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Hobby One Warhammer 40000 round 10 - Information and Rules

RULESPACK

This 3 round 40k tournament
is organised by
Hobby One


Sunday 18th of october

Place saint séverin 7
4500 Huy

Entry fee: 10 euro



What do you need to Bring ?

Your army (maximum WYSIWYG )
A copy of your armylist
Templates, dice, counters, markers, ...
Pen or pencil, calculator, glue
3 objectives on 40 mm bases (or equivalent size counters)
Rulesbook, Codex, most recent FAQ and the ETC FAQ (https://drive.google.com/file/d/0Bzus0DMobfGYQTVTX0JnbzdKd0U/view)
Bringing your own drinks to the venue is not allowed !



SCHEDULE

08:30 – 09:00 Registration
09:00 – 12:00 Round 1 (3h)
12:00 – 12:30 Lunchbreak
12:30 – 15:30 Round 2 (3h)
15:45 – 18:45 Round 3 (3h)
19:00 Awards



ARMY LISTS

List submission deadline: october 14th 23:59
Send your armylist in the correct format to : hobby_one@outlook.com
Your registration to the tournament is completed only when
we have received your army list! So don’t wait until the last minute
if you want to be sure of a spot ...

Points: 1850
7th edition warhammer 40k rules

Army lists will be published on-line in advance (as will first round pairings ).
First round will be random pairings.
Round 2 & 3 will be swiss pairings.



ARMY LISTS

•Armylist must be a battleforged army containting a maximum of 3 detachments.
One of these detachment must be your "primary“ detachment.
•YOU CAN TAKE ONLY ONE NAMMED CHARACTER .
•All factions are considered as allies of convenience.
•You are required to mark on your list who your warlord is
•Codex specific detachments,dataslates and formations are allowed.
Many detachments and Formations are simply not legal in this event
because of the 0-1 unit restriction that comes from the Highlander Rules that takes
precedent over all other rules.
•Codex supplements are allowed eg. you can play the Farsight Enclaves codex.
•Iyanden Supplement is no longer allowed.
•Escalation is not allowed.
•Campaign books are not allowed.
•Each army may include fortifications with the following restrictions: no fortification
networks, no void shield generators and no fortifications with AV15.
•forgeworld units are not allowed.
•Forgeworld army lists are not allowed.




HIGLANDER RULES

•Rule #1 “There can be only one!” All unit entries are 0-1/unique.

•Rule #2 “Well … except Troops” Troop units can be duplicated if you have taken one of every troop available to the source (codex, supplement or data slate), or you have taken four unique troop units across all sources in a list, or you are taking the same troop unit in a new detachment. You still can’t take more than three of any unit, even if they are Troops. Dedicated transports are not subject to this rule and are still 0-1.

•Rule #3 “Counts As” To keep to the theme of uniqueness, certain unit entries may “count as” other generic unit entries. Typically, you see this with named characters. For example, Eldrad is also a Farseer, and thereby, you cannot take both Eldrad and a Farseer.

•Rule #4: “No, seriously, we mean unique…” Unit entries that create multiple units are also restricted to 0-1. Example: The Ministorum Priest unit entry actually creates 0-3 Priest units. Thus, it now can only create 0-1 Priest units. Exception: We have to make an exception here for Astra Militarum Platoons because there is no other way to take them!

•Rule #5: “Still unique!” Special rules that create new units are still subject to Rule #1 unless the units they are creating are Troops. This means that you cannot create a new unit in the game which would thereby duplicate a unit either currently in your list, one that has already been created, or that has previously been removed from play unless that unit is a Troop, in which case you are still restricted to a maximum of three, as per Rule #2.

•Rule #6: “Lords of Highlander” Only one Lord of War allowed per army.


ARMY LIST FORMAT

Send your armylist in the body of the e-mail or as a TXT attachment.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
TEAM: clubname
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
PLAYER: playername
ARMY: primary army / Secondary army / Tertiary army
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
COMBINED ARMS DETACHMENT “PRIMARY” : Codex (and supplement)
HQ 1: unit (cost), upgrade (cost), … [total cost unit]
HQ 2: …
TROOPS 1: unit (cost), upgrade (cost), … [total cost unit] in TRANSPORT X
TROOPS 2: …
ELITES 1: unit (cost), upgrade (cost), … [total cost unit] in TRANSPORT X
ELITES 2: …
FAST ATTACK 1 : …
HEAVY SUPPORT 1 : …
TRANSPORT 1 : unit (cost), upgrade (cost) [total cost unit]
TOTAL COMBINED ARMS DETACHMENT “PRIMARY” [total detachment]
“ALLIED” DETACHMENT: Codex (and supplement)
HQ 1 : unit (cost), upgrade (cost), … [total cost unit]
TROOPS 1 : unit (cost), upgrade (cost), … [total cost unit] in TRANSPORT X
TROOPS 2 : …
ELITES 1 : …
FAST ATTACK 1 : …
HEAVY SUPPORT 1: …
TRANSPORT 1 : unit (cost), upgrade (cost) [total cost unit]
TOTAL “ALLIED” DETACHMENT [total detachment]
TERTIARY “type of detachment” DETACHMENT: Codex (and supplement)
FoC X: unit (cost), upgrade (cost), … [total cost unit]
TOTAL TERTIARY “type of detachment” DETACHMENT [total detachment]
TOTAL : total army

For more examples in the correct format check out http://www.teambelgium.eu/armylists/GBO2015_armylists_full.pdf


PRE-GAME SETUP

•Roll-off. Winner places first objective. Players then alternate placing objectives (except for Emperor’s Will objectives).
•Roll-off. Winner chooses deployment zone. The winner now places Emperor’s Will objectives (if applicable).
•Roll for Warlord Traits beginning with the player who chose deployment zones.
•Roll for Gifts, Boons and any other pregame rolls, beginning with the player who chose deployment zones.
•Roll for Psychic Powers, beginning with the player who chose deployment zones.
•Roll for Nightfight
•Roll-off. Winner chooses wether to deploy first or second. Fortifications are places during deployment.
•Roll-off. Winner deploys infiltrators first.
•Player who deployed first chooses who gets first turn.
•Roll-off. Winner makes scout moves first.
•Seize the initiative.
•Play the game and have fun!


BATTLELFIELD & TERRAIN

•All terrain is pre-set by the organisation of the event.
•Mysterious terrain will not be used.
•All pieces of terrain that are woodland or a forest will be played as Twisted Copse (p190) Note: The Dense Thicket rule also applies to vehicles.
•All pieces of area terrain or unclassified pieces will count as Battlescape (p188) with the dangerous terrain rule replaced by difficult terrain. Note: vehicles still follow the 25% rules for cover on page 77 and do not gain cover for being inside Battlescape pieces of terrain."


MISSIONS

•Mysterious objectives will not be used.
•Slay the Warlord, First Blood (modified) and Linebreaker are in effect.
•Impending Doom and Through Attrition, Victory from Escalation are not in effect.


MISSION 1

Objective #1 - Maelstrom of War: Cleanse and Control
Objective #2 - Eternal War: The Emperor’s Will (4 VP each) & The Relic (4 VP)
Deployment: Vanguard Strike

MISSION 2

Objective #1 - Eternal War: Crusade (5 objectives, 4 VP each)
Objective #2 -
Maelstrom of War: Contact Lost (players only generate 1 objective card total at the start of turn 1, no matter how many objectives they control at that point)
Deployment: Dawn of War

MISSION 3

Objective #1 - Eternal War: Big Guns Never Tire (5 objectives, 3 VP each)
Objective #2 - Maelstrom of War: Tactical Escalation

Deployment: Dawn of War


TACTICAL OBJECTIVE CARDS


•Each player starts with a deck of the following Tactical Objective Cards. Once a card is completed at the end of your respective player turn, you note this to your opponent and score that card. Each Tactical Objective can only be scored once per game. You may only score two Tactical Objective Cards per turn. If any objective is unattainable, such as destroy a building and your opponent did not bring any, immediately discard it and redraw. However, this does not apply to objectives such as killing a flier if your opponent’s fliers are simply not on the board yet.
•Please note – some objectives have been edited or tweaked, typically to remove components involving D3 VP – the following table should be the ultimate reference used during games to determine what each Tactical objective is worth.
•If you do not have a set of cards available to you, roll a d36 to generate cards.


SCORING


•We will use ETC style scoring and will provide easy to fill in scoresheets!
•At the end of the game each player counts the number of kill points they have achieved from their opponents force - including units created during the game via mechanisms such as Conjuring, the Portaglyph, and others. Next, determine the difference in kill points by subtracting the lower total from the higher. Each point won by translates to +1 victory point, to a maximum of +8.
•Victory points scored by each player are cumulated from Mission points and Kill points, and Secondary Objectives (Slay the Warlord, Linebreaker, and First Blood). An exception is that a tabling player receives 20 game points, a tabled player gets 0 game points
•Game points are determined by adding (for the winner) and subtracting (for the loser) half of the difference in victory points (rounded up) to 10. So if Player A scored 21 VPs and Player B scored 14 VPs, the difference is 7, and half rounded up gives 4. So Player A gets 14 and Player B 6.
•There will be a WIN/DRAW/LOSS system with individual game points to determine pairings. We will add 1000 points to each win and 500 points to each draw when ranking player results.

•All extra points earned through the game (like for destroying an ethereal or doing hull points or wounds to a super-heavy or gargantuan creature Lord of War) are added to the eternal war mission points.
•You must register your score at the judges table before the time for the round expires. Any tables that fail to register a score will have a “No Contest” result entered. This means 0 points for both players for that round, and an official warning! If you think there will be a time issue and you cannot come to an agreement with your opponent, call a judge over before the end of the round.


Example

Player 1:
4 objectives from Objective #1 [12 VP]
Destroyed 2 Heavy Support units [2 VP]
9 points from Objective #2 [9 VP]
First blood [1 VP]
Linebreaker [1 VP]
4 kill points to opponent’s 8 kill points [0 VP]
Total VP Player 1 : 25 VP

Player 2:
1 objective from Objective #1 [3 VP]
Destroyed 1 Heavy Support unit [1 VP]
6 points from Objective #2 [6 VP]
Slay the Warlord [1 VP]
8 kill points to opponent’s 4 kill points [4 VP]
Total VP Player 2 : 15 VP

Results
Difference in VP : 10
Game Points Player 1 : 15 (becomes 1015)
Game Points Player 2 : 5


PRIZE SUPPORT


There will be prizes for the top 5 Best Overall and for the Best Painted

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