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Warhammer 40.000 Masters League Warm up Turnering

Started by Patrick Glikmann, 03 March, 2012, 11:50:29

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Patrick Glikmann

Vær hilset fellow medlemmer!  ;D

Da vi kickstarter ligaen medio April laver vi en Warm up turnering til at få muligheden for at prøve reglerne af først og komme ind i stemningen.

Hvor: EP
Hvornår: Søndag d. 18 Marts fra kl 10
Antal spil: 3
Program
10-1030 - Velkomst
1030-1330 Spil 1
1330-1400 Frokost
1400-1700 Spil 2
1700-1730 Pause
1730-2030 Spil 3

Pladser: 14
Pris: Det er gratis for EP medlemmer. Ikke EP medlemmer uden for hovedstadsområdet kan deltage for 50 kr. Det er muligt for ikke EP medlemmer indenfor hovedstadsområdet, der ikke har brugt deres to besøg, at deltage for 50 kr.   ;D
Præmier:   Tilgodebevis til Faraos Cigarer på 250 kr til vinderen, 100 kr til nr 2.

For at tilmelde sig skal man bare skrive herinde i tråden med sit navn og det codex man spiller med

Ses d. 18 til et brag af en hygge turnering!  8)

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We don't stop playing because we grow old; we grow old because we stop playing.

Patrick Glikmann



Army Building• We use Warhammer 40.000 5th edition rules.
Points: 2000 Points.
Army selection: None, armies are made according to standard Codex rules!
Army Lists: You use the same Codex and the same army list for all the games
• We use the newest edition of all Warhammer 40.000 official Codexes, including Official White Dwarf Codexes and units. We also use the rules in Imperial Armour 2 for all updated Imperial vehicles in the Dark Angels and Black Templar Codexes.
• Imperial Armour and/or Forgeworld units are allowed as long as they do not cost more than 300 points and are not Flyers. In any case, all use of Forgeworld and/or Imperial Armour units MUST be consulted with the organizers if intended for use in the tournament (write a mail with your request to 40kmasters@gmail.com, remember to add a pdf file with the rules for the unit you intend to use) Imperial Armour Army lists, and other unofficial lists are also allowed per request as mentioned above with the units.
• You have to bring your own printed army list for every game (remember to put all down all the options you paid for in points).

Malekrav: Fuldt malede hære

We don't stop playing because we grow old; we grow old because we stop playing.

Patrick Glikmann

Strategic Advantage Points system (SAP system)


The purpose of the SAP system  is to motivate players to field some of the less attractive units in their Codexes, and by doing so, add a more tactical element to the game.

How does it work: You calculate how many SAP you have before rolling of to see who gets the first turn, but after placing terrain and any objectives on the table. You can then freely use your SAP to try and gain a certain tactical advantage from the list of options mentioned below.

IMPORTANT!: It is important to remember to write down your SAP and that both you and your opponent can, at all times, be allowed to see how many SAP you have left.
In all cases, you only get the SAP bonus once per unit choice, the only exception being with Troop choices. Example: If you have 1 Pyrovore brood with 2 Pyrovores, you get 4 SAP, if you have 2 Pyrovore broods with 2 Pyrovores each, you still only get 4 SAP in total.

What can you get for your SAP and how to use it

The following can be used to affect the roll for the first turn, decide before rolling

3 SAP: +1 to the roll to see who gets to go first (maximum is +3)   The following can be used after the roll to sieze the initiative has been made

2 SAP: You can reroll your sieze the initiative or force your opponent to reroll his sieze the initiative result. Can only be used once.
The following can be done after deciding deployment zones and placing objectives and terrain, but before placing units and before the game starts

2 SAP: Move an objective up to 3 inches. This can be done several times but you cannot move an objective within 6 inches of other objectives, impassable terrain or the table edges.

2 SAP: Move a terrain piece up to 3 inches. This can be done several times but you cannot move a terrain piece within 4 inches of other terrain pieces, the table edges or move impassable terrain so that you cannot move models into contact with an objective.   The following can be used during the game

2 SAP: Reroll to see from which table edge an outflanking unit comes in. Can only be used once per outflanking unit.

2 SAP: +1/-1 to the entering from reserve roll for one unit. This can be used once per unit.

2 SAP: reroll scatter for Deep Strike for one of your own units or force your opponent to reroll scatter for one of his deep striking units. This can only be used once per unit in any case.

