Chaos of the Warp wrote:
CHAOS OF THE WARP 5
Hey guys! Welcome to the first COTW using 6th ED!
The event will use Missions and rules from the new 6th Edition
40K Rule Book, with the exceptions outlined below.
In the first round opponents will be paired by random draw. However, until one week before the date of the tournament participants will be allowed to challenge one another to game in the first round of the tournament. If you want to challenge another player, please do so and inform the tournament organiser if the challenge has been accepted. You must inform the tournament organiser at least one week prior to the tournament. All remaining players who will not be participating in a first round challenge match will have their first opponent determined via random draw. A Swiss pairing system will be used in rounds 2-3 using Victory Points to separate people on the same Game Points.
The tournament champion will be the person with the best W/L/D record. Victory Point difference will be used as a tie-breaker in the same way as goal-difference in football.
Army Composition:
• All armies can contain up to 1750 points taken from the codices listed in the next section of this rules pack. Special Characters are permitted provided all codex specific restrictions are followed.
• The standard 6th Edition Force Organization Chart will be used.
• No rules from White Dwarf (except the Sisters of Battle rules and the rules for flying units) will be permitted.
• No Forge World rules are allowed (models may be used to represent normal
40k units)
• Non-
GW, heavily converted and even scratch built models are welcome, but they should be easily identifiable. Modelling for advantage is not allowed. If your version of an existing
GW model is of a different size to the original, then consider it to be the standard size of the current
GW model for line of sight purposes etc. If in any doubt contact Geoff Nicholson in advance at
g_nicholson@live.co.uk
Allowed Codex:
Army Lists must be chosen from the Current version of one of the following Codex’s:
• Blood Angels
• Black Templars
• Space Marines
• Dark Angels
• Space Wolves
• Grey Knights
• Imperial Guard
• Chaos Daemons
• Chaos Space Marines
• Dark Eldar
• Eldar
• Necrons
• Orks
• Tau Empire
• Tyranids
• Sister of Battle (from white dwarf)
Codices must have been on general sale at least one month before list submission deadline to be used at this event. In other words, newly released codices will not be permitted unless they have been available for purchase for a full month (28 days or calendar?) prior to the date of tournament. Warhammer
40K 6th Edition
FAQ documents will be used for all armies.
Make sure you bring:
Your army
Lunch money
6th ed rulebook
Your codex
A paper copy of your list
Time Limit:
• Each game is 2.50 hours long
• Game 1 930-12
• Lunch 12-1230
• Game 2 1230-3
• Game 3 3-530
• Announcements/Prize-Giving in the downstairs bar at 6pm.
• Should time be called before a game has ended, players should calculate Victory
Points as detailed below to determine the winner.
• When time is called players must end their current action and cease playing immediately.
• DO NOT start a turn if both players cannot finish the turn within the time limit!!!
Please note: A sportsmanship prize and a further award for the Best Painted Army award will be up for grabs as well.
Terrain:
• Terrain will be preset and must not be moved unless it is replace with a fortification, please use the read the fortification section for more info.
• Please spend a few minutes before each game classifying each piece of terrain with your opponent as per pages 90 to 107 of the new 6th edition rule book. The standard terrain offered by COTW is usually classified as ruins or area terrain.
Allies:
• Allies will be permitted in COTW 5. As this is a new rule and could lead to calculation errors, make sure your ally choice meets all criteria appropriate and that your points are also accurate.
Fortifications
• Fortifications will be permitted in COTW 5. As this is a new rule and may lead to calculation errors, make sure your Fortification choice meets all criteria appropriate and that your points are also accurate.
Missions & Deployment Zones:
These will be decided by a dice roll and blind draw conducted by the tournament organiser at the beginning of each round. You will play each deployment once and 3 of the 6 mission types once.
Deployment:
The following process should be used to start each game; this order overrides the process described in the rule book.
1. Discuss terrain with your opponent and allocate terrain rules as per the Terrain section of this rules pack.
2. Each player rolls a
D6, the player with the highest roll chooses their table half as per page 119 of the 6th edition rule book.
3. Starting with the player who rolled highest place any Fortifications. If you cannot fit the fortification on the board without being within 3” of an already placed piece of terrain, please contact a Judge who will remove terrain piece to allow placement of fortification.
4. Starting with the player who rolled highest place objectives using the rules from the 6th edition rule book (page 121)
5. Nominate Warlord and determine traits (page 111)
6. Generate Psychic powers if required.
7. Roll for Night Fight
8. Players should now roll a
D6 again to determine who will deploy their force first. The highest roll can choose to deploy first or second. Whoever deploys first will take first turn.
9. Once both forces have deployed the player going second can attempt to seize the initiative.
10. Play game – Have Fun !
Tournament Scoring:
• Please note that the new 6th Edition missions and rule book are not designed for tournament play.
• COTW will use a Win/Draw/Loss system.
• At the end of each game add up the total number of Victory Points each player has obtained. Please note that Victory Points will be determined using he same method as in 5th edition. Subtract the damage you sustained from the damage you inflicted. This is purely for use in tie-breaks.
• Please note that Primary and Secondary objectives will be used in all missions to determine the winner of each game.
• Please record each players Victory Points on the result sheet. In order to try and avoid tie breaks, we will be using the victory point system used in 5th ed. Do not be too worried about this as organisers on the day can assist.
• Each round will be scored as follows:
Win – 3 points for the win. Your
VP difference will be used as a sort of goal difference
Draw –1 point for the win. Again you
VP difference will be used as a sort of goal difference (and to determine if you won a moral victory!)
Loss – 0 points but still record
VP's for the purposes of goal-difference.
Most important:
ENJOY YOURSELF !!
If you feel you have discovered a loophole in these rules which gives you an unfair advantage, don’t take advantage of it. Tell us about it instead so that we can amend the rules accordingly for future events. Hopefully we have not missed anything too obvious, but should you see any glaring errors, please advise the author, Geoff Nicholson