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Two on Two tournamnet

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Post  Dr. Hans Zarkov Sun Jun 05, 2011 11:57 am

Talking with Sonny about doing a two day, two on two tournament. Shooting for late July.
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Post  legion Tue Jun 07, 2011 8:23 pm

watching this, been awhile since ive been to a 2vs2 i belive me and smakaelf would come if they did it when i was home....

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Post  Dr. Hans Zarkov Mon Jun 13, 2011 2:19 pm

Just got word the tournament is going to be Saturday, July 2nd. Ill get more details very soon, but I got to take off.
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Post  Dr. Hans Zarkov Tue Jun 14, 2011 1:15 am

Two man teams with lists up 1,500 points each for 3,000 points per side. Room for 12-14 teams. Going to use GW's rules for deciding who can team with who. They break it down into battle brothers, trusted allies, dis-trusted allies, and no way. Ten bucks per person, winning team gets 70% of total, 2nd place gets 30% in gift certificates. I'll give you guys the complete low down soon, so grab a partner and get ready.
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Post  Dr. Hans Zarkov Fri Jun 17, 2011 12:07 am

Alright I let the guys in LA know and going to put a flyer up at Jaks very soon. Im also trying to get hold of the Fla guys. There are 13 spots left so if you wanna have a spot reserved, let me know.
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Post  dzer0 Sun Jun 19, 2011 5:37 pm

Greetings from Florida,
We will need 3 team slots if they are still available.

As far as the allies rules are concerned, are these out of the apoc book or is their another reference you can point me to?

Do the ally categories give any special modifiers or incentives for pairing armies together in any way?

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Post  Dr. Hans Zarkov Sun Jun 19, 2011 7:34 pm

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1470393a_WHW_40K_doubles_event_pack_2011_PDF


Ignore the comp part, just use this as a guide for determining who can ally with who, and what status the alliance qualifies as, ie battle brothers, trusted allies, distrusted allies,etc...
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Post  Dr. Hans Zarkov Sun Jun 19, 2011 7:36 pm

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Post  dzer0 Sun Jun 19, 2011 8:31 pm

Thanks for the quick replies, all of this looks good.

Please let me throw these basic assumptions (obvious as they may be) at you just to make sure I am not missing anything.

1. The only difference between D and T is the negative leadership part attached to distrusted allies.
2. Daemonhunters are now Grey Knights (with no changes to the chart).
3. Standard force orgs, nothing special
4. We cannot share special rules (outside of battle brothers) but can we share vehicles?

I also assume WYSIWYG, will there be a painting score or a painting requirement?

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Post  Dr. Hans Zarkov Sun Jun 19, 2011 11:21 pm

yes
yes
yes
no, only battle brothers


WYSIWYG

Painting-you cannot play models that show the base material (plastic/resin/metal). If you and your ally paint your armies at least three colors and base them or paint the base, you get 10 bonus points

Comp-If you and your ally spend more points on troops than any other selction, you get 10 bonus points

Sportsmanship-If you and your ally get two out of three positive checks, you get 10 bonus points.

Battle points
Win 30 Tie 10 Loss 0

The battles will consist of one quarters, one objectives grab, and one kill points.
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Post  dzer0 Mon Jun 20, 2011 3:54 pm

3. Standard force orgs, nothing special
things like 2 Mephistons, or 6 Ravagers are ok?
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Post  Dr. Hans Zarkov Tue Jun 21, 2011 12:59 am

six ravengers, yes, but no unique character doubles.
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Post  thecapn226 Tue Jun 21, 2011 4:00 pm

Stuart and Logan need one spot for the grey knights
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Post  Dr. Hans Zarkov Tue Jun 21, 2011 5:04 pm

Done
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Post  Dr. Hans Zarkov Sat Jun 25, 2011 1:11 pm

Im going to post the three scenarios this weekend to give you guys a chance to tailor your armies.
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Post  Dr. Hans Zarkov Sun Jun 26, 2011 3:13 pm

For these scenarios I would advise having a good amount of troop selections. Very Happy

First scenario is a quarters games. Who ever controls the most quarters wins. The catch; Troops, HQ choices connected to troops, and models that infiltrate, start of on the board. All elites and fast attack come in on the second turn from your table edge. All remaining hq and heavies enter on turn three from your table edge.

Seond-Capture objectives. Players put one objective in their zone, one in no man's land and one in the enemey's zone. All must be 12 inches form table edge and other markers. Who ever has the most counters wins.

Third-Modified kill points. Whoever has the most kill points wins.
Dedicated trasnports-0
Troops-1
Elite and Fast Attack-2
HQ and Heavy-3

All set ups will use the apocalypse set up (no time bidding). Roll a scatter die in the middle of the table. Use this roll to split the table. Mark six inches on either side of the line as no man's land.

When rolling for first turn, if the total is nine or more, the first round is night fight.
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Post  HereticWolf Tue Jun 28, 2011 10:26 pm

Hey,
add Chris and Gino for a team from jak's
if you have any questions hit me up at 228 806-9445
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Post  Dr. Hans Zarkov Wed Jun 29, 2011 12:34 pm

Alright! Cool
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Post  thecapn226 Thu Jun 30, 2011 8:15 pm

Logan and Stuart will not be there. Sorry guys
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Post  Dr. Hans Zarkov Fri Jul 01, 2011 11:57 am

Here is shcedule for the tournament

10:00-10:30 arrive and get ready
10:30-1:30 first round
1:45-4:45 second round
4:45-5:30 dinner
5:30-8:30 third round

Games are longer due to bigger army sizes.
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Post  dzer0 Fri Jul 01, 2011 12:22 pm

First scenario is a quarters games. Who ever controls the most quarters wins. The catch; Troops, HQ choices connected to troops, and models that infiltrate, start of on the board. All elites and fast attack come in on the second turn from your table edge. All remaining hq and heavies enter on turn three from your table edge.

so do IC's in these slots work the same way?

I.E. is my Chaplain and Sanguinary Priest about to walk on the board by themselves on turn 3?
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Post  Dr. Hans Zarkov Fri Jul 01, 2011 12:32 pm

Good question. Any attached ICs can come in with a squad they are attached to. If you dont attach them, then they have to walk on. And to make it more clear, any squad,vehicle, or character that can sout, infiltrate, or outflank has the option to set up on the table first turn.
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Post  dzer0 Fri Jul 01, 2011 12:55 pm

Also, what about stuff that would come in turn 2 or 3 that are in drop pods? Will drop pod assault, being a special rule given by a codex, change the deployment options? or will these guys have to deep strike in their own deployment zone?
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Post  Dr. Hans Zarkov Fri Jul 01, 2011 1:16 pm

Deep strikers and drop pods come in normally (ie by codex rules).
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Post  dzer0 Fri Jul 01, 2011 1:29 pm

So Heavies in drop pods could come in turn 1?
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