6.02.2010

Kill Team Tournament Results

After four weeks of planning and preparation, followed by four weeks of intense Warhammer 40K Kill Team gaming, Phantom of the Attic crowned a kill team Veteran Sergeant! Our Kill Team event saw great modeling, painting, playing, sportsmanship, and prizes. We saw a variety of forces, spanning the 40K universe, and full of characterful conversions. There is nothing quite like watching two beautifully painted forces clash across our stellar terrain boards. Phantom would like to thank our players for the magnificent turn out, wonderful miniature workmanship, and excellent attitudes and sportsmanship. You guys are the greatest! We also would like to extend a big thank you to Games Workshop for their excellent prize support!

Kill Team Awards:

Kill Team Veteran Sergeant- Andrew L.



Best Overall Appearance- Charles H.



Best Painted- Craig P.



Best Conversions- Trevor M.

5.07.2010

Kill Team Rules and Missions

Kill Team Tournament Rules

Requirements: Players will create Kill Teams using the guidelines from the Kill Team missions in Battle Missions (pg. 90-91). No special characters. All models must be painted, based, and WYSIWYG, conversions welcome. 3 models may select universal special rules as described in the Kill Team mission (these models must be identified in your force list). You must be able to differentiate the models with special rules from other models. They may not be switched after lists are submitted Lists must be presented to the game masters prior to the first game at 12:00pm. Games will begin promptly at 1:00pm.
Opponent Selection: Opponent selection and table placement will be random.
Victory Conditions: The victor is determined by either: a. forcing your opponent to retreat from the field (as per the Kill Team rules pg. 90-91) or b. meeting a scenario victory condition as described in that weeks special scenario rules.
Time Limit: 1 Hour
Rounds: 2 Rounds per Sunday
Tournament Awards: Veteran Sergeant Award- The player who has accumulated the most victory points over 4 weeks. Best Painted/Theme- The player with the best kill team appearance (based on theme, conversions, and painting) as judged by PotA staff.

Kill Team Addendum Rules

Though it is impossible to write a comprehensive rules supplement for all the possible interactions between the standard rules and Kill Team here are some important rules judgements (all judgements made during the tournament are final).

General

Vehicles: Vehicles will be assigned a leadership based on their army list.
Space Marine- Ld 8
Imperial Guard- Ld 7
Imperial Agents- Ld 8
Grey Knights- Ld 8
Battle Sisters- Ld 8
Chaos Space Marines- Ld 9
Eldar- Ld 8
Dark Eldar- Ld 8
Orks- Ld 7 (Except Killa Kans Ld 5)
Tau Empire- Ld 8
Necrons- Ld 10
Fearless: Fearless models must still take Ld checks if their Kill Team is reduced to 50% or less models.




Imperial Guard

Orders: Each order can effect up to ten models in range (from that platoon). Roll once for all ten (vox caster grants a re-roll if in range).
Penal Legion: Roll once on their chart at the beginning of the game. Your roll effects all the models in the unit.

Chaos Space Marines

Possessed: Roll once on their chart at the beginning of the game. Your roll effects all the models in that unit.


Tyranids

Synapse: Roll for instinctive behavior for any individual models out of range of a synapse creature as if they were separate units.

Necrons

Phase out: Necrons do not suffer phase out in Kill Team and instead use the Kill Team scenario morale rules.


Kill Team Week 1

Mission: Kill Team

Objective- Drive the opposing force from the field (the standard Kill Team scenario from Battle Missions pg. 90-91). Once a player’s force has been reduced to half strength (by model count)

Kill Team Week 2

Mission: Fog of War

Special Deployment- As the battle rages, opposing armies forces mix in the seething vortex of battle. Chaos rules, units become divided, or worse... lost. Under these conditions it is impossible to know where one might stumble onto a friend... or... an enemy! Fog of War week will utilize special deployment rules to represent soldiers separated from their units and stumbling onto enemy forces. All your units are held in reserve at the beginning of the battle (remember in Kill Team units are individual troops). On your turn roll for each unit. On a 4+ it enters the battlefield on turn 1. Every additional turn apply a +1 to the die roll (turn 2 requires a 3+ and so on). When a unit becomes available roll a d6 on a 2-5 the troop deploys on the table edge indicated (this will be indicated at the event), on a 6 the player chooses which edge to deploy on, and on a 1 your opponent chooses your units table edge. Models begin their movement from the edge, but may otherwise move, shoot, and assault as normal.

