|
Dicehead Games & Comics now has 2 LOCATIONS! Bradley Square Mall - Cleveland & Perimeter Plaza - Chattanooga! --------------------------------------------------------------------------------------------
![]() ![]() COMING THIS JULY: THE 3rd ANNUAL MAUL IN THE MALL! 80 PERSON MEGA 40k RTT!!! We will be using 4th Edition Rules - When? - Saturday July 26th 2008 9:00 a.m. PRE-REGISTRATION IS OPEN FOR THIS EVENT UPDATE: ARMY LISTS ARE DUE THE DAY OF THE EVENT - Where? - Dicehead Games, Bradley Square Mall, 200 Paul Huff Pkwy, Cleveland TN, 37312 Get Directions using Google Maps
Click Here. TOURNAMENT DAY SCHEDULE: RULES FOR THE MAUL IN THE MALL RTT: 1. You must use the same army list for each game. 2. All models must be painted and based, meaning that all models are required to have at least three colors on them. At the bare minimum, bases must be painted if they are not flocked. If your models are not painted, they may not be used in the Rogue Trader Tournament. 3. All models must be Citadel, Marauder, Fanatic, or Forge World models. Forge World models may only be used to represent entries from Codecies or Army books. Vehicles from the Imperial Armour book are not permitted. 4. Rogue Trader Tournaments are for fun, and poor sportsmanship will not be tolerated. You must conduct yourself in a manner that will not bring the hobby into disrepute. Conduct yourself as you would have your opponents conduct themselves. Profane language and unsportsmanlike conduct will not be tolerated and you will be removed from the tournament if you cannot control your language/actions. 5. You may use Special Characters as long as they meet the specified requirements (e.g., you may not use a Special Character that is restricted to armies over 3,000 points or under 1,500 points if the tournament you are playing is using 1,850 or 2,000-point armies!). 6. VERY IMPORTANT!: What You See Is What You Get (WYSIWYG). If you wish to use an item, it must be represented on the figure. Army list choices whose models aren't available must be converted. Remember, if you are in doubt about a conversion you have done, you probably shouldn't use it! We don't want you showing up with something you can't use! Please review your opponents’ models before the game begins and ask questions about any conversions/models that you are unsure of. 7. You must bring all materials needed to play including dice, measuring devices, templates, models, and any rules that you will be using. 8. New Codecies or Army books - When a new Codex or Army book is published, you must use it if it comes out 1 month or more prior to the Rogue Trader Tournament. If the book comes out less than 1 month before the RTT, you can use either the new book or the existing book. 9. Create an army of no more than 2,000 points with one Standard Force Organization chart. 10. Specific zone fighting rules will not be in effect - including Jungle fighting and City fighting. 11. Games can end in a draw if both sides meet or fail to meet the stated victory conditions. 12.A total of 3 Games will be played. There will be a 2 hour time limit per round/game. 13. Valid Warhammer 40,000 Armies: Space Marines - Use Codex: Space Marines and the Chapter Trait system with the exceptions listed below. Index Astartes rules will not be used. Ultramarines - Codex: Space Marines Trait system White Scars - Codex: Space Marines Trait system Imperial Fists - Codex: Space Marines Trait system Raven Guard - Codex: Space Marines Trait system Iron Hands - Codex: Space Marines Trait system Dark Angels - Codex: Dark Angels (Ravenwing and Deathwing armies are permitted) Blood Angels - White Dwarf/GW Website Space Wolves - Codex: Space Wolves Black Templars - Codex: Black Templars Salamanders - Codex: Space Marines Trait System Daemonhunters - Codex: Daemonhunters Witchhunters - Codex: Witchhunters Sisters of Battle - Codex: Witchhunters Deathwatch Marines - Codex: Space Marines and Chapter Approved Imperial Guard - Codex: Imperial Guard (May use Doctrines) Chaos Space Marines - Codex: Chaos Space Marines Chaos Daemons - Codex: Chaos Daemons Eldar - Codex: Eldar Dark Eldar - Codex: Dark Eldar Orks - Codex: Orks Tau - Codex: Tau (Tau Farsight Enclave is permitted) Tyranids - Codex: Tyranids Necrons - Codex: Necron Special characters may be used but must adhere to the rules for that particular character. We are playtesting the missions for this years MITM but here is a peak at what we have so far... GLIMPSE OF THE FUTURE (A 5th Edition Mission) Mission Objectives: Capture and Control! Both sides are attempting to capture the enemy base of operations or another similarly vital objective, whilst defending their own. After deciding deployment zones, but before deploying any unit, starting with the player that will deploy first, each player chooses a point in his own deployment zone to be an objective (by placing a counter on it, choosing a detail of a terrain feature, or any other method that marks the objective