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Made in us
Regular Dakkanaut



Plainville MA





Battleground Games & Hobbies in Plainville MA



Format: Doubles (2v2) 1000 points per person
Date: June 28th, a Saturday
Time: Please be here no later than 9:15am. Set up at 9:45am. Dice roll no later than 10:00am.
Entrance Fee: $20.00 per person / $40.00 per team


Address:
25 Taunton Street
Plainville MA 02351
508.316.1195

Google Maps
Battleground's Facebook Page

Contact:
Please contact me at ChaseLaq@gmail.com to sign up if and only if you and your partner can commit to playing on June 28th.

If you need help finding a partner please post in this thread.




RULES FOR WARHAMMER 40K TOURNAMENT

This event will be capped at 24 teams.

Rule Books:
The Warhammer 40,000 SEVENTH Edition Rules will be used.

The following is a list of legal army choices:
Codex: Blood Angels
Codex: Chaos Daemons
Codex: Chaos Space Marines
Codex: Grey Knights
Codex: Dark Angels
Codex: Dark Eldar
Codex: Eldar
Codex: Imperial Guard
Codex: Imperial Knights
Codex: Necrons
Codex: Orks
Codex: Space Marines
Codex: Space Wolves
Codex: Tau Empire
Codex: Tyranids
Codex: Adepta Sororitas
Coedx: Inquisition

All **faction specific** supplements and dataslates, digital and otherwise, will be allowed in this event unless otherwise noted. If you choose to use something from a digital supplement or dataslate you MUST provide images of the relevant pages to us upon submission of your army list.




MODELS AND POINTS:

1. Each player must bring a BATTLE-FORGED army consisting of 1000 points or fewer (975 min), in accordance with these rules. Each team will consist of two players fighting together.

Each player will be required to take ONE Combined Arms Detachment and may take one more detachment if they so choose. If you are taking a formation, it MUST share factions with your Primary Detachment.

Selected units that alter a Team Member’s Force Organization selections WILL affect all other detachments on the Team from the same codex. For example, a Space Marines Master of the Forge allows all detachments using Codex Space Marines to take Dreadnoughts, Venerable Dreadnoughts and Ironclad Dreadnoughts as Heavy Support choices as well as Elites choices.

All instances of Special/Unique/Named Characters must be unique. For example: a Team cannot field Abaddon the Despoiler twice. This also applies to upgrades to squads (e.g., Boss Snikrot, Sergeant Telion, the Changeling).


2. All models must follow “What You See Is What You Get” (WYSIWYG). All weapons, war gear, and so forth must be represented on the model unless otherwise approved (see number 3). Your models do not need to be painted but they do need to be FULLY assembled.


3. Pictures of conversions or "counts as" models must be emailed to the Tournament Organizer. There is an expectation that your conversions or "counts as" models are "hobby quality." No "toys" will be allowed.


4. Allies - Team members are free to choose whatever armies they would like, but all regular rules for governing allies apply. Come the Apocalypse alliances will be played exactly as stated in the rulebook. Example: Player A cannot deploy within 12" of Player B (or whatever the restrictions are).

With respect to Codex: Space Marines; Chapter Tactics may not be shared between detachments of a different chapter. Example: Chase's Imperial Fists can not benefit from Sam's Iron Hands Chapter Tactics (and vice versa) even if we are on the same team.

Wargear and Special Abilities that affect your team's detachments DO NOT stack, unless specifically allowed by an army Codex or FAQ.


5. Warlord Traits - Each team will nominate a single Warlord with the following modifications and clarifications:

Your team's Warlord can be from either detachment, but is always an HQ choice from a Primary Detachment. Players are allowed to choose between HQs should a Primary Detachment have more than one.

Per the rule book, Warlord Traits may only benefit Battle Brothers.

If your team's Warlord is not on the table at the conclusion of a game (e.g., ongoing Reserves), that Warlord counts as being slain for the purposes of calculating Slay the Warlord.[/li][/list]


6. Psychic Powers - Player's will maintain their own Warp Charge Pool, you will not be allowed to pool dice with your teammate. The team must decide which player does the dispelling per casting, etc. etc.

At the beginning of each player turn, the active team will roll 1d6 and each team must decide how to allocate those additional dice to each player. For example, if Chase and Sam are the active players, roll the d6, and it comes up 5, we will have to divide up those 5 dice between us any way we see fit. The opposing team will also have to divide up these 5 extra dice.

