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Dates:Scorched Earth will take place on Saturday 8th and Sunday
9th August 2015. The venue is open on the Friday but there will be
no event activity taking place. The venue has a large amount of
gaming space available for those who wish to journey down
early.
Venue:Firestorm Games, Trade Street, Penarth Road, Cardiff, CF10
5DT, 02920 227117
The venue has a bar so please do not bring any alcohol. There is
plenty of parking at the venue if you wish to drive it is also a
short walk from Cardiff Train Station and indeed the centre of
Cardiff. All the terrain is provided by Firestorm Games.
Purchasing Tickets:Tickets can be purchased via paypal by
sending 35 as a gift to [email protected] this will
go up to 36.50 if its not a gift. They cost 35 each and are
refundable up until 3 weeks before the event. Please put the names
of the players that are having tickets bought in the payment
notes.
If you have any specific dietary requirements then you must make
it known before the event otherwise we will not be able to handle
them. You can put these on the payment notes or send an email to
[email protected]
Timetable: Saturday Sunday Registration 08:30 09:15 Venue Open
09:30 10:00 Game One 09:30 12:00 Game Four 10:00 - 12:30 Lunch
12:00 13:00 Lunch 12:30 13:30 Game Two 13:00 15:30 Game Five 13:30
16:00 Game Three 15:45 18:15 Results 16:30 17:00
Awards:The Following awards will be available at Scorched
Earth
The Emperors Champion The highest placing Loyalist player on
TPs
The Despoiler The highest placing Traitor player on TPs. The
Warmaster The highest placed player on Gaming TPs alone. He who
walks the Eight Fold Path The player that kills the
most points of their enemies The Artificer The army receiving
the most votes from players.
This will be judged on Sunday at lunch. Anyone hoping to win
should display their army suitably after the 4th game.
The Artisan The army deemed by the painting judge to be the best
at the event. This will judged throughout the weekend by a
specified judge who will not be allowed to have their army
considered for this award.
The Maestro The individual unit or model decided by the painting
judge to be the best entered into the competition. To enter your
model you have to place your entry in the indicated place at lunch
on day 1.
The Originator This award can be given for any reason the TOs
decide to reward an army. Everything from the army list through the
paint scheme to the way the army is played on the table could be
considered.
The Paragon Given to the player receiving the highest score in
the Sports voting section.
The Fabricator An award given to the objective markers the TOs
feel to be the best at the event again this can be judged on almost
anything.
The Historiographer Great things happen in games, tales of
underdogs getting the better of great warriors, tanks blowing up
and taking half a force with it or simple bolters taking down
Demi-Gods. Tell the TOs your greatest stories and one will win a
prize.
We will also be giving a prize out to one lucky attendee that
will be drawn completely at random from in the form of raffle
tickets. These tickets will be earned by performances on the table,
in sports and from painting as well. Players will receive one
ticket for each game they play in and an extra ticket if they win.
Each most sporting vote will also generate a ticket as will a
nomination for the Artisan award. Finally each player will receive
a ticket for handing in their list on time and one for submitting
it in the correct format.
The Imperial Truth Podcast Presents:
Scorched EarthQuick Info:
Venue: Firestorm Games, Cardiff, Postcode CF10 5DT
Dates: 8th and 9th August 2015
Ticket Cost: 35
Awards: 3 Painting, Best Loyalist and Traitor, Sports and
more
List Submission: [email protected]
Format: 5 Games of Horus Heresy with set scenarios
Food: Lunch will be provided both days as part of the ticket
cost
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Army Selection:Armies may be chosen from any official Horus
Heresy publication up to a value of 2250 points, this will include
army lists from Tempest. All the official FAQs and Errata are to be
used (though not experimental rules) they are available here:
http://www.forgeworld.co.uk/fwDownloads
All armies will use the Battles in the Age of Darkness Force
Organisation Chart. Note this means that the Combined Arms
detachments and Unbound army from the Warhammer 40,000 rulebook
will not be used. Allies detachments may only be taken if they are
chosen from a different army list than the primary detachment.
