Turn the Tides
In this event, players will face each other with no objectives! Battle for KILL POINTS; with a random twist.
At the beginning of each round, a die will be rolled on the TERRAIN TABLE to determine the terrain type.
At the beginning of each players turn beyond the 1st, they will roll 5 dice. Resolving in sequential order from 1-6, they will apply one of the following effects to a unit they own.
On a roll of:
1 - D6 MORTAL WOUNDS TO ONE OF YOUR UNITS
2 - D3 MORTAL WOUNDS TO ONE OF YOUR UNITS
3 - HEAL D3 WOUNDS TO AN OPPONENT'S UNIT OF THEIR CHOICE
4 - +1 TO ATTACK FOR ONE OF YOUR UNITS
5 - HEAL D3 WOUNDS FOR ONE OF YOUR UNITS
6 - HEAL D6 WOUNDS FOR ONE OF YOUR UNITS
Each player will roll for their own units when dealing/healing wounds. They may be stacked on the same unit, as long as each is resolved in order. (i.e. you would any wounds in order, and if the unit survives; you may then continue to apply afflictions/bonuses) You may use a Command point to reroll your entire 5 dice at the beginning of each turn; however you keep the results of the 2nd roll.
To score points towards your total kill points; you must have made the final blow against an opponents' unit. If a unit is destroyed during the Turning of the tides, and the unit suffers enough wounds to remove it from play, that doesn't count towards the kill points.
Round setup starts at 11:45am. Please be there and ready to deploy at 12pm. Please pre-register. 3 round minimun. 8+ players, we will do 4 rounds.
General plan: It appears you roll 5 dice and see what the heals and damages are, then assign them. I want to save my command points to handle an obsessive damage rolls during the turning of the tides effect. Smaller damage should be balanced out with the healing and should go on a multi wound model. Preferably one with a feel no pain effect. I should be healing on one third of my rolls and one sixth of my opponent's rolls. This is pseudo half of time of healing and approximately a third of the time taking damage. I want units that are hardy in small numbers. I don't want to give my opponent too many easy free points. I want to focus on prioritizing killing multiwound models this will hinder heal effect dice. I want few units so I can go first. The map should be 4ft by 4ft based on what I seen previously at the store and the event point value cap. I can use the turning of the tides effect to kill crippled units that are threatening to be easy points for my opponents. I should do this cautiously though as this event seems to be geared on rewarding a cumulative sum of kill points for all the rounds. This means denying an opponent a kill point is only worth it if it will deny them from being able to rank higher than me.