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About
The idea behind this tournament is to return to an old-school way of playing 40k. As such, some of the
recent additions to the game which otherwise dominate competitive play (formations, super-heavies,
summoning, Invisibility) will either not be in use or at least comped in this format. Furthermore, to avoid
spamming of the same units we will be using a Highlander format (only one of each unit per army)
Meanwhile, other aspects of the hobby are emphasised. The event will consist of three 1500 points of 40K.
The aim is to win but for everybody to have fun trying to do it!
The Basics
What you need to bring
- Your 1500 point army
- Two printed copies of your army list
- 7th edition Rulebook, relevant Codex and any other Supplements or rules pertaining to your army
- Dice, tape measure, templates, cards, numbered objective markers and any other playing aides.
When arriving in the morning the front of the pub will not be open, you need to use the side entrance.
Brighton train station is a 10 minute walk. You will likely have to pay for car parking, the cheapest available
is the City College Brighton and Hove car park on Whitecross St which is 5 for the day and a short walk.
As the venue is a pub, unfortunately you will need to be at least 18 years of age to attend.
Tickets
Tickets cost 10.00 or 7.50 for Brighton Warlords club members. Please make all payments via Paypal to:
kyle.shackleton11@gmail.com. There is a limit of 24 players for the tournament. When buying a ticket
state your name and Grim Resolve 40K tournament.
Prizes
Prizes will be awarded to 1st, 2nd and 3rd place. As soft scores count towards the overall standings there will
not be a separate award for best painted. Prizes will be in the form of Games Workshop vouchers, the value
of which will be updated the closer to the event we get and with the more people that pay.
Food
Lunch and refreshments are not included with the ticket. The pub serves standard pub food at a reasonable
price, there is a Tesco and several fast food restaurants a few minutes walk. IMPORTANT: As this the
event is held at a pub please do not bring your own food and drink into the venue. The manager will
get very angry and we will all get in trouble.
* Some armies cannot fulfil the requirements of a CAD, therefore the following exceptions apply:
- Harlequins may take a Harlequin Masque Detachment
- Skitarii may take a Skitarii Maniple Detachment
- Inquisition may take an Inquisitorial Detachment
- Assassins may take an Officio Assassinorum Detachment or an Assassinorum Execution Force.
** Some armies have only a single Troop choice, therefore the following exceptions apply.
- Militarum Tempestus may take two units of Tempestus Scions.
- Sisters of Battle may take two units of Battle Sisters.
- Harlequins may take two Troupes.
- Deathwatch may take two Veteran Squads.
*** Cult Mechanicus may take a Kastelan Robot Maniple but may not add extra Kastelan Robots.
Lists should be submitted by Saturday 21st January to the TO at kyle.shackleton11@gmail.com. Lists should
be in an easy to read format with all upgrades and points costs listed (but we dont need to know that every
Marine has Frag and Krak grenades). Submission of a correct list, on time and in a readable format is worth
5 tournament points. If you have any doubts or queries about list construction, please contact the TO.
House rules
- Conjuration psychic powers are not allowed. If you generate one of these powers, reroll the result.
- Rerollable saving throws will be capped at 4+ (same goes for Feel No Pain)
- Change the description of the psychic power Invisibility to read Invisibility is a blessing that targets a
single friendly unit within 24". Whilst the power is in effect, enemy units count their WS and BS as 1 when
attempting to hit the target unit with shooting or close combat attacks.
- Blood Tithes may not be used to summon any units.
- Psychic powers which move terrain are not allowed. If you generate one of these powers, reroll the result.
Each game lasts for 2h30. Do not start a new game turn unless you will both be able to complete it. Slow
playing or time wasting will not be tolerated. The draw for the first game will be random but I will also try
and keep those travelling together apart. Players will be matched via a Swiss-style system thereafter.
Missions
Game 1 - 09:30 12:00, Hammer and Anvil
Primary - Big Guns Never Tire; (5 objectives worth 3 VP each + 1 VP per Heavy Support destroyed)
Secondary - Deadlock
Tertiary - Slay the Warlord, Linebreaker, First Strike, Attrition
Game 2 - 12:45 15:15, Vanguard Strike
Primary The Relic (6 VP)
Secondary - Cleanse and Control
Tertiary - Slay the Warlord, Linebreaker, First Strike, Attrition
Game 3 - 15:30 18:00, Dawn of War
Primary Crusade (4 objectives worth 3 VP each)
Secondary - Contact Lost (only draw 1 card on your first turn, regardless of how many objectives you hold).
Tertiary - Slay the Warlord, Linebreaker, First Strike, Attrition
First Strike: Destroy an enemy unit during the first game turn. Both players can score this (1VP).
