COMPETITIVE GW TOURNAMENT PACKET CHANGES?!

APRIL FOOL’S!

HAPPY SPRING, EVERYONE! SEE YOU AT NOVA!

Note for Attendees -

Our final mission and rules packets for all events will be professionally laid out and published in hard copy for you within full color Guidebooks at the NOVA Open 2016. Leading up to the event, the Primers are presented in the following format in order to enable event leads to keep registered and prospective attendees up to speed with changes and updates as efficiently as possible.

Please e-mail novaopen@gmail.com with any questions!

Change Log

8/3/2016

7/26/2016

7/12/2016

5/16/2016

4/22/2016

4/18/2016

4/8/2016

4/4/2016

3/28/2016

3/21/2016

3/7/2016

2/3/2016

1/25/2016

1/1/2016

2016 NOVA Open 40K GT/Invitational Primer

1.0 Tournament Format and Schedule

1.1 NOVA POLICIES

1.1.2 CONVERTED AND COUNTS-AS MODEL POLICY

1.1.3 ARMY LIST POLICY

1.1.4 BASING POLICY

1.1.5 JUDGE POLICY

1.1.6 YOUR ARMY / GAME RULES

1.1.7 30 DAY NEW RULES POLICY

1.2 A Word on Prize Support and Sponsorship

2.0 Tournament Scoring and Awards

3.0 Overall Mission Guidance

3.1 Terrain at the NOVA

Fairness/Terrain Abstractions

3.2 Legal Army Lists / Army Specifics / Points Sizes (1850)

3.2.1 Legal Army Construction

3.2.1.1 Battle-Forged Army Construction

3.2.1.2 Lords of War, Super Heavy Vehicles, Gargantuan Creatures

3.2.1.2.1 Allowed Super Heavy/Gargantuan Creature Lords of War

3.2.1.3 Fortifications

3.2.1.4 Forge World Rules

3.2.1.5 Conjured Unit Status

3.3 General Mission Rules and Terminology

3.3.1 Concepts – Asymmetrical Missions 2

3.2.2 How to Play – Mission Selection and Pre-Game Process

3.2.3 Scoring Points / Winning the Game / Tiebreaker

3.2.4 Secondary Mission Pool

3.2.5 Tertiary Mission Pool

3.2.6 Warlord Traits and “Bonus Point” Situations

3.2.7 Differential End Game Points

3.2.8 The Ultimate Tiebreaker

3.2.9 Mission Clarifications

3.4 Frequently Asked Questions (FAQ)

Primer Round 1 - Crusade

Primer Round 2 – The Scouring

Primer Round 3 – The Relic

Primer Round 4 – Points and Regions

2016 NOVA Open 40K GT/Invitational Primer

Sportsmanship at the NOVA Open

The NOVA Open prides itself on a tradition of sportsmanship, and on the high marks attendees year after year give to the atmosphere and sportsmanship experienced at the NOVA.

To that end:

Speaking on Sportsmanship and what constitutes a true winner, Jesse Owens once said,

"[Winning] starts with complete command of the fundamentals. Then it takes desire, determination, discipline, and self-sacrifice. And finally, it takes a great deal of love, fairness and respect for your fellow man. Put all these together, and even if you don't win, how can you lose?"

At the Open, we understand not every player will become best friends. However, we ask you to treat your fellow competitors with the respect accorded a peer while you are here.

NOVA event organizers would prefer that you restrict your battles to the tabletop and that every game end with a hearty handshake!

1.0 Tournament Format and Schedule

TBD

1.1 NOVA POLICIES

1.1.2 CONVERTED AND COUNTS-AS MODEL POLICY

Although converted and creatively modeled miniatures may be used, you may suffer penalties as a result of how they are modeled, and may never gain a benefit:

Example – You’ve creatively modeled a greater demon twice the normal height; as a result, it would be more difficult for you to GAIN cover saves, but easier for you to DENY cover saves to your opponent / gain line of sight. In practice and by rule, you might end up being required to measure line of sight from where the actual model would be (or as close as can be approximated), yet would be drawn line of sight TO using your actual model’s full size.

Effectively, no amount of creative modeling may alter the course of play beyond what would be for a “standard” GW miniature for the unit in question, except when such alteration would incur a disadvantage for the creatively modeled unit.

