Post by Harkon Greywolf on Oct 6, 2013 11:23:12 GMT
2013 Euromeet Saturday 40K Torni rules.
Post by Zog » Tue Mar 19, 2013 2:40 pm
RULES OF ENGAGEMENT Euromeet 2013
ARMY ROSTER
When you arrive at the tournament you must bring a copy of your army roster for the Judges to refer to. You will require a second copy of the roster, which you should keep with you when you are playing. The best of your rosters should be the one you keep with your army – do not hand it in. The roster must include all of the models in your army, their point’s value, the point’s value of any equipment, and must specify which models are carrying any war-gear that you decide to take. Please put your name and entry number on all copies of the list. Please make absolutely certain that the roster you hand in is correct and conforms exactly to the army you will be using. It goes without saying that the rosters of the Tournament leaders will be scrupulously checked after each round. Any errors will result in the culprit losing three points from their General-ship score for every game in which that army has been used, meaning that they will almost certainly have no chance of winning the tournament. Double-check all of your calculations. Make sure that every item of equipment shown on the models in your army has been paid for (remember ‘what you see is what you get’). It is also important to remember that when you use a point’s limit in Warhammer 40,000 you can only spend up to the limit agreed – this means that in a 1,500 points game you must spend 1,500 points or less. If you make a mistake you will lose points, even if the mistake was completely honest.
ARMY LIMITATIONS
No more than 2,000 points may be spent on the army. Armies must follow the restrictions on army selection of their own Codex. All armies whose Codex has not been released at least one month before the Tournament must use the most recent work-in progress list, published in White Dwarf. In addition, the following points will apply for this tournament:
• The rules to be used will be Warhammer 40,000 6th edition.
• If not specifically allowed by the list then an option may not be used e.g. Imperial Assassins and Deathwatch may not be used. You may use Forge World units but no Super heavies.
• ALL models MUST be painted to the minimum standard [3 colours and painted base as a minimum] any models not meeting this standard will be removed from the table and will not be allowed to be used.
• No more than one detachment may be used and all armies must use the standard mission force organisation chart. (Compulsory:2xTroops, 1 x HQ. Optional (in addition to compulsory): 4x Troops,3x Elites,3x Fast Attack,3xHvy Support, 1 x HQ)
Codex limitations: you may use any (latest) codex published By GW, army list from Forge world .
TOURNAMENT SCENARIO
Games will use the missions below, full details of the scenarios will be made available on the gaming tables. The following additional notes are relevant:
Scenery: Scenery may be moved or changed only with both participants approval.
‘Warm–up’ Period: Before battle commences there will be a fifteen minute ‘warm-up’ period. During this period players must first show their opponent all the models in their army that will be deployed during the initial set-up. Players are allowed to ask their opponent questions about the army and the rules that apply to the units and characters in it. After inspecting the army both players should discuss the terrain for the battle, and how each feels it will affect the units in play (i.e., how does scenery affect line of sight and movement, etc.). They can also discuss any other rules points that they think may come up in the battle. Finally, both players must shake hands and then battle can commence.
We’ve included the ‘warm-up’ period to help players get off to a good start, and to help avoid the situations that can lead to rules disputes and bad feeling. Basically, the ‘warm-up’ period offers an opportunity for both players to have a chat about their armies and the way they play the game. This is included as most rules problems occur because players interpret the same rule in a slightly different manner. This period should allow you to settle any rules questions before they occur.
Things to bring with you
Please bring 3 objective markers. Also 2 copies of your army roster your dice, templates, tape measure and of course your fully painted armies.
Each participant must fight each one of the scenarios
Game 1 : Mission 1 : Purge the alien : Deployment: Dawn of war : 2K points
Game 2 : Mission 2 : The emperors will : Deployment: Hammer and Anvil : 1K5 points
Game 3 : Mission 3 :The relic : Deployment: Vanguard strike : 1K
All mission Specific rules will be found on the gaming tables
Q&A:
SW1 wrote:
Sorry for what may be a dumb question but can you use the allies rules and fortifications?
Zog wrote:
No.
Post by Zog » Tue Mar 19, 2013 2:40 pm
RULES OF ENGAGEMENT Euromeet 2013
ARMY ROSTER
When you arrive at the tournament you must bring a copy of your army roster for the Judges to refer to. You will require a second copy of the roster, which you should keep with you when you are playing. The best of your rosters should be the one you keep with your army – do not hand it in. The roster must include all of the models in your army, their point’s value, the point’s value of any equipment, and must specify which models are carrying any war-gear that you decide to take. Please put your name and entry number on all copies of the list. Please make absolutely certain that the roster you hand in is correct and conforms exactly to the army you will be using. It goes without saying that the rosters of the Tournament leaders will be scrupulously checked after each round. Any errors will result in the culprit losing three points from their General-ship score for every game in which that army has been used, meaning that they will almost certainly have no chance of winning the tournament. Double-check all of your calculations. Make sure that every item of equipment shown on the models in your army has been paid for (remember ‘what you see is what you get’). It is also important to remember that when you use a point’s limit in Warhammer 40,000 you can only spend up to the limit agreed – this means that in a 1,500 points game you must spend 1,500 points or less. If you make a mistake you will lose points, even if the mistake was completely honest.
ARMY LIMITATIONS
No more than 2,000 points may be spent on the army. Armies must follow the restrictions on army selection of their own Codex. All armies whose Codex has not been released at least one month before the Tournament must use the most recent work-in progress list, published in White Dwarf. In addition, the following points will apply for this tournament:
• The rules to be used will be Warhammer 40,000 6th edition.
• If not specifically allowed by the list then an option may not be used e.g. Imperial Assassins and Deathwatch may not be used. You may use Forge World units but no Super heavies.
• ALL models MUST be painted to the minimum standard [3 colours and painted base as a minimum] any models not meeting this standard will be removed from the table and will not be allowed to be used.
• No more than one detachment may be used and all armies must use the standard mission force organisation chart. (Compulsory:2xTroops, 1 x HQ. Optional (in addition to compulsory): 4x Troops,3x Elites,3x Fast Attack,3xHvy Support, 1 x HQ)
Codex limitations: you may use any (latest) codex published By GW, army list from Forge world .
TOURNAMENT SCENARIO
Games will use the missions below, full details of the scenarios will be made available on the gaming tables. The following additional notes are relevant:
Scenery: Scenery may be moved or changed only with both participants approval.
‘Warm–up’ Period: Before battle commences there will be a fifteen minute ‘warm-up’ period. During this period players must first show their opponent all the models in their army that will be deployed during the initial set-up. Players are allowed to ask their opponent questions about the army and the rules that apply to the units and characters in it. After inspecting the army both players should discuss the terrain for the battle, and how each feels it will affect the units in play (i.e., how does scenery affect line of sight and movement, etc.). They can also discuss any other rules points that they think may come up in the battle. Finally, both players must shake hands and then battle can commence.
We’ve included the ‘warm-up’ period to help players get off to a good start, and to help avoid the situations that can lead to rules disputes and bad feeling. Basically, the ‘warm-up’ period offers an opportunity for both players to have a chat about their armies and the way they play the game. This is included as most rules problems occur because players interpret the same rule in a slightly different manner. This period should allow you to settle any rules questions before they occur.
Things to bring with you
Please bring 3 objective markers. Also 2 copies of your army roster your dice, templates, tape measure and of course your fully painted armies.
Each participant must fight each one of the scenarios
Game 1 : Mission 1 : Purge the alien : Deployment: Dawn of war : 2K points
Game 2 : Mission 2 : The emperors will : Deployment: Hammer and Anvil : 1K5 points
Game 3 : Mission 3 :The relic : Deployment: Vanguard strike : 1K
All mission Specific rules will be found on the gaming tables
Q&A:
SW1 wrote:
Sorry for what may be a dumb question but can you use the allies rules and fortifications?
Zog wrote:
No.