Category: Event Horizon Tournaments (Page 1 of 2)

Best Armies at the Twin-Linked! Team Tournament

This last weekend we were joined by a great group of 20 guys for our Twin-Linked Team Tournament! We did our best to adapt 8th Edition to team tournament format. At 2,000 pts a team, each player brought a 1,000pt list that operated mostly as independent armies. Overall we learned a lot and will be making some changes to our format in the future. Now are you ready to hear about the Best Armies at the Twin-Linked! Team Tournament?

The Data

Faction Average Battle Points Player Count
Daemons 53* 3
Imperial Guard 36.8 5
Grey Knights 32 2
Tau 30.5 2
Space Wolves 29 1
Death Guard 25 3
Harlequins 24 1
Space Marines 24 1
Chaos Space Marines 19 2

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Twin-Linked Team Tournament

Twin-Linked Team Tournament

Pre-Game Process

  1. Once at your table, swap lists with your opponents and study what you’re up against.
  2. Place the Relic at the center of the table (if necessary)
  3. Place Objectives per mission rules
  4. Choose/Roll for Warlord Traits. Each Player or 1,000pt list gets a Warlord and a Warlord Trait.
  5. Choose/Roll for Psychic Powers
  6. Determine Deployment: Both teams roll off, rerolling any ties. The winner rolls a single die to determine the deployment type (p.216-217). Once the map is determined, the loser of the roll off chooses his/her deployment zone.
  7. Alternate deployment with each team placing a single unit at a time (not each player), starting with the team who did not choose their deployment zone.
  8. After both teamss have finished deploying their army, roll to determine first turn. The team who finished deploying first receives a +1 to this roll. The team that wins the roll can choose to go first or second. The team that is chosen to go second may attempt to seize the initiative.
  9. Shake hands and start playing.

 

Playing on a Team:

  1. Each 1,000pt list (normally a single player) is considered a separate army.
  2. Each 1,000pt list gets its own Warlord, Warlord Traits, Command Points, etc.
  3. Abilities that would normally only affect models in a player’s own army cannot be used on their partner’s models (auras, psychic powers, stratagems, etc.) even if they share keywords.
  4. Psychic abilities, army specific abilities, and Stratagems are limited by PLAYER not by team.
  5. Command Points may not be shared and should be tracked separately by player.
  6. Your partner’s models do not count as enemy models (and should not be considered for example when considering the smite psychic power or targeting an enemy character).
  7. All objectives will be scored as a team.

Battle Length: At the end of game turn 5, the player who went first must roll a D6. On a roll of a 3+ the game continues, otherwise, the game ends. At the end of game turn 6, the player who went second rolls a D6. On a roll of a 4+ the game continues, otherwise, the game ends. The game ends automatically at the end of the 7th game turn.

Updated Sudden Death: If, at the end of any turn after the first full game turn, a TEAM has no models on the table, a judge should be called. Note, Flyers do not count towards models on the table per GW FAQ. The player with models remaining must play out the remainder of the game including rolls to see if the game continues at the end of game turns 5 and 6.

Forfeit: A team who gives up, refuses to/is unable to play out a match to its conclusion, or otherwise forfeits receives no points they may have earned during the match. If this occurs, call a judge immediately. The remaining player will act as though a “Sudden Death” has occurred.

Rerolls before the first Battle Round: Players may only use the “Command Reroll” Stratagem once before the first Battle Round. EXAMPLE: A player loses the roll off to determine who goes first. That player chooses to reroll their die and still loses. That player may not later reroll their Seize the Initiative roll because they have already used the “Command Reroll” Stratagem this phase.

First Blood: A team earns 2 VP if the first time they completely destroy an opponent’s unit. IF the opponent completely destroys a unit in the same GAME turn, each team instead earns 1 VP.

Warlord: A team earns 1 VP for each opposing warlord that is slain at the end of the game.

NOTE: Each mission has ONE Primary and TWO Secondary Objectives. All THREE add up to the final game score (along with Tertiary Objectives). MAX points each round is 25 points.

 

Mission 1: (5 Objectives, 1 in the middle of the board and 1 in the middle of each table quarter)

Primary: Open Fire! – Teams score 1 Kill Point for each of their opponent’s units that are destroyed or off of the table at the end of the game. Victory points are scored as follows: Win by 5+ Kill Points (10-0 VPs); Win by 3-4 Kill Points (8-2 VPs); Win by 1-2 Kill Points (6-4 VPs); If both players score the same number of Kill Points (5-5 VPs)

Secondary: Control the Field – Starting on the second GAME turn, a team scores 1 VP if they control more objectives than their opponent at the beginning of their turn. The maximum points for this objective is 5 VPs. Keep track of this throughout the game.

Secondary: Take and Hold – Each Objective is worth 1 VP to the controlling player at the end of the game.