This document will be reviewed as new rules are released but
will be locked in a month from the event date
Army List SubmissionArmy lists need to be submitted by no later
than :24th July 23:59. Lists need to be submitted in the correct
format to [email protected]
Lists must be sent in the body of an email in the format shown
below, this means that attached files or army builder/quartermaster
etc templates do not qualify as the correct format.
Lists submitted by 23:59 on the 24th July will receive 5 TPs.
Lists submitted in the correct format will receive 5 TPs.
Note: Power Weapons must be listed by type, eg: Power Axe
FAQs and Errata: As stated in the Army Selection segment the
official Forge World documents will be in use. Any issues that
occur and have no answer will be treated with a most logical
approach. Please note that only FW classifications listed in these
official forms will be accepted.
If we receive a lot of questions on various topics then we may
produce an additional document that will clarify those rules or
changes. Any changes will be confirmed 2 weeks before army list
submission date.
http://www.forgeworld.co.uk/fwDownloads
GamingScorched Earth consists of 5 games, the time limit for
games will be 2.5 hours. The scenarios for those games can be found
at the end of this document
All terrain will be provided by the The South Wales Gaming
Centre, none of the terrain will be mysterious and any specific
terrain rules will be stated in the scenario description if they
are used.
The winner of each game will receive 30 Tournament points
(TPs)
If the game is a draw then both players will receive 10 TPs
The loser will score 1 TP
Each player will also have to note down how many Victory Points
(VPs) they scored for each game and how many points of their
opponents army they have completely destroyed (these are the points
the units cost during army selection). These 2 scores will be used
as 2nd and 3rd differentiators respectively.
Scorched Earth will be using a swiss style pairing system based
on TPs, the final standings will be a combination of TPs gathered
from gaming and soft scores generated by painting, sports and list
building/submission.
The event will be allowing grudges in the first round, this
means that two people can arrange to play each other rather than
waiting for the random draw, both players need to contact Greg to
confirm this is the case.
In addition if you are attending the event with a few of your
regular opponents then you can be kept apart from each other for
the first 2 rounds (3 rounds if the event is large enough) to allow
you to play more new people. For this to happen you must indicate
on your army list that you are part of a gaming group, if you dont
have a group name make a suitable one up.
Rules queries should first be looked up in the relevant books
between the players in that game, if it is still unclear then a
judge should be called to the table. If a judge is called to a
table players will be asked to explain the situation and can give
information to aid the decision but once made any decision is
final.
In addition please take a few minutes to go through your army
with your opponent, this is especially important if you have non
standard models.
The event will be using the Warscore scoring programme, this
allows you to look at your previous events and even sends messages
direct from the software. To sign up for an account go to
http://warscore.net/
Player John Smith
Army Space Wolves - Loyalist
Legion Praetor, Paragon Blade, Iron Halo, Legion
ScimitarJetbike, Rite of War Armoured Spearhead, 195
Elite -- Legion Destroyer Squad, +5 Models, Thunder Hammer,
Artificer Armour, Land Raider Phobos 530
Troops -- Legion Assault Squad, Pair Lightning Claws, Artificer
Armour, Land Raider Phobos 530
Troops -- Legion Breacher Siege Squad, 2 Grav Guns, Artificer
Armour, Land Raider Proteus - 465
Fast Attack Legion Jetbike Sky Hunter Squadron, + 3 Models, 2
Multi-Melta, Single Lightning Claw, Melta Bombs (Sergeant only)
280
Heavy Support -- Sicaran Venator Tank Destroyer, Armoured
Ceramite, Lascannon 250
Total Points 2,250
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Painting and Army DisplayAll models used at scorched Earth must
be painted and based in an appropriate manner. This means that a
non standard colour scheme is perfectly acceptable, undercoating a
whole marine white and colour washing a few panels of armour and
the gun in the same way is not, this is in no way related to the
quality of painting. Any models not deemed up to standard will be
removed from the table and will count as dead for gaming
purposes.
