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Baraboo, Wisconsin Labrynth Games July 27th [Warhammer 40k 3000pt Team Tournament]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Speedy Swiftclaw Biker






Labrynth Games in Baraboo, Wisconsin is hosting a 3000pt Team Tournament for Warhammer 40k on July 27th. Listed below are the rules and missions for the event. Also, here is a link to the Facebook event page in case you would like to list yourself as 'going', 'maybe', or would like to keep up with the updates and conversations as they happen. Any significant changed will be posted here as well. If you have any Wisconsin local gaming groups (via Facebook or other sites) please contact me as I really like to know what is going on in the world of Wisconsin 40k.

https://www.facebook.com/events/351268698334038/

This is a team tournament in which you and your teammate must create a 3000pt list (two 1500pt lists) with at least one HQ and one troop choice from each players 1500pt list. The HQ with the highest Leadership will be the Warlord and can select their Warlord trait (instead of rolling on a chart), in the case of a tie in leadership you may pick which model to use; players must also share a force organization chart and treat each other as Allies of Convenience (no additional allies can be taken). A team may increase one of the force organization slots by one, for example a team could take four heavies by choosing to increase the heavy slot. The cost of the event will be $20.00 per team; there are 20 team spots open for this event. Registration starts at 9:00am, closing at 9:45am, with the event starting promptly at 10:00am. Rounds will be three and a half hours long with a one hour break for lunch after round one and a one hour dinner break after round two. Prizes, in the form of store credit, will be awarded to 1st, 2nd, 3rd (based on attendance), and Best Painted. Your models must be WYSIWYG but items like third party bits, conversions, etc are allowed as long as their equipment is accurately represented. At the end of each round a representative from your team must turn in the scoring sheet for that round with all categories filled out.

Best Painted Information

Players armies will be judged on an individual basis, you will not have to be judged as a team. Categorical scores will be based on a rubric filled out by a painting judge in combination with a player vote. Judging will be done over the lunch period and might stretch over into the dinner period based on attendance.

Secondary Objectives:

Assassination: Choose an enemy character. If the character is dead or in reserve when the game is finished, gain one victory point. Gain an addition victory point if the character was the warlord and is dead.

Seek and Destroy: Choose one of your units, your opponent has to destroy it to gain one victory point. Units in reserve can be chosen, however if the unit does not enter play by the end of turn three your opponent may pick a different unit currently on the board instead.

Recovery: Place an objective 3" from your opponent's board edge. If you control the objective at the end of the game or at the end of any of your opponent’s turns, you gain one victory point. Units with the Infiltrate or Scout special rule may never claim this victory point before turn three. You may only receive one victory point from this objective.

Sound the Alarm!: Each player places an objective in their deployment zone. During their own Shooting Phase, a team controlling a "Sound the Alarm!" objective may give one unit the Skyfire special rule for that shooting phase. Controlling one of these objectives at the end of the game awards one VP.

Keep It Up!: The team that fully removes a non vehicle unit as a casualty is awarded one victory point. After the unit it removed, place an objective in the spot where the last living model was (the opponent chooses which model if multiple models are removed at once); this objective is worth one VP to the removed units owning player if controlled at the end of the game.

Heavy Metal: Heavy support units are considered scoring units, vehicles do not count if immobilized. Each team also scores one victory point for each enemy Heavy Support unit that has been completely destroyed. Units falling back at the end of the game, and units that are not on the board at the end of the game count as destroyed for the purpose of this mission.

Fast Recon: Fast Attack units are considered scoring units, vehicles do not count if immobilized. Each team also scores one victory point for each enemy Fast Attack unit that has been completely destroyed. Units falling back at the end of the game, and units that are not on the board at the end of the game count as destroyed for the purpose of this mission.

Elite Push: Elite units are considered scoring units, vehicles do not count if immobilized. Each team also scores one victory point for each enemy Elite unit that has been completely destroyed. Units falling back at the end of the game, and units that are not on the board at the end of the game count as destroyed for the purpose of this mission.

Mission Types

Round One
Deployment Type:
Dawn of War
Primary Objective:
Critical Retrieval: Place the 6" Critical Terrain Piece at the center of the table. At the end of every player turn (except the first for both players), count all friendly and enemy units within six inches of the Critical Terrain that are not falling back or have gone to ground. If there are a tie in the number of units no results are recorded; if one player has more units than the other player in range, they score one VP. Use a d6 or piece of paper to keep track of each players points. At the end of the game, count up the number of points scored by each player. The player with the highest number of points scored will earn four additional VP. Units within six inches of the Critical Terrain do not block line of sight.
Secondary Objectives:
Sound the Alarm!
Seek and Destroy
Heavy Metal

Round Two:
Deployment Type:
Vanguard Strike
Primary Objective:
The Hills: For this mission each hill is considered an objective. The hill on your opponent’s half of the table is equal to three objectives. The hill on your own half is worth two objectives. At the end of the game if you control more objectives than your opponent you score this win condition. To determine control of a hill; add up all friendly scoring and denial units, and compare the number of enemy scoring and denial units within three inches of the hill, whichever player has the larger number of units controls the hill. Note: you must have at least one scoring unit within three inches of or on the hill in order to control it, no matter how many denial units you have in range of the hill. Models on or within three inches of the hill do not count as line of sight blocking.
Secondary Objectives:
Sound the Alarm!
Fast Recon
Assassination

Round Three:
Deployment Type:
Hammer and Anvil
Primary Objective:
High ground: For this mission, each of the five major terrain pieces is considered to be an objective. At the end of the game, if you control more objectives than your opponent, you win this condition. To determine control of a terrain piece; add up all friendly scoring and denial units, then subtract all enemy scoring and denial units within three inches of and on the terrain. Whichever player has the larger number controls the terrain. If there is a tie, or no unit is on the terrain, no player controls it. Note: you must have at least one scoring unit within three inches of or on the hill in order to control it, no matter how many denial units you have in range of the hill. Last Chance: At the end of the game, determine if any scoring units first moved within three inches of the terrain piece during the last game turn. All such units count as denial units instead of scoring units.
Secondary Objectives:
Keep it Up!
Elite Push
Recovery

   
 
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