Post by Gannon on Jan 24, 2011 21:32:52 GMT -5
Gentlemen,
March 5th will see Iwakuni's very first Team Tournament (taken from adepticon). Each Team will be comprised of one pair (2) of gamers using a 1000 point list each. All force organization rules will be followed for this tournament. The newest FAQ's will be used as well as the current Adepticon INAT FAQ. [glow=red,2,300]Forgeworld models are allowed, granted you must have the rules for such models and clear any FW models you will be using through the TO.[/glow]
BUILDING 656!
Entry Fee: $30 per team
DAY SCHEDULE:
0900-0930 Team Registration
0930-1200 Game #1
1200-1300 Lunch / Paint and Theme Judging
1300-1530 Game #2
1530-1600 Break
1600-1830 Game #3
1830-1900 Break
1900-1930 Awards Ceremony
1930-2000 Breakdown/Clean up
Awards
Atlas
Theme/Painted
Sportsmen
Assassins
Tacticians
Overall champions
Materials Required from each player:
WYSIWYG Army (1 point)
5 Copies of your list (1 point)
Appropriate Codex/[glow=red,2,300]FW Rules sheet[/glow] (1 point)
Warhammer 40k Rulebook/minibook (1 point)
Dice (incl scatter), measuring tape, templates (1 point each)
Counters- Commander's Head, Command Counter (1 point each)
Custom [glow=red,2,300]Display[/glow] tray [one per team is okay (1 point)]
COMMANDER'S HEAD
During the Tournament, your HQ choice (e.g. a single model commander if joined by a retinue) represents a vital portion of your army. As such, bonus points can be achieved by keeping your Commander alive while eliminating your opponent's Commanders. (Remember, each Team will always start the game with 2 Commanders taking part in the battle). If during the course of a Team Tournament game one of your Commanders is killed by the enemy side, your opponent's will claim your Commander's "head". This rule also affects your opponents. Therefore, if you kill an enemy Commander during the course of the game, you will claim your opponent's Commander's "head". These results are recorded as part of the game results sheets that each Coalition turns in at the conclusion of each game. If your Commander is not on the table at the conclusion of a game (e.g. Saint Celestine), your Commander counts as being killed for Commander's Head purposes. In addition, if an Independent Character is part of a squad that has fallen off the table or is falling back when the game ends, he/she will count as having lost their Commander's Head. For the purposes of Commander's Heads, your most expensive (points value) Special/Unique/Named Character HQ model must always be chosen as the Commander first. If you are fielding a HQ selection without a Special/Unique/Named Character HQ model, then the most expensive (points value) model in the unit counts as your Commander. In the case of units containing no Special/Unique/Named Character(s) and multiple models with identical point values, nominate one specific model as your Commander and make this choice known to your opponents at the beginning of the game. During the course of a single game, it is possible to lose a maximum of 2 Commander's Heads and gain a maximum of 2 Commander's Heads (1 for each player participating in the game) leaving a minimum of 0 and a maximum of 4 Commander's Head points to be scored during each game.
COMMAND COUNTERS
Each Team Member gets one "Command Counter" each game which he may apply only to his own units unless otherwise stated in the mission Special Rules. A Team Member uses a Command Counter by assigning it at the beginning of the game after deployment but before the first turn is played. The counter may only be assigned to a unit at the beginning of the game. If you forget to assign it before the dice roll for the first turn then it is TOO LATE.
The counter is placed in coherency on the table with any eligible unit (as per the mission’s special rules) from that Team Member's army list. Alternatively the counter may be assigned to a unit in reserves. The counter never counts as a model for any purpose. The Team Member placing the counter must CLEARLY state which unit is carrying the counter and make sure that the opposing Coalition is aware of it. The counter may not be placed with Swarms. Again, be absolutely sure that you know which units (your units and your opponents' units) are carrying Command Counters (if any). Write it down on scratch paper if you need to. It is the responsibility of the players to read each scenario carefully to ensure they're using their Command Counters wisely.
Each mission will specify something special that the counter carrying units can do. For example: " Units that have been assigned a Command Counter count as Scoring Units regardless of what force organization category they belong to." You will have to read the mission description to discover what special ability is given to a unit with a Command Counter. In all cases the ability will make the mission objectives somewhat easier to accomplish.
WIPEOUTS!
