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Minicon special 2013 Warhammer 40k Tournament

1. Tournament Overview Date: 18th January 2013 Location: Gamersworld Format: 4 Games, 1850 point armies

2. General Rules The tournament will use the 6th edition of Warhammer 40k without any add-ons. Imperial Armour, Forgeworld and Apocalypse rules are not allowed, though Forgeworld models may be used to represent normal models. Allies and Special Characters are permitted The most up to date English version of any Codex and Rulebook takes priority over other versions. Each player must bring all Codices and rules they're using, including army roster, dice, measuring tape and templates. The latest version of the GW FAQs will be used.

Time Table: 10:00 12:30 Game 1 1:00 3:30 Game 2 Scribe goes and gets lunch for everyone. 4:00 5:30 Game 3 6:00 7:30 Game 4 3. Army List Limitations The following codices may be used: - Codex: Black Templars - Codex: Blood Angels - Codex: Chaos Daemons - Codex: Chaos Space Marines - Codex: Dark Angels - Codex: Dark Eldar - Codex: Eldar - Codex: Grey Knights - Codex: Imperial Guard

- Codex: Necrons - Codex: Orks - Codex: Sisters of Battle (White Dwarf list) - Codex: Space Marines - Codex: Space Wolves - Codex: Tau Empire - Codex: Tyranids -Any codex must be released by 17th October 2012, otherwise the old version will be used. -Allies are allowed, using the rules for allies found in the Warhammer 40k rulebook. -Special Characters are allowed. -Bastions and Aegis Defense Lines are allowed in your army list, but Skyshield Platforms and the Fortress of Redemption are not.

4. Gaming Pairings: There will be 4 rounds of gaming. The Goettinger Pairing Program (GoePP) will be used to determine the pairings for each round as follows: R1: Players and tables will be randomly drawn (where possible, players from the same club will not face each other in this round) R2 R4: Pairings will be determined based on the players current total gaming score, with the exception that you will not have to play against someone you have played against in a previous round. In the case that there are an odd number of players, a standby player will be added to even the numbers. They will count as a normal player in all regards. Tables: Tables and the terrain are set up by the Scribe before the event, and should not be altered. Mysterious terrain will not be in use. Mysterious objectives will be used. Pre-game sequence: Before each game, there is a warm up period, during which players can -view each others army roster and ask about any special rules or abilities in the army -discuss the terrain on the battlefield and the effect different pieces have with regards to line of sight, cover and effects on movement, -clear up any rules queries about special rules for that mission The remaining rules for deployment can be found on p424 of the main rulebook. A short summary is as follows:

First, players roll off to choose deployment zones, the winner chooses one table half/deployment zone, the other half going to his opponent If either force contains any fortifications, they need to be placed at this point. If both forces have fortifications, the player who won the roll-off to choose table halves places theirs first (see page 120). Fortifications must be placed wholly within your own table half and cannot be placed within 3" of another fortification or piece of terrain.

Place any objectives for the mission, starting with the player who chose deployment zone. Determine Warlord traits Generate psychic powers from the rulebook, if any. Roll off to determine who will deploy first. The player who deploys forst also has the first turn, unless the other player can seize the initiative

Post Game Sequence: Once your game has finished, report the result to the judges. You will need to state:

Who won the primary objective The score for each of the secondary objectives The Army Points scored by each player

5. Missions Each mission will be made up of 3 parts: primary objective, secondary objective and army points, for a total of 20 battle points. The missions and scoring system are outlined below:

Scoring system: *Primary objective (8 points)* The player that wins the primary objective scores 8 points. If the primary objective is a draw both players score 4 points. Purge the Alien missions allow for more graduated results as detailed in the missions. *Secondary Objective (6 points)* Slay the Warlord and Linebreaker are the two secondary missions in every round. First Blood will not be used. Each is worth 1 Secondary Mission Point. The player with the most Secondary Mission Points wins, and is awarded 4 points, the other player is recieves 2. In the case of a draw, each player receives 3 points. If the winner scored 2 points (so completed both missions), and his opponent scored none, the winner is awarded 6 points and the other player receives 0. *Army Points (6 points)* Calculate the army point difference between the players and consult the table below. The player who scored higher receives a higher number of points, whilst the lower scoring player receives the lower score: AP Difference / Battle Points awarded 1201-1850 / 6-0 701-1200 / 5-1 301-700 / 4-2 0-300 / 3-3

Army Points (the points cost of the units in your army) are awarded for the following: 1. Full points are awarded for any unit completely destroyed, or fleeing at the end of the game.. 2. Half points (rounding up) are given for: -any Independant Character or Monstrous Creature reduced to at or below half their starting number of wounds; -a Squad reduced to at or below half their starting number; -Vehicles that have suffered an Immobilized or Weapon Destroyed result, and/or reduced to below half their starting hull points. Massacre! If you wipe out your opponents entire army (or they have no models on the table at the end of a game turn), you are awarded a 20-0. Calculate and submit Army Points as normal.

