Spring Fever 2013 Warhammer 40k Tournament – March 9th – Registration at 9am – 1st Round starts at 10am
PLEASE REGISTER FOR THE TOURNAMENT THROUGH THE TRIANGLE SIMULATION SOCIETY SPRING FEVER WEBPAGE:
http://www.trianglesimsociety.org/?page_id=27
INDICATE CLEARLY IN THE TEXT FIELD OF THE REGISTRATION FORM THAT YOU ARE ENTERING THE WARHAMMER 40K TOURNAMENT.
The tournament will be run using the 6th edition Warhammer 40k rules including the most recent FAQ documents.
The one exception to this is that we will be allowing Eldar Psykers to cast psychic powers whilst embarked in the same way as other psykers (they can cast powers targeted on themselves, the unit they are embarked with, or the transport they are embarked in).
Armies will be allowed from all current codexes, using the latest version of each codex and current FAQ’s.
Points limit for the army is 1850 points.
Allies and fortifications are allowed as part of the army, following the normal rules for these. The Fortress of Redemption and Skyshield Landing pad fortifications will not be allowed to be used in the event due to size of the pieces and placing limitations.
There is no painting requirement for models, but a prize for ‘Best Painted Army’ will be awarded based on the judges decision.
Tournament Victory Conditions
The tournament will be a 3-round tournament with a maximum of 24 players.
Primary determination for tournament victory will be highest total VP accumulated from the 3 games
Secondary determination (in the event of tied primary determination) for tournament victory will be win/loss rate.
Tertiary determination (in the event of tied primary and secondary determination) for tournament victory will be lowest total VP conceded from the 3 games.
Game Victory Conditions
Winning and losing each game is determined by which player scores the highest VP total in the game, with the exception that ‘tabling’ your opponent, or if your opponent concedes, provides a victory regardless of relative VP scores.
If your opponent has no models on the board at the end of any game turn you have ‘tabled’ your opponent and score a victory. You are allowed to complete your remaining turns for the game to accumulate as many VP as possible.
If an opponent concedes a game, all of his units are considered to have been destroyed and you are allowed to complete your remaining turns for the game to accumulate as many VP as possible.
NOTE: We strongly encourage all players to fight each game to the bitter end, even when victory is impossible. Maximizing your VP score and minimizing your opponent’s score should be your goal. Think “THIS IS SPAARRRTTTAAAA!!!!!!!” and go out fighting!
NOTE: Tabling your opponent or obtaining a concession on the game does NOT automatically confer maximum VP for the game.
Flyers, Flying Monstrous Creatures and Objectives
• Flying Monstrous Creatures in ‘Swoop’ mode can never control or contest objectives
• Vehicle Flyers can never control or contest objectives
• All objectives are treated as impassable terrain and NO unit or model is allowed to be on top of the objective piece.
• If an objective is placed on top of a building that is destroyed during the game (becoming impassable terrain) the entire building is considered to be the objective.
Round 1 – Blitzkrieg
•Break through the enemy lines and seize important battlefield objectives whilst defending your own supply lines!
•Set up is ‘Hammer and Anvil’ deployment, roll for deployment order as normal
•Game length follows the normal rules for variable length
•Place an objective in the center of the battlefield (consult TO if impassable terrain in center)
•Each player places in turn: 1 objective on a line 12” back from the centerline of the table and 1 objective on a line 24” back from the centerline of the table. Objectives must be more than 6” from the table edge and more than 18” from any other objective.
•Normal rules for night fight, deepstrike, reserves, etc apply.
•No mysterious objectives or mysterious terrain are in play.
•If you have one or more Fast Attack units in your main army (not allied detachment), you must designate one of these units as your ‘Breakout Unit’. This unit counts as a scoring unit (exception – see rules on ‘Flyers, Flying Monstrous Creatures and Objectives’) and will score your opponent 1VP if destroyed.
Scoring:
•Controlled objectives are worth a VP value between 1 and 5, increasing as the objectives are further from your table edge. This means that the objective closest to your table edge is worth 1 VP to you or 5 to your opponent, the next objective is worth 2 to you, 4 to your opponent, the center objective 3 to either of you, and so on.
•Standard secondary objectives are in play and worth 1 VP per secondary objective
•If your opponents ‘Breakout Unit’ is destroyed, falling back, or off-board at game end, or if he does not have one, you score 1 VP
•The player that has caused more enemy units to be destroyed, falling back, or off-board at game end scores 3 VP.
•If 50% or more of your opponent’s units are destroyed, falling back, or off board at the game end you score 3 VP
Round 2 – Special Forces!
• Objects of great value have been discovered on the field. Elite units have been dispatched to seize possession of the artifacts
•Set up is ‘Vanguard Strike’ deployment, roll for deployment order as normal. After corners have been selected:
•Place two objectives on the diagonal line across the center of the table. The objectives should each be 24” from the center of the board.
•GAME LENGTH IS FIXED AT 6 TURNS
•Normal rules for night fight, deepstrike, reserves, etc apply.
•No mysterious objectives or mysterious terrain are in play.
•If you have one or more Elite units in your main army (not allied detachment), you must designate one of these units as your ‘Special Forces Unit’. This unit counts as a scoring unit (exception – see rules on ‘Flyers, Flying Monstrous Creatures and Objectives’) and will score your opponent 1VP if destroyed.
Scoring:
•VP’s are scored from each controlled objective as follows:
At the end of every game turn from game turn 2 onwards score 1VP if you control one objective, score 3VP if you control both objectives
•Standard secondary objectives are in play and worth 1 VP per secondary objective
•If your opponents ‘Special Forces Unit’ is destroyed, falling back, or off-board at game end, or if he does not have one, you score 1 VP
•The player that has caused more enemy units to be destroyed, falling back, or off-board at game end scores an additional 3VP.
•If 50% or more of your opponents units are destroyed, falling back, or off-board at the game end, you score an additional 3VP
Round 3 – Shock and Awe!
•A head-to-head engagement with the enemy! Pound them into submission (or just into pulp) as you locate their communication hubs.
•Set up is ‘Dawn of War’ deployment, roll for deployment order as normal
•Game length follows the normal rules for variable length
•Place an objective in the center of the battlefield (consult TO if impassable terrain in center).
•Each player receives 2 objective markers. Players take turns (starting with the player deploying first) placing an objective marker in their own half of the board, with each objective having to be located more than 6” from any board edge and more than 12” from any friendly objective or the center objective. Then each player places their second objective marker in their opponent’s deployment area, with each objective having to be located more than 6” from any board edge and more than 12” from any friendly objective or the center objective.
•Normal rules for night fight, deepstrike, reserves, etc apply.
•The center objective has the special rules from the mysterious objectives rules of ‘Skyfire Nexus’ and ‘Booby Trapped’.
•If you have one or more Heavy Support units in your main army (not allied detachment), you must designate one of these units as your ‘Meatgrinder Unit’. This unit counts as a scoring unit (exception – see rules on ‘Flyers and Objectives’) and will score your opponent 1VP if destroyed.
Scoring:
•Controlled objectives are worth 3VP each at the end of the game
•Standard secondary objectives are in play and worth 1 VP per secondary objective
•If your opponents ‘Meatgrinder Unit’ is destroyed, falling back, or off-board at game end, or if he does not have one, you score 1VP
•The player that has caused more enemy units to be destroyed, falling back, or off-board at game end scores an additional 3VP.
•If 50% or more of your opponents units are destroyed, falling back, or off-board at the game end, you score an additional 3VP
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