Dark Side Forum
Would you like to react to this message? Create an account in a few clicks or log in to continue.

New TT rule set!

5 posters

Go down

New TT rule set! Empty New TT rule set!

Post  Swags Sat May 07, 2011 7:33 am

OK, I have found the latest TT rules from Adepticon 2011. I then used my digital kung foo to break the PDF into a word doc and have now spent some time adjusting it to the 2 player standard that we commonly use here at Darkside.

I think it is greatly improved and answers most questions about how the TT should work.
Now we can democratically evaluate this as a starting point and make changes as we see fit.

Once this is done I will submit it to the Darkside staff and TO as a replacement to the current TT rule set.

Please give it a read and post up some constructive feed back.
Enjoy, AA.


TERMINOLOGY

Team Member: An individual member of a Team and their 1250-point list.

Team/Coalition: The combined forces of all Team Members. A Team is treated as a single entity comprised of two individual 1250-point forces. Teams will also be referred to as Imperial, Heretical, Xenos or Hybrid (see below).

Parent Codex: A Team Member’s Parent Codex is the codex from which his/her compulsory HQ and Troop selections are purchased from. Example: An army with Imperial Guard compulsory selections that also includes Daemonhunter selections uses Codex: Imperial Guard as its Parent Codex.

Brothers in Arms: For the purposes of the 40K Team Tournament, units purchased from the EXACT SAME CODEX are considered ‘Brothers in Arms’ and may receive additional benefits as outlined below. The term ‘Brothers in Arms’ should be used to replace references to ‘friendly units’ in various codices. See the Brothers in Arms section below for more information.




BASIC RULES

• Teams will consist of 2 Team Members. Each Team Member’s army will consist of 1250 points or less, using one of the Team Tournament Force Organization charts below.

• Team Members MUST use the same army list throughout the tournament.

• All players are expected to abide by the Conduct Policy.

• The Warhammer 40,000 5th Edition Rules and all relevant Games Workshop Errata and FAQs will be used.

• New codices that are released prior to one month will be allowed in the Warhammer 40K Team Tournament.

• The following codices are allowed in the Warhammer 40K Team Tournament:
Codex Black Templars (I),
Codex Blood Angels (I),
Codex Witch Hunters (I).
Codex Grey Knights (I),
Codex Dark Angels (I),
Codex Imperial Guard (I),
Codex Space Marines (I),
Codex Space Wolves (I),

Codex Chaos Daemons (H),
Codex Chaos Space Marines (H),

Codex Dark Eldar (X),
Codex Eldar (X),
Codex Necrons (X),
Codex Orks (X),
Codex Tau Empire (X),
Codex Tyranids (X),

[I = Imperial, H = Heretical, X = Xenos]

• Each Team Member on a 2-Player Team must provide their opposing Team during each round a copy of their individual 1,250-point army list.

• Rules, units and wargear from any source besides the codices listed above are NOT allowed. This includes but is not limited to:

o Chapter Approved units, wargear and special characters.

o Forge World army lists.

o Flyers, Super Heavies, Super Heavy Flyers and Gargantuan Creatures.

o Apocalypse Formations and Strategic Assets.


• Each Team Member must bring all materials needed to play a game and report the results, including dice, measuring devices, templates, and a writing implement.

• Each 2-Player Coalition must have a Warhammer 40,000 rulebook and the codex (or codices) represented by the Coalition during each game.

• In order to keep the tournament running on schedule, a final 15 minute warning will be announced. Because of this, please be aware of the time left in the round and DO NOT start a turn you cannot finish.

• If illegal units or rules violations are found in a player's list, at a minimum, the models in violation will be removed from all subsequent play. Tournament points may be deducted and award eligibility may be forfeited. Please use the forum to ask any questions you or your club may have regarding rules issues or legal units in advance!

• Tournament rulings are final and arguments or poor conduct by players will not be tolerated.


FORCE ORGANIZATION

Teams will consist of 2 Team Members. Each Team Member will be responsible for bringing a 1,250-point army. Each Team Member must declare a Parent Codex and choose his/her compulsory HQ and Troop choice from that codex.


Each Team Member's 1,250 points must fit one of the Team Tournament Force Organization charts below. Each Team Member MUST choose a different Force Organization chart.


