Fall of Medusa V: A bridge too Waaagh!
Gobstyk's
will be running one of the Landmark events this summer:
Saturday 29th July 2006
Gobstyk's venue (Lincoln)
Following the narrative thread of the Charybdis Crest area. Here is
the Booking form:
Booking Form (133KB Word Doc)
- Will the Orks be able to salvage the turbines from the Imperial Dams to power their
crashed space hulk, "The RoK"?
- Will the Tau successfully evade all those out to destroy them & their Array?
- Will the Imperials be able to guide the refugees to safety whilst fighting on all sides?
- Will the Tyranids succeed in harvesting the DNA of a new strain of monstrosity?
- Will the Necrons awake one of their deadliest creations from it's slumber?
- Will Chaos forces gain an upper hand in this area?
- Will the Eldar strike this far from their Webway portals?
Only time will tell.
Gobstyk's Gaming Club are pleased to present one of the 3 Landmark
Campaign events for "The Fall of Medusa V" 29th July 2006
A Bridge too Waaagh!
6 team of 5 players
£15 per person
4 games of 40K
1250pts
Further info from:
medusa@gobstyks.co.uk Here is the running order for the Day:
09:00-09:30 Arrive & Check-In
09:30-10:00 Commander nominations & initial briefing
10:00-11:45 Game 1
11:45-12:00 Break
12:00-13:45 Game 2
13:45-14:30 Lunch
14:30-16:15 Game 3
16:15-16:30 Break
16:30-18:15 Game 4
18:30-18:45 Awards & Presentations Here is a brief extract from
the Players pack (2370KB Word Doc): Background
Whilst Medusa V was originally settled in the 38th millennium, the
Sybilla Tertius Hive is one of several prefabricated cities constructed
approximately two hundred years ago for the immigrant survivors from
Medusa IV. As such it has grown over the year's to suit the need of the
inhabitants. After the initial success of the Ork Waaagh, the Imperial
city of Corinthi has been over-run & destroyed by the rampaging Orks, in
their quest for raw materials to repair their crashed hulk "Da Rok". The
Imperial forces have managed to withdraw in good order & have begun to
prepare the defence lines closer to Sybilla Tertius. However, now in the
possession of several looted BaneBlades from 2 Imperial Heavy support
companies, Nazdreg has turned his attention to the repair of the
battered hulk engines. Kommandoz reports of a large dam supplying power
to Sybilla Tertius have reached the ears of the mighty Nazdreg & plans
for a daring raid are forming in his big green brain. With the Chaos
uprising gathering momentum in Sybilla Tertuis, reports of Necron
raiders out in the Mortise Desert digging for something, Tau defence
lines growing in Charybdis Crest & Eldar strike teams getting bolder by
the day: Could this be "A Bridge too Waaagh!" Task Forces and
Commanders
Upon registration each player will be assigned to a team, called a
Task Force, containing up to five players. You and the other players in
your Task Force are allied field commanders fighting as part of either
the Imperial Garrison or one of possibly five Xenos conspiracies.
Before the first game on Saturday you will be asked to gather at one of
the six rally points and nominate a Task Force Commander. It is the
Commander's responsibility to brief your Task Force each round and then,
at the end of each game, collate results and hand those back to the
Event Team. Outline of Play
Each faction has a number of objectives to achieve over the course of
the day. These objectives will become apparent and be revealed as the
campaign unfolds. The campaign will be fought in a series of rounds.
Each round will be fought using the Warhammer 40,000 game rules. Each
player within the campaign will take part in each round. To represent
the battle zones for the day, the gaming tables will be organised into
regions with appropriate scenery. Each of the following regions will be
represented by 3 tables: Verdia Plains (Farmlands), Mortise Desert
defence line (Desert), Sybilla Tertius (City ruins), Charybdis Crest
(Mountainous) & Charybdis Dam (Valley & Industrial). At Registration
(or before the first battle starts) each player will be issued with a
"Player Movement Card". This will have the table numbers of where this
player will fight each round during the day. Eg 1>7>13>4 or 9>15>1>7
Each player over the course of the day will play: 4 different opponents,
on 4 different tables, in 4 different regions with 4 different missions.
After each game has finished, players can move their force onto the next
table listed on their Player Movement Card, ready for the next round.
This will help us keep to schedule. At the beginning of each round you
should review the Mission Briefing outlining your objectives, and what
scenario you must play to achieve them. The Mission Briefing for each
"Region" of the campaign will be displayed next to the relevant set of 3
tables. As your games finish you must report the result (Win, Lose or
Draw) to your Task Force Commander; the Commander in turn must pass all
of the completed mission briefings back to the Event Team at the end of
each round. To represent the ebb & flow of battle, for a faction in
each region, there will be a flow chart on display next to the mission
briefings for each region. Each flow chart will have a pin in place to
show how a faction is doing in that region. A win result for a faction
in a region will give the next player in that region an advantage for
that faction, a loss result in a region will give that faction a
disadvantage in the next round. Your Task Force's success or failure
in a particular battlezone will determine the future objectives
available in those places. In each round 1 player from each faction will
play in each region (ie 5 players in a team & 5 regions). Should
anything particularly notable happen during the course of your game,
such as an act of extreme heroism or crushing tragedy, please let the
Event Team know about it. You may be 'Mentioned in Dispatches' and gain
additional honour for your Task Force, and perhaps even more... |