Fresh-Faced New User
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We have rented a room inside Lambeau Field (The Green Bay Packers Stadium) and are holding a small 40k doubles tournament there. The tournament will be Saturday, Nov. 17th with arrival at 10:30 a.m. and gaming started soon after. I know this is short notice, but holding the event on the opening day of deer hunting season in Wisconsin has left us a few teams short. We will play 3 rounds with plenty of time off in between games to have beverages and food at Curly's Pub inside the Lambeau Field Atrium. We have a few spots left for 2 man teams, 1000 pts each (Adepticon style tournament, most of us play in the Adepticon team tournament each year).
I am not sure how to correspond about this tournament, but I will check this thread daily. If interested, I can e-mail our invite with more details, followed by a tournament packet (scenarios and such).
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Fresh-Faced New User
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This is the scenario packet and rules
Rumble on the Tundra Warhammer 40K TeamTourney
Tournament Structure
The tournament will be three rounds, each round lasting 2 hours and 30 minutes and 60 minutes between for lunch and dinner or to
walk around Lambaeu. We use Swiss style pairings based on your W/L/D record.
Team Structure & Army Interactions
Coalition -2 person teams with a 1000 point army each.
Ally interaction rules are in place between the different armies For example John and Jeff are playing 1000pts of Eldar and
1000pts of Dark Eldar. Their armies will follow the “Battle Brothers Rules. If your armies were normally “Come the
Apocalypse” (Tyranid and anyone else) you will now be counted as “Desperate Allies” and will fail your “One Eye Open”
roll on a “5” or “6” instead of just a “6”.
You can have allies in your 1000 point army. Yes that means you could have 4 Codecies in each coalition.
Abilities that affect the entire table act as normal, such as Solar Pulse, etc.
Allowed Armies
· All current Codices and White Dwarf armies will be allowed.
· Forge World units will be allowed so long as they are neither a Super Heavy nor Gargantuan Creature. The most recent
version of the rules must be used. This means not just the “40K Approved” units, but any that do not fall within the above
restrictions.
· Forge World Army Lists will not be allowed.
· Fortifications will be allowed.
Warlord Traits and Psychic Powers
1. Warlord Traits will be determined using the following modified system: Each player rolls a die and then chooses which Trait
with that number he wishes to use.
2. If you roll a psychic power the model can’t use (such as a Broodlord rolling a shooting attack), you may reroll on the table
until you get something you can use.
Rules Judgments
Rules issues will be dealt with swiftly by a roaming judge. We use a hierarchy for determining rules issues as
follows:
1. Main Rule Book
2. FAQs and Errata
3. Consensus of judges present at the time. Please note, that these judgments are final.
Painting & Modeling
Between the 1st and 2nd round – each player will be asked to vote on the 1st, 2nd and 3rd best looking armies.
Bracketing
We use Swiss Pairings, meaning that players with the same record play each other. Pairings within a bracket are randomly determined
first round (friends and club mates can request not to play each other first round) and then by strength of schedule thereafter. For final
rankings, the field will be stratified by accumulated Victory Points.
Comp and Sports
There will be no comp scores at this event. We feel that the game has an inbuilt comp system with the rulebooks and Codices. We do
not feel that a second, player created level of comp is necessary. So bring whatever army you want to play!
This supposed to be a “beer and pretzel” type event and main objective is for everyone to have fun so sportsmanship will be simple
handled. Anyone not acting in a sportsmanlike manner will be dealt with in the following way:
1. 1st occurrence - Warning from your opposing team
2. 2nd occurrence - Warning from the TO
3. 3rd occurrence - Asked to leave event
Rules discussions, getting beat by an opponent, or not liking their army does not constitute bad sportsmanship – verbally abusing an
opponent and anyone caught cheating does constitute bad sportsmanship.
WYSIWYG
All models are expected to be WYSIWYG as much as is reasonable. Proxies are not permitted. Counts As armies with counts as allies
will only be permitted if they represent a clearly concerted effort to build a unique army around an obvious theme. For example, an
Adeptus Mechanicus army using extensive kit bashing and conversions will be fine. If you go this route, YOU ARE REQUIRED TO
HAVE A HANDOUT TO SHOW YOUR OPPONENT THAT SHOWS WHAT EACH UNIT IN YOUR ARMY IS ALONG WITH
ITS STATS AND PERTENANT RULES! You must also present this to them prior to the game so that they have time to understand
what they are playing against. There will be no exceptions to this.
If your army uses only a single Codex but if for example you have Crimson Fists models using the Blood Angels Codex, or Chaos
models using the Space Wolves Codex, that is acceptable. Allies for this type of army however, MUST be represented by their actual
models. This is to avoid confusion. No exceptions.
If you are using converted or scratch built models with Forge World rules, this is acceptable so long as your model is as close to the
represented model as possible in terms of equipment, size and shape. We will not be lenient with this.
If you have any questions about your army, ask us prior to the event so that we can let you know if what you have will be acceptable
or not.
Terrain
Please give a special thanks to NEW Wargammer’s Club for providing all of the boards and terrain that we will be playing
on!!
Terrain will be prearranged and laid out by the TO’s prior to the event. We will not be using terrain placement rules per the book as it
is too time restrictive. If you come to a table and feel that it is not sufficiently or fairly arranged, or that it may have been moved by
the previous players, work with your opponent to adjust the terrain in a manner that both teams can agree upon. If you are unable to
agree, call a TO and they will readjust the terrain accordingly.
