Tuesday, August 20th, 2013
Format: Singles (1v1) 1500 points per person
Date: August 31st, 2013 a Saturday
Time: Please be here no later than 9:30am. Set up at 9:45am. Dice roll no later than 10:00am.
Entrance Fee: $20.00
Please note the earlier start time.
Address:
25 Taunton Street
Plainville MA 02762
508.316.1195
Find us on Google Maps – Or take some time to review us.
This event will be capped at 40 players.
To register for this event you must email ChaseLaq@gmail.com Please register if and only if you can commit to playing on August 31st.
*** While all the the Grand Tournament regulars and serious / competitive guys are away from the weekend at the NOVA Open, Battleground is hosting an event that may have a slightly less fearsome field and play at an uncommon point level. Check it out! ***
RULES FOR WARHAMMER 40K TOURNAMENT
Rule Books: The Warhammer 40,000 SIXTH Edition Rules will be used.
The following is a list of legal army choices:
Codex: Black Templars
Codex: Blood Angels
Codex: Chaos Daemons
Codex: Chaos Space Marines
Codex: Grey Knights
Codex: Dark Angels
Codex: Dark Eldar
Codex: Eldar + Iyanden Supplement + Farsight Supplement
Codex: Imperial Guard
Codex: Necrons
Codex: Orks
Codex: Space Marines
Codex: Space Wolves
Codex: Tau Empire
Codex: Tyranids
Codex: Sister of Battle (White Dwarf)
MODELS AND POINTS:
1. Each player must bring an army consisting of 1500 points (but no fewer than 1475), in accordance with these rules…
2. All models must follow “What You See Is What You Get” (WYSIWYG). All weapons, war gear, and so forth must be represented on the model.
3. Pictures of conversions or “counts as” models must be emailed to ChaseLaq@gmail.com unless they have previously been approved.
4. Warlord Traits – At the start of each game, before deployment, select two tables. Roll a die for each table. Choose ONE of the two results as your Warlord Trait for that game.
5. Psychic Powers – At the start of each game, prior to deployment, players may choose to select the psychic powers listed in their Codex as normal OR swap them for a number of rolls on the psychic disciplines tables per the Warhammer 40,000 rule book. Unless stated otherwise, you MAY NOT mix and match Codex and rule book powers.
6. Forge World Imperial Armor units (and army lists) ARE allowed in this event. Units must bear the “40k Approved” stamp to be played.
7. We will require that each participant submits an itemized army list to a Battleground Tournament Organizer on or before Monday, August 26th (roughly a week before the event). An Army Builder .pdf is preferred but a detailed text file (.txt) is acceptable. PLEASE include the number of points each upgrade and unit costs on your list.
Please email lists to ChaseLaq@gmail.com as soon as they are finalized.
8. If illegal units or other rules violations are found in a player’s army list, at a minimum, the models in violation will be removed from all subsequent play. In addition, tournament points may be deducted and/or award eligibility may be forfeited. If in doubt, please ask for clarification in advance from a Battleground Tournament Organizer.
9. Restrictions:
• This event will not use “Mysterious Terrain” (p.102-103).
• This event will not use “Archotech Artefacts” (p 106).
• This event will not use “Unique Terrain” (p. 107).
• This event will not allow The Fortress of Redemption or Skyshield Landing Pad.
HOW THE TOURNAMENT WORKS:
• Competitors will participate in three (3) games over the course of the day. In each game, you will play a scenario and record the outcome of the battle on your results sheet. Each round you will play a different opponent. Each round will last 2 hours. There will be no additional time given for deployment.
• In the first round, players will be matched up randomly. After the first round, players will be matched up according to current rankings in the tournament (based on the number of points they’ve scored) e.g., the player in first place will play the player in second place and so on. We will try our best not to pair players that come to the event together or regularly play each other in the first round. If a player receives a BYE they will be awarded either maximum or the average of the winning players points for the round, depending on turn out.
• You will not play the same person twice.
• We will do our best to prevent a player from playing on the same table twice.
• The pairings for each round will be announced as soon as they are determined. Please be sure to arrive at your table ready to play right away.
• Slow playing will NOT be tolerated. Players are expected to complete at least 4 rounds in each game. If you suspect your opponent is slow playing PLEASE notify a Battleground staff member as soon as possible as we can not do anything about alleged slow play after the fact.