Objective- Drive the opposing force from the field (the standard Kill Team scenario from Battle Missions pg. 90-91). Once a player’s force has been reduced to half strength (by model count). Include models off table in when determining when to begin morale checks.

Kill Team Week 3

Mission: Secure Resources

Deployment- Standard Kill Team Deployment (Battle Missions pg. 90-91)

Objective- Every army needs supplies. Two forces have stumbled unto a small cache of critical supplies. Each side battles to secure them for their war effort. Secure at least 2 of 3 resource counters by capturing them and exiting the board from your deployment corner. Resource counters are deployed 1 in the center of the table and 2 and 3, 12 inches to the sides. Resource counters are captured by moving into base contact and spending that units action (may not shoot or assault that turn) with the counter. Vehicles may not capture counters. Jump troops may not use their jump packs after capturing an objective (though units may run). If a unit with an objective is killed it drops the resource counter where it was slain (units who slay a unit in melee must still wait till their next action to pick up the counter). Supply counters are considered secured when a model who has captured one exits the board from his corner. Such is the importance of the resources that forces will not retreat when reduced to 50% and do not need to test (thus the only ways to win the scenario is to fulfill the objective or table your opponent).


Kill Team Week 4

Mission: Capture the Mutant

A powerful mutant psyker is wandering the war zone. Your forces have tracked him down and he now lurks in the “no man’s land” between you. Each of your commanders believes this mutant is the key to victory and must be captured at any cost and regardless of danger. YOU MUST CAPTURE THE MUTANT!

Deployment- The table is divided into four sections. Players roll off to determine section and first turn. The player with the highest roll picks his section, deploys his forces within 9” of the corner, and takes first turn. The second player deploys in the opposite corner and may steal the initiative by rolling a 6 prior to the first turn.

Objective- Capture the mutant. In the center of each table is a powerful, rogue mutant psyker. Your force wishes to claim this being for use as a weapon, purgation, or study. Regardless of your disparate motivations... YOU MUST CAPTURE THE MUTANT! The force that can capture and hold the mutant psyker until the end of turn 5 will be the victor. If no force has captured the mutant psyker by the end of turn 5 the game will go into sudden death. In sudden death the forces will each take a complete turn. At any time during that round a force that can capture and hold the mutant until the end of both player’s turns wins. Such is the importance of the mutant that forces will not retreat when reduced to 50% and do not need to test (thus the only ways to win the scenario is to fulfill the objective). If neither force can subdue the mutant the game is considered a draw and neither side receives points towards overall victory.
The mutant moves in a random direction after both players have taken their turns. Roll a scatter die for direction and a d6 for movement. If a mutant would scatter off the board he stops at the board edge until his next turn. The mutants powerful psychic manifestations are so potent he cannot be targeted by any shooting whatsoever. The mutant must be captured in close combat. To capture the mutant charge the mutant (you can charge the mutant with multiple models like any Kill Team melee). The mutant is constantly pulsing out psychic energy and always strikes first (your opponent rolls all rolls for the mutant). Roll a d6 for each model that engages the mutant, on a 4+ that model takes 1 strength 4 hit that allows no armor saves (invulnerable and feel no pain saves are allowed). If the model has multiple wounds and takes a wound from the mutant, that model must pass a leadership test or be instantly killed (ignoring eternal warrior). Each model that survives may roll 1 die to subdue the mutant. The mutant is subdued on a 4+. If the mutant is not subdued it immediately scatters d6 leaving the combat. The model that successfully subdues the mutant may move normally, but may run, but may not use any other form of extra movement (jump packs, teleportation, vehicles, etc.). Bikes, jetbikes, horses, etc are reduced to a 6" move and a 6" run while holding the mutant. If the model holding the mutant is killed the mutant immediately scatters d6. Models from the same force may exchange the mutant by moving into base contact with each other, but the mutant receives an immediate 5+ escape saves. If the mutant escapes he immediately scatters d6 inches. Due to the electrical jamming caused by the mutants powers vehicles, dreadnoughts, and walkers may not capture the mutant.

4.14.2010

POTA KILL TEAM 2010!!!


Phantom of the Attic will be running a 7 week Warhammer 40K kill team event.

To participate, participants will have to sign up and purchase the models they plan to use in the campaign between April 18th and May 9th.

