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seapheonix

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  1. Hello all, I'm going to be running the warhammer 40k tournament again this year at PAX. I'l have tournament information and such up here as well as answer any questions that come up on dakka, and elsewhere. 
     
    I'm still hammering out details as I go, and looking forward to reports from upcoming events, such as BAO. Following will be at least the rough who, what, when, and where for everyone to start planning. 
     
    Who: Two parts to this actually. 
    For the team tournament, you and a friend each get 1000 points of army together. Think up a cool team name, and bring all associated army rules for the game. There will be no ally restrictions, so if you've always wanted to bring that Tyranid/Tau duo force to take on that ultramarine/daemon army. (Following the proscribed BAO combined arms detachments rules, allowing same codex formations, but not additional allies.) After all, you already have an ally. 
    Singles tournament: Just bring you, all associated army rules, and your 1500 points of  army. 
     
    What: The prize you ask? Winner of the single tournament will get a golden ticket for a TSHFT tournament, Doubles tournament winner will each get a model case from mantis models, (see link below). Cost is simply the ticket you purchased for PAX in the first place. 
     
    When: 
    Singles tournament will be Friday August 29th, also starting as close to 10:30 as possible. 
    Doubles tournament will be Saturday August 30th starting as close to 10:30 as possible. 
     
    Where: Downtown seattle near the convention center. Last year we were located at the Hyatt olive 8. Once I have the official location and such, it shall be posted here. 
     
    Why: Well, because it is fun. 
     
    mantis models.
     
    Current rough guidelines for army construction and mission play will be modeled after the BAO. Information to be found here: 
     
    Tournament packet

    PAX TOURNEY 40K

     

     

    Welcome to your PAX tournament packet. We will get right down to it and begin with how you win.

     

    There are a possible 60 battle points through winning and losing games. However you can exceed this with tertiary points.

     

    We will be using  primary, secondary, and tertiary objectives.

    Primary: Accomplish this and you win the match

    Win = 14 BP, Draw = 9 BP, Loss = 6 BP

    Secondary: Even losing the primary, with this and the secondary you can almost equal your opponent.

    Win = 6 BP, Draw = 3 BP, Loss = 0 BP

    Tertiary: A loss, secondary, and tertiary points can allow you to equal your opponent.

    0 ~ 2 BP

    Table set up:

    Your table will be set up before you arrive at it, if terrain has been jumbled around by previous users, or you feel the set up is inadequate. Ask a moderator and we will be happy to shuffle terrain.

     

    Fortifications:

    Place fortifications at least 1" from any other terrain. If you cannot achieve this, remove the offending piece of terrain.

     

    Mysterious objectives/forests/archeotype artifacts:

    There will be no randomly generated mysterious objectives or terrain pieces for this tournament.

     

    Army composition

     

     

    1500 point limit

    2 detachments, total 1 of which must be a combined arms detachment, or faction specific detachment.

    Warlord: Your warlord may be chosen from any of your detachments.

    1 CAD/Faction detachment:

    CAD and ally rules will follow the BAO design.

    http://www.frontlinegaming.org/community/bay-area-open-2014/bao-tournament-format/

    1500 point tournament

     

    Name_________________________                         Army________________________

     

     

    Round one:

    Opponents Name ­­­­_____________________________

    Step 1. Roll for Psychic Powers/Gifts/etc.

    Step 2. Roll for deployment zones. VANGUARD STRIKE DEPLOYMENT

    Step 3. Place Fortifications.

    Step 4. Place Objectives using normal objective placement rules as modified below.

                a. A Maelstrom Objective is placed in the center of the table, numbered 1.

                b. Each player places 1 Maelstrom Objective in their opponent's deployment zone, these should be numbered 2 and 3.

    Step 5. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

    Step 6. Roll for Night Fighting.

    Step 7. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

     

    Primary Mission: Purge the Alien:   Win: 14     Draw: 9     Loss: 6

     

    Secondary Mission: Modified Maelstrom:  Win: 6     Draw: 3     Loss: 0  

    At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved. The player with the most points at the end of the game wins this mission.

