Mobicon Primer 2015 - South Alabama War Gamers

Transcription

Mobicon Primer 2015 - South Alabama War Gamers
General Information
This Packet contains information regarding the 40k Tournament for MOBICON 2015. This packet is built off the Las
Vegas Open 2015 GT Final Packet, 40K Cage match tournament FAQ, and tournament experience of the organizers and
maybe updated leading up to MOBICON 2015.
The Golden Rule
You’re attending an event run by South Alabama War Gamers (SAWG); these events are run for you, fueled by the
passion of their organizers. Remember to focus on enjoying yourself while you’re here, and let organizers know if you
need anything. Most importantly, show respect and consideration for your peers, tournament organizers, and the game.
Quit Policy
Rage quitting over a difficult opponent is not acceptable or sportsmanlike behavior. Please note that such behavior may
impact your ability to attend future SAWG events. If you have to withdraw for any reason, please see below.
Withdrawing
There are no penalties for withdrawing just let the event staff know your intentions at the conclusion of the game after
which you plan to withdraw. Withdrawing frees you to participate in other MOBICON seminars or single-day events if
you so choose. Please ensure that the staff knows of your intent to withdraw as soon after the game as possible so pairing
can be adjusted as necessary.
Tournament Format and Schedule
The MOBICON 2015 40K tournament is an 5 round “Ironman” tournament where only the strong and determined will
survive. Because of time restrictions a rigid schedule and time keeping measures will be in place. Please be prepared.
Round 1-3 will be true random pairings generated via computer, pen and paper or old fashion dice rolls. It is possible you
may face the same opponent twice. Round 4-5 will be a bracket style pairing based on accumulated battle points from the
first three rounds. Overall victory is determined by total battle points acquired over the whole of the tournament.
08:00-08:30
08:45-11:00
11:00-12:00
12:15-02:30
02:45-05:00
05:15-06:15
06:30-08:45
09:00-11:15
Registration
Paint scoring
First Round
Lunch
Second Round
Third round
Dinner
Fourth Round
Fifth Round
Rounds will be 2 hours 15 minutes long with 15 minute breaks in between rounds. Players not at their tables and ready to
play 10 minutes after a round has begun may be penalized for slow play. A soft “Dice Down” will be called 10min prior
to the completion of the round. Players on game turn four or higher will finish out their current game turn and score/clean
up. Players not yet to game turn 4 will call a time keeper and divide the remaining time equally so that all players have a
chance to play to game turn 4.
A word on slow play.
Unlike our friendly local games, tournaments must impose a time limit in order to keep everyone attending engaged and
having fun. There is nothing more frustrating than only getting through half a game because an opponent, weather by
accident or design, played slow and your time runs out on turn 3. If you are new to the game, play a horde army or just
want to better your game, please read the following post: http://www.dakkadakka.com/wiki/en/Playing_a_Horde_Quickly
We want to ensure that everyone has an equal chance to win or lose their games and with that in mind the head judge will
have the ability to award battle point penalties to anyone slow playing. This will be done on a case by case basis and only
if a judge is called for during a game and witnesses the slow play for himself/herself. Penalties will vary based on the
situations and will be solely at the discretion of the head judge.
3.0 Overall Mission Guidance
Terrain at MOBICON 2015
The following rules apply to the terrain layout.
Terrain Abstractions
SAWG has created more than 16 tables of unique terrain, with the explicit desire of adding additional Line of Sight
blocking terrain pieces to almost every table and provide an even distribution no matter what deployment type is used for
the missions. Because of the nature of this terrain design the following rules are in effect:
Each
table has one to two pieces of large terrain in the center. These pieces were built to be ascetically pleasing as well
as block true line of sight between armies and may not be functional for model placement. As such these pieces are
Impassable Terrain unless agreed upon differently by opponents. Objective markers may never be placed on these
pieces of terrain.
All
terrain is rubble (5+), ruin (4+), or forest (4+) unless agreed upon differently by players prior to start of the game.
Army Requirements and Restrictions
The MOBICON Warhammer 40K event uses single force organization restrictions at 1864 Points. Please bring at least 6
printed copies of your list: 1 for the organizers and 5 for your opponents.
