Announcing Duelcon 40K GT in Mesa, AZ September 28th-30th
Go to the Duel Con website: http://www.duelcon.com/ to purchase your tickets and get more information!
6th ed 40K Duel Con Tournament Guidelines
We are going with 1500pts for these early 6th ed tournaments as we’ve found that the new rules slow the game down quite a bit, and we are sure people are going to be taking more time looking up rules, rolling up Warlord Traits, etc. and would rather have more time per round so as not to rush anyone. As we go through the season and people get more accustomed to the game, we will start to increase the points cap.
We are using 2 hour and 15 minute rounds with 15 minute breaks between rounds and 30 minutes for lunch.
40K Day 1: Saturday, September 29th
9am: Check In.
9:30am: Round 1 Begins
11:00am: Round 2 Begins
1:45pm: Round 3 Begins
4:15pm: Round 4 Begins
40K Day 2: Sunday, September 30th
9am: Check in.
9:30am: Round 5 Begins.
12:15pm: Round 6 Begins.
2:45pm: Round 7 Begins.
5:00Pm: Round 7 Ends.
6:00pm: Clean Up and Break Down.
Round 1: Bay Area Open Scenario Alpha, Modified Hammer and Anvil Deployment
Round 2: Bay Area Open Scenario Beta, Dawn of War Deployment, The Scouring
Round 3: Bay Area Open Scenario Gamma, Vanguard Strike Deployment
Round 4: Bay Area Open Scenario Beta, Dawn of War Deployment, Big Guns Never Tire
Round 5: Bay Area Open Scenario Alpha, Modified Hammer and Anvil Deployment
Round 6: Bay Area Open Scenario Gamma, Vanguard Strike Deployment
Round 7: Bay Area Open Scenario Alpha, Dawn of War Deployment
The Bay Area Open Scenario is one we have built over a great deal of time, play testing and player feedback. It is a scenario that strives for fairness, and simplicity with multiple paths to victory. We want you to focus on playing your best game, not focusing on trying to figure out a mission you aren’t familiar with.
The Bay Area Open scenario has 3 Victory Conditions always happening simultaneously. Each is worth a varying number of Victory Points dependent upon the mission (Alpha, Beta or Gamma). There are also 3 Bonus Points per mission. The Player that earns the most Victory Points during a game, wins. If both players earn the same amount, they tie. There are no degrees of victory, if you win by 1 point or 12, it is just a win. The player packets will have a score sheet for each mission clearly showing how much each objective is worth for each game to make it easy to keep track of.
Victory Condition 1: The Emperor’s Will. Each player places an objective on a 40mm base in their deployment zone, after deployment zones have been decided prior to deploying their forces. This objective must be 6” from a table edge. The player that controls more of these at game’s end wins this Victory Condition. In Alpha this is worth 2 points, in Beta 3 Points, in Gamma 4 points.
Victory Condition 2: Crusade. Three objectives on 25mm bases are placed outside of either player’s deployment zones before the roll for first turn. One is always placed in the exact middle of the board. The other two by each player (player rolling highest places the first objective), at least 6” from a table edge and 12” from another objective. These objectives have the Mysterious Objectives rule, but the player triggering it rolls 2D6 on the Mysterious Objectives table and takes the result they want. The player controlling the majority of these objectives at game’s end wins. If both players control the same amount, neither achieves this objective. In Alpha this is worth 3 points, in Beta 4 points, in Gamma 2 points.
Victory Condition 2: Purge the Alien. Each unit is worth a number of Kill Points equal to its point cost divided by 50, rounded up. For example, a unit worth 40pts would give up 1 Kill Point if destroyed or broken at game’s end, and a unit worth 305pts would give up 7 Kill Points if destroyed or broken at game’s end. The player with more Kill Points at game’s end wins this condition. Noting this on your army list prior to the tournament makes this very easy to keep track of. NOTE, in missions where Big Guns Never Tire and The Scouring are in play, the units that can also take objectives are worth 1 more KP each than normal. If your Warlord Rolls the trait that gives him 1 VP for each Character he kills in a Challenge, he earns 1 KP for each Character he kills in addition to any other KP he may have earned. In Alpha this is worth 4 points, in Beta 2 Points, in Gamma 3 points.
The Bay Open Scenario also uses Bonus Points in every mission. The Bonus Points are worth 1 Victory Point each and are the same for every game.
Bonus Point 1: Slay the Warlord. If you destroy your opponent’s Warlord, you earn this point.
Bonus Point 2: Line Breaker. You earn this point by having a scoring OR contesting unit with at least one model at least partially in your opponent’s deployment zone at game’s end. Note, a unit cannot hold an objective AND earn this Bracket Point, it can only choose to do one or the other.
