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April Tournament Version 1.0

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THE LORDS OF WAR

presents...
GALAXY AT WAR
It is the 41st Millennium and there is only war... Armies clash across countless battlefields and great
leaders of men, beasts and aliens rise to power. Do you have what it takes to become a Lord of War?
Galaxy at War is a Warhammer 40,000 tournament using the current 7th edition rules and armies.
Schedule.
09:00 09:30 Registration
09:30 12:00 Game One
12:00 12:30 Lunch
12:30 12:45 Voting for best painted army
12:45 15:15 Game Two
15:30 18:00 Game Three
18:00 18:15 Results and Awards
18:15 18:30 Pack up

Army Selection.
Armies must be in total no more than 1850 points.
Armies must be battle forged and may not be unbound. Any number of detachments and formations
may be used as long as each one has its minimum requirements met in unit selection.
Armies must be chosen using the latest codex and rules available to your army / faction.
Horus Heresy / Age of Darkness or other 30k rules are not permitted.
The Games Workshop rules and FAQ are to be used to ensure the game is played the way it was
intended to be. I have tried not to limit too much in army construction as this can unbalance things.
Using Forgeworld units and army lists is fine as long as they are compatible with the current edition
of the rules and have not been replaced or updated. You must use the most up to date rules there is.
Players must submit their army list via email to [email protected] by April 1st 2016.
This allows plenty of time for lists to be reviewed prior to the event and your pre-game scores to be
determined before the day which will speed up registration.
When submitting army lists please reference each book or source you have used rules from. If it is a
source I am not familiar with and have no access to I may ask to see a picture of it via email.

Games on the day


Each player will play 3 games throughout the day.
Each game has a predetermined mission which will be explained further down this rules pack.
Every game will be against a different opponent than the others.
The first game of the day will be drawn completely at random.
Subsequent games will be organised in Swiss style with the strongest competitors facing off.
Each game has a 2.5 hour time limit and games must finish within that time. Both players must get
an equal number of turns, so if there is not enough time left for both players to get another turn then
neither player gets one. However, both players must finish a minimum of 4 turns within the time or
neither player will score any victory points and it will be counted as a draw. Anybody found to be
wasting time deliberately will be disqualified. 2.5 hours is plenty of time for 5 to 7 turns to play out.

Tournament Scoring
Players are ranked first by number of Wins, followed by Draws and then Losses.
Players are next ranked by Victory Points including starting points earned throughout the day.
Players must keep track of their scores on their score sheet throughout the day.
Players must keep track of their victory points score throughout each game in a clear way to both
participants and the judges. This includes counting points like Slay the Warlord as soon as they
occur and adding points for Maelstrom cards at the end of each of your own turns, including rolling
any d3 results as they are scored. The best way to do this is with dice on the side of the play area.
Any points that are not tracked throughout a game are lost and are not added at the end of the game.
This is to ensure both players know the current score at all times and don't get surprised at the end
by the sudden addition of uncounted points from earlier in the battle, or from d3 results not rolled.

Tables and Scenery


The missions and also the tables are designed to ensure you should bring a fair and balanced list
which can cover all terrain and fight in any battlefield. Some of the boards will be densely packed
and others will be sparse. If you rely heavily on cover you may struggle on some boards, and if you
bring a horde army you may struggle to deploy on others and may have to use reserves and so on.
If possible you will play each game on a different table, but this may not always be possible.

What you need to bring.


Your army and a suitable tray or box to move your army around between games.
A set of tactical objective cards (these may be army specific to your army, or the regular deck)
Your dice, a tape measure, templates and any other counters you need.
At least two copies of your army list. Ideally these should be printed but clear hand written lists can
be accepted. Electronic army lists are not recommended but will be accepted as long as you are
willing to hand over the device. If using an electronic device you must remember your charger or if
your battery runs out you will count as not bringing an army list to the event for starting points.
All rule books, codex books and other source books you have used in your force.

Mission Rules.
Throughout the day players will play three games each of which has a different mission.
Failure to play any mission properly will result in an automatic loss for both participants.
All games will be played on a pre set up 6ft x 4ft board.
Scenery will be pre placed and should not be moved or removed for any reason.
Fortifications if taken are to be placed using the rules from the 40k rulebook before deployment.
All core rules from 40k are to be used including but not limited to Mysterious Objectives, Night
Fighting, Warlord Traits, Random Game Length, Reserves, Outflank, Infiltrate and Deep Strike.