Tourney will be based on the Kill Team rule set found in the Battle Missions book. 200 point unit size built using the Kill Team force organization chart.

Participants will be required to have a copy of their army codex.

Conversions are welcome, no proxies or special characters will be used and all models must be WYSIWYG. Unsportsmanlike behavior will not be tolerated.

Each Sunday during the building and planning period, participants are encouraged to come to Phantom and work on their models.

For 3 weeks we will provide painting and assembly seminars designed to get your models into shape for the campaign.

All models must be completely painted and based by the first tournament day.

EVENT WEEKS: (kickoff each Sunday at 12 Noon)

WEEK 1: 4/18/10 PLAN & PURCHASE/ASSEMBLY AND

BASIC PAINTING SEMINAR

WEEK 2: 4/25/10 PLAN & PURCHASE / BASIC

PAINTING AND BASING SEMINAR

WEEK 3: 5/2/10 PLAN & PURCHASE / ADVANCED

PAINTING SEMINAR

WEEK 4: 5/9/10 KILL TEAM TOURNAMENT DAY 1

WEEK 5: 5/16/10 KILL TEAM TOURNAMENT DAY 2

WEEK 6: 5/23/10 KILL TEAM TOURNAMENT DAY 3

WEEK 7: 5/30/10 KILL TEAM TOURNAMENT DAY 4


Prizes will be awarded in the form of gift certificates to the entrants.

SUPERIOR SQUAD AWARD - This award will be given to the force which best combines modeling, basing, and thematic army building as judged by the PotA Staff.

KILL TEAM OFFICER’S AWARD – This award will be granted to the squad with the most overall victories at the end of the tournament.

Prize amounts will be determined by the overall amount of event participation.

3.14.2010

Week 3 Results: The Perfect Swarm Mega Battle!

Week 3 Results: The Perfect Swarm Mega Battle!

On the sundered, corpse strewn landscape of New Horizon, the lords of war did clash! Bringing forth huge beasts of destruction the Tyranid Splinter Fleets besieged the defenders in a last ditch effort to secure a hold upon the embattled world. Gargantuan and monstrous creatures battered the defenders who held on to each inch of terrain with fierce tenacity. In the end the Tyranids were able to eke out a minor victory by the slim margin of a single objective. And what of New Horizon? The world's fate is as yet undecided, but with this victory the Tyranids are able to secure enough biomass to continue the siege and now a shadow of dread looms over the Emperor's Hope system.

Intercepted comms transmissions from the battle:

"Catapults ready... target on my mark... be the hand of Khaine... FIRE!"- Dire Avengers Exarch Strayker

"Bear me to battle my steed! BATTLE AND GLORY!" - Space Wolf Lord Johann Elash

"Err? Big nippy bug eh!?!? Papare to be squashed! (metallic grating sound) WAAGGGHHHH!!!!! - Krakjaw Footstomp Orc Pilot of the Smashaslasha

"Red V1 to Red V2: Guardsmen are down and pouring fire! Immediate threat eliminated! (sounds of cheering from cockpit) Red V2... Red V2 I've lost your signal... please reply..." - R. Colin Pilot Red V1

"You spit in the eye of the most holy Emperor of Man! (sound of chainsaw whirring) I'll split ye in twain ya beast!" - Stern Haufmann Imperial Priest

"I've got a lock. Yes, the one with the enormous head. Preparing to fire..." - Ter'Rag Broadside Pilot

"This is Captain Borzok... our position in untenable... we will fight to the last... lock a lance strike on this position..."- Last Recorded Broadcast M. Borzok Ice Blood Space Marine Captain Final Fate Unknown

"Lord, the Homunculous has fallen!" "Do not bother me with such trifles slave. Gather this creatures skull for the raider... Do you hear a flapping sound?" - Archon Andrux Palornix

"I don't care that its on our side. I'll not venture anywhere near it!(engine noise)" - Naula Raynor Chaos Marine Driver of the Sin and Spite

"If I am to die, I do so for the glory of the Imperium! (buzz of a charging power field)" - Commissar Jezebel Schulze


Final KP totals:

Tony 7
Colin 3
Steven 6
Brian 2
Jonathan 6
Bill 3
Garret 8
Charles 3
Kevin 6
Lou 2
Jon 1
Straker 10
Andrew 6
Raymond 2

Champion of New Horizon: Straker C.! Force- Eldar

Painting Contest Winner: Jon S.! Miniature- Genestealer/Ork Hybrid Psyker

Congratulations and thanks to all the participants for making this event a success. Special thanks to the Tyranid GMs for their time and dedication. Please continue to vist the Phantom of the Attic blog for news and upcoming events. Our next event will be a Warhammer Fantasy event set in the far north of the Chaos Wastes.

