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Winter
2010
1750 League |
Ard
Boyz 2010 |
2010
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Player
requirements
Players
must provide gaming accessories:
* Codex, GW publication.
* Templates, dice, tape measure
Army List Requirements for tournaments
Players are to bring
3 copies
of their army list.
One to be given to the judge before first
pairings.
One copy to share with each opponent during the
prep phase of each round.
One to be used during games.
All information and points costs must be clearly
defined on the army list.
Army list formats
allowed are one of the following:
* Games Workshop Fantasy Roster List
[available from GW web-site - Feb 2010
Astronomican article]
* Army Builder (or equivalent)
* Spreadsheet (eg. MS Excel or Works)
* No hand-written lists accepted
Crimson Dragon Games has a copy of Army Builder
available for use.
We do charge $2.00 for each printed copy of a list.
Models
and Proxies
All
models must be fully assembled.
Models made by other manufacturers are allowed in
events, except when noted.
"What you see is what you get" (WYSIWYG)
rule:
* Standard wargear does not have to be fully
represented on model(s).
* All upgrades (special equipment, weapons)
must be represented on model(s).
Painted models rule:
* Models do not need to be painted, unless
noted.
* Some events will give additional points for
painted models. |
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Start building your 2500 point army.
The battles begin May 15th, 2010
Starts: 9:30 am
Pre-registration recommended
12
slots available |

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Basic
Rules:
5th Edition rules
Standard Codex's only
No Forgeworld or Opponent's Permission Only
rules
Scenario:
To be determined
before first round.
Tournament points are awarded as follows:
A game win is worth 2 points
A draw is worth 1 point
A loss is worth 0 points |
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1850
pt
May 1st, 2010 |
When:
May 1st
Registration begins at 11:00 am
Tournament begins at 11:30 am
Game rounds will be 2 hours
30 minute break after the first round
15 minute break after the second round
Cost: $9.00, per tournament each month.
Pre-registration recommended (12 slots
available)
Prizes: Prizes are
awarded as store credit
1st - 50% of prize pool
2nd - 35% of prize pool
3rd - 15% of prize pool |
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2250
pt
June 5th, 2010
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When:
June
5th
Registration begins at 11:00 am
Tournament begins at 11:30 am
Game rounds will be 2 hours
30 minute break after the first round
15 minute break after the second round
Cost: $9.00, per tournament each month.
Pre-registration recommended (14 slots
available)
Prizes:
Prizes are awarded as store credit
1st - 50% of prize pool
2nd - 35% of prize pool
3rd - 15% of prize pool |
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Winter
2010
1750 League |
When:
The 3rd Saturday (except January), January thru March
January 23rd
February 20th
March 20th -
Rescheduled to March 27th
Registration begins at 11:00 am
Tournament begins at 11:30 am
Game rounds will be 2 hours
A 30 minute break between rounds
Cost: $5.00, per tournament each month.
100% of entry fee's go to prize pool
Pre-registration recommended (12 slots
available)
Prizes: Prizes are GW product and portion of prize
pool
Prize pool awarded as store credit
1st - $40.00 GW product + 40% of prize pool
2nd - $20.00 GW product + 30% of prize pool
3rd - 20% of prize pool
Also awarded at conclusion of League in March
Best painted Troop
Unit - $20.00
Best painted HQ Character - $20.00
Model(s) to be entered in painting competition
are to start as
only primed and to be played in
tournament.
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Basic
Rules: 5th Edition rules
1750 points max. army
Standard Codex's only (Exception: Blood Angels
on-line codex allowed)
2 HQ choices max. allowed
No Forgeworld or Opponent's Permission Only
rules
All models must be fully assembled and WYSIWYG
(what you see is what you get)
No painting requirements other than all models
must be primed
Length of games are 5 turns
Army List: Players are to bring 5 copies
of their army list.
One to be given to the judge before first
pairings.
One copy to give to each opponent during the
prep phase of each round.
One to be used during games.
Army list formats
allowed are one of the following:
* Games Workshop WH40K Roster List
[available from GW web-site - February 2010
Astronomican article]
* Army Builder (or equivalent)
* Spreadsheet (eg. MS Excel or Works)
* No hand-written lists accepted
Tournament points are awarded as follows:
A game win is worth 2 points
A draw is worth 1 point
A loss is worth 0 points |
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Mission:
Expand Borders
Objective:
Control the most objective markers at end of
game (5 objectives)
Set-up &
Deployment:
Deployment will be Spearhead (table quarters)
1. Determine which player is to go first, and in
which deployment zone.
2. Place objective markers. The first marker is
to be placed in the center of the table.
Next, each
player will alternately place two
objective markers.
One in their deployment zone the other in an
unoccupied table quarter.
This way one objective will be placed in each
table square and one in the center.
The objectives may not be placed within 6"
of table edge or within 12" of another objective marker.
