Switch Theme:

Death of dragons (800pts doubles) swindon 17th of october  [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 gb
Fresh-Faced New User






Hi my name is Alex Tyrrell and im running a doubles tournament in Swindon on the 17th of October

please email me at alexo1010666@gmail.com if you would like a ticket

Tournament errata, schedule and time table
This is a doubles tournament
There will be 2 players per team, each ticket costs £20 per team of 2 players.
There are a total of 24 slots available for teams, those who have entered and paid tickets will be listed below:
There will be awards for the following:
- Best painted team will award tropies to the team and a £20 prize
- Best fluffy team will award a trophy to the team, must submit fluffy backstory with the army list submission.
- Most sporting player will award trophies to the team.
- 1st place will award trophies to the team and a £50 prize.
- 2nd place will award trophies to the team and a £35 prize.
- 3rd place will award trophies to the team and a £20 prize.
There will be 1 warlord per team, and if the warlord trait is chosen from the main rulebook, then both players in a team will benefit from it.
800 points per player making up a 1600 points per team
Your teammate's army will be considered allies of convenience to your own army.
You will play 4 games with a length of 120 minutes per game .
Missions will be maelstrom missions as described from the warhammer 40k rulebook.
The missions are set as follows:
Game 1: Contact Lost page 149
Deployment type: Dawn Of War page 131
Mission special rules: Night Fighting, Reserves, Mysterious Objectives, tactical objectives.
Secondary Objectives: Slay The Warlord, First Blood, Linebreaker.
Game 2: Tactical Escalation page 150
Deployment type: Dawn Of War page 131
Mission special rules: Night Fighting, Reserves, Mysterious Objectives, tactical objectives.
Secondary Objectives: Slay The Warlord, First Blood, Linebreaker.
Game 3: Deadlock page 153
Deployment type: Dawn Of War page 131
Mission special rules: Night Fighting, Reserves, Mysterious Objectives, tactical objectives.
Secondary Objectives: Slay The Warlord, First Blood, Linebreaker.
Awarding points:
- Each win will award 15 points to the winning team.
- Each loss will award 5 points to the losing team.
- There will be up to a total of 15 points awarded for painting per team.
- The points for painting will be awarded on the basis of:
- If units have clear squad markings to designate which squad they belong to will award 2 points.
- If more than 3 colours were used to paint the models that belong to both armies will award 5 points.
- If models are based awards 2 points.
- If both armies of a team have colour schemes that compliment each other will award 3 points.
- If both armies are completely WYSIWYG it will award 3 points.
- There will be 15 point deduction to any team that shows up with any unpainted models, a model clearly not painted with at least 3 colours or models that are not WYSIWYG.
Army composition:
A players army list has a maximum points allowance of 800 and can be chosen from the combined arms detachment as shown on page 122 of the main rulebook for warhammer 40k or a players army can be chosen from codex specific detachments like, but not limited to the grey knight nemesis strike force detachment, with the following exceptions:
- Come the apocalypse allies are not allowed, in any shape or form, even from summoning powers as described below.
- Lords of war in any form are not allowed.
- Your army is comprised from the Ad mech: skitarii codex, ignore the HQ requirement for the combined arms detachment.
- Your army is comprised from the harlequin codex, ignore the HQ requirement for the combined arms detachment.
- Formation detachments like, but not limited to, the necron decurion detachment in any form are prohibited.
- Formations are, in any form, prohibited.
- Models using rules from forgeworld are prohibited, although fw models may be used in place of games workshop models. Example: John has a contemptor dreadnaught, he is not allowed to used the forgeorld rules for it, however he is allowed to use it as a usual space marine dreadnaught.

Army lists are to be submitted 2 weeks before the event to allow for checking.

Psychic powers:
No psyker of any kind (this includes but is not limited to brotherhood of psykers, ect), may manifest any more psychic powers than that single units mastery level in a single psychic phase. Example: a librarian mastery level 2, though knowing 4 powers (2 from divination, the primaris because of focus and force) can still only manifest 2 powers in a single psychic phase.
An enemy unit shooting at a unit that is subject to invisibility does so at BS1, and an enemy unit attacking a unit that is subject to invisibility in the assault phase hits on a 5+.
Unlike Blessings, multiple instances of the same Malediction cast by different models do stack with each other.
The same restrictions that apply to Psykers while inside Transports also apply to Psykers while inside a Building.
When manifesting psychic powers, a Chariot Rider is not considered to be embarked upon a transport. This means the Rider can attempt to manifest any type of power that it knows, and not just Witchfire powers.
If a Chariot Rider suffers a Perils of the Warp result while manifesting a psychic power, all effects from the Perils of the Warp table are allocated to the Rider.
Bonuses to Deny the Witch rolls may never be applied to attempts to deny Blessing or Conjuration psychic powers.
Use the following clarifications for the Invisibility psychic power:
- Any attacks or special abilities that can cause damage (i.e. hits, wounds and/or vehicle damage) without rolling to hit (e.g. Codex: Chaos Daemons Warp Storm Tables, etc) affect invisible units normally.
- Nova psychic powers affect invisible units normally.
- Stomp attacks affect invisible units normally.
- If a model in close combat with an invisible unit would normally hit in close combat on a fixed value (e.g. Kharn the Betrayer), the player whose turn it is determines whether the fixed value or the Invisibility psychic power takes precedence.
When manifesting the Sacrifice psychic power, a player may use the 30pts worth of options to purchase Hellforged Artifacts. However, a particular Artifact cannot be taken if it was ever chosen during the current game (even if it is currently destroyed).
When manifesting the Sacrifice psychic power, the single wound suffered by one friendly model within 6” of the Psyker cannot be given to the newly conjured herald.
When a Psyker manifests the Possession psychic power but is removed as a casualty due to a result on the Perils of the Warp table, the power still conjures a unit normally.
When a Psyker with the Brotherhood of Psykers/Sorcerers special rule manifests the Possession psychic power, only models in that unit with the BoP/S special rule are automatically removed as casualties.
A Psyker may attempt to manifest The Gate of Infinity and Levitation psychic powers both while Falling Back and also while locked in close combat. Note however, these powers may not be manifested by a unit that has been Pinned/Gone to Ground.
In the case of Falling Back, the unit still counts as Falling Back after it resolves the power.
In the case of being locked in close combat, if the Psyker and any unit he has joined were the only unit(s) locked in combat with the enemy, the enemy may not make a Sweeping Advance or Consolidate and remain exactly where they are.
Any detachment in an army that tries to add new units to its army via such powers as but not limited to the malefic daemonology psychic table can only do so if the summoned units are battle brothers of the primary detachment of your force.
Conjured units are considered part of the owning player’s army, but not any specific Detachment. This means they do not benefit from any Command Benefits of any of the Detachments included in the army (such as Objective Secured).

