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ĈON
A Warhammer 40,000 Tournament.


1500pts using a single standard Force Organization chart

• CA and Forgeworld may be allowed at TOs discretion (submit a list)

• No Flyers or Superheavies.

• Allies are allowed (Daemonhunters, Witchunters & Kroot mercenaries)


Tournament Organizer: John Lampe

Where: Moran Building, Australian National University, Acton, ACT

Parking is available off Kingsley St.

Map is available here: http://campusmap.anu.edu.au/displaymap.asp?grid=gh32

The MORAN rooms are pretty much where the "26B" marker is.



When: 15th - 16th of August., 2009

Tournament Scoring

Battle - 50%
Sports - 10%
Painting - 20%
Comp - 20% (Part Peer with part panel judging)


Painting Checklist

· All models painted with at least 3 colors (3pts)
· All models based and flocked (2pts)
· Bases have 2 different materials (eg: static grass and rocks) OR made an above average effort on there bases (molded cobble stones for example) (1pt)
· All models inked/highlighted (3pts)
· Army has a consistent feel (similar colors, units have distinct variations but overall the theme is the same.) (3pts)
· Some models have been modified (minor conversions, green stuff) for 1, for 2 there is a single impressive major conversion (2pts)
· All models correctly represent there troop type (2pts)
· Character models are distinctive (1pts)
· This is one of the top 3 armies at the event. (3pts)


Timetable

Saturday

8:00am: registration begins
8:30am: Round 1 starts
11:00am: Round 1 Ends
11:15am: Round 2 starts
1:45pm: Round 2 ends
LUNCH
2:15pm Round 3 Multiplayer starts
6:00pm Round 3 Multiplayer Ends

Sunday

8:00am: Arrival & Players Choice
8:30am: Round 4 starts
11:00am: Round 4 Ends
11:15am: Round 5 starts
1:45pm: Round 5 ends
LUNCH
2:15pm Round 6 starts
4:45pm Round 6 Ends
5:00pm Awards and Farewell


Tournament Special Rules

Kill Point
Each army has 10 Kill points allocated as follows; 1 kill point to the armies HQ section(s) and 1 kill point to each troops unit (not selection for those guard players!) once every Troop and HQ unit has been given a killpoint; (assuming there are still some left to give out) then the process starts again with the HQ units until 10 kill points have been allocated (yes this means a unit can be worth 2 or 3 kill points).

Kill points may not be given to units that can never score even if they are troops (ie vehicles, swarms and units that never count as scoring etc) Kill points are noted on your armylist when its submitted to the TO. Combat squads each have the same amount of kill points allocated to there original unit. If a guard squad combines; then its kill points total is equal to the sum of the kill points of its component units

ie; if you have a single HQ and 4 troop squads in Rhinos; you need to allocate kill points to the HQ and the troops inside the Rhinos for a total of 2 kill points per unit (to get to a total of 10 Kill points) as the Vehicles cannot be allocated Kill Points. If you have say 4 Imperial Guard infantry squads that are worth a total of 3 kill points; if you combine squads using there special rule, you have a single unit worth 3 Kill Points.


Round 1

Setup: Dawn of War

Primary Mission: Kill Point

Secondary Mission: Take and Hold (most scoring units within 12" of the table centre, Elites count as scoring; troops count as double scoring as long as they are above half strength, otherwise they just count as one scoring unit.)


Round 2

Setup: Pitched Battle

Primary Mission: Seize Ground

Secondary Mission: Cleanse (control table quarters; troops count as double scoring as long as they are above half strength, otherwise they just count as one scoring unit.)


Round 3 - Multiplayer Mission

SETUP

Place a marker or piece of terrain in the exact centre of the table. This is the centre marker. Each player places a marker to represent his base camp no further than 9" from a table edge or within 24" of another base camp. Each player may then place an HQ unit within 6" of the centre marker.