Bonus Point 3: Preserve Your Forces. You earn this Bracket Point by having half or more of your STARTING scoring units alive at game’s end.
Every game uses the book rules for Reserves, Night Fight, Seize the Initiative, Random Game Length, controlling objectives, etc.
Mission Order of Operations
1.) Place Seize Ground Objectives. Players roll off, player rolling highest places first objective. One objective always goes in the center of the board.
2.) Roll for Warlord Traits. (Each player rolls 1D6, chooses any of the three traits with that number for their trait).
3.) Roll for Night Fighting.
4.) Roll for First Turn. The player rolling highest chooses their deployment zone and deploys their Emperor’s Will objective. The player going second does the same.
5.) Place Fortifications if any are present. The player that won the first turn roll off places their’s first.
6.) Deploy forces, with the player that won the roll off deploying first.
7.) Game then proceeds as normal.
Modified Hammer and Anvil
This follows the standard deployment as outlined in the book with one modification. The player going first reduces their deployment zone by 12” along the long edge on one side. The player going second does the same along the opposite edge. This results in a deployment zone that is 24” out from the short board edge, and 36” up the short board edge. Note, objectives may not be placed in the gap space. Outflankers arrive via long table edges, with the roll of a 1-2 being the long edge nearest the owning player, a 3-4 being the opposite, and a 5-6 being the owning player’s choice.
[img]<a href="http://s15.photobucket.com/albums/a372/Reecius/?action=view&current=modifiedHammerandAnvildep loyment.png" target="_blank"><img src="http://i15.photobucket.com/albums/a372/Reecius/modifiedHammerandAnvildeployment.png" ></a>[/img]
=All current Codices, and White Dwarf armies will be allowed.
=Allies per the Rule Book will be allowed.
=Forge World units will be allowed so long as they are neither a Super Heavy nor Gargantuan Creature. The most recent version of the rules must be used. This means not just the “40K Approved” units, but any that do not fall within the above restrictions.
=Forge World Army Lists will not be allowed.
=Each player MUST have his pertinent rulebook with him to show his opponent.
=Fortifications will be allowed, but not Fortresses of Redemption or Skyshield Landing Pads as they are physically too large and require too much modification to the terrain on the table to be practical for a tournament. We may alter this in time, but for now we are restricting those two pieces of terrain.
Warlord Traits and Psychic Powers
Warlord Traits will be determined using the following modified system: Each player rolls a die and then chooses which Trait with that number he wishes to use.
If you roll a psychic power the model can’t use (such as Broodlord rolling a shooting attack), you may reroll on the table until you get something you can use.
Rules issues will be dealt with swiftly by a roaming judge. We use a hierarchy for determining rules issues as follows:
Main Rule Book
FAQs and Erratas
Consensus of judges present at the time. Please note, that these judgments are final.
All models must be painted to a 3 color minimum. We count primer as a color. If you have any models that are not painted to a 3 color minimum, you will be ineligible for prize support at the end of the event. We will use a Paint Rubric for judging paint.
We use Swiss Pairings, meaning that players with the same record play each other. Pairings within a bracket are randomly determined first round (friends and club mates can request not to play each other first round) and then by strength of schedule thereafter. For final rankings, the field will be stratified by accumulated Victory Points.
Comp and Sports
There will be no comp scores at this event. We feel that the game has an inbuilt comp system with the rulebooks and Codices. We do not feel that a second, player created level of comp is necessary. So bring whatever army you want to play!
Sportsmanship will be handled as a simple thumbs-up, thumbs-down check box on the results sheet.
The temptation to ding someone on sports after a tough loss is often too much for many players to resist. We therefore are providing a very narrowly defined set of terms under which a player may mark their opponent with a thumbs down mark on sportsmanship. This system is intended to punish those who are being abusive, but to not allow chimpmunking. After a great deal of real world use, we have found this system to work very well.
Legitimate reasons to give an opponent a thumbs down on sports:
1. Your opponent was 15 or more minutes late to the round.
2. Your opponent was verbally abusive. This does not mean you argued with your opponent or that your personalities clashed, but that they were verbally abusive and insulting.
3. Your opponent intentionally cheated. Be prepared to support your case to a judge.
4. Your opponent slow played. We define slow playing as not completing 4 game turns of play. In the case of 20 or less minutes left to play, divide the time remaining between players to complete one full GAME turn. Time each other during this period to ensure that each player has an equal amount of time to complete a full game turn. If one player does not finish within their limit, the other player can force them to stop and then begin their turn. This mechanic is in place to ensure no one is slow played out of a turn of play.
What does NOT constitute a thumbs down on sports?
