Les parties sont en 1 vs 1, mais les points marqués sont pour le club et non pour le joueur.
Les équipes sont composés de 3 à 5 joueurs.
On monte une Team ?
Moi je suis partant....
Toch a écrit:J'ai envoyé un mail aux orgas, j'attends donc leurs réponses,
Mais en clair, l'équipe doit être composés de 3 à 5 membres.
On s'inscrit on on avise pour le nombre de joueurs par après ?
La date est le 29/08, soit le dernier dimanche du mois d'aout.
Welcome to the rulespack for the first Belgian 40K Club Championships Event. Long overdue, but no more! Every Club is welcome.
The Event:
The 40K Club Championships Event will be held on August 29th. The location will be:
Zaal De Kring
Jozef Pierrestraat, 60
3010 Kessel Lo, Leuven
Participating in the event will cost 20€ per team, which can be paid on the following bank account: (BE40) 7450 2894 4263. This will serve as a pre-inscription. You can also still subscribe your team the day of the event itself, providing there is enough place to accommodate more players of course so be sure to inquire by email or cellphone if there is still place available! Keep an eye on our website (http://www.gaminglordsleuven.net) to see if the tournament has reached its capacity or not. The tournament will start at 10 AM, and registration will start from 9 AM. A copy of each teams’ armylists will be present for you, but try to have a printed copy for yourself as well!
In case of questions, or in case of problems the day itself (traffic, car issues, ...), you can always call 0032476880160.
Please send in your armylists BEFORE July 31st 2010 so the organisation has ample time to review your army lists!!!! If you decide to participate the day of the event itself, please allow for enough time for us to review your army lists. Players presenting themselves after 9:20 AM will be refused.
The Teams:
A team for the 40K Club Championships Event will consist out of 3-5 players, one of which is designated as Team Captain. Per round, all the team members will play separate battles, just like they would in a normal tournament, but only three results may be counted for the total team score. The Team Captain is the one who co-ordinates this before the start of every round and must take into account that at the end of the day, each team member must at least have contributed a score once (if not, that team member’s worst score in the tournament will be used). If for some reason no scoring members were appointed before the round commences, the worst three scores of the team will be used in that round, so be sure to follow procedure!
A club may have more than one team as representative! Be sure to make it clear to the organisation which players are grouped in team 1, 2, …
Players that want to join in the event but aren’t able to find a team, or that would like to play as a group that don’t have ties to a particular gaming club, will be grouped as a ‘rogue’ team. The rogue team(s) will appoint a Captain amongst their ranks before the event starts or otherwise will be appointed one randomly from within their numbers. Rogue players pay 7€ per person the day of the event itself, and may be filled out with members from the local club.
Army Composition:
As this is an event to try and determine which clubs have the best generals amongst them, and as the 40K Club Championships Event wants to promote fun and fair play, the organisation reserves the right to SEVERELY PENALISE what it deems as powerhouse builds (players will be warned of this when their army list gets reviewed). Competitive lists are of course allowed, but we all know playing against one of the top-tier builds is no fun, so please keep it under consideration when composing your army lists. Making it a fun experience for you and your opponent begins with creating an army list that is not overly impossible to beat and requires some tactical insight to gain the upper hand (and not simply rushing all your Chimeras forwards). We want the tournament to have worthy winners, not simply a team that already had the upper hand because of army builds.
As this is an event to try and determine which clubs have the best generals amongst them, painting scores will NOT influence the end result, but a price for the best painted army will be awarded. Fielding a fully painted army is thus not a necessity, but going the extra mile will be rewarded!
• One can spend 1750 points for army composition, making use of one Force Organisation Chart. The use of Allies is not allowed (the Inquisition can of course make use of Inducted Guard and Space Marine units).
• We use the Warhammer 40,000 5th Edition ruleset.
• Armies have to follow all the restrictions as detailed in their codex, taking into account the last set of FAQ’s that appeared on the GW site.
