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Seattle, WA 1500 point ITC tournament 'Puget Sound Slaughter' at Card Kingdom  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Tough Tyrant Guard






Seattle

Running a tournament in Seattle, thought I would post it up here as well.

Facebook site:
https://www.facebook.com/events/566339580209226/?active_tab=highlights


Tournament packet:
Spoiler:

MAY 28th - 40K Tournament

Puget Sound Slaughter

ITC Event
https://www.frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/

16 participant limit. (1/16 filled)
1500 points

2 hour rounds, registration starting at 10:00am

ITC FAQ

(http://www.frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/)

Following changes from ITC Army Building Format:

3 Detachments. Forge World is allowed.

Solo faction build, no gargantuan creatures or super heavy lords of war.

Solo factions are made up of:

Adepta Sororitas (Inquisition, Assassins)

Astra Militarum (Militarum Tempestus, Inquisition, Assassins)

Blood Angels (Inquisition, Assassins, Legion of the Damned)

Cult Mechanicus (with Skitarii)

Dark Angels (Inquisition, Assassins, Legion of the Damned)

Grey Knights (Inquisition, Assassins, Legion of the Damned)

Imperial Knights (Inquisition, Assassins, Legion of the Damned)

Space Marines (Limited to one chapter tactic, Inquisition, Assassins, Legion of the Damned)

Space Wolves (Inquisition, Assassins, Legion of the Damned)

Craftworld Eldar (Harlequins)

Dark Eldar (Haemonculus Coven, Harlequins)

Harlequins (Eldar, Dark Eldar)

Chaos Space Marines (Black legion, Crimson slaughter)

Chaos Renegades

Chaos Daemons

Khorne Daemon kin

Necrons

Orks

Tau Empire (Farsight Enclave)

Tyranids (Leviathan, Genestealer cult)

What this generally means is that your army will be made from one faction, but you can use

formations and data slates to generate your army list.

Overview

This is a three-round single day tournament that encourages fun and camaraderie. It plays with

a version of modified maelstrom (described below). It is, however, an ITC event and will award

ITC standing points.

Scenarios and Rules

Deck Building

Each player must bring a deck of 28 tactical objective cards. Since the basic deck contains 36

cards, this will mean players will customize the deck they bring. Decks must be built from the

same source, ie you can use the main deck, or a race specific deck, but you cannot mix or

combine.

Card Draw

When you draw a card, if it is impossible to achieve because of your opponent’s army, you may

immediately discard it and draw another. (This does not apply if it is impossible to achieve

because of your own army choices. You had the chance to fix that in customizing your deck.)

Cards that award d3 victory points award 2. If a card were to award more than 4+ points, it

awards 3.

Maelstrom Victory Points

This tournament uses a modified version of Maelstrom that has worked well for us in the past. It

helps to think of it like a tennis match, ie. game-set-match.

You score tactical objective points as normal, ie at the end of each player turn. At the end of

each GAME TURN you total who got the most tactical objective points for that turn. You only

count points achieved that game turn, you do not carry over from previous game turns. (So

unlike typical Maelstrom games, you don’t keep a running tally for the entire game). Whoever

achieved the most tactical objective points won that turn. A win gets 2 set points. A tie gets each

player 1 set point.

EXAMPLE: Susan achieves all three of her Maelstrom cards in turn 1, yielding her 3 Maelstrom

points. Bob achieves only one his cards, but it’s a card that awards d3 maelstrom points. The

tournament rules say d3 cards award a flat 2. So Susan wins GAME TURN 1, and is credited

with 2 set points for her win.

The first player to accumulate 7 set points wins the match. The game ends at the conclusion of

either the turn where a player reaches 7 set points, or the end of turn 6, whichever comes first.

If, at the end of turn six neither player has accumulated 7 set points (because they tied all six

turns), or they both reach 7 points at the conclusion of turn 6, then both players are credited with

a tie for the match.

Winning the match is worth 6 battle points. A tie on the match is 3 battle points. In addition, you

get one battle point for each of the four secondary objectives in the match. For a maximum

possible 10 battle points each round.

