Wednesday, October 29, 2014

Dark Harvest

At this early hour many were sleeping but Defense Complex Tetra II was still up and running at full alert. Those on shift were ever diligent in their duties. Augur sweeps were constant and guards were manning defense positions. With the prior attack on Tannacus, and now a war on Yuion the forces here were not taking any chances in their duties to the Imperium. Mechanicum  and PDF forces on Dependence were mustering to support those fights and tensions were high with the thought of another looming war.     

The Eldar knew that to get into a prolonged war here was suicide against the heavy defences at the complex and took every measure to ensure a quick victory for a timely withdrawl. They attacked just before dawn using the early hour and remaining darkness to allow for deadly alpha strike against the massive war engines and standing indomitable over the complex. This is why their darker cousins were required; shadow rays blasted worth nullifying void shields so lance weaponary could be used to fell the massive walkers.

Dark crystals appeared floating in the air behind defense bunkers and fortified positions that rent wholes in reality and sinister warriors emerged slaughtering the defenders inside. Wave serpents and raiders swooped over the high walls and disgourged warriors into the midst of the complex. The initial assault was total carnage as the defenders found themselves pressed from all sides before a solid defense could be fortified.

A few solid defenses did form around the center of the complex as a few inspiring leaders rallied against the slaughter. However, this didnt last long as the few crippled war engines went critical from their wounds disintegrating areas of defense for the enemy, and with the Imperial Titans gone, the Eldar Titans took to the field intent on cracking open the last remaining bunker to get their prize.

The attack didnt last more than an hour all of the defenders of Tetra II were dead or too wounded to fight anymore. Farseer Ullsandir walked with Illithrys down into the complex to take the weapon that they came here for. Automated defenses awoke to eliminate the intruders, but they were no match for the Farseer as lighting arced from his fingers and struck the machines causing them to overload.

Finally they stood before the entance to the vault. Illithrys used a fusion gun to burn access into the inner room. There in the center of the room stood the stasis cell that held the weapon they needed, but it was empty.

In the corner of the room a dark form melded into the shadows.

Tuesday, October 14, 2014

Diviners of Fates


Farseer Ullsandir sat cross legged in the center of Hall of Seers, he was ringed by nine stones of scrying, each one carved with a single rune of foresight. The stones in turn were ringed by nine of his brothers and sisters of the path. Each of the outer nine combed through the threads of fate, looking at the possible futures of  Craftworld Alaitoc. They then sent there visions to filter through Ullsandir in the center, combining all of their separate visions as one and eliminating those seen not be to be true.

Autarch Illithrys stood alone outside the Hall of Seers, impatient, but unmoving. He waited as he had everyday for the last twenty days. The path of the seer remained an enigma to him as he had not walked its path before, but he understood its need to the Craftworld. It was not uncommon for the council to commune for days at a time when the threads of fate were difficult to discern, but this is the first time he has ever waited this long.

When Ullsandir stepped out of the Hall of Seers, Illithrys knew that he would be taking the Craftworld to war, The seers posture said it all before he spoke.

"The Devourer approaches, and the Young King must be chosen".

"We must not become Iyanden, what have the fates shown you"?

"The Monkeigh have a destruction device that we must capture and use against them while they are engaged against the Devourer".

"So distasteful, that we must use their primative technology to destroy our enemies".

"That is not the worst of it".

"What could be worse than lowering ourselves to using Monkeigh weapons"?

"You must go and speak to our dark brethren, we will need them in the coming assualt".

Just before dawn the defenders of Defense Complex Tetra II on Dependence were awakened to sound of alarms. The complex was coming under attack.

Sunday, October 12, 2014

Bash in the New Year: Warhammer 40k Tournament




This January 17th 2015, A-Z Gaming Club will host the first Wargamers in Japan event linked with Frontline Gaming's Independent Tournament Circuit (ITC). More info on ITC .

The Event will be held at the Camp Zama Community Club at 1000 am. Registration to begin at 0900am.
 
There are a total of 32 open slots available for this Tournament
There is a $25 entry fee per participant

Those that live locally can make it to Camp Zama by walking from Odakyu lines Sobudaimae station to the back gate the morning of the event. Map.
You can plan your train schedule here to make your travel plans.

Attendees that are in the military traveling from out of area can make reservations at the Zama Army Lodge
Attendees not in the military can make a reservation at a local hotel. Machida is the largest local area for reservations or Yokohama is also within a 20-30 minute travel. Hotels.

Anyone coming in from out of country should know that not all places in Japan accept American Credit and ATM cards. If you wish to withdrawal money the best place is to do it at the Japanese Post Office or Seven-Eleven (called 7 and I holdings).



