Tuesday, September 1, 2015

Council of Five Nations 40k Tournament Series




Prep Tournament: Saturday, September 19, 2015 at Flipside Gaming

The prep tournament will not require a badge and will be $10 to enter. This will be a separate ITC event. For this event, all fees will go to prize support.

Good news, everyone! I just received confirmation that the Prep Tournament at Flipside Gaming this month will be a Qualifier for the Council of Five Nations Tournament in October. Whomever wins Best General at the Prep Tournament will receive a free con badge to the Council of Five Nations! Thanks to the folks over at Co5N for their support!

Prep Tournament Schedule:

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


Council of Five Nations Main Tournament at Proctor's

  • Tournament Qualifying Rounds: October 3, 2015 
  • Tournament Championship Rounds: October 4, 2015 
  • Simultaneous Runners-up Combat Patrol Tournament: October 4, 2015
The first day of the 40k tournament will be a standard singles event using the ITC list building format and Goldensprue Cup missions (see below for more details). The second day will be the championship games (featuring at least the top four players from day 1) and also a Combat Patrol tournament for those who did not make the Championships. The Combat Patrol tournament will have separate prizes and standings. Again, keep reading for full details on list formats for that tournament.

Please see the Convention page for more information on the Con itself. We are still in the dark about entry fees, but we had to get at least this info posted now so that folks know what's going on. We do know that there will be both an entry fee for the con and a fee for the tournament itself. Flipside Gaming will be providing prize support.

 Qualifying Schedule:

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

Championships Schedule:

9:30 – 9:45Table assignments
9:45 - 12:15 Game 5
12:15 - 12:45 Lunch
1:00 - 3:00Game 6
3:00 - 4:00Prizes and clean-up

Combat Patrol Schedule:

9:15 - 9:45Registration
9:45 – 10:00Table assignments
10:00 - 11:00 Game 1
11:15 - 12:15 Game 2
12:15 - 12:45Lunch and appearance judging 
1:00 - 2:00Game 3
2:15 - 3:15Game 4
3:15 - 4:00Prizes and clean-up





Contact the 40k Tournament Organizer with questions and lists:

Adam Fasoldt - adam.fasoldt@gmail.com


40k Force Organization:

We are using the standard ITC Force Organization method for this tournament:

  • 1850 Point List- Battle Forged armies, only (No Unbound lists).
    • An army may be built using up to three Detachments.
    • An army may not have a duplicate of any Detachment.
    • Note: This includes Composite Detachments which are comprised of multiple data slates and Formations. They may not take duplicate Formations within the Detachment, although they make take duplicate Data Slate units within the Detachment if permitted to do so.
    • An allied Detachment may be the same faction as the Primary Detachment.
    • A Detachment may not be included in an army if it is Come the Apocalypse allies with another Detachment in the army.
  • All current source material is allowed, including GW Codexes, Data Slates, Formations, and current Forge World units and army lists which are listed below. Please note, Experimental and Horus Heresy/30K Forge World units are not allowed.
    • Army lists in Imperial Armor 14: The Siege of Vraks: The Death Korps of Krieg and Renegades of Vraks
    • Army lists in Imperial Armor 13: War Machines of the Lost and the Damned: Renegades and Heretics
  • Regardless of Detachments, no more than 1 Fortification and/or 1 Super Heavy/Gargantuan Lord of War may be taken, chosen from the following list of allowed units.
  • If one player has a Super Heavy/Gargantuan LoW and the other does not, the player without can roll on the Escalation Warlord Table and gains +1 to Seize the Initiative. For every 3 Hull Points/Wounds dealt to the Super Heavy/Gargantuan Creature LoW, the player dealing the damage earns a bonus maelstrom point.
  • A full list of specific LoW that are allowed to be fielded by faction is available on the Frontline Gaming Website at: https://www.frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/itc-2015-season-40k-tournament-format/

40k Combat Patrol Force Organization:

We are using essentially the same as for the main 40k tournament with the following exceptions:

