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AUGUST 15 40K TOURNAMENT TACOMA WA


Lord Hanaur

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WHERE:
Terracrux Games

760 Commerce Street

Tacoma, WA 98402
CALL (253) 203-1647 to PRE-REGISTER

WHEN:
AUGUST 15, 2015

 

See the schedule Below

WHAT:
1850 Point Battle Forged Warhammer 40,000 Lists
You may bring a Battle Forged army with Two Detachments of any kind, or up to Three Detachments as long as one of the Detachments is a Combined Arms Detachment. Keep in mind that Allied Detachments cannot be from the same Faction, as defined on page 126. All units must be clearly marked on your army list under the Detachment they belong to and you must give a copy of your list to your opponent.

All of this is subject to the rules below.

PRIZE SUPPORT WILL BE AVAILABLE FOR THIS TOURNAMENT. Read on for how you can win them

WHY:

To give away BIG chunks of prizes 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. More is better.

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

A. $15 per person if you pre-regsiter, $20 at the door.

1. We are not using Stronghold Assault rules, nor Escalation rules for this particular event except as follows. 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 allowed).

1A:  You can bring 0-1 Super Heavy/Gargantuan models

2. You can utilize any official Codex and/or Codex Supplement that you can provide rules for to your opponent before, during, and after the game, subject to those restrictions detailed here. If you do not own the rules, you cannot use them.

3. 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.

4. 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.

5. 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.

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 entry's.

Prizes will be pooled from the number of players present. If you tell EVERYONE, Facebook EVERYONE, then we should have more fun..

6. Bring 5 copies of your army list, 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. =)

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 favourite. 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:

10:00 Registration. Pay up folks.

10:15 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.

10:30 to 1:00  Round 1

1:00 Set your army up for inspection and voting. You never know!

1:15-1:30 Voting on Paint.

1:30 2:30 Lunch

2:30 Matchups announced, shuffling of armies

2:45 to 5:15: Round 2!

5:30 Matchups announced, shuffling of Armies begins

5:45 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 TerraCrux Games!

Missions
BAO Scenario 1
Step 1. Adjust and define terrain with your opponent. There should be a roughly symmetrical distribution of terrain on the table.
Step 2. Roll for Psychic Powers/Gifts/etc.
Step 3. Roll for deployment zones. DAWN OF WAR DEPLOYMENT
Step 4. Place Fortifications. No Fortification may be placed closer than 4″ to any table edge or another piece of terrain. Adjust terrain to fit any large Fortifications or remove the terrain piece if it becomes impossible to place the Fortification. Please note that the Aegis is an exception to the above rule and may be placed closer than 4″ to a table edge or another piece of terrain.
Step 5. Place Objectives using normal objective placement rules as modified below.
Each player places 1 Emperor's Will objective in their own deployment zone.
Each player places 1 Maelstrom objective more than 18" away from their own deployment edge, these should be numbered 1 and 2.
Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table.
Step 7. Roll for Night Fighting.
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: Modified Emperor's Will: 4 Mission Points if achieved, 0 pts if lost or tied.
Secondary Mission: Modified Maelstrom: 3 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 Maelstrom Objective 1
2. Hold Maelstrom Objective 2
3. Have a scoring unit at least partially within the enemy deployment zone.
4. Destroy an Enemy Unit
5. Destroy an Enemy Unit
6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.
Bonus Points: 1 Mission Point each: First Blood, Linebreaker, Slay the Warlord.

BAO Scenario 2
Step 1. Adjust and define terrain with your opponent. There should be a roughly symmetrical distribution of terrain on the table.
Step 2. Roll for Psychic Powers/Gifts/etc.
Step 3. Roll for deployment zones. VANGUARD STRIKE DEPLOYMENT
Step 4. Place Fortifications. No Fortification may be placed closer than 4″ to any table edge or another piece of terrain. Adjust terrain to fit any large Fortifications or remove the terrain piece if it becomes impossible to place the Fortification. Please note that the Aegis is an exception to the above rule and may be placed closer than 4″ to a table edge or another piece of terrain.
Step 5. Place Objectives using normal objective placement rules as modified below.
A Maelstrom Objective is placed in the center of the table, numbered 1.
Each player places 1 Maelstrom Objective in their opponent's deployment zone, these should be numbered 2 and 3.
Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table.
Step 7. Roll for Night Fighting.
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: Purge the Alien: 4 Mission Points if achieved, 0 pts if lost or tied.
Secondary Mission: Modified Maelstrom: 3 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. 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 further than 12" from your deployment table edge 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.

Bonus Points: 1 Mission Point each: First Blood, Linebreaker, Slay the Warlord.

