Tuesday, April 21, 2015

Goldensprue Cup General Format and Missions Version 3.4

Last updated 2015.06.06 - Red indicates recent change

Contact the 40k Tournament Organizer with questions and lists: 
Adam Fasoldt - adam.fasoldt@gmail.com

Schedules:

6-Game Schedule: 

9:00am - 9:30am  Registration
9:30am - 10:45am  Game 1
11:00am - 12:15pm  Game 2
12:30pm - 1:45pm  Lunch and Paint judging
2:00pm - 3:15pm  Game 3
3:30pm - 4:45pm  Game 4
3:00pm - 4:00pm  Game 5
4:15pm - 5:30pm  Game 6
5:30pm - 6:30pm  Prizes and clean-up
6:30pm - 9:30pm  Denny's

4-Game Schedule: 

8:30 - 9:30 Registration

9:30 – 9:45 Table assignments 
9:45 - 12:00 Game 1
12:00 - 12:30 Lunch and appearance judging
12:30 - 2:45 Game 2
3:00 - 5:15 Game 3
5:30 - 7:45 Game 4
7:45 - 8:00 Clean-up
8:00 - 8:15 Prizes and clean-up 

3-Game Schedule: 


9:00 - 9:30 Registration

9:30 – 9:45 Table assignments 
9:45 - 12:45 Game 1
12:45 - 1:30 Lunch and appearance judging
1:30 - 4:30 Game 2
4:45 - 7:45 Game 3
7:45 - 8:00 Clean-up
8:00 - 8:15 Prizes and clean-up

Lists

List builds will be based on specific tournament needs. This is a generic format document, agnostic of list type used. List format should be available when a specific tournament is posted, along with a scoresheet to print out and bring to the event.

What to Bring

  • Your Army
  • Tape Measure, Dice, Game Aids, etc.
  • 6 Objective Markers about 40mm in size.
  • 6 Typed Copies of your army list. Be sure to notate who your Warlord is on your army list.
  • All pertinent rules for your army. Codexes, White Dwarf Articles, Foregworld Rules, etc.
  • Note that you will receive battle points for preparedness!  See scoring below.
  • A copy of the scoring packet provided in the specific tournament post.

Rules Judgements

Rules issues will be dealt with swiftly by a roaming judge. We use a hierarchy for determining rules issues as follows:
  1. Main Rule Book
  2. Games Workshop FAQs and Erratas
  3. BAO Nerfs
    • 2+ Re-Rollable Saves: Please note, the change to the 2+ reroll save is still in effect. Ie., any save of any type of a 2+ that can be rerolled is failed on the second roll of a 1, 2 or 3.
    • Invisibility:  The Invisibility Psychic Power has been modified as such: a unit shooting at a unit that is currently Invisible will hit at BS1 instead of Snap Firing. A unit attacking a unit that is currently invisible in melee hits on 5s instead of 6s.  Abilities which modify BS or hit on a set number respectively can overcome this restriction.
    • Destroyer Weapons: ranged Destroyer weapons use the following table instead of the normal one. Note that only the table has changed and that all other rules are still in play.
      • 1: No damage occurs
      • 2-5: Target model takes d2 wounds or d2 hull points (a penetrating hit)
      • 6: Target model takes 2 wounds with no saves allowed or d2 hull points (a penetrating hit) with no saves allowed.
    • Stomps: A Character may Look Out Sir any damage from a Stomp, even a roll of a 6. On a 6, resolve non-characters first, then the Characters.
  4. Tournament-specific clarifications and rulings on terrain (see Terrain section below)
  5. Tournament-specific houserules:
    • Barrage and Imperial Knights:  “Top” is considered an option to protect your Imperial Knight with its directional shields.  Declaring “Top” protects you from Barrage and Barrage-like weapons (bombs, etc).  Declaring “side” does not.
    • Zooming Blasts:  Models in Zooming or Soaring mode cannot be hit by nor targeted by blast or Template weapons.
    • Summoned Flyers: A flying monstrous creature summoned with Blood for the Blood God must enter play in Soaring mode and may only declare to be gliding in the following game turn.
    • The Saint Is Dead: If Saint Celestine or any other model is incapacitated (as a marker or otherwise not in play) at the end of the game, they are considered killed for all victory conditions.
    • Fast Dice: If your opponent requests that you use Fast Dice for your rolls when you can, you must do so. The only reason to roll one die at a time for saves which could use Fast Dice would be for either superstitious or cheating reasons. The odds are otherwise the same.
  6. Consensus of judges present at the time. Please note, that these judgments are final