Team Member #1

Team Member #2

FOC 1 (generic)
• 1 HQ
• 0-1 Elites
• 1-3 Troops
• 0-1 Fast
• 0-1 Heavy


FOC 2 (Elite)
• 1 HQ
• 0-2 Elites
• 1-3 Troops
• 0-1 Fast
• 0-1 Heavy


FOC 3 (Fast)
• 1 HQ
• 0-1 Elites
• 1-3 Troops
• 0-2 Fast
• 0-1 Heavy


FOC 4 (Heavy)
• 1 HQ
• 0-1 Elites
• 1-3 Troops
• 0-1 Fast
• 0-2 Heavy


Units from various sources that DO NOT take up a Force Organization slot may be taken. However units chosen in this manner DO count towards the allowable FOC selection.(e.g., Dark Angel Techmarines, Dark Angel Command Squads, Chaos Lesser Daemons, Space Marine Command Squads, The Emperor's Champion (see Clarifications below)). This does NOT include multiple units bought in a single Force Organization slot (e.g., Chaos Daemon Heralds, Space Wolves HQ). (These units are selected as normal)
Any unit designated as a "required" choice (designated by a "1" or "1+" in the codex) becomes an "optional" choice for the Team Tournament (e.g., Emperor's Champion, Fire Warriors, etc.).


TEAMS, COALITIONS & SPECIAL CHARACTERS

Each team will be classified according to the overall composition of the Team. Your team type will determine your Team’s access to Special/Unique/Named Characters. In order to qualify as an Imperial, Heretical or Xenos Team – all Team Members must choose all their units from the same, appropriate list below:


Imperial

Grey Knights
Imperial Guard
Space Marines Variant
Witch Hunters

Additional Benefits
Shared Locator Beacons and Teleport Homers**


Heretical

Chaos Daemons
Chaos Space Marines

Additional Benefits
Shared Chaos Icons and Icons of Chaos**


Xenos

Dark Eldar
Eldar
Necrons
Orks
Tau
Tyranids

Hybrid

Any mix of codices


*
All instances of Special/Unique/Named Characters must be unique. For example: an Imperial Team cannot field Logan Grimnar twice. This also applies to upgrades to squads (e.g., Boss Snikrot, Sergeant Telion, the Changeling).

**
See Codex & Wargear Clarifications below.


• The Team Tournament consists of 3 rounds of play. During each round, two Team Members will be paired together in a Coalition and they will play their own game.

• A Coalition fights as a single entity during the course of the game. This means that each Coalition will perform all of their movement, shooting, and assaults simultaneously.

• Wargear and abilities that affect your Coalition's forces DO NOT stack. (e.g., two Inquisitors with Emperor's Tarots do not potentially add +2 to the die roll to go first).




BROTHERS IN ARMS

For the purposes of the Warhammer 40K Team Tournament, units purchased from the EXACT SAME CODEX are considered ‘Brothers in Arms’ and may receive additional benefits:

• Units that alter an army's Force Organization selections WILL affect other Team Member's 1,250-point lists, for example a Space Marines Master of the Forge allows all Brothers in Arms to take Dreadnoughts, Venerable Dreadnoughts and Ironclad Dreadnoughts as Heavy Support choices as well as Elites choices.

• Special/Unique/Named Characters may join Brothers in Arms units from your Coalition Team Member's force.

Please note that the Brothers in arms rule states "EXACT SAME CODEX". As such units like BA Priests are only able to join units of BA's.

• Special Abilities (other than alterations to the Force Organization) that would affect an entire ‘army’ or ‘friendly units’ may affect both Team Members of a 2-player Coalition if their forces are considered to be ‘Brothers in Arms’. Example: Vulcan’s special ability counting all Melta, Flamer, and Thunder hammers, as master crafted would apply to any Coalition units purchased from Codex Space Marine. It would not apply to the other Team Member playing units purchased from any other codex.

• Vehicles with the transport capability CAN ONLY be used to transport troops that are considered Brothers in Arms (e.g. a Black Templar Land Raider Crusader brought as a Heavy Choice for one Team Member cannot transport a squad of Khorne Berzerkers from another Team Member).

• Psychic powers used will only affect units that fall under the Brothers in Arms rule from your Coalition Team Member's force.

IE they must be from "EXACT SAME CODEX" or fall under the "replace references to ‘friendly units’ " rule.



CODEX & WARGEAR CLARIFICATIONS

• Per the Imperial Guard FAQ, only Imperial Guard units may be issued Orders.