Each player then takes it in turn to deploy their armies within 9" of their camp marker. Models may not be placed closer than 18" of an enemy. Units may be kept in reserve entering play in the normal way, from the point on the table edge closest to their base camp.

Primary Mission

At the end of the game, consult the following table to determine how many points you score to determine who wins the game

4pts - Controlling the centre marker
2pts – Controlling an base camp
1pts - Contesting an base camp

Controlling an Objective - At least 1 unit that is above ½ strength or a undamaged vehicle within 3" with no other enemy models within 3"

Contesting an Objective -
At least 1 model within 3"

(Troops count as 2 units & hold an objective regardless of strength.)

The highest scorer is the winner and gets 20pts, 2nd gets 10pts, 3rd gets 5pts and last place gets 0. If there are only 3 players, 3rd gets 0. Draws are calculated as if both players scored one place lower (ie 1st & 2nd tie, they each get 10pts)

MISSION SPECIAL RULES
Deep Strike, Reserves, 5 Turns, Night fight in the first turn, Confusion, Its gonna Blow! Base Camp Defenses, 3 Player Rules

Confusion:
All units must roll a D6 at the start of their first turn. Those that roll a 4+ can act normally but those that fail this roll cannot move, shoot, assault or use psychic powers until their second turn (although they can fallback and will fight normally if assaulted by an enemy).


"Its gonna Blow!"
If you have an unengaged unit in base contact with an enemy objective at the beginning of your turn, you may attempt to 'Blow Up!' the objective by rolling a 4+ at the end of the turn. If you blow up the objective you count as controlling it at the end of the game.


Base Camp Defenses.
If an enemy unit enters play after deployment within 4D6" of your base camp; you may choose a unit (even an opponents) within 12" of your camp to fire on the newly arrived unit. If the unit arrived by deep strike; you may also choose for the affected unit to reroll the scatter dice (both direction and distance) and if they have to roll on the mishap table, you can force a reroll.


3 player rules
To determine the order of play in Turn 1, all 3 players roll off. Play goes in order from the player who rolled highest to the lowest. In subsequent game turns, the player that went first in the previous game turn goes last with the other players rolling off.

Play proceeds as it would in a normal game of 40K. When it comes to the Assault phase, only those assaults involving the player whose player turn it is are fought. Assaults may not be launched against ongoing combats involving the warriors of both other armies (this includes using the 'Assaulting Multiple Enemy Units'), so 3-way close combat is not possible.

Shooting into close combat: ln the shooting phase a, player may fire into an assault that does not include his own units. To do this, nominate the target unit as normal and roll a dice, on a 4+ you hit your intended target otherwise you hit the other target.

Secondary Mission: Kill Points


Mission 4:

Setup: Spearhead

Primary Mission: Capture and Control

Secondary Mission: Sieze Ground (HQ's count as scoring; troops count as double scoring as long as they are above half strength, otherwise they just count as one scoring unit.)


Mission 5:

Setup: Pitched Battle

Primary Mission: Cleanse (Control Table Quarters)

Secondary Mission: Recon (Fast Attack units count as scoring; troops count as double scoring as long as they are above half strength, otherwise they just count as one scoring unit.)


Mission 6:

Setup: Dawn of War

Primary Mission: Killpoint

Secondary Mission: Most units killed by a player


Battle Point Scoring:

Win Primary Objective: 20pts
Draw Primary Objective: 10pts
Loss Primary Objective: 0pts
Win Secondary Objective: 10pts
Draw Secondary Objective: 5pts
Loss Secondary Objective: 0pts
Destroy a Enemy Commander: 4pts
Destroy most expensive Enemy Unit: 4pts
Destroy twice as many units as your opponent: 2pts
Reunion-Round
I'll be in... Possibly with an Armored Company.
GoRT
Hey,

It would probably be best to move this to its own area, probably just general ACT tournaments. This is just for the Fantasy ANU tournament. That would be super appreciated, and more people will probably see it smile.gif

Cheers,

Andy
ĈON
Already have :$

but hey; ANUwtf - always good to keep it active smile.gif
Lonestar
I could be coming to this one!
ArchonCryx
Looks interesting and good timing!
ethsar46
2 Quick questions regarding the 3rd game and Daemon armies.