Please understand we wish to encourage exceptional creativity in modeling, and even have separate awards dedicated to it; that said, we cannot permit unfair advantages of any kind for models being larger, smaller, or of a different shape and size than their unit’s official miniatures.

When in doubt, call a tournament organizer or play the model(s) in question as close as possible to the way the actual unit should appear.

In the event of units that do not currently have a Games Workshop-provided model, please consider checking with the tournament organizer with photographs and/or descriptions prior to attending, so that you have a ruling going with you into the event.

If you wish to use alternate models or scratch builds to “count as” something else, you must be extremely clear with your army list, modeling, unit differentiation, and information provision to your opponents. If a game or an opponent’s experience is negatively impacted by an extremely unclear army due to counts-as modeling, the head judge and convention organizer both maintain the right to modify your army list or remove models from play. Please note - this has only been done once over the course of 5 years of NOVA Open events, so do not consider the policy so severe or routinely applied as to discourage you from building an evocative or creative counts-as force. Simply uphold our tradition of excellence in this regard by committing to clarity with regard to the models and gear you are fielding.

1.1.3 ARMY LIST POLICY

While the NOVA Open does not require pre-submission of army lists, if any portion of your list is found invalid, the NOVA Open reserves the right to amend your list independent of your input, and/or to force losses upon you if errors are caught once play begins. You will be required to provide one army list during on-site registration, and one army list to each opponent.

1.1.4 BASING POLICY

Models must be played on the bases provided with them. In the event that two different base sizes have been provided by GW, either may be used.

Models that are only provided with Fantasy / square bases may be played on these by RAW, but should be placed on the closest approximate 40k/round base if possible.

Models may be played on scenic bases of identical size to the bases provided with them. If you have a question, ask ahead of time. As with the Converted Model Policy, any base of inappropriate size will incur any disadvantages, while ignoring any advantages, even if such advantages/disadvantages change situationally within a given game.

Skimmers must be mounted (but not necessarily glued) on the bases provided with them, save for situations where the rules allow for / require otherwise. We recognize some skimmer bases are largely impractical for mounting your units on; if you have a different basing route you’ve gone with, simply give us a heads up ahead of time – we’ll work with you to make sure your models are both playable and stable.

1.1.5 JUDGE POLICY

Note that rules judges hold final say on all tournament issues. To drive home the point, it is entirely possible for them to instruct players to begin a new round within the 15 minute time window, grant a loss to someone they repeatedly catch in the act of cheating, etc. This is to ensure play with integrity, good sportsmanship, and honesty – players will not be permitted to “abuse” the rules in place in order to gain unfair advantages. Individual judge rulings are NEVER binding precedent.

1.1.6 YOUR ARMY / GAME RULES

You MUST possess either a published, iBook/eBook, or printed copy of any and all rules used by your army (up to and including Universal Special Rules, unit stats, army special rules, points costs, wargear details, etc.).

1.1.7 30 DAY NEW RULES POLICY

Please note that no Codexes/Formations/Rules/GW FAQs released after August 2, 2016 will be allowed at the 2016 NOVA Open. Please see Mission Clarifications for more information.

1.2 A Word on Prize Support and Sponsorship

All prizes and awards packages are provided through the generosity of the NOVA Open’s partners, sponsors and vendors. Please share in our appreciation for their support of the community by patronizing their vendor spaces, online stores, and storefronts

2.0 Tournament Scoring and Awards

The NOVA Open considers Warhammer 40,000 a multi-faceted hobby, with social, gaming, and artistic components. As a result, the overall winner of the NOVA Open, its Renaissance Man or Best Overall, is determined by equal parts Artistic and Competitive Score. Both scores are normalized to a percentage of possible, and then added together. The highest score wins Best Overall – Renaissance Man.

In addition to Best Overall, the NOVA Open awards several prizes based upon participation in various subcomponents of the hobby. The player who wins the highest bracket will be made the Tournament Champion (known as Best General in many other events). Likewise, the player who scores the most Battle Points throughout the tournament will be deemed the Battlemaster (also known as Best General in many other events).  Tournament Champion and Battlemaster are equivalent Best General titles based on different categories of measure.  In addition, players will receive Bracket Champion awards for winning each of the other brackets determined at the end of Round 4. Awards and prizes will also be given to our best tournament artist (army appearance as a whole), with equal value and prestige to the Tournament Champion/Battlemaster awards. Additional top scoring armies in the artistic category will receive prizes and awards. Awards and recognition may be given at random for superior sportsmanship. Players may be disqualified or removed from the tournament for consistently poor sportsmanship. Sportsmanship will be scored and recorded for both purposes.

