There will be a BIG warhammer
40k doubles event in AUGUST 2009.
Where: Central NJ, East Windsor (Near Princeton), The Gamers realms ~~~>
http://www.gamersrealm.com/
When: August, 15th 10:30
AM start time
How much: $30 per team pre registration, $45 at the door.
Prereg starts at 6:00pm june 19th 2009. please call: (609) 426-9339. Leave team members/team name and a contact number in case we move to a bigger hall (good chance we will do this!)
Need a team mate? Just show up. We'll get you one. We have a very good floating player
Currently expecting 20 teams of 2 players each. Each player with 1000pts. If the event gets bigger we will expand to a nearby VFW hall.
4 Rounds 2.5 hours each
Game 1) 10:30am -1:00pm
Game 2) 1:15pm-3:45pm
Game 3) 4:00pm-6:30pm
Break 1 Hour
Game 4) 7:30pm -10:00pm
Prizes awarded to
Best over all
Best General
Best painted
Best sportsman
Smoking crater
Requirements for models
1)
WYSIWYG
2) 3 color standard painting for painting score. If you don't have 3 color standard, you can not win best over all or best painted or best sportsman. You can still win Best General. To compete the models must be at least base coated.
3) Conversions Must be 40%
GW bits or scratch builds/sculpts. If your not sure, take a pic and send it to me
Each person on the team will need to make a list with the following restrictions:
1
HQ
1-3 Troops
0-2 Fast
0-2 Elite
0-2 Heavy
Battle points will be awarded for killing
HQs so make sure your
HQ can survive.
(borrowed/modified the below from adepticon.org which is a great tourny/con and you should go to it.)

We will use the Adepticon
FAQ

Individual units that may have multiple rules versions will follow the rules presented in that army's codex. Yes, this means a Black Templar Land Raider will function differently than a standard Space Marine Land Raider. Please take the time to review the relevant
GW/Adepticon
FAQ's for clarifications.

In order to keep the event on schedule, all players must drop the dice and stop playing when time is called for a round. Because of this, please be aware of the time left in the round and do not start a game turn you cannot finish. A penalty will be applied to games that continue after time is called.

If illegal units or rules violations are found in a Team Member's list, at a minimum, the models in violation will be removed from all subsequent play. Tournament points may be deducted and award eligibility may be forfeited. Please use the feedback form on this website to ask any questions you or your team may have regarding rules issues or legal units in advance!

Tournament Judge rulings are final and arguments or poor conduct by players will not be tolerated. The Judge reserves the right to remove players from the tournament or store itself with no refunds allowed. Don't be
TFG.

No forgeworld or Apocalypse will be allowed.
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The following units from various Codices may ignore any unit prerequisites in their codex, but they DO take up the following Force Org slots within the
40K DoublesTournament:
* Dark Angel and Blood Angel Techmarines count as Elites (normal prerequisites still apply)
* Dark Angel Command Squads count as
HQ
* Blood Angels Honour Guards count as
HQ
* A Chaos Greater Daemon counts as
HQ
* Chaos Lesser Daemons count as Troops
* Chaos Spawn count as Fast Attack
* Space Marine Honour Guard count as
HQ
* Space Marine Command Squads count as
HQ
* Space Marine Servitors count as Elites
* The Emperor's Champion counts as
HQ
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The inclusion of Special/Unique/Named Characters is dependent upon the composition of the Team, which is defined as follows:
Single Codex Teams: Both Members of a Team use the same codex to build their army lists then the Team is a "Single Codex Team".

Any member of a Single Codex Team may take a single instance of a Special/Unique/Named Character as long as the character would be available to every Team Member of the Team and is normally allowed in games of 2,000 points or less. Note that this allows Single Codex Teams to field multiple, different Special/Unique/Named Characters.

Exception: A Team that uses the "Using Witch Hunters as Allies" or "Using Daemonhunters as Allies" rule to fill any Force Org Selection is no longer considered a "Single Codex Team".

Witch Hunters or Daemonhunters may use Inducted Guard or Allied Space Marines without losing their Single Codex Team status.
Mixed Codex Teams: If a Team uses more than one codex to the Team's army lists then the Team is a "Mixed Codex Team".