You must also bring published, electronic, or copied printouts of any and all relevant rules for your army,
including the core rules. If you use electronic rule books to meet this requirement, the devices must be working
through the duration of the tournament. The status of electrical outlets and WIFI internet is unknown at this
location.
WYSIWYG. All models must be What You See Is What You Get (WYSIWIG). Alternate or converted models
must be approved by the Tournament Organizer or the Head Judge. Email [email protected] if you have ANY
doubt about a model meeting this requirement.
Painting
There is a three color minimum requirement for models to be painted for this event. Armies will be judged on
painting with each army receiving 2-20 battle points. Please see below for more details. Models created during a
game in excess of the 1864 point list are excluded from this requirement.
Each tier is worth 2 points. The max you can get is 20.
1. Free lunch ( you showed up with a army grats on your 2 points)
2. 3 color specialist (you have the bare minimum 3 colors grats on your 2 points)
3. Advance painter ( you have discovered they make more that 3 colors grats on your 2 points )
4. Dynamic ( you have models that are dynamic poses you strive to make you figures look unique grats on your 2 points)
5. Done!! ( your army is fully painted and follows a theme from the first figure to the last and exceeds the 3 color specialist grats you
get 2 points)
6. Super artist ( you have discover the ancient art of highlights and shadowing grats on your 2 points)
7. Flock-a-riffic ( you have mastered the art of glueing cat litter to your bases grats on your 2 points)
8. Lord of the bases ( your models are heroic based and you laugh at others kitty litter , lord of the bases also awards the points for
flock-a-riffic grats on your 4 points)
9. Over achiever ( you have done flags and scroll work ,fine details, banners, decals across the whole army grats on your 4 points)
This applies to the army as a whole can’t just have 1 model with the above qualities and get the points
*While these criteria are laid out plainly, our judges are still human and art is subjective. Your definition of “dynamic” or “fine detail”
may differ from theirs.
Legal Codices/Supplements/Forgeworld/Etc.
Only the latest version of Codex’s will be allowed. Codex must be out for 30days prior to the event to be considered current.
Army Composition
 1864 point limit.
 2 Detachments Total. You may take any 2 detachments you wish, but may not repeat any detachments.
 0-1-CAD (Detachment)
o Detachments may be produced from a maximum of one Codex / Codex Supplement. Only 7th edition updated Forge
World army lists are allowed which at present is only the Renegades and Heretics list in IA13.
o Example – You may not selectively include units within one Combined Arms Detachment from both Codex: Tau
and Codex Supplement: Farsight Enclaves, despite them being within the same Faction per the Detachment creation
rules in the 40k Rulebook.
o Exception – Units that are added to various Factions by means other than the primary or supplemental Codex are
exceptions (i.e., Dataslate Characters, Forgeworld 40K approved units where they are permitted, etc.).
o Codex Supplements will be considered their own Faction, ie. Farsight Enclave, Black Legion, Crimson Slaughter,
Militarum Tempestus, Legion of the Damned, Harlequins, etc.
o In the case of a Forge World unit having a profile in a Forge World book and Codex or Codex Supplement, the rules
in the Codex or Codex Supplement are always used.
 0-1 Codex Specific Detachment (Detachment)
 0-1 Allied Detachment (Detachment)
o Your Allied Detachment may be the same faction as your CAD.
 0-1 Formation (Detachment)
o See the Black Library for examples of Formations.
o No Fortification or Apocalypse Formations will be allowed.
 0-1 Fortification (Please note, these are not a detachment, but a part of certain detachments such as a CAD. Only 1 may be
taken in your list, regardless of which detachments you use.)
o All of the rules may be found in the Stronghold Assault supplement. No Fortification Networks or Strongpoints will
be allowed. All upgrades on pg. 180 of the Stronghold Assault book will be allowed.
o Fortifications must be deployed more than 4″ from a board edge. For some fortifications in some deployment types,
this may result in a fortification being deployed partially outside of a deployment zone.