All NON-Military are required to bring your Passport or Gaijin Card to gain access to the base. Passport is the best option.



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Warhammer 40,000 Tournament
Format
There are a total of 32 open slots available for this Tournament
There is a $25 entry fee for participants


  • 1500 point limit.
  • 2 Detachments Total. You may take any 2 detachments you wish, but may not repeat any detachments.

    • Detachments may be produced from a maximum of one Codex / Codex Supplement
    • Example – You may not selectively include units within one Combined Arms Detachment from both Codex: Eldar and Codex Supplement: Iyanden, despite them being within the same Faction per the Detachment creation rules in the 40k Rulebook.
    • Exception – Units that are added to various Factions by means other than the primary or supplemental Codex are exceptions (i.e., Dataslate Characters, Forgeworld 40K approved units where they are permitted, etc.).
    • Codex Supplements will be considered their own Faction, ie. Farsight Enclave, Black Legion, Crimson Slaughter, Militarum Tempestus and Legion of the Damned, etc.
    • In the case of a Forge World unit having a profile in a Forge World book and Codex or Codex Supplement, the rules in the Codex or Codex Supplement are always used.
    • Forgeworld is in as long as it meets the requirements below (just in case you didn't notice that already).
    • Codex: Imperial Knight count towards your LOW allowance as well as any other detachment requirements.

    • 0-1 Codex Specific Detachment (CSD) or Combined Arms Detachment (CAD
    • 0-1 Allied Detachment
    • Your Allied Detachment may be the same faction as your  CSD or CAD.
    • 0-1 Formation
    • See the Black Library for examples of Formations.
    • No Fortification or Apocalypse Formations will be allowed.
    • All formations must abide by the allies rules in the BRB.
    • 0-1 Fortification 
    • All of the rules may be found in the Stronghold Assault supplement.
    • The following fortifications are allowed:
    • Aegis Defence Line
    • Imperial Bastion
    • Skyshield Landing Pad
    • Wall of Martyrs : Firestorm Redoubt, Imperial Bunker, Defence Emplacement, Defence Line, or Vengeance Weapons Battery
    • The following upgrades can be purchased: ammo store, booby trap, escape hatch, magos machine spirit, searchlights, ammunition dump, comms relay, gun emplacement with either Icarus lascannon or quad-gun 

    • 0-1 Lord of War
    • Limited to 25% of the army (375pts)
    •  special character LOW's provided in codices may be used.
    We will be using the scoring system from Frontline Gaming to score and rank the tournament.


  • Every scenario has a total of 10 possible points.
  • Whoever has the most points at the end of the game, wins. Equal points is a tie.
  • The tournament is W/L/D format, with accumulated points used to determine standings within a given final bracket. For example, if you end the event with a 4-2 record, you will be ranked within that bracket according to how many battle points you accumulated throughout the event. The official scoring is 1,000pts for a win, 500pts for a tie and then accumulated points within the game. So, a player with a 3-0 record who accumulated 6 points in each of his 3 games would end with a final score of (3,018points). We score it this way so that the W/L/D record trumps accumulated points, but points earned throughout the tournament matter in determining your precise ranking in the event.
  • Pairings are Swiss style, based on strength of schedule.
  • The top 4 players after 3 rounds will play in the final that day to determine
  • We will be using Missions 1 through 4 of the LVO/BAO missions. You can find the information for those missions on Frontline Gaming's Website



  • Rules Judgments


    Rules issues will be dealt with swiftly by a roaming judge. Rules questions will be handled in this order.
    1. Main Rule Book
    2. FAQs and Erratas
    3. ITC FAQ
      1. Please note, the change to the 2+ reroll save is still in effect. Ie., any save of any type of a 2+ that can be rerolled are failed on the second roll of a 1,2 or 3.
    4. All rule judgments are final! Do not argue with the judge!
    Painting

    All models must be painted to a 3 color minimum. We count primer as a color. If you have any models that are not painted to a 3 color minimum, you will be ineligible for prize support at the end of the event. Your paint score is determined by the paint judge.
    Sports

    Sportsmanship will be handled as a simple thumbs-up, thumbs-down check box on the results sheet.
    The temptation to ding someone on sports after a tough loss is often too much for many players to resist. We therefore are providing a very narrowly defined set of terms under which a player may mark their opponent with a thumbs down mark on sportsmanship. This system is intended to punish those who are being abusive, but to not allow chimpmunking. After a great deal of real world use, we have found this system to work very well.