  • 400 points
  • You may take only one Detachment or Formation
  • This Detachment may actually be an Allied Detachment if you want (to cut down on the need for 2 Troops). If you DO go with an Allied Detachment, the HQ is not required.
  • Flying Monstrous Creatures must remain in Jump mode and Flyers must remain in Hover mode. If either unit type is incapable of one these modes, they are not allowed in the tournament.
  • All Armor Values are reduced to 12.
  • All Wounds are reduced to 2 except for Troops.
  • No Superheavy or Gargantuan units

Houserules:

  • 2+ Re-Rollable Saves: Please note that the change to the 2+ reroll save is still in effect. For example, 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.
  • 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.
  • Best Save: A unit's "Best Save" will be calculated as whichever save has the most likelihood of ignoring the wound. This includes re-rolls.
  • Zooming Blasts:  Models in Zooming or Soaring mode cannot be hit by nor targeted by blast or Template weapons.
  • 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.
  • The Bigger They Are…: Super Heavy and Gargantuan Creatures can never claim to be in cover when the model itself is not at least 25% in cover. This means that positioning of the model is essential to gaining a cover save. This is as opposed to keeping a “toe in area terrain for cover”. This is done to help balance out the use of larger models in competitive play. 
  • Sevrin Loth has returned from his escapades, however he doesn't want to talk about what happened. An army containing Sevrin Loth may only comprise of units with the Adeptus Astartes Red Scorpions Faction or no Faction.

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 Errata,
  3. Tournament-specific clarifications and rulings on terrain (see the Terrain section below),
  4. The Tournament-specific house rules listed above,
  5. Consensus of judges present at the time. 
Please note, that these judgments are final at the time of the ruling and constant attempts to break the same rules throughout the event will be dealt with appropriately.  

What to Bring:

  • Your Armies (1850 points)
  • Tape Measure, Dice, Game Aids, etc
  • 6 Objective Markers about 40mm in size
  • 6 Typed Copies of your army list (Both 1850 points and 400 points). 
    • Be sure to note 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!
  • A copy of the tournament packet provided in advance (online on the registration site).

Terrain:

Terrain will be static and narratively-placed by the judges. If both players agree, however, some terrain may be moved (please be respectful with the treatment of the terrain at the event).

  • 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

The player scoring the highest of all combined scores wins Best Overall with ties going to Battle Points. For the purposes of this tournament, Best General and Best Overall will share the top prize, but the player with Best General will be the winner for ITC purposes.

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.

The undefeated player with the most Battle Points will win Best General.

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.

The player with the best appearance score will win Best Appearance with tiebreakers being decided by the players voting for favorite army.
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
Modeling score (up to 4pts - note breakdown adds up to 6, but max is 4):
  • +1pt Minor conversion work has been done to a handful of models
  • +2pts Minor conversion work on a large number of models or a small amount of major conversions. Conversions must be well-executed to score more than 1 point.
  • +3pts The army has many major conversions
  • +1pt Simple display board with surface matching models' bases
  • +2pts Advanced display board with surface matching models' bases and matching terrain. Note that the execution of the display board must be of an Advanced quality to score more than 1 point, even if you do add terrain and effects.
  • +3pts Extreme display board with surface matching models' bases, matching terrain, and matching environmental effects (lights, smoke, etc).
Miscellaneous (up to 6pts - note breakdown adds up to 11, but max is 6):
  • +1pt Army uniformity 
  • +1pt Basing uniformity
  • +1pt Extreme bases
  • +1-2pts Extreme conversion work
  • +1-3pts Freehand
  • +0-3pts Judge’s discretion, to differentiate execution between players with nearly maximum points.
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.

The player with the best sportsmanship score will win Best Sportsmanship with tiebreakers being decided by the Best Overall score.

Maximum Sportsmanship score for the tournament: 25pts

Missions:

Here is a link to the mission packet (subject to change):
https://drive.google.com/open?id=0B7RGoi6dfv6dSjhtNXhVX0tYMTdzNE0tS1NHLV9fWDM3dTMw