Saturday, March 26, 2016
To promote the hobby to newer players and to encourage the expansion of the collections of seasoned players, we're holding a Combat Patrol tournament. We'd love to see players embrace a new army or expand their current one and play their new models in our annual combat patrol tournament. Thanks goes out to the folks at Adepticon for the idea of running games such as this, but you'll note that our format features a few changes. Please read the rules carefully.
Note that this is an early announcement and the rules may change slightly as players weigh in on the format.
ScheduleAlthough we could follow our usual hectic schedule and get up to 8 games in, we've decided to relax the schedule a bit and get 6 games in and go for a later start and earlier finish for this tournament.
10:00am - 10:30am Registration
10:30am - 11:45am Game 1
12:00pm - 1:00pm Game 2
1:00pm - 2:00pm Lunch and Paint judging
2:00pm - 3:00pm Game 3
3:15pm - 4:15pm Game 4
4:30pm - 5:30pm Game 5
5:45pm - 6:45pm Game 6
7:45pm - 8:30pm Prizes and clean-up
8:30pm - 10:00pm Applebee's
- Armies must be built with up to 400 points (minimum 375).
- Armies may only use use the following Detachment and they may only take one:
- Compulsory: 1 Troop or 1 Elite.
- Optional: 1 HQ, 2 Troop, 1 Elite, 1 Fast Attack, 1 Heavy
- Restrictions: All units must have the same Faction or no Faction.
- Command Benefits: Your Troops have the Objective Secured Special Rule.
General Unit Restrictions
- The most recent version of a rule released within 1 month of the event must be used.
- The most recent version of a rule released within 2 weeks of the event may be used.
- The most recent version of a rule released within 1 week of the event may not be used.
- All units must be WYSIWYG - What You See is What You Get. Flamers are not Meltaguns.
Combat Patrol Unit Restrictions
- Units which have more than 3 Wounds instead have 3 Wounds.
- Units which have more than 3 Hull Points instead have 3 Hull Points
- Units which have an Armor Value greater than 12 on a side instead have an Armor Value of 12 on that side.
- Superheavy and Gargantuan units are not allowed.
- Units Toughness 7 or greater are not allowed.
- All unit choices are 0-1 except for Infantry Troops.
- In the spirit of the "ROCK & ROAD" theme, units which don't perform well while on the move are not allowed in this tournament.
- Units with the Slow and Purposeful special rule are not allowed.
- Models equipped with heavy weapons or ordnance weapons must also have the Relentless special rule. The ability to confer Relentless does not count; the model itself must have the special rule.
- Forge world and Horus Heresy armies are allowed.
Combat Patrol Game Play Restrictions
- Units may not enter Zooming or Soaring mode.
- Psykers may only manifest Warp Charge 1 powers nor may they increase the Warp Charge of a power that allows for it.Psykers may re-select if they get a power they cannot manifest.
- Warlords do not get Warlord Traits, even if the Character has one listed on their datasheet.
In the hopes of further balancing games of Combat Patrol, please playtest these suggestions. We will fold them into the tournament rules if the players agree they work out.
- All models must be a 3-color minimum and based for this tournament. At least two of the colors must cover a significant portion of the model, whether it be panels, stripes, drybrush, highlight, or wash of some kind. The third color can be a spot color or details. 1 basing material is required. Paintjobs designed out of spite will be judged accordingly.
- Any counts-as units must present a good effort to reduce confusion for your opponents. Counts-as must be provided to the Tournament Organizer (firstname.lastname@example.org) before the event if you want to avoid your model not being allowed on game day.
- Kitbashes must provide your opponent all the benefits and yourself all the negatives of any difference in size you may have modeled.
- Don't be a jerk. If you follow this simple rule, you won't go wrong. We are subjective about our modeling policies, so if you try to follow them to the letter and squeak out some kind of advantage, you will be disqualified from the event.
Scenario 1: 'Lil Crusade
Deployment: 'Lil Vanguard Strike (Players deploy their armies within 12" of the Objective on their side of the table, but 12" away from the center Objectve.
Objectives: Place a single Objective in the center of the table. The player going first places an Objective 12" from their board edge. Then the other player places an objective 12" from their board edge. Place a third Objective equidistant between these two Objectives so that a straight line can be drawn through them.
Scoring: Score 3 Battle Points for each Objective you hold at the end of the game. Score 3 Battle Points if you destroy at least half of your opponent's models. Score 2 Battle Points if your opponent's Warlord is slain.. Score 1 Battle Point if you are in Linebreaker position at the end of the game.
Scenario 2: 'Lil Emperor's Will
Deployment: Vanguard Strike
Objectives: Players take turns placing 1 Objective each. These Objectives must at least partially outside their own deployment zone and must follow any other usual Objective placement restrictions.
