Hieronder het rulepack voor iedereen die geinteresseerd is. Officieel moeten de lijsten wel deze week binnen.
The Event:
Insurrection2 is a 40K Ranking Event that will be held on October 31st. The location will be:
Zaal De Kring
Jozef Pierrestraat, 60
3010 Kessel Lo, Leuven
Participating in the event will cost 8€ per person, which can be paid on the following bank account: (BE40) 7450 2894 4263. This will serve as a pre-inscription. You can also still subscribe the day of the event itself, providing there is enough place to accommodate more players of course so be sure to inquire by email or cellphone if there is still place available! Keep an eye on our website (http://www.gaminglordsleuven.net) to see if the tournament has reached its capacity or not. The tournament will start at 10 AM, and registration will start from 9 AM. A copy of each participants’ armylists will be present, but try to have a printed copy for yourself as well!
We ask all palyers to subscribe to the tournament via the T3 website:
http://www.tabletoptournaments.net/be/t3_tournament.php?tid=5436
In case of questions, or in case of problems the day itself (traffic, car issues, ...), you can always call 0032476880160.
Please send in your armylists BEFORE October 1st 2010 so the organisation has ample time to review your army lists!!!! If you decide to participate the day of the event itself, please allow for enough time for us to review your army lists. Players presenting themselves after 9:20 AM will be refused.
Army Composition:
• One can spend 1750 points for army composition, making use of one Force Organisation Chart. The use of Allies is not allowed (the Inquisition can of course make use of Inducted Guard and Space Marine units).
• We use the Warhammer 40,000 5th Edition ruleset.
• Armies have to follow all the restrictions as detailed in their codex, taking into account the last set of FAQ’s that appeared on the GW site.
• Al your models have to oblige the WYSIWYG rule for as far as that is possible. Please take the time to explain things to your opponent in case you are not fielding a fully WYSIWYG army before the battle starts.
• The use of converted figures is allowed as long as it does not lead to confusion or gives you an unfair advantage on the battlefield.
• Special Characters, including those that can normally be fielded without the opponents permission, or those that count as a unit upgrade (Snikrot, Zaggstruk, C’Tan, Phoenix Lord, ...) CANNOT be used (The Emperors Champion for The Black Templars is the only exception).
• A Space Wolf Thirteenth Company army (Codex Eye of Terror) is NOT allowed. Use the regular Space Wolf list instead.
Admitted armies:
• Space Marines (Codex Space Marines 2008)
• Dark Angels (Codex Dark Angels 2006)
• Blood Angels (Codex Blood Angels 2010)
• Space Wolves (Codex Space Wolves edition 2009)
• Black Templars (Codex Black Templars)
• Daemonhunters (Codex Daemonhunters)
• Witchhunters (Codex Witchhunters)
• Imperial Guard (Codex Imperial Guard, edition 2009)
• Chaos Space Marines (Codex Chaos Space Marines 2006)
• Codex Daemons (2007)
• Lost and the Damned (Codex Eye of Terror)
• Eldar (Codex Eldar, edition 2006)
• Dark Eldar (Codex Dark Eldar (2002 reprint !!))
• Orks (Codex Space Orks, 2007)
• Tau (Codex Tau Empire)
• Tyranids (Codex Tyranids, edition 2009)
• Necron (Codex Necron)
Scenario’s:
For this tournament we’re stepping away from the standard mission-set as provided in the background rulebook, and will offer missions where you’ll have to meet three objectives to win the battle with the maximum command points. A primary, secondary and tertiary mission will have to be met each turn in order to secure victory!! For the purposes of the tournament, each player has to bring 3 objective markers on a standard 40 mm base (terminator sized models).
A dice-off will always determine who gets to place the first objective, unless the scenario dictates otherwise. After the objectives have been placed, an additional die-roll will determine who gets to deploy first and gets to pick table edge. Once both players have set-up, a seize the initiative roll will determine who actually gets the first turn. All special rules (scouts, outflanking, deepstrike, reserves) are always in play for every mission.