• Al your models have to oblige the WYSIWYG rule for as far as that is possible. Please take the time to explain things to your opponent in case you are not fielding a fully WYSIWYG army before the battle starts.
• The use of converted figures is allowed as long as it does not lead to confusion or gives you an unfair advantage on the battlefield.
• Special Characters, including those that can normally be fielded without the opponents permission, or those that count as a unit upgrade (Snikrot, Zaggstruk, C’Tan, Phoenix Lord, ...) CANNOT be used (The Emperors Champion for The Black Templars is the only exception).
• A Space Wolf Thirteenth Company army (Codex Eye of Terror) is NOT allowed. Use the regular Space Wolf list instead.
Admitted armies:
• Space Marines (Codex Space Marines 2008)
• Dark Angels (Codex Dark Angels 2006)
• Blood Angels (Codex Blood Angels 2010)
• Space Wolves (Codex Space Wolves edition 2009)
• Black Templars (Codex Black Templars)
• Daemonhunters (Codex Daemonhunters)
• Witchhunters (Codex Witchhunters)
• Imperial Guard (Codex Imperial Guard, edition 2009)
• Chaos Space Marines (Codex Chaos Space Marines 2006)
• Codex Daemons (2007)
• Lost and the Damned (Codex Eye of Terror)
• Eldar (Codex Eldar, edition 2006)
• Dark Eldar (Codex Dark Eldar (2002 reprint !!))
• Ork (Codex Space Orks, 2007)
• Tau (Codex Tau Empire)
• Tyranids (Codex Tyranids, edition 2009)
• Necron (Codex Necron)
Scenario’s:
For this tournament we’re stepping away from the standard mission-set as provided in the background rulebook, and will offer missions where you’ll have to meet three objectives to win the battle with the maximum command points. A primary, secondary and tertiary mission will be offered in the description section of every mission.
For the purposes of the tournament, each player has to bring 3 objective markers on a standard 40 mm base (terminator sized models).
A dice-off will always determine who gets to place the first objective, unless the scenario dictates otherwise. After the objectives have been placed, an additional die-roll will determine who gets to deploy first and gets to pick table edge. Once both players have set-up, a seize the initiative roll will determine who actually gets the first turn. All special rules (scouts, outflanking, deepstrike, reserves) are always in play for every mission.
Round 1: Bridgehead
Mission Description Primary Objective – Markers
Your army has been tasked with securing a forward array before the main bulk of your forces arrive. Your mission is three-fold, secure key positions on the battlefield, get the supplies, and destroy your enemies in the process. To control an objective you must have a scoring unit with at least 1 model within 3” of an uncontested objective marker. A scoring unit may capture multiple objectives if the above criteria are met for each objective. (Scoring: 6 points per objective you control for a max total of 24 Battle Points)
Game Length
After turn 5 roll a d6. On a 3+ the game moves to turn 6.
After turn 6 roll a d6. On a 4+ the game moves to turn 7.
After turn 7 the game ends automatically.
Alternatively the game ends immediately when the tournament judge says that time has elapsed. Players should not begin a new turn if there is insufficient time remaining to complete the turn. Last round will be called 30-45 minutes before the Round’s deadline. Secondary Objective - Supplies
Each game turn starting from the second until the fifth, supply ships will make a drop of supplies. To represent this, place a supply marker in the middle of the table before beginning the game turn and roll the scatter die and 3D6 to determine where the marker ends up. If a hit is rolled, follow the arrow to determine the scatter direction. If no hit on the scatter die is rolled, work out the location of the marker and scatter the marker once again to determine its final position. A supply marker is claimed by any unit that spends a full shooting turn (meaning until its next shooting phase) in contact with the marker. The unit operates normally while it is in contact with the marker, and may run to get in contact with the marker. Once a unit has a marker it cannot change hands and the player gets the score regardless of it still being on the table or operational at the end of the game or not, unless if the unit gets run down/destroyed in close combat. (Scoring: 3 points per marker for a total of 12 Battle Points)
Deployment - Spearhead
An objective marker has to be placed in every table quarter, at least 12” from every table edge and from other markers already present.
