Apocalypse Mega-City One - Results as they come in!

MongooseMatt

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Okay, it is all going on here at Mongoose HQ!

Round One kicked off on time, with members of the Justice Department rapidly finding out that while they may be awesome, one cheap punk with a handgun can ruin a judge's day, even if they are on a Lawmaster...

And the Mega-City One Resistance Unit ran out of ammunition against Renegade Robots in ther first round, forcing them to use their Day Sticks!

We also saw Judge Cal fight an imposter in the Cursed Earth, Fatties circling a trapped Citi-Def Squad in an irradiated sector, and we currently have a Demonic Cabal trying to root a group of Renegade Robots out of a newly discovered pre-Atomic War fortress!

There are a good mix of forces here;

Cursed Earth Desperadoes: 1
Renegade Robots: 3
Demonic Cabal: 1
Justice Department: 4
Citi-Def Squad: 2
Fattie Stampede: 1
Lone Vigilante: 1
Ape Gang: 2
Apocalypse War Resistance Unit: 1
Cal's Retinue: 2
Brit-Cit Justice Department: 1
Street Gang: 1

I will be posting photos up throughout the day at Eye on Mongoose on Facebook. YOu will be able to see them here;

https://www.facebook.com/groups/195633123795147/

More updates throughout the day!
 
So, we have 7 people here with names beginning with A, 3 called Andrew, a Mr Philips, a Mr McPhilips, and someone called Philip.

This tournament isn't confusing to run at all...
 
Halfway through the day, and we have broken for lunch - 3 games played, 4 to go this afternoon, and the current rankings are;

1. Adrian Barnes- Renegade Robots
2. Chris Chappell - Citi-Def Squad
3. Phil Wynne - Street Gang
4. Charles Lister - MC-1 Resistance Unit
5. Warren Gleeson - Ape Gang
6. Adrian Bagley - Cursed Earth Desperadoes
7. Daniel Phillips - Renegade Robots
8. John McPhillips - Cal's Retinue
9. Robert Farley - Lone Vigilante
10. Andy Miller - Cal's Retinue
11. Andy McMillan - Renegade Robots
12. Katie Parker - Ape Gang
13. Alan Buckmaster - Demonic Cabal
14. Paul Eyles - Fattie Stampede
15. Greg Smith - Justice Department
16. Mike Whitaker - Justice Department
17. Andy Don - Citi-Def Squad
18. Andrew Paul - Brit-Cit Justice Department
19. Richard Carr - Justice Department
20. Simon Day - Justice Department
 
Just to let you all know, BT decided that Saturday afternoon would be a good time to serviceteir broadband connections in our area...

Results will be posted on Monday, along with more photos on Eye on Mongoose!
 
Many thanks to Matt and the Mongoose Guys for an excellent day.

The Gorilla Gangster will be taking pride of place in the collection :D

Simon Day (who managed to get last place in the tournament :oops: )
 
Thanks again to everyone involved - met a whole bunch of great people and had a blast. Spent the rest of the evening unable to get my brain to function on any level that didn't involve models and stats...

Can't believe the prize was a Manta Tank! Awesome beyond words.
 
I don't have a Facebook account so I can't get onto Eye on Mongoose. Is there any chance you could either post the photos somewhere else or change the settings so that you don't have to log into Facebook to see them?
 
chaoschild, I've uploaded the photos I took to Photobucket:

http://s48.photobucket.com/user/andrewgpaul/library/Apocalypse%20Mega-City%20One%20April%202013

IMG_0596_zps4f60c881.jpg
 
Final results! Points are out of a maximum of 175...

1. Adrian Bagley - Cursed Earth Desperadoes - 152
2. Andy Miller - Cal's Retinue - 142
3. Adrian Barnes - Renegade Robots - 141
4. Chris Chappell - Citi-Def Squad - 138
4. Alan Buckmaster - Demonic Cabal - 138
6. Charles Lister - Mega-City One Resistance Unit - 128
7. Robert Farley - Lone Vigilante - 127
8. Richard Carr - Justice Department - 109
9. Daniel Phillips - Renegade Robots - 107
9. Phil Wynne - Street Gang - 107
9. Warren Gleeson - Ape Gang - 107
12. Greg Smith - Justice Department - 98
12. Andy McMillan - Renegade Robots - 98
12. John McPhillips - Cal's Retinue - 98
15. Katie Parker - Ape Gang - 90
16. Mike Whitaker - Justice Department - 88
16. Paul Eyles - Fattie Stampede - 88
18. Andrew Paul - Brit-Cit Justice Department - 85
19. Andy Don - Citi-Def Squad - 83
20. Simon Day - Justice Department - 74

Well done to everybody!
 
