Post by Andrew on Mar 20, 2010 18:37:43 GMT -6
Theme: April showers bring...torrential rain and thunderstorms!
Tournament Information
Date: Sunday, April 25th
Location: New Game In Town (811 W. Lincoln Highway, Dekalb, IL, 60115)
Length: 3 rounds, 2 hours per round
Time Start: 10:30am registration, 11:00 game 1
Entry Fee: $15 general entry, $12 for club members
Size: 1500 points
Prizes
1st - Indomitable Fortress
2nd - Baal Predator
3rd -
Plunderer -
Tournament Rules
1. Tournament will use standard FOC's
2. 'What You See Is What You Get' (WYSIWYG) is in effect. That means all units must be easily identifiable as the particular codex choice they represent and that any and all weapons/options taken for a unit must be clearly represented on the model(s).
3. Forge World/Imperial Armor units are allowed in this tournament; however players may not use any flyers or units with mass/structure points. Players must also use the updates currently on FW's website for their Imperial Armor books.
4. Special/Unique/Named Characters may be fielded, provided their individual rules allow them to be used in armies of 1500pts or less.
5. Bring everything you need to play: your codex, rulebook, dice, templates, ruler, and any other rules (such as FAQs) you’ll need.
6. You must bring two printed army lists, one for the judges and one for your reference. If you must handwrite it, make sure it’s clearly legible for anyone.
7. Armies do not need to be fully painted; however, we do appreciate beautiful armies .
Scenario Information/Special Rules to prepare for
Mission 1: Thunder and Lightning!
Deployment: Modified Dawn of War (corner to corner style)
Primary Objective: Modified Victory Points (only score points for completely destroyed units)
Secondary Objective: Terrain Control (control pieces of terrain by having 50% or more models from a scoring unit on/in it)
Tertiary Objective: Pillage and Loot!
Environmental Effects: High winds and severe thunderstorms make navigating and fighting difficult. All Reserve rolls have a -1 modifier. Additionally, roll a D6 at the start of each game turn; on a 4+ the rain is so heavy (that game turn) the night fight rules are in effect, as well as all movement as being in Difficult Terrain. Lastly, all Deep Striking units scatter an additional D6".
Mission 2: Rising Waters!
Deployment: Pitched Battle
Primary Objective: Control more Pillage and Loot counters than your opponent at the end of the game
Secondary Objective: Diverse Killings (most different FOC slots killed)
Tertiary Objective: Pillage and Loot!
Environmental Effects: Flash Flood Warning! At the beginning of every game turn, the first player rolls a D6. On a 4+ there has been a Flash Flood! Water spills the river's banks, covering the battlefield in a brief but roaring tide. All units move 2D6" (rolled once for the whole table) toward a short table edge*, determined randomly. On the next game turn after a flash flood has occured, the waters recede and play resumes as normal. Do not roll for flooding again. Skimmers and amphibious vehicles are unaffected.
* if a unit is moved far enough by the flooding to move it off a short table edge (part or whole), remove the whole unit from the table. They've drowned/floundered!
Mission 3: Walkin' on Sunshine!
Deployment: Spearhead
Primary Objective: Center of table
Secondary Objective: Having more units in your enemy's deployment zone
Tertiary Objective: Pillage and Loot!
Environmental Effects: None! It's happy and sunny out now!
Pillage and Loot, explained! There will be four objectives on each table every game, placed by the players. These cannot be within 12" of a table edge or each other. You accrue Loot points by having a model from any non-vehicle unit in base contact with it at the end of your opponent's turn.
Participants
1. Ryan Adams
2. Brian
3. Les Westmoreland
4. John Frizzel
5. Mike Rios
6. Chad L.
7. Lucas Bivens
8. Nate Roberts
9. Eric Chou
10. Mike Kuo
11. Alex Yang
12. Cole H.
13. Tom Curzi
14. Tim W.
15. Jim Slagstad
16.
17.
18.
19.
20.
21.
22.
Tournament Information
Date: Sunday, April 25th
Location: New Game In Town (811 W. Lincoln Highway, Dekalb, IL, 60115)
Length: 3 rounds, 2 hours per round
Time Start: 10:30am registration, 11:00 game 1
Entry Fee: $15 general entry, $12 for club members
Size: 1500 points
Prizes
1st - Indomitable Fortress
2nd - Baal Predator
3rd -
Plunderer -
Tournament Rules
1. Tournament will use standard FOC's
2. 'What You See Is What You Get' (WYSIWYG) is in effect. That means all units must be easily identifiable as the particular codex choice they represent and that any and all weapons/options taken for a unit must be clearly represented on the model(s).
3. Forge World/Imperial Armor units are allowed in this tournament; however players may not use any flyers or units with mass/structure points. Players must also use the updates currently on FW's website for their Imperial Armor books.
4. Special/Unique/Named Characters may be fielded, provided their individual rules allow them to be used in armies of 1500pts or less.
5. Bring everything you need to play: your codex, rulebook, dice, templates, ruler, and any other rules (such as FAQs) you’ll need.
6. You must bring two printed army lists, one for the judges and one for your reference. If you must handwrite it, make sure it’s clearly legible for anyone.
7. Armies do not need to be fully painted; however, we do appreciate beautiful armies .
Scenario Information/Special Rules to prepare for
Mission 1: Thunder and Lightning!
Deployment: Modified Dawn of War (corner to corner style)
Primary Objective: Modified Victory Points (only score points for completely destroyed units)
Secondary Objective: Terrain Control (control pieces of terrain by having 50% or more models from a scoring unit on/in it)
Tertiary Objective: Pillage and Loot!
Environmental Effects: High winds and severe thunderstorms make navigating and fighting difficult. All Reserve rolls have a -1 modifier. Additionally, roll a D6 at the start of each game turn; on a 4+ the rain is so heavy (that game turn) the night fight rules are in effect, as well as all movement as being in Difficult Terrain. Lastly, all Deep Striking units scatter an additional D6".
Mission 2: Rising Waters!
Deployment: Pitched Battle
Primary Objective: Control more Pillage and Loot counters than your opponent at the end of the game
Secondary Objective: Diverse Killings (most different FOC slots killed)
Tertiary Objective: Pillage and Loot!
Environmental Effects: Flash Flood Warning! At the beginning of every game turn, the first player rolls a D6. On a 4+ there has been a Flash Flood! Water spills the river's banks, covering the battlefield in a brief but roaring tide. All units move 2D6" (rolled once for the whole table) toward a short table edge*, determined randomly. On the next game turn after a flash flood has occured, the waters recede and play resumes as normal. Do not roll for flooding again. Skimmers and amphibious vehicles are unaffected.
* if a unit is moved far enough by the flooding to move it off a short table edge (part or whole), remove the whole unit from the table. They've drowned/floundered!
Mission 3: Walkin' on Sunshine!
Deployment: Spearhead
Primary Objective: Center of table
Secondary Objective: Having more units in your enemy's deployment zone
Tertiary Objective: Pillage and Loot!
Environmental Effects: None! It's happy and sunny out now!
Pillage and Loot, explained! There will be four objectives on each table every game, placed by the players. These cannot be within 12" of a table edge or each other. You accrue Loot points by having a model from any non-vehicle unit in base contact with it at the end of your opponent's turn.
Participants
1. Ryan Adams
2. Brian
3. Les Westmoreland
4. John Frizzel
5. Mike Rios
6. Chad L.
7. Lucas Bivens
8. Nate Roberts
9. Eric Chou
10. Mike Kuo
11. Alex Yang
12. Cole H.
13. Tom Curzi
14. Tim W.
15. Jim Slagstad
16.
17.
18.
19.
20.
21.
22.