 

Mission 2: (5 objectives placed by players and 1 relic at the center of the table)

Primary: Control the Field – Starting on the second GAME turn, a team scores 2 VPs if they control more objectives than their opponent at the beginning of their turn. Keep track of this throughout the game

Secondary: The Relic – At the end of the game the Relic a player who is carrying the Relic scores (5-0 VPs). If no player carries the Relic then treat it as an objective. The player with more models within 3” of the Relic at the end of the games scores (4-1 VPs). If no models are within 3” of the relic the player with a model closest to the Relic scores (3-2 VPs).

Secondary: Take and Hold – Each Objective is worth 1 VP to the controlling player at the end of the game. (This does not include the relic)

 

Mission 3: (5 objectives placed by players and 1 relic at the center of the table)

Primary: Take and Hold – Each Objective is worth 2 VPs to the controlling player at the end of the game. (This does not include the relic)

Secondary: Open Fire! – Teams score 1 Kill Point for each of their opponent’s units that are destroyed or off of the table at the end of the game. Victory points are scored as follows: Win by 5+ Kill Points (5-0 VPs); Win by 3-4 Kill Points (4-1 VPs); Win by 1-2 Kill Points (3-2 VPs); If both players score the same number of Kill Points (2-2 VPs)

Secondary: The Relic – Starting on the second GAME turn, a player scores 1 VP if they are carrying the relic or, if no model holds the relic at the beginning of that player’s turn, that player has more models within 3” of the relic. The maximum points for this objective is 5 VPs. Keep track of this throughout the game.

Picture of Awards given out at Field of Fire's "Open Fire!" Event

After Action Report – Open Fire!

Here were are again, another After Action Report, this time for the Field of Fire Tournament: “Open Fire!” held at Event Horizon Games September 16th. We had another solid turnout, marking 18 players. You can check out the results on beastcoastpairing or in our Best Armies at Open Fire! article. Now let’s take a look at how the event went down!

Setup/Army Construction

The event featured 2000 point, battleforged armies, with a maximum of 3 detachments. All Indexes, both GW and FW, as well as the Space Marines, Grey Knight, and Chaos Space Marine Codexes were available. With those considerations, we had a wide range of army builds, no two exactly alike. We had Necrons(2), Space Marines(2), Chaos Daemons(3), Tau, Chaos Space Marines(2), Adeptus Mechanicus, Harlequins, Eldar, Adeptus Custodes, Imperial Guard, Genestealer Cult, and Sisters of Battle(2). The pairings were handled by BestCoastPairings, a first run for a FoF tournament, and a good one at that.

 

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Picture of Awards given out at Field of Fire's "Open Fire!" Event

Best Armies at the Open Fire! Tournament

Last Saturday Dernicus and I spent the day with a great group of guys at Event Horizon Games! We (and I mean mostly Dernicus) ran one of our more competitive focused tournaments with the mission pack found here. It was a fun and mostly smooth running tournament. Now are you ready to see the best armies at the Open Fire! Tournament?

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Open Fire! Tournament Packet

Mission Pack for the Open Fire! Tournament at Event Horizon:

 

Pre-Game Process

  1. Once at your table, swap lists with your opponent and study what you’re up against.
  2. Place the Relic at the center of the table (if necessary)
  3. Place Objectives per mission rules
  4. Choose/Roll for Warlord Traits
  5. Choose/Roll for Psychic Powers
  6. Determine Deployment: Both players roll off, rerolling any ties. The winner rolls a single die to determine the deployment type (p.216-217). Once the map is determined, the loser of the roll off chooses his/her deployment zone.
  7. Alternate Deployment as per BRB, starting with the player who did not choose their deployment zone.
  8. After both players have finished deploying their army, roll to determine first turn. The player who finished deploying first receives a +1 to this roll. The player that wins the roll can choose to go first or second. The player who is chosen to go second may attempt to seize the initiative.
  9. Shake hands and start playing.

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Best Armies at The Invasion of Khybros Tournament

We’ve got new results from our second 8th Edition tournament last week at Event Horizon Games! This tournament was a more “narrative” event that allowed us to experiment with some of the new rules and mechanics introduced in 8th Edition. TWe’re still working out the kinks for 8th Edition but overall I think it was a pretty fun tournament. If you want to see the meta at other events check out our article on the best armies at ATC and BAO. Now here’s the best armies at The Invasion of Kybros Tournament!

Faction Battle Points Player Count
Daemons 50 2
Chaos Marines 49 1
Eldar 37 1
Harlequin 37 2
Tau 37 1
Orks 28 1
Tyranids 28 2
Guard 26 2
AdMech 23 3
Necrons 19 1
Deathwatch 6.5 2

The Invasion of Khybros Tournament consisted of three rounds with a total of 20 points possible in each round. That means a perfect score would have been 60 Battle Points. While no one scored max points, the best player did score 59 out of 60!