1. You argued over rules with your opponent.
2. Your opponent beat you.
3. You didn’t like your opponent’s army.
4. Your opponent likes Star Trek Voyager. Picard was the best!! NERD RAGE!
A negative mark on sportsmanship will be met with administrative action as follows:
1. First thumbs down: A verbal warning from a judge, up to reversing a win to a loss.
2. Second thumbs down: Reversing a win to a loss, up to disqualification from any prize support.
3. Third thumbs down: disqualification from any prize support, up to expulsion from the event with no refund of the ticket price.
4. Fourth thumbs down: Expulsion from the event with no refund of the ticket price.
All models are expected to be WYSIWYG as much as is reasonable. Proxies are not permitted. Counts As armies with counts as allies will only be permitted if they represent a clearly concerted effort to build a unique army around an obvious theme. For example, an Adeptus Mechanicus army using extensive kit bashing and conversions will be fine. If you go this route, YOU ARE REQUIRED TO HAVE A HANDOUT TO SHOW YOUR OPPONENT THAT SHOWS WHAT EACH UNIT IN YOUR ARMY IS ALONG WITH ITS STATS AND PERTENANT RULES! You must also present this to them prior to the game so that they have time to understand what they are playing against. There will be no exceptions to this.
If your army uses only a single Codex but if for example you have Crimson Fists models using the Blood Angels Codex, or Chaos models using the Space Wolves Codex, that is acceptable. Allies for this type of army however, MUST be represented by their actual models. This is to avoid confusion. No exceptions.
If you are using converted or scratch built models with Forge World rules, this is acceptable so long as your model is as close to the represented model as possible in terms of equipment, size and shape. We will not be lenient with this.
If you have any questions about your army, ask us prior to the event so that we can let you know if what you have will be acceptable or not.
Modeling for Advantage
There is a fine line between creative freedom and modeling for advantage. We do not wish to stifle anyone’s creativity, but in the end, this is a game that relies heavily upon the physical characteristics of the models being used.
Modeling for advantage will be handled on a case by case basis. To resolve a possible abusive situation, follow these steps:
1. Ask the player to play the model as if it were a GW standard, modern version.
2. Call a judge to ask for a judgement.
3. Possibly substitute the model with an appropriate replacement.
Examples of what we consider modeling for advantage:
1.)Using out of date and inappropriately sized models such as the rogue trader era Eldar Avatar (which currently is a large, monstrous creature model but back then, was the size of a Space Marine, which would now grant huge advantages due to being so much smaller) or Gorka Morka Trukks (which are less than half the size of modern versions). If an army is made predominantly of Rogue Trader era minis (or any era) and is clearly going for a theme, then exceptions will be made. If it appears to a judge that the player is in fact modeling for advantage, then action will be taken.
2.) Increasing or decreasing the size of models to gain an advantage in gaining or granting cover. Custom Battle Wagons often fall into this category.
3.) Altering a model to increase the range of a model or to benefit your LOS.
Terrain will be prearranged and laid out by the TO’s prior to the event. We will not be using terrain placement rules per the book as it is too time restrictive. If you come to a table and feel that it is not sufficiently or fairly arranged, or that it may have been moved by the previous players, alert a TO who will arrange the terrain appropriately.
Mysterious Terrain: Will not be used.
Fortifications: If any fortifications are being used, they will be placed prior to army deployment by both players, after they have determined deployment zones. The player that chose their deployment zone first, places his Fortification first. Scratch-built fortifications will be allowed so long as they are closely the same size and shape of what they are meant to represent. If you are unsure if your fortification will be OK, ask first to avoid disappointment.
Hills: All hills are open terrain, granting cover via LOS blocking/interference as normal.
Barriers: All barriers grant cover per the book and are not considered to be Aegis Defense lines unless they were purchased and placed by a player.
Buildings/ruins: All buildings and ruins are assumed to have a ladder or other means for moving up and down. Rules in the Rule Book will be used for Ruins and Buildings.
Rock Towers, Crates, and Can Towers: Are impassible and block LOS completely (even if there are actual gaps in the terrain pieces).
All other terrain functions as outlined in the book.
What to Bring
Tape Measure, Dice, Game Aids, etc.
3 Objective Markers on 25mm bases, 2 Objective Markers on 40mm bases.
9 Typed Copies of your army list. Be sure to include write how many Kill Points each of your units is worth on your list for ease of reference.
All pertinent rules for your army. Codecis, White Dwarf Articles, Foregworld Rules, etc.
If you are using a counts as army, YOU MUST HAVE YOUR PLAYER HANDOUT FOR YOUR OPPONENT IDENTIFYING WHAT EACH UNIT IN YOUR ARMY IS, NO EXCEPTIONS!! You don’t need to have one for every player, just one for the judges, and one to show each opponent.
A rocking pair of Jean Shorts. Chicks dig em.
