Triumvirate Tournament Full Information
SUMMARY
The Triumvirate tournament will be held on Saturday 29th June with up to 12
teams, each of 3 players. Single entries are welcome and we will put you into
a team of other players.
There will be 3 games played to the following:
9.00 - 9.30 Registration
9.45 - 12.00 Game 1 (Recon)
12.00 - 12.40 Lunch
12.40 - 15.00 Game 2 (Meatgrinder)
15.20 - 17.40 Game 3 (Total Carnage)
18.00 Prize Giving
REGISTRATION
When you arrive on the Saturday morning please find a spare row of tables and
unpack your armies (if you are an individual, find a tournament Marshal who
will direct you to a table). A Marshal will come; register your army, collect
a copy of your army list, give your army a painting score and give you a player
number. This table will be the one that you will play the first game of the
day.
GAMES
All games last for 6 turns or until your opponents surrender.
First game will be Recon (p. 142 of the rules).
After the first game please leave your army out so that the players can chose
which armies are best painted. You will need to leave a copy of your army list
out, showing your player number and age.
Second game will be Meatgrinder (p. 146 of the rules). In a change to rules, the attackers deployment zone is 18 inches from their table edge. If the game has not finished in the time allowed then use victory points system to determine the winner (attackers units which have been destroyed but brought back on, count as destroyed but only once, however many times they have been brought back on). Note: Random Game Length rules will not be used. Units which are falling back at the end of the game are counted as destroyed.
Third game will be Total Carnage. Use the rules for Recon except that after all armies have been deployed, all three tables will become one battlefield. The players on table 1 will roll for which team gets first turn and then you play! If a team is an ARMY (see below) then they can nominate one of their players generals as the general of their team and the most expensive unit in their army as, the expensive unit. This will limit the bonus scores their enemies can get. MERCENARIES have 3 generals and 3 most expensive units! Work out the victory points for the whole battlefield, each player in a team gets the same score, including any bonus TP's.
PLAYING THE GAME
Read your rulebooks, supplements and other relevant material to refresh your
memory before attending the event. Remember you may play against players who
do not interpret the rules the same way as you do, so be prepared to compromise
and accept the fact that you (Yes You!) could be playing the rule incorrectly.
Remember, there is a sequence of play (and a chart is provided in the rulebook). Should you forget to move or shoot that special unit - tough, it is your fault. Do not use the "puppy dog eyes" tactic and try to make your opponent feel guilty, this is unfair. Accept your mistake and get on with the game.
DICE ROLLING
All "cocked" dice must be re-rolled. Any special dice rolls must be
declared before they are made and witnessed by your opponent. Note all dice
must be rolled, not dropped or spun.
RULES DEBATE
In the event of a rules debate, which seems unanswerable, roll a D6 each time
the situation occurs and get on with the game. Please check the rulebooks; most
answers are there.
If an Marshal is asked to make a ruling, that decision is binding. Remember that it is only a game.
YOUR ARMY
Pick up to 1,500 points to make up your WH40K army, 1,501 points are too many!
Penalties will be applied if your army is found to be over points.
Imperial Guard armies may use an Assassin from Codex Assassins, other armies
cannot. You also cannot use anything that requires your opponents permission
to use (like special characters), we on their behalf say, NO!
Ensure your army presents a "what you see is what you get" look. Ensure you are using the correct miniatures to represent your units. Using non-Citadel miniatures is acceptable providing they fit into the Warhammer World and you can tell what they are supposed to be. Conversions for all figures are allowed and in fact may score you more points, but they must be recognisable. If the miniature does not look appropriate, then it may not be used. Saying that a big shoota is actually a rokkit launcher is not allowed and you may be marked down. Basically if it doesn't look like what it is meant to be, then don't bring it! If you pay for a weapon then it must be represented on the model. Stating the plasma gun is in his backpack or down his trousers is not acceptable.
ARMIES & MERCENARIES
If all the teams armies come out of the same Army Codex (like Space Marines,
Orks or Eldar) they are counted as an ARMY. Likewise if all three armies are
from the same supplement (like Chapter Approved or Codex Armageddon) or White
Dwarf, and all three use the same army list (example Black Templars) then they
are an ARMY. Otherwise the team are MERCENARIES.
As an example; a team with an army chosen from Space Wolves and one from the Blood Angles codex's, are MERCENARIES. They are both Marine armies but from very different chapters.
In the final game, ARMIES can nominate one player to have their general and
most expensive units for the whole team, The other members of the team generals'
etc will not count as bonus TP's if they are destroyed.
