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Alternate Universes • View topic - Manfest VI: The Undiscovered Mon-keigh
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PostPosted: Mon Dec 05, 2016 9:03 pm 
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Special Rules for this year's Manfest:

Manfest 6 Special Rules

Special Directives

Special Directives are intended to give a team additional options for victory points each turn. At the start of each of their player turns, the general whose turn it is will roll to see what his Special Directive is for that turn. The General may elect to reroll his result once. No side may have the same Special Directive twice, reroll until a new directive is selected.

Strategic Assets

Each side has access to one set of Strategic Assets. The General determines who receives what asset on his side. Once an asset is used it is returned to the asset pool and may be reused. Any asset requiring the spending of VP must be approved by the General before it's used.

General Hats

Each General has a hat that they will be presented with at the start of the game. Generals do not have to wear their hat, however, at the start of each player turn, if either General is caught NOT wearing his hat the opposing side’s General’s army gets +1 Ld for the turn. If BOTH generals are caught not wearing their hats then both general’s armies get -1 Ld for the turn.

Table Gaps

Aircraft may fly between table gaps but only if they can make it (no stopping off the table). Likewise, units can shoot across the gap provided they have the range. Units cannot assault over table gaps.

Roads

There is a road down the center length of the board. Any vehicles (excluding flyers, skimmers, Jetbikes, and walkers) that start the turn on the road and do not leave the road may move an additional 6” in the movement phase. This additional movement does not affect Shooting or Disembarking but does affect Ramming.


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PostPosted: Mon Dec 05, 2016 9:08 pm 
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This year's Manfest Objectives:

Primary Strategic Objectives

Bastion Defense Cannon
-The Cannon has an Armor Value of 15 and is Impassable.
-Range: 24”-Unlimited, S: D, Barrage(Apocalyptic Blast), Always Scatters D6, 2 Shots

Firing the Cannon:
You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Cannon. Cannon is a Strategic Objective that is secured when a unit is able to operate it.

The Bastion
Bastion walls are considered Battlements and are indestructible. No vehicles, cavalry, bikes or units with base sizes larger then 40mm are allowed on the Bastion. Units may move up or down one level of the spire per turn as long as there is enough space for the entire unit to do so. This comprises the full movement for the unit for that turn. The unit may then run or charge as normal. Units may not split between more then one level. Units may only charge enemy units that are on the same level. Templates fired at units on the Bastion only hit models on the level that the template hits.

-Wall Sections:
Walls are considered to be impassable buildings with battlements on top. Battlements may hold as many units as a player wants as long as the whole of all units can fit. When damaging wall sections use the rules on page 95 for wounding units on battlements. If more than one unit is on a wall section, randomize which unit is hit.
Wall ramps are considered difficult terrain for any model with a base 60mm or larger. Vehicles without a base may not use the ramps but may start the game on the walls if they are physically able to fit.

Indomitable Will
While no enemy units are on/behind the walls, all units within 12” of any wall section may automatically pass all morale and pinning tests. Enemy units on the bastion walls don’t count against this.

The walls are considered breeched if more than 7 wall sections/towers are destroyed and/or an enemy superheavy is within the walls at the end of the game. The Gate counts as a wall section. If enemy models(except flyers and superheavies) are inside the walls without enough having been destroyed the objective is considered contested and neither side claims it. Destroyed wall sections are removed and replaced by the same area of difficult and dangerous terrain. This is considered to be area terrain ruins with a 4+ cover save.

At the end of the game, the team who held/breeched the walls gets 5 VP

-Towers:
The top portion of a tower is considered a battlement. The middle portion of a tower is considered a fire point for purposes of damage to the building/wounding units inside. In all other respects it is considered a battlement.

-Destroying Walls/Towers
Walls, Gate and Towers are armor 15. Use the rules for attacking buildings on pages 93 and 94 with the following exception: Sections that suffer a Total Collapse or Detonation result are considered difficult and dangerous instead of impassable. Units on top of walls that are destroyed must make a leap test per p95 (dangerous terrain test with -2 modifier). Vehicles on walls that are destroyed take a glancing hit on a 4+, must make a difficult terrain test (even if they normally are immune) at a -2 modifier and are stunned.

-Gate Controls and Sabotage:
The player in contact with the controls may declare at the start of any player turn that they are operating the gate. A unit must be in contact with the controls and unengaged in close combat. The Gate takes one player turn to open/close IE: if it is open it will be closed at the start of the next player turn or vice-versa. Any non-vehicle unit(s) in the gateway when the doors are closing must move out of the way by the start of the next turn. Units many not be split between the walls, any model that cannot move out of the way and remain in coherency is removed from the table as a casualty. Enemy vehicles in the gateway move the shortest distance necessary or else take D3 glancing hits. The unit operating the Gate does not have to remain in contact with the controls after declaring they are operating it. The controls can be sabotaged on a 4+ by any unit in contact with them in the assault phase that is unengaged in close combat. If successful, the Gate's position cannot be changed from then on. If the Gate is stuck open, it's considered a destroyed wall section in regards to the Walls objective.

