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BARBECUE-HAMMER Tournament RESULTS!


Lord Hanaur

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WHERE

GAME MATRIX

8610 S Tacoma Way, Lakewood, WA 98499

(253) 583-9708

 


 

WHEN:

May 9th, and PRE-REGISTERING IS HIGHLY RECOMMENDED.  To preregister, call in with your name and phone number which will reserve your spot.

 

See the schedule below

 

WHAT:

BIG BBQ 40K TOURNAMENT!!!

 

Chris will be providing the sudz (non alcoholic) and the burgers, the hot dogs and the buns.  Bring your appetite!

 

Note:  The Eldar Codex dropped but it will not have been 30 days by the time of the tournament so in the spirit of fairness, we will be using the previous codex for this particular event.

 

1850 Point Battle Forged Warhammer 40,000 Lists

You may bring Two Detachments of any kind, or up to Three Detachments as long as one of the Detachments is a Combined Arms Detachment.  

No Super Heavies will be allowed for this event.

Keep in mind that Allied Detachments cannot be from the same Faction, as defined on page 126.  All of this is subject to the rules below.

MASSIVE PRIZE SUPPORT WILL BE AVAILABLE FOR THIS TOURNAMENT.  WE ANTICIPATE AROUND $600 IN PRIZES WILL BE AWARDED.Read on for how you can win them

 

WHY:

 

To eat, drink and be merry as we enjoy the coming of summer.  Also to give away BIG chunks of money and tune up for the upcoming bigger tournaments.

 

WHO:

You and every friend you can muster or tell about this event.  Find a friend and bring them. It’s silly not to travel in packs and it's just flat unsafe. Maybe two or three friends.  Or ten. When in doubt remember the golden rule: More is better.

 

There are a few things that are bound to need attention so let me start right off:

 

A. $20 per person. 

 

1. We are not using Stronghold Assault rules, nor Escalation rules for this particular event. We will be using 7th Edition.  

2. No fortifications can be used EXCEPT the following:  Aegis Defense Line (may upgrade with Gun or relay), the Imperial Bastion( may be upgraded to include a gun or Relay) and the Vengeance Weapons Battery (AA option is okay).  

3. You can use any official Codex and/or Codex Supplement that you can provide rules for to your opponent before, during, and after the game. If you do not own the original rules, you cannot use them.

4. Forge World RULES will not be used. Forge World Models can be used as appropriate proxies so long as they require no extensive explanation to your opponent and are more or less the correct dimensions.

5. When “time” is called, if the current round is not complete, you will return to the previous rounds victory condition total to see who won. You must complete the entire rounds events for the round to count. Rounds are over when the judge tells you they are over. If your clock contradicts that of the judge, the judges clock will be the one we use.

6. SLOW PLAYING WILL NEVER BE OKAY. For those unfamiliar with that term, it means that you intentionally slow down the game in order to avoid losing. Certain armies are like thundering hammer blows in the early going, but they take it in the shorts later on. Tau are a good example of an army that can be up by 6 KP’s before they start losing things...but they lose them pretty rapidly later. So if a Tau Empire player was hemming and hawing and generally going slow to avoid the loss, I would have no compunction about issuing a warning or even a Victory Point Penalty or simply exclude you from prize consideration. So, your best bet if time is running down and there may or may not be enough time to finish another round is not to sit around discussing it. Just mark what the current Victory condition totals are and play on. Then if the next round truly cannot be completed in GOOD FAITH, then you return to that previous completed rounds score as your final one. This is to ENCOURAGE people to play, not DISCOURAGE. We're not handing out solid gold statues, so play to have fun.  

7. Bring your main rule book, Codex FAQ, Templates, Dice, objective Markers etc... so others don't have to loan you theirs. Pro tip: letting people borrow them is however good sportsmanship. =)

 

Prizes in General:

We will be raffling prizes. If you win Best Sportsman, you receive two extra entries. If you win Best General, you get Two extra. If you win Best Painted as judged BY THE PLAYERS, not the judges, you get two extra entrys.