Terrain

Terrain will be static and narratively-placed by the judges. If both players agree, however, some terrain may be moved.
  • Hills: All rolling hills are open terrain, granting 5+ cover via LOS blocking/interference as normal but do not count as difficult terrain. 
  • Rock Towers, Crates, and Can Towers: Are impassible and block LOS completely (even if there are actual gaps in the terrain pieces).In order to facilitate easy use of Woods terrain and reduce Line-of-Sight arguments. 
  • Woods are treated differently from other terrain rather than just being simple difficult terrain. If any model is in woods or up to 25% of your model is behind the woods base, including vehicles, they enjoy a 5+ cover save even if the model is not obscured. The height of all woods is assumed to be as tall as the tallest tree on the base, so if a flyer stands over the tree-line, it will not enjoy the cover save. Similarly, if you are in woods and trace line of sight through any part of the woods you are in, your target also enjoys a 5+ cover save. 
  • Terrain Bases: Note that the bases of terrain count as part of the terrain piece and therefore, non-vehicle units enjoy cover saves for being on them. 
  • Terrain Data Slates (such as the Twisted Copse) will not be used. 
  • Fortifications are placed before your other models are deployed. You must remove one piece of terrain that is at least partially within your deployment zone before you place your Fortification. The exceptions to this are the Aegis Defense Line and Promethium Relay Pipes which are allowed to snake through other terrain as needed, even up hills.

Scoring

Battle Scoring

Every scenario is worth 25 Battle Points with a Primary Mission worth 11 points and a Secondary Mission worth 8 points. All three normal Tertiaries are in play, but are worth different Battle Points than usual. Linebreaker is worth 3 points, Slay the Warlord is worth 2 points, First Blood is worth 1 point, See the scenario packet for more details.


Note that any ability which awards additional victory points (such as some Warlord Traits or the Tankbustas’ Glory Hogs ability) are applied to the a specific mission. Again, see the mission packet for more details.


Additionally, the following scores are awarded:

  • 2 points: You bring 6 copies of your finalized list to the Tournament. 
  • 2 points: You bring a copy of the Mission Packet 
  • 4 points: You email the T.O. your finalized army list five days before the event. Please only submit your files as PDF or Text. No changes to your list will be allowed after this point if you want these points. adam.fasoldt@gmail.com 
Maximum Battle Points for the tournament: 108pts

Appearance Scoring


What constitutes "tabletop standard", "a vast majority", “a large number”, or “a handful” of models is up to the Judge’s discretion.  Also note that the examples given next to a points score is just that... an example.  Other factors can be involved in a points score.  Suffice to say, Appearance Scoring is extremely subjective.

  • General Score (up to 11pts):
    • 1pt Some painting has been attempted
    • 2pts Army is in progress, but the majority is not complete or to any kind of standard
    • 3pts The vast majority of the army is painted to a 3-color minimum
    • 4pts The entire army is painted to a 3-color minimum
    • 5pts The vast majority of the army is painted to a tabletop standard
    • 6pts The entire army is painted to a tabletop standard
    • 7pts The entire army is painted to a tabletop standard with several units painted beyond a tabletop standard with highlights and shading
    • 8pts The entire army is painted to a tabletop standard and a large number of units in the army are painted beyond tabletop standard with highlights and shading
    • 9pts Most of the army is painted beyond tabletop standard with highlights and shading with the rest of the army painted to a tabletop standard.
    • 10pts Entire army is painted beyond tabletop standard with highlights and shading
    • 11pts Entire army is painted beyond tabletop standard with nearly seamless highlights and shading
  • Basing Score: (up to 4pts):
    • +1pt Minimal basing (1 texture/color) on most of the army
    • +2pts Minimal basing (1 texture/color) on the entire army
    • +3pts More than one texture and/or color is used to base most of the army
    • +4pts More than one texture and/or color is used to base the entire army
  • Conversion score (up to 4pts):
    • +1pt Minor conversion work has been done to a handful of models
    • +2pts Minor conversion work on a large number of models 
    • +3pts The army has many major conversions
    • +4pts The army has several, very well-executed conversions
  • Miscellaneous (up to 6pts - note breakdown adds up to 10, but max is 6):
    • +1pt Army uniformity 
    • +1pt Basing uniformity
    • +1-2pts Freehand
    • +0-6pts Judge’s discretion and player's choice votes
Judges are also encouraged to take into account difficulty level and model count, to some extent, for the awarding of Judge’s Discretion points, though the award is entirely up to them and players are asked not to grill the Judge on their final decision. If the Judge feels threatened or put off by questions by the players, the Judge is encouraged to alert the Tournament Organizer so that penalties may be incurred on the player’s sportsmanship score. Asking for advice on how to improve one’s painting, however, is highly encouraged.

