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Ruinstorm 3 - Online Wargames Tournament Application ... · would look into the forces he wanted to use and decide he wants to start with Astra Militarum army with a ane-

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Ruinstorm 3 Leicester Phat Cats Ukrainian Church,

Livingstone Steet,

Leicester,

LE3 0QY

Sunday 6th September 2015

3 games of 1650 points Warhammer 40,000

Tickets: £12.50

On sale through the Tiebreak page..

https://www.tiebreak.co.uk/ruinstorm3/

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What is Ruinstorm?

Ruinstorm is a Warhammer 40,000 tournament held annually by the

Leicester Phats Cats. This is the third year we have ran the event, and every year has proven to be bigger and better than the last, this year will

be no exception!

Ruinstorm gets the honour of being the opening event in the newly crowned Midlands Master Series (MMS) which will mean Ruinstorm be-comes part of much wider network of events., and your results will be

added into the Midlands Ranking system.

Armies will be built using the methods laid out in the “Midlands 40k Mas-ters Series 2015/16 Season” standards pack .

3 games of Warhammer 40,000 7th Edition will be played over the day with armies of no more than 1650 points.

At the end of the day a champion shall be crowned, and prizes will be

available to pick up for 1st Place, 2nd Place, 3rd Place, Best painted and Sportsman.

Schedule

Sunday 6th September: 2 Hour, 15 Minute Rounds, with 15 Minute Breaks

Check-in: 9am - 9.45Am

Pre-game talks and checks, mission review etc 9.45-10am

10am- 12.15pm, Round 1 12.15pm- 1pm Lunch

1pm- 3.15 pm Round 2 15 minute break

3.30pm -5.45pm Round 3 5.50pm - 6pm Prize ceremony, post tournament

debrief etc. 6pm - Clean up..

No lunch is provided with the event, but there are plenty of places to get food nearby.

All MMS events will use the following construction guide for building an army with the exception of Highlander style events which will be down to the individual event. Standard CAD – As described in the Warhammer 40,000 Rulebook Alternative CAD – Army Specific CAD’S e.g. “Real Space Raiders” from Codex Dark Eldar or “The Legion of the Dammed Detachment” from Codex Legion of the Damned Decurion Style Detachment – Catch all term for an army built using purely detachments with a shared Command Benefits e.g. “The Decurion” from Codex Necron or “Eldar Warhost” Codex Eldar. Formation – As per the Warhammer 40,000 Rulebook. Allies – As per the Warhammer 40,000 Rulebook. Select your primary choice and follow down to add option to your army list. Restrictions and comp are

found below. The comp will be unique to each event so please follow closely.

1) Lords of War may only be present in either the Primary, Secondary or Tertiary picks and never more than one

of those selections (but as with a Knight formation you may have multiple LoW in a single choice).

2) Formations may not be duplicated in an army unless part of a “Decurion” style army.

3) Not all Events will use the Tertiary Choice for army building so please check the event rules pack for confirma-

tion OR contact the Event organiser if unsure. - Ruinstorm will NOT be using this detachment.

Example Leon is writing a list for a tournament but wanted to theme his army around an Armageddon Strike Force so he would look into the forces he wanted to use and decide he wants to start with Astra Militarum army with a Bane-blade using a standard CAD he then decided an Assassin would be a cool addition so adds a Officio Assassinorum Detachment alternative CAD and then to round it of its time for some Blood Angel reinforcements using the Strike Force Mortalis Formation giving him 3 forces to command in battle.

Option 1 Option 2 Option 3 Option 4

Primary Choice Warlord must come from here

Standard CAD Alternative CAD “Decurion” style Lords of War are 0-1 per type

Formation

Secondary Choice

Alternative CAD OR Allies OR Formation

Standard CAD OR Different Alterna-tive CAD OR Allies OR Formation

No Option

Formation OR Standard CAD OR Alternative CAD

Tertiary Choice

Allies – if not al-ready used OR Formation

Allies – if not al-ready used OR Formation

No Option

Formation OR Allies – if any CAD was taken

Gaming There will be 3 Games of Warhammer 40,000 7th Edition, each lasting no longer than 2 Hours, 15 minutes. Each round will use a different unique Ruinstorm scenario. The first round draw will be random pairings (avoiding Club/Team mates, unless a Grudge Match is asked for) and after that the rounds will be Swiss. You will not face the same player twice, ex-cept if in the last round your true Swiss pairing puts you against the same opponent, and you can place in the top 3. Over the course of the day a total of 63 TP’s can be achieved from gaming, and a further 8 Points will be available for ‘Soft Scores’. For a total of 71 TP’s for the day. Soft Scores… 1 point will be available for players who have their Faction correct on the Tiebreak page before the event. If you need it changing message T.O prior to the event for them to do this, alternatively you can edit your own on the Tiebreak page. 5 points will be available for painting, and will be split up in the following way 1 points if all details of all models are painted in at least a basecoat, and it is consistent across the army. 1 point if all models in the force are based with some form of texture, and it is consistent across the army. 3 points if some form of detail has been added to the miniature (Shading, Washes, Highlights etc) and it is consistent across the whole army. 1 point will be given to any player nominated for a Best Painted or a player that receives 2 or more Most Sporting votes. You will need all the current rules and FAQ’s for your army, this is especially true with Forge World units as some opponents may be unfamiliar with them. Only models that have had a 6th edition update either in print or in the DOWNLOAD section may be used. FAQ’s will follow this order. Only Games Workshop or Forge World ones found HERE and HERE may be used. Anything not in either of the above but included in the MMS FAQ is also to be used. Forge World units are welcome at this event and a full list of the available units and their current publications can be found HERE