One Team Member in a Mixed Codex Team may take a Special/Unique/Named Character that is available to that Team Member and is normally allowed in games of 2,000 points or less. Mixed Codex Teams may never field more than one Special/Unique/Named Character.

If any Team Member's army list includes one or more units using the "Using Witch Hunters as Allies" or "Using Daemonhunters as Allies" rules, then the entire Team is considered a "Mixed Codex Team". .

Special/Unique/Named units that alter an army's force organization selections WILL affect other Team Member's 1,000-point lists that use the same codex (e.g. Belial or Sammael) - see Clarifications below.

Special/Unique/Named Characters can only join units from your Coalition Team Member's force if their codex includes said Special/Unique/Named Character in question.

Special/Unique/Named Character abilities (including psychic powers) that affect your own force do not affect your Coalition Team Member unless their codex includes Special/Unique/Named Character in question.

Special abilities (other than alterations to the
FOC) that would affect an entire "army" may affect both Team Members of a 2-Player Coalition, but will not affect forces in another Coalition.

Special/Unique/Named Characters that are upgrades to a squad (e.g., Boss Snikrot, Sergeant Telion, the Changeling) must adhere to the above restrictions.
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Any unit designated as a "required" choice (i.e., a "1" or "1+" unit) by a codex becomes an "optional" choice for the Team Tournament (e.g., Emperor's Champion, Fire Warriors, etc.). Note: Each army must include a single
HQ and Troops choice from the selected "parent" codex.

For the purposes of Commander's Heads, Special/Unique/Named Character
HQs must always be chosen as the Commander first. If you are fielding an
HQ selection without a distinct commander model (e.g. a unit of Tyranid Warriors or a Dark Angel Command Squad) you must nominate one single model at the beginning of the game as your Commander. As such, during the course of game play, it may be entirely possible to have to destroy the entire
HQ unit to claim the Commander's head.

Tyranid Team Members may count Carnifexes that costs less than 115 as an Elites choice for the Team Tournament.

The Blood Angels Death Company unit does not take up an Elites force org slot.

If both Team Members of a 2-Player Coalition are using the Blood Angels codex, then all Death Company models will form a single unit.

The Emperor's Champion in a Black Templars army counts as a possible
HQ choice for a Black Templar force (i.e., a Commander, Chaplain or Emperor's Champion could be chosen by a Black Templars Team Member as their designated
HQ choice for their army).

If two Black Templar forces form a Coalition during a game and both field Emperor's Champions as their
HQ choices, then the Coalition must choose ONE (and only one) vow that they have already purchased that will affect both of their Black Templar forces during that particular game.

Non-special/Unique/Named units that alter an army's force organization selections WILL affect other Team Member's 1,000-point lists that use the same codex, for example a Space Marines Master of the Forge allows all members of the team (whose armies also come from the Space Marine codex) to take Dreadnoughts, Venerable Dreadnoughts and Ironclad Dreadnoughts as Heavy Support choices as well as Elites choices.

Icons of Chaos (from Codex:
CSM) and the Chaos Icon (from Codex: Chaos Daemons) can be used to summon daemons from either codex. They technically work exactly the same. Daemonic Gifts are the daemon version of Wargear and should be treated as such in regards as to how they affect your Coalition partner. Keep in mind that Icons MUST be on the table at the beginning of the turn and that only Daemons from Codex:
CSM (Greater/Lesser) can assault the turn they are summoned (as per Codex:
CSM).

Wargear and abilities that affect enemy forces are cumulative.

Wargear and abilities (including Psychic powers and Special/Unique/Named Characters abilities) that affect your own force are not cumulative with your Coalition player unless he/she is able to normally purchase/use the Special/Unique/Named Character, wargear or ability in question (e.g. if an all-Eldar Coalition Team Member "Doomed" an enemy squad then both Team Members would get re-rolls with their Howling Banshees to wound against that unit).

Wargear and abilities that affect your Coalition's forces do NOT stack. (e.g. two Inquistors with Emperor's Tarots do not potentially add +2 to the die roll to go first nor do two Space Wolf Venerable Dreads allow you to re-roll the first turn twice).

Vehicles with the transport capability CANNOT be used to transport troops from another codex (e.g. a Black Templar Land Raider Crusader brought as a Heavy Choice for one Team Member cannot transport a squad of Khorne Berzerkers from another Team Member).