Mission: 1 Deployment: Primary Mission: Mission: 2 Deployment: Primary Mission: table,

Dawn of War The Relic

Vanguard Big Guns Never Tire (3 Objectives, 1 placed in the middle of the the other two 18 from the short table edges and 24 from the long table edges)

Mission: 3 Deployment: Primary Mission:

Hammer and Anvil The Scouring (6 Objectives. Each player is given 3 objectives to place, one worth 1 control point, one worth 2 control points, one worth 3 control points. Players take it turns placing these face up in any order they like. The player with the most control points wins)

Mission: 4 Deployment: Primary Mission:

Dawn of War Purge the Alien (each player starts with 4 points. The winner gets +1point for each VP they won by, and the loser suffers -1 point, up to a maximum of +4/-4)

6. Army Rosters: The army roster must include your name, army used, and present each unit separately with a full list of its items/psychic powers/wargear and points costs. Army Rosters should be submitted to dominicon@onthestep.net no later than 11th November 2012. Players will receive 5 bonus points for submitting their list on time. Name Club Primary Army Allied Army Primary Army HQ 1: ... HQ 2: ... Elite 1: ... Troop 1: ... FA 1: ... HS 1: Transport 1: ... Allied Army HQ 1: Elite 1: Troop 1: FA 1: HS 1: ... Transport 1: ... Fortifications:

Sample Army List


Name Club Army Allies HQ 1 Elite 1 Troop 1a Troop 1b Troop 1c Troop 2 FA 1 FA 2 HS 1 HS 1 HS 1 Transport 1 HQ 1 Troop 1 Joe Bloggs Individual Imperial Guard Space Marines: Swaps Combat Tactics for Chapter Tactics (Lysander) Company Command Squad (50): 4 Plasma Guns (60), In transport 1 Marbo (65) Platoon Command Squad (30): 4 Flamers (20) Infantry Squad (50): Autocannon (10) Infantry Squad (50): Autocannon (10) Veteran Squad (70): 3 Meltaguns (30) Vendetta (130) Vendetta (130): Heavy Bolters (10) Leman Russ Battle Tank (150): Heavy Bolters (20), Lascannon(15) Hydra (75) Manticore (160) Chimera (55): Heavy Flamer (0), Carries HQ 1 Lysander (200) 10 Tactical Marines (170): Plasma Gun (10), Lascannon (10), Power Fist (25), in transport 1 Thunderfire Cannon Drop Pod (35): Carries Troop 1 Bastion (75): Icarus Lascannon (35)

110 65 50 60 60 100 130 140 185 75 160 55 200 215

HS 1 Transport 1 Fortification

100 35 110

Total 1850

7. Army Appearance: All models in your army must be fully assembled and if proxies are being used they should be reasonable.. Any conversions should be easily identifiable. Whilst Forgeworld and Imperial Armour units are not permitted, those models may be used to represent other choices from your codex, as long as you make it clear to your opponent what they are representing before the game.

Interference

Only you and your opponent play the battles together. This means that friends and onlookers who finish their games early must not interfere or be involved in the game in any way. Interfering with a battle that is not your own may be considered a yellow card offense and any interference should be reported to a referee.

Equal Number of turns

Both players should have the same number of turns. During the round we will announce how much time is left. In the interest of fair play we strongly suggest that you only start a new turn with only 30 minutes remaining if you are both convinced that you can finish an entire game turn. If you cant agree with your opponent you should call over a referee to make the decision.

Using an illegal army

Using an illegal army will result in your registered score for all rounds played changing to 0 , regardless of the actual outcome of the battles. You will be required to amend your army to fit the tournament requirements before the next round.

Yellow and Red Cards:

Sometimes we may need to penalize a participant for violating the rules or for inappropriate conduct during the Tournament. Committing a yellow card offence minus 5 points to you overall score per offence Committing a red card offence Disqualification

Ultimate Decisions:

The Judges decision on all matters is final (persistent arguments from a player may result in execution by a Commissar).

8. Rankings & Disclosure This tournament will count towards the Irish Rankings on RHQ. The round by round scores and final results may be made available for gaming community Twitter feeds and Forum posts if requested and your participation in the tournament indicates your acceptance of this condition.

9. FAQ 1) Do Necron units embarked on a Nightscythe suffer the hits for passengers as normal when the Nightscythe is destroyed before they are placed in reserve? A) No 2) How do Ruins and Area Terrain Work now? A) Terrain rules should be discussed with your opponent before the game. The rulebook states Ruins work as follows: The base (if the Ruin has one) is Area Terrain and gives a 5+ cover save. If a model is also obscured by the Ruin then they receive 4+ cover, from the Ruin. 3) What if there is not enough room to deploy my fortification on the table? A) Contact one of the judges. Either some terrain will be moved to make room for the fortification, or the fortification will replace one of the existing pieces of terrain. 4) I want to use some of the psychic powers from the rulebook or from Codex:Chaos Space Marines. How does this work? A) The rules for swapping psychic powers for a roll on the psychic disciplines tables are in the main rulebook. You dont have to swap your powers, but if you do want to it must be done at the appropriate stage before the game. Chaos Space Marines must roll on their own tables first (depending on which mark they have, if any), and then on the rulebook tables. You dont have to declare if you plan on using the rulebook powers instead when submitting your army list, you can choose whether to swap or not at the start of each game. Make sure you keep a record of which powers were rolled, and that your opponent knows which powers each psyker has. 5) When can I attack an enemy Gun Emplacement, such as a quad gun or Icarus lascannon? A) If the gun emplacement is currently manned by an enemy (ie: an enemy model is in base contact with it), then you can shoot and assault it. When assaulting, you must also try to assault an enemy squad manning the gun, counting the gun as model in the unit for the purposes of charge moves and pile in moves only. 6) Where can I deploy a Gun Emplacement? A) Gun Emplacements must deployed within 2 of the fortification they were bought with. 7) How do I measure range and line of sight from a Gun Emplacement A) Gun Emplacements will be treated as Artillery for Line of Sight and ranges. These means both the gun and the model firring it must have line of sight to the target. Ranges are measured from the gun barrels.

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