A 'Wipeout!' immediately occurs when one side has had all of its models destroyed and there is no chance that any of their models will return to play later (such as with St. Celestine). When this happens, the game ends immediately. Unless specified otherwise in the mission rules, a side which achieves a 'Wipeout!' automatically receives maximum score for all Mission Objectives (25 points). Tactical Bonuses are scored as normal for both Teams. In the case of Tactical Bonuses that require a Commander or Command Counter to achieve, the bonus is scored only if the Team has the relevant one or more Commanders/Command Counters still on the table at the end of the game (regardless of table position).
COMMAND COUNTER SCORING
If a Team Member uses a counter and the unit carrying it is destroyed then the opposing Coalition gets one Command Counter point. If a Team Member chooses NOT to use the counter then his own Coalition gets one Command Counter points. If a Team Member uses a counter and the unit carrying it is alive at the end of the game then his own Coalition gets one Command Counter point. So if in every tournament round both Team Members on a Team decided not to use their Command Counters the Team would have scored 6 points (2 Team Members x 3 rounds.) If all of that same Team's opposing players used a Counter and the carrying units were all destroyed then an additional 6 points could be earned for a total of 12. You can play it safe and protect your 6 Command Counter points if you feel that you can accomplish the missions without the extra perks.
COMMAND COUNTER CLARIFICATION
Independent Characters who (either during gameplay or deployment) attach themselves a unit carrying a Command Counter DO NOT benefit from the perks associated with the Counter (and vice versa). In addition, if the unit (with an Independent Character attached) bearing a Command Counter is destroyed the Command Counter does not transfer to the Independent Character (and vice versa). This also applies to Independent Characters with retinues who were purchased together. In the case of units who are assigned a Command Counter while in reserves and enter the game from reserves as a split unit (Space Marine combat squads, Death Cult assassins, etc), the Command Counter and its associated perks must be assigned to ONE portion of the split unit (owning player's choice). Units bearing a Command Counter that never enter play (e.g. Deep Strike mishap) count as being destroyed and award your opponent the Command Counter point.
UNITS FALLING BACK
As per the Warhammer 40,000 rulebook (pg 90), as soon as the game ends and before working out victory conditions, all units that are falling back are removed from the game and count as destroyed. Commanders that are falling back at the end of the game are considered to have lost their “head”. Units bearing Command Counters that are falling back are considered destroyed and give up the Command Counter point.
March 5th will see Iwakuni's very first Team Tournament (taken from adepticon). Each Team will be comprised of one pair (2) of gamers using a 1000 point list each. All force organization rules will be followed for this tournament. The newest FAQ's will be used as well as the current Adepticon INAT FAQ. [glow=red,2,300]Forgeworld models are allowed, granted you must have the rules for such models and clear any FW models you will be using through the TO.[/glow]
BUILDING 656!
Entry Fee: $30 per team
DAY SCHEDULE:
0900-0930 Team Registration
0930-1200 Game #1
1200-1300 Lunch / Paint and Theme Judging
1300-1530 Game #2
1530-1600 Break
1600-1830 Game #3
1830-1900 Break
1900-1930 Awards Ceremony
1930-2000 Breakdown/Clean up
Awards
Atlas
Theme/Painted
Sportsmen
Assassins
Tacticians
Overall champions
Materials Required from each player:
WYSIWYG Army (1 point)
5 Copies of your list (1 point)
Appropriate Codex/[glow=red,2,300]FW Rules sheet[/glow] (1 point)
Warhammer 40k Rulebook/minibook (1 point)
Dice (incl scatter), measuring tape, templates (1 point each)
Counters- Commander's Head, Command Counter (1 point each)
Custom [glow=red,2,300]Display[/glow] tray [one per team is okay (1 point)]
COMMANDER'S HEAD
During the Tournament, your HQ choice (e.g. a single model commander if joined by a retinue) represents a vital portion of your army. As such, bonus points can be achieved by keeping your Commander alive while eliminating your opponent's Commanders. (Remember, each Team will always start the game with 2 Commanders taking part in the battle). If during the course of a Team Tournament game one of your Commanders is killed by the enemy side, your opponent's will claim your Commander's "head". This rule also affects your opponents. Therefore, if you kill an enemy Commander during the course of the game, you will claim your opponent's Commander's "head". These results are recorded as part of the game results sheets that each Coalition turns in at the conclusion of each game. If your Commander is not on the table at the conclusion of a game (e.g. Saint Celestine), your Commander counts as being killed for Commander's Head purposes. In addition, if an Independent Character is part of a squad that has fallen off the table or is falling back when the game ends, he/she will count as having lost their Commander's Head. For the purposes of Commander's Heads, your most expensive (points value) Special/Unique/Named Character HQ model must always be chosen as the Commander first. If you are fielding a HQ selection without a Special/Unique/Named Character HQ model, then the most expensive (points value) model in the unit counts as your Commander. In the case of units containing no Special/Unique/Named Character(s) and multiple models with identical point values, nominate one specific model as your Commander and make this choice known to your opponents at the beginning of the game. During the course of a single game, it is possible to lose a maximum of 2 Commander's Heads and gain a maximum of 2 Commander's Heads (1 for each player participating in the game) leaving a minimum of 0 and a maximum of 4 Commander's Head points to be scored during each game.
