2014 Team Tournament

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2014 Team Tournament

Post  Roland on Thu Nov 21, 2013 10:46 pm

Its that time again!!!

I've made a few changes, mainly to the missions, which will use the Rules of Engagement (to be posted soon).
Have fun with this! Be creative with the teamnames, trashtalk (within good humored reason)! If anyone has suggestions/comments/let me know.

Team Tournament Signup

11 January 2013
1500 POINT TEAM TOURNAMENT

OVERVIEW
•Over the course of the day your team will play a total of 6 games, over three rounds. Each round you will pair up with a different teammate to take on another teams pairing. You may not play with the same teammate twice. Pairings will be randomly determined before the event.
• Ex. Andy, Bob, Chuck and Dave form a team. In the first round Andy and Chuck form one team and Bob and Dave play another. In round two they have Dave and Chuck play one game, while Andy and Bob play the other. In the last round Andy and Dave must pair up and Bob and Chuck must as well.
• Teams will be treated as allies of convenience in all cases.
• For purposes of declaring attacks, assaults, etc. a TEAM as a whole should declare assaults, shooting attacks, and the like, as if they were a single player. (For example, both players must declare all assaults before actually resolving any; IG players must issue orders before their teammate shoots, etc.)

MODELS/PAINTING
• All models should be WYSIWYG, and be painted to tournament standard (3 colour minimum and (at minimum) a painted base.
• “Counts-as” armies are fine, as long as units are readily identifiable as the unit they are intended to represent.
• Each team MUST also bring four (4) 60mm objective markers; one per player.

RULES
• The tournament will begin on Saturday, January 11th at 10:30 AM at Dragon’s Den.
• Teams will consist of 4 players, each with a separate detachment. Teams should submit their team name, members and an army list for each detachment before the tournament. $60/team.
• Armies will consist of 750 points using the following force organization chart (treat as an Allied Detachment)
o 1 Headquarters
o 2-3 Troops
o 0-1 Elite
o 0-1 Fast Attack
o 0-1 Heavy Support
o Fortifications are split between teams. Each player pays half the cost (rounding up), and it is used in all games. Ex. You take an Aegis line w/ Quad gun. Each player pays 50 pts and your team will have the Aegis line in each game. Note that this means you will have an Aegis line in each pairing.
o Any choices that don’t take up a place in the Force Organization chart are to be used as per their rules in their respective codices, and are not affected by the restrictions stated above for other types of choice (Space Marine Command Squads, for example.)
o No allies of any sort, as all players are effectively allies of their teammates.
• Forge World/Imperial Armour units and rules may be used (so you can play a Renegades and Heretics army, or use a Repressor in your SoB, for example), provided an appropriate model is used (i.e. either an actual FW model, or a suitable conversion). NO EXPERIMENTAL OR SUPER-HEAVY/GARGANTUAN UNITS. You MUST bring the rules for your units. Please make sure you are using the most recent rules.
• All GW FAQ’s apply.
• Special/Unique/Named characters may be used, provided their rules allow them to be used in armies of 1500 points or less.
• Each round you will play a different team and pair up with a different team member randomly determined by the tournament organizer. Each player will have a warlord.
• Please try to provide your own rulebook, codex, dice, templates, pen/pencil, calculator, laptop, alter to the Dark Gods, or whatever you feel you need during the course of play. Spares may or may not be available, and are not guaranteed to NOT be cursed.
• Please provide an army list to the judges beforehand (at least a week prior to the tournament). You are responsible for providing 2 printed copies of your army list, one for your use, and one for your opponents use.
• In order for the tournament to keep on schedule, all players should drop their dice and stop playing when time is called- no exceptions. Please be aware of the time you have left and do not start a round you cannot finish. A warning will be provided at 15 and 5 minutes remaining. NO game turn should be started after the first warning period.
• Any illegal units/rules violations/general douche-bagginess will result in punishment up to and including the following:
o Removal of offending models or units.
o Removal of offending shirt or articles of clothing.
o Removal of offending douche bags.

SCORING
• Battle points (50%): 120 total points per team. 20 points per game.
• Sportsmanship (25%): 60 total points, 10 points per game, player scored.
• Appearance/Painting/Theme (25%): 60 total points for painting, judge scored.
• Bonus Points (25%): Up to 10 bonus points for team.
• Total possible points: 250

BATTLE POINTS
Battle points will be awarded as follows W=20; Draw=10; L=0. Bonus point may be awarded depending on the mission, please see the mission list for particulars. Missions will be determined by your orders from the Rules of Engagement.

SPORTSMANSHIP
Each round, each team will evaluate their opposing team on a 1-10 scale using the provided checklist on their score sheet.


APPEARANCE/PAINTING
Before play begins, each player’s army will be judged according to the checklist by event staff. Please see the Paint Score Checklist for particulars. The four scores will be totalled, and multiplied by .375. This will give a team appearance score between 0-60

BONUS POINTS (to overall only)
•+2 for each army list submitted by Dec. 27th; +1 for each list submitted by Jan 4th.
•+2 for paying in advance
•+5 for a teamname
•+10 for team shirts/caps/uniforms
•+5 for entrance music

AWARDS
The following awards are on a team basis:
• Best Overall: Total Points. Battle Points then Sportsmanship then Appearance for ties.
• Best Generals: Battle Points. Player’s Choice Votes give +1 for the first vote, +2 for the second, +3 for the third, i.e. 2 votes would add 3 to the players score and 3 votes would add 6.
• Best Painted: Appearance Points. Player’s Choice Votes give +1 for the first vote, +2 for the second, +3 for the third, i.e. 2 votes would add 3 to the players score and 3 votes would add 6.
• Best Sports: Highest Sportsmanship. Player’s Choice Votes give +1 for the first vote, +2 for the second, +3 for the third, i.e. 2 votes would add 3 to the players score and 3 votes would add 6.

No team may be awarded more than 1 major prize.

Any additional prizes:
Bring Me their Heads!: Most Slay the Warlord- Own warlords slain.
The Lines are broken!: Most (linebreaker-opponents linebreaker)
Sureshot!: Most Firstblood-opp. First blood.
Favourite Team name: by vote

Other prizes to be announced

SCHEDULE
10:30-10:45 setup
ongoing best painted judging
10:45-12:45 round 1
12:45-2:45 round 2
2:45-3:15 --lunch intermission—
3:15-5:15 round 3
5:15-6:00 give out prizes; clean up; leave

FAQ:
Warlord Traits: Each player has a warlord, roll a d6 before the game and choose a trait from any tables allowed. Some characters may automatically have a certain trait.
Mysterious Objectives/Terrain: We will not be using mysterious objectives/terrain in the interest of time.
Terrain: Terrain will follow the rules for terrain and battlefield debris as appropriate.

Confirmed Teams:

  • The Real Space Tyrants
  • Graem J.- Dark Angels
  • Jason C.- Dark Eldar
  • Chris S.- Eldar
  • Tyler F.- Imperial Guard
  • Ain't Got Time to Bleed
  • Robyn M..- ???
  • ???- ???
  • ???- ???
  • ???- ???
  • Mount Crushmore
  • Pascal- ???
  • Ian R.- ???
  • Mark H.- ???
  • ???- ???
  • Rainbow Dolphin Hunters
  • Thom M.- ???
  • Mike B.- ???
  • Tom L.- ???
  • Dallas- ???


THE RULES OF ENGAGEMENT:
1. Roll for deployment.
2. Dice to select deployment zones.
3. Place objective markers.
4. Determine Mission for each player.
5. Deploy armies.
6. Roll for first turn and begin game.

OBJECTIVE MARKERS
The Rules of Engagement requires that each team has two objective markers. This gives players the opportunity to make items relating to their army. We recommend a 60mm round base. Objective markers are not considered difficult terrain and do not block line of sight, regardless of how the marker looks.

ARMIES AND TERRAIN
Armies are chosen using the force organisation chart above. Terrain will be placed in advance.

DEPLOYMENT
Deployment style and deployment zone selection are as normal.