Best Painted Award


During the Lunch Break each player display their army on a board and it will be given a number.
Players must all give each army a vote during this break on their score sheet, with a number
between 1 and 5 You must give a vote to every single army even if they are unpainted. A score of
3 is average and this should be the base of your consideration. 4 is good, 5 is exceptional and so on.
Things to consider while voting for each army:
How well painted it is.
How well based it is.
If it is finished or how close to finished the army is.
If it fits a theme or fluff.
How much effort it looks like the owner has put in.

Mission 1 Seize and Deny!


Primary Objective In this mission there will be six objectives pre placed on the board, numbered 1 through 6.
At the beginning of the game, both players will roll a d6 which corresponds to an objective.
The mission is to seize your own objective while denying the enemy theirs.
Note than this does mean both players could be going for the same objective.
At the end of the game, each player scores 5 points if they are holding their own objective.
At the end of the game, each player also scores 5 points if they hold their opponents objective.
Secondary Objectives First Blood, Linebreaker, Slay The Warlord, Massacre
Massacre Should you wipe out your opponent you gain an automatic win with the full 10 points
plus an additional 2 points. This also happens if your opponent concedes the game for any reason.
Deployment Deployment for this mission uses the standard Dawn of War deployment.

Game 2 Destroy the Enemy!


Primary Objective In this mission the objective is simple, destroy as much of the opposing army as possible.
For every 185 points you destroy from your opponents army you gain 1 victory point.
This means if all 1850 points are destroyed you will have gained the full 10 victory points.
Players should mark off units destroyed on one copy of their army list to keep track of points.
Armies which are less than 1850 points still give away the full 10 victory points if fully destroyed.
Secondary Objectives First Blood, Linebreaker, Slay The Warlord, Massacre
Massacre Should you wipe out your opponent you gain an automatic win with the full 10 points
plus an additional 2 points. This also happens if your opponent concedes the game for any reason.
Deployment Deployment for this mission uses the standard Dawn of War deployment.

Mission 3 Incoming Orders!


In this mission the armies are deep in a battle zone and contact with headquarters is sporadic. All
orders and instructions are coming in at random and in the confusion two armies clash. There are
several transmission points, command links or psychic nodes where better contact can be made.
In this mission six objectives will be pre placed on the table, equally spaced as in mission 1.
This mission uses one full deck of Tactical Objective cards for each player.
These may be the army specific or the generic 40k deck of cards.
At the start of a players first turn, he draws a hand of 3 objective cards.
At the start of a players subsequent turns, he first draws cards until he has a hand of 3 cards.
Next, he draws 1 further card for each objective he currently holds, to a maximum hand of 6 cards.
Players use their tactical objective cards to score victory points throughout the game.
As per the rulebook, immediately after discarding achieved cards at the end of their turn, a player
may elect to discard up to one objective card per turn. This represents the army deciding this order
was either misinterpreted or sabotaged information. If a player draws a card he cannot physically
achieve, it must be discarded in this way should they wish to get rid of it and cannot be swapped.
All scores should be tracked turn by turn, this includes rolling any d3 results as they are scored.
If one player gets wiped out or concedes, the other player may continue to play their turns and
receive further orders (tactical objective cards) until the time runs out or they finish their last turn.
Secondary Objectives First Blood, Linebreaker, Slay The Warlord
Deployment Deployment for this mission uses the standard Dawn of War deployment.

Tournament Points.
You can earn points outside of your games which are added to your total for the day and will help
you place higher within the tournament. It is advisable to design your army list to be high scoring.
1.
2.
3.
4.
5.

Three points if your army is fully painted in at least three colours in a coherent scheme.
Two points if your army is fully based in a coherent scheme, except for clear flying stands.
Two points if your army is WYSIWYG (what you see is what you get)
One point if you have a copy of all your rulebooks, codex and source books used with you.
One point if you have at least two copies of your printed or clearly written army list.

6. Five points if your army contains at least one Combined Arms Detachment.
7. Five points if your army contains no repeated detachments or repeated formations.
8. Two points if your army contains a completely full Combined Arms Detachment.
9. Two points if your army does not include any special characters.
10. Two points if your army does not include a super heavy or lord of war unit.

PLEASE NOTE THIS IS A FIRST DRAFT AND THESE TOURNAMENT RULES ARE
SUBJECT TO CHANGE.

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