Tournament Rules and General Information

 
 

Tournament Rules

These rules are 'borrowed' from White Dwarf 229. I have deliberately left the background white so that you can print this page off. I suggest that you do so and you read the rules carefully.
 
 
 

The following rules will apply at the Warhammer 40k Grand Tournament, and at my Melbourne tournament.

All models used must be painted Citadel Miniatures of the appropriate type for the troops they represent. Painted means that they have to have more than an undercoat.

All weapons, armor options and upgrades chosen from the army list must be shown on the models themselves. For example, if you pay the points to upgrade a model to be equipped with a power weapon, then the model must have a power weapon. By the same token, equipment shown on the model must be paid for in the models points cost. For example, if a model in a unit has a Lascannon, then you must pay the points for it. The intent of this rule is to make sure that when an opponent looks at your army, then 'what he sees is what he gets'. You may use converted Citadel miniatures or other miniatures as long as it is clear what the conversion is meant to represent.

You must bring a copy of your army roster which you should keep with you when you are playing. The roster must include all of the models in your army, their points value, the points value of any upgrades and must specify which model is carrying any special wargear that you decide to take. It is also important to remember that when you use ar points limit in Warhammer 40k you can only spend up to and including the limit agreed upon. This means that in a 1500 point game you must spend 1500 points or less. Remember, if you make a mistake you will lose points, even if the mistake is an honest one.
 

Tournament Limitations


 

Warhammer 40k Tournament Scenario - Dawn Assault

All tournament games will use the Dawn Assault scenario from White Dwarf 227. An abbreviated version of the scenario is included below.
Overview Opposing forces encounter each other just before dawn, with the battlefield still shrouded in darkness.
Scenario Special Rules Dawn Attack uses the Deep Strike, Infiltrators and Random Game Length scenario special rules. The Night Fight scenario special rule is used for the first game turn only. (i.e.. the sun comes up at the end of the first turn).
Set Up Armies are set up in the following manner


Mission Objective - Both forces are seeking to clear area off all enemy forces securing ground as they go. The player that breaks the enemy first or occupied the most quarters at the end of the game wins.

To occupy a table quarter there must be no enemy units of troops, bikers or cavalry over half strength or mobile vehicles in the area whilst you must have at least unit of troops, bikes or cavalry over half strength in the area.
Game Length The game lasts for a random number of turns
Line of Retreat Troops which are forced to turn back will do so towards the nearest board edge of their deployment zone, using the normal fall back rules.

Breaking the enemy is described below, but basically you need to reduce the to a quarter of their starting strength.
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 fifteen 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 mount 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 held 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!
Tournament Points The following system is used to work out how many tournament points you score in your game. Further points can be added for things like how well you army is painted, etc. At the end of the tournament the player with the most points is the winner.


 

For example: It's the fourth round and you win by breaking the opposing army (killing the army commander in the process), against an opponent with a better win/loss record than your own. Your score = 14 (win) +1 (broke enemy army) +1 (opposing character killed) +1 (tougher opponent) = 17 points.