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40K Warfare Tournament

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Warhammer 40K Warfare Tournament

Warfare 40k 2018 Missions

Warfare 40k 2018

Introduction

Warfare is the Wargames Association of Reading’s annual wargaming show. This year the show is being held on the 17th and 18th November at the Rivermead Leisure Centre (the same place as in previous years). As part of the show we run a number of Tournaments, including Warhammer 40,000. This document contains everything (hopefully) you need to know to take part.

Tickets

Tickets can be bought online from: https://wargamesreading.co.uk/product/warhammer-40k-warfare-tournament/ Tickets are £25 (£20 if purchased before the end of August) and includes show entrance. When booking your tickets please ensure that we have your correct name(s) and email address, so we can keep you informed of any changes to the event. You can also keep up with us by following our event page on Facebook. It can be found here: https://www.facebook.com/events/840843576088353/ If you have any questions regarding the rules pack including army composition please email the organizers at djhendrsn@googlemail.com.

Timings
These are currently provisional and subject to change.

Saturday 17th November

0845-0920 Registration

0920-0930 Welcome and Briefing

0930-1200 Game 1

1200-1245 Lunch Break

1245-1515 Game 2

1515-1530 Break 1

530-1800 Game 3
Sunday 18th November

0915-0930 Arrival and Briefing

0930-1200 Game 4

1200-1330 Lunch Break

1330-1600 Game 5

1615ish Awards

Please note that lunch on Sunday is longer to allow you enough time to view the rest of the show. Although we encourage you to look around if your games end early please ensure that you arrive back 5 minutes before the start of the next round to ensure that the event runs to time. Anyone who arrives more than 5 minutes late to a round will incur a points penalty.

You will need

• Your fully painted, based and WYSIWYG army (see page 2 for more details)

• Rulebook, Chapter Approved 2017*

• Any Codexes/Indexes and FAQs you require to play your army*

• Dice

• Tape Measure

• Wound Trackers- if you don’t have these but need some we recommend www.woundwang.com

• 6 Objective markers, numbered 1-6

• Tactical Objective Cards

• A Copy of this Rulespack*

• A Copy of the Missions Document*

• Glue for battlefield repairs

• Pens (knowing how many I lost last year 100 might be enough) *For those of you who like trees or who’ve just joined the 21st century you don’t have to bring paper copies of any of these. Please make sure that the device you are using is fully charged and able to last a full day of gaming. However we can’t guarantee that there will be any available plugs for the charging of devices at Warfare, so please plan accordingly.

Army Restrictions

• Any Codex may be used providing the Codex FAQ has been released by 2nd November.

• All armies are to be battle-forged and chosen to a maximum of 2000 points

• Your army may contain up to 3 detachments, and may not contain more than 3 of any non troops, non dedicated transport unit.

• The Beta Matched Play rule for Battle Brothers will be in effect • No model chosen may have greater than 29 wounds.

• Due to space considerations the only Fortification choices that may be used are those listed below. In all cases you must use the official model(s) unless you get prior permission.

• Aegis Defence Line

• Imperial Bunker

• Imperial/Chaos Bastion

• Vengeance Weapon Battery

• Imperial Defence Line

• Firestorm Redoubt

• Tidewall Shieldline

• Tidewall Gunrig

Tidewall Droneport

• Sporocyst

• Imperial Armour (IA) rules and army lists are permitted providing the rules are not experimental. Please ensure you have the most up to date version of the rules with you.

• Included in your list should be the following:

• Who is your Warlord and which Trait they are using.

• Which powers (Psychic, C’Tan etc.) each of your units/characters knows.

• The replacements for the bracketed keywords in each detachment, and in the case of those armies without a default trait, which trait you will be using.

• What Relic(s) you are using and which Character(s) are carrying them.

• What pre-deployment Stratagems your army is using (e.g. Extra Relic ones)

• The numbers of the 6 Maelstrom cards you are removing from the deck. (see page 4)

• If any of these are missing then it will be assumed that you don’t wish to have the associated benefit and you will play without so please double check that you have included everything in your list before submitting. I have 50ish lists to check, I will get very bored very quickly reminding you to include this stuff!

All lists should be emailed to djhendrsn@googlemail.com by midnight on the 2nd November for checking. If you submit your list late you will receive a 20 points penalty and if you fail to submit your list completely then you will be disqualified from the event and you will score 0. Although there is no set list format that we require, lists should be submitted as a .doc, .pdf, or .xls (or equivalent) file type. If I can’t read your file type, then I can’t check it and you will be asked to resubmit it. This may cause you to get a late list penalty. Once you have submitted a legal list you may not change it for any reason.

House Rules

• Unless using a stratagem that generates command points. No more than 1 command point may be gained per turn. No command points may be regained from stratagems that are used before the first battle round.

