Halo Ground Command GT Missions

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1 Halo Ground Command GT Missions For More info visit: The Battle for Reach HGC GT at Adepticon 2017 Mission Pack 1.3 Written 1/29/17

2 OVERVIEW The Battle For Reach Halo Ground Command Mission Packet is intended to provide players with an opportunity to become familiar with the tournament format. It covers the responsibilities for the players, the standards for building Battle Group, and the method of scoring for each of the 3 missions. The Adepticon 2017 Tournament rounds are 1.5 hours in length. Armies are to be 1500 points and follow the Battle Group Selection Method The official rules document will be available at FAIR PLAY It is important for participants to maintain a fair and honest environment in order for everyone to have fun. Players must accurately follow the rules of a game and cooperate with opponents to answer any questions that arise before and during the game. Elements are sometimes moved accidently or placed inexactly. A small margin of error is allowed, although players must use the tools included with the game and a tape measure to be as accurate as possible. Players must play optimally, performing actions when indicated. If a player forgets to use an effect it cannot be retroactively used without the opponent s consent. The event organizer will not be able to observe every game. If a player is uncomfortable with something an opponent is doing (e.g. stalling, not playing by the rules) the player is encouraged to tell the opponent about it and work together to maintain a fair, honest, and fun in-game environment. If a dispute arises, the players should call the event organizer and explain the situation. The event organizer always makes the final rulings and this must be accepted by the players. Players must act maturely and be polite to their opponents and the event organizer. The event organizer may disqualify a player for any incident deemed unsporting; such incidents include, but are not limited to, a failure to present a mature and polite demeanor, offensive or abusive conduct, bullying, cheating, persistent rules arguments, stalling, and conceding for unsporting reasons. Disqualified players are not eligible for prizes and may not play no further part at the event. Occasionally a player may be tempted to concede a tournament game. Concessions are not encouraged as there is almost always a chance for victory. In the case of a concession, the winner player automatically achieves a Major Victory. The conceding player loses and receives no points. The event organizer may also decide to inflict a further loss of gained victory points in extreme cases. PLAYER RESPONSIBILITIES Players participating in the event must bring their own models, statistics sheets, dice, measuring tape, tokens, and templates required for play, as well as a copy of the Tournament Rules to refer to. The players must also have a copy of the V 1.0 Rulebook with the FAQ* pages. *As a note: Due to the nature of how Spartan Games releases rules, FAQ s, and updates online, the most current versions will be used. However, once the tournament begins, no alterations to rules will be accepted in the unlikely case of a mid-tournament update. Players must bring two copies of their Army List, complete with points costs. Army list point totals cannot exceed the point size chosen for the event. One list will be submitted to the officials during sign-up. Spartan Games encourages players to bring a fully painted force to all events. Games with painted armies are more interesting to watch and enhance the experience for all players and spectators. Players will be able to vote for Best Painted Force on their tournament Results Sheet. All models must be painted to a 3 color minimum standard.