SCORING
At the end of each game work out who won and who lost, or drew! If you are using
points to work out the result and the difference is less than 200 points, the
game is a draw.
Players get 15 Tournament Points (we will call them TP's) for a win. 10 TP's for a draw and 5 TP's for a loss.
In addition you can score bonus TP's for the following, regardless of the result
of the game;
+5 TP's for wiping out (see p.137 of the rules) the enemy general.
+5 TP's for wiping out the most expensive enemy unit (if there is more than
one unit like this in the enemy army they must state, during deployment, which
one is going to count for this).
SPORTSMANSHIP
We play WH40K to have fun, some players have been known to take winning far
too seriously and make their opponents life a pain. So please mark each opponent
for sportsmanship at the end of each game. Give them 5 points if it was a really
well played game with no 'funny business' or 0 points if you feel they made
6 inches suddenly become 7! Or anything in between, we will leave it up to you.
These scores will be used to help pick the most sporting players. We think they
deserve a prize.
PAINTING AND PLAYER'S FAVOURITE
Players will receive 10 TP's if they bring a
fully painted and based army.
An exceptionally well-painted army will earn you up to 5 additional TP's.
Should you bring an army which is either unpainted or in a very poor condition you will receive between 0 and 9 TP's. You may also be unable to win some of the main prizes.
After the first game please walk around and see the armies, we would like you
to vote for your choice of the best painted army at the tournament. You will
have 2 votes, one for the best army done by a 14 year old or under and the other
for an army done by someone older. Your votes will be used to choose the Painting
awards.
THE TERRAIN
The battles will be fought over a variety of worlds with different types of
battlefield, each with its own unique (and in many cases dangerous) terrain.
Agri-world:
Your average, run-of-the-mill planet, lush with green fields, rolling green
hills, and the occasional barn or farmhouse.
Wood: A wood functions as difficult terrain, and provides models inside with
a 5+ cover save to shooting. In addition, models in a wood strike first if assaulted,
unless the attacker has frag grenades. Models can see up to 6" into a wood
or up to 6" out of a wood, but may not shoot a target on the other side
of a wood if they require line of sight to shoot.
Hills: Hills block line of sight for shooting purposes. Models on a single-level
hill can see anything at ground level which is not blocked by other terrain,
such as buildings or woods. Models on a two-tier hill can see over all terrain,
including woods.
Buildings: Block line of sight. Any models inside gain a 5+ cover save.
Ash Wastes:
A highly polluted toxic sump on some detested hole, caused either by industrial
processing or chemical war.
Ash Dunes: These count as hills, but also count as difficult terrain.
Detritus: An area strewn with rubbish, which counts as difficult terrain for
vehicles, bikes and cavalry. Detritus does not count as D.T. for infantry, and
will provide infantry with a 5+ cover save.
Chem Wastes:A multicoloured toxic lake of industrial waste. If any model with
a Toughness value passes through, roll a D6. On a roll of a 1, that model takes
a Strength 4 hit, armour saves are allowed. Anything with an armour value (i.e.
a vehicle) becomes immobilised on the D6 roll of a 1, just as if they had moved
into difficult ground.
Ice World:
Bitter cold and blizzards characterise these inhospitable worlds.
Frozen Lake: Counts as clear ground to models with a Toughness value, but is
difficult ground for vehicles. If a vehicle becomes immobilised in a frozen
lake, then roll a D6 at the start of each of its turns. On a 1 or a 2, the vehicle
falls through and is destroyed !!!
Snowdrift: Counts as a hill, but is also difficult terrain.
Hidden Crevasse: Counts as difficult terrain, and all models with a Toughness
value must roll a D6 when passing over it. On a 1, they fall into the crevasse
and die horribly.
Blizzard: Whilst not a terrain feature, blizzards are extreme weather conditions
which do affect a battle. The blizzard affects the whole battlefield. All movement
in a blizzard counts as moving through difficult terrain, and any shooting at
targets more than 12" away requires 6s to hit, regardless of BS values.
At the beginning of each players turn roll a die, on a roll of 1 it is a blizzard
for that players turn and the next players turn as well.
Moon World:
Barren places, untouched by life or war, but not for long...
Dust hills: Count as hills, but are also difficult terrain.
Craters: These provide a 5+ cover save to infantry, but no such benefit to vehicles,
bikers, or cavalry. Count as difficult terrain for vehicles.
Death Worlds: These encompass a wide variety of planets, but the uneducated
tend to believe that only jungles qualify as deathworlds. Most however, are
jungles, populated by all sorts of dangerous flora and fauna, ever-ready to
consume unwitting or plainly stupid warriors...