Attrition: Have more scoring units left on the board at the end of the game than your opponent (2VP)
The Relic is treated like a normal objective marker albeit one which can be moved. It can therefore be
scored and contested by scoring units within 3 of it.
Where the Primary mission objectives number less than 6, both players note which ones are only for the
Primary (objectives 1-5 for Big Guns, 1-4 for Crusade, with the remaining acting as Maelstrom only
objectives). The Relic is always a separate 7th objective not used for Maelstrom.
Maelstrom cards
The following selection of Maelstrom Mission cards will be used for all games. This deck is designed to
reduce randomness whilst balancing out the missions. The following rules apply:
- Cards worth D3 points always score 2
- Unachievable objectives based on opponents army may be discarded (e.g. opponent has no flyer)
- Only two objective cards may be achieved per game turn by each player
- Note for players used to this deck, the Demolitions card is replaced by Hold the Line.
D36
Card no.
Objective
11
31
Secure objective 1
12
32
Secure objective 2
13
33
Secure objective 3
14
34
Secure objective 4
15
35
Secure objective 5
16
36
Secure objective 6
21
42
22
44
Ascendancy (2 VP)
23
45
Supremacy (2 VP)
24
51
25
52
26
53
31
54
32
62
Witch hunter
33
63
34
64
Assassinate
35
43
36
66
Gaming scores
The tournament will use the ETC Scoring system which reward players between 0 and 20 Tournament
points in each game. The score is worked out by first adding together the Victory Points from the primary,
secondary and tertiary missions. This gives each player a total Victory Point score which is compared to
their opponents to produce a Tournament Point score (see table below).
If you concede you receive 0 Tournament Points. Your opponent receives 20 Tournament Points. If both
players choose to call a game early this is not considered a concede. If you table your opponent (remove all
models from play) you are automatically awarded a 20-0 win.
Example:
Reece scored 3 Crusade objectives (9 VP) to Gavins 1 (3 VP)
Reece scored 10 Maelstrom VP to Gavins 2 VP
Reece scored Slay the Warlord (1 VP) and Attrition (2 VP), Gavin scored Linebreaker (1 VP)
Reece scored a total of 9+10+1+2 = 22. Gavin scored a total of 3+2+1 = 6.
22 - 6 = 16. Consulting the table this results in an 18-2 win in TPs for Reece.
To determine Tournament Points for each game, each player counts their victory points, subtracts their
opponent's victory points this number is then halved (rounding up) and added to 10 to a maximum of 20 and
a minimum of 0.
Victory points
Winning players
Losing players
differential
tournament points
tournament points
10
10
1-2
11
3-4
12
5-6
13
7-8
14
9-10
15
11-12
16
13-14
17
15-16
18
17-18
19
19+
20
You can use unpainted figures but will not get any hobby scores. Partial points may be awarded in each
category. Scores will be announced before the second game, so you will know what you are playing for.
WYSIWIG is encouraged but we will not take a strict approach, so long as you make it clear to your
opponent exactly what wargear each model has. Conversions are fine and encouraged to achieve more
hobby scores. Likewise, counts-as models (for example, non-GW sci-fi soldiers as guardsmen) are fine.
These things said, for the purposes of drawing line of sight and measuring distances assume that the model
is the most recently produced version from Games Workshop and mounted on the base that the model is
supplied with. If you are suspected of modelling for advantage, then you may be penalised soft scores. If in
doubt about some of your models, please do not hesitate to contact the tournament organiser.
Rules scores
5 points for having all of your rules available for your opponent or a judge to look at. Buying all the rules is
expensive so print-offs are fine, rules on a tablet are fine, phones are not (they are too small).
Pre-game procedure
1. Discuss your army list with your opponent clearly explaining any rules queries about your army.
2. Discuss terrain. Nothing worse than arguing about whether a terrain feature provides a 4+ or 5+ cover
midway through a game.
3. Roll-off: Winner places the first objective. Players then alternate placing objectives until all are placed.
4. Roll for Warlord Traits
5. Roll for Gifts, Boons and any other such pregame rolls
6. Roll for Psychic Powers, beginning with the player who chose deployment zones
7. Roll-off: Winner chooses deployment zone.
8. Roll for Night Fight unless both players agree for no Night Fighting
9. Roll-off: Winner chooses whether to deploy first or second.
10. Roll off to Deploy Infiltrators
11. Roll off for Scout moves. Please ask your opponent if he has any Scout Moves before proceeding
12. Player who deployed first decides who gets first turn
13. Seize the initiative roll if the player who does not have the first turn wishes.
14. Let the fun begin good luck!
Acknowledgements
Thanks to those that design the ETC missions and Chris Gent of the Titans gaming club as I borrowed parts
of your rulepacks.