3 BUILDING YOUR BATTLEGROUPS A player may have up to two different Army lists for the tournament may choose which to use before each round begins. Each list must be a legal Army for the point level of the tournament and follow the Battle Group Selection Method outlined in the rulebook. Generic Commanders are the only ones allowed! The following units are approved for this tournament: UNSC COVENANT Commanders Generic Force Commander Commanders Generic Force Commander Infantry Command Element Spartan Element Trooper Unit -HMG Upgrade -Rocket Upgrade Fire Support Unit Recon Unit ODST Unit Infantry Elite Zealot Officer Elite Zealot Element Grunt Levies Unit -Elite Minor Upgrade -Fuel Rod Upgrade Jackal Assault Unit Jackal Marksmen Unit Elite Ultra Unit Armour Warthog (All Variants) Scorpion Tank Sun Devil AA Tank Armour Scout Ghost Storm Ghost Wraith Tank Hunter Unit Flyers Pelican Dropship Flyers Phantom Dropship BATTLEGROUP SELECTION METHOD The Battle Group Selection Method represents a more structured method of Force Selection and provides players a more immersive, narrative driven gaming experience. When building a Force using the Battle Group Selection Method, the Force will comprise a number of Battle Groups that, when combined together, add up to the total amount of MFV for the tournament. Only Standard Battle Groups will be allowed for this tournament. Consult your rule book for more details on Battle Group Selection. The following Standard Battle Group structures may be used: UNSC MECHANISED INFANTRY BATTLE GROUP Requisite Character Infantry: 1x Commander Unit Requisite Infantry : 2x UNSC Infantry Optional Infantry Player may spend 0-6 Build Rating on Optional Infantry A maximum of ONE Spartan, Heroic Character may be taken in the Battle Group Player may spend 0-8 Build Rating on Optional Armoured Optional Armoured Optional Flyer Player may spend 0-6 Build Rating on Optional Flyer HUNTING HOST INFANTRY BATTLE GROUP Requisite Character Infantry: 1x Elite Zealot Requisite Infantry : 3x Grunt Optional Infantry Player may spend 0-6 Build Rating on Optional Infantry A maximum of ONE Elite Officer, Heroic Character may be taken in the Battle Group Player may spend 0-8 Build Rating on Optional Armoured Optional Armoured Optional Flyer Player may spend 0-6 Build Rating on Optional Flyer MODEL REQUIREMENTS UNSC STANDARD ARMOURED BATTLEGROUP Requisite Command Unit: 1x Scorpion Tank Requisite Armoured Unit: 1x Sun Devil Tank Requisite Armoured Unit: 1x Gauss Warthog Unit Player may spend 0-4 Build Rating on Optional Optional Infantry Infantry No Character Infantry may be chosen in an Armoured Battle Group Optional Armoured Player may spend 0-10 Build Rating on Optional Armoured Optional Flyer Player may spend 0-6 Build Rating on Optional Flyer SIEGE HOST ARMOURED BATTLEGROUP Requisite Command Unit: 1x Artillery Wraith Requisite Armoured Unit: 1x AA Wraith Requisite Armoured Unit: 1x Ghost Rapid Assault Unit Optional Infantry Player may spend 0-4 Build Rating on Optional Infantry No Character Infantry may be chosen in an Armoured Battle Group Player may spend 0-10 Build Rating on Optional Armoured Optional Armoured Optional Flyer Player may spend 0-6 Build Rating on Optional Flyer

4 Models must be selected from the Spartan Games line of Halo Ground Command models. Proxies and 3 rd party models are not allowed. All models must be painted to a 3 color minimum standard. TOURNAMENT DETAILS The Adepticon 2017 Tournament will be played over three rounds and consist of varying missions. Each mission is detailed in this packet and will follow the schedule outlined below. Players will have 90 minutes to complete each mission after which Tournament Points will be assigned according to the current VPs of the match. Awards will also be given to Most Sporting Player and Best Painted Force, chosen by the Player s votes. Please arrive at or shortly before the designated start time. During the Registration, the Tournament Host will provide any updated instructions and assign players to their Mission One tables. There will be a 15 minute break between each Mission. It is recommended that the Players bring drinks and snacks to last throughout the tournament. SCHEDULE AND ROUNDS Each round will be 90 Minutes. The boards will have pre-set terrain. Time Activity 9:00 9:30 Arrival and Registration 9:30 11:00 Mission One: Annihilation 11:00-11:15 Break 11:15 12:45 Mission Two: Assassinate 12:45 1:00 Break 1:00-2:30 Mission Three: Take and Hold 2:30-3:00 Closing and Awards The details regarding the missions may be found in the appropriate entry in the supplied mission packets. SCORING AND RANKING Swiss pairings are used for Halo: Ground Command tournaments. The event organizer will randomly pair all players prior to the event so the first game of play may commence promptly. If there are an odd number of players, one player will receive a bye each round. For subsequent games, players are paired at random against another player with the same number of Tournament Points. If there are an odd number of players with the same number of Tournament Points, one player is paired against a random player from the group with the next most number of Tournament Points. At the end of a game each player records their results (Crushing Victory, / Marginal Victory / Stalemate / Loss), the name of their opponent, the number of victory points scored, and the number of victory points lost during the game. The results are to be turned in to the Tournament Host after the end of the match. Tournament Points (TPs): Points Game Conclusion Game Result 5 Crushing Victory A player has 2x more VP s than opponent 3 Marginal Victory Player has more VP s but not double 1 Stalemate Both players have the same number of VPs 0 Loss Player has less VP s than opponent The event will be using the Official FAQ found at