The following can be done after both armies have been deployed but before the starting player gets to start his first turn

2 SAP: Move one of your own units to any other area in your deployment zone. This can only be done once with a specific unit.   The following can be used when rolling to for Random Game Lenght

3 SAP: +1/-1 to the roll for random game lenght. This can only be used once per turn.


Codex Blood Angels
Any HQ or Elite Independant Character with Terminator Armour: 1 SAP
Blood Angels Captain: 2 SAP
Tactical Marines: 1 SAP
Techmarine: 1 SAP
Stormraven Gunship: 1 SAP
The whole army starts in reserve and comes in via Deep Strike: 4 SAP
Whirlwind: 2 SAP   

Codex Tyranids
Hive Tyrant: 1 SAP
Lictor Brood: 3 SAP
Venomthrope Brood: 2 SAP
Pyrovore Brood: 2 SAP per Pyrovore
Hormagaunt Brood: 1 SAP
Ripper Swarms: 1 SAP
Harpy: 3 SAP
Carnifex Brood: 3 SAP per Carnifex in the same brood

Codex Space Wolves
Any HQ with Terminator Armour (except Logan Grimnar & Njarl Stormcaller): 1 SAP
Wolf Lord without Thunderwolf mount: 1 SAP
Wolf Guard Battle Leader without Thunderwolf mount: 2 SAP
Ironpriest without Thunderwolf mount: 1 SAP
Venerable Dreadnought: 1 SAP
Blood Claws Pack: 1 SAP
Skyclaws: 1 SAP
Swiftclaws: 2 SAP
The whole army starts in reserve and comes in via Deep Strike: 6 SAP
Arjac Rockfist: 1 SAP
Lukas the Trickster: 3 SAP
   
Codex Deamons
Each non HQ and non Elite choice: 1 SAP (add this SAP value to the individual value of the units if they get one)
Chaos Furies: 2 SAP
Each Herald on foot: 3 SAP
Flamers of Tzeentch: 3 SAP
Beasts of Nugle: 2 SAP per Beast
Each non Plaguebearer Troop choice: 2 SAP
If all units in the army belong to the same Chaos God (Furies and Soul Grinders excepted): 6 SAP

Codex Grey Knights
Brotherhood Champion: 2 SAP
Culexus or Eversor Assassin: 3 SAP
Stormraven Gunship: 2 SAP
Nemesis Dreadknight: 1 SAP   

Codex Eldar
Wraithguard: 1 SAP
Striking Scorpions: 1 SAP
Guardians/Storm Guardians: 1/2 SAP
Shining Spears: 2 SAP
Vypers: 1 SAP
Swooping Hawks: 2 SAP
Support Battery: 3 SAP
All Phoenix Lords except Maugan Ra: 2 SAP

Codex Black Templars

Any HQ with Terminator Armour: 1 SAP
Castellan: 2 SAP
Chaplain: 1 SAP
Sword Brethen Veterans in Power Armour: 2 SAP
Assault squads: 1 SAP
Bike Squads: 2 SAP
The whole army starts in reserve and comes in via Deep Strike: 6 SAP   

Codex Tau
Stealth Suits: 3 SAP
Kroot Warriors with Krootox: 1 SAP
Vespid Stingwings: 4 SAP
Drone Sniper Team: 2 SAP
Skyray: 1 SAP
Commander Shadowsun: 3 SAP
Aun Va: 4 SAP

Codex Dark Angels
Independent Characters in Terminator armour (except Belial): 1 SAP
Deathwing Terminator Squads with Cyclones: 0 SAP
Belial: 0 SAP
All other units: 1 SAP
The whole army starts in reserve and comes in via Deep Strike: 6 SAP   

Codex Dark Eldar
Succubus: 1 SAP
Mandrakes: 3 SAP
Bloodbrides: 2 SAP
Chronus: 1 SAP
Grotesques: 1 SAP
Scourges: 3 SAP

Codex Space Marines
Any HQ with Terminator Armour: 1 SAP
Chapter Master (excluding Special Characters): 2 SAP
Captain not on a bike (excluding Special Characters): 2 SAP
Honour Guard: 3 SAP
Command Squad not on bikes: 2 SAP
Legion of the Damned: 3 SAP
Techmarine (unless taken with a Thunderfire Cannon): 2 SAP
Assault Marines: 2 SAP
Vanguard Veterans: 2 SAP
The whole army starts in reserve and comes in via Deep Strike: 6 SAP
Chronus: 1 SAP
Sicarius: 2 SAP
Devastators: 2 SAP   

Codex Chaos Space Marines
Any HQ with Terminator Armour (except Abbadon): 1 SAP
Chaos Lord: 1 SAP
Possessed: 3 SAP
Thousand Sons Marines: 2 SAP
Chaos Bikers: 1 SAP
Chaos Raptors: 1 SAP
Chaos Havocs: 1 SAP
Lesser Deamons: 1 SAP
If all units in the army that can have Marks/Icons have the same Mark/Icon: 4 SAP
Lucius: 2 SAP
Fabius Bile: 2 SAP