Marshes: Count as difficult terrain. Roll a D6 for any model which attempts
to cross a marsh - on a 1 it sinks to its doom!
Thermotropic Vines: These fill the jungles, and are attracted to heat sources.
Moving through them counts as difficult terrain. A unit which ends its move
in an area of thermotropic vines will suffer a single S5 hit on a roll of 4
or more on a D6. Against vehicles, this is resolved against the Rear armour
value. Thermotropic vines provide a 5+ cover save to shooting.
Venus Mantrap: Is a catch-all name for a variety of plants which eat people.
Any unit which moves within 6" of the plant will suffer D6 strength 4 hits
with no AP value. Even vehicles will be attacked, resolve attacks against the
armour facing the plant. Venus mantraps cannot be attacked.
Hills: See previous entry.
WPS 40K CLARIFICATIONS
1. Troops mounted in vehicles are separate units from the vehicles they are
riding in.
2. Individuals, independent characters, Greater Daemons and Assassins cannot
hold or dispute table quarters.
3. Vehicles are only removed from the table if they are destroyed on a roll
of 6 on the penetrating hit table or by ordnance weapons on a 5 or 6. When they
are destroyed, as wrecks they confer a 5+ cover save to troops behind them.
Wrecks do not block line of sight ands count as difficult terrain.
4. 'Models' do not block Line of Sight to 'Vehicles'. Models have Toughness
and Wounds stats. Vehicles have Armour Values and a Type entry (i.e. a Wraithlord
or Talos is a Model, while a Dreadnought is a Vehicle). Note that this means
you may shoot through a close combat provided your target is a Vehicle.
5. A vehicle using a searchlight must roll for distance to find out how far
it can see, and then may illuminate one enemy unit within the rolled distance.
6. The optional 'Voluntary Fall-back' rule (WH40K p271) will not be used.
7. Cover from Ordnance and blast marker weapons is determined from the centre
of the blast, not from the direction of the shot.
8. Models removed due to shooting by the Talos must be the exact models hit.
The Talos Sting special rule overrides the normal rules for casualty removal.
9. Dark Eldar may not capture Necrons for victory points but can capture Daemons.
10. Gauss weapons automatically score a glancing hit on a score of 6 on the
penetration roll, not the 'to hit' roll.
11. Crystal targeting matrix and star engines may not both be used by the same
vehicle in the same turn.
12. Hellhounds in smoke or hull down DO get glancing hits.
13. Crew escape mechanisms do not work against an Ordnance 6 result.
14. Spore mines do not cause pinning checks.
15. Land raider Crusaders may not be used as a command squad transport from
the squad options. You may obviously still use one and put the squad in it but
you cannot therefore have 2 in a Non-Black Templars army.
16. Veteran sergeants, Exarchs, Warlocks etc are all squad upgrades and must
be targeted in HtH.
17. Fearless squads led by an independent character must fall back if the character
fails a break test. This also means that they can be wiped out if run down.
18. To run down a unit you must beat their fall back roll not just equal it.
19. Bloods Claws only have to advance after a defeated foe and do not have to
sweeping advance if they wipe them out unless you want to.
20. A unit that purchases a transport vehicle does not have to be inside it
at the start of the game but must deploy at the same time.
21. The "crew stunned and crew shaken" results apply to embarked troops.
Stunned troops will be unable to fire or disembark. Shaken troops will be unable
to fire but may disembark and assault.
22. Scout Sergeants may not take sniper rifles etc. This applies to all Sergeants
and squad upgrades as the marine codex page 5.
23. Splitting command squads can be done at the start of each round but must
be declared to your opponent as you exchange army lists.
24. Medics split from their command squads must be equipped with a jump pack
at +20 points [and paid for in your list] unless they are attached to an assault
squad that does not have them. A bit of logic here rather than rules lawyering!
DIRECTIONS
The tournament will be held at the New Road Community Centre, Earby.
Earby is on the A56 between Colne and Skipton.
If you are coming from Skipton, turn left just before the post office. If you are coming from Colne, turn right just after the post office.
You will be then be in New Road and the New Road Community Centre will be on your right. There is a large car park with plenty of room.
OTHER THINGS
Earby has a fish & chip shop, a bakery and supermarket where you can get
food and snacks.
If people do not want to stay for the tournament, Colne has a large discount store called Boundary Mills, with an excellent range of clothes, shoes and home furnishings. Skipton is a market town with a wide range of shops, a swimming pool and a castle.
If there is anything else you need to know contact:
Justin Taylor on telephone number 01282 844429.