Scoring Sheet: Common Tournament Rules
Scoring Sheet: Common Tournament Rules
Your Army:
Secure Supplies
Opponents Name: Opponents Army: Your Score: Your Tactical Bonus Points: Your Kill Points: Opponents Signature_______________________________________
War
Opponents Name: Opponents Army: Your Score: Your Tactical Bonus Points: Your Kill Points: Opponents Signature_______________________________________
Common Tournament Rules Annihilation will secure all objectives except where noted in the mission details. 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) Dawn Of War: Night Fighting rules in effect on game turn 1
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 automatically ends.
Objectives
Primary: Capture and control. Control both objectives = 20, control one objective = 10, control zero objectives = 0. Secondary: The player that has the most victory points. (Win = 5, Draw = 2, Loss = 0) Tertiary: Whoever controls the most table quarters. (Win = 3, Draw = 2, Loss = 0)
Deployment
Before deployment, both players roll D6. the winner can choose to place the objective marker in his deployment zone or have his opponent place first. The objectives may not be placed in impassible terrain or within 24 of the other objective. Dawn of War - The table is divided lengthways into two halves. The player that placed the first objective may then place up to 1 HQ and 2 Troops in their deployment zone. The next player then does the same. All remaining models are then held in reserve and walk on in the first turn unless declared otherwise.
Tactical Bonuses
Tactical Bonuses +1, if you have control of your own objective marker at the end of the game. +1, if you have a HQ model within 3 of an enemy objective marker at the end of the game. (Annihilation will not automatically grant this unless the HQ model is actually there at the time the game ends.) +1, if your opponent has no surviving HQ.
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).
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 the center of the table. Both players then roll a D6. The winner can choose to place the first objective marker. Then the next player places an objective marker till all 4 markers have been placed. No objective may be placed within 12 of another objective or within 12 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.
Special Rules
Infiltrate, Reserves, Deep Strike (pg 94-95)
Objectives
Primary (Objective Markers): To capture an objective 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. The differential in secured objectives. Victory Margin 5 Objectives 4 Objectives 3 Objectives 2 Objectives 1 Objective 0 Objectives Winner 20 18 16 14 12 10 Loser 0 2 4 6 8 10
Secondary: Capture the center objective. To secure the secondary objective you must have at a model from at least one scoring unit within 3 of the main objective.. (Win = 5, Draw = 2, Loss = 0) Tertiary (Victory Points): The player must score at least 750 more victory points than their opponent. See the 5th Edition 40K rulebook (pg. 300)/Mini-Rulebook (pg.108). If neither player achieves this result then it is a loss for both players. (Win = 3, Draw = 1, Lose = 0)
Tactical Bonuses
+1 If your opponent controls none of the objective markers at the end of the game. +1 If there are no enemy units in your deployment zone at the end of the game. +1 If your opponent has fewer than 4 units left at the end of the game.
Mission: War
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: In an annihilation game, the winner is determined by the spread of victory points. The difference between the points cost of units players have damaged or destroyed. Victory Margin 1050+ Points 840 Points 630 Points 420 Points 210 Points <210 Points Winner 20 18 16 14 12 10 Loser 0 2 4 6 8 10
Deployment
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 sets up keeping more than 12 inches from the tables middle line.
Secondary: Wound an enemy HQ or cause their vehicle to suffer a penetrating hit by the end of the second round. If all enemy HQs are in reserves at the end of the second round, automatically claim this objective. (Win = 5, Draw = 2, Loss = 0) Tertiary: Have 2 more kill points than your opponent. (Win = 3, Draw = 1, Lose = 0)
Tactical Bonuses
Note: These points are automatic if your opponent has no choices from that Force Organizational slot. +1 If your opponent has no surviving Fast attack Choices +1 If your opponent has no surviving Heavy Support Choices +1 If your opponent has no surviving Elite Choices