First Session - 26 Jun, 20:00 - 22:00 EST (Saturday)
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Discord: https://discordapp.com/invite/mvD8vAR
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Dawn of War II tournament - The war for Scelus
confirmed Players (4/6)
Almost a thousand years after the planet of Scelus was abandoned by the Sons of Malice, and subsequently scoured of human life by the 331st Cadian, settlers from Gudrun have quietly begun to establish colonies on the shunned world. Due to Scelus's tainted history, those who would expand their influence via these colonies remains shadowed, for none of the proud and pious families of Gudrun wish to invite the attention of the institutions that orchestrated the planet's cleansing all those centuries ago.
Unfortunately for these brave settlers and their benefactors, this ill-advised venture has brought Scelus into the sharp focus of eyes far more dangerous than the Cadians or the Order of Our Matryed Lady. When the Sons of Malice fled, they left behind festering secrets, hidden but unguarded, and it was only a matter of time before the planets latest inhabitants would stumble upon them.
Unfortunately for these brave settlers and their benefactors, this ill-advised venture has brought Scelus into the sharp focus of eyes far more dangerous than the Cadians or the Order of Our Matryed Lady. When the Sons of Malice fled, they left behind festering secrets, hidden but unguarded, and it was only a matter of time before the planets latest inhabitants would stumble upon them.
FActions
Players can chose their faction before the tournament on joining.
The Night Lords - Unknown to the uninitiated, the Noble Society of the Silent Sun has driven much of the progress of the colonization effort on Scelus from the spires of Gudrun. At long last this secret brotherhood has found the clues left behind by Scelus's former masters, and their enigmatic offworld allies have promised to arrive soon to support the society's usurpation of the colonies. However, an unprecedented string of grisly murders of high profile leaders and unpredictable bombings following this success has paralyzed the colonies in terror and confusion: a signature tactic used by the Night Lords to the lay the ground work for invasion. To the Night Lords, the sordid secrets of the False Emperor have immeasurable value, and they come to claim the prize.
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The Snake Bites - Da Snake Bites are da cleverest. Mork (or maybe Gork) told da clan's weirdboyz dat dis 'ere planet will be 'aving the next mega-dakka. Dey turned Da Big Rok 'round fast and 'eaded straight 'ere. Lotsa shoota and lotsa teef to take. Da bosses say dey name this planet the Snake Nest, because itz gonna be da new lair. Da small roks 'ave already landed in da treeyest spots and da bosspoles are already stuck in the best fightin' spots. Scout boyz say only scrawny 'umans to fight, but Mork bringz big 'unz soon for proper scrappin'. Until then the boyz can sneak and build and wait in da trees. Da Snake Bites are da cleverest.
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Hive Fleet Leviathan - Separated from the rest of its hive during the First Tyrannic War, Tendril B-31 of hive fleet Leviathan was one of many lost from the tracking logs of the Ordo Xenos in the war's aftermath. This tendril has drifted far, too far to communicate with any others, and the gestalt consciousness of its synapse-linked beings now consider itself to be the hive fleet. Previous motivations have shifted and now is the time to feed. A world of diverse biological and mineral material has been found and will become a part of the hive fleet. The first claws of the hive fleet will land soon to find suitable locations for burrowing footholds in this world that will only be released many years from now, after all of use has been extracted.
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Cadian 39th "Xenobane" - The men of the Cadian 39th were just starting to feel at home in the trenches of Sarr's Landing when the Inquisition ships landed. Instead of advancing over the bulwarks into the poison-gas filled tunnels of the Nirzzyl strongholds the next morning, the entire regiment was marched onto their landing craft for immediate launch rimward, toward sub-sector Scelus. Over the next weeks, unofficial word trickled down the ranks speaking of ships vanishing along the Doria trade routes with final messages speaking of a "Shadow in the Warp" blocking out the light of the Astronomicon. The veterans of the 39th "Xenobane" regiment easily linked these clues to tales of the Tyrannic Wars, but Tyranids had never been encountered this far in Segmentum Obscurus.
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The Dark Angels - For months, the chapter librarians painstakingly deciphered and identified the psychic signals that had been siphoning from the warp into the chapter fortress's cogitator banks, obviously keyed to the fortress's ancient systems but encrypted with equally ancient ciphers. What their efforts revealed would quickly see a pair of strike cruisers navigating their way to the Scelus system, where the security systems of a secret long thought lost had been activated. Oaths had been sworn in a previous era between the masters of the Dark Angels and those who would become the Sons of Malice, to protect the secret of Scelus against any and all for the greater good of the Imperium. Those who had sworn these oaths were long gone, yet the Dark Angels will honor them and claim Scelus's secret as their own. One more among many.