Starting at the top of the board, the Daemons are still right up there at number one. While I know there have been some nerfs to Brimstones I still haven’t seen the answer to them yet. The close cousins of the Daemons, Chaos Space Marines, also did quite well. The release of their codex along with support from Forgeworld will really continue to help them in my opinion. Having a psychic power that turns off invulnerable saves never hurt anyone either. The old favorites of Eldar, Harlequins, and Tau are also on the higher end of the list.

On the lower end of the spectrum we’ve seen some of the same factions. Deathwatch, while really cool in concept, seem to have struggled overall this edition. Necrons and AdMech have also consistently been in the lower tiers at tournaments so far. It’s possible we’ll see a change when their codexes come out. All it takes is one really good rule set or formation like WarCon to change a whole army. Dernicus is our local AdMech player and will be trying out an Assassin and Castellan force this weekend at Horton’s “Battle of The Empire 2” at Atomic Empire. We’ll let you know if he can push AdMech to a higher tier.

In the middle bracket we’re looking at Orks, Tyranids, and Guard. Personally I expect the Imperial Guard will get a bump as players start to experiment with some of their new Forgeworld toys. Orks and Tyranids though are in a bit of a strange place this edition. While they are definitely playable in a competitive setting now, they haven’t been able to push into the top tiers yet. I’ve said it before but I expected Orks and Tyranids to horde up and be very difficult to deal with this edition but I haven’t seen that play out yet. I really enjoy seeing both armies on the table and although I’ve said it before, I do hope they get a bump when their codexes drop.

Don’t forget our next tournament is September 16th at Event Horizon and we will be using a more competitive format. As an added bonus both me and Dernicus will be there for this one, hope to see you there!

 

The Invasion of Khybros Prime

The Invasion of Khybros Prime

 

Factions of gathered as the Galaxy is once more set aflame. A previously unremarked world, called Khybros Prime by the Imperium of Mankind, stands at the crux of this new age of war. A small Adeptus Mechanicus research station has uncovered something powerful, and old. Forces rush towards one another, to lay claim to this mysterious artifact, or destroy it. Who shall prevail?

 

This is a Battle Point tournament: Combining each round (up to 20pts per round) + Combined Paint Scores (up to 20 pts). Each round will be 2 hours and 50minutes.

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First 8th Edition Tournament Breakdown

Tournament Breakdown:

8th Edition Missions:

With the advent of 8th edition of Warhammer 40k comes a new take on the classic “book” missions we use to play the game. GW kept the essence of both the Eternal War and Maelstrom set of missions, but tweaked them in some places. To that effect, we’re going to examine how those changes, along with the changes in 8th edition as a whole affect gameplay at the tournament level.

Disclaimer: the data in this article is drawn from the Inaugural 8th Edition 40k Tournament, hosted by Field of Fire Gaming at Event Horizon Games on 6/17/17. The spread of armies was wide (only missing Dark Eldar, Daemons, Dark Angels, and Sisters of Battle), but being the day of release, this is by no means a comprehensive examination of the game as a whole.

Context: We had 20 attendees, with the following factions present: 3 AdMech, 3 Space Wolves, 3 Necrons, 2 Imperial Guard, 1 Space Marines, 1 Blood Angels, 1 Grey Knights, 1 Tyranids, 1 Knights/Space Marines, 1 Harlequins, 1 Eldar, 1 Orks, and 1 Tau. The armies were all Battleforged, 2000 points maximum, and capped at 3 Factions.

SO, with all that said, let’s take a look the missions, and what armies stood firm each round. We’ll also postulate some ideas as to what those armies that didn’t do so well might have been lacking with regards to the mission objectives.

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ATC Prep Tournament Results!

Here are the ATC Prep Tournament Results! Dernicus (Dean) and I tried to run a day one tournament in 8th edition and overall it went pretty well. Congratulations to Joe for winning best overall, although he tied with Richard and it came down to strength of schedule. Tim won most Battle Points and Preston won Best Painted with his Adeptus Mechanicus (Officiated by Dark Bunny Creatives‘s Val).

We’ve broken down the numbers by army (faction now?) and here’s how they did:

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Inaugural 8th ed/ATC-Prep Tournament Missions

Are you ready for the Inaugural 8th ed/ATC-Prep Tournament at Event Horizon? Since we can’t publish anything specific about the book missions, we’re just going to give you mission numbers and deployment numbers that go with them “whatever those happen to be on release day”. That way we don’t run afoul of GW’s legal team.

We don’t know exactly how yet but each game will have a total of 15 points possible (including any secondary objectives)!

Round 1: Eternal War Mission 2, Deployment 5

Round 2: Eternal War Mission 1, Deployment 3

Round 3: Eternal War Mission 5, Deployment 1

Painting will be worth 1 full game, so 15 points in addition.

Updates to come as we’re allowed to release more information.

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