Call to Arms 40K
Umpire - Geoff Cooper. 021-464007 beth.and.geoff@paradise.net.nz
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Hi People.
Some things to remember. All armies must be painted (minimum three colours) and all models must be WYSIWYG. If you can"t meet this requirement then you can"t play. Sorry but that"s just the way it is.
The Scenarios will vary from round to round. We are running this a bit like a ladder campaign where the results of each round will effect the subsequent round. When you sign up you should specify if your forces are fighting on the "Imperial"side or the "Non-Imperial (forces of darkness)"side. Each round we will figure out if the Imps won or not and then the ladder will determine the next scenario. The Scenarios will mostly be from the rule book and /or previous competitions, with some minor variations thrown in on one or two of them.
Game size
1600 points main competition (NB: Space Wolves are under no compulsion to take a third HQ if they don"t want to) 1500 points young bloods.
Sportsmanship (up to 20 points per game) awarded by players each round
Nice to play 0-10
0 I"d rather gnaw off my own arms at the elbow then play this person again. What a butthead!
10 They were great fun to play. Can I play them again next round?
Army Composition 0-5
0 Total Cheesefest. Troops selected with little thought other the battle field effectiveness.
5 A great army to face. A joy to see across the table. Wouldn"t know it was a tournament army at all.
Theme 0-5
0 No theme.
5 Well thought out theme. The armies reason to be was clear to all.
(some examples of things that people have done in the past with theme so you know what I"m looking for. An Ultramarine force after the Tyrannic wars would probably field one scout squad for every non scout squad as the army was training and recruiting new marines to replace their loses. A Kult of speed force built as a cross country bike race [The formula Waagh] would have loads of bikes and support teams on trukks and buggies but little else)
Painting including conversions (0-40 total) awarded by umpire and two other independent judges
Rather than specify exact criteria I will identify things that will gain you points
Terrain (0-10 total) awarded by umpire
0 = brought no terrain
3 = brought a couple of pieces of terrain
5 = brought enough for half a table
7 = brought a full tables worth of terrain
10 = brought superior quality terrain that filled a table and that fitted with the theme of their army
Game Play (up to 20 points per game)
Win 14 points
Draw 10 points
Loss 6
Missions
As mention earlier the missions will be based on a tree campaign where the results of the previous mission will determine the next mission. Following is a list of all the potential missions and the odds of playing them. Some of them still require playtesting and may be changed, where this is the case we have mentioned it.
SPECIAL RULES FOR ALL MISSIONS:
In all missions objective counters will be placed as per the rescue mission. Whoever has the most at the end of the game will get a bonus point. They have no effect in determining the winner of the game.
In all Vp Missions, a difference of 200pts or less will be considered a draw.
Escalating Engagement,
Across Enemy Lines,
Locate and Secure,
Night Reconnaisance, (Recon using night fight rules)
The Duel,
Get Medieval,
Breakthrough,
Dawn Assault, (as per Codex Chapter Approved)
The Relief Message, (Messengers Variant,
to come)
Take and Hold, (as per rule book)
Hip Deep in Blood,
Warp Storm,
Fuel Depot, (as per NZGT 2001, rules to come)
Hammer and Anvil,
Suicide Squads
Suicide Mission
The Killing Fields