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JULY 25 2015 1850 Tournament at Olympic Cards and Comics!


Lord Hanaur

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WHERE:

Olympic Cards and Comics

4230 Pacific Ave SE, Lacey, WA 98503

(360) 459-7721

 

WHEN:

July 25th 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.  All Detachments are counted, even those within, say a Decurion Formation.  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.

 

WHY:

 

To compete, for are we not conquerors?

 

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. 

 

1. We...will...  be using some Stronghold Assault rules, for this particular event subject to some restrictions.  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).  

 

2. 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 rules, you cannot use them.

 

3. Forge World and/or Escalation rules will be allowed subject to the restrictions of the ITC.  


 

Follow this link to find the allowable or banned units.  You must own and bring the appropriate book in order to be allowed their use. No exceptions.  Note that only the unit restrictions apply.

 

Be aware that only one Lord of War/SuperHeavy/Gargantuan unit is allowed.

 

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:

Prizes will be for Best Sportsman as voted by players, Best General as indicated by Battle Points, and Best Painted/Converted as judged by the players.

 

Prizes will be pooled from the number of players present. Make it a priority to invite people to have fun with us!

 

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. =)

 

7.  The Table for D Weapons is changed for this tournament, per the organizer, to read as follows:

1 - nothing happens

2-5 - d3 hull point pen hit/d3 wounds, cover/inv saves as normal

6 - d3+1 hull point pen hit/d3+1 wounds, no saves of any kind

 

All results (except for a 1, obviously) count as S10 for purposes of Instant Death, as stated in the rulebook.

 

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:

 

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, VOTE and then go to lunch.

 

2::0 Matchups announced, shuffling of armies

 

2:15 to 4:45  Round 2!

 

5:00 Matchups announced, shuffling of Armies begins, FOOD BREAK, rest your feet.

 

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 Olympic Card and Comics.

 

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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