Objective markers may not be placed in
impassible terrain.
3. Each player will then deploy their forces per
deployment rules.
Special Rules:
Night Fight (turn 1 only) - pg 95
Infiltrate - pg 92
Deep
Strike - pg 95
Reserves - pg
94
Game win
conditions:
1 point for each
Objective controlled
2 points for controlling Objective in opponents
deployment table quarter
1 point for destroying opponents HQ (s) (2
points max)
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Mission:
Slaughterfest
Objective:
Wipe out your enemies.
Notes:
1. All armies must contain 2 HQ choices.
One HQ will deploy per set-up rules. The second
HQ can
deploy 2nd or 3rd
turn. The second HQ must be deployed at start of
players 3rd turn.
2. Any unit in reserves without Deep
Strike ability can deploy using outflank special
rule.
3. This game will last 6 turns.
Set-up &
Deployment:
Deployment will be Pitched Battle
1. Determine which player is to go first, and in
which deployment zone.
2. Players will deploy 1 HQ and all units
not in reserve.
Special Rules:
Night Fight (turn 1 only) - pg 95
Infiltrate - pg 92
Seize
the Initiative - pg 92
Reserves - pg
94
Outflank - pg 94
Deep
Strike - pg 95
Game win
conditions:
3 points - HQ
destroyed
1 point - Troop unit destroyed
2 points - Fast Attack destroyed
2 points - Elite destroyed
2 points - Heavy unit destroyed
0 points -
Dedicated Transports
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Mission:
There's Too Many of THEM!!!
Objective:
Kill troops while holding objectives
Notes:
1. All armies must contain a minimum of 4
troop choices.
2. This game will last 5- 6 turns. At the
end of turn 5 second player rolls a d6, a 6th
turn will be played
with a
result of 3 to 6.
3. Troop units completely destroyed will
be placed into reserves and may re-enter game at
players
players
table edge. Space Marine Combat Squads will
re-enter as Combat Squads.
Dedicated
transports are permanently destroyed.
4. Only troop units can hold or contest
objectives. Vehicles may not "park" on
top of objective
markers.
5. Make note of
change to army list requirements above.
Set-up &
Deployment:
Deployment will be modified Dawn of War.
1. Place 3 objective markers (25mm round
bases) on the long center-line of the table. One
at the
center of the
table, the other objectives each placed on the
center-line 14" from short table edge.
2. Determine which player is to go first, and in
which deployment zone.
3. Both players may deploy up to 1 HQ and
two troop units up to 18" from players
table edge.
4. HQ &/or Troop units that can
infiltrate may do so. At end of deployment
players still can have only
a maximum of 1 HQ
and 2 Troops on the table. Last, players can
make any scout moves
Special Rules:
Night Fight (turn 1 only) - pg 95
Infiltrate - pg 92
Seize
the Initiative - pg 92
Reserves - pg
94
Deep Strike - pg 95
Outflank - not allowed
Game win
conditions:
7 points - Objective held at end of game
1 point - HQ
destroyed
3 points - Troop unit destroyed
1 Point - Troop unit at less than half strength
(counted at end of game)
0 points - Fast Attack destroyed
0 points - Elite destroyed
0 points - Heavy unit destroyed
0 points -
Dedicated Transports
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Lucky
13’s is a Warhammer 40K Apocalypse scaled national
campaign following the exploits of the Mordant
“Lucky” 13th Regiment of the Imperial
Guard. The campaign will span six months starting
May 9th and run to November 7th.
Each
month Crimson Dragon Games will host one "mega
battle" 4000pt 2 player team Apocalypse game
with players contributing between 1500 and 3000
points to their side. Each army will have objectives
in addition to the mission goals, and achieving them
grants bonuses to be used in the next mega battle.
In
addition to the mega battles, we are currently
planning other in-store events including Army
building/painting, Terrain and Objective building,
and a short story writing competition. Other events
may be added
Anyone
who participates in at least 13 events or
tournaments before November 7th will receive a patch
and certificate at the end of the campaign showing
their membership in the Lucky 13s Club. All 13
events must be from Crimson Dragon Games. We will
keep a register of players and participation that
will be submitted to GWS at the end of the campaign.
For
more information see the Games Workshop website, or
contact John at Crimson Dragon Games.
1-651-257-6199 Email
Mega
Battle Events 2009
Saturdays
| Chapter1:
The Menace Lands |
May
9th |
| Chapter
2: Breaking Through |
June
13th |
| Chapter
3: The Eagle’s Nest |
July
18th |
| Chapter
4: The Table’s Turn! |
August
22nd |
| Chapter
5: Rolling Thunder |
September
26th |
| Chapter
6: Striking at the Heart |
November 7th |
Note: All Mega Battle Events will start a 2 pm |
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Hosted by: Berry
Bros, Inc.
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