Codex Imperial Guard
Imperial Stormtroopers: 1 SAP
Engineseer: 2 SAP
Priest: 1 SAP
Ogryns: 3 SAP
Conscripts: 1 SAP   

Codex Orks
Ork Wierdboy (including Warphead): 3 SAP
Big Mek with Shock Attack Gun: 1 SAP
Ork Tankbustas: 1 SAP
Ork Warbikers: 1 SAP
Flash Gitz: 3 SAP
Looted Wagons: 3 SAP
Wazdakka in an army where everything has a transport or can move 12 inches or more: 2 SAP

Codex Sisters of Battle
Penitent Engines 4 SAP
Sisters Repentia 3 SAP
Sisters of Battle Squad 1 SAP   

Codex Necrons
Triach Praetorians: 2 SAP
Lychguard: 3 SAP
Deathmarks: 2 SAP
Destroyers (if none are upgraded to Heavy Destroyers): 3 SAP
We don't stop playing because we grow old; we grow old because we stop playing.

Patrick Glikmann

Missions and terrain rules
For each game you will randomly determine your mission with a Mission Generator. All games have 0-20 Battlepoints, which are divided into 10 Battlepoints for obtaining the Primary Objective (5-5 in case of draw), 6 for the Secondary Objective (3-3 in case of draw) and 4 for the Tertiary Objective (2-2 in case of draw).  In all instances where BRB is mentioned it is referred to the Basic Rulebook Book, which is the main Warhammer 40.000 Rulebook in Hardcover.

Mission generator

1.   Scoring and contesting conditions
2.   Winning conditions
3.   Deployment
4.   Terrain generator (in case you wish to use specific terrain, just agree with your opponent and use what you have instead of rolling for it)
5.   Atmospheric conditions

In all missions, special rules that will be used are: Reserves (Page 94 BRB), Outflank (Page 94 BRB), Deepstrike (Page 95 BRB). Nightfigthing will be used when Dawn of War deployment is on as per p93 in the BRB. Tabling player gets 20 BPs, tabled player gets 0 BPs.

1.   Scoring and contesting conditions, Roll D6
1-3 normal scoring and contesting rules. Page 90 BRB
4-6 all units with WS and 4+ models are scoring, transports can only contest if they cost more than the scoring unit positioned at the objective (if multiple scoring units are positioned, choose the most expensive one)

2.   Winning conditions, roll D6.
Objectives: Rules for Objectives follow the BRB on page 90-91 except where the Winning Conditions specify otherwise. All Objectives are considered to be 3 inches high and 1 inch wide.
Tertiary Objective: Any player that gets a difference of 600 or more Victory points wins tertiary. Tertiary is the same in all missions

D6 result is 1-2, Roll a D3
1   Primary: 4 Objectives. Each Objective is placed 12 inches from both long and short table edges, in each corner of the table. Both players roll a D6, the highest scoring gets to be the attacker. The attacker must try to rig the Objectives and the Defender must make sure they are not rigged. To rig an Objective you must have an unengaged scoring unit in base contact with the Objective at the end of the Assault phase and there must be no enemy units within 1 inch of the Objective. No model can end their move on top of the Objective, you can be in base contact with it, but not on top of it. The defender can stop the rigging of the Objectives by contesting the Objective as per the contesting conditions established in the Scoring conditions you rolled for the mission. If there are more rigged Objectives than unrigged at the end of the game, the attacker wins primary. If there are more Objectives unrigged at the end of the game, the defender wins primary.
Secondary: Annihilation, non Troop choices give 2 KP each   

2. Primary: 4 fixed Objectives, 2 are placed 10 inches from the long table edges and 36 inches from the short table edges. The other 2 are placed 12 inches from the short table edges and 24 inches from the long table edges.
Secondary: Nominate 3 of the enemy units, these cannot be Independent Characters or transports. For each of these 3 units, you get 1 KP, the player with most of these KP wins secondary.   

3. Primary: Divide the table into 9 zones, which are 8 inches x 36 inches each (from the short table edges). Each zone counts as an Objective. The deployment zone of the opponent counts as 4 Objectives, the zone right next to your opponents deployment zone counts as 3 Objectives, the zone after that as 2 Objectives, and the zone after that as 1 Objective. The middle zone does not count as an Objective. 
Secondary: Annihilation, all scoring units are worth 2 KP each

D6 roll is 3-4, Roll a D3
1   Primary: Seize Ground, D3+2 Objectives, for each player turn you hold an objective you get 1 Objective point, the player with the most Objective points gets Primary
Secondary: Annihilation, Troops give 2 KP each   

2 Primary: Seize Ground, D3+2 Objectives
Secondary: Annihilation, transports give 2 KP each   

3. Primary: Annihilation
Secondary: Seize Ground, D3+2 Objectives, for each player turn you hold an objective you get 1 Objective point, the player with the most Objective points gets Secondary