• The Emperor's Champion is not considered a mandatory/required choice for a Black Templar army in the Team Tournament. Furthermore, as a selection that does not use a Force Organization slot, the Emperor's Champion may fulfill the mandatory HQ choice in a Team Members Force Organization or he may be fielded as an additional HQ choice. No single 1250-point Team Member list may include more than 1 Emperor's Champion.

• Team consisting of 2 Imperial Armies (see above) share Locator Beacons and Teleport Homers amongst the members of the team. In order to use a teleport homer a unit must be ‘teleporting’ and not simply arriving via deep strike. Example: A unit of Seraphim arriving via Deep strike would be eligible to use a locator beacon from a Space Marine unit, but not a teleport homer.

• Teams consisting of 2 Heretical Armies (see above) share Icons purchased from the Codex Chaos Space Marine or Codex Chaos Daemons. Keep in mind that Icons MUST be on the table at the beginning of the turn and only Daemons from Codex: CSM (Greater/Lesser) can assault the turn they are summoned (as per Codex: CSM). Units must still be eligible to use an Icon. Example: Raptors do not teleport into battle and thereby are not eligible to use Icons from any Codex. Obliterators can teleport into battle and therefore may make use of Icons on the table.


Last edited by Swags on Sat May 21, 2011 6:24 pm; edited 6 times in total
Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  styx Sat May 07, 2011 12:32 pm

Updated lines that need to go in:

1) Remove Blood Angel Techmarine from the "does not take up a FOC slot section" If I recall, they no longer apply to this rule and take up an Elite slot as normal. Only Dark Angels (if I recall) is the only one that has this rule now. You could add Inquisitorial Warbands to that line.

2) Add IC's to the line about Special/Unique/named in the "Brother's in Arms" section. This prevents weird crap from happening like Sanguariy Priests joining a Raven guard infiltrating squad with Shrike. Just was pretty damm silly to see that combo if you ask me. Unless both are playing the same army your IC's should stay on their side of the fence.

3) Multiple HQs for a single slot. Books like Space Wolves and Demons for example can take 2 HQs for a single FOC spot. There is no mention if they can or cannot do this. Add to clairification at the end or under the FOC section as a note.

4) Remove Demonhunters (invalid codex) and add Grey Knights to replace.

5) Don't see anything tha addresses psychic powers used by another army. Example, can I cast Stealth with my Grey Knight Libby and have the Eldar player on my team cast fortune on my unit to get rerolls? Should powers affect thier own army only (for helpful ones) or can they stack on the other players? This may not be the best example but just giving you an idea of what I am talking about. This could create some weird combos. Add to clairifications at the end.


styx

Posts : 36
Join date : 2011-05-02

http://armyoftheweek.blogspot.com/

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  somogyi Sun May 08, 2011 12:36 am

well since the teams at the next team event are going to be randomly determined day of it is going to be all luck on what army you get paired with.

somogyi

Posts : 9
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Swags Sun May 08, 2011 7:59 am

Hi Somogyi, great to see you here.

Good point about the next TT being random pairings.
As such my thoughts are we may need to just run the standard FOC from the BRB.

Thanks for the reminder.

Styx, I have addressed you post. #1,2,&3 were allready covered in the origonal post, but I did some highlighting with notes to make it stand out.
#4 Changed to Grey Knights.
#5 Added line about Psychic powers in the brothers in arms section.

Hope this helps, thanks for the feed back.
Please let me know if this isnt what you are looking for.
Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  styx Sun May 08, 2011 12:51 pm

Swags wrote:Hi Somogyi, great to see you here.

Good point about the next TT being random pairings.
As such my thoughts are we may need to just run the standard FOC from the BRB.

Thanks for the reminder.

Styx, I have addressed you post. #1,2,&3 were allready covered in the origonal post, but I did some highlighting with notes to make it stand out.
#4 Changed to Grey Knights.
#5 Added line about Psychic powers in the brothers in arms section.

Hope this helps, thanks for the feed back.
Please let me know if this isnt what you are looking for.

Cool, saw your notes and must have missed some earlier...must be that ADD in me at times. Smile

BRB? Not familiar with this...what does it stand for?

Random pairings? Total random or would pairings be done by races? Like Imperial, Zenos and Heretic?
Ick, can we vote on this?
What happens if you end up with someone your not wild about being paired up with?

styx

Posts : 36
Join date : 2011-05-02

http://armyoftheweek.blogspot.com/

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Swags Sun May 08, 2011 4:11 pm

Sorry, BRB = basic rule book.

