Paul Schutte Writes:
Hey SandWyrm,
Love the blog, keep up the good work
We Evansville folk are having a 40k tournament on March 26th and 27th.
Hoosier Challenge
1850 points; 5 rounds
March 26-27, 2011
Fee: $35 before March 11, $40 afterwards. Contact event organizer for payment information.
Payment must be received in order to secure your spot in the tournament.
It is on a first paid, first in the tournament basis.
Location: Evansville Day School 3400 N. Green River Rd., Evansville, IN 47715
(812) 473-1500.
Pre-registration: Email rllesh@yahoo.com.
You must provide the following information: Full Name, Army, City, State, Phone #, Email, and Club Name.
The club name is an identifier that the organizer will use so that during Day 1 you will not be paired against someone from your gaming group. On Day 2, the scoring is purely based upon the battle scores.
Army Lists: You will need to bring 7 copies of your army list. 1 for each of your opponents, 1 for yourself, and 1 for the Tournament Organizer. The TO will randomly select a copy of your list to spot check for legality and that the army you are fielding is what is listed.
Miniatures: non-GW miniatures are allowed. Where at all possible all models in the army should be WYSIWYG - what you see is what you get. This means that if you have paid for an upgrade on a model, then the model should display that upgrade, and vice versa.
We do not require painted armies at the Hoosier Challenge; however, painted armies are an integral part of the hobby. If possible, please try and bring a painted army in favor of an unpainted army in order to increase the enjoyment of the game for everyone attending. Players with unpainted armies are not eligible for any prizes.
Terrain: pre-set.
All current codexes for Warhammer 40K 5th edition will be allowed.
If you have any question if an army is allowed please contact the event organizer.
ORGANIZER CONTACT INFORMATION
Robert Lesh
3423 N. Green River Rd. Evansville, IN 47715
rllesh@yahoo.com
(812) 473-1500
For complete details, http://hoosierchallenge.webs.com
Mission Info
Mission 1: Conquer and Divide
Deployment: Spearhead
Roll off, winner decides to go first or second, the person going first then picks a table quarter to be his deployment zone his opponent then gets the opposite corner.
The person going first places one objective in the center of the table, and one in one of the unoccupied table quarters, then deploys in his table quarter as per the Spearhead deployment rules. Then the person going second places an objective in the other unoccupied table quarter the deploys as per the Spearhead rules.
Reserves, Deep Strike, Infiltrate, Scouts, and Outflank are in effect.
Seize the Initiative is in effect.
Primary: Table quarters, if both players have units in the same quarter determine the holder by the victory points each unit is worth. Winner claims the quarter. Units in multiple quarters are in the quarter the majority is in, if no majority is present roll to randomly to determine quarter they are in.
Secondary: Objectives use main rule book rules for holding objectives.
Tertiary: Victory points as per page 300 of the rule book.
Tie breaker is straight victory points.
Six turn limit.
Mission 2: Supply Drop
Deployment: Pitched Battle
Roll off and determine who goes first as per the normal rules.
Reserves, Deep Strike, Infiltrate, Scouts, and Outflank are in effect.
Seize the Initiative is in effect.
Objectives are:
Primary: Objectives. There are five objectives roll off to place see who places the first one, the objectives are placed after both armies have deployed. The objectives must be placed 12 inches from each other and the table edge. After each objective is placed roll the scatter dice and 2d6 then move the objective that far in the direction indicated (use the little arrow if a hit is rolled), this can bring them within 12 inches of each other or the table edge. Use main rule book rules for holding objectives.
Secondary: Victory Points. Use rules on page 300.
Tertiary: Table Quarters. if both players have units in the same quarter determine the holder by the victory points each unit is worth. Winner claims the quarter. Units in multiple quarters are in the quarter the majority is in, if no majority is present roll to randomly to determine quarter they are in.
Tie breaker is straight victory points.
Six turn limit.
Mission 3: Inside Information
Deployment: Dawn of War
Roll off and determine who goes first as per the normal rules.
Reserves, Deep Strike, Infiltrate, Scouts, and Outflank are in effect.
Seize the Initiative is in effect.
Primary: Victory Points as per the rules on page 300. Before deployment pick one unit in your opponents list, worth more than 100 points, if there isn’t one available go with the highest value unit. Write this unit down on a piece of paper and keep it secret, at the end of the game reveal this unit to your opponent, if this unit is destroyed then you get an extra 250 victory points.
Secondary: Table Quarters. if both players have units in the same quarter determine the holder by the victory points each unit is worth. Winner claims the quarter. Units in multiple quarters are in the quarter the majority is in, if no majority is present roll to randomly to determine quarter they are in.
Tertiary: Objectives. Each person places one objective in their deployment zone before deployment.
Tie Breaker is straight victory points
Six turn game.
Mission 4: Chosen of the Gods
Deployment: Spearhead
Roll off and determine who goes first as per the normal rules.
Reserves, Deep Strike, Infiltrate, Scouts, and Outflank are in effect.
Seize the Initiative is in effect.
Primary: Kill Points. Each person chooses five units in his opponents list, one from each section of the Force Org Chart, if an opponent doesn’t have a unit in one of the sections then pick something else starting with Troops, if he has no other troops then pick whatever is left. Each of the chosen units is worth one kill point, no other unit is worth a kill point. Meaning there are only five kill points to be collected on each side.
Secondary: Objectives. There are five objectives one in the center of each table quarter and one in the center of the table placed before deployment.
Tertiary: Table Quarters. if both players have units in the same quarter determine the holder by the victory points each unit is worth. Winner claims the quarter. Units in multiple quarters are in the quarter the majority is in, if no majority is present roll to randomly to determine quarter they are in.
Tie breaker is straight victory points
Six turn game.
SandWyrm's Reply:
Sounds like pretty interesting tourney. Unfortunately, it's too close to Adepticon for me to attend.
I would love to go but unfortunately I have something planned for that day.
ReplyDeleteI have requested more detailed information and will update when I recieve it.
ReplyDeleteCheck the hoosier challenge website, it has all the info. Otherwise email me at Schutte_paul@yahoo.com and I will do my best to help.
ReplyDelete