Calendar

Feb
15
Fri
Necromunda – HGC Underhive
Feb 15 @ 7:00 pm – Aug 2 @ 8:00 pm

Necromunda – HGC Underhive

Free to enter campaign set in the necromunda Underhive.

This is a set of skirmish games where players compete to become the best gang in the Underhive.

Each player faces one set opponent in a 3 week cycle, this gives both players a chance to arrange the game.

Games can be played at anytime when club is open – results just need to be given to the arbitrator.

Missions will be pre-set each cycle by the arbitrator.

If unable/unwilling to play in the 3 week cycle it counts as a loss for that player.

Gangs start with the following benefits:-

1500 starting credits, 5 territories & 5 rep.

If choosing Venator- house has to be chosen & bounties are not collected only income from territories & missions/normal bounties.

Recommend Gangs have minimum of 7 starting gang members which can be a mix of the following:-

You can choose 5 extra primary skills & 1 extra secondary skill plus  2 stats can be improved by 1pt. (cannot be used on gang members that have taken 2 extra skills.)

1 Leader – required/must have – gets 1 primary starting skill – can have 2 more skills or 1 extra skill plus stat increase of 1pt.

0-2 Champions – gets 1 primary starting skill – can have 2 more skills or 1 extra skill plus stat increase of 1pt.

Gangers – must =/or exceed the number of Leader + Champions + Juve’s + Specialists.

Ganger – can be upgraded to specialist by adding 1- 2 skills (no more)

Juve’s – can take 1 – 2 skills as part of their creation, or 1 skill + 1 stat increase.

If stat increase not used on leader or champions it can be used on a ganger/s & this doesn’t change them to a specialist unless skill is also taken.

Max Skills can have including starting skills – is 8 primary skills & 1 Secondary skill (in all the gang).

Any issues with the above speak to Mark (arbitrator) & I will help.

0 -2 Hanger’s on/brutes can also be hired.

Equipment/guns & Rare items:-

Each Gang member can only carry 3 guns/weapons which cannot be altered – only leader, champions & specialists/Juve’s can be upgraded with different weapons as time progresses.

Including guns/weapons & wargear each member of the gang can only hold 10 items maximum.

Each house list has a list of weapons & wargear priced at the cost needed to be paid when adding these pieces to a gang member.

Certain gang members start the game with items already on them, these cannot be sold only placed in gang stash for later use if better items bought/upgraded.

2 items from the trading post up-to a rarity value of 10 can be bought as well for the gang if funds available, though these must be shown on the model.

Again any issues speak to mark.

Each gang earns credits & Rep by completing missions, they can also earn cash for working the turf.

Working the turf requires 1 leader or champion to be available at end of each mission who isn’t dead or seriously injured.

If Leader/champ available – for each normal territory players earn 1d6 x 5 credits.

If 1 leader plus 2 champions work the turf – for each normal territory players earn 1d6 x 10 credits.

If 3 champions work the turf – for each normal territory players earn 1d6 x 10 credits.

Special territories can be gained as well for winning missions – additional bonuses are shown on these.

These credits can be used to buy extra equipment, new members of the gang etc.

If players wish not to work the turf or have extra champions/not enough champions they can visit the trading post.

If leader visits – roll 2d6 & add 2 to the result, this is the rarity value of 1 item that can be bought.

If Champion visits -roll 2d6 & add 1 to the result, this is the rarity value of 1 item that can be bought.

Only 1 visit allowed to purchase 1 rare item.

Certain territory’s  will allow items to be gained.

If unsure speak to Mark.

Players can once every 2 cycles (6 weeks) issue a challenge – either to another player to steal a territory from them.

Challenge can also be issued to the arbitrator whose Orlock gang never changes. These are usually easier & allows players to try & win a special territory not already claimed by another player.

A challenge is also a good way to get extra cash or get members of your gang out of recovery.

The campaign is won by the player with the most rep at the end.