 

Prizes will be pooled from the number of players present. Tell EVERYONE, Facebook EVERYONE don’t let up in your recruiting of players for the event.

 

Painting Requirement:

Your army must meet the three color minimum (base color, trim, and weapon painted at least).  We will not judge paint with a rubric, as it will be player voted.

 

Each player will inspect the armies during our lunch break and name their favorite. Most votes wins. Tie goes to the person with the least number of wins. Makes it worth painting no matter whether you win or lose, don’t you think?

 

Other Stuff:

Make your life easy: bring a display board. So much easier to move armies about and display them and people like them. A plank or even a McDonald Tray is better than loading and unloading from a bag. Just a suggestion, not a requirement.

 

QUESTIONS:

 

We ALL forget rules! There are a LOT of codex’s with many rules interactions and then there are FAQ’s that create another layer of possible discussion. In addition, the parallax effect can make us see things differently from one another on blasts or Template weapons and so on. Talk about it for a minute, look it up (The index works great) and if you cannot agree (and it happens), dice it off so you don’t get into a slow play situation. But if you feel like it is imperative to the outcome of the game, or maybe neither one of you feels sure ENOUGH to make a call on it either way, then call for a judge. Rulings are final until the tourney is over and will be the best attempt at correctitude we can make at the time. Sadly, we’re wrong sometimes. But if a decision HAS to be made by a third party, we’ll make it. Better that you ask before the tourney (see the schedule?) or you and your opponent settle it to continue having fun.

 

Schedule:

 

11:00 Registration. Pay up folks.

11:15 Announcements and repeating one self for those who didn’t bother to read this. Go over oddball FAQ questions, preferably with a focus on being cool to one another. Occam s Razor is the rule.

11:30 to 1:30 Round 1

1:30 Set your army up for inspection and voting. You never know!

1:45 Voting on Paint.

2:00 to 2:30 Lunch

2:30 Matchups announced, shuffling of armies

2:45 to 4:45: Round 2!

4:45 Matchups announced, shuffling of Armies begins, FOOD BREAK

5:30 to 8:00 SPEED ROUND 3, Cause Champions go fast.

8:15 Prizes announced and Forum fills with joyous “what a great time I had” accolades,

8:30 After tourney Gaming to include...well any game you want. Cause it’s your time. Flames of War, War Machine, Warhammer...you name it, they have it at the Game Matrix.

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  • 2 weeks later...

It will be a normal tournament using the rules I outlined.  there wasn't enough response to change it to a Highlander tournament so we are going in hot.

 

Bring a bib and if anyone wants to bring something to throw o nthe barbecue, bring it and we'll do it.  Ears of corn or whatever you wanna bring.

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So if any new codexes are released before this one say such as eldar. Will that new codex be used in this tournament or will it be the current one because I'm assuming a week isn't quite long enough to get alot of practice in with the new dex

We allow codex's that are more than 30 days old, generally.

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  • 2 weeks later...
Keep in mind that we are using the old Eldar Codex for this tournament since the new one dropped within 30 days of the tournament.  Just want to make that clear.

 

Also, I added a notation about Gargantuan Creatures to the rules, even though it probably didnt need to be said, because I just realized people might think they are using the new Codex.  They arent.  We will use the old codex for this tournament.

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  • 2 weeks later...

Modified ITC Scenario 3

 

1. Step 1. Define terrain with your opponent.

 

2. Step 2. Roll for Psychic Powers/Gifts/etc.

 

3. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT

 

4. Step 4. Place Fortifications per tournament guidelines.

 

5. Step 5. Place Objectives using normal objective placement rules as modified below.

 

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

 

6. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table.

 

7. Step 7. Roll for Night Fighting.

 

8. Step 8. 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: 4 Mission Points if achieved, 0 pts if lost or tied.

 

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. 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 the secondary 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

 

Turn 1 Maelstrom Objectives:______/______

 

Turn 2 Maelstrom Objectives: ______/______

 

Turn 3 Maelstrom Objectives: ______/______

 

Turn 4 Maelstrom Objectives: ______/______

 

Turn 5 Maelstrom Objectives: ______/______

 

Turn 6 Maelstrom Objectives: ______/______

 

Turn 7 Maelstrom Objectives:______/_______

 

Bonus Points: 1 Mission Point each: First Strike, Table Quarters, Slay the Warlord.

