Thursday, 20 October 2016

Mind Games at CONQUEST

Mind Games is a collective of game designers, developers, artists and games testers that currently have their new game Knights of Camelot on kickstarter...


They will be a CONQUEST where you will be able to play test this great game and pick up a copy of their first game THIN ICE (while stocks last)

The man behind both these games will be there and happy to discuss either of these projects and talk about future project ideas.

Bolt Action Tournament UPDATE

Here is the revised agenda for the Bolt Action Tournament at this years CONQUEST...
Image result for bolt action


To get your tickets book through: -

https://www.eventbrite.co.uk/e/conquest-3-tickets-22631676955?aff=efbevent

This is a single day event the following rules and format will apply.

The day will consist of 3, 2 hour long games.

The initial matchups are pre-organised but following rounds will follow the “Swiss system” but where possible I will try to avoid players playing on the same table or same mission throughout you day

The day goes as follows.

9.00 - 9.15 Sign in and general getting ready

9.15 –9.30 Day brief, safety brief and silliness

9.30– 11.30 Game 1

11.30- 12.30 Lunch

12.30 - 14.30 Game 2

14.45 - 16.45 Game 3

16.45 – 17.15 Score tally and award ceremony

Please ensure that you are on time as best you can, for any reason you feel you may be late or unable to attend, please call Paul on 07906 836593 to let us know so we can re arrange spots and to ensure nobody is without a partner.

Please bring a good, friendly attitude and a compulsion to have fun.

List restrictions

The list restrictions are as follows: -

Lists are to be made up of 1-2 platoons.

Theatre selector lists or Standard Platoons may be used but not mixed.

Armoured platoons may be used but not mixed with infantry platoons.

No dice restrictions apply.

Extra units from theatre books are allowed to be included in your list with the exception of the additional Brandenburgers optional rules and combat cameramen unit, also no special named characters may be included.

There are no restrictions on flame weaponry or recce units

Warplanes are not permitted but Forward Air Observers are.

Tournament will use season 2 rules including any official errata.

Lists are to be submitted via email by 22nd October 2016 to pwickens2003@yahoo.co.uk

You will be required to have you list available for your opponents to view at the event, either in paper form or in app form on a phone or tablet.

Missions and Scoring

Scenarios

Scenarios are as they appear in the main rulebook. The exception to this is the scoring to
allow for minor/major victories. Where a scenario has had a change, it will be written in
green.

Scenario 1 – Meeting Engagement

Set-up

Both players roll a die. The highest scorer picks a long table side and declares which if his
units (if any) are being left in reserve. This can be up to half the units in their army, rounding
down. The other player then does the same. No units are set up on the table at the start of
the game (apart from forward observers/snipers).. Any units not left in reserve form the
player’s first wave.

Objective

The objective is simple – both sides must attempt to destroy the other whilst preserving
their own forces.

First turn

The battle begins. During turn 1 both players bring their first wave onto the table. These
units can enter the table from any point on their side’s table edge, and must be given either
a run or advance order. Note that no order test is required to move units onto the table as
part of the first wave.

Game duration

Keep a count of how many turns have elapsed as the game is played. At the end of turn 6,
roll a die. On a result of a 1, 2 or 3 the game ends, on a roll of a 4, 5 or 6 play one further
turn.

Victory

At the end of the game calculate which side has won by adding up victory points.
Players score 1 victory point for every enemy unit destroyed. Any units kept in reserve at the
end of the game count as destroyed.

Major victory – Score 5 or more victory points than your opponent.

Minor victory – Score 2-4 more victory points than your opponent.

Draw – Score 1 less, equal to or 1 more victory point than your opponent.

Minor loss – Score 2-4 fewer victory points than your opponent.

Major loss – score 5 or fewer victory points than your opponent.


Scenario 2 – Point defence

Set-up

Both players roll a die. The highest scorer decides whether to be the attacker or defender.
The defender picks a side of the table and sets up at least half of their units in their set up
area. Their set-up area is up to 12” from their table edge. These units can use the hidden
set-up rules. Units that are not set-up to start with are left in reserve.
As they set up their force, the defender must nominate three separate objectives in his setup
zone. All objectives must be at least 6” from the defender’s table edge. In addition, all the
objectives must be at least 24” away from each other. The defenders objective markers, that
must be 25mm-40mm in diameter, signify these objectives. Objective markers must be
placed on ground level and cannot be placed in a building or on top of impassable terrain.
The attacker’s units are not set up on the table at the start of the game. The attacker must
nominate at least half of their force to form their first wave. This can be their entire army if
they wish. Any units not included in the first wave are left in reserve.