Feb
22
Fri
AoS Triumph and Treachery @ holmfirth gaming centre
Feb 22 @ 6:30 pm – 11:00 pm

AoS 1000pts

 

Introduction

The Holmfirth

Gaming Centre proud to announce an Age of Sigmar Matched Play Friday evening Triumph and Treachery tournament.

Where

Holmfirth Gaming Centre

Unit 1

Albion mills Miry lane

Thongsbridge Holmfirth

HD9 7HP

If you get lost contact us on 07410446950

Entry Fee?

£5 per player – If you wish to enter the tournament you can reserve your spot by emailing Holmfirthgamingcentre@hotmail.com or by contacting us on Facebook at Holmfirth gaming centre . You can turn up on the day and pay but we work on a first come first served basis.

Event Schedule

  • 17:00 – 18:30 registration
  • 18:30 – 23:00 game

Players need to bring?

  1. 1000pt vanguard Army with paper copies of your army list
  2. Any dice and markers you need
  3. A copy of your Rulebook and any other Rules you may need

Lists

  1. You can only have up to 1000pts in your army using matched play rules
  2. No single model or unit can be more than 400 points
  3. No single model can have more than 20 wounds, and no single unit can have more than 30 wounds attached to it
  4. No more than 80 models in an army (need quick games after all)
  5. All warscrolls must be from the same grand alliance
  6. The most recent published warscroll and FAQ’s should be used
  7. Forge World units are allowed
  8. Warscrolls and Warscoll battalions must have official points values from Games Workshop

 

General rules

  1. Artefacts, battle traits and command traits are chosen at the start of the tournament and kept throughout
  2. All measurements will be measured from the bases of models, rather than the miniatures themselves.
  3. spells will be chosen before the tournament in view of another player, they will keep these for each game throughout the tournament (these must be written down for all players to see), including endless spells.
  4. Anything normally arranged before each battle will also be rolled for at the beginning of the tournament and kept for duration like the spells wherever possible.
  5. Your army will also benefit from the Allegiance Ability rules. When benefiting from these rules, you may choose your result from the appropriate tables, rather than rolling.
  6. All games will be no more than 5 turns long
  7. We will be playing with the New realm rules, the realms will be decided before each game by the event organiser
  8. The sudden death and triumph tables will not be in effect

 

 

NOTE Conversions should try to match the official model’s width, height and general size.

Referee may remove any models considered modelled for advantage. All models should be WYSIWYG however we will accept certain proxies as long as it is pointed out to his opponent before the game. Lists may be checked during any point in the event. if a list is found to be illegal the player will have all games set to loss which the list has been used. Any questions please ask before starting Please agree on all boundaries and terrain types before the game begins. After first round (which will be done randomly) we will use the Swiss system to work out the next draw

Missions

Triumph and Treachery battle plans presented in the General’s Handbook. One will be selected before the battle begins.

Mar
8
Fri
40k in 50min @ Holmfirth Gaming centre
Mar 8 @ 6:30 pm – 10:15 pm

500pts 40K in 50 min

Introduction

 

The Holmfirth Gaming Centre proud to announce a 40k Friday evening tournament.

Where

Holmfirth Gaming Centre

Unit 1

Albion mills Miry lane

Thongsbridge Holmfirth

HD9 7HP

If you get lost contact us on 07410446950

 

Entry Fee?

£5 per player  – If you wish to enter the tournament you can reserve your spot by emailing Holmfirthgamingcentre@hotmail.com or by contacting us on Facebook at Holmfirth gaming centre . You can turn up on the day and pay but we work on a first come first served basis player cap of 16.

Event Schedule

  • 18:45 – 19:00 registration and matching players
  • 19:00 – 19:50 game 1
  • 20:00 – 20:50 game 2
  • 21:00 – 21:50 game 3
  • 22:00 – awards

Players need to bring?