Re: Announcing Duelcon 40K GT in Mesa, AZ September 28th-30th
40K Team Tournament
The tournament will be three rounds, each round lasting 2 hours and 45 minutes with 15 minute breaks between rounds, and 30 minutes for lunch after the first round. We use Swiss style pairings based on your W/L/D record.
Each team will constitute of a single, 2,000pt roster (No Double Force Org!)
Each player will have 1,000pts of that roster to spend on their individual army.
Both players share a single force org chart. One player must take the obligatory HQ (although both players can take 1, or one player may take both slots) and both players must take 1 each of the obligatory troops choices.
Beyond these restrictions, each player can then spend their points however they see fit, within the confines of a single force org slot.
Therefore, it is possible for one teammate to take a single troop choice, and spend the rest of their points on fast attack, or elites, for example. Or, one player could take both HQ slots, and 5 troop choices, etc.
All teams use the rules presented in the rule book for alliances (with the modification that they share a FOC as outlined above). Yes, this means Tyranids cannot ally with anything but other Nids!
Abilities that affect the entire table act as normal, such as Solar Pulse, etc.
Teams that build their force out of a single codex act as a single army.
Each scenario will consist of several victory conditions. Each Victory Condition is worth 4 points for a total of 8 points per round, 24 total in the tournament.
There will be 3 Bonus Points in each mission. These bonus points will be the same for each scenario. There will be a total of 9 total bonus points possible in the tournament.
Each team will also be able to earn up to 7 Theme Points as outlined below.
Each team can earn up to 25 Hobby Points as outlined below.
The Team with the highest combined score out of 65 possible points will be declared the victor!
will be won by teams that are themed, and for teams who demonstrate team spirit! The exact guidelines for this will be laid out as follows:
If your team is based upon a pairing laid out in the fluff or a Black Library Novel, your team earns 1 extra theme point.
If your team arrives in costume, you gain 1-2 extra theme points based on the awesomeness of your costumes.
If your team has handouts (can be the story of you army, mock fliers, art pieces, you name it. Let your imaginations go wild!) about your force for each opponent, you receive 1-2 extra theme points.
If your team has a themed display board that depicts your team’s fluff, you receive 1-2 extra theme points.
Scenario 1: Tacticality
Dawn of War deployment (6th ed version).
Each team rolls a D6 for each team member and adds the results. The team with the higher combined number wins the roll to go first and chooses deployment zones as per normal.
After deployment zones have been determined, each player places 1 objective. Each objective may not be placed within 18″ of another objective or within 6″ of a table edge.
Seize the Initiative, night fight, and random game length as normal.
Reserves as normal.
Victory Condition 1: Objectives. The team controlling the most of these at game’s end wins this victory condition. Control of objectives is standard per the Rule Book.
Victory Condition 2: Marked for death! Each team designates a unit from each enemy player’s force as marked for death (so, one unit in each team member’s force will be marked for death). The team that destroys the most of these units wins this victory condition (a total of 2 possible per team). If both teams destroy the same amount, it is a tie and each team gets 2 points.
Scenario 2: Bang Bang!
Hammer and Anvil deployment.
Seize the Initiative, night fight, and random game length as normal.
Reserves as with Pitched Battle deployment. The team that goes first chooses one of the long board edges to be their reserves table edge.
Victory Condition 1: Take and Hold! The team with the most scoring units with at least one model partially within 6″ of the table center wins this victory condition.
Victory Condition 2: Pick on the Weak! Each team designates one of the other team’s player’s forces as the weakest link. Whichever team earns the most Kill Points from that player wins this victory condition.
Scenario 3: Battle Royal!
Modified Spearhead deployment. Each player rolls a D6, the player rolling highest chooses which table quarter they will deploy in. The player with the next highest roll chooses next, until each player has a table quarter. For equal rolls, those players reroll until there are no ties. Once deployment quarters are determined, players deploy in the order they chose sides. Once deployment is determined, both teams roll a D6 for each teammate. The team with the higher result goes first. This means you may find yourself with enemies to each side of you, and very close. Be sure to think about the enemy deploying along the table quarter edge! There is no limit to how close you can be to each other!
No seize the initiative. Night fight, and random game length as normal.
Reserves come in from any board edge of the controlling player’s deployment zone.
Victory condition 1: Kill Points
Victory Condition 2: Table Quarters. To hold a table quarter, a team must have a scoring unit in a table quarter and no enemy units in the table quarter. The team with the most Table Quarters wins this victory condition.
Bonus Points: Every mission will have these 3 bonus points.
Head Hunters! If you destroy one or more of your enemy’s HQs you earn this point.
Our boys are coming home in one piece! If half or more of your team’s troops, rounding up, survive the battle you earn this point.
Hold the Fort! If no enemy units are in your deployment zone(s) at the end of the game, you earn this point.
All other rules are the same as the 40K Championships listed above.