Oh, and someone was asking for the tournament scenarios to be posted!


Table 1: Capture Channel 5
A new vid-station, Channel 5, has been set up recently, and its security is known to be weak. Two local forces see their chance to reach out to the local blocks with their own vid-special, perhaps promising peace in return for protection money, or simply advertising where citizens can get the best deal possible on their next fix of sugar.

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.

Special Rules
None

Victory Conditions
To achieve victory, one force must either wipe out its opponents, or occupy the Channel 5 tower. To do this, one or more friendly models must be moved within 4” of the Channel 5 tower and stay there for two full consecutive turns without an enemy model moving within 4” of the tower.


Table 2: Scrawl Wars!

A wideband disruption signal has upset transmissions, basic robots and vehicles across the sector, causing everything to grind to a halt (this takes place during Slaughter Margin, if you know your Dredd history). This is an excellent chance to represent! Vehicles will be targeted so that when the disruption signal ceases, they will carry your message all over the city!

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.

Special Rules
To scrawl your force’s tag/logo or remove an opponent’s scrawl is a Special action that must be performed when in base contact with the object to be scrawled upon.

Justice Department forces (from any city) may not create scrawls, but they can remove them. However, a Justice Department force always counts as having one scrawl that cannot be removed, for the purposes of the victory conditions below.

The game lasts for eight turns.

Victory Conditions
Victory will go to the force that has the most scrawls on vehicles at the end of the eighth turn. Note that even if you wipe out your opponent’s force, or force them to run, you will still lose if he has more scrawls than you!


Table 3: There is Only War
In the irradiated wastelands of desolated sectors, there is only war…

Note: These two were fought on 40k-style terrain, hence...

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 10” from their own table edge.

Special Rules
None

Victory Conditions
To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own.


Table 4: There is Only War Part II
In the irradiated wastelands of desolated sectors, there is only war…

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 10” from their own table edge.

Special Rules
None

Victory Conditions
To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own.


Table 5: Chance Find in the Cursed Earth
Though filled with danger, the Cursed Earth also contains many treasures, ranging from caches left by mutant gangs or criminals, to artefacts from the days before the Atomic War. Two forces ranging in the Cursed Earth have come across a strange signal and meet one another as they try to find its source

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.

Special Rules
To search a piece of terrain, a model must perform a Special action when in base contact with it. A die is then rolled, with a result of 10 meaning the model has discovered the source of the strange signal. However, the first model on each side to try this will automatically fail. Each piece of terrain can be searched more than once but not by the same model.

Victory Conditions
The game ends at the end of the turn when the source of the signal has been found. To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own. Discovering the source of the signal grants a +250 Credit bonus to this score.


Table 6: Fortress Assault
The source of the signal turned out to be an ancient portable computer that contained the location and schematics of an old Atomic War-era fortress. The force that can capture and control the fortress would have a big advantage over everyone else nearby on the Cursed Earth…

Set Up
The player who won Chance Find in the Cursed Earth previously begins by deploying all his models within the confines of the fortress walls – he may not place or move any models inside the fortress’ structure until power is restored (see below). His opponent then deploys his models no further than 6” from the opposite table edge.

Special Rules
The fortress is not yet operational but can be made so by the player deploying within it, using the following steps;
· Restore Power: A model in base contact with the Generator (the round structure) may spend two Special actions in the same turn and make a successful Will check to restore power to the fortress.

When this is done, lift the lid of the rectangular structure and switch the lights of the fortress on – you may need to wiggle the switch a little, as there is a loose connection (this is the Cursed Earth after all!).

In subsequent turns, models may do the following;

· Command and Control: A model inside the fortress (go ahead, the roofs of both levels detach!) may direct the actions of any one other friendly model as a Special action, and may direct two models if it uses two Special actions. For the rest of the turn, these models will use the first’s Will score.
· Bring Weapons Online: A model in base contact with an automated turret may bring it into action by spending two Special actions and making a successful Will check. In subsequent turns, an automated turret may make one Shoot action. They may not perform any other action at all. Automated turrets have the following characteristics.