     

    1. Hold Objective 1

    2. Hold Objective 2

    3. Hold Objective 3

    4. Have more scoring units at least partially within no man's land than your opponent.

    5. Have a scoring unit at least partially within 12" of opponent's deployment edge.

    6. Have 3 of your own and no enemy scoring units at least partially within 12" of your deployment edge.

     

    Secondary mission:

    Turn 1 objectives  _____/_____                       Turn 2 objectives _____/_____

     

    Turn 3 objectives  _____/_____                       Turn 4 objectives _____/_____

     

    Turn 5 objectives  _____/_____                       Turn 6 objectives _____/_____

     

    Turn 7 objectives  _____/_____

    Round two:

    Opponents Name ­­­­_____________________________

     

    Step 1. Roll for Psychic Powers/Gifts/etc.

    Step 2. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT.

    Step 3. Place Fortifications.

    Step 4. Place Objectives using normal objective placement rules as modified below.

     

    a. Each player places Maelstrom Objective number 1 in their own deployment zone, and their Maelstrom

                Objective number 2 in their opponent's deployment zone.

    b. These objectives are also the Big Guns Never Tire Objectives.

    Step 5. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

    Step 6. Roll for Night Fighting.

    Step 7. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

     

    Primary Mission: Big Guns Never Tire: Win: 14     Draw: 9     Loss: 6

     

    Secondary Mission: Modified Maelstrom:  Win: 6     Draw: 3     Loss: 0  

     

    At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.

     

    1. Hold Your Objective 1

    2. Hold Your Objective 2

    3. Hold Your Opponent's Objective 1

    4. Hold Your Opponent's Objective 2

    5. Destroy an enemy unit.

    6. Destroy an enemy unit.

     

    Secondary missions:

    Turn 1 objectives _____/____                          Turn 2 objectives _____/_____

     

    Turn 3 objectives _____/_____                                    Turn 4 objectives _____/_____

     

    Turn 5 objectives _____/_____                                    Turn 6 objectives _____/_____

     

    Turn 7 objectives _____/_____

    Round three:

    Opponents name __________________________

     

    Step 1. Roll for Psychic Powers/Gifts/etc.

    Step 2. Roll for deployment zones. DAWN OF WAR DEPLOYMENT

    Step 3. Place Fortifications.

    Step 4. Place Objectives using normal objective placement rules as modified below.

     

    a. Each player places their Maelstrom Objective number 1 in their own deployment zone, and their number 2 Maelstrom Objective more than 18" away from their own back deployment edge.

     

    b. These objectives are also the Crusade Objectives.

     

    Step 5. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

    Step 6. Roll for Night Fighting.

    Step 7. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

     

    Primary Mission Crusade:   Win: 14     Draw: 9     Loss: 6

     

    Secondary Mission: Modified Maelstrom:  Win: 6     Draw: 3     Loss: 0  

    At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved. The player with the most points at the end of the game wins this mission.

     

    1. Hold Either Objective 1

    2. Hold Either Objective 2

    3. Destroy an enemy unit.

    4. Destroy an enemy unit.

    5. Have a scoring unit at least partially within the enemy deployment zone.

    6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.

     

    Secondary missions:

    Turn 1 objectives _____/____                          Turn 2 objectives _____/_____

     

    Turn 3 objectives _____/_____                                    Turn 4 objectives _____/_____

     

    Turn 5 objectives _____/_____                                    Turn 6 objectives _____/_____

     

    Turn 7 objectives _____/_____

    2000 doubles tournament

     

    Name_________________________                         Army________________________

    Name_________________________                         Army________________________

     

    Round one:

    Opponents Names ­­­­_____________________________________________________

     

    Step 1. Roll for Psychic Powers/Gifts/etc.

    Step 2. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT

    Step 3. Place Fortifications

    Step 4. Place Objectives using normal objective placement rules as modified below.

    Step 5. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

    Step 6. Roll for Night Fighting.

    Step 7. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

     

    Primary Mission The Relic:   Win: 14     Draw: 9     Loss: 6

     

    Secondary Mission: Modified Maelstrom:  Win: 6     Draw: 3     Loss: 0  

    At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved. The player with the most points at the end of the game wins this mission.

     

    1. Hold Maelstrom Objective 1

    2. Hold Maelstrom Objective 2

    3. Destroy an enemy unit.

    4. Destroy an enemy unit.

    5. Have a scoring unit at least partially within the enemy deployment zone.

    6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your deployment zone.

                a. The Relic is placed as normal.

                b. Each player places 1 Maelstrom Objective in their own deployment zone, these are numbered 1 and 2.