-Shields:
Shield projectors on each wall section provide 3 void shields for that section. Towers have 2 void shields each. The Gate section has 4 void shields. Once down, shields may regenerate as normal (5+, 1D6 for each collapsed field at the end of the controlling players turn). Shields do not affect fire directed at the bastion.

-Gun Emplacements:
-Wall emplacements: Hull Mounted Heavy bolters (45* arc), minimum range 6" when targeting infantry, automated only - cannot be manned.

-Tower AA turrets: S8, AP3, BS3(unless crewed), Heavy 3, Twin linked, skyfire, interceptor.

Emplacements can be targeted, use stats p105. Guns use automated fire per p96 unless manned. Automated AA turrets will always target enemy aircraft unless none are in range/line of sight.


Vox Tower
-The Vox Tower has an Armor Value of 15
-While a unit is in control of the Vox Tower, at the start of their player turn the controlling General may select up to 3 allied units. Roll a D6 for each unit selected in this way. On a 3+ the General has inspired his men to glory! The unit has the Zealot and Feel No Pain(6+) special rules until the start of the next turn.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Tower. The Tower is a Strategic Objective that is secured when a unit is able to operate it.


Disruptor Beacon
-The Disruptor Beacon has an armor value of 15
-While a unit is in control of the Disruptor Beacon, Roll a D6 for any enemy units arriving by Deep Strike on the Defender’s rear 2 tables. On a roll of 4+ the player controlling the Beacon may choose a new entry point for the unit. The new point must be a valid Deep Strike position and may not be in impassable terrain.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Disruptor Beacon. The Disruptor Beacon is a Strategic Objective that is secured when a unit is able to operate it.


Munitorium Supply Depot
-The Munitorium Supply Depot has an armor value of 15
-While a unit is in control of the Munitorium Supply Depot, the controlling side’s General gets reinforcements at the start of their turn. This asset may be used to bring back any single completely destroyed unit on the General’s side. Treat the unit as a standard reserves unit. The unit selected may not be a superheavy, gargantuan creature, formation or Warlord.


Data Archivium
-The Archivium has an Armor Value of 15 and is Impassable.
- While a unit is in control of the Archivium, at the start of their player turn the controlling General may repair up to two Hull Points each on D3 allied vehicles. These vehicles may be any currently on the table.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Archivium. The Archivium is a Strategic Objective that is secured when a unit is able to operate it.


Teleportarium
-The Teleportarium has an Armor Value of 15.
-While a unit is in control of the Teleportarium, at the start of their player turn the controlling General may remove up to 3 allied units (non-superheavy/gargantuan/flying) from the table and have them perform an immediate deep strike. These units cannot be locked in combat or falling back. This deep strike does not scatter but the controlling player must roll 2D6. If doubles are rolled a Deep Strike Mishap has occurred, roll on the mishap table. If a unit is unable to fully deploy for any reason, roll on the mishap table.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Teleportarium. The Teleportarium is a Strategic Objective that is secured when a unit is able to operate it.


Control Tower
-The Control Tower has an Armor Value of 15
-While a unit is in control of the Tower, all allied aircraft that enter Strategic Reserves may return to play with full Hull Points and armament.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Tower. The Tower is a Strategic Objective that is secured when a unit is able to operate it.


Secondary Player Objectives

Aquila Strongholds
These fortifications are considered to start under the Defender side’s control and may be fired autonomously by the general at BS3 or by anyone occupying the building at the occupying unit’s BS. Enemy units may claim the fortifications and fire the weapons themselves. Contested fortifications may not be fired.

Battlefield Assets (Mysterious Objectives p205)
-16 objectives placed before deployment.

-Placing Objectives – Opposing generals roll off before deployment. Winner places the first objective then each side takes turns placing remaining objectives. Each General must place one objective on every table and two on the center table. Objectives may not be within 12” of another Asset or within 6” of a table edge.

-Battlefield Assets are treated like Mysterious Objectives. When claiming an objective roll on the following chart and apply result to controlling unit:

D3 Result:
1-2: Skyfire Nexus
3-4: Targeting Relay +1 BS
5-6: Shroud +5 cover save

Assets are held by having at least one scoring unit and no enemy denial units within 6” of the objective. Units engaged in close combat, immobilized vehicles and Superheavies may not claim objectives.

Warlords
Killing an enemy Warlord is worth 1VP. Players may not kill their own side’s Warlords to claim victory points. Any Warlord accidentally killed will award the opposing side a point.

Lords of War
You receive one VP for every 3 HP/Wounds you do to an enemy Super Heavy/Gargantuan Creature per turn.
You also receive a VP for destroying an enemy Super Heavy/ Gargantuan Creature



If anyone notices any major problems with anything here please contact the Jack's so we can address it by Saturday.


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PostPosted: Mon Dec 05, 2016 9:13 pm 
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This year's table layout:
manfest6.jpg

The center 2 tables will be the neutral zone. Defenders deploy on the top 3 tables while attackers deploy on the bottom 3. A road runs down the center of the board.


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PostPosted: Tue Dec 06, 2016 2:03 pm 
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There better be at least one of these on Saturday or there will be hell to pay!


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PostPosted: Tue Dec 06, 2016 6:20 pm 
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PostPosted: Thu Dec 08, 2016 8:45 am 
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Early Manfest flyer, read carefully. Some of the early participants were quite upset. Doud had to shave to enter the mineshaft:

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PostPosted: Thu Dec 08, 2016 5:51 pm 
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I can't wait for the Wet Jocks!


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PostPosted: Sun Dec 11, 2016 2:43 pm 
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Manfest review:

Sorry for the late update. But I was beat, came home and relaxed. This year just like the rest it was ...Manfest. Any ways.

Players were grouped together by super heavies and then separated randomly by beads.

The teams shaped up as follows:

Team: (Yellow) General Meow
Mike Cannon - General
Jack R
Tj M
Joe
Jason
Frank
Matt
Craig
John

Team: (Red) Loudest Fags
Kevin - general
Jae
Jack D
Tj B
Mike D
Dave
Mike B
Charles
Dan

This years manfest was ... a mix of yin and yang. Hopefully everyone had fun.

There are a couple things. Of note that I feel need to be addressed.
1) The new stores location was a bit of an issue. I sent out a bunch of reminders about the stores new location. In the last one I sent a couple of players text messages using my iPhone. Somehow this created an issue because my iPhone decided I wanted some players going to East Germantown pike while the store is located on West Germantown pike. I will take the hit on this.
2) Strategems/assets - they will be updated for next year. This created a little bit of confusion, in the past we have pretty much treated these an after thought. But this time it became a major point of contention. Partly because they are so outdated and partly because we have treated them as an afterthought. In the past we would allow players to purchase them after the break and use them later. There are some that cannot purchase after turn one. Again we have always allowed this. Well... turns out there is reason why you can't purchase certain ones after turn one. Hello Blind! Yeah we have decided to put some leg work into updating these for next year. Like I said I know this created a huge advantage later in the game for one team. One player even accused me of "cheating for one team". Yeah your an idiot! I can't tell you how many times I have ruled against my own interests at manfest let alone a tournament where winning actually matters for something.
3) The new store is huge, next time we need to set the tables closer to the back of the store. Having the table so close to the front made it a problem for taking pretty photos of our little plastic men.

Prizes were handed out for making me laugh or for accomplishments.

Charles - blew up the Munitions dump turn 1. We (opposing team) deployed out of range of his manticore to deny Charles his great first turn "climax" so Charles decided to blow up the ammo dump before got to take advantage of it.

Jack D - Got to head but a bunch of wraith knights. He sacrificed his flyers by performing the "flying head but" something he has been trying to do for a couple years.

Mike D- Mike assaulted Mike Cannons baneblade which for the most part was completely docile. It blew up and polished off one or two of his teammates (General - Kevin) wraithknights behind our lines. I called this the I'm helping Award!

Mike B - His farsighted bomb deep struck and created a ton of problems behind our lines. It wasn't pretty. But he wreaked so much havoc with no superheavies on his alpha strike. Then followed it up two turns later by taking out a bunch of superheavies. ... I think the farsight bomb is becoming a manfest staple.

Mike C. - received a box of magic cards. We awarded this to the losing general. On paper team general meow won the event, and Kevin would have taken this prize. But due to three of team meow's players having to leave early, It was declared a forfeit. ( read review below)

Random Prizes
Matt - won a combat squad of 5 marines.
Dave - received a copy of black library book I know it was an ultramarine book, I can't remember the name.
John - received a copy of black library book I know it was an imperial guard book, I can't remember the name.

All players received a pack of four resin markers/tokens made by Jack Doud.


Here is a link to all of the crappy pics I took with phone: http://s781.photobucket.com/user/JRoshi ... t=3&page=1

If I missed something and I'm sure I did. Add to the thread, I hope everyone has a good holiday and I hope to see you next year for our upcoming tournament season. Our first event of the year will be on January 28!

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