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<  Turneringer  ~  Time To Bleed. 28-29 Oktober.

InnleggSkrevet: Søn Mai 07, 2017 12:17 pm
GhetorixInnlegg: 1519Bosted: MossRegistrert: Tir Sep 06, 2005 11:30 am
40K turnering hos Tabletopbattle i Moss.

Regler er da oppe på FB siden vår

https://www.facebook.com/groups/825722337606481/


Sist endret av seraph den Tir Aug 15, 2017 3:55 pm, endret 2 ganger.


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InnleggSkrevet: Søn Mai 07, 2017 7:48 pm
ThornInnlegg: 819Bosted: OsloRegistrert: Tir Feb 10, 2009 11:39 pm
Bra initiativ!


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InnleggSkrevet: Søn Aug 13, 2017 1:11 pm
GhetorixInnlegg: 1519Bosted: MossRegistrert: Tir Sep 06, 2005 11:30 am
Første post oppdatert med regler



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InnleggSkrevet: Ons Sep 20, 2017 11:01 pm
GhetorixInnlegg: 1519Bosted: MossRegistrert: Tir Sep 06, 2005 11:30 am
Time to Bleed nærmer seg. På tide å melde seg på



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Warhammer 40k, Bolt Action, Frostgrave, Gates of Antares, Flames of War, Black Powder.
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InnleggSkrevet: Lør Okt 07, 2017 8:00 pm
ThornInnlegg: 819Bosted: OsloRegistrert: Tir Feb 10, 2009 11:39 pm
For the record så kan ikke ikke medlemmer se noe av det der :wink:


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InnleggSkrevet: Søn Okt 08, 2017 7:43 pm
GhetorixInnlegg: 1519Bosted: MossRegistrert: Tir Sep 06, 2005 11:30 am
Takk for head up på den :)

Relger as follows.

12/24 plasser tatt.


Rules for the tournament/ Regler for turneringen
1) Legal Army Lists / Army Specifics / Points Sizes (2000)
At Time To Bleed (TTB) we are going to be playing with 2000 point armies. Please bring at least 2 printed copies of your list: 1 for the organizers, 1 for yourself and your opponents to look at. You must also bring published or copied printouts of any and all relevant rules for your army, including the core rules.
2) Army Construction
Armies should be constructed following all the rules for Matched Play at 2000 points in the Warhammer 40,000 8th Edition Rulebook. Specifically, this means Battle-Forged using Points (as opposed to Power Level) with no more than 2000 points in your army, and no unit/model may have a PL over 38. Keep in mind you must pay points from a set-aside Reinforcements Pool for *any* new units created during the course of play as a result of a special rule or effect (i.e. Summoning, a Spawn created by a certain special weapon killing a Character, etc.) unless explicitly stated otherwise in an FAQ or Datasheet.
When creating an army you have 3 detachments as per the rulebook.
All Warhammer 40,000 Indexes and 8th Edition Codices released before October 15, 2017 are permitted. Additionally, the following applies to Forge World rules:
· Warhammer 30k/Horus Heresy Forge World units are NOT allowed (nor are they functionally compatible with the new edition of Warhammer 40,000)
· Forge World’s Index: Adeptus Astartes, Index: Chaos, Index: Imperium, and Index: Xenos are all permitted at TTB without exception.
3) Core Rules Modifications
At TTB we will be using all the rules and guidelines from Warhammer 40,000 8th Edition, but the following modifications apply.
1. After completing deployment, before rolling to Seize the Initiative, both players roll off with 2d6 to determine who goes first. The player who finished deploying his units first adds “1” to the result of this roll and the player with the least PL adds 1 to his roll. This roll may not be re-rolled using Stratagems or via any other means. Proceed thereafter with Seizing the Initiative and beginning the game (also any abilities or special rules occurring after Seizing the Initiative but before the game begins).
2. Understrength Units may not be included in the army when you are creating your army.
3. Converted models that abuse the los rules in any way , either for good or bad are allowed to be used, but for the purpose of shooting and LOS the model
will use it`s base " form/Model".
4) Pre-Game Process
1. Once at your table, swap lists with your opponent and study what you’re up against.
2. In parallel with your opponent, privately select, note, and simultaneously reveal any Warlord Traits or Psychic Powers you plan to use in your army for this game.
3. Before any dice are rolled, each player secretly selects a Primary Mission Goal from those available in the mission. Mark it on your Scoresheet privately.
4. Reveal your chosen primary goal to your opponent.
5. Roll off with your opponent. The winner selects which Deployment Zone will be theirs
6. Place any objectives required by the Mission, beginning with the player who won #5
7. Begin alternating unit deployment, beginning with the player who lost #5
8. Once setting up units is complete, each player rolls 2d6 and compares the results. The player who completed setting up his units first will add 1 to the result of this roll, the player with the lowest PL total will add 1 to the roll. Roll off if it’s a tie.
9. The Winner of #8 decides whether to go First or Second for each Battle Round.
10. The Player going second may elect to roll a dice in an attempt to Seize the Initiative.
11. Note some units use special rules allowing them to be set up at unusual times – pay careful attention to the datasheets for such units and deploy them when appropriate.
12. The Battle Begins: High fives and handshakes!
5) Missions
Nice to know about the missions
Tabling your opponent: If you table your opponent you win the game and earn 3 tournament points and your opponent get 0 tournament points.
How many Battlepoints you and your opponent get I calculated in the following way. Once one player has been tabled stop playing. The loosing player just adds up the battlepoints he/she has accumulated during the battle so far and that’s their score. If the loosing player had chosen progressive scoring and had accumulated 4 primary battlepoints, 5 tactical objective points and 2 tertiary points that player would get 11 battle points and 0 tournament points
The winning player is assumed to have scored max on primary and tertiary (the winning player only score big game hunter if they actually killed the most expensive model/unit), and then add the number of points from tactical objectives scored up until the opponent was tabled. Play out the winning players turn.
Tactical objectives: If you are using tactical objective cards you should allow your opponent to lock through your deck of cards so that they can be certain that the deck haven’t been modified in any way
If you during the game draw/roll a tacticalobjective that you can’t achieve you immediately discard/reroll the tactical objective and draw/roll another one.
Example: If you draw/roll the tactical objective where you get a point for killing a monster/vehicle but your opponent do not have any of those unit(s) on their army rooster you draw/reroll the result. But if the monster/vehicle is in reserve or all eligible targets have been killed you have to keep the card and discard it at the end of your turn.
Any card witch you can gain more than 1 point on is done in the following fashion. 1 point cards/rolls are 1 point. Any d3 rolls are 2 points. And any d3+3 points are 4 points.
Objective markers: If both players want to measure from the edge of an objective when checking who is controlling it that is allowed. If you don’t agree on anything before the game starts measure from the center as per the rulebook.
Mission 5.1)
Mission 1
Deployment: Dawn of War (p216)
Number of objective markers to be placed: 6
Number of turns: 5 turns with the option of 2 more. At the end of turn 5, the player who had the first turn roll a dice to see if the game continues. On a 3+ it continues. At the end of turn 6, the player who went second roll a dice, on the roll of 4+ the game continues. At the end of turn 7 the game ends.
Primary mission goals: (Max 9 battlepoints may be scored on any primary mission)
1) End of battle scoring. You earn 2 battlepoints for each objectivemarker you control at the end of the battle. If you control more objectives then your opponent at the end of the game you gain an addition battlepoint.
2) Character killing: You earn 1 battlepoints for each character you have killed, at the end of the battle. If you killed more characters then your opponent at the end of the game you gain 3 additional battlepoint.
Secondary mission goal:
Tactical objectives (Max 12 battlepoints may be earned by each player on the secondary mission)
In your first turn you draw 3 tactical objective cards (or if you don’t have cards roll 3 times on the tactical objective table).
You are allowed to discard up to 1 card/roll at the end of your phase.
At the start of your second turn and onwards you draw/roll so that you have 3 tactical objectives that you can achieve each turn.
Tertiary mission goal (Each tertiary mission goal is worth 1 battlepoint)
– First strike: Kill a unit during your first turn
– Slay the Warlord: Kill the opponents warlord
– Line breaker: Have a unit inside your opponent’s deploymentzone.
– Big Game Hunter: The player that killed the most expensive unit/model gains this goal
At the end of the battle count the number of battlepoints you gained during the game. The player with the most points is the winner and will get 3 Tournament Points. The looser will get 0 tournament points. If it’s a draw, both players receive 1 tournament points each
Mission 2
Deployment: Vanguard Strike (p217)
Number of objective markers to be placed: 6
Number of turns: 5 turns with the option of 2 more. At the end of turn 5, the player who had the first turn roll a dice to see if the game continues. On a 3+ it continues. At the end of turn 6, the player who went second roll a dice, on the roll of 4+ the game continues. At the end of turn 7 the game ends.
Primary mission goals: (Max 9 battlepoints may be scored on any primary mission)
1) End of battle scoring. Divide the table upp into 4 quarters. At the end of the game, if you have the most points in a quarter you own it and you score 3 battlepoints for each quarter you control.
2) Behind enemy lines: For each unit you have on the opponents deployment zone, you gain 1 Battlepoint, if you have more units in your opponents deployment zone than your opponent has in yours you gain 3 extra battlepoints.
Secondary mission goal:
Tactical objectives. (Max 12 battlepoints may be earned by each player on the secondary mission)
In your first turn you draw 1 tactical objective cards (or if you dont have cards roll 3 times on the tactical objective table).
You are allowed to discard up to 1 card/roll at the end of your phase.
At the start of your second turn and onwards you draw/roll a number of tactical objectives equal to the gameturn.
Tertiary mission goal (Each tertiary mission goal is worth 1 battlepoint)
– First strike: Kill a unit during your first turn
– Slay the Warlord: Kill the opponents warlord
– Line breaker: Have a unit inside your opponent’s deployment zone.
– Big Game Hunter: The player that killed the most expensive unit/model gains this goal
At the end of the battle count the number of battlepoints you gained during the game. The player with the most points is the winner and will get 3 Tournament Points. The looser will get 0 tournament points. If it’s a draw, both players receive 1 tournament points each
Mission 3
Deployment: Search and Destroy (p216)
Number of objective markers to be placed: 6
When placing objectives only 1 is allowed inside each player’s deployment zones.
Number of turns: 5 turns with the option of 2 more. At the end of turn 5, the player who had the first turn roll a dice to see if the game continues. On a 3+ it continues. At the end of turn 6, the player who went second roll a dice, on the roll of 4+ the game continues. At the end of turn 7 the game ends.
Primary mission goal: (There is no limit on the number of points you can score on this primary mission)
In this mission there is only one primary mission and that is killpoints. A unit that has been completely destroyed is worth 2 battle points. A unit reduced to below half strength/number of wounds but not killed is worth 1 battle point. You score points during the entire game on this primary mission.
Secondary mission goal:
Tactical objectives. (Max 15 battlepoints may be earned by each player on this secondary mission)
In your first turn you draw 1 tactical objective card (or if you don’t have cards roll 1 time on the tactical objective table).
You are allowed to discard up to 1 card/roll at the end of your phase.
At the start of your second turn and onwards you draw/roll a number of tactical objectives equal to the number of objectives you are controlling.