• Each game will be played on a 4′ x 6′ board.
• Players will receive Results Sheets and Player’s Choice Sheets for each round at the beginning of the event. Each results sheet must be filled in properly to ensure that match-ups and point totals are correct. Once the sheets are completed they are to be turned in at the counter so the scores can be entered into the computer.
BATTLES:
The exact scenarios will not be posted before the event but will resemble the book missions. We may or may not adapt them to our needs for this 3 round event.
The SIXTH Edition Rulebook and FAQ will be in use for all games and will be the definitive guide for all rules. The time limit for each game is 2 hours. At the end of this time limit, the round will be called; players will need to finish the round as quickly as possible.
What You Need to Bring with You:
-Your (hopefully painted) miniatures
-At least TWO copies of your army list
-Rulebooks are required as are any additional books you need
-Pen and paper
-Dice and templates
-Tape measure
–Something to transport your army from table to table
STORE CREDIT AWARDS WILL BE GIVEN OUT TO:
Store credit is good for any product in the store and all subsequent events. It never expires and will be saved for you.
Best General
Second Best General
Third Best General
Fourth Best General (only awarded if the turnout is 36 players or higher)
Best Appearance – Army (individual) [Note: Players MUST DISPLAY ALL of the models that are present on their army list. Players may not omit models or display models that are not part of the list they are playing in the event. If a player is found breaking this rule, he will forfeit his chance at this award.]
Players Choice – The Players Choice award will go to the player that the others feel best reflects important aspects of the hobby. Every team will score their opponents on sportsmanship, theme, appearance, and overall awesomeness. **This award will be significant.**
Smokin’ Boots – You got crushed… and you deserve an award for your epic failure.
A player may only win one award with the exception of Best Appearance, which may go to any player participating in the event, regardless of their finish / other awards.
• A note on the Appearance award – We will award the individual who we feel has the best looking army. We will use a scoring rubric that looks at painting, basing, display boards, and various other “extras” to determine the winner. Here is a link to the rubric we will use.
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Friday, March 29th, 2013
Posted in Blog, Board Games, Events, Featured Post | No Comments »
Monday, January 28th, 2013
I spent way to long trying to get the Orzhov guild box opened, but when I finally did, I started by opening my guild pack. I was happy to open a Crypt Ghast and the guildmage for my guild. My other five packs yielded two playable rares (Undercity Plague and High Priest of Penance) and three unplayables (including two copies of Biovisionary – what are the odds). My first swing at the deck splashed blue for Hands of Binding and a Dimir Keyrune, but after one quick exhibition game with a friend, it was clear that my deck did not want to play tempo. I cut the blue and added back in a few white cards that I wanted to play anyway. That made my mana way better and put me into a solid two-prong game plan: stall the board and extort, and fly overhead if possible. I stuck with that plan all day.
My round one opponent had an Orzhov guild kit in tow, but in our two games I only saw one black spell. It looked like he went white/blue with a black splash. It didn’t work out too well for him. Game One I played solitaire while he looked for black mana. He never found one and spent the game with a full grip of cards, never casting a single one. In Game Two, he managed a Cloudfin Raptor and a Syndic of Tithes while my board had four or five creatures on it. I misplayed when I decided to cast Devour Flesh instead of my Treasury Thrull. The Thrull would have triggered my Court Street Denizen, allowing me to tap down his Raptor and swing for the win. Instead, I gave him another turn, and he cast Merciless Eviction, exiling all my creatures. It took a few more turns to reduce his life to zero, but my misplay made me realize just how many decisions Orzhov makes you think about. (1-0)
I left Round One having no idea if my deck was any good because my Round One opponent cast a total of three spells across two games. I sat down across from another guy piloting Orzhov (again with blue, but this time it was just a splash for Totally Lost). Game One went as you might expect an Orzhov mirror to go. It lasted about twenty-five minutes, and our life totals kept bouncing up and down on the strength of Extort. At one point we had the same four creatures (with the exception of my Knight of Obligation to his Syndic of Tithes). The Knight’s vigilance was particularly effective during that game, allowing me to swing when he couldn’t. I finally was able to Extort for five in one turn and that finished him off.