Objective

The attacker must try and capture and hold the three objectives – the defender must try and
stop them.

Preparatory bombardment

The attacker receives preparatory bombardment strikes the enemy position.

First turn

The battle begins. During turn 1, the attacker must move their fist wave onto the table.
These units can enter from any point on the attacker’s table edge, and must be given either
a run or advance order. Note that no order test is requires to move units onto the table as
part of the first wave.

Game duration

Keep a count of how many turns have elapsed as the game is played. At the end of turn 6,
roll a die. On a result of a 1, 2 or 3 the game ends, on a roll of a 4, 5 or 6 play one further
turn.

Victory

At the end of the game calculate which side has won as follows.
To capture an objective there must be a model from one of your infantry or artillery units
within 3” of the objective at the end of the turn, and there must be no enemy infantry or
artillery units with 3” of it. If no unit is within 3” of the objective at the end of the turn, no
one is considered to hold the objective until it is captured using the above rules.

Major victory – Player holds 3 objectives.

Minor victory – Player holds 2 objectives.

Draw – Both or one player hold 1 or 0 objectives.

Minor Loss – Opponent holds 2 objectives.

Major loss – Opponent holds 3 objectives.

Scenario 3 – Key positions

Set-up

There are 5 objectives used in this game and each objective must be 25mm-40mm in
diameter. Place 1 objective in the centre of the table. Both players then roll a die. The
highest scorer places one objective anywhere on the table. Then the opponent places an
objective, and the players continue to place objectives until all objectives are placed. All
objectives must be more than 12” from each other. Objective markers must be placed on
ground level and cannot be placed in a building or on top of impassable terrain. Once
objectives have been placed, both players roll a die. The highest players picks a long tables
sides and declares which of his units (if any) are being left in reserve. This can be up to have
the units in their army, rounding down. The other player then does the same. No units are
set up on the table at the start of the game (apart from forward observers/snipers). Any
units not left in reserve form the player’s first wave.

Objective

The attacker must try and capture and hold as many objectives as possible, whilst preserving
their own forces.

First turn

The battle begins. During turn 1, the both players must move their fist wave onto the table.
These units can enter from any point on the attacker’s table edge, and must be given either
a run or advance order. Note that no order test is requires to move units onto the table as
part of the first wave.

Game duration

Keep a count of how many turns have elapsed as the game is played. At the end of turn 6,
roll a die. On a result of a 1, 2 or 3 the game ends, on a roll of a 4, 5 or 6 play one further
turn.

Victory

At the end of the game calculate which side has won as follows.
To capture an objective there must be a model from one of your infantry or artillery units
within 3” of the objective at the end of the turn, and there must be no enemy infantry or
artillery units with 3” of it. If no unit is within 3” of the objective at the end of the turn, no
one is considered to hold the objective until it is captured using the above rules.
Players score one victory point for every enemy unit destroyed. Any units kept in reserve at
the end of the game count as destroyed.

Major victory – Player holds more objectives than their opponent at the end of the game.

Minor victory – Player holds the same amount of objectives as their opponent at the end of

the game, but scores 2 or more victory points than their opponent.

Draw – Player holds the same amount of objectives as their opponent at the end of the
game, and scores 1 less, equal to or 1 more victory point than their opponent.

Minor loss - Player holds the same amount of objectives as their opponent at the end of the

game, but scores 2 or fewer victory points than their opponent.

Major loss - Player holds fewer objectives than their opponent at the end of the game.

Game scoring

Major win - 5 points

Minor win - 4 points

Draw - 3 points

Minor loss - 2 points

Major loss - 1 point

Forfeit - 0 points (opponent gets a major win)

In the event of a draw we will use the following in order to decide

The difference between the victory points/objectives for and against.

The victory points/objectives for.

