Quote Originally Posted by Closet_Skeleton View Post
You have 2 hqs and 3 troops, that's not a patrol.
Patrol is 1-2 HQ and 1-3 Troops. I just filled the chart. If I had my preferences I'd have made it a Battalion, but the event restrictions didn't allow me to do that. I wound up being the odd man anyway and spent the evening working on models and adjudicating.

And I know the reasoning behind making their basic guns cost a point, but it makes it nearly impossible to make a list come out even.

Anyway, the tournament pack I posted a few months ago never got used before 8th dropped, so I'm rewriting. Thoughts?

Spoiler: No Man's Land
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No Man’s Land

Several key objectives have been located in no man's land. Secure a forward command post and seize the spoils from the enemy.

The Armies
Each player fields the 1500 point army submitted to the tournament organizer.

The Battlefield
Use the pre-set terrain on the table for this mission.

Deployment
Use the Dawn of War deployment type (pg 216) for this mission. The players roll off – whoever rolls highest picks one of the deployment zones on the map for their army. The opposing player uses the other deployment zone.

Starting with the player who chose their deployment zone, the players take it in turns to place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Using Tactical Objectives (pg 226) with the addition that the first Objective Marker each player places (markers 1 and 2, respectively) must be in his or her own deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up within their own deployment zone. Continue setting up units until both sides have set up their armies.

First Turn
When both players finish deploying, they roll off. The player that finished deploying first gains a +1 to this roll. The winner of this roll can choose to take the first or second turn. If the winner of this roll off decides to take the first turn, their opponent can roll a die; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

Tactical Objectives
This mission uses tactical objectives (pg 226). If, at the start of a player’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

Battle Length
The mission will last for 6 turns or the end of the full game turn that time expiration falls upon, whichever comes first.

Victory Conditions
At the end of the game the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved by the following:

Take and Hold: At the end of the game, objective markers 1 and 2 are each worth 3 victory points to the player who controls them in addition to any Tactical Objectives they may be worth.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.


Spoiler: Take and Hold
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Take and Hold

We must secure a landing zone close to the front for our heavy landers for a dawn assault. Use cover of darkness to seize the area and hold it until relieved.

The Armies
Each player fields the 1500 point army submitted to the tournament organizer.

The Battlefield
Use the pre-set terrain on the table for this mission.

Deployment
Use the Hammer and Anvil deployment type (pg 217) for this mission. The players roll off – whoever rolls highest picks one of the deployment zones on the map for their army. The opposing player uses the other deployment zone.

Place 5 objective markers, one in the center of the board, one each 18” from each short table edge and 24” from each long table edge, and one 12” from each long table edge and 36” from each short table edge.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up within their own deployment zone. Continue setting up units until both sides have set up their armies.

First Turn
When both players finish deploying, they roll off. The player that finished deploying first gains a +1 to this roll. The winner of this roll can choose to take the first or second turn. If the winner of this roll off decides to take the first turn, their opponent can roll a die; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!


Battle Length
The mission will last for 6 turns or the end of the full game turn that time expiration falls upon, whichever comes first.

Victory Conditions
At the end of the game the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Victory points are achieved for the following:

Area Control: Each objective is worth one Victory Point to the player who holds it at the end of each full game turn, with the exception of the objectives in the deployment zones, which are worth two Victory Points at the end of every game turn if held by the player whose deployment zone they are not in.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Mission Special Rules
Battlezone: Night Fight (pg 252) with the exception of Mysterious Objectives.


Spoiler: Victory Goes to the Biggest Guns
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Victory Goes to the Biggest Guns

We must force an end to this stalemate. Dispatch your heaviest units to the front and force a breakthrough.

The Armies
Each player fields the 1500 point army submitted to the tournament organizer.

The Battlefield
Use the pre-set terrain on the table for this mission.

Deployment
Use the Search and Destroy deployment type (pg 216) for this mission. The players roll off – whoever rolls highest picks one of the deployment zones on the map for their army. The opposing player uses the other deployment zone.

Starting with the player who chose their deployment zone, the players take it in turns to place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Using Tactical Objectives (pg 226)

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up within their own deployment zone. Continue setting up units until both sides have set up their armies.

First Turn
When both players finish deploying, they roll off. The player that finished deploying first gains a +1 to this roll. The winner of this roll can choose to take the first or second turn. If the winner of this roll off decides to take the first turn, their opponent can roll a die; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

Tactical Objectives
This mission uses tactical objectives (pg 226). If, at the start of a player’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

Battle Length
The mission will last for 6 turns or the end of the full game turn that time expiration falls upon, whichever comes first.

Victory Conditions
At the end of the game the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved by the following:

Key Positions: At the end of the game, each objective marker is worth 1 Victory Point to the player who controls it (in addition to any Tactical Objective it may grant). A player controls an objective marker if they have more models within 3” of the center of it than their opponent. However, if only one player has models from a Heavy Support unit within 3” of the center of an objective marker, they control it regardless of the number of nearby enemy models. This applies both at the end of and during the game.

Destroy the Big Guns: At the end of the game, each player receives 1 victory point for each enemy Heavy Support unit that has been completely destroyed.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.