The NOVA Open’s 40K GT awards are:

3.0 Overall Mission Guidance

3.1 Terrain at the NOVA

The following rules apply to the terrain layout seen in Figure 3.1 below.

Fairness/Terrain Abstractions

The NOVA Open’s application of Terrain Rules may in some cases seem abstract. This is done purely to ensure fairness across all tables, and no punishment or advantage to any player as a result of aesthetically pleasing terrain design. Please pay careful attention to the terrain layouts– we are not big on surprises at the NOVA! The NOVA Open created more than 200 new pieces of Warhammer 40K terrain for this year’s event, with the explicit desire of adding additional Line of Sight blocking terrain pieces to every table. This will amend the standard layout used previous years, improving it to address the increased level of Ignores Cover and torrent of fire in the current game. This will also allow us to better and more fairly implement the Alternate Terrain Layout first seen in 2013.

Standard Layout

Alternate Layout

3.2 Legal Army Lists / Army Specifics / Points Sizes (1850)

The NOVA Open operates at 1850 Points. Please bring at least 9 printed copies of your list: 1 for the organizers and 8 for your opponents. You must also bring published or copied printouts of any and all relevant rules for your army, including the core rules.

3.2.1 Legal Army Construction

Legal army construction for tournaments is a consistently hot topic in Warhammer 40,000 for 7th Edition. The edition is, by rule, a “Do It Yourself” one, where you discuss how to craft armies with your opponent before games begin. In an organized play setting, the outcome of this discussion is left up to the organizer (in this case, US!). To that end, the following constitutes the NOVA Open’s rules for army construction for the 2016 Grand Tournament and Invitational. These decisions were based upon a combination of factors, including feedback from the community after the 2015 event. We also strongly considered the current state of the tournament atmosphere country-wide, endeavoring to leverage construction rules that were not *so* drastically different from other popular formats as to force prospective attendees to purchase entirely new armies in order to participate.

3.2.1.1 Battle-Forged Army Construction

The NOVA Open uses the Battle Forged method of army selection with the limitation that no more than 3 detachments can be chosen.

 

Note: “Decurion Style” Detachments comprised of multiple sub-detachments count as 1 detachment towards the 3 detachment limit.

Note: The 30th Anniversary Marine will NOT be a legal upgrade for the NOVA Open.

3.2.1.2 Lords of War, Super Heavy Vehicles, Gargantuan Creatures

You may select a Lord of War where allowed within Detachment construction rules. That said, you may only select one unit with the “Super Heavy” or “Gargantuan” unit types for your army.

 

Note: A detachment of Imperial Knights may be taken and you may take multiple Imperial Knights as long as they are in the single Imperial Knight detachment.

Note: The Forsworn Knight Detachment will be allowed at The NOVA Open. You may take multiple Renegade Knights as long as they are in the single Forsworn Knight detachment.

3.2.1.2.1 Allowed Super Heavy/Gargantuan Creature Lords of War

3.2.1.3 Fortifications

3.2.1.4 Forge World Rules

Historically, the NOVA Open banned use of Forge World rules within the Warhammer 40,000 Grand Tournament. The primary motivator for this rules change was the price difference between FW and GW models combined with the large number of different sources from which Forge World’s rules (in totality) were drawn. Changes to GW miniature prices and a dramatic increase in the variety and quantity of sources from which standard GW rules are drawn cast these reasons into some doubt. That said the following rules apply:

3.2.1.5 Conjured Unit Status

Conjured units are not considered part of an explicit Detachment. As a result, benefits from your Warlord such as Conqueror of Cities and benefits granted by being a part of a given detachment do not apply to Conjured Units (e.g. Objective Secured from a CAD). Furthermore, as a RAW clarification, Conjured Models interact with other models as per the Allies Matrix, regardless of the Faction that summoned them.

