Wednesday, December 16, 2015

The Road to Adepticon, Part I

Hello all! Ciege here with a fresh post detailing my early stage journey to a grand tournament.

 

The Plan:

To attend Adepticon 2016 for the first time in my toy-soldier career, scoring above the player mean in the Singles Tournament with a fully painted Eldar list. This will be complete with display board, general theme, and small fluff write-up whilst letting slip the resin dogs of pretend war.

My Current Standing:

In my local scene - humble though it is - I have run a few terrorizing Eldar lists. I've been extremely proud of the successes I've had which has encouraged me to step up to another level and attempt a swing at a big boy tournament. The most success I've had is wielding the dreaded Seer Council and I aim to continue with what I know, especially given the tournaments lax standing on Invisibility and Save rerolls! The largest event I've previously attended was perhaps 40 players overall and I perform well in regular local competitions ranging from 10-20, so this is a step into the unknown. As of this write-up I'm 71st on the ITC ranking overall. I freely admit I have absolutely no idea if this is a good standing or not, but I love having a frame of reference to compare my 2016 efforts with.

I've been an avid 40k player since I was a teenager. My father taught me the fundamentals of painting and as such the hobby portion of the game always drew me in more than anything else. This is one of the few games that has art, deep and long term planning, and in-game strategy all in one with a little fluff on the side. I'm thrilled to be part of the community and have been an avid supporter of the ITC; I'm even more motivated now that they're involved with Adepticon.

Currently I have ~3500 points of Eldar painted to Craftworld Lugganath; the mighty Orange and Black! I chose this particular group because their story positively meager leaving itself open to addition and modification. What little "sci-fi history" is available on the group is that they're nothing but half-pirate full-failures, constantly being bullied and beaten by the stronger powers of the 41st millennium. 

Of which there are many.


The Current List (1850, alpha build):

Combined Arms - Codex: Craftworld Eldar
HQ - Skyrunner Farseer - Spirit Stone of Anath'lan
Troop - Windrider x3 - Scatter Laser x3
Troop - Windrider x3 - Scatter Laser x3
Troop - Windrider x3 - Scatter Laser x3
Fast Attack - Hemlock Wraithfigher
Lord of War - Wraithknight - Ghostglaive, Shimmershield

Formation - Seer Council 
HQ - Skyrunner Farseer - Shard of Anaris
HQ - Skyrunner Farseer
HQ - Warlock Conclave - Skyrunner Warlock x5, Singing Spear x4

Allied Detachment - Supplement: Doom of Mymeara
HQ - Cloud Dancer Prince - Psyker(2), Shadowfield, Void Blade
Troop - Cloud Dancer x5 - Dissonance Cannon x5
Troop - Cloud Dancer x5 - Dissonance Cannon x5


[A recently completed Ranger of mine on display board!]

What Will be Posted:

Progression pictures, revised lists, and most importantly; picture Battle Reports! I've gone to a great deal of trouble building a 40k approved table to invite fun and strategically minded local opponents to their their most bogus, WAAC-beardy lists they can sum to combat the point ears. These reports will have awesome terrain and a matching fat mat. Most models will be painted and most models will not be proxies, but bear in mind this is for the benefit of learning and improving - new units are to be tried! 

Thanks for reading; my first project will be under way shortly. I'll aim for a post every to every other week and will finalize with my performance and thoughts on the largest tournament I've yet attended. Cheers!


Ciege

Tau Versus Blood Ravens Battle Report!