And ya, the next TT (Team Tournament) is said to be random pairings.
This is not my idea, but I must say I do think its quite interesting and will be happy to play it. At least the one time.

Hard to say if we get a vote on it...does anyone know if Mike the TO (Tournament Organizer) is on the boards yet?

If not some one get him involved here. PLEASE.
His input will be of great value and his participation in these tournament threads will help awarness when it comes time to play.

Please get Mike on the boards, we need him.
Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Swags Sun May 08, 2011 4:13 pm

I like the idea of random paring within races!

Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  styx Sun May 08, 2011 4:53 pm

I think we should have some type of limit, keeping it to the BRB will give people the chance to put some silly lists out....at least if kept in context nobody can really spam over the top.

Suggest this:
HQ 1
Troops 1-3
Elite/Fast/Heavy: 1

Then your allowed one extra to put anywhere. be it HQ, Troop, Elite, Fast or Heavy.

In some ways random pairing could be fun, but to me more of a social thing like we did at Cabanahammer at my place. That was to mix players up to get to know one another. Get into a tournament situation that has prizes, then you get paired up poorly could really crap on someone's day. Part of a team event is the synenergy between two lists playing off one another's strong points and covering the other weak points.

I plan to show and play no matter what is done, just giving some input.

styx

Posts : 36
Join date : 2011-05-02

http://armyoftheweek.blogspot.com/

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  somogyi Tue May 10, 2011 8:12 am

what you suggested is exactly what is in the first post here. if we aren't going to use the variant foc's then i think we should just go back to what we have been doing.
HQ 0-2
Elite 0-1
Troop 1-4
Fast 0-1
Heavy 0-1

somogyi

Posts : 9
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Swags Tue May 10, 2011 11:27 am

Lets not get off topic here.

This thread is for the standard TT at Darkside.

The next one is said to be random parings, ie not standard.
I will start a new thread so as not to confuse others who may have just joined here.
Thanks. Cool
Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Darth Chaos Fri May 13, 2011 6:55 pm

We are NOT doing random pairings for the JUNE TEAM RTT. Since there will be new rules, I do not want to futher confuse things with random pairings. Too much in the mix. The next TT will be random pairings.

Brian
Darth Chaos
Darth Chaos
Admin

Posts : 11
Join date : 2011-04-29
Location : SRQ

http://www.darksidecomics.com

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  styx Sun May 15, 2011 12:37 am

For generic maybe we could rehash it to something like...

FOC 1 (generic)
• 1-2 HQ
• 0-1 Elites
• 1-3 Troops
• 0-1 Fast
• 0-1 Heavy

or

FOC 1 (generic)
• 1-2 HQ
• 0-1 Elites
• 1-4Troops
• 0-1 Fast
• 0-1 Heavy

The first follows a base line of adding an extra HQ instead like how the others add Elite/Fast/Heavy. The second is the old generic baseline people knew from before. it wasn't bad and could be kept with or they could swap out that option for one of the other three specialist.

If we do the random team up next time, then everyone uses the generic one to build thier list to keep things in tier. Also, maybe setup Imperium, Heretic and Xenos side. Then pair of best as possible. If it uneven in Imperium and Heretic, an IG player would be paired with a Heretic player as fallen IG....figure anything is possible with some work....


styx

Posts : 36
Join date : 2011-05-02

http://armyoftheweek.blogspot.com/

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Swags Sat May 21, 2011 6:20 pm

This just in from the top.

Please note:

The TT rules will be allowing only ONE HQ slot. As such this limitation will allow for HQ choices that split a FOC slot to be taken as normal.

IE: Space Wolves HQ and Daemon Hearlds are taken as normal. Up to 2 per single FOC slot.
Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Swags Sat May 21, 2011 6:23 pm

For the random TT we will be using the first FOC.

FOC 1 (generic)
• 1 HQ
• 0-1 Elites
• 1-3 Troops
• 0-1 Fast
• 0-1 Heavy

This will prevent teams going over the standard FOC in the BRB.
Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Darth Chaos Sat May 21, 2011 7:35 pm

Here's a link to the final version. Let me know if there's any tweaks.

http://darksidecomics.net/images/DarkSide40kTeamTournament.pdf

We're thinking of allowing Dark Eldar and Eldar to share webway portals. Thoughts?
Darth Chaos
Darth Chaos
Admin

Posts : 11
Join date : 2011-04-29
Location : SRQ

http://www.darksidecomics.com

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  styx Sat May 21, 2011 11:41 pm

Thumbs up. I like it. One question to discuss for one possible tweak.

