Post by ZOG! on Oct 17, 2013 10:09:34 GMT
Ok Daz this is what i found....
Modify as needed (its from 4th ed anyway )
Z.
Doubles tournament
Doubles?
As this is a doubles tournament, the rules are a little more specialised than any other tournament we have run. PLEASE READ ALL OF THE RULES CAREFULLY.
Organisation.
Each ticket enters two (2) players as a team. This team will pit its wits and various traits against another two teams over the course of the event. Please enter this event in the spirit that it was conceived, we all want to win but its all about having a good time and some great and interesting battles. The day may be slightly chaotic but please bear with us!
Rules of Engagement
Armies
Players will enter the tournament with two armies allied together for the event (see the alliance Chart for reference).
Selecting an army
The army you select must be confirmed by the council of elders before being used. In all cases use the most up to date codex or list from White Dwarf / Journal etc… Remember that you must submit an army list to the Judges to be verified, if your list is from a hard to get codex/magazine please supply a copy for the Judges reference. Please also check your list as you WILL be penalised if the list is in error.
Army Limitations
Each player is paired with their team-mate and each will bring an army that conforms to the 4th Edition rules.
Also the following must be adhered to :-
o Armies are no more than 500 points.
o You MUST have One (1) Troops choice (you may have more).
o You may have One (1) HQ but no more than one.
o You may spend the remaining points anywhere in the codex.
o No models with more than Two (2) wounds.
o No special characters.
o No 2+ saves
o No Vehicle with Total armour value greater than 33 (front+one side+back).
o No Ordnance weapons.
Team Play
Each player’s army should total no more than 500 points to make a total team army of 1000 points. You may NOT use any unused points from your team-mate.
Before each battle the Command HQ must be decided using the following rules.
o Each player on the team rolls a die, with their opponents witnessing the roll (re-roll any ties).
o The highest rolling player will lead the army in this battle they are the Command HQ player.
o The Command HQ player will decide which sequence in which the combined armies units move and fight.
Scenarios
Each game will be played using one of the listed scenarios. To determine which scenario is to be played roll a die and consult the table below.
Die roll Result
1-2 Seek and destroy (gamma) Pg 82 40K 4th ed.
3-4 Recon (gamma) Pg 83 40K 4th ed.
5-6 Take and hold (gamma) Pg 83 40K 4th ed.
Scenario 1 :Seek and destroy
You score victory points for destroying enemy units and in addition score victory points equal to the points of each scoring unit you have left at the end of the game
Scenario 2 : Recon
You score victory points equal to the points cost of those scoring units in the enemy deployment zone, in addition to victory points for destroying enemy units.
Scenario 3: Take and hold
You score victory points equal to the points cost of those scoring units within 12” of the table centre at the end of the game, in addition to victory points for destroying enemy units.
Units with distinct elements
Some units consist of parts that deploy and operate separately, such as a squad of space marines and their rhino transport, a brood of lectors or an imperial guard infantry platoon. Treat each element separately for victory point purposes. The same approach is taken when an independent character has a command squad or retinue mounted in a transport. Each element is a separate entity when calculating victory points. Thus a Chaplin with command squad and transport would be an independent character, a space marine squad and a vehicle.
Modify as needed (its from 4th ed anyway )
Z.
Doubles tournament
Doubles?
As this is a doubles tournament, the rules are a little more specialised than any other tournament we have run. PLEASE READ ALL OF THE RULES CAREFULLY.
Organisation.
Each ticket enters two (2) players as a team. This team will pit its wits and various traits against another two teams over the course of the event. Please enter this event in the spirit that it was conceived, we all want to win but its all about having a good time and some great and interesting battles. The day may be slightly chaotic but please bear with us!
Rules of Engagement
Armies
Players will enter the tournament with two armies allied together for the event (see the alliance Chart for reference).
Selecting an army
The army you select must be confirmed by the council of elders before being used. In all cases use the most up to date codex or list from White Dwarf / Journal etc… Remember that you must submit an army list to the Judges to be verified, if your list is from a hard to get codex/magazine please supply a copy for the Judges reference. Please also check your list as you WILL be penalised if the list is in error.
Army Limitations
Each player is paired with their team-mate and each will bring an army that conforms to the 4th Edition rules.
Also the following must be adhered to :-
o Armies are no more than 500 points.
o You MUST have One (1) Troops choice (you may have more).
o You may have One (1) HQ but no more than one.
o You may spend the remaining points anywhere in the codex.
o No models with more than Two (2) wounds.
o No special characters.
o No 2+ saves
o No Vehicle with Total armour value greater than 33 (front+one side+back).
o No Ordnance weapons.
Team Play
Each player’s army should total no more than 500 points to make a total team army of 1000 points. You may NOT use any unused points from your team-mate.
Before each battle the Command HQ must be decided using the following rules.
o Each player on the team rolls a die, with their opponents witnessing the roll (re-roll any ties).
o The highest rolling player will lead the army in this battle they are the Command HQ player.
o The Command HQ player will decide which sequence in which the combined armies units move and fight.
Scenarios
Each game will be played using one of the listed scenarios. To determine which scenario is to be played roll a die and consult the table below.
Die roll Result
1-2 Seek and destroy (gamma) Pg 82 40K 4th ed.
3-4 Recon (gamma) Pg 83 40K 4th ed.
5-6 Take and hold (gamma) Pg 83 40K 4th ed.
Scenario 1 :Seek and destroy
You score victory points for destroying enemy units and in addition score victory points equal to the points of each scoring unit you have left at the end of the game
Scenario 2 : Recon
You score victory points equal to the points cost of those scoring units in the enemy deployment zone, in addition to victory points for destroying enemy units.
Scenario 3: Take and hold
You score victory points equal to the points cost of those scoring units within 12” of the table centre at the end of the game, in addition to victory points for destroying enemy units.
Units with distinct elements
Some units consist of parts that deploy and operate separately, such as a squad of space marines and their rhino transport, a brood of lectors or an imperial guard infantry platoon. Treat each element separately for victory point purposes. The same approach is taken when an independent character has a command squad or retinue mounted in a transport. Each element is a separate entity when calculating victory points. Thus a Chaplin with command squad and transport would be an independent character, a space marine squad and a vehicle.