• Command Points cap at 10. At no point can you have more than 10 command points. Any additional command points above 10 you generate from detachments are lost. They can be used to ‘fund’ Auxiliary support detachments though.

• The Beta rules for Tactical reserves and Battle Brothers will be used.

• Any model with the ‘Airbourne’ special rule counts as having the Flyer battlefield role during games.

• Any Model with the Flyer battlefield role cannot be repaired using special rules from models that do not Fly.

• Any card or ability that scores D3 Victory Points automatically scores 2.

• Don’t be a dick!

Army Painting and WYSIWYG

All models in your army must be fully painted and based to be used in Warfare. By this we mean that every part of the model looks painted. Bases (other than the clear flying stands) should be completely textured and painted in some way. If you have to ask if your army is fully painted or not the chances are that it isn’t. In the same way Proxies are not allowed and all models must be WYSIWYG. Again if you have to ask if your army is WYSIWYG then the chances are that it isn’t. Conversions are fine and are in fact encouraged, but please make sure it’s clear what the model is. Modelling for an advantage is however not allowed, we all want to see and play against cool looking armies but if you have clearly done a conversion or modelled a unit to be considerably bigger or smaller than the original please be prepared to use the size of the official model when determining line of sight to/from/past them and for determining cover saves.
In light of player feedback from previous years any player using a count-as models or armies must email pictures of their models to the organizers to check their suitability. Please do this even if you’ve used these models without issue in other events or at previous Warfares. When it comes to base sizes please feel free to use whatever base size you feel the model fits on, but if in doubt use the base the model was supplied with. All non-vehicle models, skimmers and walkers must be based, regardless of whether or not they are supplied with one. Any models that do not meet these minimum standards will be removed from play and counted as destroyed. Please note that this year no excuses will be tolerated; if you’re unsure whether your models/army falls foul of these restrictions then check with the organizers prior to the event. Traits and Painting/Modelling To prevent confusion if you wish to use a named chapter/regiment/craftworld/etc. then your army must be painted and/or modelled appropriately. This means that Ultramarines are blue, Imperial Fists are yellow etc. If you’re unsure whether your army fits this criteria please email the organizers with pictures and we will check this for you. Official Successor Chapters (other than Black Templars) must use the appropriate codex and chapter tactics for their parent chapter where known. If your chapter/legion etc. has an official variant colour scheme such as the pre-heresy ones then you can use those. We hope that anyone coming to the event will have enough knowledge of the background to work that out for themselves, but it might be helpful if you could provide source material for those more obscure ones. Remember there is a subtle difference between having a trait/doctrine/obsession/etc. and having the associated keyword. You can designate your home-brew chapter/regiment/craftworld/etc to have whatever trait/doctrine/obsession/etc you like (subject to the rules of the codex), what you can’t do is call your home-brew chapter Ultramarines and use their warlord trait and/or keyword specific Relic since you aren’t Ultramarines.

Scoring and Matchups

This year at Warfare we will be using a positive scoring system. This means that the tournament points you score will be proportional to the number of victory points you score in your games. Each round will be worth 1000 points and you will allocated a percentage of those equal to the percentage of the points you scored compared with the total number of points scored in the round. So if John Doe scored 20 victory points in his game and the total number of victory points scored by all players in the round is 250 then he will score 80 tournament points. Scorecards When Filling in your score card please fill in both your score and your opponents. Also fill in the stars at the bottom of the card to say how fun your game was. A 1 star rating would be for the worst opponent ever whereas a 10 star rating is for one of the best. Please don’t take into consideration how badly your/your opponent’s luck was or if it was a bad match-up. This is purely a gauge of how fun your opponent is to play. When completed please hand your completed scorecard into the desk. Do not also hand in your opponents scorecard. He/she can do that him/herself! Slow Play We think that 2.5 hours should be more than enough time to at least finish 5 turns at 2000 points. Even the rule book say that that’s the case! If you are playing slowly then you are only penalising your own score (and that of your opponent) as if you only make it to turns 2 you will only score 2 turns worth of points which will put you at a distinct disadvantage compared to those players who make it to turn 5 and score 5 turns worth of points. If you feel your opponent is playing overly slowly then please come and speak to a judge. Matchups In rounds 2-5 we will be using the Swiss system to make sure that you are playing people with roughly the same number of points as you. In round 1 you will be randomly assigned an opponent, although we will try our hardest to make sure that members of the same club or those people with the same army don’t play each other, this may not be possible especially if you’re a member of multiple clubs.