COMMAND COUNTERS
Each Team Member gets one "Command Counter" each game which he may apply only to his own units unless otherwise stated in the mission Special Rules. A Team Member uses a Command Counter by assigning it at the beginning of the game after deployment but before the first turn is played. The counter may only be assigned to a unit at the beginning of the game. If you forget to assign it before the dice roll for the first turn then it is TOO LATE.
The counter is placed in coherency on the table with any eligible unit (as per the mission’s special rules) from that Team Member's army list. Alternatively the counter may be assigned to a unit in reserves. The counter never counts as a model for any purpose. The Team Member placing the counter must CLEARLY state which unit is carrying the counter and make sure that the opposing Coalition is aware of it. The counter may not be placed with Swarms. Again, be absolutely sure that you know which units (your units and your opponents' units) are carrying Command Counters (if any). Write it down on scratch paper if you need to. It is the responsibility of the players to read each scenario carefully to ensure they're using their Command Counters wisely.
Each mission will specify something special that the counter carrying units can do. For example: " Units that have been assigned a Command Counter count as Scoring Units regardless of what force organization category they belong to." You will have to read the mission description to discover what special ability is given to a unit with a Command Counter. In all cases the ability will make the mission objectives somewhat easier to accomplish.
WIPEOUTS!
A 'Wipeout!' immediately occurs when one side has had all of its models destroyed and there is no chance that any of their models will return to play later (such as with St. Celestine). When this happens, the game ends immediately. Unless specified otherwise in the mission rules, a side which achieves a 'Wipeout!' automatically receives maximum score for all Mission Objectives (25 points). Tactical Bonuses are scored as normal for both Teams. In the case of Tactical Bonuses that require a Commander or Command Counter to achieve, the bonus is scored only if the Team has the relevant one or more Commanders/Command Counters still on the table at the end of the game (regardless of table position).
COMMAND COUNTER SCORING
If a Team Member uses a counter and the unit carrying it is destroyed then the opposing Coalition gets one Command Counter point. If a Team Member chooses NOT to use the counter then his own Coalition gets one Command Counter points. If a Team Member uses a counter and the unit carrying it is alive at the end of the game then his own Coalition gets one Command Counter point. So if in every tournament round both Team Members on a Team decided not to use their Command Counters the Team would have scored 6 points (2 Team Members x 3 rounds.) If all of that same Team's opposing players used a Counter and the carrying units were all destroyed then an additional 6 points could be earned for a total of 12. You can play it safe and protect your 6 Command Counter points if you feel that you can accomplish the missions without the extra perks.
COMMAND COUNTER CLARIFICATION
Independent Characters who (either during gameplay or deployment) attach themselves a unit carrying a Command Counter DO NOT benefit from the perks associated with the Counter (and vice versa). In addition, if the unit (with an Independent Character attached) bearing a Command Counter is destroyed the Command Counter does not transfer to the Independent Character (and vice versa). This also applies to Independent Characters with retinues who were purchased together. In the case of units who are assigned a Command Counter while in reserves and enter the game from reserves as a split unit (Space Marine combat squads, Death Cult assassins, etc), the Command Counter and its associated perks must be assigned to ONE portion of the split unit (owning player's choice). Units bearing a Command Counter that never enter play (e.g. Deep Strike mishap) count as being destroyed and award your opponent the Command Counter point.
UNITS FALLING BACK
As per the Warhammer 40,000 rulebook (pg 90), as soon as the game ends and before working out victory conditions, all units that are falling back are removed from the game and count as destroyed. Commanders that are falling back at the end of the game are considered to have lost their “head”. Units bearing Command Counters that are falling back are considered destroyed and give up the Command Counter point.