Warhammer 40,000 Singles Tournament

Re: Warhammer 40,000 Singles Tournament

Postby Chimera » Thu Jul 05, 2012 6:27 pm

Oh, I don't expect you to make a decision now or even in line with what I'm suggesting - I'm just throwing out ideas for consideration.
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Re: Warhammer 40,000 Singles Tournament

Postby BlaineThPain » Sun Jul 08, 2012 9:37 pm

Is it confirmed yet that we'll be using 6th Ed. Rules for the tournament? I understand there might be some tweaking to the setup/scenarios, but I'm just wondering about the general gameplay..
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Re: Warhammer 40,000 Singles Tournament

Postby theroyalfalcon » Mon Jul 09, 2012 12:52 am

We will be moving to 6th for the single and doubles tournaments, just please give me some time to rewrite the tournament packs to reflect it.
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Re: Warhammer 40,000 Singles Tournament

Postby BlaineThPain » Mon Jul 09, 2012 6:40 pm

theroyalfalcon wrote:We will be moving to 6th for the single and doubles tournaments, just please give me some time to rewrite the tournament packs to reflect it.

Excellent. No rush or anything (at least from my perspective), just wanted to make sure I could completely forget all about 5th. :)
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Re: Warhammer 40,000 Singles Tournament

Postby Desc440 » Tue Jul 17, 2012 11:58 am

If I may make a few suggestions:
-Allies: include - helps level out the playing field between the older and newer codices
-Fortifications: dissallow or restrict - difficult to implement their use in a tournament setting where the table is already set. If must include, only allow the smaller ones (bastion and aegis).
-Mysterious terrain/objectives: leave out or predetermine terrain/objective effects to save time.
-Warlord traits/random psychic powers: leave out or allow players to select their trait/powers to save time (must be written down on army list).
-Swapping magnetised power weapon types between games: forbidden - essence of douchery.
-Flyers/Flying monstrous creatures: Dissallow - at 1250 pts, it is REALLY hard to work in a counter to flyers beyond just having your own.

I know these kinda warp the core rules somewhat, but the core rules just aren't very tournament-friendly at the moment, imo.
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Re: Warhammer 40,000 Singles Tournament

Postby theroyalfalcon » Tue Jul 17, 2012 2:51 pm

Desc440 wrote:If I may make a few suggestions:
-Allies: include - helps level out the playing field between the older and newer codices
-Fortifications: dissallow or restrict - difficult to implement their use in a tournament setting where the table is already set. If must include, only allow the smaller ones (bastion and aegis).
-Mysterious terrain/objectives: leave out or predetermine terrain/objective effects to save time.
-Warlord traits/random psychic powers: leave out or allow players to select their trait/powers to save time (must be written down on army list).
-Swapping magnetised power weapon types between games: forbidden - essence of douchery.
-Flyers/Flying monstrous creatures: Dissallow - at 1250 pts, it is REALLY hard to work in a counter to flyers beyond just having your own.

I know these kinda warp the core rules somewhat, but the core rules just aren't very tournament-friendly at the moment, imo.


I will take it all into consideration, and yes the newest edition is going to make tournaments harder to manage due to changes it causes in play style/speed/randomness. Anyone want my unpaid job? ;)
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Re: Warhammer 40,000 Singles Tournament

Postby Crantor » Tue Jul 17, 2012 3:30 pm

[quote="Desc440"]If I may make a few suggestions:
-Allies: include - helps level out the playing field between the older and newer codices
-Fortifications: dissallow or restrict - difficult to implement their use in a tournament setting where the table is already set. If must include, only allow the smaller ones (bastion and aegis).
-Mysterious terrain/objectives: leave out or predetermine terrain/objective effects to save time.
-Warlord traits/random psychic powers: leave out or allow players to select their trait/powers to save time (must be written down on army list).
-Swapping magnetised power weapon types between games: forbidden - essence of douchery.
-Flyers/Flying monstrous creatures: Dissallow - at 1250 pts, it is REALLY hard to work in a counter to flyers beyond just having your own.
quote]'

Ok, first off, I'm not rying to tell anyone how to run THEIR tourney. But I would adress some of these as a bit of a devil's advocate.

