Round 2 – Vital Intelligence

Now that you’ve regrouped with some of your lost forces, you can begin to gather intelligence of your surroundings and any potential dangers in the area.

This round runs from May 12th to May 25th.

PAIRINGS

Player APlayer BAssigned StoreVictor
Robert Graham
Chaos Space Marines
Anthony Long
Imperial Knights
Game Grid in LehiRobert
Claude Matherne
Tyranids
Michael Crespo
Orks
HobbyTown in OremClaude
David Rodriguez
Genestealer Cult
Trevor Smith
Space Wolves
Game Grid in LehiDavid
Dan Bryson
Tyranids
Preston Brimley
Adeptus Mechanicus
Dragons Keep in Spanish ForkDan
James Davis
Orks
Richard Knudsen
Blood Angels
Blakfyre Games in PGRichard
Spencer Goodman
Drukhari
Andrew Bruhler
Adeptus Mechanicus
Dragons Keep in LehiAndrew
Nick Stratton
Chaos Space Marines
Dale Payne
Adeptus Custodes
Dragons Keep in ProvoNick
Brett Ebgert
Harlequins
Tyler Probasco
Salamanders
Blafyre Games in PGTyler
Kevin Prue
Craftworld Aeldari
Wes Hall
Raven Guard
Dragons Keep in OremWes
Max Riley
Death Guard
Brian Prue
Grey Knights
Dragons Keep in OremBrian
Diego Soto
Chaos Space Marines
Dave Graham
Adeptus Custodes
Blakfyre Games in PGDiego
Taylor Holman
Necrons
Evan Hansen
Iron Hands
Dragons Keep in ProvoDraw
Kamin Huffcutt
Tyranids
Lathe Larson
Adeptus Mechanicus
Dragons Keep in LehiKamin
Jason Prue
Death Guard
Kyle Dickson
T’au Empire
HobbyTown in OremJason
Randee Shirts
Orks
Brent Smith
Astra Militarum
Dragons Keep in ProvoRandee
Jonathan McCarl
Craftworld Aeldari
Scott Knudsen
Raven Guard
Dragons Keep in Spanish ForkScott
Charles Metts
Ynnari
Brian Johnson
Deathwatch
Game Grid in LehiCharles
Chris Prue
Necrons
Jacob Coleman
Astra Militarum
Dragons Keep in OremChris
Brandon Hardy
Orks
Aaron Taylor
Dark Angels
HobbyTown in OremAaron
Unconfirmed
James Poulsen
T’au Empire
Max Riley
Death Guard
Bonus game for Max
No where… and everywhereMax

The assigned store is optional but suggested.

The basis of this mission is Eternal War: Vital Intelligence on page 48 in Chapter Approved 2018. If all players in the game agree, players can use different point values and army composition rules for their mission but still need to use the Eternal War: Vital Intelligence mission for the game to count as the league game.

THE ARMIES

Each player musters an army up to 750 points in size. The armies must be made up entirely of units from the players’ chosen LEAGUE FACTION. Players should use the limitations for a 750 point game defined in the Organized Events table in the latest Warhammer 40K Rulebook FAQ. All detachments must originate from the Warhammer 40K Rulebook. Forge World units for non-Forge World factions are not allowed in this round.

Hint: You can use up to 2 detachments and up to 2 of the duplicate datasheets for across your entire army.

THE BATTLEFIELD

Section out a 4’x4′ square of a larger table top or use a 4’x4′ table top for this game.

The players first place five objective markers as follows: the first objective marker is placed in the centre of the battlefield. Next, four imaginary lines are drawn between the centre of the battlefield and each corner of the battlefield: another objective marker is placed halfway along each of these lines, until there are five objective markers on the battlefield in total. The players then roll off and the winner individually numbers the objective markers 1 through 5.

Once all the objective markers have been placed and numbered, the players then create the rest of the battlefield and set up terrain.

DEPLOYMENT

The players roll off and the winner determines which of the modified deployment maps is used in the battle and picks one of the deployment zones for their army. Their opponent uses the other deployment zone.

The player who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys their entire army. A player’s models must be set up wholly within their deployment zone.

FIRST TURN

The player who finished setting up their army first chooses who takes the first turn. If they decide to take the first turn, their opponent can roll a dice: on a 6 they seize the initiative, and they get the first turn instead.

ACCEPTABLE CASUALTIES

The matched play rules for Sudden Death are not in use for this mission.

BATTLE LENGTH

At the end of battle round 5, the player who had the first turn rolls a D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn rolls a D6. This time the game continues on a 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS

At the end of the game, the player with the most victory points is the winner. If both players have the same, the game is a draw. Victory points are scored for the following:

Capture the Data: At the start of each battle round, the player who had the first turn rolls a D6 (this cannot be re-rolled for any reason). On a 6, all objective markers are active for that battle round. On any other result, the objective marker which corresponds to the number rolled is active for that battle round. At the end of the battle round, each player scores a number of victory points equal to the number of objective markers they control. Each objective marker is worth 1 victory point; active objective markers are worth 2 victory points instead. In this mission, a player controls an active objective marker if they have more models within 3″ of it than their opponent does.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Strike: You score 1 victory point if any units from your opponent’s army were destroyed during the first battle round.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

POST-GAME FORM

All players must fill out the Post Game form after the game is complete. Once all the forms are submitted, both players receive 1 raffle ticket for participating, regardless of the outcome of the game.