 0-1 Lord of War (Please note, these are not a detachment, but a part of certain detachments such as a CAD. Only 1 may be
taken in your list, regardless of which detachments you use.)
o All of the rules for Lords of War available at MOBICON 2015 may be found in the parent Codex or Imperial Armor
for the unit. In the case of a Forge World unit having a profile in a Forge World book and Codex or Codex
Supplement, the rules in the Codex or Codex Supplement are always used.
o Players are required to have the actual LoW model to use them. Exceptions will only be made for exceptional
conversions. What constitutes an exceptional conversion is determined at the sole discretion of the Tournament
Organizers. Send pictures of your model to [email protected] in advance if you have any doubts.
o All Special Character LoWs such as Ghaz, Draigo, etc. can be used.

A LoW may be chosen from the following list. *Please note, the Battle of Keylek legacy of glory
upgrade is not allowed for a LoW for this event.
o
o
o
o
o
o
o
o
o
o
o
o
All of the Baneblade chassis vehicles except for the Hellhammer (and Traitor’s Bane variant)
and Stormsword, which are not allowed for this event.
All of the Imperial Knight variants (Note: Imperial Knights will be considered a LoW for this
event even though they are not by definition a LoW)
Crassus Armored Assault Transport
Gorgon Heavy Transporter
Minotaur Artillery Tank
All Macharius chassis vehicles
All Malcador chassis vehicles except the Malcador Infernus which is not allowed for this event.
Valdor Tank Hunter
Marauder Bomber (may not take Hellstorm bombs)
Maurader Destroyer
Fellblade
Cereberus Heavy Tank Destroyer
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
Thunderhawk Transporter
Greater Brass Scorpion of Khorne
Khorne Lord of Skulls
Nurgle Plague Reaper
Obelisk
Gauss Pylon
Stompa
Big Mek Stompa (Big Mek Buzzgob pays the normal amount of points for his Stompa, not that
listed in his unit entry)
Gargantuan Squiggoth
Kustom Battle Fortress
Kill Krusha Tank
Kill Blasta
Cobra
Scorpion
Lynx with Pulsar (but not with Sonic Lance)
Tiger Shark (Escalation version)
Orca Dropship
Scythed Hierodule
Barbed Hierodule
Note: The following special rules will be in effect if either player has a Superheavy Vehicle or Gargantuan Monstrous Creatures.


Impending Doom: +1 to seize the initiative for any player facing a Superheavy Vehicle or Gargantuan Monstrous Creature
that does not have one.
Through Attrition, Victory: +1 Battle point for every 3 hull points / wounds done to a Superheavy Vehicle / Gargantuan
Monstrous Creature. (These battle points are in addition to mission battle points and tallied separate at the end of the game.
These battle points can only be earned by an army that does not also contain a Superheavy Vehicle or Gargantuan Monstrous
Creature.)
Stronghold Assault units listed as Strongpoint, or Network, are not allowed.
Mission Special Rules
Mysterious Objectives, Game Length, Night Fight, Reserves, Heavy Metal (p128), Fast Recon (p129), and The Relic
(p131) should be played exactly as described in Warhammer 40,000 The Rules.
Points/Victory Points
Victory Points reference the Codex points value of individual models and units. A unit awards full Points if destroyed, and
half Points if brought to or below half its starting model count. Vehicle units are worth half Points if the unit’s total Hull
Points are brought to or below half. Squadrons are scored as one unit even if divided by Immobilization. A multi-wound
single model unit is worth half Points if it is brought to or below half its starting Wounds characteristic.
(NOTE: Victory Points are only used in the event of a battle point tie to determine a winner and are not added into your
total Battle Points)
Battle Points
Battle Points will be used often to determine your score in a given mission, and to identify which opponent won the
mission. The player with the highest total accumulated battle points will win the tournament.
Kill Points
Instead of First Blood secondary mission, Mobicon has adopted Bloodied. This objective is awarded to the first player to
kill or destroy 4 units rather than just one as in First Blood.
Warlord Traits
Determine Warlord Traits by rolling a d6 and choosing one of the results from the Warhammer 40,000 The Rules. (ex. Get
3 on a d6, choose any of the 3’s from the columns). Tactical Traits may not be used. Certain warlord traits award
additional points for accomplishing certain criteria (i.e., Legendary Fighter from the Personal Trait table of the Rulebook).