Tertiary mission goal (Each tertiary mission goal is worth 1 battlepoint)
– First strike: Kill a unit during your first turn
– Slay the Warlord: Kill the opponents warlord
– Line breaker: Have a unit inside your opponents deployment zone.
– Big Game Hunter: The player that killed the most expensive unit/model gains this goal
At the end of the battle count the number of battlepoints you gained during the game. The player with the most points is the winner and will get 3 Tournament Points. The looser will get 0 tournament points. If it’s a draw, both players receive 1 tournament points each
Mission 4
Deployment: Spearhead Assault (p216)
Number of objective markers to be placed: 6
Each player will place 3 objectives. 2 Objectives must go within their deployment zone following normal objective placement rules. The 3rd objective must go at least 30’’ from their table side but within their table half. Just before deciding to roll to seize the initiative, each player will randomly determine the value of the 3 objectives in his/her table half. One objective must be worth 3 points, one worth 2 points, and one worth 1 point. Objectives must be placed at least 6' from any table edge and 12? from any other objective.
Number of turns: 5 turns with the option of 2 more. At the end of turn 5, the player who had the first turn roll a dice to see if the game continues. On a 3+ it continues. At the end of turn 6, the player who went second roll a dice, on the roll of 4+ the game continues. At the end of turn 7 the game ends.
Primary mission goals: (Max 9 battlepoints may be scored on any primary mission)
1) End of battle scoring. You earn the number of battlepoints equal to the value of the objectives you control at the end of the battle
2) Progressive scoring. . Starting from turn 2 and until turn 6 you earn battlepoints for controlling objectives during the game. You gain battlepoints in the following way
a. +1 battlepoint if you control 3 or more total points of objectives.
b. +1 battlepoint if you control 5 or more total points of objectives.
c. +1 battlepoint if you control 7 or more total points of objectives.
Secondary mission goal:
Tactical objectives. (Max 12 battlepoints may be earned by each player on the secondary mission)
In your first turn you draw 6 tactical objective cards (or if you don’t have cards roll 3 times on the tactical objective table).
You are allowed to discard up to 1 card/roll at the end of your phase.
At the start of your second turn, you draw/roll upp to 5 tactical objectives. Turn 3 you draw/roll up to 4 Tactical objectives and so on.
Tertiary mission goal (Each tertiary mission goal is worth 1 battlepoint)
– First strike: Kill a unit during your first turn
– Slay the Warlord: Kill the opponents warlord
– Line breaker: Have a unit inside your opponent’s deployment zone.
– Big Game Hunter: The player that killed the most expensive unit/model gains this goal
At the end of the battle count the number of battlepoints you gained during the game. The player with the most points is the winner and will get 3 Tournament Points. The looser will get 0 tournament points. If it’s a draw, both players receive 1 tournament points each
Mission 5
Deployment: Front-Line Assault (p217)
Number of objective markers to be placed: 6
Number of turns: 5 turns with the option of 2 more. At the end of turn 5, the player who had the first turn roll a dice to see if the game continues. On a 3+ it continues. At the end of turn 6, the player who went second roll a dice, on the roll of 4+ the game continues. At the end of turn 7 the game ends.
Primary mission goals: (Max 9 battlepoints may be scored on any primary mission)
1) End of battle scoring. You earn 2 battlepoints for each objectivemarker you control at the end of the battle. If you control more objectives then your opponent at the end of the game you gain an addition battlepoint.
2) Head on assault : For each unit you destroy in your assault/CC phase you gain 1 extra battlepoint, if you destroy more than your opponent, you gain 3 extra battlepoint
Secondary mission goal:
Tactical objectives. (Max 12 battlepoints may be earned by each player on the secondary mission)
In your first turn you draw 3 tactical objective cards (or if you don’t have cards roll 3 times on the tactical objective table).
You are allowed to discard upp to 1 card/roll at the end of your phase.
At the start of your second turn and onwards you draw/roll so that you have 3 tactical objectives that you can achieve each turn.
Tertiary mission goal (Each tertiary mission goal is worth 1 battlepoint)
– First strike: Kill a unit during your first turn
– Slay the Warlord: Kill the opponents warlord
– Line breaker: Have a unit inside your opponents deployment zone.
– Big Game Hunter: The player that killed the most expensive unit/model gains this goal
At the end of the battle count the number of battlepoints you gained during the game. The player with the most points is the winner and will get 3 Tournament Points. The looser will get 0 tournament points. If it’s a draw, both players receive 1 tournament points each
Army List submission
Army lists have to be sent in to the orginaser 2 weeks before the tournament. The army lists have to be sent to the following email: damonandersen@hotmail.com



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Spiller dette i varierte spill
Warhammer 40k, Bolt Action, Frostgrave, Gates of Antares, Flames of War, Black Powder.
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