The victory point/objectives against

If after this it is still a draw the players will roll a D6, with the winner choosing to either take
first pick of the prizes and no trophy, or the trophy and second pick of the prizes.

Monday, 17 October 2016

Stak Bots Tournament

Put simply Stak Bots is a great little game, and with the release of the third set 'RED' it is even better.

When we announced that its creator Tom Norfolk would be coming to CONQUEST we said that there would hopefully be a tournament.

Tom is going to provide a copy of each of the Stak Bots decks for prizes and there is going to be a very special promo card for the winner,..

Image result for stak bots champion bot

This is a very limited card, infact currently there is only one player who has one.

The tournament will start at 5pm and we need 8 players for this event. There will be no additional charge for the event but players will need a Stak Bots deck. If you have not got one or have not played before, there will be plenty of time on the day to learn how to play before the event starts.

If you want to play please let us know or book a ticket online now.

Friday, 14 October 2016

MTG at CONQUEST 2016

CONQUEST is hosting a GPT for Madrid 2016. 


Image result for gpt madrid 2016

Battle it out for an bye for Madrid. This event is capped at just 32 participants. 

Format: Standard. 
Registration: from 10:30am
Tournament begins: 11:30pm
Ticket Price: £10 pre-reg + £5 entry to CONQUEST (£15 in total, you will need to buy both tickets on EVENTBRITE or contact me for PAYPAL details)

Please be aware it will be more on the day.

There will be Swiss rounds followed by a top 8 (based on attendance).

Prizes:
Prizes are awarded on the swiss portion of the event, so you can win prizes and drop before the top 8 begins. There will be 3 packs entered into the prize pool per player. All prize boosters will be split among the top 8 of the swiss before the cut.

With a 32 player event, the prize structure for the swiss will be
1st 36 packs
2nd 16 packs
3rd 14 packs
4th 12 packs
5th & 6th 10 packs each
7th & 8th 6 packs each

For other numbers of players, the prize pool will be calculated on the day of the event. 


Buy your tickets online NOW ...


Tuesday, 11 October 2016

Paladone

This year at CONQUEST we are very pleased to be joined by ...


They are a local company based in Dolphin Road make a wide range of gifts from licenses such as Star Wars, Marvel, DC, Mario, Zelda, Tetris and much much more.

They will be in the main trade hall from doors open until it closes at 5pm.


If you want to have a look at there exciting range of giftware then have a look at there website ... https://www.paladoneshop.com/


Friday, 7 October 2016

A&B Gaming from Worthing

We are delighted to be joined this year by ...


A & B Gaming is the tabletop board game toy miniatures and hobby shop for Worthing and Sussex. Started in late 2013, Anna and Bo Stone (A&B... see what they did there?) are working tirelessly to create a unique community based around face to face gaming. Today, more than ever, it is important to meet and play face to face. No chargers. No cables. No flashing lights (unless you're playing Operation, that is). Bliss.

This year they will be running demonstrations of Krosmasters.


Have a look at there website at ...http://www.aandbgaming.co.uk/

This years CARDFIGHT VANGUARD Tournament

As last year we will be holding a Cardfight Vanguard tournament at CONQUEST in October. The event will be held in the evening on Saturday meaning that players will have the rest of the day to enjoy all that CONQUEST has to offer.

As you know it will cost £5 to enter the event (£2 for under 16's) and this year just an extra £2 for  the tournament. Please note you must buy both and entry and a tournament ticket. You will get a chance to win some boosters from the newest Cardfight Vanguard.

Image result for cardfight vanguard tournament

The tournament will start at 5pm and will be held in one of the gaming rooms (details, including site plan coming soon). The format will be CLAN FIGHT and will be the best of one game with a 20 minute per round time limit. The number of rounds will depend on the amount of players.

At the end of the event players will be award prize boosters based on their final standings. Every player will get at least one booster and a promo card. The exact prize pool will depend on the number of players and will be confirmed in the coming weeks but will be at least 30 boosters in total. 

Initially the maximum amount of players for this event has been set to 16. So if you want to play then you will need to pre-order your tickets soon. (Once it goes higher than this we will need to review the space at the venue)

Tickets for both events are on the website now...

Eventbrite - Conquest 3