Move Agility Shoot Melee Melee Dice Will Armour Hits
Turret - -4 +0 -4 1D +0 +6 4

Class: Minion

Robotic: Automated turrets follow all the rules listed under Robotic on page 86 of the Judge Dredd rulebook.

Automated turrets have the following variety of weapons;

AP/AA Gun: Heavy Spit Gun with 5 Shooting Dice
Main Guns: Laser Cannon with no Complex rule
Point Defence (look under the Main Guns): Spit Gun with 6 Shooting Dice

Victory Conditions
To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own. The force inside the fortress gains +50 Credits for each turret it successfully brings online, while the attacking force gains a +75 Credit bonus for every online turret it destroys.

Don’t forget to switch off the lights in the fortress when you have finished your battle!


Table 7: Wandering Lonely as a Bot
A valuable droid is wandering the Cursed Earth. Maybe it is a pre-Atomic War model, filled with possible locations of ancient treasures, buried by time under the Cursed Earth. Or maybe it has escaped from an organ legger’s camp and contains the codes to all of his cash accounts. Whatever the contents of this droid’s brain, there are people who want it.

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge. The robot is placed in the centre of the highest terrain point on the table.

Special Rules
The robot may be given two Move actions only if a player has a model in contact with it at the start of the turn. If both players have a model in contact at the start of the turn, neither may give the robot a Move action. The robot cannot be attacked or harmed by any means, may take no other actions, and has a Move score of 4”.

Victory Conditions
To achieve victory, one force must either wipe out its opponents, or move the robot off their own table edge.


Table 8: Duck and Cover
A terrible rad-storm is sweeping through the Cursed Earth, and everyone in its path is looking for shelter. Fortunately, there is an old abandoned nuclear bunker nearby. Unfortunately, the two forces that have found it do not want to share…

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.

Special Rules
Once a model enters the nuclear bunker, it may not return to the battle.

Victory Conditions
Both players earn points by moving models into the bunker, earning a number of points equal to the Credits value of each model. However, they also lose points equal to the Credits value of each enemy model that enters the bunker. The force with the most points when one side has no more models on the table wins!



Table 9: Lost in the Snow

Promises of new connections, jobs, illegal goods or a perp-busting spree in the wastes of the Antarctic have come to nothing, and now your force is just retying to survive. If you can just reach the hoverport, you will be fine. Fortunately, you know exactly where it is – but another force has shown up, claiming it is in the other direction…

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.

Special Rules
Once a model leaves the table, it may not return to the battle.

Victory Conditions
Both players earn points by moving models off their opponent’s table edge, earning a number of points equal to the Credits value of each model. However, they also lose points equal to the Credits value of each enemy model that moves off their table edge. The force with the most points when one side has no more models on the table wins!


Table 10: Battle of Refuelling Station 9
Life in the Antarctic is tougher than that in the Cursed Earth, and it often seems the land itself is your enemy. Fortunately, there is a refuelling station nearby that is regularly visited by maintenance crews. If you can just hold out long enough against the elements and roving enemies for long enough, you will be able to ‘acquire’ a transport to get you out of here when the crews arrive.

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.

Special Rules
The game will last for eight turns.

Victory Conditions
To achieve victory, one force must take over the refuelling station. It will achieve this by being in control of more of the three structures (two platforms and the fuel tanks) than its enemy at the end of the eighth turn. A structure is controlled by a force when it has one model in contact with it and no enemies within 6”.


Table 11: Slaughter in the Cursed Earth
People are naturally suspicious in the Cursed Earth, and trust is a commodity impossible to find and unwise to rely on. When two forces meet, hostilities are common, even if they have never seen one another before.

Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 10” from their own table edge.

Special Rules
The lava craters here are active. No Line of Sight may be drawn across the craters as fire and dark sulphurous smoke billow upwards from them. In addition, large chunks of flaming rock are periodically hurled outwards!

Any model within 6” of a crater at the start of the turn will be attacked by a Fire Bomb with a Shoot score of +0

Victory Conditions
To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own.
 
Thanks to everyone who we played against for making it a great day.

My son and I enjoyed ourselves and he's now planning a new gang which will do better next time.

Matt, thanks for organising it all.

Cheers

Warren & Alexander
 
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