Shooting:
When rolling on the Destroyer table for ranged weapons with a Destroyer profile, treat any rolls of a 6: Devastating hit/Deathblow as 2-5: Solid hit/Seriously wounded.
For ease of tournament play, at this event, Line of Sight for non-vehicle models must be drawn from the model’s eyes (or closest equivalent).
Rules that allow a model to shoot more than one weapon in the shooting phase apply to shooting attacks made in other phases of the game, such as overwatch and interceptor shooting. Example: A tau battle suit with multi-trackers can shoot an extra weapon in overwatch and/or interceptor shooting, ignoring the shooting phase requirement of this piece of wargear.
Unless a shooting attack specifies that it doesn’t require line of sight or has a proviso allowing it to cause damage to units out of line of sight (such as with Blast weapons), then it cannot cause damage to a vehicle model that is entirely out of line of sight.
Models that Turbo-boost in the Shooting phase can move any number of inches (up to the maximum for their unit type) in any combination of directions, potentially ending the phase in the exact same position.
If a unit elects to Run and/or Turbo-boost, then all models in the unit must forgo their shooting to do so. It is perfectly fine for some models in a unit to Run while others Turbo-boost.
An Ordnance weapon with the Tank Hunter special rule must re-roll both armor penetration dice or none at all.
A vehicle firing an Ordnance weapon may only fire Snap Shots with its other weapons regardless of whether those other weapons are fired before or after the Ordnance weapon.
A model that fires during an opponent’s turn using the Interceptor special rule:
- Must have line of sight to its target even if the weapon being fired does not normally require LoS.
- Always counts as stationary for this firing.
- May still fire Overwatch if assaulted in the same player turn, even with the same weapon used to intercept
- Cannot fire more weapons than it is normally able to fire during its own shooting phase.

Assault:
Unless specified otherwise, attacks that cause Instant Death on a To Wound roll of 6 still need to be able to wound the target model for Instant Death to be inflicted (e.g. a S4 attack cannot hurt a T8 model even if the attack causes Instant Death on a 6).
A unit comprised of only a single model may not charge more than one enemy unit with a single charge move.
While making Pile In moves, if both players’ moves in a particular Initiative step are insufficient to bring any combatants back together, but Pile In moves in subsequent Initiative steps of that same phase would be sufficient to do so, the combat continues normally.
A model that is in base contact with an enemy vehicle does not make a start of initiative step Pile In move.
Units may choose not to make a Consolidation move after winning an assault. If they choose not to, all models in the unit are left in their exact positions.
If a unit chooses to make a Consolidation move, then all models in the unit must end this movement 1” away from all enemy models, including any enemy vehicles they may have just attacked in close combat.

Flyers:
A Zooming Flyer that chooses to have the Skyfire special rule and uses Power of the Machine Spirit (PotMS) to fire a weapon at a target other than a Skimmer, Flyer, or Flying Monstrous Creature resolves the attack as a Snap Shot.
Likewise, a Zooming Flyer that chooses not to have Skyfire and uses PotMS to target a Zooming Flyer or Swooping Flying Monstrous Creature resolves the attack as a Snap Shot.
A Flyer (in Zooming or Hover mode) that suffers a Crew Stunned result on the Vehicle Damage Table may not switch flight modes in its following turn.
If a Zooming Flyer is forced to move a specified number of inches (e.g., after suffering a Crew Stunned result on the Vehicle Damage Table) but cannot legally complete the move (e.g., the final position of the Flyer would be within one inch of an enemy model) then the Flyer suffers a Crash and Burn! result on the Vehicle Damage Table at the position the move should have ended.

Miscellaneous:
The USR Feel No Pain may not be increased to anything better than a 4+, any additional bonuses to such rule are ignored.
Invulnerable saves may not be increased to anything better than a 3+.
Any save of a 2+ and 3+ that allows a reroll does so as normal but with the following change, the reroll becomes a 4+ save.
The doors of a drop pod model are ignored for all game purposes (e.g. they never block LoS, they may not be disembarked from, and enemy models do not need to remain 1” away from them).

Time table
9.30 am sign in
10.00 am game 1 begins
12.00 pm game 1 ends
12.10 pm lunch begins
12.40 pm lunch ends
12.50 pm game 2 begins
14.50 pm game 2 ends
15.00 pm game 3 begins
17.00 pm game 3 ends
17.15 pm awards ceremony
17.30 pm signout and go home

Address of the venue
1 The Street
Swindon
Wiltshire
SN25 3ER
   
 
Forum Index » Tournament and Local Gaming Discussion
Go to: