20 March 2012

Dystopian Wars VA Event





Sabine the Cat supervises a test layout for Scenario #2 with a Imperial fleet entering Canal City Harbor for some fresh paint.


DWVA Spring Event at the Game Vault, April 1st
The Event is comprised of 2 main rounds and a 3rd bonus round. During the first 2 rounds players will compete to earn Objective Points. Players will be ranked according to the total number of Objective Points earned in both rounds. The bonus round will be an opportunity to play a large land battle with several players on a big space and will be used to settle any ties, if necessary.


11:00 Welcome and setup 1st Round
11:30 Commence Round 1: Whirlpool Scenario - 800 MFV Naval Core (720 MFV option)
1:30 Time Limit for Round 1, Voting for Best Painted Force, and Lunch
2:00 Commence Round 2: Canal City Scenario - 600 MFV Naval or Armored Core, Teams
4:00 Time Limit for Round 2, Total earned Objective Points, and determine player ranking
5:00 Commence Round 3: Desert Battle, Last Landship Standing - 600 MFV Armored Core
7:00 Time Limit for Round 3: Determine Tournament Victor



Round 1: Whirlpool
Scenario Description: Advance Naval Forces make contact in the South Pacific Ocean and fight to control a strange whirlpool.

Game Setup
Table Space: 36"x42" with a single whirlpool (4.75" diameter) in the center of the space and force deployment zones on opposite corners as indicated in the scenario setup illustration. The whirlpool affects all weapons (guns, rockets, torpedoes, energy, tesla, etc.) shot through it and effectively blocks LoS. A ship or aerial model which touches any part of the whirlpool is pulled inexorably into the vortex and lost forever. At the end of each turn every ship and aerial model is moved 2" toward the center of the whirlpool.

Fleet Organization: Each player's Core Force must be Naval. Maximum Fleet Value is 800 points each player. Each player must have 1 squadron each of small, medium, and large models belonging to the Core Force. Up to 50% of the total MFV may be Aerial models. A player may volunteer to field a force at least 10% smaller than the 800 point MFV; any player with a MFV of 720 or fewer points earns 1 Objective Point toward the total for the Tournament, simulating a force left in reserve to exploit any victory or shield any withdrawal. No cards are used in this scenario. Each force has 1 Fleet Commodore. There are special Field Orders for this scenario.
Deployment Zones: each player places 1 Naval squadron with Fleet Commodore within the 8.5"x11" deployment zone along with 1 additional squadron of ships or aerial craft. (Escorts attached to a capital ship do not count toward the 1 additional squadron of ships in this instance.) All other squadrons remain off board and do not deploy or activate until Turn 2. All ships must be placed within the deployment zone before activating.

Objectives: Control the whirlpool. Any capital model which is not derelict and is at least partially within 6" of the edge of the whirlpool at the end of the time limit provides 1 Objective Point to the controlling player. Captured models do not, however, provide any benefit to either player.

Round 2: Canal City
Scenario Description: Naval Forces support Armoured forces moving to control the center of a city which has been slowly sinking into the harbor in recent years.

Game Setup
Table Space: 48"x72" with landscapes and canals as indicated in the setup illustration.
Fleet Organization: Each player's Core Force must be Naval or Armored. Maximum Fleet Value is 600 points each player. Each player must have 1 squadron each of small, medium, and large models belonging to the Core Force. At least 50% of the total MFV must belong to the Core Force. Naval Force players may deploy 10 free tiny flyer tokens; Armored force players may deploy 10 free tiny infantry tokens. One card deck will be used by each team; one player will be designated as team captain to draw and hold the hand of cards which may be played for any player on the team. Each force has 1 Fleet Commodore. There are special Field Orders for this scenario.

Deployment Zones: Armored Forces will deploy within 8" of the respective player's table edge and over land terrain. Allied Naval Forces will deploy within 8" of the respective player's table edge and over water.

Objectives: The player with the majority of infantry tokens or tiny tanks within the city center at the end of the time limit earns all players on the respective team 3 Objective Points each. Randomly determined Field Orders will provide additional Objective Points for individual players.

Round 3: Desert Battle
Scenario Description: Armored Forces meet and fight until only 1 medium or large capital Armored model remains able to activate.

Game Setup
Table Space: 48"x144" of land terrain with minor obstacles placed by the event organizer.

Fleet Organization: Each player's Core Force must be Armored. Maximum Fleet Value is 600 points each player. Each player must have 1 squadron each of small, medium, and large models belonging to the Core Force. At least 50% of the total MFV must belong to the Core Force. Aerial models may be included but do not count toward the victory condition. No free tiny flyers. No Cards. No Fleet Commodore. No Field Orders.
Deployment Zones: Each player is assigned a 36" wide table edge, determined by random draw, and deploys all models within 12" of the table edge and at least 12" from the side of the 36" wide section of table, effectively boxing a 12"x12" deployment zone.

Objectives: The last player able to activate a large class capital Armored model wins the scenario. Note: a player with only aerial models remaining on the table cannot win.