2k Points Tau Empire vs Blood Ravens (White Scars)


JHolt’s Blood Ravens (White Scars Chapter Tactics)

White Scars CAD
-Kor’sarro Khan (WARLORD) w/Moondrakken
-Librarian (ML1) w/Hunter’s Eye, Force Stave
-3xBikes w/Grav-gun, Plasma Gun
-Attack Bike w/Heavy Bolter
-5xScouts w/Sniper Rifles, Camo Cloaks
-3xWhirlwind
-Dev Centurion Squad: Omniscope, 3xGrav-amp, Grav-cannon, Hurricane Bolters
-5xTac Marines
-Drop Pod
Skyhammer Annihilation Force (White Scars)
-5xAssault Marines w/2Flamers
-5xAssault Marines w/2Flamers
-10xDev Marines w/4xHeavy Bolters
-10xDev Marines w/4xHeavy Bolters
Imperial Knights Detachment
-Knight Paladin

Plainshow’s Tau Empire

Tau Empire CAD
Commander Shadowsun w/2xMV52 Shield Drones, Command-Link Drone
4xSuits w/3xCounterfire Defense System
Shas’vre w/Drone Controller, Markerlight, Target Lock
            2xMarker Drones
Kroot: 10xKroot
Kroot: 10xKroot
2xTetras w/2xDisruption Pods
2xTetras w/2xDisruption Pods
Devilfish w/Disruption Pod, Sensor Spines
Ethereal Council
3xEthereals
Ranged Support Cadre
6xPathfinders
6xPathfinders
6xPathfinders
2xBroadsides w/TL High-Yield Missile Pods,TL Smart Missile Systems, Early Warning Override
2xBroadsides w/TL High-Yield Missile Pods,TL Smart Missile Systems, Early Warning Override
2xBroadsides w/TL High-Yield Missile Pods,TL Smart Missile Systems, Early Warning Override
Ghostkeel Wing
Ghostkeel w/Ion Raker, TL-Burst Cannon, Counterfire Defense System, Early Warning Override
Ghostkeel w/Ion Raker, TL-Burst Cannon, Counterfire Defense System, Early Warning Override
Ghostkeel w/Ion Raker, TL-Burst Cannon, Counterfire Defense System, Early Warning Override


 Mission: Martyr’s Charge (Kauyon Campaign Mission 1)

Deployment: Tau Empire player has an 18” circle in the center of the map to deploy.  Only half the Tau force may begin deployed on the table.  White Scars player can deploy within 12” of any table corner (but must use at least 2).  Tau place 5 objectives in their deployment zone and must deploy first.

Initiative: White Scars have 1st turn unless Tau can Seize

Primary Objective:  At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. 

Secondary Objectives:  First Blood, Slay the Warlord.

Mission Special Rules: Night Fighting, Reserves.

Full Attack: Each time a Bike Squad, Attack Bike Squad, Scout Bike Squad or unit of Land Speeders is completely destroyed, place it into Ongoing Reserves, where it will be available to return to the battle at the start of the Space Marines player’s next turn. These units enter play from any point along a table edge that is within one of the Space Marines player’s deployment zones. 

Kauyon: The Tau Empire player’s Reserves enter play from either long table edge. 

Lines of Retreat: Any Space Marines units that Fall Back do so towards the nearest table edge. Any Tau Empire units that Fall Back must do so towards the center of the board, where they will remain until they Regroup.

Pregame notes:  We have both been looking forward to trying some of the new rules from the new Warzone campaign books (Kauyon and Mont’ka).  What a better way to do it than in the missions from the books!  First off this is a brutal list from JHolt.  His Blood Ravens steal everything they can get their hands on, including Chapter Tactics and Captains.  He’s been looking to add one more big threat to his list, and the Grav Cents with the Hunter’s Eye are just that.  Between them, the insane amount of pinning the Skyhammer throws out, an Imperial Knight allowed to start within 12” of my deployment zone, and a relentless barrage from those Whirlwinds, pressure will be turned up to 11 from turn one.  My list revolves around the Ghostkeel Wing granting Stealth to everyone within 12” of two of the Ghosts (Shrouded if they have Stealth already).  The Pathfinders gain Shrouded from their formation and should get a 2+ cover save most of the time.  All the Disruption Pods combined with the Ghosts let me Jink for a 2+ as well.  The Council’s 24” Ld 10 bubble should help keep the Tau from breaking and help against the 3d6 pinning tests from the Skyhammer.

