Alrighty then - I've recently had a chance to see just how well a mass-scale battle like this can work, and it's a damn tasty situation. Also, better to get this ball rolling now.
ORKFESTDa Rumble On Da West Coast
Will you stand and defend the planet Tycho's Reach in the face of an Ork WAAAGH!, or join the green tide of Orks looking to take it for their own? The very earth will crack and shudder under the onslaught - can you handle it?
Bring your friends, bring your enemies, leave the squigs at home!
Force Size: Up to 2500 pt lists, with one Superheavy Vehicle/War Machine of equal/lesser point value allowed.(VDR creations allowed and encouraged, with judges final approval - no spray painted soda bottles!) All models should be at least basecoated, though a minimum of 3 colours is optimal.
Number of players:36 (maximum)
Signup all-day Friday, Setup 10-11am Saturday, game runs until turns expire or we hit 8pm, whichever happens first.
Scenario: Assassination!
[Order]
What point it is in the long war matters little, but now only one thing does. You are about to fight the single largest battle in the attempt to drive the Greenskins and their allies from the Emperor's Domain, but their numbers are too many to simply exterminate. High Command has determined that the best chance of success lies in eliminating key targets within the enemy ranks; commanders, high profile war machines and other targets of interest. Taking enough of them out should disrupt the enemy long enough for reinforcements to arrive and wipe them from the face of Tycho's Reach!
[Disorder]
Da fightin's been roight bluddy good so far, but dem Oomie gitz'r all mobbin' up round da wun spaceport da Rok's 'aven't kracked yet. Da boss sez dat dey'z tryin' to wait dis out so dey kan get more uv dere boyz inter da fight, an that jus' ain't proppa. Lukky fer us, dere boyz'r almost loike scared grotz - if we'z can krump enuff uv dose gitz wiff da fancy hats, not ter mention all that shiney kit, they'll probably leg it for cover. Once dat 'appens, it's gunna be loike shootin' squigs in a barrel!
The objective of the battle is to eliminate as many Priority Targets within the enemy force as possible. The side with the highest score from doing this at the end of the battle is the victor.
GAME LENGTH: 6 turns, 30 minute time limit for each. 7th turn and extra time will be added if necessary.
SPECIAL RULES
This scenario uses the following special rules;
Deep Strike, Reserves, Infiltrators, Apocalypse.Apocalypse
It is generally accepted that certain rules govern the flow of a battle, with the advantage shifting like the tide between the forces involved. There is, however, a point at which all known conventions and tactics become useless, and combat becomes little more than a battle for survival for all involved. To help represent this, the following rules are applied to the battle.
-In Close Combat, every model within 6" of a friendly model engaged base-to-base with the enemy gets to make it's full Attacks.
-Any weapon Str-8 or higher ignores armor saves.
THE ORKFEST FAQWhat in the hell is Orkfest?Orkfest is a moniker given to a series of massive games of Warhammer 40k that have been held at conventions and game-togethers on the East Coast for the past few years. All have been rousing successes, so it felt right to hold one on the West Coast.
Orkfest began as what some refer to as
Floorhammer 40k (We don't need no stinkin' tables), a variant of the game known to cover entire ballroom floors at times. It has since moved away from the
Floorhammer aesthetic to the cultured civility of the humble table.
So What's It About?
At it's heart, Orkfest is an excuse for a large group of gamers to field everything they own in one battle. Adding some detail, it aims to simulate an assault during a planet-crushing Ork WAAAAGH!!! - a massive battlefield filled with untold acts of carnage, bravery, and plain ol' violence. A simple 'Invaders vs. Defenders' battle of massive scale, it's place in the overall war, last stand or initial assault, matters not - only who wins.
Who Fights Who?
Force disposition will run along the same lines used in Games Workshop's online
Eye of Terror campaign. If necessary, exceptions will be made to keep the opposing sides relatively balanced in repect to total points cost.
Where Do I Sign Up?
A decent-sized sign-up booth (with a big sign!) will be manned all-day Friday to take down names and make sure army lists are up to snuff. The Enforcers on duty will take copies of each army list to facilitate target selection, as well as review VDR creations for their legality in gameplay.
Enforcers will be on hand as long as there are available spots for the taking - even after we hit capacity, there will be at least one Enforcer on hand to answer questions and such.
Target Selection? We Don't Just Kill 'Em All?
Yes and no. It's always a good idea to 'kill 'em all' as it were (less return fire and that), but there are always high profile targets itching to be in your gunsights. To represent this, for every 1250 points or portion thereof within a single army, one Priority Target will be selected from it's units. The number of targets and their point values will be balanced between the opposing sides in the battle, to make scoring as unbiased as possible. In addition, any War Machines to be used in the game are
automatically Priority Targets.
Each Priority Target your team eliminates from the opposition will earn your team 2 points. There are some limitations to this though - unless the PT is a War Machine, kills made with Indirect Fire weapons earn no points.
Priority Target War Machines are scored on a sliding scale relative to their points values, as detailed below;
0-500 pts - 1 point
501-1500 pts - 2 points
1501 -2000 pts - 3 points
2001-2500 pts - 4 points.
(Don't worry, there will be a dedicated Enforcer scorekeep, so keep your head in the battle!)
And You Win How?
Quite simple, really. The team that scores the most points by the end of the 6th game turn wins the match. That's not all there is to it though - each side will have their own sub-objectives they can complete - some for in-game advantages, some for points, maybe even some for prizes!
We'll let you know about some of these sub-objectives as we get closer to PAX, but some you won't know about until the battle begins!
Posts
What is so "mega" about this battle sir ?
The battle is played on 6 4'x8' tables in one long line. There are up to 18 players on each side, each with a force of up to 2500pts and the option to bring a war machine of similar value. All players play at once in a single game.
The short of it; 2 teams, with an absolute upper limit of 90,000 pts each, duking it out on a 4'x48' table.
Perfect, thank you sir! Unfortunately I scaled back to a couple of 1500 pt armies, so I won't be able to play. Hopefully I get a chance to come by and watch though!
Nowhere in there does it say you need 2500pts to play - it's simply the maximum you're allowed to field. Hell, if you brought a Combat Patrol for the 40k in 40mins tourney, you could throw it into the fight no problem (it would likely get shredded in short order, but that's not the point :P )
1- The Enforcers on hand for sign-up (likely me) will pick the priority targets. Your general-character is almost guaranteed to be a target, and the possible second target can vary a whole hell of a lot. Might even have a third target assigned if your force is big enough, but the enemy has more targets for whatever reason.
2- You don't need to have a war machine, no, but it is encouraged.
3- As much as I'd like to have everything on the table have at least 3 colors, we've settled on having all models basecoated at the minimum. If you do go for the preferred(not mandatory) 3 colours however, you don't need to make them the same 3 colours on everything.
To reiterate from the OP - all models must be basecoated at the minimum, but we would love to see more than that.
ok so wait if order has a few small armies like 1k or something will that allow order to have more players or what so we can reach the 90,000 points or are we just going to try to keep the teams even in points also what do you mean by the 30 minute turn thing?
We'll be trying to keep the teams at even points values - 90,000 is just the absolute upper limit.
As for 30 minute turns - we will be using hard time limits on turns to try and keep things flowing. Everyone on one side will go through the normal turn phases simultaneously (everyone moves, everyone shoots, etc.)
Now, if one team has more models to move around, their turns will be somewhat longer than the other team's turns to allow for the extra work required. It's all with the interest of getting things flowing well for the day.
Even with all that said, don't be surprised if turn 5 and 6 drag on for a while from close-combats.