3.13.2010

Week 3 Final Updates!!!

The Perfect Swarm Mega Battle is upon us! To all Perfect Swarm Particpants:

1. Be aware that overnight we will be experiencing Daylight Savings Time. Set your clock ahead 1 hour at midnight (our start time remains unchanged).

2. Bring a copy of your 500 point list.

3. Bring a copy of any GW Apocalypse Datasheet you plan to use.

4. All models must be painted and based!

5. Bring a good attitude and a desire to have fun!

Promptly at 11:00am the Tyranid GMs will check lists and datasheets, perform a head count, and adjust our point values.

We will take a 30min. lunch break at 1:30 pm.

Thanks to all the participants who have made this event a success!

3.08.2010

Week 3: The Perfect Swarm Mega Battle is at Hand!

Week 3 Event: Apocalypse Sunday, March 14th, 2010 Start Time 11:00am

The defenders had won a reprieve and dealt a black eye to the splinter fleets. Reeling from the blow the hive mind reacts in the only way it knows how. Norn queens aboard the orbiting hive fleets bombard the surface with mycetic spores containing creatures of unimagined magnitude. These horrors wreak havoc across New Horizon, terrorizing the defenders and devouring the remaining inhabitants. This is the hive minds final gambit. In a last desperate effort the splinter fleets expend their remaining biomass to create as many creatures of war as possible to overwhelm the defenders. A plan lacking in subtlety, but more than compensating with unbridled animal ferocity. If the defenders succeed the splinter fleets, lacking the biomass to continue the siege, will become dormant and attempt to flee to deep space, but if they fail the biomass the splinter fleets will attain from consuming the planet will allow them to take the terror of this invasion throughout the Emperor’s Hope system and beyond.

“The raider is ready. We have a direct webway portal to the sight off conflict. I believe the largest beasts will be there. Let the great game begin…” – Dark Eldar Wytch Big Game Hunter

Special Rules:

This week’s event is an Apocalypse battle and utilizes the rules from Warhammer 40,000: Apocalypse.

Tyranid GMs: 2 Spawning Pits

In an attempt to consume the entire planet, the splinter fleets utilize grotesque pits where deposited biomass can immediately be transformed into useable soldiers.

Spawning Pits- WS 2 BS - S 6 T 6 W4 I 1 A3 Ld 5 Sv 4+ Immobile, Monstrous Creature, Improved Spawn Termagants (Spawning Pits lose their spawn termagants ability for 1 turn on any rolls that double)

Gargantuan Creatures: Double Kill Points

Defenders: 1 Planetary Defense Battery

These massive guns blast as many Mycetic Spores from the skies of Horizon as possible.

Planetary Battery- Tyranid reserves roll 2d6 take the lowest die.

3 Preliminary Bombardments

Holding the advance against the insatiable menace, the defenders have time to deploy artillery to obliterate the onrushing horde.

Preliminary Bombardment- Defenders place a preliminary bombardment after both forces have deployed, but before the first turn of the Perfect Swarm Mega Battle. The bombardment is a Str 4, AP 4, Large Blast that follows the rules for a Blast used at BS 3.

Mission:

Victory Conditions- Control the most objective pieces by the end of the game.

Army Composition:

Points: 500 (points allowance may change based on participation)

Build Rules: Players may select any legal unit or GW Apocalypse Formation (please bring a copy of the formation to the game). Units must still be legal. Example- If a unit has a minimum of 5 Space Marines you must take 5 Space Marines or if your squad is allowed to have up to 2 special weapons you cannot take 3.

Restrictions: No proxies (ie: this space marine is an imperial guardsmen). Conversions however are welcomed and encouraged. All models must be painted and based.

Please prepare your army list ahead of game time (though you may have to make changes based on the conditions mentioned above). Have a written copy of your list at the game for GM approval and to ease play.

Individual Victory Conditions: Accumulate kill points.

Individual Rewards: The player with the highest kill point total at the end of The Perfect Swarm Campaign receives a $20 Phantom of the Attic gift certificate. All victory points must be approved and recorded by the table GMs.