3.3 General Mission Rules and Terminology

3.3.1 Concepts – Asymmetrical Missions 2

The nature of an asymmetrical mission is to essentially accomplish your goal BETTER than your opponent accomplishes HIS goal. At its most basic form on the battlefield, this translates to --- I want to kill my opponent better than he kills me! However, often the goals of any given battle are different for each side – e.g., I want to destroy my opponent's castle while he wants to prevent my best general from being quickly reallocated to a more critical theater. Further, if I really want to win on the battlefield, I most often must accomplish my goal while denying my opponent’s goal – e.g., I want to keep my opponent's best general where he is while also preventing him from destroying my castle. Or, another simpler approach, I want to kill my opponent while I also stop him from killing me!

From a gameplay perspective, a common Warhammer 40,000 player complaint is the nature of a “bad match,” or of imbalanced armies. While these cannot be perfectly corrected, they are often exacerbated within a tournament when you face the wrong opposing army at the “wrong time (aka – mission),” and end up feeling as if you won or lost not because of player skill or choice, but because you simply could not win the match-up (e.g., high kill point army vs. a low kill point army happening to face off during a kill point mission). The missions you’ll play at the NOVA are designed to allow you to choose exactly what type of primary and secondary missions you’ll personally pursue, and does not mandate they be exactly the same as your opponent. You’ll be able to decide exactly how you score the specific mission AFTER seeing your opponent’s army list (and he’ll do the same, of course).

You should ponder this when trying to strategize the best way to play the missions! By their design principle, it is dramatically more difficult to win or advantage yourself through list building alone - since your opponent will choose the actual details of each mission only once you’ve sat down at the table, you cannot simply build a list that is better at “the missions” than your opponent. After all, you and your opponent may not even have the same mission!

Avoid the temptation to just “pick the traditional version” of a given mission or secondary. Players who take a few minutes to read and think about the following missions and how they relate to their army will do better at the NOVA Open!

Some of the things accomplished by these Missions are:

  1. No randomness in missions (i.e. no random Maelstrom) allows you to properly strategize and plan your game rather than being surprised each turn with what to do next. However, Maelstrom concepts of accumulating points throughout the game instead of just at the end are included in the missions to get the best of both worlds!
  2. Mission Primary and Secondary selection allows you to customize the mission to best suit the match-up between you and your opponent’s army. This helps to curtail (although not completely eliminate) bad match-ups and some of the game’s imbalances.
  3. Due to having so many mission variables, it’s almost impossible to build an army which can effectively game each mission. This enhances balanced list building, mobility, and player skill.

3.2.2 How to Play – Mission Selection and Pre-Game Process

  1. Once at your table, swap lists with your opponent and study what you’re up against.
  2. Before any dice are rolled, each player secretly selects a Primary Mission Goal from those available in the mission. Mark it on your Round Scoresheet without letting your opponent see.
  3. Immediately after choosing Primary Mission Goal, select 3 Secondary Mission Goals from the pool of available goals. Mark them on your Round Scoresheet without letting your opponent see.
  4. Reveal your chosen goals to your opponent before rolling any dice for any reason.
  5. Continue to the normal pre-game process:
  6. Roll for Table Sides
  7. Roll for Warlord Traits
  8. Roll for Psychic Powers
  9. Roll for anything else needed by an army (e.g., Daemonic Rewards)
  10. Determine Night Fight
  11. Roll for Deployment; winner elects to deploy first or second
  12. Unlike the standard rulebook, the player who deploys first will go first.
  13. Deploy Armies
  14. Deploy Infiltrators
  15. Scout Moves
  16. Seize the Initiative
  17. High fives and handshakes!

3.2.3 Scoring Points / Winning the Game / Tiebreaker

To determine a winner, each player will calculate his/her Round Score, which is the sum of Primary Mission Score, Secondary Mission Score, Tertiary Mission Score and Differential End Game Score. The player with the highest Round Score wins the game. You cannot score less than 0 for Primary or Secondary Mission Scores. Keep in mind, you may not score more than 25 total points (9 for Primary, 6 for Secondary, 4 for Tertiary and 6 for Differential). It is entirely possible for the points earned from Secondary Mission to overcome a small deficit between players on Primary Mission Score, and thus yield a victory.

Ties are broken through Points Destroyed (the points value destroyed of an opponent’s army; units brought to or below half their original starting # of models, wounds or hull points - depending on unit type - are worth half their point cost; units completely destroyed are worth all their point cost).


Example: You score 6 Primary points and 2 Secondary points, your Round Score is an 8.