The FOC1. Looking at FOC 2-4, you get a free extra Elite/Fast/Heavy. You gain no benefit for taking FOC 1. I can't see anyone wanting to bother even considering taking the FOC1, when they can take any of the others FOC 2-3.

Suggest they can add an extra troop choice making it 2-4 instead. This at least gives a player the option to take a high scoring army while their buddy uses something else to balance that.

As for the Webway. I have no issue on that at all.

Looking at the fluff, Dark Eldar have Harlies in their army, both races use the Webway. Granted, it would be a rare and cold day in hell to see this paired up. I know in the codex they said that the Dark Eldar helped save a Craftworld from the Tyranids because it amused them to watch them suffer.

styx

Posts : 36
Join date : 2011-05-02

http://armyoftheweek.blogspot.com/

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Evil_Lamp_6 Sun May 22, 2011 5:15 pm

I agree about the FOC1 option. There is absolutely no incentive to take it over the other three options. There needs to be some reason to even want to choose it such as an additional troop choice.

Also, at least as of a few minutes ago, the link to the TT rules on the darkside website was not loading properly and I think what it was loading was the old TT rules. The ones linked in this thread is fine although it still says XXXX points and such.

Not that I expect this sort of pairing to occur, but how would Inquisition elements that are currently present in both C:GK and C:WH be handled if taken by the the same team. For example, the differences between the Monstrous Creature Inquisitor Lord Karamazov from C:WH and the non-MC Karamazov from C:GH? Same deal with the Assassins and different rules/stat lines. Also may want to consider that for the random pairing TT.

~Andrew

Evil_Lamp_6

Posts : 2
Join date : 2011-05-22

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Swags Mon May 23, 2011 8:23 am

First, the FOC1 is there as an option. Thats all.
It cant be altered to hold any more options shch as extra troops slots as that would throw the overall FOC over the limit.

If you do the math you will see that no matter what 2 a team picks they will never go over the standard FOC from the BRB (Basic Rule Book).

Second, Here is a link to the update TT rule set.
http://darksidecomics.net/images/DarkSide40kTeamTournament.pdf

Third, units like Karamazov and Assassins are named and there for can only be feilded once. The parent codex would dictate what stats to use.

Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  styx Tue May 24, 2011 12:11 am

Swags I see your point and the math, to be honest I would be suprised if a a combined force fields 6 troop choices.

Not to mention that some armies could run total circles around that like Ravenwing, Space Marine combat Squads and IG come to mind off the top. Now is that balanced? I take 3 Space Marine squads and combat squad them, I have 6 Troops now, same for the other player on the team he now has 6 scoring units. The only time this is a problem is kill points, depending on my choices it may not be and worst case I don't combat squad that game.

Maybe just distch option 1 except for random pairings (where everyone should have the same list).

When you look at like this, since you like the math, I take any of the other perks and I get a +1 choice, I take the FOC 1 and get +0 choice. People would always want +1 over +0 even if they don;t use it. They would rather have something over nothing. Kinda like going out to eat and being asked, would you like to super size that? You ask, how much? They say free for an upsize, but you could have the regular if you want...even if I throw away the extra fries and soda, I got more for my efffort/money. Sames goes for FOC selections.

To me, there is no logic to have FOC1 in there. Just trying to simplify it or beat the rules up, just working to streamline and make them balanced ditch FOC1 and rename them FOC 1 - 3.

styx

Posts : 36
Join date : 2011-05-02

http://armyoftheweek.blogspot.com/

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Swags Tue May 24, 2011 12:26 pm

Its not my call, nor is it that big of a deal.

If you dont need to use FOC1 then dont use it, simple.

Combat Squads ane a part of the Marine special rules, good luck taking that away from them just for a TT. In a normal game the same can happen 6 units into 12 combat squads.
I dont think we should start trying to limit special rules from codexes.

Again I dont make the rules, I just try to express them to the powers that be.
Swags
Swags

Posts : 58
Join date : 2011-05-02

Back to top Go down

New TT rule set! Empty Re: New TT rule set!

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum