The Dice Abide/Comic Quest Tournament Circuit: Tournament #3 1/18/2014
Special Rulings for this event:*The BAO FAQ will be in effect (http://www.frontlinegaming.org/community/40k-faq/) *Escalation, Data Slates, and Super Fortifications will not be allowed *Forgeworld will not be allowed *Any 2+ save that is rerolled, is failed on a 1, 2 or 3 on the second roll instead of only on a 1. All other re-rollable saves are unaffected. *An army list may draw from no more than 2 codices / supplements (i.e. Imperial Guard/Inquisition is OK; Imperial Guard/Tau/Inquisition is NOT ok). *Digital Codices (Sisters of Battle, Inquisition) are allowed, but be prepared to have your smart device ready to show your opponent any rules. *New Tyranid Codex WILL be allowed.
Comic Quest Tournament Guidelines 1,500 points. Standard Warhammer 40k Codices / Army Lists
Tournament #3 in The Dice Abide / Comic Quest 2013-2014 Tournament Circuit (http://www.thediceabide.com/2013/10/tda40ktourney/)
Date: Saturday, January 18
Location: 23811 Bridger Rd., Lake Forest, CA 92630. (949) 951-9668
Cost: Free - Just show up and have fun!
Schedule of Events: 11:00 - 11:30 Registration & Set-Up 11:30 - 11:45 First Round Pairings 11:45 - 2:00 Round 1 2:00 - 2:30 Lunch 2:30 - 4:45 Round 2 4:45 - 5:00 Break 5:00 - 7:15 Round 3 7:15 - 7:30 Award Ceremony --- 40K Tournament Format
*Every scenario has a total of 10 possible points. *Whoever has the most points, wins. Equal points is a tie. There are no degrees of victory, winning by 1 point or 10 is counted the same. *The tournament is W/L/D format, with accumulated points used to determine standings within a given final bracket. For example, if you end the event with a 2-1 record, you will be ranked within that bracket according to how many battle points you accumulated throughout the event. The official scoring is 1,000pts for a win, 500pts for a tie and then accumulated points within the game. So, a player with a 2-1 record who accumulated 7 points in each of his 3 games would end with a final score of (2,021points). We score it this way so that the W/L/D record trumps accumulated points, but points earned throughout the tournament matter in determining your precise ranking in the event. *Pairings are Swiss style, based on strength of schedule. --- Scenarios
Each scenario is built using two book missions played simultaneously with all 3 book bonus points. Each mission is distinct, for example, Heavy Support units in Big Guns Never Tire can not take the Relic. Winning one mission earns that player its points. If a mission is tied, neither player earns the points. Any bonus points earned via Warlord traits, etc. apply to the primary mission only. For example, if your Warlord becomes a scoring unit, that will only apply to the primary mission.
In the Scouring, each player places 2 objectives in their opponent’s deployment zone and 1 outside of either player’s deployment zone following normal objective placement rules (6 total on the board for the Scouring). Each player has a 1, 2, and 3 point objective, which are revealed just before the role to seize the initiative as normal. You will end up with 2 objectives in no man’s land, and 2 in each deployment zone. Destroying fast attack choices counts for points to this mission.
In Big Guns Never Tire, each player places 2 objectives, one in their own deployment zone, the other in their opponent’s following normal objective placement rules (4 total for this objective on the table). You will end up with 2 in each deployment zone. Destroying Heavy Support choices counts for points to this mission.
Book bonus points are added to the total, not to each mission. For example, if you win the Primary mission, lose the Secondary Mission, and get First Blood, Slay the Warlord, but not Linebreaker, you would have scored 6 points total (4 for primary, 0 for secondary and 2 of the 3 book bonus points for 6 total). You will have a score sheet for each scenario that makes tallying the points very straightforward. --- *All Rulebook Fortifications are allowed. If you are placing a large Fortification that would displace a piece of terrain already on the board, simply remove it. *Mysterious objectives are used. *Mysterious Terrain is not used. *If you roll your Warlord trait out of the BRB, you roll once and choose any trait with that number. If rolling out of a codex, generate the trait as normal. --- Scenario 1: Crusade (4pts) and Emperor's Will (3pts): Dawn of War Deployment. There are always 3 Crusade Objectives placed outside of either player’s deployment zone. Emperor’s Will objectives are placed in each player’s own deployment zone.
Scenario 2: Big Guns Never Tire (4pts) and The Relic (3pts): Vanguard Strike Deployment. There are always 4 objectives for Big Guns Never Tire. See scenario guidelines.
Scenario 3: Purge the Alien (4pts) and The Scouring (3pts): Dawn of War Deployment. There are always 6 objectives for The Scouring, 2 of which must always go outside either player’s deployment zone. See scenario guidelines. --- Mission Order of Operations
1. Roll for Warlord Traits and generate Psychic powers. Each player rolls 1D6, chooses any of the three Warlord Traits with that number for their trait. If rolling from a codex Warlord Table, roll for the power as normal. 2. Roll for Night Fighting. 3. Roll for Sides. The player rolling highest chooses their deployment zone (but does not yet deploy their army, as normal) and deploys any Fortifications. The player going second then does the same. 4. Place objectives, with the player that chose their deployment zone first, placing the first objective. This can be any objective. The Relic automatically goes in the middle and is placed before any other objectives. 5. Roll for first turn as normal, following book guidelines for deploying forces, reserves, Seize the Initiative, etc