    Secondary missions:

    Turn 1 objectives _____/____                          Turn 2 objectives _____/_____

     

    Turn 3 objectives _____/_____                                    Turn 4 objectives _____/_____

     

    Turn 5 objectives _____/_____                                    Turn 6 objectives _____/_____

     

    Turn 7 objectives _____/_____

    Round two:

    Opponents names __________________________________________________

     

    Step 1. Roll for Psychic Powers/Gifts/etc.

    Step 2. Roll for deployment zones. DAWN OF WAR DEPLOYMENT

    Step 3. Place Fortifications.

    Step 4. Place Objectives using normal objective placement rules as modified below.

                a. A Maelstrom Objective is placed in the center of the table, numbered 1.

                b. Each player places 1 Maelstrom Objective in their opponent's deployment zone, these should be numbered 2 and 3.

    Step 5. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

    Step 6. Roll for Night Fighting.

    Step 7. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

     

    Primary Mission: Purge the Alien:   Win: 14     Draw: 9     Loss: 6

     

    Secondary Mission: Modified Maelstrom:  Win: 6     Draw: 3     Loss: 0  

    At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved. The player with the most points at the end of the game wins this mission.

     

    1. Hold Objective 1

    2. Hold Objective 2

    3. Hold Objective 3

    4. Have more scoring units at least partially within no man's land than your opponent.

    5. Have a scoring unit at least partially within 12" of opponent's deployment edge.

    6. Have 3 of your own and no enemy scoring units at least partially within 12" of your deployment edge.

     

    Secondary mission:

    Turn 1 objectives  _____/_____                       Turn 2 objectives _____/_____

     

    Turn 3 objectives  _____/_____                       Turn 4 objectives _____/_____

     

    Turn 5 objectives  _____/_____                       Turn 6 objectives _____/_____

     

    Turn 7 objectives  _____/_____

     

     

     

     

    Round three:

    Opponents names ________________________________________________

     

    Step 1. Roll for Psychic Powers/Gifts/etc.

    Step 2. Roll for deployment zones. VANGUARD STRIKE DEPLOYMENT

    Step 3. Place Fortifications.

    Step 4. Place Objectives using normal objective placement rules as modified below.

     

    a. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30" from their own deployment table edge and number 3 in their opponent's deployment zone.

     

    b. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively.

     

    Step 5. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

    Step 6. Roll for Night Fighting.

    Step 7. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

     

    Primary Mission: The Scouring: Win: 14     Draw: 9     Loss: 6

     

    Secondary Mission: Modified Maelstrom:  Win: 6     Draw: 3     Loss: 0  

    At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved. The player with the most points at the end of the game wins this mission.

    .

    1. Hold Either Objective 1

    2. Hold Either Objective 2

    3. Hold Either Objective 3

    4. Destroy an enemy unit.

    5. Destroy an enemy unit.

    6. Kill an enemy character.

     

    Secondary mission:

    Turn 1 objectives  _____/_____                       Turn 2 objectives _____/_____

     

    Turn 3 objectives  _____/_____                       Turn 4 objectives _____/_____

     

    Turn 5 objectives  _____/_____                       Turn 6 objectives _____/_____

     

    Turn 7 objectives  _____/_____

    • Like 3
  2. Another update for all of those who may be lurking and still considering coming to the tournament. This is the last chance to win an invitation for the TSHFT invitational this season. Invitational will be the weekend May 31/June 1st. 

     

    Prizes now have increased just a touch. The grand prize for this is the last super golden ticket... a totally free entry to the TSHFT invitational. Second prize will be the new version of the golden ticket...Half the price off at the TSHFT invitational. 

    The balance of the entry fee will be divided up into prizes in the form of gift cards for card kingdom. 

     

    Also, I have secured a private room for our lunch on Sunday, and I'm crossing my fingers that I'll have it for Saturday as well. This will be an express route for ordering food and beverages. In the tourney room Non-alcoholic beverages and to go food are allowed, but not so much on the delicious beer. 

     

    I look forward to seeing you all there. 

    • Like 1
  3. Tournament is next weekend! Very excited for everyone to come out. There are still a half a dozen spots available. 