Maximum Appearance score for the tournament: 25pts

Sportsmanship Scoring


At the end of the tournament, each player will offer a vote for Favorite Opponent and a Second-Favorite Opponent. Each Favorite Opponent vote is worth 5 points and each Second Favorite Opponent vote is worth 3 points. Each player also receives 5 points if no complaints are lodged against them throughout the tournament.


Maximum Sportsmanship score for the tournament: 25pts

Game Setup:

  1. Fist Bump:  Exchange army lists with your opponent and discuss models as needed.  
  2. Discuss Terrain:  Ensure that the terrain features are worked out in an equitable manner. Discuss with the T.O. any insurmountable disagreements you may have.
  3. Initiative:  Roll off to determine which Player will go first.
  4. Pick Sides:  The Player going first picks their home table edge and, if necessary, the diagonal for Vanguard Strike.
  5. Generate Abilities:  Generate pre-game abilities such as Warlord Traits and Psychic Powers.
  6. Place Objectives:  Starting with the Player going first, place all objectives according to the individual scenario rules. Objectives must be placed on the ground level.
  7. Night Fight?:  Roll to determine Night Fight if necessary.
  8. Deploy Armies:  Starting with the Player going first, deploy armies.  If you have any Fortifications, they must be placed first and, unless they are an Aegis Defense Line or Promethium Relay Pipes, a piece of terrain must be removed from your deployment zone before you deploy it.  Nudge other terrain as needed to fit very large Fortifications.
  9. Seize the Initiative:  The Player going second may attempt to seize the initiative.

Additional Mission Rules:

Variable Objectives:

In games which feature Tactical Objectives, you will note a special rule called "Variable Objectives" in the place of the usual "Mysterious Objectives". In Variable Objectives, do not roll for Mysterious Objectives. Instead, any time during your turn, you may declare that you are Activating an Objective you are holding. When you Activate an Objective, it becomes any Mysterious Objective of your choice until the start of your next turn. If you Activate an Objective which is already activated, your choice replaces the previous one. An Objective may not be scored on the Player Turn it is Activated. THIS ABILITY IS IN BETA TEST MODE AND MAY NOT APPEAR ON THE NEXT TOURNAMENT AND IF IT DOES, IT IS SUBJECT TO CHANGE.

Wipeouts:

If you destroy all of your opponent’s units, this is considered a Wipeout.  The surviving player wins the primary and the secondary mission.  Score tertiary objectives as normal.

Minumum Game Length

For games which do not reach Turn 4, both players score zero points for all missions.  If you have not reached turn 4 when 15 minutes are left in the game, please alert a T.O. so that we may help you move models and count dice.  If you have reached turn 4, you will finish out your game which will eat into your break time and you must be punctual for the next game.  Be prepared for any game to be extended past the maximum time… do not play for a specific game length.

Missions:

Each game, or “Scenario” will feature certain missions. Some Missions have “Victory Points”. These Victory Points determine if the player wins that specific mission, but are not used to determine final game score.  If you win that mission, you get a specific and set number of Battle Points which determines whether you win the game as a whole.

Hold Objectives: The player holding the most Objectives at the end of the game wins this mission.


Tactical Objectives: At the end of each of your player turns, score 1 Victory Point for each Objective you’re holding.  The player with the most Victory Points for this mission at the end of the game wins this mission.  It is suggested you use cards or tokens to keep track of this number. Players score 0 points for a tie.


Purge:  Score 1 Victory Point every time you kill an enemy unit.  For Superheavy units and Gargantuan Monstrous Creatures, instead score 1 point for every 3 full hull points or wounds dealt to all Superheavies and/or Gargantuan Monstrous Creatures. Players score 0 points for a tie.


Breakthrough: Whichever player has the most units at least partially within 12" of their opponent's board edge at the end of the game wins this mission. Players score full points for a tie.