Victory Conditions
20 Massacre
15 Major Victory
10 Minor Victory
5 Winning/Losing Draw
0 Effective Dr(aw
Difference in Battle Points:
Tertiary Objective – Kill Points
The player must score at least 5 more kill points than their opponent. A player that starts the battle with less than 10 kill points will yield 2 kill points for each and every of his units that is destroyed. If neither player achieves the objective then it counts as a loss for both players. (Scoring: Win = 9 Battle Points, Loss = 0 Battle Points)
Round 2 – Foothold
Mission Description Primary Objective – Breakthrough
Your orders are clear: smash through the enemy’s frontline so that your reinforcements can break through and carry the battle directly to the enemy. Your mission is three-fold, break through the enemy lines, assassinate their leadership and lead by example. To complete this objective you must have 7 breakthrough points in the enemy deployment zone by the end of the battle. A scoring unit gives 3 , any other unit 1, and dedicated transports do not give any points. If you can achieve this and stop your adversary from doing the same in the process, you earn 24 Battle points for the mission, otherwise you each earn 12.
Game Length
After turn 5 roll a d6. On a 3+ the game moves to turn 6.
After turn 6 roll a d6. On a 4+ the game moves to turn 7.
After turn 7 the game ends automatically.
Alternatively the game ends immediately when the tournament judge says that time has elapsed. Players should not begin a new turn if there is insufficient time remaining to complete the turn. Last round will be called 30-45 minutes before the Round’s deadline. Secondary Objective - Assassinate
To complete this mission you must have killed the most expensive enemy HQ choice and stop him from assassinating your most expensive HQ choice otherwise this will count as a draw. (Scoring: Win = 12 Battle Points, Draw = 6 each, Loss = 0)
Deployment – Dawn Of War
An objective marker has to be placed in the middle of the table.
Victory Conditions
20 Massacre
15 Major Victory
10 Minor Victory
5 Winning/Losing Draw
0 Effective Dr(aw
Difference in Battle Points:
Tertiary Objective – Lead By Example
Getting a foothold is not a task easily achieved, so better lead from the front. To represent this, your most expensive HQ unit must be within 3” of the central objective marker at the end of the game, which must not be contested by enemy units. The HQ cannot be embarked upon a transport of any kind as he has to be seen to inspire his troops. (Scoring: Win = 9 Battle Points, Loss = 0)
Ronde 3 – Hold Ground
Mission Description Primary Objective – Land Grab
The enemy has had quite enough of your meddling and is launching a counter-offensive to re-secure the area. Your mission is to hold the line and grind the enemy to a halt until the proper reinforcements arrive, and pounce on any opening you see. Your mission is three-fold, hold the key positions, take the battlefield and deal your enemy a severe blow. The objective here is to capture as much terrain elements as you can. To claim a terrain element as yours you must have a unit completely within an uncontested terrain element. To contest a terrain element a player must have a unit completely within the terrain feature as well. Should any terrain hold the secondary objective as well, it does not count towards the Land Grab objective. The highest terrain feature (or alternatively, the biggest), will count as two terrain features that are captured. The player that captured the most terrain elements wins. (Scoring: Win = 24, Draw = 12, Loss = 0)
Game Length
After turn 5 roll a d6. On a 3+ the game moves to turn 6.
After turn 6 roll a d6. On a 4+ the game moves to turn 7.
After turn 7 the game ends automatically.