Proxies are not allowed, alternative miniatures/conversions are
allowed and the weapons written on the army list must be
represented (holsters can hold any pistol) with the exception of
grenades. For models that come equipped as standard with Bolt
Pistols as well as a larger gun there is no need to model these
Bolt Pistols, basic Close Combat Weapons are assumed to be carried
by every model without the need be shown on said model. Any
specialist weapon must be modeled. In essence this means that the
model you are using to represent another model must be appropriate
and distinguishable as the gaming piece. The aim is to allow
freedom in the hobby while maintaining a level of immersion and to
avoid any negative effects on game play.
If you have any models which you are worried about in terms of
this then feel free to email [email protected] and a
decision will be made and/or advice given.
Each army will be judged on painting and given a score which
will go towards the overall scores and final placing for the event,
the scores for this will be determined by the paint score sheet. In
addition there will be various painting awards available as noted
above.
SportsEvery player attending Scorched Earth is expected to
maintain a level of sporting behaviour but to recognise those who
go above and beyond players will be asked to vote on their top 2
best sporting opponents in order. These votes will be tallied with
3 points going to the 1st player and 1 to the 2nd, whoever scores
highest will win the Best Sports award. In addition each 1st
sporting vote will give the nominated player 2 TPs
Additionally each player will be asked to rate their opponent
after the game on a score from 2,4,6,8 or 10 with 10 being one of
the best games you have ever played to 2 being that you hope never
to face this opponent again. The expectation is for most scores to
be either a 6 or 8. The TOs may ask you to explain your score if it
is a 2 or a 10, this maybe just to understand the circumstances of
the game.
As stated earlier I expect no real issues to occur however if
you feel there is an issue in game then call a judge over. There is
very little that can be done once the game is finished. If any
player is seen to be playing in a way that is counter to the spirit
of fair play then TPs can be deducted at the TOs discretion though
I feel this will not be needed.
Objective MarkersPlayers are required to bring 3 objective
markers to Scorched Earth for use in some scenarios, these can be
based on 25mm or 32mm round bases. As stated earlier there will be
an award for the best objective markers as judged by the TOs this
can be judged on anything from technical merit to creativity.
What you will need to bring Your models! All the rules you need
to play your army and the relevant FAQs. 3 Objective markers Dice,
Tape Measure and Templates Copies of your army list one to hand in
to the TOs and others to
show your opponents. Money to spend on all the lovely toys
Firestorm Games has to offer.
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Set UpEach table will have 4 pieces of terrain deployed on them
and marked out as Treacherous Ruins.
Deployment This scenario uses the Dawn of War
Deployment Roll off: The winner may choose to
deploy first or second. The player who deploys first selects
their
deployment zone and then deploys their entire force, including
any fortifications they possess, except for any units held in
Reserve, into their deployment zone.
The player who is deploying second then deploys their entire
force, including any fortifications they possess, except for any
units placed in Reserve, into their deployment zone.
Rules for deploying into fortifications, infiltrators, scouts
and transport vehicles, etc, are as found in the Warhammer 40,000
rulebook.
First TurnThe player who deployed first also has the first turn,
unless their opponent can Seize the Initiative (see the Warhammer
40,000 rulebook).
Game 1Game LengthThe Game will last 6 Turns
Victory Conditions:Primary Objective: Players will score 3
Victory Points for each
Treacherous Ruin they control positioned closest to the center
of the board.
They will score 1 Victory point for each other Treacherous Ruin
they control.
(Each Treacherous Ruin will be marked clearly on the table as to
whether it is worth 3 or 1 Victory Point) To control or contest a
terrain piece a unit must be wholly within the perimeter of the
terrain.
Secondary Objectives Attrition First Blood Slay the Warlord The
Price of Failure
Mission Special Rules Night Fighting Reserves
Treacherous Ruins:All models within a piece of Treacherous Ruin
gain a 4+ cover save regardless of whether or not they are 25%
obscured. In addition whenever a unit moves within the treacherous
terrain and rolls a double on their difficult terrain test, they
encounter a relic of war that devastated the area (Units with move
through cover take the final result) look below to see the effect.