BAO Scenario 6
Step 1. Adjust and define terrain with your opponent. There should be a roughly symmetrical distribution of terrain on the table.
Step 2. Roll for Psychic Powers/Gifts/etc.
Step 3. Roll for deployment zones. DAWN OF WAR DEPLOYMENT
Step 4. Place Fortifications. No Fortification may be placed closer than 4″ to any table edge or another piece of terrain. Adjust terrain to fit any large Fortifications or remove the terrain piece if it becomes impossible to place the Fortification. Please note that the Aegis is an exception to the above rule and may be placed closer than 4″ to a table edge or another piece of terrain.
Step 5. Place Objectives using normal objective placement rules as modified below.
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.
These objectives are also the Crusade Objectives.
Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table.
Step 7. Roll for Night Fighting.
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: Crusade: 4 Mission Points if achieved, 0 pts if lost or tied.
Secondary Mission: Modified Maelstrom: 3 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. 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.
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 Blood, Linebreaker, Slay the Warlord.

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You can take 2 Detachments, or a third Detchachment if any one of them is a CAD.  So for example, two Demi-Companies is fine, but a third would not be.  If you take a third Detachment, the third must be a CAD.

 

The Detachments INSIDE still count as detachments.  So for Example, a full on Battle Company made of two Demi-Companies is really Two Detachments.

 

As for ITC points, I am in contact with Reece about it.  It will probably be worth points.  Can't say that it is at this time.  But we are using their mission and scoring their way which is what they require.

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You can take 2 Detachments, or a third Detchachment if any one of them is a CAD.  So for example, two Demi-Companies is fine, but a third would not be.  If you take a third Detachment, the third must be a CAD.

 

As per the ITC Format, the Detachments INSIDE still count as detachments.  So for Example, a full on Battle Company made of two Demi-Companies is really Two Detachments.

 

As for ITC points, I am in contact with Reece about it.  It will probably be worth points.  Can't say that it is at this time.  But we are using their mission and scoring their way which is what they require.

 

But Running 2 Demi Companies in a Gladius without an Auxiliary is Illegal. So really you want peoplle to run 2 Demi Companies seperately so they dont get free Transport?

 

Edit: To add, the Battle Company per ITC is only 1 Detachment btw.

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As an academic exercize I've looked over the format and do not see anything that says the Battle Company (which is two Battle Demi-Company Formations for those who don't already know) is being counted as one Detachment.  In fact a battle company is just a distinction within the Gladius Strike Force that unlocks the Company Support rule when two are present but they are in every way still two Detachments.  As far as I can tell it only allows you to break the rule on duplicating Detachments within a "Decurion like" Formation.

 

We have had this CAD rule in our tournaments before the Gladius Strike Force came along, It is just happenstance that this affects the Gladius Strike Force now that it's out.

 

Having said that, The Gladius Strikeforce can still be played.  It just won't be able to utilize the powerful Company Support option.

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  • 1,850pts

Battle Forged armies, only. No Unbound lists.

An army may be built using up to three Detachments.

An army may not have a duplicate of any Detachment.

  • Note: This includes “Decurion Style” Detachments which are comprised of multiple datasheets and Formations. They may not take duplicate Formations within the Detachment, although they make take duplicate Data Slate units within the Detachment if permitted to do so.

Note: The Exception to this is the Space marine Battle Company which is comprised of two Demi-Company Formations within a Gladius Strike Force.

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Yes, I have read it.  But the key sentence is this:  An army may not have a duplicate of any Detachment.

It is telling you that you cannot have multiples of the same detachment EVEN in ...  X, Y and Z cases.  The Excepton sentence appears to apply to the fact that in a Decurion you couldn't have two Destroyer Cults, but in a Gladius you COULD have two of the Demi-Company.

 

A Gladius is still two or more Detachments by definition.

 

But to simplify, since we are kind of getting off the beaten path here:  You are free to play the Gladius Strike Force.  We consider each Detachment you use as a detachment, even if THEY form another detachment.  So in this particular case (and i will not speak for any other tournament) that is how you should plan.

 

 

Good luck.

 

  • Please note, these guidelines are free to be used, or altered by individual Tournament Organizers to reflect the desires of their event attendees
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Hanaur you can dictate whatever you want for your event but its confusing to claim to follow ITC army format and then use the rule that TO are allowed to use whatever you want when you arent.

 

By your ruling I cant use the Gladius Strike Force Full Battlecompany as the Strike Force requires you take a core and auxiliry minimum so by your ruling of Demi Companies of each taking 1 of your Hanaur's Definition of Detachment than your Gladius is illegal.

 

i am just trying to understand. i was considering taking a War Convocation but now I guess I cant!

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To be fair, I clearly show that we are not using ITC's exact format in the original post, and so there should be no confusion created, but if any was created I hope I've answered it.

 

Hopefully peoples collections are large enough to allow for more fun combinations. Most here are.  I acknowledge that there will never be a one size fits all answer that pleases everyone 100% of the time.  How can there be?  My suggestion as always is to come, enjoy yourself, and be a part of THE first 40K tournament they have ever had.  It should be fun. :smile:

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Ok what I'm trying to understand though is you said no escalation rules and then it says 1 super heavy or gargantuan creature and then it says no forgeworld and since most super heavies come from forgeworld you're saying no super heavies in general besides knights?

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I'm not trying to undermine and argue about the ruling I'm just trying to look on it with a clear understanding of what your intent was for the tournament. And for sake of not bringing the wraith knight to a tournament and having a lynx that I would love to use and have some fun with I'd like some clarification on the ruling

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