Our next Double Trouble event will be held Saturday, June 9th at
Pair-A-Dice Games in lovely Vista,
CA
Registration opens at 11:30am, we aim to roll dice at 12pm. Entry Cost is $20 per team ($10 per player). Prizes will be awarded for 1st, 2nd, and 3rd place finishers, as well as Best Army.
Event Format
WH40K Doubles - 1,000 points per player (2,000 per team) using a shared force org chart. Three rounds will be played, each with a 2 hour time limit and a maximum of 5-7 turns (determined as per standard missions in the
40K rulebook). Missions will be "Secure the Perimeter", "Wetwork", and "Conquer" (all detailed below).
Event Scoring
60% of each team's total score will be based on game results, while 20% is earned from Army Appearance, and 20% from Sportsmanship. Sportsmanship scores are earned each round, army appearance is judged by tournament staff.
Event Rules
1. Force Composition: Each team consists of 2 players, sharing a single Force Organization Chart (1-2
HQ, 2-6 Troops, 0-3 Elites, 0-3 Fast Attack, and 0-3 Heavy Support choices in total). Each player fields a force of up to 1000 points (players on the same team may play armies from different codices). Note that teammates cannot "share" or "transfer" points - any unused points are simply lost.
For Example: Larry and Daryl form the team "Medusa V Survivors". Larry is playing Eldar, and his 1000 point force contains a Farseer (
HQ) and three full squads of Wraithguard (three Troops choices). Meanwhile, Daryl's Grey Knights army includes three Dreadknights(Heavy Support) and a bunch of Interceptor Squads (Fast Attack). Daryl could have included a single
HQ and up to three Troops (as these slots were still available), but he chose not to include either so he could spend his points on cool, flashy units instead. And really, who can blame him?
2. A player's units only benefit from special rules or wargear that player controls.
For example, Player A's Deathwing Terminators are unaffected by Player B's Chapter Tactics, even though they are on the same team. Likewise, Player B cannot use Player A's Teleport Homing Beacons.
A good rule of thumb is that an ally's units are only affected by a rule, power, or item of Wargear if enemy units are affected as well. Units may not embark on vehicles controlled by an ally. Turns are taken as a team, with both players moving, shooting, assaulting, etc.
3. The latest
FAQs (available from www.games-workshop.com) will be used. Any rule disputes will be resolved by an appointed judge. Judges' rulings are final.
4. Players must provide at least two printed or clearly written copies of their army list (including all options and point values). Opponents may inspect the army list at any time, and a copy must be provided for the judging staff.
5. Overtly unsportsmanlike conduct (insults, screaming, the popping of collars) will result in forfeit of the current game. Blatant cheating or a second unsportsmanlike offense will result in ejection from the tournament (no refunds will be given). In both cases the offending player's opponents will be awarded a Total Victory. We've never had an ejection...don't be the first.
Missions - (Note: all missions use Pitched Battle deployment unless otherwise noted)
1. Conquest
Victory Conditions - After deciding deployment zones, but before deploying any units, each team places an objective marker in their own deployment zone (the team taking the first turn puts down the first objective). After both teams have placed their objective marker, each team (again, starting with the team deploying first) places a second marker in the neutral "no-man's land" located between the teams' deployment zones. Each marker must be located at least 6" from any table edge, and at least 12" from any other objective marker. A team controls an objective if there is at least one scoring unit, and no enemy units (scoring or not), within 3" of it at the end of the game. Each team receives 3 Points for each objective held in this fashion.
Furthermore, each team receives 1 Point for each enemy unit that has been completely destroyed. If a character has a retinue, that character and his unit are worth 1 Point each.
Add up the Points received from holding objectives and destroying enemy units. The team with the highest total Points is the victor. If one team is "tabled" (all units destroyed or routed from the table), Points are still added up normally, and the remaining army is awarded points for any objectives held at the end of the player turn in which the enemy force was tabled.
2. Secure the Perimeter
Victory Conditions - Teams receive 1 point for each enemy unit destroyed or falling back at the end of the game. Additionally, at the end of the game each team gains 3 Points for every table quarter in which they have a scoring unit and there are no enemy units to remaining to contest (units that are falling back do not contest). A unit may only count as occupying a single table quarter - this will normally be the quarter in which the majority of the unit resides, but if the unit is evenly divided between two table quarters, the controlling player determines which quarter the unit is occupying.
3. Wetwork
Victory Conditions - Wetwork is played as the Seize Ground standard mission, with a fixed number of objectives (2). However, when any
HQ choice is destroyed, leave a single model from that
HQ choice on the table as a marker. The marker then counts as an additional objective that may only be controlled by the opposing army (friendly units may contest as normal). Each objective is worth 5 Points.
Questions and comments welcome as always
Thanks,
Matt