Game Two was faster. I had sided out Devour Flesh (in favor of Purge the Profane) because Devour Flesh was doing nothing against another Orzhov player (I left it out for the other two rounds, as well). On turn four of Game Two, I cast Purge the Profane, and my opponent all but scooped – having to throw away his fifth land and Knight Watch. I was up two cards at this point (he had also mulled to six), so I decided I needed to be the Beatdown before he could Extort his way to another stall. I cast a bunch of flyers and took chunks out of his life total and the game ended. (2-0)
This was my toughest match of the day. In Game One, he attacked me down to four life, and I never really stabilized. I was able to hold off his Foundry Champion just long enough to pull out the victory. Here’s how it went down. He rapidly established a board presence with three creatures, including Boros Reckoner and chipped away at my life total. I almost threw away my Executioner’s Swing early, but I’m glad I saved it for the Reckoner, since it kills the creature withouth the Reckoner dealing damage back. He dropped Assemble the Legion about halfway through the game, and I thought I was done. Then I looked at Angelic Edict again and realized it can exile enchantments. Phew.
Still, I was in a rough spot. Then he misplayed – sort of. (At the time, he didn’t know I had Undercity Plague in my hand). He dropped Foundry Champion and dealt three damage to my 1/3 Vizkopa Confessor. If he had known what my next turn was going to be, he would have killed my Assault Griffin instead. On my turn I cast Undercity Plague, encoded it onto my Griffin and attacked. My opponent was forced to dome me with his Boros Charm so he didn’t have to discard it. On the next turn, he attacked with Foundry Champion. I knew I had to keep alive both my Guildmage and Griffin to have any chance of winning, so I took a calculated risk and chose not to block. He pumped the Champion but had no Bloodrush to finish me off (pretty much any of the Bloodrushers would have done it). Phew again. Next turn I attacked with the Griffin, and activated both abilities of the Guildmage. That attack made him lose seven life – three from the Griffin, one from Undercity Plague, and three from the Guildmage’s second ability. Luckily, that turn I had also drawn another creature to chump the Champion. He attacked again, I chumped, and then I repeated the Griffin-Guildmage sequence for lethal. That was a close game.
In Game Two, I curved out perfectly with Extort creatures, and he was never in it. The play of the game happened when I blocked his animated Boros Keyrune early on because I suspected had a Bloodrush card in his hand (which would have been a ten point attack; he did and used it to save his Keyrune). (3-0)
These were two quick games, in which my opponent was stuck on three mana in both. In Game One I got out my Crypt Ghast (first time all tournament). That guy is good. With him out, I was able to cast my Treasury Thrull AND Extort four times off the resulting triggers. Kingpin’s Pet did most of the heavy lifting during the matchup, as I got both of them out in both games. (4-0)
In my eight games (plus a few more on the side between rounds), I discovered just how patient the Orzhov player has to be. In order to get maximum effect out of Extort you might find yourself playing spells out of the normal sequence. On several occasions, I made sure I had the extra mana to Extort, which meant keeping back three-drops and playing them on turn five if I could afford to. I also found that I often played my creature during my first main phase in order to Extort before combat (in case my Extort creature got killed). Playing against Boros, it was necessary to trade early so Battalion was tougher to trigger. If they waited until they had three creatures to attack (likely turn four), then I usually had my defenses in place – Basilica Guards stalls about as good as any. To win with Orzhov you have to be patient, know when to trade, and know when to tap out to Extort as opposed to representing Smite with an open white (which I found I didn’t do as much as I thought I would). If you can make it to the late game piloting Orzhov, you are far and away favored. So try to manage the game till you get there.
The pre-release was great fun. Thanks to the guys at Battleground for organizing another excellent tournament.
Deck
2 Orzhov Guildgate 8 Plains 7 Swamp
1 Treasury Thrull 1 Cartel Aristocrat 1 High Priest of Penance 1 Knight of Obligation 1 Court Street Denizen 1 Vizkopa Guildmage 1 Vizkopa Confessor 1 Gateway Shade 1 Basilica Screecher 1 Crypt Ghast 2 Kingpin’s Pet 2 Basilica Guards 2 Assault Griffin
1 Beckon Apparition 1 Angelic Edit 1 Executioner’s Swing 1 Smite 1 Undercity Plague 1 Purge the Profane 1 Aerial Maneuver | ![]() |
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