Wednesday, August 25, 2010
NOVACALYPSE at the 2011 NOVA Open - Feedback Requested
Guys, this is a thread for input ... I'll try to in-depth go over the basics of what this is shaping up as ... and then hit up some key questions I have at the moment. Though any input is welcome, anything that directly addresses the actual questions is of more interest to me at first.
Basically, here's the plan ...
1) It'll be a pay-for event, so people who want to play in it actually want to be there; it'll be fairly nominal (thinking ~$20 at present) and if all goes as planned, will include free beer from a brewery sponsor. The key part here is that people playing it will want to be there, and will be 21+ in age.
2) The event will focus on "apocalyptic" ancillary events that affect all tables in some capacity, but otherwise "team 40k" at each individual table.
3) The tables will all be linked, and kept close together in probably a circular type formation. Each table will represent a sector of an planetary war. Each table will have a variable number of objectives to capture, whose capture will influence the entire event.
4) The planned numbers for this are 52 --> 26 teams of 2; players will sign up as a team, as a club to be randomly divided into teams, or as free agents to be paired up with people as a team.
5) The event will run from 8PM - 11:59PM on Friday and Saturday nights, as a casual unwind after a day of gaming / seminars / etc.
6) Overall Commanders (an earned position based upon your performance during the day's events) will begin the event by accessing a large graphic map with the various sectors(tables) laid out on it, and with a "game piece" for each of their teams. They will take turns in a mini-strategy game applying apocalyptic effects (such as orbital bombardments) to each sector, and assigning their teams to fight in each sector.
7) Once assigned, teams will head to their assigned sector for 2v2 40k games, using 1000 points per player. The individual sectors will not be APOC battles. Players may bring Superheavies, but they will be used by the Overall Commanders in ancillary action either with each other, or by targeting the board with "markers." More on markers next.
8) Apocalyptic effects applied to tables, D or apocalyptic blast/template shots sent at tables by Superheavies under the control of Overall Commanders, and similar things will never be resolved the moment they are applied, and will never be able to affect a small radius around sector objectives. Basically, imagine you are playing your 2v2 game in Sector 1 --> the Overall Commander has assigned an Orbital Bombardment to the board; at the beginning of the game, it is centered on the table, and scattered a random distance (avoiding objective radii), upon which will be placed a series of markers. Each of these markers will be hit with an Orbital Bombardment at the END OF THE GAME (or at a predetermined mid-point / turn). The same will happen with D Weapons or super-heavy mega blasts/templates fired at any given sector by superheavies under the control of the Overall Commanders. The point of this is to ensure that people have fun and fair games ... and avoid the "suck factor" of a random massive attack coming from somewhere else in the room / battle in the middle of their assault phase or turn, and annihilating their units with no recourse (in other words: stuff that sucks to have happen). The effect will be both marginally influential, and comic in intent - units racing to get away from targeted sections of the game board before their timer ticks off and a D blast or orbital bombardment blasts it.
9) The intent is to complete a specified # of turns and then resolve whether or not objectives have been accomplished in each sector, which will influence the overall narrative of the event. On the 2nd day, teams will be reassigned to new sectors and the battle will recommence.
1) It's important to establish the fashion in which people can/should build their armies, whether any special rules will apply to make peoples' armies all fight more heroically as imagined centerpieces of each sector's conflicts, exactly how many points and what FOC will be in use, etc.
2) re: #6) above, who should be the Overall Commanders (high competitive performers for the day, high narrative performers for the day, random draws, special guests, etc.?)
3) Should it be two nights of full games (4 hours per game) or much longer and more relaxed game turns of only 3-4 per night, with it being one connected battle.
4) Who will have time every now and again to help playtest and brainstorm?
The overarching goal here is to have an apocalyptic feel but avoid a few key things that make "mega battles" and apoc games suck.
1) Points overload on a given table
2) People with big superheavies ruling the day with D weapon spam
3) Everyone fighting in one connected game and so waiting forever to resolve each phase, and generally just dealing with a ton of screaming and yelling across tables and weapons being fired across absurd distances, etc.
4) Mega slow, crappy feelings
5) Apocalyptic events, formations, strategic assets and such "ruining" the game for individuals who are unfortunate enough to bear the brunt of their impact
This should in practice be a series of team small 40k games (2k points per side) played over 12-14 tables (14 if everyone is simply assigned, 12 if each overall commander gets a team to hold in reserve and "reinforce" a beleaguered table), with apocalyptic events being overarching and slow-developing (i.e. the timed arrival of marked orbital bombardments, d blasts, etc.) so as to influence the feel of things, but not - again- "ruin" peoples' nights.
Input, or just thoughts/initial reactions, all welcome