    Legitimate reasons to give an opponent a thumbs down on sports:
    1. Your opponent was 15 or more minutes late to the round.
    2. Your opponent was verbally abusive. This does not mean you argued with your opponent or that your personalities clashed, but that they were verbally abusive and insulting.
    3. Your opponent intentionally cheated. Be prepared to support your case to a judge.
    4. Your opponent slow played. We define slow playing as not completing 3 game turns of play.
      1. In the case of 20 or less minutes left to play, divide the time remaining between players to complete one full GAME turn. Time each other during this period to ensure that each player has an equal amount of time to complete a full game turn. If one player does not finish within their limit, the other player can force them to stop and then begin their turn. This mechanic is in place to ensure no one is slow played out of a turn of play.
    What does NOT constitute a thumbs down on sports?
    1. You argued over rules with your opponent.
    2. Your opponent beat you.
    3. You didn’t like your opponent’s army.
    A negative mark on sportsmanship will be met with administrative action as follows:
    1. First thumbs down: A verbal warning from a judge, up to reversing a win to a loss.
    2. Second thumbs down: Reversing a win to a loss, up to disqualification from any prize support.
    3. Third thumbs down: disqualification from any prize support, up to expulsion from the event with no refund of the ticket price.
    4. Fourth thumbs down: Expulsion from the event with no refund of the ticket price.
    WYSIWYG 

    All models are expected to be WYSIWYG (what you see is what you get) as much as is reasonable. Proxies are not permitted. "Counts As" armies with counts as allies will only be permitted if they represent a clearly concerted effort to build a unique army around an obvious theme. For example, an Adeptus Mechanicus army using extensive kit bashing and conversions will be fine.

    If you go this route, YOU ARE REQUIRED TO HAVE A HANDOUT TO TO GIVE TO YOUR OPPONENT THAT SHOWS WHAT EACH UNIT IN YOUR ARMY IS ALONG WITH ITS STATS AND PERTINENT RULES! You must also present this to them prior to the game so that they have time to understand what they are playing against. There will be no exceptions to this.

    If your army uses only a single Codex but if for example you have Crimson Fists models using the Blood Angels Codex, or Chaos models using the Space Wolves Codex, that is acceptable. Allies for this type of army however, MUST be represented by their actual models. This is to avoid confusion. No exceptions.

    If you are using converted or scratch built models with Forge World rules, this is acceptable so long as your model is as close to the represented model as possible in terms of equipment, size and shape. We will not be lenient with this.

    If you have any questions about your army, ask us prior to the event so that we can let you know if what you have will be acceptable or not.

    Summoned models must be accurately represented! Again, counts as in a clearly themed list are allowed, but proxies are not.

    Modeling for Advantage

    There is a fine line between creative freedom and modeling for advantage. We do not wish to stifle anyone’s creativity, but in the end, this is a game that relies heavily upon the physical characteristics of the models being used.

    Modeling for advantage will be handled on a case by case basis. To resolve a possible abusive situation, follow these steps:
    1. Ask the player to play the model as if it were a GW standard, modern version.
    2. Call a judge to ask for a judgement.
    3. Possibly substitute the model with an appropriate replacement.
    Examples of what we consider modeling for advantage:
    1. Using out of date and inappropriately sized models such as the rogue trader era Eldar Avatar (which currently is a large, monstrous creature model but back then, was the size of a Space Marine, which would now grant huge advantages due to being so much smaller) or Gorka Morka Trukks (which are less than half the size of modern versions). If an army is made predominantly of Rogue Trader era minis (or any era) and is clearly going for a theme, then exceptions will be made. If it appears to a judge that the player is in fact modeling for advantage, then action will be taken.
    2. Increasing or decreasing the size of models to gain an advantage in gaining or granting cover. Custom Battle Wagons often fall into this category.
    3. Altering a model to increase the range of a model or to benefit your LOS.
    Terrain

    Hills: All rolling hills are open terrain, granting 5+ cover via LOS blocking/interference as normal but do not count as difficult terrain.
    All other terrain functions as outlined in the book BRB pg. 108-113.
    Terrain Data Slates from the BRB will not be used.
    What you must bring
    • Your Army
    • Tape Measure, Dice, Game Aids, etc.
    • 3 Objective Markers on 25mm bases, 2 Objective Markers on 40mm bases.
    • 5 Typed Copies of your army list. Be sure to notate who your Warlord is on your army list. (1 for the TO, and up to four for your opponent).
    • All pertinent rules for your army. Codices, White Dwarf Articles, Foregworld Rules, etc.
    • If you are using a counts as army, YOU MUST HAVE YOUR PLAYER HANDOUT FOR YOUR OPPONENT IDENTIFYING WHAT EACH UNIT IN YOUR ARMY IS.

    Prizes!

    OF COURSE there will be prizes!!!!!