  1. 500pt Army with paper copies of your army list
  2. Any dice and markers you need
  3. A copy of your codex(s), Rulebook and any other Rules you may need

Lists

  1. You can only have up to 500pts in your army
  2. No 15 or more wound models
  3. No toughness 9 or higher models
  4. No units over 250pts.
  5. No more than 70 models in an army (need quick games after all)
  6. The most recent codex should be used (i.e. codex not index where possible)
  7. Forge World units are allowed but not any rules marked as experimental rules.
  8. Mandatory troops for Detachments must be infantry or swarm.
  9. All armies must be battle forged and can only be made up of a single patrol detachment

General rules

  1. Only one stratagem may be used per phase.
  2. Psychers will choose for powers before the tournament in view of another player these they will keep for each game throughout the tournament (these must be written down for all players to see)
  3. Things like Daemonic rewards, Dark elder combat drugs or anything normally arranged before each battle will also be rolled for at the begging of the tournament and kept for duration like the Psychic powers wherever possible.
  4. No Psychic powers, items or abilities which summon, conger or spawn additional models resurrect, reanimate or bring back from the dead by any deed or action may be used to bring the unit above its original starting size or to create new units. The exception is where units are “accidentally” created and will be at the discretion of the tournament organiser in such cases these units cannot hold or contest objectives.
  5. The First blood rule has been replaced with the first strike rule. First strike is where a player completely destroys an enemy unit in their first turn. Both players can claim this. Should a player kill one of his own units in his first turn, this also gives first strike to his opponent.
  6. All games will have an incompletion penalty, if any game does not reach turn 5 or above (with exception of tabling the opponent) any tournament points attained during the game will be reduced by the difference. For example player one beats player two but only game turn 3 is reached player one will receve 8 pts for the win not 10 pts.

NOTE Conversions should try to match the official model’s width, height and general size.

Referee may remove any models considered modelled for advantage. All models should be WYSIWYG however we will accept certain proxies as long as it is pointed out to his opponent before the game. Lists may be checked during any point in the event. if a list is found to be illegal the player will have all games set to loss which the list has been used. Any questions please ask before starting Please agree on all boundaries and terrain types before the game begins. After first round (which will be done randomly) we will use the Swiss system to work out the next draw

Missions

All Missions will use the new deployment style from chapter approved 2018

 

Rounds 1 Deployment – Dawn of war on a 4×4 board

 

  • Roll once for first deployment and board edge. first player chooses board edge. You may still roll for steal the initiative after deployment. The first person to finish deployment chooses who gets the first turn.
  • Place one objective marker in the centre of the battlefield, then each player places one objective marker in their deployment zone 8” from any table edge and 12” from another objective.
  • Starting from the second battle round, each player scores a number of victory points for each objective marker they control at the start of their turn. A player scores 1 victory point if they control the objective marker in their own deployment zone, 2 victory points if they control the objective marker in the centre of the battlefield, and 3 victory points if they control the objective in their opponent’s deployment zone. Players control an objective marker if they have more models within 3” of it than their opponent does.
  • 1 VP for first strike, 1 VP for line breaker and 1 VP warlord kill
  • NO MORE THAN 6 TURNS
  • The winner gets 10pts, draw 5pts and Loser 0pts. If you table your opponent you score the maximum number of vp’s for the objectives, and line breaker. VP’s will be used to determine draws.

 

 

 

 

Round 2 Deployment – Dawn of war on a 4×4 board

 

  • Roll once for first deployment and board edge. first player chooses board edge. You may still roll for steal the initiative after deployment. The first person to finish deployment chooses who gets the first turn.
  • Each enemy unit is worth 1 VP if destroyed completely.
  • 1 VP for first strike, 1 VP for line breaker and 1 VP warlord kill
  • NO MORE THAN 6 TURNS
  • The winner gets 10pts, draw 5pts and Loser 0pts. If you table your opponent you score the maximum number of vp’s for the objectives, and line breaker. VP’s will be used to determine draws.