Round 1: Break Their Backs
1. Mission Description
For months, the planet has been in turmoil with riots breaking out all over its continents. Battles are fought in earnest as the PDF forces are overwhelmed and a multitude of races seeks to take advantage in the confusion. Instead of heading for a simple all-out-war, this insurrection will be decided by whom controls the resources at hand, or can deny them to the enemy. Your mission is three-fold: engage the enemies’ forward positions and pillage what you can, secure key positions on the battlefield, and destroy enemy morale by killing the enemy chain of command.
2. Game Length
After turn 5 roll a d6. On a 3+ the game moves to turn 6.
After turn 6 roll a d6. On a 4+ the game moves to turn 7.
After turn 7 the game ends automatically.
Alternatively the game ends immediately when the tournament judge says that time has elapsed. Players should not begin a new turn if there is insufficient time remaining to complete the turn. Last round will be called 30-45 minutes before the Round’s deadline.
3. Deployment Type – Spearhead
An objective marker has to be placed in every table quarter, at least 12” from every table edge and from other markers already present, as well as in the middle of the table. Be sure to nominate two pieces of terrain as key positions (see secondary objective) before the game starts.
4. Mission Objectives
Primary Objective – Pillage
Players will score a pillage point for every scoring unit that is within 3” of an uncontested objective marker. Pillage points are gathered at the end of each of your opponent’s rounds, starting from turn three. Units embarked upon transports of any kind cannot claim pillage points if they stay embarked, and each unit can only claim one pillage point per turn.
You get 15 battle points if you have more than three times the pillage points your enemy has, 9 if you have more than double, 5 if you simply have more than your opponent. In the case of a draw, no-one scores any points. Take note that you will always score 15 if your enemy has scored no pillage points and you scored at least one.
Secondary Objective – Secure and control
Nominate the two most imposing structures on the battlefield as key positions, or agree with your opponent which ones you will use for this mission objective. At the end of the game, you control the key position if one of your scoring units is mostly (as in more than 50% of the models) within the structure, and no enemy unit is. If you have secured both of the key positions, you earn 10 battle points, if you control one more than your opponent you score 5 battle points.
Tertiary Objective – Kill their chain of command
The player must eliminate all of the enemy’s HQ choices. If you succeed you earn 9 battle points. If you at least wounded one of them you earn 5 battle points.
5. Victory Conditions
Difference in Battle Points:
20 = Massacre
15 = Crushing Victory
10 = Solid Victory
5 = Winning/Losing Draw
0 = Effective Draw
Round 2: The Big Push
1. Mission Description
The enemy chain of command has been compromised, it is time to make the push to secure your main goal, which is to establish dominion over the planet and end this petty Insurrection once and for all. Your mission is three-fold: capture whatever field commanders the enemy has left to engage the dialogue for a cease-fire (or to consume/torture/infect them further, whatever has your fancy), show your superiority and continue to cordon off the enemy by establishing yet more forward positions.
2. Game Length
After turn 5 roll a d6. On a 3+ the game moves to turn 6.
After turn 6 roll a d6. On a 4+ the game moves to turn 7.
After turn 7 the game ends automatically.
Alternatively the game ends immediately when the tournament judge says that time has elapsed. Players should not begin a new turn if there is insufficient time remaining to complete the turn. Last round will be called 30-45 minutes before the Round’s deadline.
3. Deployment type – Dawn of War
Two objective markers are placed in each players deployment zone (so 4 in total), at least 12” from every table edge and from other markers already present. Roll a D6 before the start of the battle. On a 6, nightfighting is in effect for the first turn, while on a 1, the nightfight rule is in effect for the whole game.
4. Mission Objectives
Primary Objective – Prisoners
Players will score a prisoner point for each unit that is completely destroyed with at least one of your units within 18” of it for shooting, one for every unit leader (veteran, …) and each enemy HQ killed in assault (HQ choices actually yield D6 prisoner points, but roll the D6 only at the end of the battle!!). Vehicles also yield prisoner points as we just assume an important piece of equipment is salvaged.
You get 15 battle points if you have more than four times the prisoner points your enemy has, 9 if you have more than double, 5 if you simply have more than your opponent. In the case of a draw, no-one scores any points.
Secondary Objective – Dominion
Show your superiority by scoring more Victory Points than your opponent. For every block of 300 VP’s you scored you get 3 battle points.
