Warhammer 40,000 3rd Edition

1998 Grand Tournament Rules

by Jervis Johnson

WARHAMMER 40K TOURNAMENT LIMITATIONS

No more than 1,500 points may be spent on the army.
The Standard Force Organisation chart will be used..
The army lists in the Warhammer 40,000 rules and any published Codex army lists may be used.
The army may not have more than one 'detachment'. No allies are allowed. (Detachments are described on page 131 of the rulebook).
Rules and options published in White Dwarf may be used.
No Special Characters are allowed. Special Character models may be used to represent 'normal' characters if desired.

WARHAMMER 40K TOURNAMENT SCENARIO - DAWN ATTACK!

This is, for all intents and purposes, an 'advanced' version of the Cleanse mission included in the Warhammer 40,000 rulebook. Cleanse has ended up being the mission we play the most to 'test' the rules we're developing for the Codexes for the new Warhammer 40,000 rules, and this version is one we've developed over the last few weeks. Use the Cleanse scenario with
the following modifications.

Map

The scenario uses maps and deployment zones from the following missions in the rulebook: Cleanse, Patrol and Recon. You will be told at the start of each round which map to use. Note that the only thing you use from the mision is the map, all of the other information is replaced with that shown below.

Set Up

1. Both players roll a dice, the player with the highest score may pick where he will deploy. His opponent deploys in the opposite deployment zone, as defined by the map being used for the mission.

2. The player that scored lowest deploys one unit in his deployment zone. His opponent then deploys a unit in his deployment zone. The players take it in turns deploying a unit at a time until both their entire forces are on the table.

No unit can be deployed within 18" of the enemy at the start of the game. The players must deploy their units in the following order: Heavy Support first, then Troops, Elites, HQ and finally Fast Attack units.

3. If either side has infiltrators they may deploy these units after all other units have been placed. They may be placed anywhere on the table which is more than 12" from an enemy model. If both sides have infiltrators roll off to see who has to place their unit(s) first.

4. Roll off to see who gets the first turn. Highest score may choose whether to go first or second.

The Objective

The player that breaks the enemy first or occupies the most quarters of the board at the end of the game wins.

To occupy a table quarter there must no enemy units of troops, bikes or cavalry over half strength or mobile vehicles in the area, whilst you must have at least one unit of troops, bikes or cavalry over half strength or a mobile vehicle in the area.

Breaking the enemy is described below, but basically you need to reduce them to a quarter of their starting strength.

Line Of Retreat

Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal fall back rules.

Army Break Point

An army is broken when it has a quarter or less of its starting number of models left alive at the end of any player turn. For example, if your army started with 60 models it would be broken if there were 15 or less models left in play at the end of a player turn. Round any fractions down.

Models with more than one wound, vehicles, and characters riding bikes or other mounts all count as a single model for this purpose. Models that are falling back are counted as being 'alive' until they have left the table, as are models that are in reserve. It is possible for two armies to break if casualties are suffered by both sides in the same player turn. In this case both sides break and the game is a draw!

DECIDING THE WINNER OF THE TOURNAMENT

The winner of the Warhammer 40K tournament will be the player that scores the most points in the a number of catagories, of which game play (i.e. winning games) counts for about half the total. We've got a new system for marking painting and army slection which I'll post as a follow up message, but below is the system for generating the score in the game you play. I've inclded it here because it effects the way that you play the scenario above, and also how you pick your army.

Game Play (0-100 Points)

This year I've decided to simplify the procedure for working out the tournament points scored for games play. What's more, I'm expecting you (i.e. the players) to work out the points for each game and record them on your results card! The reason for the change was that the old system was complex, needed a database to convert vps to tournament points, encouraged players to crush their opponents into the dirt in order to get as many vps as possible, and meant a player couldn't concede a game that they are not enjoying. The new system will hopefully do away with all this, and works as follows:

Win game 14 points
Drew game 10 points
Lose game 6 points

+1 if your opponent has won and/or drawn more games than you so far in tournament (not including this one)

+1 if you won the game by breaking the opposing army, or if the opposing army was within five models of being broken, or your opponent conceded.

+1 for each opposing HQ character that is killed. (Characters with a command squad or other form of bodyguard are worth +1 point if slain, even if the bodyguard survives)

+1 if the enemy unit (not character) with the highest points value in the opposing army was dead, falling back or had left the table at the end of the game. If there are several units that tie for 'most expensive unit', then you earn +1 point if one or more of them are dead, falling back or fled

+1 if you have units in the opponent's deployment zone at the end of the game, and they have none in yours (units falling back, immobolised vehicles, and characters don't count)

-1 if no enemy unit has been reduced to half strength or less, been immobolised, or is falling back or has left the table, at the end of the game

-1 if your army includes more Elite choices than it includes Troop choices

-1 if your army includes more Fast Attack choices than it includes Troop choices

-1 if your army includes more Heavy Support choices than it includes Troop choices

-1 if, in the opinion of an umpire, you act in an manner likely to bring the honour of the hobby or the race of your army into disrepute, when playing a game on one of the top ten tables. This includes things like arguing with the umpire about the rules or being rude to an opponent, and also doing things like hiding your Khorne Berzerkers behind a wood for the entire battle so your army can't be broken. Don't worry, you'll get at least one warning about such behaviour first, so you'll have a chance to mend your ways!