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Craftworld Ulthwe - The rangers of Ulthwe have looked after the warp-anchor on Scelus for centuries, a device hidden on the abandoned planet by the craftworld, as has been done on many others around the Eye of Terror as part of a desperate plan to chain and harness the Eye's foul energies. The humans returning to colonize the planet once more have been noted, but they are unlikely to discover the anchor and, once activated, a side-effect of the anchor's operation will slowly kill all sentient life on the planet, conveniently eliminating this threat. Unfortunately, new threats approach. While the rangers have reported that large numbers of orks are gathering on the planet, the farseers have divined the bright warp signatures of Dark Angel psykers approaching the system. The Dark Angles must not be allowed to uncover Ulthwe's work and the craftworld has dispatched a task force to gain control of the planet and expedite activation of the anchor.
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Score
Faction
Night Lords (Spicy Lunchbox) Snake Bites (Captain Dickers) Leviathan Cadian 39th (Iron) Dark Angels Ulthwe (Lookatall) |
Act 1
16 16 - 13 - 17 |
Act 2
4 11 - 6 - 0 |
Act 3
7 -6 - 4 - 7 |
Total
27 21 - 23 - 24 |
Act 1
The Dawn of War - 3 rounds
The various factions converging on Scelus have revealed their presence and chaos has erupted in the swamps outside the capital colony of New Corfus. The Dawn of War is a Free-for-All battle with all players competing for victory points in 3 rounds. The higher a player ranks in each round (victory/strategic points), the more points they score, with bonus points for coming in 1st place in a round and bonus points for having the top Commander, Unit or Resource score in a round.
Map: Ashes of Typhon (random starting locations)
Victory Points: 1000 1st place (8 points) 2nd place (5 points) 3rd place (4 points) 4th place (3 points) 5th place (2 points) 6th place (1 point) Top Commander Score (1 point) Top Unit Score (1 point) Top Resource Score (1 point) |
Round 1
Cadian 39th Night Lords Ulthwe Snake Bites Leviathan Dark Angels Night Lords Cadian 39th Night Lords |
Round 2
Ulthwe Snake Bites Dark Angels Leviathan Cadian 39th Night Lords Snake Bites Snake Bites Ulthwe |
Round 3
Night Lords Snake Bites Leviathan Ulthwe Cadian 39th Dark Angels Snake Bites Ulthwe Leviathan |
ACT 2
Chaos On Scelus - 3 Rounds
As each faction seeks to secure its own objectives, unspoken truces will emerge and evolve as threats and priorities change. Chaos on Scelus is a series of 2-on-2 rounds where each player will pair with each other player once to face two other paired opponents. Points will be awarded for the winning team, as well as bonus points for top Commander, Unit, and Resource scores.
Act 3-1
Battle of New CorfuS - 1 Round
One faction has emerged ahead and gained a foothold in New Corfus. Their success has allowed reinforcements to consolidate, but they must also fend off the focused attention of the other factions nipping at their heels. Based on the rankings from Act 1, players will be divided into two teams: the player in 1st place will be accompanied by a team of two Hard-Difficulty AI of his own faction (led by the two General options that he does not select) and will be matched against a team consisting of the players in 2nd, 3rd, and 4th place. Any top scores held by the AI are awarded to the player of their faction.
Map: Argus Desert Gate (fixed starting locations)
Victory Points: 1000 Winning team (12 points, divided among players) Losing team (-9 points, divided among players) Top Commander Score (3 points) Top Unit Score (3 points) Top Resource Score (3 points) |
Round 1
Cadian 39th Night Lords Ulthwe Snake Bites Snake Bites Ulthwe Night Lords |
ACT 3-2
Battle of BlackHill Station - 1 Round
(6 players only)
The factions who were forced to retreat from the Myrma Delta are looking to cut their losses and have regrouped with reinforcements. The now aim to capture the nearby power and communication stations in order to use or sabotage them. Unfortunately, another faction might have beat them to it. Based on the rankings from Act 1, this battle will be a team free-for-all between the players in 5th and 6th place, each reinforced with a Hard-Difficulty AI of their own faction, and two Hard-Difficulty AI of the faction in 1st place (this player will gain or lose points based on the placing of his AI faction).