Q If a psychic power is cast on a player can his team mate attempt to 'Deny the Witch' with their dice?
A: Yes.

Q: If both players want to dispell a blessing do they each roll separately?
A: Yes.

Q: If one player tries and fails can his team mate then attempt to dispell the blessing or is only one attempt allowed?
A: No. Deny the Witch rolls will happen at the same time. A team will have to decide if one or both players will be attempting to dispell a power and the rolls will be made simultaneously.

Q: If both players attempt to Deny the Witch, are their results pooled? For example, if Chase rolls to deny and gets one 6 and Sam rolls to deny and gets two 6s, does this mean they knock out two successes or three?
A: Their result would knock out two successes. In order to successfully Deny the Witch, one player must roll the appropriate number of 6s (or whatever number is required by that player).


7. Changes to Psychic Powers - **INVISIBILITY** - For this event, the Invisibility text will be changed to:

[i]Invisibility is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the unit gains the Shrouded and Stealth special rules, and enemy units in close combat will only hit models in the unit on To Hit rolls of a 6.



8. Players may only take Forge World and Imperial Armor units in the Lord of War slot.

Players MUST have a hard copy of the Forge World / Imperial Armour rules if they wish to field that unit. NO EXCEPTIONS.


9. Fortifications - Players fielding fortifications must provide a hard copy of the rules governing the chosen piece (from Stronghold Assault) and be familiar with the FAQ where necessary. The following Fortifications from Stronghold Assault will NOT be legal for this event:

• Imperial Strongpoint
• Wall of Martyrs Imperial Defense Network
• Fortress of Redemption
• Macro-Cannon Aquila Strongpoint
• Vortex Missile Aquila Strongpoint


10. We will require that each player submits his army list to a Battleground Tournament Organizer on or before Monday, June 23rd (roughly a week before the event). We ask that players email their lists to ChaseLaq@gmail.com as soon as they are finalized. We are going to do our best to check every list before the event begins.


11. If illegal units or other rules violations are found in a player’s army list, at a minimum, the models in violation will be removed from all subsequent play. In addition, tournament points may be deducted and/or award eligibility may be forfeited. If in doubt, please ask for clarification in advance from a Battleground Tournament Organizer.




HOW THE TOURNAMENT WORKS:

• Competitors will participate in three (3) games over the course of the day. In each game, you will play a scenario and record the outcome of the battle on your results sheet. Each round you will play a different opponent.

• Each round will last 2.5 hours. Players may begin playing as soon as they have finished deployment.

• In the first round, teams will be matched up randomly. After the first round, teams will be matched up according to current rankings in the tournament (based on the number of points they've scored) e.g., the team in first place will play the team in second place and so on. We will try our best not to pair teams that come to the event together or regularly play each other in the first round. If a team receives a BYE they will be awarded max points.

• You will not play the same team twice.

• We will do our best to prevent a team from playing on the same table twice.

• The pairings for each round will be posted as soon as they are determined. Please be sure to arrive at your table ready to play right away.

• Slow playing will NOT be tolerated. Players are expected to complete at least 4 rounds. If you suspect your opponent is slow playing PLEASE notify a Battleground staff member as soon as possible as we can not do anything about alleged slow play after the fact.

• Each game will be played on a 4' x 6' board.

• Players will receive Results Sheets at the beginning of each round. Each results sheet must be filled in properly to ensure that match-ups and point totals are correct. Once Results Sheets are completed they are to be turned in at the counter so the scores can be entered into the computer.




BATTLES:

The SEVENTH Edition Rulebook and all FAQs will be in use for all games and will be the definitive guide for all rules. The time limit for each game is 2 hours and 30 minutes and players will have 10 minutes to deploy their armies. At the end of this time limit, the round will be called; players will need to finish the round as quickly as possible.


What You Need to Bring with You:
-Your (hopefully painted) miniatures
-At least THREE copies of your army list
-Rulebooks and any additional books you need
-Pen and paper
-Dice and templates
-Tape measure
-Something to transport your army from table to table



Store Credit Awards will be given out to:
Store credit is good for any product in the store and all subsequent events. It never expires and will be saved for you.

Players Choice 1
Players Choice 2
Players Choice 3

The Players Choice awards will go to the teams that the others feel best reflects important aspects of the hobby. Every team will score their opponents on sportsmanship, theme, appearance, and overall awesomeness.

