Monday, 10 March 2014

Skibbcon V: Level 2 - Novice

As promised, here is another post in a series about Skibbcon V's rulespack. Part 1 can be found here.

Last year we implemented a system where before each game, from the 3 armies a team brought, they would randomly determine which 2 armies they would use as a single 2000pt force using the rules as if they were Battle Brothers. This was even if the armies could not even ally with each other. 

This is even in the fluff. Legit.
We decided, as we always do, to change this. As such each of the 5 missions written for the event also have what level of Allies your armies act as for the duration of the game. In two missions you act as Battle Brothers, in two missions you act as Allies of Convenience and in one mission you act as Desperate Allies. This should, hopefully, make for 5 very different games. However, is this is not the case, well, I'll be hammered drunk so it'll be fine.

We are also introducing a new mechanic, Army Picking. Before each game your opponents will choose which 2 armies your team will be using in this round. This is done at the same time to not give an advantage to either team. Once per tournament you get a veto on the Army picking step. If you use a Veto, both your team and the opposing team can pick their own army this round.

Strategic decision making required.
The process works like this:
  • Teams find out the Scenario and swap army rosters.
  • Players can ask questions about the lists.
  • Both players write down whether or not they are going to veto, reveal at the same time (yes it is possible for both teams to use there veto in a single match). If one or both teams vetoed then players choose what armies they are playing, if not then they choose what the opposing team will play.
  • Either way they write it down and reveal at the same time. If a veto is used then inform the TO when handing up scores.
This process should mean that is easier for teams to negate any situations where they are at a severe disadvantage before the game even begins. Also you get to have a choice of what kind of armies you want to play against. Which is cool. Ice Cool.

Insert Visual Pun
We've also been playtesting new Secondary Objectives to use in the game. There will be several secondary objectives active during each scenario. These will be different in various scenarios.

First Blood: As explained in the Rulebook
Line Breaker: Whichever team has the MOST scoring or denial units in the opponent Teams deployment zone gains 1VP
Slay the Warlord A: Kill the model nominated as Warlord from Army A for 1 VP.
Slay the Warlord B: Kill the model nominated as Warlord from Army B for 1 VP.
Destroy Support: Whichever team kills more non-scoring, non-warlord units gains 1VP.
Protect the Traitor: After deployment, select one non-dedicated transport unit deployed by the enemy team. If that unit is alive at the end of the game gain 1VP.
That Looks Important: Kill the unit that costs the most Army points for 1VP.
Hold the Fort: 3 objectives, each worth 1 VP. Deployed on the centre line.

Proper Allocation of Resources: At the start of each game, after deployment, before attempts to seize, write down one secondary objective to be worth 2VPs for your team and one to be worth 0VPs for your team. Put this in an envelope, which is provided, along with the name of the unit marked as a traitor. This will be opened after the game.

I hope that you, objectively, find this funny.
The idea is there should be a lot going on in each game, after all each team has two generals. Once again, comments and criticism are encouraged. Next up in the series is an explanation of the custom scenarios created for the event.

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