D6 roll is 5-6, Roll a D3   
1 Primary: 3 fixed Objectives, one in the middle of the table, and the other two 12 inches from the short table edges and 24 inches from the long tables
Secondary: Annihilation   

2. Primary: Annihilation, troops and transports count as 2 KP each
Secondary: Seize Ground, D3+2 Objectives   

3. Primary: Nominate 3 of your units, these units must cost more than 150 points (excluding transports cost) and cannot be independent characters. The player that gets the most of these units into the enemy deployment zone wins primary.
Secondary: Seize Ground, D3+2 Objectives

3.   Deployment, roll D6
1 Ambush. Like Spearhead, but 500 points of the army (rounding up) must start in reserve.
2 Dawn of War. Page 93 BRB
3 Pitched Battle. Page 92 BRB
4 Spearhead. Page 93 BRB
5 Fogs of War. Like Pitched Battle, but instead of deploying normally, write down on a piece of paper where your units deploy and put both papers (yours and your opponents) face down on the table. First turn the paper around that corresponds to the player with the first turn, and deploy the army as indicated on the paper. Then do the same with the opponents army.
6 Alpha Strike. Like Dawn of War, except up to 2 Fast Attack choices and 1 HQ can be deployed instead of 2 Troops and 1 HQ.

4.   Terrain generator, roll D6 three times and apply all three results. All terrain is placed in at least 6 inches from other terrain pieces and from the table edges. Each player places one terrain piece at a time (roll a dice to see who starts placing terrain pieces)
Size: No terrain piece should be larger than 12 inches in width or height. Obstacles shouldn't be more than 6 inches in width or in height.
D6 result is 1-2, roll a D3                             
1   D3+1 Buildings (concrete city buildings with AV12). Fire points and capacity are agreed upon by the players. If destroyed, it turns into a ruin of the same size. Pages 77-81 BRB   
2      D3+1 Impassable Buildings (Huge statues, storage tanks etc). Pages 77-81 BRB   
3      D3+1 Impassable terrain pieces (strong river, any terrain piece that is very hard to place a miniature on)

D6 result is 3-4, roll a D3
1    D3+2 Ruins. Pages 82-85 BRB   
2       D3+2 Woods (palm trees, firs, jungle etc). Difficult terrain.   
3       D3+2 difficult terrain pieces (swamps, hils, rocks etc)

D6 result is 5-6, roll a D3   
1       2D3+2 Obstacles (sandbags, barricades, tank traps etc). Difficult terrain.   
2       D3+1 Dangerous terrain pieces (lava streams, toxic fields frozen lakes etc)   
3       D3+1 Bastions or Bunkers with AV 14, Fire points and capacity are agreed upon by the players. If destroyed, it turns into a ruin of the same size. Pages 77-81 BRB

5.   Atmospheric conditions, roll a D6
1 Warp Storms. All psychic test are taken on 3D6 discarding the lowest dice.
2-4 Normal. No special rules
5-6 Gravitic anomaly. Count up the number of Vehicles on the table (including walkers) and Monstrous Creatures, if 8 or more are present in total between both armies, then all Vehicles (including skimmers) on the table count as moving in difficult terrain and all Monstrous Creatures count as moving in Dangerous terrain. If the number of vehicles or monstrous creatures drops below 8 during the game, the Atmospheric conditions cease to apply.

House rules• 1. Wound Allocation: When doing wound allocation, start with assigning lowest AP value wounds first, and then proceed with other wounds. This is to avoid people stacking up a lot of low AP wounds on the same model.
• 2. Cover from Woods: Vehicles (including Walkers) and Monstrous Creatures shot at through Woods or that are in Woods get a 5+ Cover save regardless of how much of the model you can actually see.
We don't stop playing because we grow old; we grow old because we stop playing.

MIKFRE

Hej Paddy

Jeg er er frisk, kommer med CSM.

Mikael

Patrick Glikmann

Tror jeg rykker den ind i Faraos tråden, det virker ikke til at der er den store interesse herinde for at deltage  :P
We don't stop playing because we grow old; we grow old because we stop playing.

Omegon

"You are not allowed to repeat anything you hear. You have to say what you didn't hear even if it is hearsay.
And you can't say what you see. So you have to say what you see without saying what you saw. Do you see?"

Patrick Glikmann



Du er velkommen til at komme ind til de andre Warm Up turneringer vi holder i Faraos om mandagen hvis du har lyst  8)

Mvh Paddy
We don't stop playing because we grow old; we grow old because we stop playing.

Patrick Glikmann

Denne post skal bare slettes, jeg kører den inde på Faraos forummet fremover :)

Mange tak, Paddy
We don't stop playing because we grow old; we grow old because we stop playing.