1) Im going to assume that the daemon player CANNOT deploy his HQ in the centre?

2) Im assuming that daemons will have to roll the 4+ to do anything AFTER all 1st turn deepstrikes are completed?

3) Not really a pure daemons question, but the Its Gonna Blow! special rule seems very weighted to deepstrikers, Im not sure if this is the idea or maybe just a bit of a side effect.

But what I mean if I got really lucky I could could try blow up everyone of my opponents markers in turn 1 with a daemon army, by using run to get into base contact with the marker after landing.

While highly unlikely it is possible. This would be even worse for Drop Pod marine armies since they dont suffer mishaps.
ĈON
QUOTE(ethsar46 @ Mar 27 2009, 12:19 PM) *
2 Quick questions regarding the 3rd game and Daemon armies.

1) Im going to assume that the daemon player CANNOT deploy his HQ in the centre?

2) Im assuming that daemons will have to roll the 4+ to do anything AFTER all 1st turn deepstrikes are completed?

3) Not really a pure daemons question, but the Its Gonna Blow! special rule seems very weighted to deepstrikers, Im not sure if this is the idea or maybe just a bit of a side effect.

But what I mean if I got really lucky I could could try blow up everyone of my opponents markers in turn 1 with a daemon army, by using run to get into base contact with the marker after landing.

While highly unlikely it is possible. This would be even worse for Drop Pod marine armies since they dont suffer mishaps.


1) That is correct

2) Deepstriking units may act normally - however bear in mind the answer to 3)

3) "If you have a unengaged unit in base contact with an enemy objective at the beginning of your turn, you may attempt to 'Blow Up!' the objective by rolling a 4+ at the end of the turn with +1 per additional unit that have been in base contact with the objective since the beginning of your turn."

This means that Deepstriking troops will not be able to blow up an objective on the first turn.

That being said; the objectives will be treated as impassible terrain and will have the same effect of a inquisitor and 2 mystics (ie if a enemy unit of Daemons, a enemy Greater Daemon or a enemy Deep Striking unit enters play within 4D6" of a players objective (roll when each unit enters play), one of the players unit within 12" of the objective may take a 'free' shot at the unit that has entered play. This firing happans as soon as the units deepstriking location is decided.

This will all be combined into the main mission later.
Eldar_Storm
mission 3 gives me a headache just reading it. surely you can simplify it? drop the HQ in the center part, drop the destroy objectives part, drop the secondary mission part.... that should bring it back to almost comprehendable. add to the fact that its a four way game, where player turn order changes, people will forget stuff, get stuff wrong, and i can see you having a much bigger headache on the day trying to sort this mission out for people who play a game for 4+ hours. I cut and paste this into a word.doc and its three pages of solid text! its 1500 words of brain melt! Please keep it to 1 page of text! PLEASE!

seriously, this is insane. you have to simplify it or change it or something. this will just be no fun based purely on the quantity of "'once off " rules we all have to try to learn.

aeon?
ĈON
It will be simplified; the gist of it will remain - and you are right - it will need to be condensed into one page.

Thats also the reason its being put up early; to get feedback.

At least the other missions are simple <ducks for cover>
Lonestar
And the 10 KP rule. Why not use the KP method from BiV, very nice and simple.
Reunion-Round
QUOTE(Lonestar @ Apr 15 2009, 07:43 AM) *

And the 10 KP rule. Why not use the KP method from BiV, very nice and simple.


