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Community Forums › Miniature Gaming › GW Warhammer 40k › Merlyns 40k team tournament SUNDAY 14th DEC
Merlyns 40k team tournament SUNDAY 14th DEC

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Joined: Dec 31, 1969
Posts: 397
Location: Merlyns

PostPosted: Wed Dec 10, 2008 9:48 pm    Post subject: Merlyns 40k team tournament SUNDAY 14th DEC

Merlyns 40K Doubles Tournaments

General Rules and Clarifications:

- Warhammer 40,000 5th Edition Rules will be used.
- Rules and Army Lists marked as ‘Trial’ or ‘Optional’ are not allowed. In addition, the Following are NOT legal for the 40K Team Tournament:
Armored Company (Any Variation)
- Specific Zone fighting rules will NOT be in effect – Including Jungle Fighting or City Fighting.
- Any HQ choice designated as a required choice by a Codex becomes an optional HQ choice in the Team Tournament. Note: Each player must bring one HQ choice. This essentially allows Orks to use a Big Mek instead of a Warboss, for example.
- The models used in your army must be Games Workshop Miniatures.
- What You See Is What You Get (WYSIWYG). If you wish to use an item, it must be represented on the figure. Each figure must be fitted to the base supplied for the figure in its blister or box. Only Vehicles may be without a base.
- You must bring all materials needed to play including dice, templates, measuring devices, templates, models, calculators, and any rules that you will be using. If the Codex is available for your army you must have it with you at all times. You must also have the latest version of the FAQ for your army, available from the Games Workshop website. Each player should also bring a few objective markers on 40mm bases.
- Each player in a team must provide their opposing team during each round a copy of their individual 1000 point army list.
- All Team Tournament missions are considered ‘Standard’ for Space Marine Drop Pod special rules.
- In order to keep the Team Tournament running on schedule, when time is called for a round, all players must drop their dice and stop playing – no exceptions. Because of this, please be aware of the time left in the round and do not start a full turn you cannot finish. A 30-minute, 10-minute, and 2-minute will be called by the Team Tournament judges.
- If illegal units or Team Tournament rules violations are found in a player’s list, at a minimum, the models in violation will be removed from all subsequent play. Please check with Tournament judges prior to the event for any questions in advance.
- All rulings by the Tournament judges will be final.
- If a model is listed in an official GW Codex and it does not have a GW or ForgeWorld figure available for it, you may use an appropriate scratch-built model or conversion to represent it. Otherwise, you must use an appropriate GW or ForgeWorld model to represent the unit in question.
- The Emperor’s Champion in a Black Templars army counts a possible HQ choice for a Black Templar force. (i.e. a Black Templar player may choose a Marshall, Chaplain, or Emperor’s Champion as its designated HQ choice.)
- If two Black Templar armies team up as a Team and both field Emperor’s Champions as their HQ choices, then the players must choose ONE and only one vow that they have each already purchased that will affect both of their Black Templar armies during that particular game.


Team and Coalitions

- Each team will consist of two players, each bringing an army of 1000 points.
- Each player’s HQ and two compulsory troop choices must come strictly from their codex (example, a Tau player cannot use one of its compulsory Troop slots for Human auxiliaries or an Imperial player cannot use one of its troop choices to field Zealots or Kroot Mercenaries. Allies can be used for other slots as long as all standard ally rules and prerequisites are met.
- Each player’s 1000 points must fit the Team Tournament Force Organization chart which is as follows:
1 HQ
0-1 Elites
2-3 Troops
0-1 Fast Attack
0-1 Heavy Support
- Each player on a team is allowed to utilize up to two ‘floating’ selections if they wish . These floating selections may be used for any category except HQ or Troops, each slot may only be taken once, and may not use the same slot(s) as the other player. One player on a team, for example, may take two Fast Attack Choices by using his allotted one and the ‘floating’ Fast Attack slot, and the other player may do the same for Elites. (note this means only 3 floating slots per team.
- This Team Tournament Force Organization supercedes all special rules (i.e. Space Wolves, Iron Warriors, Night Lords, etc.)

- Important Note: Each Team will be regarded as a ‘coalition’ in an effort to make a distinction between ‘army’ and coalition. A coalition is regarded as a pair of armies, so any entry in an army list that has a qualifier based on an army (‘one per army’, ‘only an all-XX army, etc.) shall be in effect for each army, NOT the entire coalition. For example, if two Chaos Space Marine armies are teaming up, they may each take a Daemon Weapon, an item usually restricted to one per army. During the course of a game, however, a coalition fights as a single entity. This means that each coalition will perform all their movement, shooting, and assaults simultaneously as a team. Wargear and abilities that affect enemies are cumulative (i.e. a Kult of Speed Fighta Bomma Raid will effect both enemy armies, as would Black Templar Vows.) Wargear and abilities that affect your own army are not cumulative with your coalition-mate unless he/she is able to normally purchase/use the wargear or ability in question (i.e. the special rules for a Blood Angels Sanguinary Priest could affect a fellow Blood Angel army but not an Ultramarine army, because Ultramarines cannot ‘buy’ a Sanguinary Priest from their Codex). Wargear and abilities that affect the coalition armies cannot be stacked (i.e. two Inquisitor’s Tarots do not give +2 to the roll for first turn.) Also, vehicles purchased independent of a squad that have the transport cannot be used to transport troops from the other army (i.e. you cannot put 15 Genestealers in a Land Raider Crusader!)


Games, Scoring, and Prizes

- There will be 3 rounds in the Team Tournament, with each round consisting of a two-hour game using Missions taken from the recent ‘Ard Boyz Tournament Scenerios.


The following rules are subject to change.

10:00 – Doors open
10:00 – 10:30 – Set up, Sign-In, and Introductions
10:30 – 10:45 – Round 1 Table Assignments and Setup
10:45 – 12:45 – Round 1
12:45 – 1:00 – Round 2 Table Assignments and Setup
1:00 – 3:00 – Round 2
3:00 – 3:30 – Lunch/Dinner
3:30 – 3:45 – Round 3 Table Assignments and Setup
3:45 – 5:45 – Round 3
5:45 – 6:00 – Awards Ceremony

Merlyns is scheduled to close at 6pm, so lets please keep things moving.

The schedule is subject to modification. Please ensure that you are available to stay for the entire tournament.

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