The maximum score for Primary Mission is always a
 NINE (9). The maximum score for all Secondary Missions is always a SIX (6). The maximum score for all Tertiary is always a FOUR (4). The maximum score for all Differential End Game Points is always SIX (6). Thus, the max Round Score is a TWENTYFIVE (25). (Ex Math: 9 Primary + 6 Secondary + 4 Tertiary + 6 Differential = 25).

3.2.4 Secondary Mission Pool

The following Secondary Missions are available in every round. Secondaries are always worth 2 points if completed, 0 if not completed. Keep in mind – any units which by rule never count for purposes of awarding mission points may not contribute to awarding mission points for Secondaries (i.e. you may not count a Tyranid Spore Mine Cluster for Marked for Death).

The current pool of Secondaries are:

  1. First Blood – If you are the first player to destroy an opposing unit, you achieve this Secondary. Note you may not also choose First Strike if you choose this secondary
  2. The Last Laugh – If you are the last player to destroy an opposing unit, you achieve this Secondary.
  3. Moment of Bloodshed – If during a single player turn you destroy three or more opposing units, you achieve this Secondary.
  4. Linebreaker – If, at the end of the game, you have at least one model from one or more scoring units completely within 12" of the enemy’s table edge, you achieve this Secondary.
  5. Heart of the Matter – If your Warlord ends the game within 6” of the center point of the table, you achieve this Secondary.
  6. Kill Points – If more of your opponent’s units are destroyed during the game than your own, you achieve this Secondary.
  7. Slay the Warlord – If you destroy the enemy Warlord, you achieve this Secondary. If this Secondary Mission is picked you cannot also choose the enemy Warlord for the Marked for Death Secondary Mission.
  8. Strike the Rank and File – If you destroy every enemy Troop unit (not counting Dedicated Transports), you achieve this Secondary. Note: if the opponent has no Troop choices (or all of their Troop choices do not count for scoring purposes), you achieve it automatically.
  9. Marked for Death - Immediately following revelation of Primary and Secondary Goal selections, clearly mark one Scoring or Denial unit on your opponent’s Army List for death. If you destroy this unit during the course of the game, you achieve this Secondary.
  10. Slay Them All and Let the Emperor Sort Them Out – You achieve this Secondary Mission if you destroy an opponent’s entire Detachment or Formation. If your opponent has a Detachment or Formation with only one model or unit in it and you choose this Secondary you cannot also choose to Marked for Death that model or unit.
  11. First Strike – Destroy a unit on the first turn. Note you may not also choose First Blood if you choose this secondary
  12. Big Game Hunter – Destroy the most expensive unit in your opponent’s army. This is before adding in points costs for ICs. Note you cannot also Mark For Death the Big Game Hunter unit.
  13. Through Attrition, Victory - This secondary may only be chosen if your opponent has a Super Heavy or Gargantuan Creature. Every time you deal 3 Wounds or Hull Points to a Super Heavy or Gargantuan Creature, gain one secondary point. You may earn more than 2 points for this secondary, but you can still only earn a maximum of 6 points for the Secondary Mission. Note if your opponent only has 1 Super Heavy or Gargantuan Creature it may not be Marked for Death or be the Big Game Hunter unit if this secondary is chosen.

3.2.5 Tertiary Mission Pool

In every Round, a Tertiary Condition is in play for both players. If, during Game Turns 2-5, one or more enemy units are completely destroyed, you earn 1 point (per turn). Note – if the game ends on Turn 5 with an enemy unit Falling Back, this does count as an enemy unit completely destroyed.

3.2.6 Warlord Traits and “Bonus Point” Situations

Determine Warlord Traits exactly as described in the Warhammer 40,000 7th Edition Rulebook.

Certain warlord traits, formations (e.g., Corpsethief), and units (e.g., Ethereals) award additional points for accomplishing certain criteria (e.g., Legendary Fighter from the Personal Trait table of the Rulebook). Any points earned in this fashion contribute to your Secondary total. Keep in mind you may still never exceed 6 points for Secondary Objectives. This may result in such bonus points removing the need to accomplish all of your Secondaries in order to maximize this component of your total score.

3.2.7 Differential End Game Points

At the end of the game tally up the difference between you and your opponents score. The difference is the amount of points you add onto your score, to a maximum of 6.

