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
