament.