Post by Andrew on Mar 23, 2011 17:16:19 GMT -6
Tournament Information
Date: Sunday, April 17th
Location: New Game In Town (811 W. Lincoln Highway, Dekalb, IL, 60115)
Length: 3 rounds, 2 hours per round
Times:
10:30 Registration
11:00 - 1:00 Game 1
1:00 - 1:30 Lunch
1:30 - 3:30 Game 2
3:30 - 3:45 Break
3:45 - 5:45 Game 3
Followed swiftly by prizes!
Entry Fee: $15 Entry for non-club members, $10 for club members
Size: 1850 points
Prizes
1st Place: Grey Knight Dreadknight + Lord Kaldor Draigo
2nd Place: Grey Knight Terminators
3rd Place: Grey Knight Power armor box
+ assorted maybes
Tournament Rules
1. Tournament will use standard FOC's
2. 'What You See Is What You Get' (WYSIWYG) is in full 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 (not army lists) 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 the Imperial Armor books
4. All special characters are allowed as long as they can be used in games of 1850 points.
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 at least two printed army lists, one for the judges and one for your reference; it's good manners to bring more for your opponents. If you must handwrite it, make sure it’s legible for anyone.
7. The judge’s have the final say in anything.
Missions
You can get a maximum of 21 points per game for a total of 63; a well-rounded army should be able to achieve something close to that.
Game 1 - Kill 'em all!
Deployment - Dawn of War
Special Rules - Infiltrate, Deepstrike, Reserves, *Dawn Attack
Win Condition - Kill Points (11pts for win, 5 for draw, 0 for loss)
Plus:
Any of the following:
- 2pts: Kill all enemy HQ units
- 2pts: Kill all enemy Troops units
- 1pt: Kill all enemy Elites units
- 1pt: Kill all enemy Fast Attack units
- 1pt: Kill all enemy Heavy Support units
One of the following:
- 3pts: Achieve Wipeout by the end of Game Turn 4
- 2pts: Achieve Wipeout by the end of Game Turn 5
- 1pt: Achieve Wipeout by the end of Game Turn 6
Game 2: Grab the Loot!
Deployment - Pitched Battle
Special Rules - Infiltrate, Deepstrike, Reserves, *Under the Blazing Sun
Win Condition - Multiple Objectives (5) (11pts for win, 5 for draw, 0 for loss)
Plus:
Any of the following:
- 2pts: Kill your enemy's most expensive unit
- 2pts: Have more units of any type in your enemy's deployment zone than he has in yours
- 1pt: Control the objective in your enemy's deployment zone
- 1pt: Have units of any type within 3" of all center-line markers
- 1pt: The enemy controls no objective markers
One of the following:
- 3pts: Control 5 objectives at the end of the game
- 2pts: Control 4 objectives at the end of the game
- 1pt: Control 3 objectives at the end of the game
Game 3: Hold the line!
Deployment - Spearhead
Special Rules - Infiltrate, Deepstrike, Reserves, *Everybody gets One
Win Condition - Capture and Control (2) (11pts for win, 5 for draw, 0 for loss)
Plus:
Any of the following:
- 2pts: Have an HQ unit/model within 6" of the center of the table
- 2pts: Have at least half (rounding down) of your total Kill Points surviving
- 1pt: At least one Elites unit survived
- 1pt: At least one Fast Attack unit survived
- 1pt: At least one Heavy Support unit survived
One of the following:
- 3pts: Control 3 Table Quarters
- 2pts: Control 2 Table Quarters
- 1pt: Control 1 Table Quarter
Mission Special Rules explained:
- Dawn Attack
Forces gather in the pre-dawn gloom, hoping to catch their enemies unawares.
In addition to the first turn being Night Fight (as is normal for Dawn of War), roll at the start of each further game turn to see if it continues. For Game Turn 2, on a 4+ it goes on. For Game Turn 3, a 6+. On Game Turn 4 it ends and the sun rises immediately.
- Under the Blazing Sun
A fierce sun (or two!) burns hotly over the battlefield, bathing the armies in intense heat and light and making movements sluggish.
Roll a D6 for each of your units at the beginning of each of your Movement Phases (except those that are in transports). On a 4+, non-vehicle units cannot Run due to heat exhaustion, and vehicle units fire one less Main and Defensive weapon due to barrels overheating faster and ammo feeds jamming.
- Everybody gets One
In the spirit of the upcoming holiday, Easterius, the Emperor (or Eldar/Chaos/Ork god, C'tan, Hivemind, etc) bestows a generous gift to the overlords of each army: One do-over.
Each player gains a single reroll that can be used once this game (the game starts at the beginning of Player turn 1). This reroll can be used on any dice roll made throughout the game, and breaks the standard rule of "no rerolling a reroll." For instance, it can be used to reroll a single attack roll, armor save, Leadership test (you'd reroll both dice), flee distance (you'd reroll both dice, or all three if that's your flee distance), and so on.
1. Bryan Simpson
2. Mike Rios
3. Colin Vasconcelles
4. Adam Cortes
5. Mitch Tucker
6. Alan Bajramovic
7. Matt Baugh
8. Les Westmoreland
9. Ron S.
10. Tony Malave
11. Matt Bartley
12. Tom Curzi
13. Tim G.
14.
15.
16.
17.
18.
19.
20.
Ringer (if needed): John Clemens
Date: Sunday, April 17th
Location: New Game In Town (811 W. Lincoln Highway, Dekalb, IL, 60115)
Length: 3 rounds, 2 hours per round
Times:
10:30 Registration
11:00 - 1:00 Game 1
1:00 - 1:30 Lunch
1:30 - 3:30 Game 2
3:30 - 3:45 Break
3:45 - 5:45 Game 3
Followed swiftly by prizes!
Entry Fee: $15 Entry for non-club members, $10 for club members
Size: 1850 points
Prizes
1st Place: Grey Knight Dreadknight + Lord Kaldor Draigo
2nd Place: Grey Knight Terminators
3rd Place: Grey Knight Power armor box
+ assorted maybes
Tournament Rules
1. Tournament will use standard FOC's
2. 'What You See Is What You Get' (WYSIWYG) is in full 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 (not army lists) 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 the Imperial Armor books
4. All special characters are allowed as long as they can be used in games of 1850 points.
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 at least two printed army lists, one for the judges and one for your reference; it's good manners to bring more for your opponents. If you must handwrite it, make sure it’s legible for anyone.
7. The judge’s have the final say in anything.
Missions
You can get a maximum of 21 points per game for a total of 63; a well-rounded army should be able to achieve something close to that.
Game 1 - Kill 'em all!
Deployment - Dawn of War
Special Rules - Infiltrate, Deepstrike, Reserves, *Dawn Attack
Win Condition - Kill Points (11pts for win, 5 for draw, 0 for loss)
Plus:
Any of the following:
- 2pts: Kill all enemy HQ units
- 2pts: Kill all enemy Troops units
- 1pt: Kill all enemy Elites units
- 1pt: Kill all enemy Fast Attack units
- 1pt: Kill all enemy Heavy Support units
One of the following:
- 3pts: Achieve Wipeout by the end of Game Turn 4
- 2pts: Achieve Wipeout by the end of Game Turn 5
- 1pt: Achieve Wipeout by the end of Game Turn 6
Game 2: Grab the Loot!
Deployment - Pitched Battle
Special Rules - Infiltrate, Deepstrike, Reserves, *Under the Blazing Sun
Win Condition - Multiple Objectives (5) (11pts for win, 5 for draw, 0 for loss)
Plus:
Any of the following:
- 2pts: Kill your enemy's most expensive unit
- 2pts: Have more units of any type in your enemy's deployment zone than he has in yours
- 1pt: Control the objective in your enemy's deployment zone
- 1pt: Have units of any type within 3" of all center-line markers
- 1pt: The enemy controls no objective markers
One of the following:
- 3pts: Control 5 objectives at the end of the game
- 2pts: Control 4 objectives at the end of the game
- 1pt: Control 3 objectives at the end of the game
Game 3: Hold the line!
Deployment - Spearhead
Special Rules - Infiltrate, Deepstrike, Reserves, *Everybody gets One
Win Condition - Capture and Control (2) (11pts for win, 5 for draw, 0 for loss)
Plus:
Any of the following:
- 2pts: Have an HQ unit/model within 6" of the center of the table
- 2pts: Have at least half (rounding down) of your total Kill Points surviving
- 1pt: At least one Elites unit survived
- 1pt: At least one Fast Attack unit survived
- 1pt: At least one Heavy Support unit survived
One of the following:
- 3pts: Control 3 Table Quarters
- 2pts: Control 2 Table Quarters
- 1pt: Control 1 Table Quarter
Mission Special Rules explained:
- Dawn Attack
Forces gather in the pre-dawn gloom, hoping to catch their enemies unawares.
In addition to the first turn being Night Fight (as is normal for Dawn of War), roll at the start of each further game turn to see if it continues. For Game Turn 2, on a 4+ it goes on. For Game Turn 3, a 6+. On Game Turn 4 it ends and the sun rises immediately.
- Under the Blazing Sun
A fierce sun (or two!) burns hotly over the battlefield, bathing the armies in intense heat and light and making movements sluggish.
Roll a D6 for each of your units at the beginning of each of your Movement Phases (except those that are in transports). On a 4+, non-vehicle units cannot Run due to heat exhaustion, and vehicle units fire one less Main and Defensive weapon due to barrels overheating faster and ammo feeds jamming.
- Everybody gets One
In the spirit of the upcoming holiday, Easterius, the Emperor (or Eldar/Chaos/Ork god, C'tan, Hivemind, etc) bestows a generous gift to the overlords of each army: One do-over.
Each player gains a single reroll that can be used once this game (the game starts at the beginning of Player turn 1). This reroll can be used on any dice roll made throughout the game, and breaks the standard rule of "no rerolling a reroll." For instance, it can be used to reroll a single attack roll, armor save, Leadership test (you'd reroll both dice), flee distance (you'd reroll both dice, or all three if that's your flee distance), and so on.
1. Bryan Simpson
2. Mike Rios
3. Colin Vasconcelles
4. Adam Cortes
5. Mitch Tucker
6. Alan Bajramovic
7. Matt Baugh
8. Les Westmoreland
9. Ron S.
10. Tony Malave
11. Matt Bartley
12. Tom Curzi
13. Tim G.
14.
15.
16.
17.
18.
19.
20.
Ringer (if needed): John Clemens