SETTING UP OBJECTIVE MARKERS
Each team takes turns placing their objective markers. The team that won the roll-off for deployment zones places a single marker first. Each team must place one objective marker within their deployment zone and one in the No Man’s Land outside both deployment zones. These objective markers must be farther than 6" from any table edge, and no closer than 18" to another objective marker. The players alternate deploying their objective markers until all four of them are placed.
After all markers have been placed, each player rolls a Scatter dice for their markers, on a ‘hit’ result the marker will remain where it was placed, otherwise roll a single dice for the number of inches the marker scatters. Note that markers may scatter out of deployment zones and may end up within 18" of each other or touching the table edge after they scatter. Players should keep in mind that you will be randomly determining (explained below) which, if any, of the objective markers you will need to control to win the game. Placement of markers is crucial, as you may end up defending the markers you place, and likewise you may be assaulting the enemy’s. It would be wise to place markers in a position where they cannot be easily captured by the enemy, but could potentially be defended by you.

CONTROLLING OBJECTIVE MARKERS
Objectives are controlled as on pg 123 of the rulebook. Note that objective markers are 60mm in size for the tournament and you must be within 3” of the base of the objective to control or deny it..

SCENARIO MISSIONS
After terrain and objective markers are setup, it is time to determine what your orders are. Each army will have orders from their high command detailing what their purpose on the battlefield will be. These may or may not be the same as the enemy and may or may not affect what your enemy does during the game. Each player should roll two dice, add the results, and consult the Rules of Engagement scenario table (to the right of these pages) to determine their mission. Both players should tell each other which mission they rolled. In addition to the basic objectives needed to achieve victory, the mission you roll may also offer additional rules, such as Infiltrate or Deep Strike, that are in effect for your army. Since each player rolls separately, any special rules for their mission apply ONLY to their army and not their opponent’s force. This means that one army may have the ability to use deep striking units such as Terminators, while the other army may only have the option of infiltrators or no special rules at all. These rules are detailed in the Rules of Engagement Mission Chart opposite.

GAME LENGTH
All games use random game length.

DEPLOYMENT AND FIRST TURN
Deploy your army as detailed in the rule book. Seize the initiative is as normal.

VICTORY CONDITIONS
The player with the most victory points at the end of the game is the winner.

SECONDARY OBJECTIVES
First Blood, Slay the Warlord, and Linebreaker, as normal (1 VP each). Keep in mind each team has 2 warlords, so a potential 2 VP per team is available. 

Additionally, the following special rule applies to ALL missions:

Get Your $#!+ Together!!: All units that are fully painted (3 color minimum) have Prefered Enemy (Unpainted Units). Unpainted Units are any unit that is not fully painted (if any model in a unit is not fully painted, the unit is not considered fully painted.)

RULES OF ENGAGEMENT MISSION TABLE
Each player rolls two dice and consults the table below to determine their army’s mission and victory conditions.

2D6 MISSION
• 2 Assassinate
• 3 Sabotage
• 4 Lightning Raid
• 5 Foothold
• 6 Hold Out
• 7 Firebase
• 8 Bridgehead
• 9 Rescue
• 10 Unconventional Warfare
• 11 Hold the Line
• 12 Bombardment

ASSASSINATE
Your army has been given strict orders to assassinate the enemy command in order to cause disarray and hopefully rout the opposing army.
Objective 1: You must destroy the enemy general. The opposing team must nominate before the game which warlord is their army general. 3 VP if the enemy general is slain (This is in addition to the VP for Slay the Warlord).
Objective 2: You must control any one enemy objective marker. 3 VP if one or both objectives are controlled.

SABOTAGE
Equipped with explosives, your army has been tasked with the thankless job of sabotaging enemy objectives, be they fuel dumps, ammunition tenders, or monoliths to the dark gods.
Objective: You must destroy both enemy objective markers in close combat. Every non-vehicle infantry unit carries the charges for this task but you can only use them to destroy enemy objective markers. To destroy an objective, you must end your movement in base-to-base contact with it and spend your entire assault phase doing nothing other than setting the charges. At the end of your assault phase, the objective is destroyed. The destroyed objective marker may not be controlled by either side and should be removed from the table after the assault phase.3 VP per enemy Objective destroyed.

LIGHTNING RAID
By concentrating your attack, you hope to push through the enemy lines and strike deep in enemy territory.
Objective 1: You must have two units above 50%, or two mobile vehicles, in the enemy deployment zone at the end of the game. 3 VP is this is accomplished (in addition to Linebreaker points).
Objective 2: You must control any one enemy objective marker. 3 VP if one or both enemy objectives are controlled.

FOOTHOLD
Orders are clear: secure a path through the enemy lines in this sector so that reinforcements may break through and carry the battle to the enemy.
Objective: You must control both enemy objective markers. 3 VP per enemy objective controlled.

HOLD OUT
Your army finds itself pinned down by suppressing fire. As the opposing force approaches, you hope to simply hold out long enough for fresh reinforcements.
Objective: You must control both of your own objective markers. 3 VP per friendly objective controlled.

FIREBASE
Often during the heat of battle, exact and precise orders are impossible to follow. Finding yourself under the heel of the enemy, you strive to take whatever land you can during the ensuing combat.
Objective: You must control any two objective markers. 3 VP per objective controlled. (6 VP max)

BRIDGEHEAD
Your army has been tasked with securing a foothold on this territory. By controlling this bridgehead, you hope to provide a clear route to allow the rest of your forces through to assault the enemy.
Objective 1: You must control any one of your objective markers. 3 VP if one or both friendly objectives are held.
Objective 2: You must control any one of the enemy objective markers. 3 VP if one or both enemy objectives are held.

RESCUE
Your army has been ordered to rescue a vital military item from the battlefield. This could be a wounded soldier, military documents, or intelligence. Whatever the item may be, you must secure it and ensure its safe extraction from the battlefield.
Objective 1: You must rescue one strategic military item. To rescue the item, any non-vehicle unit in your army must spend one full movement phase in base to base with an enemy objective to recover the data, gather information, etc. Once this has been achieved the item is considered ‘rescued’. 3 VP if one or both enemy objectives have been “rescued”.
Objective 2: You must control any one of your own objective markers. 3 VP if one or both friendly objective markers are controlled.

UNCONVENTIONAL WARFARE
Contact with high command has been broken. Your exact orders may or may not have been determined correctly. Without further contact, you find yourself forced to work with the last intelligible message you received, praying that the mission is somehow a success.
Objective: You must control two randomly determined objective markers to win the game. Randomise by numbering the markers one to four then rolling a die. On a roll of a 5 or a 6 you may choose which of the objective markers to control. 3 VP per objective marker controlled.

HOLD THE LINE
The enemy is pushing into your territory. You hope to stop their advance in order to prevent further attacks.
Objective 1: You must have more friendly units than enemy units in your own deployment zone at the end of the game. 3VP (counts “units” as you would kill points)
Objective 2: You must control one of your own objective markers. 3 VP if one or both friendly objectives are controlled.

BOMBARDMENT
You have your opponent pinned down. The distant support weapons of your heavy artillery rain a constant hail of high explosive death upon the beleaguered enemy. The pure definition of war lies before you, grind your opponent into the dirt.
Objective 1: You must reduce all enemy units to under 50%. 3VP if you reduce the enemy to 50% of their starting kill points.
Objective 2: You must control one of your own objective markers. 3 VP if one or both friendly victory markers is controlled.
Special Rules: Preliminary Bombardment
Roll a d6 for each enemy unit (including fortifications). On a roll of 6, the unit is hit; taking d6 wounds, AP-. Vehicles take a single hull point, and are Stunned. Buildings are Breached (-1 AV for the rest of the game, as the Building Damage Table, pg. 94).


Last edited by Roland on Sun Dec 15, 2013 11:05 pm; edited 4 times in total

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Re: 2014 Team Tournament

Post  Selik on Fri Nov 22, 2013 7:42 am


I really like team tournaments. I would like to participate in this one.....will our old team get together again......

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Re: 2014 Team Tournament

Post  Aegwymourn on Fri Nov 22, 2013 8:08 am

<- requires a team.

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Re: 2014 Team Tournament

Post  Rhaevyn on Fri Nov 22, 2013 8:57 am

Lets get it done Tom. i should be able to play in this one, just need two more suckers and we are golden.

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Re: 2014 Team Tournament

Post  Aegwymourn on Fri Nov 22, 2013 10:35 am

Boo-ya! We can call it "Team rolls like shite!"