Mysterious Terrain: Will not be used.
Fortifications: If any fortifications are being used, they will be placed prior to army deployment by both players, after they have
determined deployment zones. The player that chose their deployment zone first, places his Fortification first. Scratch-built
fortifications will be allowed so long as they are closely the same size and shape of what they are meant to represent. If you are unsure
if your fortification will be OK, ask first to avoid disappointment.
Hills: All hills are open terrain, granting cover via LOS blocking/interference as normal.
Barriers: All barriers grant cover per the book and are not considered to be Aegis Defense lines unless they were purchased and
placed by a player.
Buildings/ruins: All buildings and ruins are assumed to have a ladder or other means for moving up and down. Rules in the Rule
Book will be used for Ruins and Buildings.
Rock Towers, Crates, and Can Towers: Are impassible.
All other terrain functions as outlined in the book.
What to Bring
· Your Army
· Tape Measure, Dice, Game Aids, etc.
· 1 Objective Marker per Team Mate.
· 8 Typed Copies of your army list. Be sure to include how many Kill Points each of your units is worth on your list for ease of
reference.
· All pertinent rules for your army. Codices, White Dwarf Articles, Forge World Rules, etc.
· If you are using a counts as army, YOU MUST HAVE YOUR PLAYER HANDOUT FOR YOUR OPPONENT
IDENTIFYING WHAT EACH UNIT IN YOUR ARMY IS, NO EXCEPTIONS!! You don’t need to have one for every
player, just one for the judges, and one to show each team.
Scoring Structure
· Each scenario will consist of several victory conditions. Each Victory Condition is worth 4 points for a maximum of 8 points
per round, 24 total in the tournament.
· There will be 3 Bonus Points in each mission. These bonus points will be the same for each scenario. There will be a total of
9 total bonus points possible in the tournament.
· The Team with the highest combined score out of 33 possible points will be declared the victor!
Bonus Points: Every mission will have these 3 bonus points.
1. Head Hunters! If you destroy one or more of your enemy’s HQs you earn this point.
2. Our boys are coming home in one piece! If half or more of your team’s troops, rounding up, survive the battle you earn this
point.
3. Hold the Fort! If no enemy units are in your deployment zone(s) at the end of the game, you earn this point.
A Special Thanks to our Supporters:
Prize Support - Kyle from Hobby Town USA
Oneida St.
Prize Support – Pat from Gnome Games
Tables & Terrain - Vic Novak & NEW
Wargammer’s Club
Scenario 1: Tactically
· Dawn of War deployment (6th ed. version).
· Each team rolls a D6 for each team member and adds the results. The team with the higher combined
number wins the roll to go first and chooses deployment zones as per normal.
· After deployment zones have been determined, each player places 1 objective. Each objective may not
be placed within 18″ of another objective or within 6″ of a table edge.
· Seize the Initiative, night fight, and random game length as normal.
· Reserves as normal.
· Victory Condition 1: Objectives. The team controlling the most of these at game’s end wins this victory
condition. Control of objectives is standard per the Rule Book.
· Victory Condition 2: Marked for death! Each team designates a unit from each enemy player’s force as
marked for death (so, one unit in each team member’s force will be marked for death). The team that
destroys the most of these units wins this victory condition (a total of 2 possible per team). If both teams
destroy the same amount, it is a tie and each team gets 2 points.
Scoring
Victory Condition 1: 4 2 0
Victory Condition 2: 4 2 0
Head Hunter: 1
Hold the Fort: 1
Our Boys are Coming Home: 1___________
TOTAL:
Scenario 2: Bang Bang!
· Hammer and Anvil deployment.
· Seize the Initiative, night fight, and random game length as normal.
· Reserves as with Pitched Battle deployment. The team that goes first chooses one of the long board
edges to be their reserves table edge.
· Victory Condition 1: Take and Hold! The team with the most scoring units with at least one model
partially within 6″ of the table center wins this victory condition.
· Victory Condition 2: Pick on the Weak! Each team designates one of the other team’s player’s forces
as the weakest link. Whichever team earns the most Kill Points from that player wins this victory
condition.
Scoring
Victory Condition 1: 4 2 0
Victory Condition 2: 4 2 0
Head Hunter: 1
Hold the Fort: 1
Our Boys are Coming Home: 1___________
TOTAL:
Scenario 3: Battle Royal!
· Modified Spearhead deployment. Each player rolls a D6, the player rolling highest chooses
which table quarter they will deploy in. The player with the next highest roll chooses next, until each
player has a table quarter. For equal rolls, those players reroll until there are no ties. Once deployment
quarters are determined, players deploy in the order they chose sides. Once deployment is determined,
both teams roll a D6 for each teammate. The team with the higher result goes first. This means you may
find yourself with enemies to each side of you, and very close. Be sure to think about the enemy
deploying along the table quarter edge! There is no limit to how close you can be to each other!
· No seize the initiative. Night fight, and random game length as normal.
· Reserves come in from any board edge of the controlling player’s deployment zone.
· Victory condition 1: Kill Points
· Victory Condition 2: Table Quarters. To hold a table quarter, a team must have a scoring unit in a table
quarter and no enemy units in the table quarter. The team with the most Table Quarters wins
this victory condition.
Scoring
Victory Condition 1: 4 2 0
Victory Condition 2: 4 2 0
Head Hunter: 1
Hold the Fort: 1
Our Boys are Coming Home: 1___________
TOTAL:
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