Where to find us

Parking Information!

As of October 2013, the streets close to the club are restricted to residential parking. For those players

who are planning on parking nearby, the above map shows areas that are available for parking.

*Note the box marked Free Parking is no longer free, but it is very cheap and Pay and Display is available.

Comp To help ensure balance at Ruinstorm some comp will be included. Ruinstorm will be using the Midlands FAQ pack, which should be used alongside any current and official GW FAQ’s and Erratas. Where there is a conflict the GW FAQ will be used unless specified. FAQ’s will follow this order. Only Games Workshop or Forge World ones found HERE and HERE may be used. Anything not in either of the above but included in the MMS FAQ is also to be used. Lords of War are capped to 600 points. (Unless you are taking an Imperial

KnightDetachment). And no models with more than 2 ranged D weapons.

Telepathy Psychic Power number 5 ‘INVISIBILITY’ will be changed to

‘Invisibility is a blessing that targets a single friendly unit within 24’ of the

caster. Whilst the power is in effect, enemy units count as BS1 when target-

ing the unit with shooting attacks and WS1 when attacking them in close

combat.’

Any save that can be re-rolled whether it be Armour, Cover or an Invulnerable

save is capped at 4+, for example a 2+ Invulnerable save that can be re-

rolled will be rolled at a 4+. And a 3+ save that can be re-rolled will also be

rolled at a 4+.

When determining results for Ranged D weapons on the Destroyer Weapon

Attack Table. D6 result of a 6 , both Devastating Hit and Deathblow Remove

the lines “No saves of any kind allowed against this hit.”

Ruinstorm Scenario

Each Scenario will use a combination of both Eternal War primary missions and Maelstrom secondary missions, with three

Tertiary objectives.

In all scenarios 6 objectives will be used.

Each player will have 3 objectives marked 1, 2 and 3.

Each Mission will include Purge the Alien (Kill Points) these kill points will count towards the final VP total for the Mael-

strom mission only. A maximum of 6 kill points more than your opponents kill points can be achieved by each play-

er for the Purge the Alien. For example Player A kills 12 units, player B Kills 3, player A will get 9 VP ’s towards his

Maelstrom total, and Player B will get 3.

Primary Missions:

Big Guns Never Tire Primary Mission:

Follow mission setup as normal.

6 Objectives.

All objectives controlled at the end of the game are worth 3 VP’s for the controlling player.

Each player scores one VP for each Heavy Support, Super Heavy, Flying Super Heavy, Gargantuan and Flying Gargantuan

creature killed.

Heavy Support choices gain Objective Secured rule when scoring Primary Mission objectives. (Units that are summoned do

not gain this, though they will retain their battlefield role and give away Kill points)

The Scouring Mission:

Follow Mission Setup as normal.

Objectives are worth points equal to the number showing on them. On each table there should be two objectives worth 1

point, two objectives worth 2 points and 2 objectives worth 3 points.

Each player gains one victory point Fast Attack, Super Heavy, Flying Super Heavy, Gargantuan and Flying Gargantuan crea-

ture killed.

Fast Attack Choices gain the Objective Secured rule when scoring Primary Mission objectives. (Units that are summoned do

not gain this, though they will retain their battlefield role and give away Kill points)

Crusade Mission:

Follow mission setup as normal.

6 Objectives.

All objectives controlled at the end of the game are worth 3 VP’s for the controlling player.

Each player scores one VP for each Super Heavy, Flying Super Heavy, Gargantuan and Flying Gargantuan creature killed.

The player with the most VP’s at the end of the game wins the primary.

Maelstrom Secondary:

In all scenarios the same Maelstrom secondary mission will be in play.

Maelstrom Mission:

At the beginning of each player turn each player must have 3 objectives. The player whose turn it is must generate a number of tactical objectives from the table below, to bring his objectives up to 3.

Maelstrom Objectives:

A maximum of 2 objectives may be scored per turn. Once achieved the objective is automatically dis-carded. But may be rolled for in a subsequent turn.

A player may voluntarily discard 1 objective at the end of each of his turns.

Any objective that is impossible to achieve may be re-rolled.

Only one objective from each chart maybe active at a time (Per player).

You may score the same objective multiple times during a game, if it is rolled up each time.

In order to generate your tactical objectives you must roll 1D6 per chart and compare the result to the number on each of the charts below.

*All ‘Obectives’ Missions are worth 1VP for the Maelstrom mission.

Objectives* Domination Overwhelm

1. Secure your objective 1 1. Score one VP if an enemy unit was destroyed in your turn.

1. Score 1 VP if one of your scoring units is within 12” of your opponent’s table edge.

2. Secure your objective 2 2. Score 1 VP if an enemy vehicle or Monstrous Creature was destroyed during your turn.

2. Score 2 Victory points if you control any 3 Objective mark-ers at the end of your turn.

3. Secure your objective 3 3. Score 1 VP if an enemy Flyer or Flying Monstrous Creature was de-stroyed during your turn.

3. Score 2 VP’s if you control at least 2 objective markers, and at least twice as many as your Opponent.

4. Secure your opponents

objective 1

4. Score 1 VP if an enemy unit with the Psyker, Psychic Pilot or Brother-hood of Psykers/Sorcerors special rule was destroyed in your turn.

4. Score 2 VP’s if you control any 3 objectives at the end of your turn.

5. Secure your opponents

objective 2

5. Score 2 VP’s if you completely de-stroy 2 enemy units in your turn.

5. Score 1 VP if you have at least one scoring unit wholly within in each table quarter.

6. Secure your opponents

objective 3

6. Score 3 VP’s if you completely destroyed 3 or more enemy units in your turn.

6. Score 2 VP if you have 3 or more scoring units within 12” of your opponents table edge

Gaming Score:

Each game a player can score 21 Tournament points. At the end of each game work out

the number of VP’s scored by each player in each mission separately.

After working out the number of VP’s scored by each player in each mission see below to

work out your tournament points.

Primary Mission:

Winning the Primary Mission: 10 Tournament Points

Drawing the Primary Mission: 5 Tournament Points

Losing the Primary Mission: 0 Tournament Points

Maelstrom Mission:

Winning the Maelstrom Mission: 7 Tournament Points

Drawing the Primary Mission: 3 Tournament Points

Losing the Primary Mission: 0 Tournament Points

4 Tertiary mission objectives are in play in all scenarios.

First Blood: See Warhammer 40,000 the Rules. 1 Tertiary VP if achieved.

Retaliation: Score 1 Tertiary VP if in the same game turn that “First Blood” is achieved

the opposing player also kills a unit.

Linebreaker: See Warhammer 40,000 the Rules. 1 Tertiary VP if achieved.

Slay the Warlord: See Warhammer 40,000 the Rules. 1 Tertiary VP if achieved.

Winning the Tertiary Mission: 4 Tournament Points

Drawing the Tertiary Mission: 2 Tournament Points

Losing the Tertiary Mission: 0 Tournament Points

Tabling your opponent scores you the maximum 21 TP’s, if an opponent calls a game ear-

ly it will also score you 21 TP’s. In both cases Maelstrom and Tertiary VP’s are scored as

they stand. And you will score all the Primary Victory points available.

*New Deployment type, ‘Table Quarters’ Split the table into four 2ft x 3ft Quarters, the player who wins the roll to

choose deployment zones, chooses one quarter the other player set up in the quarter diagonally opposite. Players

may deploy no closer than 9” to the centre of the table.

Mission Setup

Before every game you should follow the steps below before starting your games.

1. Discuss and define the terrain with your opponent.

2. Roll off; the winner places the first objective marker, then alternate until all 6 objectives have been

placed.

3. Roll off; the winner chooses deployment zone.

4. Roll for Warlord traits.

5. Roll for Psychic Powers.

6. Roll for any Gifts, Boons, Fighter Ace upgrades etc.

7. Roll for Night Fight

8. Roll off; Winner chooses to deploy first or second. Fortifications are placed during deployment.

9. Deploy Infiltrators, roll off if both players have infiltrators.

10. The player who deployed first chooses to go first or second.

11. Make scout redeploys if any, roll off if both players have scout redeploys to make.

12. Seize the Initiative.

13. Game on!

Round Deployment Missions

1 – 10AM – 12.15PM

Hammer and Anvil Primary Mission – Big Guns Never Tire. Secondary Mission – Maelstrom

Tertiary Mission- First Blood, Retaliation, Linebreaker and Slay the Warlord

2 –

1PM – 3.15PM

Table Quarters* Primary Mission – The Scouring. Secondary Mission – Maelstrom

Tertiary Mission- First Blood, Retaliation, Linebreaker and Slay the Warlord

3 –

3.30PM- 5.45PM

Dawn of War Primary Mission – Crusade. Secondary Mission – Maelstrom

Tertiary Mission- First Blood, Retaliation, Linebreaker and Slay the Warlord