clearly). These objectives may not be impassible terrain or within 24" of the other objective. After positioning the objectives, deployment of the forces begins. Victory! At the end of the game you control an objective if there is at least one of your scoring units, and no contesting enemy unit (any unit, whether scoring or not), within 3" of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly where this distance will be measured from! The player controlling the most objectives wins. If the players control the same number of objectives, the game is a tactical draw. Setup and Deployment: Pitched Battle! The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. The players roll a D6 and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his entire force (Infiltrators, Deep Strike Units, Summoned Units, etc are not deployed at this time) in his half of the table, with all models more than 12" away from the tables middle line. The opposing player now deploys his entire force (Infiltrators, Deep Strike Units, Summoned Units, etc are not deployed at this time) in his half of the table. Both players now take turns deploying their infiltrators and making any scout moves in the same order as before. Line of Retreat: Forces that are forced to flee must move towards their nearest deployment table edge. Who Goes First? Start the game! Once deployment has finished, the player that chose his deployment zone first goes first. Game Length: The game lasts 6 turns or until time is called. SPECIAL RULES: Seize The Initiative! - In war, no plan survives contact with the enemy. Before the game begins, the player who goes second can decide to try and steal the initiative, catching the enemy flat-footed. If he decides to do so, he rolls a dice. On a result of a 6, he will go first instead, immediately beginning his first turn. Deep Strike Infiltrators Battle Point Modifiers: +1 If you control both objectives at the end of the game. +1 If your General is still alive at the end of the game. +1 If your opponent has no scoring units left at the end of the game. -1 If none of your opponents Troop selections are less than half of their original unit size at the end of the game. -1 If you don't at least contest one objective at the end of the game. THE MAUL IN THE MALL (This Mission defines the word "MAUL") Mission Objectives: Use normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook. Remember every time a unit is removed and brought back, it is worth that many Victory Points again (e.g. when a unit of 10 basic Space Marines is destroyed twice, it is worth 300 Victory Points not 150.) Line of Retreat: Forces that are forced to flee must move towards the nearest table edge. Who Goes First? Both players roll a D6. The player that scored the highest may choose to go first or second. Game Length: The game lasts 7 turns or until time is called. Setup and Deployment: Both players roll a D6. The player with the highest result places the first piece of terrain. Players then alternate placing pieces of terrain until all terrain has been placed. After terrain is place, players roll a number of dice equal to their Strategy Rating and choose the highest die. The player with the highest result may select whether to deploy a unit first or second. The players then take turns deploying one unit at a time until their entire forces are on the table. All units Must be placed, there are no reserves, no summoning, etc. If its on your list it gets put on the table. No Exceptions! The units may be deployed in any order. No unit may be placed within 6 inches of an enemy unit. If by some chance there is no place for a unit to be placed 6 inches away from all enemy units then the unit should be placed as far away as possible. Note: During the first turn both players will skip their assault phase. SPECIAL RULES: Deep Strike - Units that re-enter the game via Sustained Attack may Deep Strike onto the table if they are normally allowed to Deep Strike. Sustained Attack - Rulebook Page 193 with the following exceptions: Any unit may be recycled including vehicles (transport vehicles Must come on the table with their unit). HQ choices May Not be recycled. Victory Points - Rulebook page 85. Battle Point Modifiers: +1 If you control more table quarters than your opponent. +1 If your General is still alive at the end of the game. +1 If you did not use the Sustained Attack rules for any of your units. -1 If all of your TROOP selections were wiped out at least once during the game. -1 If you don't control at least one table quarter at the end of the game. And last but not least: In Memorium...CLEANSE II -------------------------------------------------------------------------------------------- THE BIG WAAAGH! ![]() July 18th-20th 2008 -------------------------------------------------------------------------------------------- ![]() February 20th-22nd 2009 -------------------------------------------------------------------------------------------- |