Seconded. Best KP system I have ever seen...
Angmar
Whilst the kp system at biv was ok, it still showed that kp mission suck. VP ftw!
ĈON
For those that didnt go to Biv, what was it?
Angmar
It was just a table of bp to kill point ratios. ie: if you lost and had 8 kill points, the number you lost by decided the win. But if you had more kill points the ratios changed.

So it still didn't really work.
ArchonCryx
Seemed to work ok at Gosford Shi8eld

I tend to agree might as well use VPs rather than giving us a rather arbitrary KP count...

Anything wrong with running the nKP mission in round one and matching armies with similar KP counts? Seemed to work very well at Leviathan and no one whinged about how being forced to play a KP mission broke their minds smile.gif

PS, good on you for taking up the mantle, I'll definitely come to this one as I know you'll do your best at making a good tilt at whatever you do! Good luck sir!
ĈON
Each army will have the same amount of Kill Points Alex if you read the Tourny rules tongue.gif
ArchonCryx
Thus "aribitary"

And it's not a challengte to match armies on KPs if you deem they all have the same number of KOs really tongue.gif
ĈON
I dont believe in artificially matching up players depending on a arbitary value such as kill points.

That said; I want all armies to be on equal footing in regards to kill points.

If you put armies with like kill points against other such armies; it means you are forced to have the mission in unseeded rounds. Id like the opportunity for the best generals to play each other in a kill point.
Trip
why not use VP's instead of KP's?
ĈON
Because I want the tournament to be focused around Objectives.
Trip
Sorry but how is the objective of killing things for Kp's different to the objective of killing things for Vp's?
Angmar
QUOTE(ĈON @ May 28 2009, 06:36 PM) *

Because I want the tournament to be focused around Objectives.


Why include kill points as a primary mission then ?
ĈON
QUOTE(Trip @ May 28 2009, 06:42 PM) *
Sorry but how is the objective of killing things for Kp's different to the objective of killing things for Vp's?


Because Victory Points is about killing based on whats worth more points wise - no matter what it i on the force org chart; Kill points in my tournament is about the objective of killing the opponents troops and HQ.

The Tournament is about troops; Kill points in my tourny supplements that; Victory Points dont.
ĈON
QUOTE(Angmar @ May 28 2009, 10:51 PM) *


Why include kill points as a primary mission then ?


Because killing the opponents troops and HQ is an objective; killing anything just to 'make its points back' is not an objective IMHO
Trip
Ok that makes sense.
Angmar
At least you didn't say it was for balance reasons. People will complain that it doesn't punish msu, like viper or land speed spam, which is apparently why kill point exists.
ĈON
lol - normal kill points are craziness personified; The fact I had to create (kind of) a new way of doing kill points shows that they arent balanced out of the book.
Ozybonza
QUOTE(ĈON @ May 29 2009, 08:44 AM) *

lol - normal kill points are craziness personified; The fact I had to create (kind of) a new way of doing kill points shows that they arent balanced out of the book.


I think that now that IG have more or less had their KP problem sorted via the "combined squads" rule, I'm interested to know why you think it's unbalanced (Obviously IG were screwed before).

BTW I am not saying it is balanced as I've only really played against 50% of Codex's out there, just wondering what the problem is...

I actually like it in a way - for instance, mech armies got a whole lot better in 5th edition due to improved transport + vehicle rules, but it's a tradeoff as your transports give away kill points. When you only pay 35pts for a Rhino or 55pts for a Chimera, it seems fair to have some kind of disadvantage ie. KP.
ĈON
Guard havent really had there kill points sorted. Yes they can combine squads; but thats just the infantry platoons; no other squads.

Kill point is bad because technically spore mines, tau drones, chaos spawn created by gift of chaos, squigs created by zogwart and other associated stuff gives up kill points - stuff thats created during games and if they die they give up kill points to the enemy.