ROUND ONE

Maelstrom Mission: Cleanse and Control

Dawn of War Deployment

Roll for Night Fighting

Mysterious objectives ARE USED

Secondary Objectives:

Slay the Warlord

Linebreaker

First Blood

Big Game Hunter

ROUND TWO

Maelstrom Mission: Cleanse and Control

Hammer and Anvil Deployment

Roll for Night Fighting

Mysterious objectives ARE USED

Secondary Objectives:

Ground Control

King of the Hill

Linebreaker

Slay the Warlord

First Blood

ROUND THREE

Maelstrom Mission: Cleanse and Control

Vanguard Deployment

Roll for Night Fighting

Mysterious objectives ARE USED

Secondary Objectives:

First Strike

Table Quarters

Slay the Warlord

Linebreaker

Bonus Point Guidelines:

First Blood: Per the book.

Linebreaker: Per the book.

Slay the Warlord: Per the book.

Big Game Hunter: At the end of the game, of all destroyed units, the player that destroyed the

unit worth the most points wins this point.

Note: Independent Characters count as their own unit, regardless of whether they are in

another unit or not.

Note: You do not need to destroy your opponent’s most valuable unit to achieve this

point, but simply destroy a unit of theirs worth more points than any of yours they

destroyed.

Note: Combat Squads of Marines each count as an individual unit, worth half the full

unit’s cost.

Note: While rare, it is possible for both players to earn this point.

First Strike: A player earns this point if they destroy an enemy unit in the first game turn.

Note: Both players can earn this point.

Table Quarters: The player with the most scoring or denial units that are more than 50% in a

table quarter controls that quarter. The player that controls the most table quarters wins this

point.

Note: Independent Characters only count as a point for this objective if they are not in a

unit.

Note: Units in a transport do not count towards this objective unless they are

disembarked from their transports.

Note: While rare, it is possible for both players to earn this point.

King of the Hill: The player with the most scoring or denial units at least partially within 6″ of

the center point of the table wins this point.

Note: Independent Characters only count as a point for this objective if they are not in a

Note: Units in a transport do not count towards this objective unless they are

Note: While rare, it is possible for both players to earn this point.

Ground Control: Control or contest two or more objectives at the end of the game to achieve

this point.

Painting

Painted armies is not a requirement, but you must have your army painted to a 3 color minimum

to qualify for prize support.

Sportsmanship

This is designed to be a fun event that introduces newer players to the tournament scene and

allows veterans to take a step back from the usual tournament format. The goal is to have fun.

The missions are simple and based around the Maelstrom format. Your games should go in

such a way that you’d want to get a beer/soda/whatever for your opponent after the game.

Each game you will give a thumbs up or down to your opponent on the score sheet. Any player

that receives more than one thumbs down, will be disqualified from prize support. Please

consult the ITC 2016 Season 40K Tournament Format webpage on the Frontline Gaming

website for what constitutes a thumbs down and be judicious in its use.

Cost

The entry fee for the tournament is $15.00. All fees will go toward prize support.

Click on the link below to purchase a ticket.
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGWP77J5MDYPU


Prizes

All prizes will be raffled off in the fun, friendly spirit of the event.


~seapheonix
 
   
Made in us
Tough Tyrant Guard






Seattle

An update. Only 8 spots left currently.

We are attempting to keep up with the rapidly changing rules of 40k. In light of that, we are following the suggestion for alteration to psychic powers that ITC has provided interim rulings for.

This has to do with the Angels of Death supplement:

Geokinesis Discipline:
Phase Form: we recommend altering this psychic power to be Warp Charge 2, and to allow the targeted unit to either ignore Line of Site or to Ignore Cover, but not both simultaneously. (You may choose upon casting to either ignore line of site, or give the target unit ignore cover.)

Shifting Worldscape: we recommend banning this power for tournament play or altering it to only allow the controlling player to move a terrain piece in a straight line along the table. It may not move over intervening models and at no point may it move within 4" of another piece of terrain or enemy unit. It otherwise obeys all other rules of the power. (We will be simply banning this to save the time it takes to re-set the terrain after games. If you roll it, simply re-roll as you would for a repeat psychic power.)