Scoring: On turns 1-4, score 1 Battle Point for each Objective you are holding at the end of your turn. Also, score 3 Battle Points for each Objective you hold at the end of the game. Score 1 Battle Point if your opponent's Warlord is slain.
Scenario 3: 'Lil Cleanse and Control
Deployment: Table Quarters (Players deploy in opposite Table Quarters, but at least 13" away from the center Objective. The player picking sides decides which table edge touching their deployment zone is their home edge. Their opponent gets the opposite one.)
Objectives: Place 1 Objective in the center of the battlefield. Then, Players take turns placing 2 Objectives each. These Objectives must follow the usual Objective placement restrictions.
Scoring: Score 2 Battle Points for each Objective you hold at the end of the game. Also, on turns 1-4, score 1 Battle Point at the end of your turn if you hold at least 1 Objective that is more than 12" from your deployment zone. In addition, score 1 Battle Point if your opponent's Warlord is slain.
Scenario 4: 'Lil Guns Never Tire
Deployment: 'Lil Hammer & Anvil (Deployment zones are shortened to 6" from the players' board edges.)
Objectives: Both players take turns placing 2 Objectives, each exactly 14" from their own board edge and follow any other usual Objective placement restrictions.
Scoring: Score 1 Battle Point for each full 10% of your opponent's models you destroy. For example, if your opponent started the game with 25 models and you kill 7 of them, you only get 2 points because you didn't quite kill 30% of their models. Also, score 1 Battle Point for each Objective you hold at the end of the game. Score 1 more point if your opponent's most expensive unit has been destroyed.
Scenario 5: 'Lil Scouring
Deployment: Dawn of War
Objectives: Place 1 Objective in the center of the battlefield. After that, players take turns placing 1 objective each. These Objectives must be exactly 12" away from of the center Objective and follow any other usual Objective placement restrictions.
Scoring: Score 1 Battle Point for each full 10% of your opponent's models you destroy. For example, if your opponent started the game with 25 models and you kill 7 of them, you only get 2 points because you didn't quite kill 30% of their models. Also, score 2 Battle Points if you hold the center Objective at the end of the game and 1 Battle point for each other Objective you hold at the end of the game. Score 1 more point if your opponent's Warlord has been slain.
Scenario 6: 'Lil Relic
Deployment: 'Lil Hammer & Anvil (Deployment zones are shortened to 6" from the players' board edges.)
Objectives: Place 1 Objective in the center of the battlefield. This is The Relic and may be moved as such. The Relic may not be seized on Game Turn 1.
Scoring: Score 5 Battle Points if you have seized the relic at the end of the game or 3 Battle Points if you are simply holding it. Score 3 Battle Points if over 30% of your models survive the game or 5 Battle Points if over 60% of your models survive the game. Score 1 Battle Point for each table quarter you have a unit completely within at the end of the game. Score 1 Battle Point if your opponent's Warlord has been slain.
Wipeouts: In all games, if one opponent's units are completely destroyed, their opponent scores full Battle Points. In the unlikely event of a mutual wipeout, both players score full Battle Points for their unmatched bravado, yet they only score a Tie in the win/loss results.
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. (2 Battle Points)
- All pertinent rules for your army. Codices, White Dwarf Articles, Foregworld Rules, etc.
- If you are using a counts as army, bring a "cheat sheet" for your opponents.
- A copy of the mission packet. (2 Battle Points)
Rules JudgmentsRules issues will be dealt with swiftly by a roaming judge. We use a hierarchy for determining rules issues as follows:
- Main Rule Book
- Games Workshop FAQs and Erratas
- ITC FAQ
- Tournament-specific Houserules
- Judgements at the Table
Houserules and FAQs
- ITC Houserules
Click on the FAQ in the menu under "ITC": https://www.frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/itc-2015-season-40k-tournament-format/
- True Measuring: When measuring range to and from any model or Objective, you must measure diagonally in three dimensions if the models are on different elevations.
- 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 unless you use a dice tower. 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.
- Tall Models and Ruins: If an assaulting Walker, Superheavy Walker, Monstrous Creature, or a Gargantuan Monstrous Creature is at least face-level with a model which is on a level of a ruins, then the assaulting model does not need to count the levels up in order to assault the model on that level if the assaulting model's head is fully above that level. The assaulting model moves horizontally as far as it can, reaches out, and attacks the target unit. When measuring in this manner, do so from the closest point on the assaulting model, whether it's a part of the body or the base. Ignore any body parts that are normally ignored for cover purposes (melee weapons, etc.). This rule assumes that the assaulting model being used is modeled at reasonably equal height to the retail model kit.
TerrainTerrain 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.
- 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 during deployment. 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.