Tertiary Objective – Forward Positioning
At the end of the game, you control the forward position if one of your scoring units is within 3” of one of the markers in your enemy’s deployment zone and no enemy unit is. If you have secured both of the forward positions, you earn 7 battle points, if you control one you score 3 battle points.
5. Victory Conditions
Difference in Battle Points:
20 = Massacre
15 = Crushing Victory
10 = Solid Victory
5 = Winning/Losing Draw
0 = Effective Draw
Round 3: Make or Break
1. Mission Description
Talks are underway (or you simply ran out of people to talk to/consume/torture/infect) and the bulk of the fighting dies down. It now comes down to who’s in the best bargaining position. Your mission is three-fold: dig out the last pockets of resistance, show everyone you mean business, and smother any thought of further rebellion.
2. Game Length
After turn 5 roll a d6. On a 3+ the game moves to turn 6.
After turn 6 roll a d6. On a 4+ the game moves to turn 7.
After turn 7 the game ends automatically.
Alternatively the game ends immediately when the tournament judge says that time has elapsed. Players should not begin a new turn if there is insufficient time remaining to complete the turn. Last round will be called 30-45 minutes before the Round’s deadline.
3. Deployment type – Pitched Battle
Three objective markers are placed before the start of the battle, at least 12” from every table edge and from other markers already present.
4. Mission Objectives
Primary Objective – Purge the unclean
At the end of the game, you control an objective if one of your scoring units is within 3” of one of the markers and no enemy unit is. You get 15 battle points if you control the three objectives, 9 if you control two more than your opponent, 5 if you simply control one objective more than your opponent. In the case of a draw, no-one scores any points.
Secondary Objective – Custer’s Last Stand
You have stricken fear in the hearts of the enemies with your concise (or terrifying) battle-actions, but now you must consolidate on that and so it is better to lead from the front. To represent this, your most expensive HQ unit must be within 3” of the central objective marker at the end of the game, which must not be contested by enemy units. The HQ cannot be embarked upon a transport of any kind as he has to be seen to inspire his troops. (Scoring: Win = 12 Battle Points, Loss = 0).
Tertiary Objective – Suffer none of them rebels to live
The player must score at least 5 more kill points than their opponent. A player that starts the battle with less than 10 kill points will yield 2 kill points for each and every of his units that is destroyed. If neither player achieves the objective then it counts as a loss for both players. (Scoring: Win = 9 Battle Points, Loss = 0 Battle Points)
5. Victory Conditions
Difference in Battle Points:
20 = Massacre
15 = Crushing Victory
10 = Solid Victory
5 = Winning/Losing Draw
0 = Effective Draw
Type of Victory Command Points
Winner Loser
Effective Draw 13 13
Winning Draw 14 12
Minor Victory 16 10
Solid Victory 19 7
Crushing Victory 22 4
Massacre! 25 1
NOTE:
A 'Wipeout!' at immediately occurs when one side has had all of its models destroyed or removed from play by one means or another (we look at you, phase-out!), and there is no opportunity for models to return to play (units still in reserve due to deepstrike mishap, St. Celestine, units with the 'Without Number' rule, etc). When this happens, the game ends immediately. The player that achieves a 'Wipeout!' automatically gets a maximum score for that game, including all mission objectives. The player that suffers a 'Wipeout!' still retains any points he or she managed to achieve during the game, except for those scored for securing objectives.
Army painting ( 0-20)
Army painted: 6 points. If one of your models is not painted you will get a 0 for this category. An undercoat never counts for a model as being ‘painted’.
Army based: 3 points. If one of your models doesn’t have a finished base you will get a 0 for this category.
Unit markings: 2 points if each unit has the appropriate markings. If your army is not prone to use unit markings, you get the points if we can quickly and easily distinguish your units from one-another.
Detail, conversions, WYSIWYG and WOW effect: 0-9 points, average appointed to you by three independent jury members.
Army List (0-5)
If you deliver your army list in time, it is correct from the first go, and it is clear and concisely managed (we accept Excel, ArmyBuilder or Word, but please, NO docx or xlsx formats will be accepted!), you earn 5 extra points.
Contact, Subscription:
All subscriptions, army-lists or further questions can be sent via email to tomadriany@gmail.com . All the info can also be found on our website: http://www.gaminglordsleuven.net/