Fulmination Discipline:
Electrodisplacement: We recommend altering this psychic power to treat the casting Psyker's unit as Deep Striking when moved and therefore being unable to assault in the turn it uses Electrodisplacement. Further, the casting Psyker may not target a unit locked in combat to swap places with. (That's the new take)

We will address the death from the skies rulebook alteration soon.



~seapheonix
 
   
Made in us
Tough Tyrant Guard






Seattle

Only four spots left to fill before we are out of room. Procrastinators strike now or risk a full tourney.

~seapheonix
 
   
Made in us
Regular Dakkanaut




 seapheonix wrote:
An update. Only 8 spots left currently.

We are attempting to keep up with the rapidly changing rules of 40k. In light of that, we are following the suggestion for alteration to psychic powers that ITC has provided interim rulings for.

This has to do with the Angels of Death supplement:

Geokinesis Discipline:
Phase Form: we recommend altering this psychic power to be Warp Charge 2, and to allow the targeted unit to either ignore Line of Site or to Ignore Cover, but not both simultaneously. (You may choose upon casting to either ignore line of site, or give the target unit ignore cover.)

Shifting Worldscape: we recommend banning this power for tournament play or altering it to only allow the controlling player to move a terrain piece in a straight line along the table. It may not move over intervening models and at no point may it move within 4" of another piece of terrain or enemy unit. It otherwise obeys all other rules of the power. (We will be simply banning this to save the time it takes to re-set the terrain after games. If you roll it, simply re-roll as you would for a repeat psychic power.)

Fulmination Discipline:
Electrodisplacement: We recommend altering this psychic power to treat the casting Psyker's unit as Deep Striking when moved and therefore being unable to assault in the turn it uses Electrodisplacement. Further, the casting Psyker may not target a unit locked in combat to swap places with. (That's the new take)

We will address the death from the skies rulebook alteration soon.




How are you ruling these?

I like most of them but I feel the Fulmination Discipline one is a little to much of a change. Why nerf both aspect of the power. I understand the first turn charge fear. but the other one not so much..
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

shadowfinder wrote:

How are you ruling these?

I like most of them but I feel the Fulmination Discipline one is a little to much of a change. Why nerf both aspect of the power. I understand the first turn charge fear. but the other one not so much..


We just went with the recommendation provided by Frongline Gaming until a full vote is taken by the ITC community on these powers in June.
   
Made in us
Tough Tyrant Guard






Seattle

Here is our two rulings on the new supplements.

Also the FAQ that is still in first draft will not be enforced unless the official release occurs before the tournament.


We are attempting to keep up with the rapidly changing rules of 40k. In light of that, we are following the suggestion for alteration to psychic powers that ITC has provided interim rulings for.
This has to do with the Angels of Death supplement:
Geokinesis Discipline:
Phase Form: we recommend altering this psychic power to be Warp Charge 2, and to allow the targeted unit to either ignore Line of Site or to Ignore Cover, but not both simultaneously. (You may choose upon casting to either ignore line of site, or give the target unit ignore cover.)
Shifting Worldscape: we recommend banning this power for tournament play or altering it to only allow the controlling player to move a terrain piece in a straight line along the table. It may not move over intervening models and at no point may it move within 4" of another piece of terrain or enemy unit. It otherwise obeys all other rules of the power. (We will be simply banning this to save the time it takes to re-set the terrain after games. If you roll it, simply re-roll as you would for a repeat psychic power.)
Fulmination Discipline:
Electrodisplacement: We recommend altering this psychic power to treat the casting Psyker's unit as Deep Striking when moved and therefore being unable to assault in the turn it uses Electrodisplacement. Further, the casting Psyker may not target a unit locked in combat to swap places with. (That's the new take)
We will address the death from the skies rulebook alteration soon.

Death from the skies ruling!
Okay, after looking it over a bit, the rules seem fun enough and it is an official supplement. It is part of the game. However we have decided not to include it due to forgeworld having no update for it. We don't want to invalidate these flyers from forgeworld by utilizing the supplement.
I am happy to expand upon that for anyone that is interested. For this tournaments at least, no special flyer phase, no agility/pursuit stats, treat flyers as we have in the past.


Automatically Appended Next Post:
Only 2 spots left as we come into the final week and a half.

This message was edited 1 time. Last update was at 2016/05/19 15:38:35


~seapheonix
 
   
 
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