Professional Documents
Culture Documents
2014
Warhammer 40k Tournament
The Players
All the players that attend Wolf Cry 2014 are expected to conduct themselves appropriately throughout the tournament. That includes playing the game in the right spirit, making sure they have everything they need (dice, measuring tape etc., clear army lists and their armies!) and in general contributing to a friendly environment where everyone can enjoy both their games and the time spent in between rounds with their peers. The tournament organizer (me: Wayde) will do his best to ensure that the tournament runs smoothly and everything is provided to enable the players to get as much enjoyment as possible from the event, and likewise the players should do their utmost to hold up their end of the bargain. Most important of all, enjoy yourself!
The Organiser
The organiser for the event is Wayde Francis. He is 100% committed to ensuring that your Wolf Cry 2014 experience is the best it can possibly be. His job is to make sure everything runs as smoothly as possible, that you can concentrate solely on your task at hand and that is to play the best Warhammer 40k you can for 2 days against likeminded people that share your love of the Warhammer 40,000 hobby.
The Tournament
Tournament Organiser: When: Where:
Wayde Francis 28th & 29th June 2014 Onehunga RSA Function Rooms 57 Princes Street, Onehunga, Auckland
Time Table
SATURDAY 28 July 2014
0800 0845 0900 1130 1200 1430 1500 1530 1800 Registration starts Registration ends Round 1 commences Round 1 concludes Round 2 commences Round 2 concludes Beauty Pageant Round 3 commences Round 3 concludes
Important Dates
Registrations Close: 20th June 2014 Army Lists Due: 6pm 22nd June 2014 (the earlier the better) Wolf Cry 2014: 28th & 29th June 2014
TOURNAMENT RULES
Playing the Tournament
You will participate in a series of six games (spread over two days), each against a different opponent. Players will be matched against an opponent in the First Round based on specific (and confidential) guidelines. After that, in each round the two players in 1st and 2nd place (based on their points for Gameplay) will play each other, the players in 3rd and 4th place will play each other; the players in 5th and 6th place will play each other, and so on. The only exception is that you should never play the same opponent twice; should this happen let the TO know so they can sort things out and offer you fresh opponents of a suitable calibre. The main advantage of this system is that it seeds players after the First Round, and makes sure that the final winner of the Tournament will have faced some tough opposition along the way.
FAST 1: Vendetta Gunship (130) add heavy bolters (10) = [140] FAST 2: Vendetta Gunship (130) add heavy bolters (10) = [140] FAST 3: Vendetta Gunship (130) = [130] HEAVY SUPPORT 1: Hydra Battery: 2 x Hydra Flak Tanks (2x75) = [150] HEAVY SUPPORT 2: Hydra Battery: 2 x Hydra Flak Tanks (2x75) = [150] HEAVY SUPPORT 3: Manticore Rocket Launcher (160) swap heavy bolter for heavy flamer (-) = [160] TRANSPORT TRANSPORT TRANSPORT TRANSPORT TRANSPORT 1: 2: 3: 4: 5: Chimera Chimera Chimera Chimera Chimera (55) (55) (55) (55) (55) swap heavy bolter for heavy flamer (-) = [55] swap heavy bolter for heavy flamer (-) = [55] = [55] = [55] = [55]
[TOTAL = 1850] +++++++++++++++++++++++++++++++++++++++++++++++++++++++ PLAYER: NEIL KERR ARMY DESCRIPTION: BLACK TEMPLARS HQ 1: Emperors Champion (90) Accept Any Challenge, No Matter The Odds (50) = [140] ELITE 1: Sword Brethren Terminator Assault Squad: 6 Terminators (240) 3 with Thunder Hammers & Storm Shields (-) 3 with Lightning Claws (-) Furious Charge (18) = [258] ELITE 2: Sword Brethren Terminator Squad: 5 Terminators (200) 2 Cyclone Missile Launchers (50) Tank Hunters (15) = [265] ELITE 3: Sword Brethren Terminator Squad: 5 Terminators (200) 2 Cyclone Missile Launchers (50) Tank Hunters (15) = [265] TROOP 1: Crusader Squad: 5 Initiates (80) 4 Bolters (-) Meltagun (10) = [90] + TRANSPORT 1 TROOP 2: Crusader Squad: 5 Initiates (80) 4 Bolters (-) Meltagun (10) = [90] + TRANSPORT 2 TROOP 3: Crusader Squad: 5 Initiates (80) 5 Bolters (-) = [80] HEAVY 1: Land Raider Crusader (265) Dozer Blade (5) Blessed Hull (25) Search Light (1) = [296] HEAVY 2: Land Raider (250) Dozer Blade (5) Extra Armour (5) = [260] TRANSPORT 1: Rhino (50) Smoke Launchers (3) = [53] TRANSPORT 2: Rhino (50) Smoke Launchers (3) = [53] [TOTAL = 1850] +++++++++++++++++++++++++++++++++++++++++++++++++++++++
Army Lists:
The points level for armies is set at 1850 points. No more than that points limit may be spent on your army. Army lists must be written as per the examples shown previously in this document. The permitted armies will have a current & relevant supplement/dataslate list at the date of the event. If a codex/dataslate is missing from this list, e-mail the TO to confirm the availability. These armies are: Codex: Space Marines & dataslates Codex: Black Templars Codex: Blood Angels Codex: Dark Angels Codex: Space Wolves Codex: Chaos Space Marines & dataslates Codex: Daemons Codex: Sisters of Battle Codex: Grey Knights Codex: Imperial Guard Codex: Eldar & dataslates Codex: Dark Eldar Codex: Tau Empire & dataslates Codex: Orks Codex: Necrons Codex: Tyranids & dataslates Codex: Inquisition Codex: Legion of the Dammed Codex: Imperial Knights Only One (1) Primary detachment can be chosen for this event. Only One (1) Allied Detachment may also be taken, as per page 109 of the 6th Edition Warhammer 40,000 rulebook. Allied Detachments can only be taken from One (1) additional Codex/Dataslate Fortifications from the Stronghold Assault supplement can be taken, however Fortress of Redemption & Skyshield Landing Platforms are not allowed Special Characters will be allowed Lords of War from the Escalation supplement can be taken Forge World units marked Warhammer 40,000 approved are allowed
Weapons, armour options and upgrades chosen from the Codex must be shown on the all models in a unit. You are encouraged to use converted Citadel miniatures to represent troop types not yet available.
