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Papa Loco's Fireworks Show! 35ss, July 2


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Location: 276 Boston Turnpike Road, Westborough MA, 01581

Phone: (508) 366-2030

Cost: $10 Entry fee.

Time: Saturday July 2, 2011 9AM Registration, Cards flip at 10am.

Size: 35 SS

Swiss Pairing, 2 hour rounds, 30 minutes for lunch (Please bring lunch, or we can organize a food run. Price of food not included) Prizes depend on number of entrants. Anyone who fields a fully painted crew will start the tournament with 1VP. If there are 6 or more fully painted crews, there will be a painting contest. Standard Painting Rules apply.

Players may pre-register and pay up to 48 hours in advance to earn a Medic Token, which may be used for one free re-flip per tournament. All cards must be re-flipped on a flip with twists.

Strategies

Round 1

“Who ordered a large with extra sparklers?”

Modified Supply Wagon (Corner Deployment)

Each player places a 50mm Wagon Marker (Ht 4, impassable, hardness 3, and can suffer 3 Dg before being exploded) completely within their deployment zone and touching a table edge in the Deployment zone after all crews are deployed. Before each resolve effect phase, players may move their wagon markers 6” towards the center of the table. The wagon may not pass through models, and must stop if it comes into contact with a model. Models may attack the Supply Wagon with MELEE ATTACKS ONLY. If the Supply Wagon is destroyed, it explodes, and models and any other supply wagons within 3” take a damage flip 2/4/7. Models and any other supply wagons within 6" flip a card and get pushed directly away 1/2/3 slow. If the second supply wagon explodes as a result of the first supply exploding, finish applying all movement and damage from the first supply wagon before applying movement and damage from the second. A player scores 2VP if their supply wagon is within 3" of the center of the table at the end of the encounter, and 4VP if they are the only ones with a supply wagon within 3" of the center of the table.

ROUND 2

"BOOM! "Ohh, Ahh!""

Modified Line in the Sand (Standard Deployment)

Someone’s replaced your dynamite with fireworks! 5 30mm fireworks markers will be placed along the center line of the table, 6” apart, with one at the center of the table. Models must be in base contact, and it costs 2AP to interact with fireworks. Insignificant models and models engaged in combat cannot interact with the fireworks. Fireworks go off at the start of the next draw phase. There is always dim lighting, unless fireworks were activated the previous turn, in which case LoS returns to normal. Players get 2VP for every 2 fireworks they set off.

Round 3

“Only YOU can start forest fires!”

Modified Shared Plant Evidence, Growing Fire (Diagonal Deployment)

Fire has broken out, and you don't want to take the blame for it! Each player picks a piece of terrain on their opponent’s side of the table after all models have been deployed, and places a fire marker in base contact with a terrain feature at least 3" away from enemy models. The last player who activated flips a card at the end of the turn, and if it is 8+, each player places another fire marker in base contact with ANY fire marker on the table. If a severe card is flipped, you may choose to start a new fire on your opponent’s side of the table rather than spread an existing fire. Models must interact with the fire markers to plant evidence. Models must be in base contact with fire to interact. Interactions cost 1AP. MODELS TAKE NO DAMAGE INTERACTING WITH FIRE AS LONG AS THEY ARE ONLY IN BASE CONTACT. Your opponent may choose to place a fire marker on top of your model, and you will take damage according to the rules for Growing Fire. If a fire marker is placed on your model, you may discard a control card and yell “Stop, Drop and Roll!” to spend a turn getting fire off of your model instead of taking damage. You gain 1VP for every fire marker you interact with, up to a maximum of 4VP.

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A couple minor changes to the scenarios:

Round 2

It will only cost 1AP to interact with a Fireworks marker. Also, you will now receive 1VP for each firework you set off.

Round 3

Replace

The last player who activated flips a card at the end of the turn, and if it is 8+, each player places another fire marker in base contact with ANY fire marker on the table. If a severe card is flipped, you may choose to start a new fire on your opponent’s side of the table rather than spread an existing fire.
with "The last player who activated flips a card at the end of the turn. If it is weak, players may place a 30mm fire marker in contact with any fire marker on the table. If moderate, each player places a 50mm fire marker in base contact with any fire marker on the table. If severe, players may take the moderate action or choose to start a new fire on their opponent's side of the table, in base contact with a terrain piece and no less than 3" away from any enemy models. If a Black Joker is flipped, no fire is placed. If a Red Joker is flipped, players take the action for severe as well as flip another card and take the action for the resulting flip."
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