This effect comes into play immediately.
Double 1 or 2:Unexploded Warhead: All models currently in this
Treacherous Ruin suffer a single Str 4 AP 5 hit with the Rend and
Pinning special rules. Vehicles are hit on their rear armour.
Double 3 or 4:False Alarm: Every Unit with at least one model in
this Treacherous Ruin must take an immediate pinning test
Double 5 or 6:Munitions Cache: All friendly models in this
Treacherous Ruin gain the Twin-Linked special rule for this game
turn. Note this means some models may have this rule while others
in the unit do not.
Side A Deployment Zone
Side B Deployment Zone
24"
Dawn of War72"
48"
12"
12"
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Set UpPlace 1 Objective marker in the centre of the table and 1
halfway between the first objective and each long table edge along
the centre line
Deployment This scenario uses the Hammer and Anvil
Deployment Roll off. The winner may choose to deploy
first of second. The player who deploys first selects their
deployment zone and then deploys their entire force, including
any fortifications they possess, except for any units held in
Reserve, into their deployment zone.
The player who is deploying second then deploys their entire
force, including any fortifications they possess, except for any
units placed in Reserve, into their deployment zone.
Rules for deploying into fortifications, infiltrators, scouts
and transport vehicles, etc, are as found in the Warhammer 40,000
rulebook.
First TurnThe player who deployed first also has the first turn,
unless their opponent can Seize the Initiative (see the Warhammer
40,000 rulebook).
Game LengthThis game will uses Variable Game Length
Victory Conditions:Primary Objective: At the end of the game the
player holding
the Relic objective receives 5 Victory Points
At the end of the game each other objective is worth 3 Victory
Points to the controlling player
Secondary Objectives First Blood Last Man Standing Slay the
Warlord The Price of Failure
Mission Special Rules Night Fighting Reserves
The Relic:When an objective is initially claimed roll a dice for
the first objective a roll of 5 or 6 this is The Relic. If the
relic hasnt been revealed when the second objective is claimed then
on a roll of 4,5 or 6 this one is a relic, on a 1,2 or 3 then it is
the final un claimed objective.
The Relic objective will follow all the rules on seizing, moving
and dropping that are found in the 40K rulebook with the following
exceptions:
The model may not embark a vehicle, The relic cannot be carried
by an
Independent Character The unit containing the Relic will take
D6
Str 4 AP Rending hits at the end of each shooting phase, relic
hits ignore cover.
In addition roll a D6 when the relic is revealed roll a
dice:
D6 Effect 1 The unit controlling the relic gains
Move Through Cover special rule. 2 The unit gains +1 to its
cover saves 3 The unit gains the Preferred Enemy
(Everything) special rule. 4 The units Close Combat attacks
gain
the Fleshbane special rule. 5 The unit gains Feel no pain (5+)
or
receives a +1 bonus to their Feel no Pain rolls
6 The unit gains the Fear and Adamantine Will special rules.
Game 2
Side A Deployment Zone
Side B Deployment Zone
Hammer and Anvil72"
48"
24" 24" 24"
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Deployment This scenario uses the Search and Destroy
Deployment Roll off: The winner may choose to deploy
first of second. The player who deploys first selects their
deployment zone and then deploys their entire force, including
any fortifications they possess, except for any units held in
Reserve, into their deployment zone.
The player who is deploying second then deploys their entire
force, including any fortifications they possess, except for any
units placed in Reserve, into their deployment zone.
Rules for deploying into fortifications, infiltrators, scouts
and transport vehicles, etc, are as found in the Warhammer 40,000
rulebook.
First TurnThe player who deployed first also has the first turn,
unless their opponent can Seize the Initiative (see the Warhammer
40,000 rulebook).
Game LengthAfter turn 5 ends roll a dice, on a 4+ a 6th and
final turn will be played.
Game 3Victory Conditions:Primary Objective:Each table quarter
will give an amount of Victory Points to the controlling player
depending on which one it is. Your own deployment quarter is worth
1 Victory Point, your opponents quarter is worth 5 Victory Points
with the other two worth 3 Victory Points each.