Allies and Fortifications. The BrB clearly states that these are optional. So if the organisers decide to keep them in or not it doesn't change anything to the core rules. But really, allies in 1250 will probably hinder more than help you.

Mysterious terrain/objectives are scenario driven, really. So no real issue there.

Warlord/Psychic powers: If you disallow them or let people chose, now you mess with the core rules. I think they made them randomn to bring a bit of balance and unpredictability. Non of the warlord abilities are too overpowered and neither are the psychic powers. But as soon as you allow people to choose them they can be. building your list around a few psychic powers or warlord abilities seems wrong. Your list should be built around, well your list. Those abilities should complement you army, not the other way around. It takes no time to roll that stuff. No more so than rolling for the red thirst in a BA army or for pain tokens in DE list. Most people will know what diciplines they want in advance anyway.

Swapping weapons seems like a no brainer but who knows eh?

Disallowing Flyers and MFCs is again messing with the core rules. They are valid codex entries and now an integral part of the game. In a 1250 list, if you take an FMC (like Flyrant) or something like a stormraven you will really be eating points that could be better spent for at that point level.

Once again, this isn't any type of suggestion I'm making, I'll play the tourney with the rules as decided. nor do I necessarily disagree with teh suggestions being made from all sides. Just a devil's advocate point of vue.
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Re: Warhammer 40,000 Singles Tournament

Postby Tokkan » Tue Jul 17, 2012 3:46 pm

Crantor wrote:Ok, first off, I'm not rying to tell anyone how to run THEIR tourney. But I would adress some of these as a bit of a devil's advocate.

Allies and Fortifications. The BrB clearly states that these are optional.


Technically, so is everything in the Force Org chart other than 1 HQ and 2 troops. ;)
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Re: Warhammer 40,000 Singles Tournament

Postby Crablezworth » Tue Jul 17, 2012 4:15 pm

My two cents:

Allies - as the point level is 1250, it's not a big deal either way. Could be some headaches for TO though if any rules issues pop up that haven't been addressed in an faq yet.

Fortifications - out, too much of a headache and if you do allow them you'll still have to modify the core game rules bcause you can't have player setting up tables every round.

Mysterious terrain - That will be up to you and your opponent anyway so that's a non-issue IMO.

Mysterious objectives - I would avoid them to not only save time but keep the wonkyness down.

Warlord Traits - Make them part your list, it will save time and be better than having your opponent luck out and you roll something terrible or vice versa.

Psychic powers - Same as warlord traits, make them part of your list, it will save time and be better than having your opponent luck out and you roll something terrible or vice versa.

Power weapons - Make it so you have to be specific in the list what sort of power weapon each unit will have. I would highly suggest not applying strict wysiwyg for this for the simple fact that it could really screw some players and their models over.

Flyers/Flying MC's - Allow them, it seems too arbitrary otherwise.

Scenarios - I think it'd be best to modify them so you're not using mysterious objectives. I would also avoid the "big guns never tire" and "the scourging" scenarios.
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Re: Warhammer 40,000 Singles Tournament

Postby AngryCanadian » Thu Jul 19, 2012 10:33 am

Cmon guys,

The extra 30 seconds it would take to roll for Psychic powers

I cant help but feel that some of you pushing for "picking your powers" are doing so because you have a certain power you would like but not many others from the same power set.

but just for arguements sake,

If you area able to pick your powers, that would mean every turn the ORk Wierdboy can pick his power(he generates a new power every turn)

But i kind of like the auto pick now, WAAAGH every turn, or a 24" auto hit, if in range(pre-measure) STR 9 AP2 shot

But we could speed up the game othe ways too, hmm LD 10 means you should only fail 1 psychic test per game, maybe we should roll at all and you can just pick which turn you fail(turn 7 for me)
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