Even if guard combine squads; from one troop choice (IIRC) they can have up to 16 Kill points. (20 if they dont combat squad)
Ozybonza
QUOTE(ĈON @ May 29 2009, 05:12 PM) *

Guard havent really had there kill points sorted. Yes they can combine squads; but thats just the infantry platoons; no other squads.

Kill point is bad because technically spore mines, tau drones, chaos spawn created by gift of chaos, squigs created by zogwart and other associated stuff gives up kill points - stuff thats created during games and if they die they give up kill points to the enemy.

Even if guard combine squads; from one troop choice (IIRC) they can have up to 16 Kill points. (20 if they dont combat squad)


Hmm fair enough.

I'm actually hoping to get my guard done in time if I can make it so probably best for me with no KP tongue.gif
ArchonCryx
I'd sytrongly argue KPs missions just aren't as broken as you think, but given all the missions are your own it should work out.

As for SPore mines and Gun drones, just solve that problem specifically (Cant contest/dont count as KPs)

If it's a techical absurdity that worries you about KPs then get rid of the tecnical absurdities... But it's your event and we can see how well people think it works out.
Bagration

Count me in - sounds like fun and a bit of a challenge - which is the point. And good to have more tournaments in Canberra.
Tastrel
Now that I am back, I think I will have to see what I have painted and gathering dust in the cupboard to try and make this one.

Tastrel
Ozybonza
Hey mate just a question about painting point scoring:

"3pts - Army has a consistent feel (similar coulrs, units have distinct variations but overall the theme is the same.)"

I was thinking about coming, using Daemonhunters with IG allies. As my IG are painted completely differently to my Grey Knights, is it possible to still get full points for consistency as long as all the IG are consistent and the GK are consistent with each other?

I can probably scrounge together a fully consistent grey knights list without IG but I would then be garunteed to loose all my games tongue.gif
ĈON
Yes you can; bear in mind this also applies to Chaos Legions (Thousand Sons, Plague Marines) and Eldar aspects warrior squads.
ArchonCryx
Well answered, you saved my obvious question.

Just want to confirm Im coming down and happy to pre pay as it will make your life easier. How do we prepay? When We do, can you start up a paid players list please? Thanks smile.gif
ĈON
Cost: $35 including BBQ lunch Saturday and Sunday, payable on the day; money orders payable to 'ANU Wargaming' may be sent to the following address no later than a week before;
ANU 40 Hammers
39 Tyson St
Ainslie ACT 2602
How to enter: Send me your army lists no later than the 9th August, 2009

Bear in mind you can pay on the day but to avoid a comp penalty send me your list no later than the 9th of August.

Paid Players list will go up as soon as I have paid players smile.gif
Eldar_Storm
deleted post
MarineLizard
QUOTE(ĈON @ May 29 2009, 05:12 PM) *

Even if guard combine squads; from one troop choice (IIRC) they can have up to 16 Kill points. (20 if they dont combat squad)


Call me a scrub if you wish, but how does a single mob of guardsmen turn out to provide 16 killpoints?
Trip
QUOTE(MarineLizard @ Aug 2 2009, 06:47 PM) *

Call me a scrub if you wish, but how does a single mob of guardsmen turn out to provide 16 killpoints?

He didn't say single squad, he said single Troops Choice.

As in an Infantry Platoon

Command Squad - 1 Kill Point
5 Infantry Squads - 1-5 Kill Points
Chimeras for the Above - 6 Kill Points
5 Heavy Weapons Squads - 5 Kill Points
2 Special Weapons Squads - 2 kill points
1 Conscript Squad - 1 Kill Point

16-20 Kill points for One Troops Choice
Odo Q Spodlewink
Keen to attend, son too if 16 year olds are welcome. biggrin.gif
ĈON
16 year olds are more than welcome smile.gif
koldkraysie
Alright... getting itchy feet with one weekend at home from 9....
I'm in...

Rebs legion goes south again... biggrin.gif

(really it was the good company and psudo-free bbq that did it!) laugh.gif
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