 

My Name__________________________________My Mission Points Out of 11 Total Points:_______

 

Dawn of War: 4pts      Maelstrom: 4pts     Bonus Points (0-3pts)____

 

 

 

Modified ITC Scenario 4

 

1. Step 1. Define terrain with your opponent.

 

2. Step 2. Roll for Psychic Powers/Gifts/etc.

 

3. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT

 

4. Step 4. Place Fortifications per tournament guidelines.

 

5. Step 5. 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.

 

6. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124.

 

7. Step 7. Roll for Night Fighting.

 

8. Step 8. 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: 4 Mission Points if achieved, 0 pts if lost or tied.

 

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. 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 Either Objective 1

 

2. Hold Either Objective 2

 

3. Hold Either Objective 3

 

4. Destroy an enemy unit.

 

5. Destroy an enemy unit.

 

6. Destroy an enemy unit.

 

Turn 1 Maelstrom Objectives:______/______

 

Turn 2 Maelstrom Objectives: ______/______

 

Turn 3 Maelstrom Objectives: ______/______

 

Turn 4 Maelstrom Objectives: ______/______

 

Turn 5 Maelstrom Objectives: ______/______

 

Turn 6 Maelstrom Objectives: ______/______

 

Turn 7 Maelstrom Objectives:______/_______

 

Bonus Points: 1 Mission Point each: Big Game Hunter, Linebreaker, Slay the Warlord

 

My Name__________________________________My Mission Points Out of 11 Total Points:_______

 

 

Modified BAO Scenario 5

 

1. Step 1. Define terrain with your opponent.

 

2. Step 2. Roll for Psychic Powers/Gifts/etc.

 

3. Step 3. Roll for deployment zones. VANGAURD STRIKE DEPLOYMENT

 

4. Step 4. Place Fortifications per tournament guidelines.

 

5. Step 5. 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.

 

6. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124.

 

7. Step 7. Roll for Night Fighting.

 

8. Step 8. 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: 4 Mission Points if achieved, 0 pts if lost or tied.

 

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. 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 Objective 1 in the enemy deployment zone.

 

2. Hold Objective 2 in the enemy deployment zone.

 

3. Hold Objective 1 in your deployment zone.

 

4. Hold Objective 2 in your deployment zone.

 

5. Destroy an enemy unit.

 

6. Destroy an enemy unit.

 

Turn 1 Maelstrom Objectives:______/______

 

Turn 2 Maelstrom Objectives: ______/______

 

Turn 3 Maelstrom Objectives: ______/______

 

Turn 4 Maelstrom Objectives: ______/______

 

Turn 5 Maelstrom Objectives: ______/______

 

Turn 6 Maelstrom Objectives: ______/______

 

Turn 7 Maelstrom Objectives:______/_______

 

Bonus Points: 1 Mission Point each: King of the Hill, Linebreaker, Slay the Warlord.

 

My Name__________________________________My Mission Points Out of 11 Total Points:_______

 

Primary Mission:  4pt   0pt

 

Secondary Mission: 4pt  0pt

 

Bonus Points (0-3pt):____

 

Big Game Hunter: At the end of the game, of all destroyed units, the player that destroyed the unit worth the most points wins this point.
Note: Independent Characters count as their own unit, regardless of whether they are in another unit or not.
Note: Combat Squads of Marines count as a two units, each worth half the total cost of the unit.

 

King of the Hill: The player with the most points worth of units at least partially within 6″ of the center point of the table wins this point.
Note: a unit under half of it’s starting value, a monstrous creature below half it’s starting wounds, a vehicle below half its starting Hull Points value, all count for half points, rounding up.
Note: this is the old Victory Points system, you count the points you paid for a unit, not Kill Points.

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