Secondary Objectives First Blood Last man standing Slay the
Warlord The Price of Failure
Mission Special Rules Night Fighting Reserves
Raging Inferno:At the start of every shooting phase the player
whose turn it is places an Inferno marker on the table, which then
scatters 3D6 (unless a hit is rolled). All models within 6 of the
centre of the marker suffer a single Str 5 AP- hit (vehicles are
struck on their rear armour). Inferno markers remain in play and
will continue to cause hits at the start of each shooting
phase.
Additionally any marker that ends up in or on a piece of terrain
will ignite that terrain piece. This will make the terrain
Dangerous Terrain and will block line of sight entirely for models
wishing to shot through it. Models within the terrain will gain the
Stealth special rule if they do not already have it.
Side A Deployment Zone
Side B Deployment Zone
18"
Search and Destroy72"
36"
48"
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Deployment This scenario uses the Vanguard Strike
Deployment Roll off. The winner may choose to deploy
first of second. The player who deploys first selects their
deployment zone and then deploys their entire force, including
any fortifications they possess, except for any units held in
Reserve, into their deployment zone.
The player who is deploying second then deploys their entire
force, including any fortifications they possess, except for any
units placed in Reserve, into their deployment zone.
Rules for deploying into fortifications, infiltrators, scouts
and transport vehicles, etc, are as found in the Warhammer 40,000
rulebook.
First TurnThe player who deployed first also has the first turn,
unless their opponent can Seize the Initiative (see the Warhammer
40,000 rulebook).
Game LengthThe Game uses Variable Game Length
Secondary Objectives First Blood Line Breaker Slay the Warlord
The Price of Failure
Mission Special Rules Night Fighting Reserves
Victory Conditions:Primary Objective:At the end of the game each
player will score 1 Victory Point for each enemy unit destroyed or
that is falling back at the end of the game
Additionally after set up but before the first turn each player
must choose and make a secret note of one of the selections from
the list below. At the end of the game each player will score the
relevant additional Victory Points for each enemy unit of the type
noted that is destroyed or falling back.
Infantry (all types except Independent Characters): +1 VP
Independent Characters: +2VPs Vehicles with the Tank Type: +1VP
Super Heavy Vehicles: +2VPs Vehicles with the Walker type: +1 VP
Vehicles with the Super Heavy Walker
type: +2 VPs Vehicles with the Flier or Super Heavy
Vehicle type: +2VPs Monstrous Creatures and Gargantuan
Monstrous Creatures: +2VPs Bikes, Jetbikes and Skimmers:
+1VP
Game 4
Side A Deployment Zone
Side B Deployment Zone
12"
12"
Vanguard Strike72"
48"
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Game 5Set UpPlace one objective in the middle of the table, the
remaining four are to be placed 12 away from the central one to
form a cross horizontally and vertically across the table.
Deployment This scenario uses the Dawn of War
Deployment Roll off. The winner may choose to deploy
first of second. Units may be set up in reserve as normal. The
player who deploys first selects their
deployment zone and then deploys the first unit. Each player
then takes it in turn to place units until they have none left. The
order of units deployed must follow the Staged Deployment
Order:
1st Fortifications 2nd Lords of War units 3rd Heavy Support
units 4th Troops units 5th Elite units 6th Headquarters units 7th
Fast Attack units
First TurnBoth players roll a die with the highest scoring
player choosing whether they go first or second. The player that
finished deploying their models first receives a +1 on the
roll.
Game LengthThe Game will last 6 Turns
Victory Conditions:Primary Objective:Each objective is worth an
amount of points equal to the turn number. These points are scored
at the end of each full turn and so a running score must be
kept.
Secondary Objectives Attrition First Blood Line Breaker Slay the
Warlord The Price of Failure
Mission Special Rules Night Fighting Reserves
Side A Deployment Zone
Side B Deployment Zone
24"
Dawn of War72"
48"
12"
12"