3.2.8 The Ultimate Tiebreaker

In thousands of tournament games using NOVA missions around the world since 2010, there’s never been a recorded Tie on all values, including Tiebreaker. An adjudicated 3-round match of Rock, Paper, Scissors will determine the outcome of such a statistically unlikely tie should it happen for the first time.

3.2.9 Mission Clarifications

3.4 Frequently Asked Questions (FAQ)

NOVA Open offers their own FAQ which is freely available to anyone with an internet connection. Please note that the Rules Changes Section in the FAQ is how NOVA Open will play with certain rules deemed too over the top for competitive play.

FAQ:  https://goo.gl/9bZqNp

FAQ Submission Form: https://goo.gl/forms/9Voj1PJfzL

FAQ Change Log: http://40kfaq.com/



Primer Round 1 - Crusade

For details on how to play this mission and the pre-game order of operations, please see the above sections from this tournament packet.

Round 1

Crusade

Deployment

Dawn of War (or Vanguard)

Objective Placement

Place 6 Objectives on the table using the following guidelines. Place 4 objectives such that each objective is 24 inches from a short table edge and 12 inches from a long table edge. Finally, place 2 more objectives such that they are 12 inches from each short table edge and 24 inches from each long table edge.

Goal Identification

Please select one of the following Primary Goals and three of the Secondary Goals (pg 7)  and mark accordingly on your score/selection sheet.

Primary Goal 1

Blitzkrieg (End-Game Objectives)

You accumulate 2 points for each Objective you control at the end of the game. If you control more objectives than your opponent at the end of the game, you also earn one additional point. Max 9 points.

Examples

  • You control 3 Objectives at the end of the Game, and your Opponent controls 3. You earn 6 points.
  • You control 3 Objectives at the end of the Game, and your Opponent controls 2. You earn 7 points.
  • You control 4 Objectives at the end of the Game, and your Opponent controls 2. You earn 9 points.
  • You control 5 Objectives at the end of the Game, and your Opponent controls 1. You earn 9 points.

Primary Goal 2

Maginot Line (Turn-by-Turn Objectives)

At the beginning of your Player Turns 2-6, examine the board and Score this Goal in the following fashion:

  • You control at least 2 objectives: +1 point
  • You control 1 more objective than your opponent: +1 point
  • You control 2 or more objectives than your opponent: +1 point

Examples

  • You control 2 Objectives at the Start of Turn 2, and your Opponent controls 2. You earn 1 point.
  • You control 3 Objectives at the Start of Turn 2, and your Opponent controls 1. You earn 2 points.
  • You control 1 Objective at the Start of Turn 2, and your Opponent controls 0. You earn 1 point.
  • You control 4 Objectives at the Start of Turn 2, and your Opponent controls 2. You earn 3 points.
  • You may NEVER score more than 3 points in a single Turn.

Max 9 points.


Primer Round 2 – The Scouring

For details on how to play this mission and the pre-game order of operations, please see the above sections from this tournament packet.

Round 2

The Scouring

Deployment

Hammer and Anvil

Objective Placement

Each player will place 3 objectives. 2 Objectives must go within their deployment zone following normal objective placement rules. The 3rd objective must go at least 30’’ from their table side but within their table half. Just before deciding to roll to seize the initiative, each player will randomly determine the value of the 3 objectives in his/her table half. One objective must be worth 3 points, one worth 2 points, and one worth 1 point.

Goal Identification

Please select one of the following Primary Goals and three of the Secondary Goals (pg 7) and mark accordingly on your score/selection sheet.

Primary Goal 1

The Gambler

Your score is equal to the value of the objectives you control at the end of the game. Max 9 points.

Primary Goal 2

The Investor

At the start of your turns 2, 3, 4, 5, and 6, you accumulate points as follows:

  • +1 point if you control 3 or more total points of objectives
  • +1 point if you control 5 or more total points of objectives
  • +1 point if you control 7 or more total points of objectives
  • Thus you can earn up to 3 points per turn.

 

Max 9 points.


Primer Round 3 – The Relic

For details on how to play this mission and the pre-game order of operations, please see the above sections from this tournament packet.