If you select one of these traits, any additional points earned are worth 1 battle point and 50 Points toward your Tiebreaker
Score. Players must choose to roll from their codex or MRB prior to rolling.
Mission Catalog, Tiered and Cumulative Missions
In Rounds 1-3, the Win Conditions will be Cumulative. Where this is the case, victory or defeat is determined by the total
number of Battle Points earned. All Goals should be considered active in a Cumulative Round, and their value in Battle
Points will be listed in the rules for that particular Round. Players losing a cumulative mission still receive the battle
points they earned.
In Rounds 4-5, the Win Conditions will be Tiered. Where this is the case, victory or defeat is determined by progressing
through the Goals sequentially at the end of the game. If you win the Primary, you win the Round. If you tie the Primary,
you proceed to the Secondary, if still tied then to the Tertiary, and then to Tiebreakers. Players losing a Tiered mission
receive Zero battle Points.
Tiebreaker:
Should a game tiebreaker be required, the winner of the tie breaker will receive 1 additional battle point.
The Ultimate Tiebreaker
In thousands of tournament games using NOVA style missions around the world since 2010, there’s never been a
recorded Tie on all values, including Tiebreaker. Eternal War Secondary Objectives, followed by Kill Points, followed by
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.
Round 1 – The Attack on Mobile Bay
History: On August 5th 1864, Union Navy Ships under the command of Admiral David Farragut assaulted Mobile Bay.
Threading past Confederate mines and taking fire from Fort Morgan the Union ships made it into the harbor where they
were engaged by CSS Tennessee. After a brief battle the Heavily Armored Tennessee was disabled and captured.
Vanguard Deployment
Helpful Note: When determining the points with which to connect your deployment line for Vanguard, measure 14.5”
along Short Table Edges, and 21.5” along Long Table Edges.
Mission Special Rules
Night Fighting, Mysterious Objectives, Reserves
Objective Placement
Three (3) objectives placed equally across the middle of the board lengthwise as seen in the illustration below.
Whoever wins the roll for choosing Deployment Zones places Objective 4 anywhere in his Deployment Zone, and not
within 6” of a table edge. Then his opponent places Objective 5 in the same fashion
Battle Points
(0-25
Battle Points) – Each Objective Controlled at the end of the game is worth 5 Battle Points
(0-5
Battle Points) – Slay the Warlord
(0-5
Battle Points) – Linebreaker
(0-5
Battle Points) – Bloodied (The first player to earn 4 Kill points wins this mission)
Tiebreaker
Points Destroyed
+50 additional points for first blood
Round 2 – Assault on Fort Gaines
History: Union forces under the command of Maj. Gen. Gordon Granger landed on Dauphin Island on August 3rd and moved against
Fort Gaines. Outnumbered almost 4 to 1and being shelled by Granger, Confederate Col. Charles Anderson, Fort Gaines’ commander,
still fired on the Union Navy as they entered Mobile Bay. Col. Anderson eventually surrendered the fort on August 8 th 1864.
Hammer and Anvil Deployment
Mission Special Rules
Night Fighting, Mysterious Objectives, Reserves
Objective Placement
The 4 Corner Objectives should be placed one in each quadrant of the table, situated 18” from the nearest Short Table
Edge and 12” from the nearest Long Table Edge. The Fifth Objective will be not be used for this mission.
Mission Points
0/15/30 Battle Points – The 4 Corner Objectives
Controlling
more Objectives than your opponent is worth 15 Battle Points. Controlling all 4 Objectives is worth 30
Battle Points. Controlling the same number of Objectives as your opponent is worth 0 Battle Points.
5 Mission Points – Slay the Warlord
5 Mission Points – Linebreaker
5 Mission Points – Blooded (The first player to earn 4 Kill points wins this mission)
Tiebreaker
Points Destroyed
+50 additional points for first blood
Round 3 – Clash of the CSS Tennessee
History: The Union Navy had successfully ran through the Confederate naval blockade of Mobile bay. Admiral Franklin
Buchanan, CSN, on board the last Confederate vessel in the bay, the heavily armored CSS Tennessee, engaged the Union Fleet.