Missions

Missions have been custom written for the event and incorporate design elements of both Maelstrom and Eternal war missions. The missions document is available here: Tactical Objective Cards Some of these missions will be using Tactical Objectives. Due to the impracticalities of rolling dice to generate these you MUST bring a set of Tactical Objective cards. If you do not bring these cards, then you will not be able to generate any tactical objectives. This may lead to some low scores for you in your games… Modified Deck At Warfare we will be using a slightly modified deck for all the missions with tactical objectives. You must remove card 66- ‘Priority Orders Received’ and you may remove up to 5 additional tactical objectives. When submitting your army list you need to also submit a list of the objectives numbers that you are removing from the deck. If you fail to do so, then you will be using a 35 card deck. Objective Markers When placing numbered objective markers make sure that the numbers of the objectives are randomly allocated and not revealed to either player until the start of turn 1. Mission Impossible If during the course of your game you generate an impossible tactical objective, you cannot re-generate it. The modified deck rule above is designed so you can remove those cards that you can’t do.

Mission 1- Alpha Strike
Pregame Setup This Mission uses the Dawn of War deployment map. Both Players roll off, the winner chooses which deployment zone they would like. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their deployment zone. Continue setting up units until both players have set up their armies. The player who deployed first may choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of a 6, they manage to seize the initiative and they get the first turn instead. This game is divided into 2 Phases. Phase 1 Phase 1 lasts for the first 2 battle rounds. During this time you score 1 Victory Point for each enemy unit completely destroyed. Phase 2 Phase 2 starts at the start of the 3rd battle round and lasts till the end of the game. Before the first player takes their third turn the player who scored the lowest number of Victory Points during Phase 1 places 2 objectives on the table. These must be at least 18” away from each other and more than 6” from any table edge. If the game is currently a tie then both players place one objective each starting with the player who went second. At the end of the game score 5 Victory Points for each objective you control. Battle Length At the end of battle round 5 the player who had the first turn must roll a D6. On a roll of a 3+ the game continues, otherwise the game is over. At the end of battle round 6 the player who had the second turn must roll a D6. This time the game continues on a roll of a 4+, otherwise the game is over. The game automatically ends at the end of battle round 7. Victory Conditions At the end of the game, the player who scored the most victory points is the winner. If both players have scored the same number of victory points the game is a draw. In addition to the Victory Points scored above score Victory Points for the following: Hold the Line: Score 1 Victory Point if there are no enemy units in your deployment zone at the end of the game Slay the Warlord: If the enemy warlord has been slain during the battle, you score 1 victory point

Mission 2- Sector Clearance
Pregame Setup This Mission uses the Hammer and Anvil deployment map. The players should first place 6 objective markers as detailed on pg226 of the Warhammer 40,000 rulebook. The player who places the sixth objective then chooses one of the 2 deployment zones for their army. Their opponent uses the other deployment zone. The players then deploy their entire armies starting with the player who did not pick their deployment zone. A player’s models must be set up entirely within their deployment zone. The player who deployed first may choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of a 6, they manage to seize the initiative and they get the first turn instead. Tactical Objectives This mission uses Tactical Objectives. If at the start of a player’s turn, they have fewer than 3 active Tactical Objectives they must generate Tactical Objectives until they have 3. Battle Length At the end of battle round 5 the player who had the first turn must roll a D6. On a roll of a 3+ the game continues, otherwise the game is over. At the end of battle round 6 the player who had the second turn must roll a D6. This time the game continues on a roll of a 4+, otherwise the game is over. The game automatically ends at the end of battle round 7. Victory Conditions At the end of the game, the player who scored the most victory points is the winner. If both players have scored the same number of victory points the game is a draw. In addition to achieving Tactical Objectives victory points are awarded for the following: Slay the Warlord: If the enemy warlord has been slain during the battle, you score 1 victory point Lightning Strike: If an enemy unit was completely destroyed during the first battle round, you score 1 victory point. Seize Ground: At the end of the game divide the table into 3 sectors. 2 of the sectors are your starting deployment zones with no-man’s land forming the third. If you have more models (discounting models with a move value of 0, or those with the flyer battlefield role) in a sector than your opponent then you control that sector. If a unit is straddling 2 (or more) sectors randomly determine which sector it is in. Score 3 Victory Points if you control your deployment zone, 5 Victory Points for controlling No-Man’s land and 7 Victory Points for controlling the enemy deployment zone. If you control a sector and there are no enemy models in it (again discounting models with a move value of 0 or those with the flyer battlefield role) then you have total control of that sector. Double the victory points scored for any sector you have total control of.