Alternatively the game ends immediately when the tournament judge says that time has elapsed. Players should not begin a new turn if there is insufficient time remaining to complete the turn. Last round will be called 30-45 minutes before the Round’s deadline. Secondary Objective – Secure Battlefield
To control an objective you must have a scoring unit with at least 1 model within 3” of an uncontested objective marker. A scoring unit may capture multiple objectives if the above criteria are met for each objective. (Scoring: 12 Battle Points if you secured more objectives than your opponent, otherwise each player scores 6)
Deployment - Pitched Battle
Three objective markers have to be placed on the table before the game starts. One on the left side in one deployment zone at least 12 inches from the board edges, one in the other deployment zone but on the right side at least 12 inches from any board edge, and one in the dead centre of the table.
Victory Conditions
20 Massacre
15 Major Victory
10 Minor Victory
5 Winning/Losing Draw
0 Effective Dr(aw
Difference in Battle Points:
Tertiary Objective – Severe Blow
The player must score at least 800 more victory points than their opponent. (Scoring: Win = 9 Battle Points, Loss = 0)
NOTE:
A 'Wipeout!' at immediately occurs when one side has had all of its models destroyed or removed from play by one means or another (we look at you, phaesout!), and there is no opportunity for models to return to play (units still in reserve due to deepstrike mishap, St. Celestine, units with the 'Without Number' rule, etc). When this happens, the game ends immediately. The player that achieves a 'Wipeout!' automatically gets a maximum score for that game, including all mission objectives. The player that suffers a 'Wipeout!' still retains any points he or she managed to achieve during the game, except for those scored for securing objectives.
Contact, Subscription:
All subscriptions, army-lists or further questions can be sent via email to clubchampionships@gmail.com . All the info can also be found on our website: http://www.gaminglordsleuven.net/forum2
Final Notes:
Winning is nice but having a fun day even better. The idea behind the event is to bring as many clubs together as we can, and have a pleasant day while playing some games. We realise that this sort of team play comes with it’s shortcomings, and that the rulespack allows for some exploitation, so we urge everyone to come to this only bearing the right mentality. Abuse of any sort will be penalised.
Bombance a écrit:Toch a écrit:J'ai envoyé un mail aux orgas, j'attends donc leurs réponses,
Mais en clair, l'équipe doit être composés de 3 à 5 membres.
On s'inscrit on on avise pour le nombre de joueurs par après ?
La date est le 29/08, soit le dernier dimanche du mois d'aout.
Le 29 Aout me parait jouable pour moi. Compte moi dedans.
Shaker a écrit:S'il vous manque un joueur, je veux bien, surtout qu'avec une liste Chasseur de Démons, ils ne pourront pas me traiter de GrosBill ^^
A moins qu'un codex ne sorte d'ici là... Mais nous ne sommes pas dans la section rumeur
Mais je ne suis dispo que pour combler un manque ^^ Priorité aux Bruxellois (je n'ose même plus écrire Belges...)
Shaker, qui veut bientôt son nouveau codex
Voila la réponse de Tom des Gaming Lords.Gaming Lords Leuven a écrit:
Hey Christophe,
Best via T3, dat is makkelijker te onderhouden door mij dan, maar een mailke met de namen (en emails van teamleden) is ook goed hoor.
Iedereen van het team zal elke ronde spelen he, het zijn enkel slechts 3 scores die meetellen per team om op te vangen dat sommige teams maar met drie zijn in plaats van met 5, maar iedereen speelt elke rond zijn battle zoals gewoonlijk!!
20 euro per team, of je nu met 3 of 5 afkomt!
figuurtjes moeten niet geschilderd zijn, maar dan kan je natuurlijk best painted niet winnen ;)
groetjes,
Tom
Lone_WOLF a écrit:Sinon en ce me qui me concerne, j'ai les figs dispo, j'ai une bonne partie des regles en tete mnt, mais bon j'ai jamais fait de tournois 40K externe...
Lone_WOLF a écrit:J'ai peut etre mal lu le reglement, mais apparement on peut pas utiliser de personnages speciaux? Donc Canis dans mes fesses? (meme chose pour Mephiston and Co alors).Deja ça me gonfle un peu...