    Most important details I need when you private message me is:

    Your name, (so I can enter it in my excell program ahead of time and have the first round paired when you get there.)

    A rough draft of your list: Doesn't need to be the finished copy for the tourney, I'm just looking to have a rough idea of what you are bringing to save me some time in keeping my notes, also so I can look up the rules to various titans, ork tanks, c'tan or whatever is being brought so I'm confident in my rulings. 

     

    Minor reminders:

    Please bring enough copies of your list for everyone you are playing. I'll have a pad of paper for those who forget so you can write them out long hand. 

    Please bring any attendant updated rules for your models, the translation from structure points to hull points is not always linear, make sure you have the current ones. 

    I will have a set of template and apocalyptic templates on hand if you do not own any. 

    I will do my best to have a copy of every current rule set for you to check against to be assured of current status. 

    Card kingdom opens at 10am, both days, we will be in the mini's area and to the tourney room. 

     

    Cheers, and I look forward to seeing you all. 

     

  4. Correct, Forge world army lists will be allowed for this tournament. I'm trying to give all the options out there some play. 

    I've been play testing against the feared revenant titan and will be posting battle reports as time allows for people to get an idea of escalation and strong holds effect on the game. 

    As we close in on the end of this week, I would greatly appreciate it if people would send along a copy of their planned army lists. Doesn't need to be hard and fast, little tweaks are totally fine as you focus in for the tourney. It just helps me get a little bit ahead of the game on saturday so that everyone can walk in, set down their armies and start rolling dice. 

    For those in the local area, I work directly across the water from card kingdom and would be happy on any given day to meet up after work and get a practice game in for the tourney. I can bring nids, eldar including super heavies and any proxy army you would like a chance to play against, just hit me up.

     

    Copying a post from another forum. 

  5. Thought I had put that in my first post. Doh. Must have been one of my drafts.

     

    Card kingdom opens at ten am. I'm going to have everything set up by then, so hopefully everyone will arrive, grab their packets and be sitting down to play. Games will be about three hours long with a lunch break after the first game. Likely wrapping up around eight day one, budgets in time for running late. Around five on Sunday day two.

     

    If there is anything I can do to help travelers out, let me know.

  6. I had not seen that about the size of the generator. I think that just about matches what I was looking for. About 5 1/2" a side and 2 1/2" to 3" inches tall. 

     

    I haven't seen anything previous to this that allows buildings to gain invulnerable or cover saves from a psychic power or ability. In fact in the TSHFT FAQ it is specifically spelled out that power fields and such do not have any effect on buildings. I will be following the TSHFT FAQ for everything that does not extend into the bounds of stronghold and escalation where there is no data. 

     

    As to super heavy walkers and gargantuan creatures. It states in the escalation book that they both have move through cover. 

     

    Fire points question

    I'm going to have another search through all the FAQs on the GW site, and in the stronghold book, but I believe they said much like psychic powers or overwatch, they will work from the fire point of a building or vehicle. 

     

    I would suggest to everyone that you take a look at escalation, stronghold assault and the current FAQs for both TSHFT and GW, to get as much of a heads up on what might be ahead of you. 

     

    TSHFT FAQ for convenience. http://bloghammer.net/wp-content/uploads/2013/09/FAQ.pdf

  7. Thanks for the responses and the questions guys. 

     

    What, exactly, is meant by these two? I'm presuming you don't just mean "any codex written by someone on the internet," since that means everyone has ten million T10 W10 2++ rerollable models with Turbo-Lasers on them. Formations, to my knowledge, only exist in Apocalypse- are you referring to stuff like the Tau Support Cadre and the like?

     

    I would argue against the decision to blanket-allow everything, but obviously this is something you've given thought to already, so I doubt I'll shift your mind. I suppose we'll get to see just what the game looks like with all this stuff included.

     

    Edit: it would be a good idea to issue some rulings with regards to Void Shields, since they are a bit confusing. Namely:

     

    -With Projected Void Shields, if you place a blast so that it hits five models inside the Shield, does that cause five hits on the Shield or one?

     

    -Can you take cover or invulnerable saves for a Void Shield? Does it matter whether these saves come from terrain, wargear, abilities or psychic powers?

     

    -Does Tank Hunter function against a non-vehicle unit benefiting from a Projected Void Shield?