Round 3

The Relic

Deployment

Vanguard (or Hammer and Anvil)

Objective Placement

Place 5 Objectives on the table. One Objective will go in the center of the table, and one objective will go in the center of each table quarter. The Objective in the center of the table is the Relic. The two objectives closest to YOUR OWN long table edge are your Home Objectives. The two objectives closest to YOUR OPPONENT’s long table edge are his Home Objectives.

Goal Identification: Please select one (1) of the following Primary Goals and three (3) of the following Secondary Goals and mark accordingly on your Round 2 score/selection sheet.

NOTE: The rules for the Relic changed from 6th - 7th edition, and it is now controlled/contested as an Objective Marker. In 6th edition, you controlled it by being the player who currently “seized” it by having it in the possession of a scoring model. In 7th edition, you move it in the same fashion, but score it (and deny it) by proximity in the same fashion as other Objective Markers. Don’t be caught off guard!

Goal Identification

Please select one of the following Primary Goals and three of the Secondary Goals (pg 7) and mark accordingly on your score/selection sheet.

Primary Goal 1

The Heart (Relic)

If you control the Relic at the end of the game, it is worth 5 points.  Each of your Home Objectives is worth 1 point if you control it at the end of the game. Each of your opponent’s Home Objectives is worth 2 points if you control it at the end of the game.  Max 9 points.

Primary Goal 2

The Home (Turn-by-Turn Objectives)

At the beginning of your Player Turns 2-6, examine the board and Score this Goal in the following fashion:

  • You control both of your Home Objectives: +1 point
  • You control more of your Home Objectives than your opponent controls of his own:  +1 point
  • You control the Relic: +1 point
  • Thus you can earn up to 3 points per turn

NOTE: If you select Goal 2, you may not seize and move the Relic; for your purposes, it is treated solely as an Objective. Max 9 points.

Primer Round 4 – Points and Regions

For details on how to play this mission and the pre-game order of operations, please see the above sections from this tournament packet.

Round 4

Points and Regions

Deployment

Vanguard (or Dawn of War)

Objective Placement

 

 

Determining Which Quarter a Unit is In

 

  • No objectives are placed for this mission. Units must be part of a Detachment in order to count for purposes of this Round’s scoring mechanics.
  • Determining a unit’s location is made by the location of the majority of that unit’s models. If a unit is evenly spread across 2 quarters, randomize which quarter they are in. If a unit consists of a single model, it must be fully within a quarter; otherwise, randomize from among the quarters it is in (even if it is only slightly within a second (or third) quarter).
  • Units within 6” of the center of the board NEVER count for purposes of either Primary Goal. Use the same method as above for determining whether a unit is within 6” of the center or within a quarter.

Goal Identification

Please select one of the following Primary Goals and three of the Secondary Goals (pg 7) and mark accordingly on your score/selection sheet.

Primary Goal 1

Point Control (End-of-Game Quarters)

At the end of the game, you control a Table Quarter if a greater # of your army’s surviving Points are in that quarter than your opponent’s surviving Points. Units with the Objectives Secured rule count for full Points even if they are at or below half strength. Remember: units that do not belong to a Detachment (e.g., Conjured units) do NOT count for this mission. You earn THREE (3) points for each Quarter you control in this way at the end of the game.  Max 9 points.

Primary Goal 2

Regional Control (Turn-by-Turn Quarters)

For this goal, Table Quarters are controlled by unit QUANTITY, not Points. You control a quarter by having more units within the Quarter than your opponent. Only SCORING UNITS count for purposes of this goal (e.g., Swooping FMC or Zooming Flyers do not count). Remember: units that do not belong to a Detachment (e.g., Conjured units) do NOT count for this mission.

At the beginning of your Player Turns 2-6, examine the board and Score this Goal in the following fashion:

  • You control at least 2 quarters: +1 point
  • You control 1 more quarter than your opponent:  +1 point
  • You control 2+ more quarters than your opponent:  +1 point

        (Thus you can earn up to 3 points per turn)

Examples -

  • You control 1 Quarter at the Start of Turn 2, and your Opponent controls 0. You earn 1 point.
  • You control 3 Quarters at the Start of Turn 2, and your Opponent controls 1. You earn 3 points.
  • You control 2 Quarters at the Start of Turn 2, and your Opponent controls 2. You earn 1 point.
  • You control 2 Quarters at the Start of Turn 2, and your Opponent controls 1. You earn 2 points.
  • You may NEVER score more than 3 points in a single Turn.

  Max 9 points.