Slay the Warlord: As per the core rulebook. Players score full points for a tie.


Big Game Hunter:  The player wins this mission if, among all the units killed by both players, they killed the one which was worth the most points.  Any bonus Victory Points which are triggered by First Blood are, instead, triggered by the scoring of Big Game Hunter. Note that any unit destroyed counts as having been killed by the opponent.  Note that this means it is highly unlikely players will tie this Mission unless they both kill a unit of the same points value. Players score full points for a tie.


Bonus Points:   Some units or Warlord Traits allow you to earn bonus Victory Points such as the Ork Tankbustas' Glory Hogs ability.  Score these points as additional units in the Breakthrough mission.

Scenarios:

The T.O. will roll a random Scenario and a random Deployment Type for each game. Each Scenario will only be used once and the only Deployment type which will be duplicated is Dawn of War.

Scenario 1 - Crusade

Objectives: Place 1 Objective in the center of the play area. After that, players take it in turn placing 2 more Objectives each wherever they want within the normal Objective placement rules for a total of 5 Objectives.

Special Mission Rules:  

  • Deepstrike
  • Scout
  • Infiltrate
  • Night Fight
  • Mysterious Objectives
Missions:
  • Hold Objectives - 9pts 
  • Purge - 9pts
  • Breakthrough - 3pts
  • Slay the Warlord - 2pts
  • Big Game Hunter - 2pts

Scenario 2 - Emperor’s Will

Objectives: Each player places Objective each in their opponent's Deployment Zones, then 1 Objective equidistant between them for a total of 3 Objectives

Special Mission Rules:  

  • Deepstrike
  • Scout
  • Infiltrate
  • Night Fight
  • Variable Objectives
Missions:
  • Hold Objectives - 9pts
  • Tactical Objectives - 9pts
  • Breakthrough - 3pts
  • Slay the Warlord - 2pts
  • Big Game Hunter - 2pts

Scenario 3 - Cleanse and Control

Objectives: Players take it in turn placing 1 Objective each in their opponent's Deployment Zone, then 2 more Objectives each wherever they want within the normal Objective placement rules for a total of 6 Objectives.

Special Mission Rules:  

  • Deepstrike
  • Scout
  • Infiltrate
  • Night Fight
  • Variable Objectives
Missions:
  • Tactical Objectives - 9pts
  • Purge - 9pts
  • Breakthrough - 3pts
  • Slay the Warlord - 2pts
  • Big Game Hunter - 2pts

Scenario 4 - Big Guns Never Tire

Objectives: Players take it in turn placing 2 Objectives each wherever they want within the normal Objective placement rules for a total of 4 Objectives.

Special Mission Rules:  

  • Deepstrike
  • Scout
  • Infiltrate
  • Night Fight
  • Mysterious Objectives
  • In Purge, all Heavy Support choices are worth double the Victory Points.
Missions:
  • Purge - 9pts
  • Hold Objectives - 9pts
  • Breakthrough - 3pts
  • Slay the Warlord - 2pts
  • Big Game Hunter - 2pts

Scenario 5 - The Scouring

Objectives: Players take it in turn placing Objectives each outside their own Deployment Zone and within the normal Objective placement rules for a total of 6 Objectives.

Special Mission Rules:  

  • Deepstrike
  • Scout
  • Infiltrate
  • Night Fight
  • Variable Objectives
  • In Purge, all Fast Attack choices are worth double the Victory Points.
Missions:
  • Purge - 9pts
  • Tactical Objectives - 9pts
  • Breakthrough - 3pts
  • Slay the Warlord - 2pts
  • Big Game Hunter - 2pts

Scenario 6 - The Relic

Objectives: Place 1 Objective in the center of the play area. After that, players take it in turn placing 1 more Objective each not within 6" of any Deployment Zone for a total of 3 Objectives.

Special Mission Rules:  

  • Deepstrike
  • Scout
  • Infiltrate
  • Night Fight
  • Variable Objectives
  • The center objective is The Relic. Remember that The Relic counts as an Objective in all Missions. For the purposes of this tournament, if the Relic is being actively carried by a unit, it cannot be contested by another unit.
Missions: 
  • Tactical Objectives - 9pts
  • Hold Objectives- 9pts
  • Breakthrough - 3pts
  • Slay the Warlord - 2pts
  • Big Game Hunter - 2pts


No comments:

Post a Comment