     

    Internet codices, was supposed to be downloadable codices. Like the Inquisitor codex, there was a tournament or two I saw that was limiting that. 

    Formations: Yes as in fire support cadre or the space marine flyer trio. 

    I've had a good mixed bag of support and consternation over allowing everything, but I thought I would give it a whirl for the above stated reasons. I'll admit I'm interested in seeing what comes of it. 

     

    As to the void shields, I appreciate you bringing it up. First for a question not asked. 

    Size of the void shield generator: Since there is no official model for them, I would like people to target the size of the lower level of the bastion. First floor section. For those with non-imperial armies, if you want to create a nice centerpiece model out of a void shield generator, simply stick to the same basic area of table occupied, and it will be accepted. 

     

    I would consider the projected field to be similar to a very large building. So all of my thoughts and rulings are stemming from that. 

     

    Projected field vs blasts: Whatever shell or impact hitting the field would be striking a single blow. The blast contacting the wall itself, similar I imagine to a unit inside a bastion. Even though the blast covers those within the bastion, you still have to make it through the walls.. If there are models outside of the void shield, they do not receive this protection, and it would be those number of hits, plus the one for striking the shield. 

     

    Invul saves and cover saves for the shield: Once again, you cannot give a building cover or an invulnerable save, therefore no cover for what is already a protective shell. 

     

    Tank hunters versus Projected field: Continuing to see the shield as a very large building, buildings are treated similar to transports and thus are effected by tank hunters. I imagine that a unit that is good at finding the weak points in tanks, or buildings, they would also excel at the proper way to attack a power field. 

     

    Are forgeworld lords of war not in the escalation book allowed: Units in the updated imperial armor 2013, or escalation will be allowed. You must provide your opponent with a copy of those rules and any weapon rules before hand. 

  8. Alright. Ruling on escalation and stronghold. I wrestled with this a bit over the weekend, trying to imagine D weapons in the games I was playing and at the same time get opinions from opponents. I found that most players felt confident in their lists ability to handle a single super heavy. Some with the exception of the eldar revenant Titan. My first thought was to exclude the revenant and the av 15 buildings, but I don't really agree with selective banning. So I considered changing the stats of D weapons, but then would you have to adjust the points? Would that still create the strong counter to 2++ re-roll? Having just felt the frustration of playing daemon flying circus I had a very recent impression of the frustration of being able to do nothing. My next thought was to limit the points allowed for lords of war, but again I felt I was selectively counting points to limit specific units. In a different post I have argued that D weapons and he new supplements simply changes the meta once more, and possibly to the better.

     

    It feels like quite a decision with no data from another tournament allowing everything as fair play, but I hope to find success in showing that while strong, perhaps the sky will not fall after all.

     

    Escation, stronghold assault, Internet codices, data fax sheets, formations, and the unique characters will all be allowed. So bring out your thunder hawk gunships, your macro cannons, and your cyphers with tau fire cadre support teams. Lets have a great tournament.

     

    Understanding again that the grand prize of tshft invitational will not include any of these experimental allowances. Also inclusion of adjusted points scores in the tshft rankings will wait to see if they are terribly unbalanced.

  9. That is currently what I am leaning towards, but I will continue to listen to the people

     

    Yes the tournament is open to everyone. Being a TSHFT event you are recorded in the system so you can work your way through the ranks and of course the winner will get a ticket to the invitational which is usually a fifteen hundred point tournament. If you would like a spot just let me know.

  10. Some considerations for those who are interested in attending. I've been discussing with Zen about the potential of using this as an experimental tournament to include both escalation and stronghold assault, as well as the dataslates and formations recently released. I would be interested in what you guys would have to say. In general with TSHFT I have not seen abuse of super lists, those who generally win have been good generals more then list builders with unfair advantages. 

    If the consensus is to include the expansions in the tournament, the points adjustments to rankings would be held out until the conclusion of the tournament to see if there was an unfair advantage gained or throwing off of the balance. Also winner of the tournament would understand that the TSHFT invitational ticket would be for a tournament that still does not include the expansions and formations etc... If it is discovered that there is no overwhelming effect, points would be added in and rankings updated for those who have played in TSHFT before. I look forward to hearing what the opinion is out there. 

    Thanks all, 

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