The Union barrage and ramming of the Tennessee eventually crippled her guns, boiler and steering chains, but could not punch
through her heavy sides. Eventually, Union Ironsides were brought to bear and, wounded; Admiral Buchanan was forced to
surrender her.
Dawn of War Deployment
Mission Special Rules
Night Fighting, Mysterious Objectives, Reserves
Mission Points
25 Battle Points -The Relic– As per Warhammer 40k The Rules
5 Battle Points – Slay the Warlord
5 Battle Points – Linebreaker
5 Battle Points – Blooded (The first player to earn 4 Kill points wins this mission)
Tiebreaker
Points Destroyed
+50 additional points for First Blood
+50 additional points for first Slay the Warlord
Round 4 – Siege of Fort Morgan
History: Maj. Gen. Granger, having captured Fort Gaines, now moved to take Fort Morgan across the channel. Moving his
forces behind the fort he started trenching forward to bring his guns in range. Meanwhile Union Navy ships began to bombard
Fort Morgan from the bay. After two weeks of steady bombardment, surrounded, out gunned and the fort taking steady damage,
Brig. Gen Richard Page, Fort Morgan's commanding officer was forced to surrender.
Hammer and Anvil Deployment
Mission Special Rules
Night Fighting, Mysterious Objectives, Reserves
This is a Tiered Mission. If you win the primary mission you win the round. If you tie primary you proceed to
Secondary. If you tie Secondary go to Tertiary. If you are STILL tied go to tiebreaker.
Win the Round – 40 Battle Points
Objective placement
The 4 Corner Objectives should be placed one in each quadrant of the table, situated 18” from the nearest Short Table Edge and
12” from the nearest Long Table Edge. The Fifth Objective will be placed in the middle of the table.
Primary Mission
Control more objectives than your opponent.
0 Battle points if tied.
Secondary Missions
Slay the Warlord
Linebreaker
Blooded (The first player to earn 4 Kill points win this mission)
Each of these Objectives is worth 1 Point toward winning the Secondary Goal. Whoever scores the most Points toward this
Goal wins the Secondary. A tie leads to victory determination via the Tertiary Goal.
Tertiary Mission
PURGE THE ALIEN – As per Warhammer 40k The Rules.
Tiebreaker
Points Destroyed
+50 additional points First Blood
Round 5 – Damn the Torpedo's, Full Speed Ahead
History: During the blockade run of Mobile bay the USS Tecumseh struck a Confederate torpedo and sank. This slowed the
USS Brooklyn and she signaled that torpedoes blocked her path. The Union Admiral Farragut is said to have ordered USS
Hartford “Damn the torpedoes. Four Bells” and the USS Metacomet “..full speed” This was altered over time to become “Damn
the torpedoes, full speed ahead.”
Dawn of War Deployment
Mission Special Rules
Night Fighting, Reserves
This is a Tiered Mission. If you win the primary mission you win the round. If you tie primary you proceed to
Secondary. If you tie Secondary go to Tertiary. If you are STILL tied go to tiebreaker
Win the Round – 40 Battle Points
Primary Mission
Purge the Alien - As per the Warhammer 40k Rulebook
Secondary Missions
Slay the Warlord
Linebreaker
Blooded (The first player to earn 4 Kill points wins this mission)
Each of these Objectives is worth 1 Point toward winning the Secondary Goal. Whoever scores the most Points toward this
Goal wins the Secondary. A tie leads to victory determination via the Tertiary Goal.
Tertiary Mission
Table Corners
Each player add up the total value of their units in each table corner (see points/victory points section at the beginning of this
booklet). The player with the highest value wins the corner. The Player with the most table quarters wins this mission.
If a unit straddles multiple quarters, consider it to be in the quarter containing the majority of the unit. If the unit is only a single
model and straddles multiple quarters, or if the unit is evenly distributed across multiple quarters, randomize between the
relevant Quarters at the end of the game. Units AT OR BELOW 50% their starting number of models/hull points are worth
50% of their base cost, otherwise they award full value.
Tiebreaker
Points Destroyed
+50 points for first blood