The Great war of Avelo Insulo
What: 9th age 1.2.2 Fantasy-battles-objective-oriented-campaign-tournament. 4500p.
When and where: Hässleholm, Markanhuset Wendesväg 2. 3-4/12 2016. Begins at 08.30.
YOU have been chosen to lead an expedition to the mysterious island of Avelo in order to harvest it's wealth or possibly conquer it. Prepare your troops and prepare yourself for skirmishes where the consequences of your decisions affects all your battles throughout the entire tournament.
Five games. Not Wysiwyg. If you want to ”prox”, apply for that before the tournament.
Victory points are awarded on these conditions:
5-15 VP for Battle points difference.
0-499 = 10-10 499-1000 =11-9 1001-1600=12-8
1601-2200 = 13-7 2201-2800= 14-6 2801+ = 15-5
0-3 Vp for primary objective.
0-2 Vp for secondary objective.
0-2 Vp for diplomatic relations.
This is not a pool of vp. A single game can award a total of 31 vp.
Upon arrival to the tournament each player is given five objective cards. One card, for each player, is selected before the first unit is deployed in each game. Keep your choice secret till after the game but let your opponent know which cards you have left to choose from. The cards are:
- Endure: Pick two of your units, not characters, each of the chosen units remaining in the game at the end of the game award you 1 vp.
- Assassinate: Pick two of the enemy's characters, each of the chosen characters not remaining in the game at the end of the game awards you 1 vp.
Breakthrough: Each of your units ending the game within the enemy's deployment zone at the end of the game awards you 1 vp, up to a maximum of two units.
Hold the Line: Each of your units ending the game within your deployment zone at the end of the game awards you 1 vp, up to a maximum of two units.
Secure terrain: Select one piece of terrain on your opponents half of the table. If you are the only player with units partially or wholly within this terrain piece at the end of the game receive 2vp.
On each card that is chosen you must note down before deploy which your targets are. Hand your cards in after your game while reporting the rest of the match results. If you or your opponent fails to write down your targets before the first deployed unit you get zero vp for secondary objectives. So help each other remember.
Upon Arrival to the tournament each player is given five diplomatic relations cards. On these you write he amount of vp you want to give your opponent for fair and friendly play. Guidelines are:
0 vp: Rule abuser/Cheating bastard.
1vp: Fair but not friendly.
2vp: Upholding the spirit of the game.
Do not tell your opponent what you give him. These vp are only added to your total vp after the last game.
Match 1. First encounter.
You are not alone on the shores of Avelo. Stake out a land and protect it from those that would take it from you. A forceful example to put fear in the enemy's heart is required.
Frontline clash deploy. Hold the ground primary objective.
Match 2. Harvest.
The Avelo is blooming, harvest it quickly to maintain it's tremendous potential. But, beware the ambushing enemy and more importantly, the unseen devourer.
Refused flank deploy. Special primary objective.
Before deployment, you place two bloom-fields on your opponents half of the table, one shall be in his deployment zone. One additional bloom-field is placed in the centre of the table, making it a total of five bloom fields. Each harvested field gives you one vp and a harvest counter (further known as HC) for further battles, up to a maximum of three. To harvest a field place a unit partially within it in and have it remain there until your next remaining moves phase. This unit may not cast spells, shoot or be engaged in combat during this time to successfully harvest. The unit must be of unit type infantry or monstrous infantry.
Characters are entirely excluded from this scenario. They may join units that are harvesting and act as normal, though they cannot in any way harvest.
When a harvest is successfully done roll 2d6 and pray. If you roll 12 your unit is removed from the game, characters excluded, take panic tests if eligible. For each HC you have add one to your roll. A removed unit still gives you a HC.
Did they really find the secret of the devourer?
The player that have the least vp in total after this match will get the unseen lurker card. This card allows him to redeploy on unit in the following battles. This is done before scouting and vanguard but after all ordinary units have been deployed.
Match 3. Storm front.
Use your newly found powers to control the ravaging magical torrents that was released during the harvest.
Special deploy. Special primary Objective.
Draw line on through the centre of the table, from the long side to the other long side. This is the storm front. Deployment zones are 12” away from this line. 18” from this line and 6” from the board edge are placed four control markers. The player with most characters within 3” of the control-marker it is considered to be in control of it. At the end of each whole game round (two player turns) the controlling player moves the storm front away from his deployment zone d6+HC”. Any unit passed over during this phase takes d3 wounds with no saves. Units passing the line under any other circumstance are not affected.
The player whom have moved the objective the furthest is considered winner of the primary objective.
Pain is a great tutor, when voluntary chosen.
The player that have the least vp in total after this match will get the Storm card. This card allows him to cast the boosted spell Hand of Heaven from Thaumaturgy, once each remaining match, with casting value 9 for free from his general, as if he made a casting attempt with a total of 9. This can be dispelled as normal.
Match 4. Traitors!
Anyone can be bought for the right price, and near divinity seems to the trick just fine.
Random deploy. Special Primary Objective.
Secretly choose an enemy unit worth 400p or less before deploy. You control this unit for this match. Characters cannot be chosen. If the unit that your opponent chose is removed from the game you get 3 vp. If you have two or less eligible units for your opponent to chose from you cannot claim the objective and your opponent automatically claims it.
We like's it 'ere. Dez gits be tastyer.
The player that have the least vp in total after this match will get a duplicate of the chosen unit to use in his last match. This unit is provided by the tournament holder.
Match 5. Rivalry.
The land has been divided, the harvest has ripened. A final effort for more prestige and plunder.
Flank attack. Break through.
During this match all HC give you +1 for all channel attempts. A single HC can be sacrificed during a cast or dispel attempt to re-roll any dice for each phase.
Each one of the following Tournament awards will be available
Conqueror of Avelo Insulo (1st place)
2:e plats Snapphanedäng 2016
3:e plats Snapphanedäng 2016
Most awesome Army (painting and modding)