Best Generals
Second Best Generals
Third Best Generals (only awarded if the turnout exceeds 20 teams)

Best Appearance - Army (individual)
Second Best Appearance - Army (individual)
Third Best Appearance - Army (individual)

Smokin' Boots - You got crushed... and you deserve an award for your epic failure.


A team may only win one award. The Best Appearance awards may go to any one player participating in the event, regardless of their finish / other awards.

• A note on the Appearance award - We will award the individual who we feel has the best looking army. We will use a scoring rubric that looks at painting, basing, display boards, and various other "extras" to determine the winner.



Please post any questions or comments here. I'll do my best to get answers ASAP.


This message was edited 1 time. Last update was at 2014/06/05 02:24:35


   
Made in us
Maddening Mutant Boss of Chaos





why the nerf on invisibility?

So much stuff ignores cover, invisibility was a good counter to it.

2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.



,  
   
Made in us
Regular Dakkanaut



Plainville MA

It's widely regarded as "too good" as it's written, especially as a level 2 power.

There were several different changes considered, some were more harsh, some were a lot less harsh. It's a work in progress.

Because this is a Doubles event we felt like we should definitely do something to prevent Invisibility from ruining someone's experience.

As I understand it Invisibility, as written, is a good counter to everything.

   
Made in us
Potent Possessed Daemonvessel





didn't initially comment because I wasn't attending. However, I agree that the nerf to Invisibility is too much. It was much weaker toward the end of last edition and with shrouded as a power it is too similar. In general it does not make the telepathy tree worth it. I think if you are changing it (and this early in an edition I would argue that the nerf may be unneeded), changing it to just a flat WS1/BS1 is a better fix.
   
Made in us
Wicked Canoptek Wraith





Not sold on the change to invisibility. I think it's far too early in the life cycle of the game to change the rules. Play a tournament or two with the rules as they are and then adjust accordingly if something needs to be done.

Also when it comes to dispelling powers are team-mates dice pooled when it comes to trying to deny (i.e. I Sam rolls one six and Chase rolls two sixes does that mean they knock out three successes or just two)?

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Regular Dakkanaut



Plainville MA

We agree that the nerf to Invisibility may not be needed. We want to err on the side of caution with this one thing in particular. It was based on the vast majority of feedback we received, which may have been a bit knee-jerky, but that's how it fell.

To the point about making the telepathy tree not worth it, our goal here was to make the telepathy tree not required.

Please keep in mind that this set of rules is for a Doubles event where we're primarily looking for people to have a good time with the new edition. The prize structure favors Player's Choice awards over Best Generals for the first time at Battleground. I suppose people can take from that whatever they'd like.

Our first Singles event will not limit much of anything outside of how people build their armies. I haven't settled on a date for that yet, but I'll post it up here ASAP. Seeing what people come up with and pilot to victory will be particularly interesting.


About dispelling, each player may attempt to dispel and will have to successfully hit the target number of sixes by themselves. The results will not be pooled.

Chase's one 6 + Sam's two 6s wouldn't cut it if they need three successes.

I'll add that to my mini FAQ, thanks Alex.

This message was edited 1 time. Last update was at 2014/06/05 02:26:17


   
Made in us
Perturbed Blood Angel Tactical Marine




Warwick Rhode Island

any cap on number of warp dice?

Dean

 
   
Made in us
Regular Dakkanaut



Plainville MA

Nope, just whatever you can fit in a 1000 point list if you chose to go that route.

   
Made in us
Despised Traitorous Cultist



New Bedford, MA

You guys do realize it is a doubles tourney and not a GT right? Chase is just trying something out, no big deal. Bring something goofy and have fun with it.

Daemons/Chaos
Slaanesh Renegades
Tyranids
Eldar

Dark Star Founding Member
Visit our facebook page and like/contact us!:
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Made in us
Wicked Canoptek Wraith





You guys do realize it is a doubles tourney and not a GT right? Chase is just trying something out, no big deal. Bring something goofy and have fun with it.


Who's this? I thought you'd quit 40K

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Maddening Mutant Boss of Chaos





Yeah i was just asking and appreciate the opinion and reasoning for it this time around at the doubles. No biggie, thanks for the explanation.

2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.



,  
   
Made in us
Regular Dakkanaut



Plainville MA

Assuming no one else drops, we're 1 team shy of our cap. Is there any one out there that can put a team together?

   
 
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