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My LGS is holding a 8 week "40k In A Flash" tournament.
Lists are to be no larger than 500 points, and the only FO is that you must have ONE troop choice. No units with a 2+ save, and no units with more than 2 wounds. There will be 3 objectives and some secondary objectives.
This will end after 8 weeks in a 1500 point game where you must use these 500 points in the list. Oh, this list is the same list you have to use the entire time.
All the rules if you're interested:
Spoiler:
40K in a Flash League/Tournament Rules]• 40K in a Flash League/Tournament Rules
Number of Participants: 12 Players
8 Week Schedule: (6 weeks of games, 2 weeks of make ups)
Players will be matched up for their games each week via the website. The players will have until the end of the week to finish their game and report the results via the website. After the 6 week period, any missed games can be made up in week 7 and 8.
End of League Tournament: At the end of the League schedule, a 1500 point Tournament will be held. Tournament seeding will be determined by league standings. YOUR TOURNAMENT LIST MUST CONTAIN YOUR 40K IN A FLASH LIST!
League Points Limit: 500 Points
League Force Organization: 1+ Troops Minimum
League Army Restrictions: No 2+ Saves, No models with more than 2 wounds (With the exception of Swarm Bases), No Flyers, ALL Deep striking units must enter the game via reserves (this includes Drop Pods ie: Each Drop Pod will enter via the reserves rule starting turn 2 on a 3+), No vehicles with total points cost of greater than 199 pts.
40K in a Flash Scenario and Deployment:
Table Size: 4 X 4
Terrain: Each player rolls a D6. The highest roll begins setting up 1 of 5 pieces of terrain. The players then alternate until all terrain is placed. No Terrain piece can be within 6" of another and no Terrain piece can be larger than 10" x 10".
Objectives: After Terrain is placed, deploy 3 Objectives onto the table. Objectives must NOT be placed within 6" of a board edge or within 12" of one another. Each player rolls a D6 with the player rolling the highest placing the first objective. Each objective is worth 3 points.
Secondary Objectives: First Blood, Line Breaker, Marked for Death!
Marked for Death: At the beginning of the game, each player notes the enemy unit with the highest points cost (A Unit and its Dedicated Transport count as two separate units for this objective). This unit is marked for extermination and if successfully destroyed (or caused to flee off the table) it is worth 1 victory point. (Note that it IS possible to claim First Blood by killing the Marked For Death unit thus gaining both points)
Deployment: After Terrain and Objectives are placed, each player rolls a D6. The player with the highest roll chooses which table edge to deploy in. The opposing player gets the opposite edge. First turn goes to the person who chose deployment first unless the opponent is able to seize the initiative. Infiltrators are to be placed after normal deployment using the normal rules for deployment. Scout moves are to be made BEFORE the attempt to seize the initiative is tried.
Game Length: The mission uses Variable Game Length (page 122 in the 40K rulebook)
Victory Conditions: At the end of the game, the player who has scored the most victory points wins. If both players have the same numbers of points, the game is a draw.
Mission Special Rules: Night Fighting, Reserves
Note- NO Models on the Table: If at the END of any GAME turn a player has no models on the table (regardless of the number of models in reserve), that player loses the game.
League Points: Win = 3 pts, Draw = 1 pts, Loss = 0 pts
So I have come up with 2 lists I kind of fancy right now and need opinions.
* Annihilation Barge (90pts)
(Living Metal, Quantum Shielding)
Tesla Cannon (Tesla Weapon), Twin-Linked Tesla Destructor (Arc, Tesla Weapon)
* Annihilation Barge (90pts)
(Living Metal, Quantum Shielding)
Tesla Cannon (Tesla Weapon), Twin-Linked Tesla Destructor (Arc, Tesla Weapon)
The idea of list one is to send 2 barges straight towards the objective closest towards my enemy. Hopefully the fire power and A13 will be enough to hold off most armies not prepared for such armor in low point games. Send 1 foot slogging immortal squad who live on a 3+ and come back on a 5+ towards objective one. I will advance the second squad up in front towards the next objective to cover the first squad. If and once captured start advancing towards the next objective to either hold or contest it. Pros of this list - Hard to put these guys down. All tesla so I should be prepared for horde armies like orks and nids. Cons - not much I can do against mec with tesla. Hope the barges are enough.
List 2 - After typing that first explanation up this is starting to look good too.
* Annihilation Barge (90pts)
(Living Metal, Quantum Shielding)
Twin-Linked Tesla Destructor (Arc, Tesla Weapon)
With list two I would have a pretty straight forward ram-rod type play. Send one barge to start and hold off one objective. Send One ghost ark to each objective, unload to capture, and then play defense with my A13 walls. Pros - You better have strong weapons to pierce A13 in a 500 point list. Gauss should be plenty to cover any mec Cons - horde armies. Once I unload, theres not much stopping 20+ orks from over running 6-7 necrons. And I know there is 1 ork, and 1 nid army.
The rules for this tournie says that you cant have models with more than 2 wounds. Every single battlesuit has 2 or more wounds, and if somebody isnt playing with massed battle suits in a farsight enclave army then they should have just got the tau empire codex.
"You put your left hand in, you pull your right claw out... you put your right hand in, you pull your left claw out... don't put pva on that ovipositor or you'll get banned! That's what it's all about... Hey!"-The Genestealer hokey cokey