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Philadelphia 40K Doubles Tournament, March 24th @ Redcap's Corner, 1,500 pts.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut



Philadelphia, PA

March 24th @ Redcap's Corner
1,500 Pt. Warhammer 40,000 Doubles Tournament

Location: Redcap's Corner's new and improved location, 3617 Lancaster Ave., 1st Floor, Philadelphia, PA 19104.
Date and Time: March 24th, doors at 11AM, games at noon.
Cost: $10/player, teams must register together, advance registration is possible in-person.

Army Composition: 1,500 pts./player., and each player must follow his or her army's normal force organisation chart, but the TEAM as a whole must also adhere to a maximum of 3 HQ, 8 Troops, 4 Elites, 4 Fast Attack, and 4 Heavy Support between the two teammates. For instance, your team can't run 6 land raiders, but one of you can run 3 of them so long as your teammate runs no more than 1 Heavy Support choice.
Rounds: Three rounds, each consisting of two and a half hours of game play, with fifteen minutes per team additional time for deployment.
Models: Models need not be painted, and conversions are totally fine (Forge World, third party, scratch-built, whatever), but proxies are not allowed (for instance, "this guy's holding a bolter but it's really a multi-melta"). If you have questions about whether a model would count as a conversion or a proxy, email us or stop by and ask us.
Scenarios: Scenarios will be made available a week in advance of the event.

Prizes: Store credit for Redcap's Corner, based on tournament attendance, will be awarded to top finishers. This store credit can be used on anything in-store (even future events), and can be used on special orders placed with us, so even if we have nothing in-stock that you're after, you can make requests and we'll do our best to fill them.

Other Rules: Effects that affect "friendly models" DO affect your teammate's models, and likewise your teammate's models don't count as "enemy models." Independent characters may not join up with their teammate's units, nor can models embark in their teammate's transports.

Contact: redcapscorner@gmail.com

Thanks, guys! Hope people can make it!

This message was edited 4 times. Last update was at 2012/02/28 19:36:33


 
   
Made in us
Regular Dakkanaut



Philadelphia, PA

Updated the rules to cover some questions that have been popping up!
   
Made in us
Regular Dakkanaut



Philadelphia, PA

Again, updated the rules a little bit!
   
Made in us
Regular Dakkanaut



Philadelphia, PA

And here are the missions:

ROUND 1

Mission Annihilation (see WH40K rulebook, pg.91).

Deployment Type Dawn of War (see WH40K rulebook, pg.93).

Victory Conditions
  • Massacre: Your team scored at least 7 more kill points than your opponents.

  • Major Victory: Your team scored at least 4 more kill points than your opponents.

  • Minor Victory: Your team scored more kill points than your opponents.

  • Draw: Your team scored the same number of kill points as your opponents.

  • Bonus Points +1 bonus point for each of your team's HQ choices within 6" of the center of the table at the end of the game.


    ROUND 2

    Mission Capture & Control (see WH40K rulebook, pg.91). However, each player (not each team) places an objective in his or her team's deployment zone, and each objective may not be placed within 12" of any other objective (rather than the normal 24").

    Deployment Type Spearhead (see WH40K rulebook, pg.93).

    Victory Conditions
  • Massacre: Your team controls all four objectives.

  • Major Victory: Your team controls at least two more objectives than your opponents.

  • Minor Victory: Your team controls more objectives than your opponents.

  • Draw: Your team controls the same number of objectives as your opponents.

  • Bonus Points
  • +1 bonus point if none of your opponents' scoring units are in your deployment zone at the end of the game.

  • +1 bonus point for each of your opponents' HQ choices that have been destroyed.


  • ROUND 3
    Mission After deciding deployment zones, but before deploying any unit, starting with the team that will deploy second, the teams take turns choosing points outside their own deployment zones to be objectives until the positions of five objectives have been determined. These objectives may not be in impassable terrain nor within 12" of a table edge or another objective. After positioning the objectives, deployment of the forces begins as normal. At the end of each team's turn, beginning at the end of the first turn of the team who went second, each team earns 1 battle point for each objective they control. A team controls an objective if there is at least one of their non-vehicle scoring units, and no enemy unit (any unit, whether scoring or not), within 3" of it.

    Deployment Type Pitched Battle (see WH40K rulebook, pg.92).

    Victory Conditions
  • Massacre: Your team scored at least 9 more battle points than your opponents.

  • Major Victory: Your team scored at least 5 more battle points than your opponents.

  • Minor Victory: Your team scored more battle points than your opponents.

  • Draw: Your team scored the same number of battle points as your opponents.

  • Bonus Points
  • +2 bonus points if there was at least one turn during which your team scored all 5 battle points.

  • +1 bonus point for destroying all of your opponents' elite choices.

  • Special Rules
  • Battlefield Jammers: All units entering the battlefield via Deep Strike scatter, regardless of rules to the contrary. If a hit is rolled, they scatter in the direction of the small arrow on the 'hit' symbol. Units that normally roll fewer dice to scatter still do so. However, when deep striking a unit with special rules that limit its scatter to prevent mishaps (such as Drop Pods), you should roll a d6. On a 1-3, it avoids this mishap as normal. On a 4-6, it scatters that maximum distance to avoid the mishap while still remaining adjacent to whatever would cause this mishap.

  • Boots on the Ground: Units in transports and units who turbo-boosted in their last movement phase do not count as scoring.

  • Outflank Only: Units may not infiltrate or take scout moves, but units with Infiltrate or Scout may still outflank.
  • This message was edited 2 times. Last update was at 2012/03/23 17:22:15


     
       
     
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