Limitations
- All Force Organisation charts are limited to One (1) D weapon in the entire force. - Forge World units that have the 'interceptor' Universal Special Rule are 0-1 unit per player. This includes but not limited to: Hyperios Air Defence Platforms Hydra Flak Platforms Sabre Defence Platforms Mortis pattern Contemptor Dreadnaughts
Please note that is 0-1 'unit' per player so you may still take 3 Hydra Flak Turrets as one unit. - Stronghold Assault: any listed fortification listed with an Armour Value 15 or greater is amended to Armour Value 14. Forge World models Any player wishing to field Forge World units should have a copy of any and all rules relating to that model with them for their opponent to use during the game. Any player using Forge World rules should either be using an Official Forge World model or a conversion that matches the official model for width, height, footprint, line of sight and weapon load out. If a player fields a model which the Referee's deem to be 'modelled for advantage' they will be asked to remove said model or replace it with a more appropriate piece.
Attrition points (0-8 points) Calculate the victory point difference between the players and consult the table below: Victory Point 0-300 301-600 601-900 901-1200 1200+ Difference Player with most APs gains 4 5 6 7 8 Player with least APs gains 4 3 2 1 0
Working out Attrition Points: Regardless of winning, drawing or losing, both players score Attrition Points by destroying or mauling enemy units. As soon as the mission ends and before working out victory conditions, all units that are falling back are removed and count as destroyed. A unit, for these purposes, signifies any model or unit that counts as an activation on the battlefield. For example, a Techmarine with a number of Servitors would count as one unit, an Eldar Avatar would count as one unit, and a squad of Tactical Marines with a Rhino would count as two units, as both are separate activations. The following Mission Points are available: Destroying units: for each enemy unit you completely destroy in your games score Mission Points equal to the original cost of that unit. Mauling units: for each enemy unit you bring to equal or below half its starting number of wounds or Hull points, you score Mission Points equal to half the original cost of that unit, rounding up fractions.
For example, if an enemy unit of ten Space Wolf Grey Hunters worth 150 points is Completely destroyed and an enemy Wolf Lord worth 100 points is brought down to one wound left, you will score 150 Mission Points for the Grey Hunters and 50 Mission Points for the Wolf Lord, giving you a total of 200 Mission Points in addition to any earned from achieving a victory condition.
If you feel the need to modify a sporting score you can approach a Referee and explain why you would like to change the score for a particular opponent. At the end of the tournament you will be asked to nominate the opponent who you believe was the most sporting out of the six games. These votes will be used in the event a tiebreaker is needed to decide the Best Sportsmanship award.
OTHER AWARDS
BEST SPORTSPERSON
The Best Sportsperson Prize will be awarded to that army that scores the highest score in the Sportsmanship component of the event scoring. In the event of a tie, Best Sportsperson votes at the end of the tournament will be used as the tiebreaker.
MISSIONS
The missions used for the six games will be a mix of those from the Rulebook and new missions created by the TO for tournament play. You should therefore plan your armies for any eventuality. A copy of the missions that will be used will be presented to players at the start of Day One of the event. As there is only a limited time for each game during the day, it is expected that the players read through the missions prior to commencing their game, in order to be familiar with associated Universal Special Rules, Victory Conditions etc. It is the responsibility of every player to be aware of the timetable for the day and be aware of how much time is available in every game. The TO will not give out time warnings and if a game is not concluded in the time given, he will make a decision on the result of that game.
FINAL WORDS
The Most Important Rule: The most important rule about playing games of Warhammer 40,000 is to have fun! Now while having fun may often be gained by mercilessly crushing your opponent's forces, never ever forget that you are both there to have fun. Whenever you play a game, you and your opponent are basically agreeing to duel according to a set of fairly abstract rules, with a theoretical ground scale, using representative forces and a thousand other subtle agreements that go together to make it work. The battle itself is a shared experience and great entertainment for both sides of they are both willing to make it so, No one particularly enjoys playing a game with someone who is overwrought, irascible and generally mean, or who only plays to win at all costs. That kind of player soon has difficulty finding opponents because they simply aren't much fun to game against. So the most important rule is to play nice and treat your opponent with the respect you would wish to get back from them so that you both have an enjoyable and exciting game. If you can do that and mercilessly crush their forces at the same time, then you really are a winner. All that remains is to wish you the very best of luck and every success at the event!