5 MISSION ONE ANNIHILATION TURN LIMIT: 6 TURNS OBJECTIVES In this Scenario, eliminate as much of your opponent s force as possible. Extra VPs are earned for eliminating entire Battle Groups, Armoured, and Flyer. ATTACKER AND DEFENDER There are no Attackers and Defenders in the Scenario. When selecting their Forces BOTH players MUST take at least 25% of their Force made up of Armoured and Flyer. BOARD EDGE & DEPLOYMENT ZONES Both players roll the number of Order Dice available to each player through their Force Commander. The player with the most Player Command Icons chooses their preferred deployment zone. The other player must take the opposing deployment zone. In the event of a tie, re-roll until a winner can be determined. DEPLOYMENT AND RESERVES Each player must deploy their forces in the Deployment Zones as shown. No Ground Reserves are permitted. Air Reserves are permitted. TERRAIN The Terrain for this engagement will be pre-placed by the Tournament Host. VICTORY CONDITIONS The Victory Point target for this scenario is 25VPs. Build Rating Battle Group Armoured Flyer VPs for each BR allocated to a destroyed enemy 4 VP for each Battle Group completely wiped out 1 additional VP for each Armoured unit destroyed 2 additional VPs for each Flyer unit destroyed

6 MISSION TWO ASSASSINATION TURN LIMIT: 5 TURNS OBJECTIVES In this Scenario, eliminating your opponents Command Elements will earn additional VPs. Players should identify to their opponent which Elements have the Commanding Presence Loadout. ATTACKER AND DEFENDER This scenario has no attackers and defenders BOARD EDGE & DEPLOYMENT ZONES Both players roll the number of Order Dice available to each player through their Force Commander. The player with the most Command Icons chooses their preferred deployment zone. The other player must take the opposing deployment zone. In the event of a tie, re-roll until a winner can be determined. DEPLOYMENT AND RESERVES Each player must deploy their forces in the Deployment Zones as shown. No Ground Reserves are permitted. Air Reserves are permitted. TERRAIN The Terrain for this engagement will be pre-placed by the Tournament Host. VICTORY CONDITIONS The Victory Point target for this scenario is 18VPs. Target Eliminated Build Rating Each Command Element (having the Commanding Presence [X ] loadout) is worth +3VPs in addition to any other points awarded VPs for each BR allocated to a destroyed enemy

7 MISSION THREE TAKE AND HOLD TURN LIMIT: 6 TURNS OBJECTIVES In this Scenario, a Primary Objective will be located in the Opposing Player s deployment zone. Two secondary objectives will be placed along the center-line of the table. All placed objectives will be garrison buildings. ATTACKER AND DEFENDER This scenario has no attackers and defenders BOARD EDGE & DEPLOYMENT ZONES Both players roll the number of Order Dice available to each player through their Force Commander. The player with the most Command Icons chooses their preferred deployment zone. The other player must take the opposing deployment zone. In the event of a tie, re-roll until a winner can be determined. DEPLOYMENT AND RESERVES Each player must deploy their forces in the Deployment Zones as shown. Ground Reserves are permitted. Air Reserves are not permitted. VICTORY CONDITIONS The Victory Point target for this scenario is 18VPs. TERRAIN The Terrain for this engagement will be pre-placed by the Tournament Host. Primary Objective Control Secondary Objective Control Build Rating A player with an infantry unit occupying their primary objective during the end phase gains +6VPs each game turn A player with an infantry unit occupying their primary objective during the end phase gains +2VPs each game turn VPs for each BR allocated to a destroyed enemy

8 TOURNAMENT RESULTS SHEET PLAYER NAME FORCE NAME BEST PAINTED VOTE MOST SPORTING VOTE GAME RESULT TPs VP SCORED VP LOST OPPONENT FACTION OPPONENT NAME

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