Mission 3- All Out War
Pregame Setup This mission uses the Search and Destroy deployment map. The players should first place 6 objective markers as detailed on pg226 of the Warhammer 40,000 rulebook. The player who places the sixth objective then chooses one of the 2 deployment zones for their army. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their deployment zone. Continue setting up units until both players have set up their armies. First Turn The players then both roll off again, with the player who finished deploying first adding 1 to their score. The winner chooses who takes the first turn. Tactical Objectives This mission uses Tactical Objectives. If at the start of a player’s turn they have fewer than 4 tactical objectives draw 3 new Tactical Objectives (to a maximum of 6). Battle Length At the end of battle round 5 the player who had the first turn must roll a D6. On a roll of a 3+ the game continues, otherwise the game is over. At the end of battle round 6 the player who had the second turn must roll a D6. This time the game continues on a roll of a 4+, otherwise the game is over. The game automatically ends at the end of battle round 7. Victory Conditions At the end of the game, the player who scored the most victory points is the winner. If both players have scored the same number of victory points the game is a draw. In addition to achieving Tactical Objectives victory points are awarded for the following: Slay the Warlord: If the enemy warlord has been slain during the battle, you score 1 victory point First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. Linebreaker: If at the end of the battle you have at least one model within the enemy deployment zone, you score 1 victory point. Mission Failed Sir: Each tactical objective you discard at the end of your turn counts as having been scored by your opponent (at the lowest level for cards that have multiple scoring levels). If at the end of your turn you have 4 or more uncompleted tactical objectives you must discard tactical objectives until you have 3.

Mission 4- The Ritual
Pregame Setup This mission uses the Front Line Assault deployment map. Place 2 Objectives 18” from a short table edge and 24” from a long table edge. To determine who chooses deployment zones and deploys their army first in this mission do not roll off. Instead both players should secretly note a number of command points, they are wagering to gain the initiative. The player who bids the most command points decides which deployment zone they would like and who will deploy first. The loser does not lose any command points. Where the number of command points are tied, both players lose their wager and repeat the process. If both players bid 0 then roll off to decide who wins. The player who deploys first deploys his entire army in his deployment zone, then his opponent does the same. The player who deployed first may choose to take the first or second turn. Battle Length At the end of battle round 5 the player who had the first turn must roll a D6. On a roll of a 3+ the game continues, otherwise the game is over. At the end of battle round 6 the player who had the second turn must roll a D6. This time the game continues on a roll of a 4+, otherwise the game is over. The game automatically ends at the end of battle round 7. Victory Conditions At the end of the game, the player who scored the most victory points is the winner. If both players have scored the same number of victory points the game is a draw. Victory points are awarded for the following: Slay the Warlord: If the enemy warlord has been slain during the battle, you score 1 victory point First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. Linebreaker: If at the end of the battle you have at least one model within the enemy deployment zone, you score 1 victory point. Ritual Sacrifice Score 2 Victory Points at the end of each of your turns for each objective you control. In addition if you have a character within 3” of the centre of an objective marker (regardless of whether you control the objective or not) they can spend up to 2 Command Points to gain that number of Victory Points. You may do this once at each objective at the end of each of turns. Special Rules At the start of each player’s turn both players gain a command point. This counts as the one that you can gain a turn.

Mission 5- Time Lapse
Pregame Setup This Mission uses the Vanguard Strike deployment map. The players should first place 6 objective markers as detailed on pg226 of the Warhammer 40,000 rulebook. The player who places the sixth objective then chooses which diagonal will be used and picks one of the deployment zones for their army. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their deployment zone. Continue setting up units until both players have set up their armies. First Turn The players then both roll off again, with the player who finished deploying first adding 1 to their score. The winner chooses who takes the first turn. Time Lapsed Tactical Objectives This Mission uses Tactical Objectives. At the start of a player’s turn discard all their active tactical objectives and generate 4 new Tactical Objectives. This means that you have only a single turn to complete any objectives you draw. However after generating tactical objectives and using any stratagems at the start of the turn you may look at the top 4 cards of your deck. Both players have access to the following stratagem in addition to those they normally have. Stratagem- Cronomotron (1+CP*) Use this stratagem after looking at the top cards of your deck using the Time Lapse rule above. Swap your current Tactical Objectives with the top 4 cards in your deck. *This stratagem costs a number of command points equal to the number of times you have used it.
Battle Length At the end of battle round 5 the player who had the first turn must roll a D6. On a roll of a 3+ the game continues, otherwise the game is over. At the end of battle round 6 the player who had the second turn must roll a D6. This time the game continues on a roll of a 4+, otherwise the game is over. The game automatically ends at the end of battle round 7. Victory Conditions At the end of the game, the player who scored the most victory points is the winner. If both players have scored the same number of victory points the game is a draw. In addition to achieving Tactical Objectives victory points are awarded for the following: Slay the Warlord: If the enemy warlord has been slain during the battle, you score 1 victory point Lightning Strike: If an enemy unit was completely destroyed during the first battle round, you score 1 victory point. Linebreaker: If at the end of the battle you have at least one model within the enemy deployment zone, you score 1 victory point.

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