 

 

Round 3 Deployment – Dawn of war on a 4×4 board

 

  • Roll once for first deployment and board edge. first player chooses board edge. You may still roll for steal the initiative after deployment. The first person to finish deployment chooses who gets the first turn.
  • The players place 4 objective markers as follows. Draw imaginary lines from the centre of the battlefield towards each corner of the battlefield and place an objective marker 15” from the centre of the battlefield along each of the lines.
  • At the end of each battle round, if one player controls more objective markers than their opponent they score 1 victory point. If they control all four objective markers, they score 3 victory points instead. A player controls an objective marker if they have more models with the troops battlefield role within 3” of it than their opponent does.
  • At the end of each battle round, a player scores 1 victory point if more units from their opponent’s army were destroyed during that battle round than from their own army.
  • NO MORE THAN 6 TURNS
  • The winner gets 10pts, draw 5pts and Loser 0pts. If you table your opponent you score the maximum number of vp’s for the objectives, and line breaker. VP’s will be used to determine draws.

 

Mar
23
Sat
Kill Team @ Holmfirth Gaming Centre
Mar 23 all-day

HGC KILL TEAM

Join in the 1st of HGC’s Kill Team event days…

Kill Team Tournament  Saturday March 23rd – 10am – 6pm

£10 entry book early to guarantee a place. Payments for the entry can be sent via the paypal address kimchi_warrior@yahoo.com. £10 secures your place plus every player gets a set of dice & Kill Team Cards.

250 pts using all the rules & FAQ – except Arena but is including commanders.

All Kill Teams have a maximum of 12 men but can include only 1 commander.

If a model gains enough experience during battles to rank up a level, ignore the points cost increase of the newly ranked up model.

However in the post – match sequence if you roll a 1(death) on the injury chart, that model is removed from the rest of the tournament.

If this results in the death of the leader another team member is promoted in his place.

Tournament will consist of 4 games with 1 hour time limits, pre & post game prep time isn’t included in this 1 hour. In the case of a tie, a play off will be played, this includes tie’s for all medals.

Initial pairing off will be swiss system for opponent selection.

Boards are pre-set with all terrain, mission & any special sector rules already placed.

Prizes are also available as follows:-

!st prize Gold Kill Team Medallion & £25 in-store vouchers

2nd prize Silver Kill Team Medallion

3rd prize Bronze Kill Team Medallion.

A subsidized lunch is available as well as all normal drinks & snacks.

Do you think your Kill Team has what it takes to face the best & deadliest of the 40k universe.

Do you think you can outwit your opponents & take the prize.

Only time will tell.

Most of all though have fun.

Apr
13
Sat
Panzee Dakka Rally 4 @ Holmfirth Gaming Centre
Apr 13 all-day

Panzee Dakka Rally 4

It’s that time of year again folks – Panzee Dakka Rally 4 is almost upon us.

£25 buys you entry into the fastest growing race game of the year.

Think Mad Max meets Wacky Races crossed with Mario Cart.

However places are limited & selling fast for the premier race event of this year. A maximum of 16 places are available & some have already sold.

For your cash you get the starter kit needed as a basis for your racer & lunch on the day.

Access to all the orky goodness needed from the bitz boxes to create your unique racer.

It is recommended that you enter early for this event – not only to secure your place in the race.

It also gives you the maximum time to build & customize & most important paint your racer for the event.

Info packs on customizing your vehicle as well as the rules for the event can if required be provided before the event ticket is purchased by contacting Mark or by asking in-store.

However don’t take too long as places fill up quickly.

Purchase of your ticket can be done in store on any of the gaming days/nights & the kit etc will be provided at that point.

Racers will compete on a unique track trying not only to out race & outwit their opponents.

You also need not to wreck your own racers with extreme manuevers & ramshackle attempts to build the fastest most orky vehicle out there.

It’s a great day out for a fun-filled Orky madness of a race, do you think you can win it???