Maximum score = 20 (win + all bonueses), minimum score = 0 (loose - all subtractions)

Example: You win by breaking the opposing army (killing their army commander in the process), against an opponent with a better win/loss record than your own. You score 14 (win) +1 (broke enemy army) +1 (opposing character killed) +1 (tougher opponent) = 17 points.

 

If there is anything tht gets players gander up, it s the mark they receive for painting and army selection. This year I'm using a new system for the staff and 40K GT, the details of which are below.

All armies in the Warhammer 40K tournament must be painted (and no, just being under-coated doesn't count!). Your painting ability and overall composition of your army is rated by a group of three judges.  This year I'm trying out a new system for handing out the marks for army painting and selection. It is based on ideas developed by Rob Broom at the Warhammer Players Society, and by Chris McLauchlan and friends for their Warcon Tournaments in Canada. Basically the system allows umpires to mark most of the armies that they see by following a set of guidelines that are described below. This should make their job easier and faster, and also allow players to gauge how well their army should do in advance.

Armies are given marks for painting and selection. Each category has its own set of criteria for determining the mark awarded. Three judges mark the armies, but only one of their scores being used, the top and bottom scores being dropped (i.e. if one judge marked 5, one marked 10, and one 15, you'd get ten; if one marked 10 and two marked 15, you'd get 15, etc.).

Judges also give out bonus points for the best painted army, and best presented and though-out army roster, by choosing their top three in each catagory. In this case it is the best mark given that is used (so if one judge gave out five bonus points, one 10, and one 15, you'd get the 15).

Painting

--------------

Poorly Painted
(5 marks)
The army is poorly painted and includes half-painted models or unpainted bases, or is fully painted but in a very basic/ugly manner.
Average
(10 marks)
All the models and bases are painted, some units have iconography, and shading and highlighting may have been used to enhance the appearance of the models. Most armies will be in this category.
Well Painted
(15 marks)
A fully painted army that is well presented and fully based. Units that require them will have the correct markings; shading and highlighting will have been used to enhance the appearance of the models; and the bases will have been finished beyond merely painting them.
Best Army
(+5 to +15 marks)
Each judge will pick their top three best painted armies, in order 1st to 3rd. Players score +5 points if one or more judges marked them third, +10 if one or more marked them second best, and +15 if one or more marked them 1st. Only the best mark will be used out of those awarded (i.e. if one judge gave you 1st and two second, you'd get +15 points based on the best mark).
Unpainted Models
(-5 marks)
If the army includes any unpainted models (undercoating does not count!), then 5 points will be docked from the players score unless the player has a very, very good excuse!

Maximum mark is 30 points; 15 for a well painted army, plusat least one 'Best Army' award. Minimum mark is 0 points; 5 for a poorly painted army, minus 5 points for unpainted models.

Selection

-----------------

Outrageous
(0 points)
A 'trick' army designed purely to win games and exploiting the army lists in ways clearly not intended by the designers.
Tournament
(5 points)
An army designed to win games but with no real regard for the background, and that has no real 'theme'. Units in the army will have been selected for their effect without any regard to the background history of the game.
Average
(10 points)
A good army, appropriate for the race it represents, but also designed to win games. Some units will have been chosen for their effect in game terms, but not all, and the army will either include examples of at least one or two most common troop types used by the race in question, or have a strongly developed theme that justifies their exclusion. Tournament armies that have had a strong theme developed for them also fall into this category.
Characterful
(15 points)
A very characterful army that really captures the spirit of the race it represents, and which is strongly themed. Such armies must have been chosen primarily with regard to the background and for their appearance, rather than being a tournament army that has a good theme developed to 'justify' it.
Best Army Roster
(+5 to +15 points)
Each judge will pick their top three best army rosters, in order 1st to 3rd. Players score +5 points if one or more judges marked them third, +10 if one or more marked them second best, and +15 if one or more marked them 1st. Only the best mark will be used out of those awarded (i.e. if one judge gave you 1st and two second, you'd get +15 points based on the best mark).

Maximum mark is 30 points; 15 for a characterful army, plus at least one 1st place 'Best Army Roster' award. Minimum mark is 0 points for an outrageous army.


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