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Re: 2014 Team Tournament

Post  Lore Weaver on Fri Nov 22, 2013 10:39 am

Aegwymourn wrote:Boo-ya! We can call it "Team rolls like shite!"
Team, "Seized like a paralympic"

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Re: 2014 Team Tournament

Post  Aegwymourn on Fri Nov 22, 2013 10:45 am

Hey I don't want to hear it Mark. I think you cursed my dice when I went outside to grab something. Now I have to get a whole new cube. Razz 

Although I should do a statistic of how many times I've been siezed on. It might be <16% so w/e.

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Re: 2014 Team Tournament

Post  Paz on Fri Nov 22, 2013 1:43 pm

Mount Crushmore will most defs be back for an en-crushening.

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Re: 2014 Team Tournament

Post  VensersRevenge on Fri Nov 22, 2013 5:25 pm

750 points? I might actually be able to play. If someone wanted me on their team that is.

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Re: 2014 Team Tournament

Post  Roland on Tue Nov 26, 2013 10:10 pm

Bump. Signup link is active

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Re: 2014 Team Tournament

Post  Rhaevyn on Thu Nov 28, 2013 2:22 pm

Looks like Tom, tom, Dallas, and myself are now team Rainbow Dolphin Hunters. Phear it.

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Re: 2014 Team Tournament

Post  Aegwymourn on Thu Nov 28, 2013 2:24 pm

*Eeeee!*

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Re: 2014 Team Tournament

Post  Lore Weaver on Thu Nov 28, 2013 2:29 pm

Rhaevyn wrote:Team Rainbow Dolphin Hunters.
Oh god! Best team name ever! *ee ee ee ee*

What's your battle-cry, "Here comes the DOLPHIN-NADO!"

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Re: 2014 Team Tournament

Post  Planes on Thu Nov 28, 2013 2:36 pm

I present to you, our theme song:


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Re: 2014 Team Tournament

Post  Roland on Thu Nov 28, 2013 3:03 pm

Bonus points if you play that as you come into the game room.


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Re: 2014 Team Tournament

Post  GingerBalls on Thu Nov 28, 2013 3:37 pm

Is Mt. Crushmore aka Reigning Champs aka The Slaughter House aka Quiet Thunder aka Pussy Crew signed up yet?

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Re: 2014 Team Tournament

Post  Roland on Thu Nov 28, 2013 8:32 pm

No offical signups yet, just a verbal for Team RDH and Mt. Crushmore.

Paper sheet will be at den tomorrow

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Re: 2014 Team Tournament

Post  System Commander on Thu Nov 28, 2013 9:44 pm

Aint got time to Bleed are also in.

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Re: 2014 Team Tournament

Post  Lore Weaver on Mon Dec 02, 2013 2:25 pm

Quick Question.

How does the Warp Storm table from Daemons work with Allies of Convenience?
Teams will be treated as allies of convenience in all cases.
Does that mean if I roll an 11 (select an enemy psyker at random, he has to make an LD test on 3D6 or get turned into a Herald), I could hose my buddy's Librarian?

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Re: 2014 Team Tournament

Post  superdeuxlol on Mon Dec 02, 2013 2:28 pm

Yeah I believe so.

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Re: 2014 Team Tournament

Post  Roland on Mon Dec 02, 2013 4:13 pm

Mark: yep, exactly.

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Re: 2014 Team Tournament

Post  Aegwymourn on Mon Dec 02, 2013 4:18 pm

Roland wrote:Mark: yep, exactly.
Follow up question: If you have two demons players on a team would each roll on the warpstorm table individually?

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Re: 2014 Team Tournament

Post  Roland on Mon Dec 02, 2013 5:18 pm

Yessir

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Re: 2014 Team Tournament

Post  Planes on Mon Dec 02, 2013 5:21 pm

I can whip up more rewards cards for Daemon players, if anyone wants.

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Re: 2014 Team Tournament

Post  Aegwymourn on Tue Dec 03, 2013 2:10 pm

Query: How will the number of units a player is allowed to reserve be determined? Is it a combination of both players or will each player have their own allotment based on their list?

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Re: 2014 Team Tournament

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