Switch Theme:

GamesIPlay Double Trouble Event: Thou Shalt Game – August 18th 2012  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Stealthy Dark Angels Scout with Shotgun



SoCal




Location: Thou Shalt Game 27314 Jefferson Ave #9, Temecula, CA. Tel: (951) 296-2266
Date/Time: Saturday, August 18th. Registration opens at 11am; rolling dice at 12pm
Cost: $20 per team; Prizes will be awarded to top three teams and Best Painted

EVENT FORMAT:

Doubles - 1,000 points per player (2,000 per team). Three rounds will be played, each with a 2 hour time limit (plus 20 minute deployment) and a maximum of 5-7 turns (see Variable Game Length, Page 122). Missions will be "secure the perimeter", "wetwork", and "conquer"

Event scoring: 60% of each team's total score is based on game results, while 20% is earned from army appearance, and 20% from sportsmanship. Game results and sportsmanship scores are earned each round. Army appearance is judged by tournament staff - 0-5 points are awarded for quality of paint and conversions, and 0-5 points are awarded for proper model representation and percentage of army painted to a “gaming” standard.

EVENT RULES:

1. Teams consist 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.

2. One Fortification may be purchased per team. Regrettably, the Fortress of Redemption cannot be used. Because the terrain will be setup at the beginning of the tournament and remain throughout the day, fortifications will be setup at the beginning of the deployment phase, with the team having the first turn deploying their fortification, followed by the other team, and then on to deployment proper.

3. Ally Detachments will not be used for Doubles events.

4. Regardless of which codices teammates use, their forces are treated as “Allies of Convenience”, and are subject to the relevant rules. Turns are taken as a team, with both players moving, shooting, assaulting, etc.

5. Prior to each round, teams must name one HQ as their Warlord (that’s one per team, not one per player). Warlord traits are rolled for normally - see the chart on page 111. However, if a Warlord Trait requiring objectives to be used (ie Tenacity, Immovable Object, Target Priority) is rolled while playing a mission that does not feature objectives, the result may be re-rolled.

6. Mysterious Terrain will not be used. Don’t get me wrong, I love this stuff, but it was hard enough getting six turns in without the threat of Brainleaf Fronds lurking about.

7. 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.

8. Teams 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.

9. Overtly unsportsmanlike conduct 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 team's opponents will be awarded a Total Victory. We’ve never had an ejection...don't be the first.

MISSIONS: (All missions use Dawn of War deployment unless otherwise noted)

1. Secure the perimeter

Victory conditions - teams receive 1 victory 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 victory points for every table quarter in which they have a scoring unit and there are no enemy scoring or denial units 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 the unit is occupying.

2. Wetwork

Victory conditions – Prior to deployment, place a single objective in the center of the table (if this is not possible due to impassable terrain, roll a scatter die and move the objective the shortest possible distance that direction). This objective uses the rules for Skyfire Nexus (A unit that controls this objective can choose whether or not all of the models in it have the Skyfire special rule each time they shoot).

Additionally, 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 can only be controlled by the opposing army (friendly units may contest as normal). each objective is worth 5 victory points.

3. Conquest

Both teams are seeking to eliminate enemy forces and control the field of battle.

Victory conditions - After deciding deployment zones, but before deploying any units, teams take turns placing a total of four objectives on the table (see page 121). The first objective placed by each team must be placed in the “DMZ” outside both teams’ deployment zones. The second objective placed by each team must be placed in their own deployment zone.

As soon as a unit moves within 3” or is within 3” of an objective at the start of its turn, roll to identify the objective using the table on page 125, but counting a dice result of a 1 as “Nothing of Note”.

Each team receives 3 victory points for each objective held at the end of the game. Furthermore, each team receives 1 victory point for each enemy unit completely destroyed, or falling back at the end of the game. If a character has a retinue, that character and his retinue are worth 1 victory point each. Add up the victory points received from holding objectives and destroying enemy units. Note if one force is "tabled" (all units destroyed or routed from the table), victory 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.

Thanks for reading and I hope to see you (yes, you specifically) there

- Matt
   
Made in us
Ork-Hunting Inquisitorial Xenokiller





I'm interested in playing but i don't have a partner if anyone is looking to play and doesn't have a partner let me know.

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

It would be very interesting if, in mission 3, the second objective each team places must be in the enemies deployment zone instead...

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in us
Stealthy Dark Angels Scout with Shotgun



SoCal

I like that idea for sure. That's a change I'll certainly consider for the next event we do
   
Made in us
Stealthy Dark Angels Scout with Shotgun



SoCal

Just a quick bump as we're less than a week out. I also want to address a couple questions I've been emailed, as they may affect what lists/models will be taken and I'm not looking to surprise anybody

1. Do Runes of Warding and Shadow in the Warp affect your teammate's army: Yes - as "allies of convenience" your teammate's models are considered enemies (noting the exceptions listed in the rulebook)

2. Can your teammate's models occupy your fortification: Yes. It's basically a piece of scenery that you happened to pay points for.

3. Vibro Cannons vs. Fliers: RaW - being a flier doesn't change how a model is affected by Vibro Cannons
   
 
Forum Index » Tournament and Local Gaming Discussion
Go to: