Scoring Sheet: Common Tournament Rules
Scoring Sheet: Common Tournament Rules
Your Army:
Overlord
Opponents Name: Opponents Army: Your Score: Your Tactical Bonus Points: Your Kill Points: Opponents Signature_______________________________________
Killing Fields
Opponents Name: Opponents Army: Your Score: Your Tactical Bonus Points: Your Kill Points: Opponents Signature_______________________________________
Rescue Dawn
Opponents Name: Opponents Army: Your Score: Your Tactical Bonus Points: Your Kill Points: Opponents Signature_______________________________________
Common Tournament Rules Annihilation will secure all objectives. Essentially it counts as a win for Primary, Secondary, and Tertiary objectives. Tactical bonuses are determined as stands at the end of the game and are not automatic should you annihilate your opponent. Armies are to be constructed using the standard Force Organization Chart (FOC) from the relevant Codex. Total points cost may not exceed the points cap given for the tournament by any amount. All lists must be clearly defined and legible with itemized and total points costs and may be checked for legality before games start. Army lists are not private. You may ask to see an opponents army list prior to the beginning of the game. Players are encouraged to bring extra army list copies to give to opponents. What you see is what you get (WYSIWYG): Models need to be modeled as they are armed. No substitutions or proxies for optional war gear. Exceptions to this are small items like bolt pistols, grenades, Tyranid non-weapon biomorphs, and basic equipment the entire unit is assumed to have as standard. Terrain: All terrain used will fit into the standard 4+ cover save category. Any terrain features with a base will be considered to extend to the edge of the base. City/Desert Ruins, Rock Spires, and tank barriers are impassible to vehicles. Rock Spires are impassible to non-jump infantry.
Special Rules
Infiltrate, Reserves, Deep Strike (pg 94-95)
Objectives
Primary (Objective Markers): Capture the objective in your opponents deployment zone. To capture you must have a scoring unit with at least 1 model within 3 of an uncontested objective marker. Individual scoring units may capture multiple objectives if the above criteria are met. (Scoring: Hold objective = 10 points, Contest objective = 6 points, Lose = 0 points.) Secondary: Capture the center objective. To secure the center objective you must have at a model from at least one scoring unit within 3 of the main objective. (Win = 5, Draw = 3, Loss = 0) Tertiary: Control the field of battle. Whoever controls the most table quarters at the end of the game. Any unit or vehicle can control a table quarter. If a model is between two quarters, roll to see which quarter they are in. (Win = 3, Draw = 1, Lose = 0)
Game Length
At the end of game turn 5, On a 3+ game turn 6 is played. At the end of game turn 6, On a 4+ game turn 7 is played. At the end of game turn 7, the game ends automatically.
Deployment
Before deployment, place one objective in your deployment zone and one in the center of the board. No objective may be placed within 12 of another objective or within 10 of any table edge. Spearhead Table is divided into 4 quarters. Players roll and the winner choose to go first or second. The player that goes first picks a table quarter and sets up keeping more than 12 inches from the center of the table.
Tactical Bonuses
+1 If your opponent controlled did not control or contest your objective marker. +1 If your opponent has no scoring units at the end of the game. +1 If your HQ is within 3 of the center objective at the end of the game.
Mission: Overlord
Line of Retreat
Units that fall back do so toward their own table edge via the shortest route possible as described in the Warhammer 40,000 rulebook (pg 45).
Special Rules
Infiltrate, Reserves, Deep Strike (pg 94-95)
Game Length
At the end of game turn 5, On a 3+ game turn 6 is played. At the end of game turn 6, On a 4+ game turn 7 is played. At the end of game turn 7, the game ends automatically.
Objectives
Primary: Annihilation. Kill more victory points than your opponent. The winner is determined by the difference in victory points. Victory points are explained on page 300 in the big rulebook or page 108 in the small rulebook. Victory Margin 800 Points or more 600 Points or more 500 Points or more 400 Points or more 300 Points or more 200 Points or less Winner 10 9 8 7 6 5 Loser 0 1 2 3 4 5
Deployment
Modified Pitched Battle The table is divided into two halves. Players roll and the winner chooses to go first or second. The player that goes first picks a table side and attached edge and sets up keeping more than 12 inches from the tables middle line except for within 12 inches from the associated short edge.
Secondary: Wound an enemy HQ or cause their vehicle to suffer a Glancing or Penetrating hit. (Win = 5, Draw = 3, Loss = 0) Tertiary: Have 2 or more kill points than your opponent. (Win = 3, Draw = 1, Lose = 0)
Tactical Bonuses
+1 If your most expensive unit is above half strength/undamaged at the end of the game. +1 If your opponent has no surviving Heavy Support choices. You automatically earn this if your opponent did not have any Heavy Support choices. +1 If you have a surviving HQ unit at the end of the game
Special Rules
Infiltrate, Reserves, Deep Strike (pg 94-95)
Game Length
At the end of game turn 5, On a 3+ game turn 6 is played. At the end of game turn 6, On a 4+ game turn 7 is played. At the end of game turn 7, the game ends automatically.
Objectives
Primary: Control the most objectives. (Win = 10, Draw = 6, Loss = 0) Secondary: Hold the line. Prevent your opponent from entering your deployment zone. (Win = 5, Draw = 3, Loss = 0) Tertiary: Kill your opponents most expensive unit. (Win = 3, Draw = 1, Lose = 0)
Deployment
The table is divided into two equal diagonal deployment zones (18" from opposite corners) as shown in the deployment diagram below. Before deployment place one objective in the center of the table and 2 more objectives along the diagonal center line of the table 15 away from the center objective on either side. Players roll and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be their own table edge and deploys their forces within the corresponding deployment zone. Their opponent then deploys in the opposite deployment zone.
Tactical Bonuses
+1 If your opponent has no fast attack units at the end of the game. You get this automatically if your opponent had no fast attack choices. +1 If your commander is within 3 of the center objective. +1 If you have more units in the No Mans Land between deployment zones. All units and vehicles count toward the total.
Special Rules
Infiltrate, Reserves, Deep Strike (pg 94-95) Dawn Of War Reinforcements: Any non-vehicle unit(unit with no armour value) that is completely destroyed may rejoin the battle at the beginning of your next game turn on a D6 roll of a 4+. This new unit comes in anywhere on your long table edge using the standard reserves rules. The reserve unit does not award any kill points nor can it hold objectives but it can contest objectives.
Game Length
At the end of game turn 6, On a 4+ game turn 7 is played. At the end of game turn 7, The game ends automatically.
Objectives
Primary: Prisoners of War. Control your opponents objectives with any unit not mounted in a Transport vehicle (Does not have to be a normal scoring unit). (Win = 10, Draw= 6, Loss = 0) Secondary: Keep the prisoners secure. Hold your own objectives with any unit not mounted in a Transport vehicle (Does not have to be a normal scoring unit). (Win = 5, Draw = 3, Loss = 0) Tertiary: Call up less reinforcements. Bring in 2 or less reinforcements than your opponent. (Win = 3, Draw = 1, Loss = 0)
Tactical Bonuses
+1 If none of your units with no armour value were completely destroyed. +1 If your opponent never controlled or contested the Objectives in your deployment zone. +1 If your least expensive unit survives the game.