Terrain:
 

Deployment:










Game On: Tau fail to seize!

White Scars Turn 1


Skyhammer Drop Pods, Assault Squads and the Grav Cents with Librarian all hit dead on! The Bikes and Knight all advance toward the packed-in Tau gunline.  The Ghosts and Broadsides all decide this may be their only chance to shoot, and unleash all the interceptor they can muster, wiping the 2 Assault Squads (First Blood), but leaving the rest of the marines salivating for a shoot-out. The Librarian Dominates a squad of Broadsides in the Psychic phase, then the Dev’s lay on the bolter fire and Skyhammer pins all the Broadsides and wounding a Ghost. Whirlwinds wound a Broadside and a Ghost and that’s when the new addition to JHolt’s list opens up!


Using Splitfire and the Hunter’s Eye the Cent’s make short work of three Broadsides and leave one wounded!  2+ Armor with a 3+ cover save (going to ground with Stealth form the Ghosts) meant nothing!


The remaining Broadside breaks, go figure (forgot he should have run toward the center).


Tau Turn 1
 Not looking good for the Greater Good!  The Broadside regroups and heads back toward his buddies.   

The Ghosts advance on the Cents for some desperate measures.  All the Pathfinders are out of range for Pulse Carbines and no one else can shoot due to Interceptor, so their Markerlights are useless.  Tau PASS in the shooting phase,


But make TWO charges in assault!  The Ghosts can’t let that Grav be on the table when the reserves show up or the game is already over.  They couldn’t even overwatch because of the Phantom Charge rule from the Wing formation!  The Centurions end down a man and with one wounded while the Ghosts are unharmed.  The Marines fail Morale, get caught, and then fail to Hit-and-Run, leaving us locked in combat.



Blood Ravens Turn 2
 
The Knight and Kahn’s bikers advance on the Ghosts and the rapidly empting center of the board.  The Librarian Perils from Force, taking a wound and losing Dominate.  The Whirlwinds take aim at the Pathfinders hiding in the ruins near them to let them know what they think of Shrouded in Ruins.

Presto, clean ruins! 6 dead Tau two times over from cover ignoring, shredding, pinning, large blasts.  The Knight and Scouts makes short work of all but one last Broadside while Khan’s bikes charge into the melee.

Ghosts get lucky when all Khan kills is a Stealth Drone, then the Librarian’s Instant Death attacks are all saved, the Centurions are finished off and the Battlesuits again remain unscathed!  The Librarian flees while Khan ties up both Ghosts.


Tau Turn 2
 Reserves pass for only one squad of Kroot and Tetras, not good.



Coming on from opposite board edges they surround the Librarian and he falls to the crossfire. 

The Ghosts again dish out a casualty in assault while remaining unharmed, Khan Hits-and-Runs to make way for the man who has a much bigger Mech than the Tau!


Blood Ravens Turn 3

The Tacticals arrive from Reserves to give the Kroot a bad day with help from the Skyhammer Devs, they go down bloody and fast!

The Knight gets up close and personal with a very doomed Ghost,

While Kahn cleans out the last Broadside.  That leaves the center in the Raven’s hands.


Tau Turn 3

Here comes Shadowsun, she will need to do some heavy lifting to make up for the momentum right now.

Kroot round 2 and the last Ghost make it as well.  They manage to get almost 2 combat squads from the Skyhammer.

While Shadowsun’s unit pops 2 Whirlwinds and shakes the last.

The other Ghost lines a charge up a multi-assault on Kahn’s unit and the Assault Bike.  Every one whiffs in combat, Khan Hit-and-Runs but the Attack Bike keeps the Ghost locked up for next turn.


Blood Ravens Turn 4

Guess who wants to make a challenge?  Khan loses his buddy and takes a wound to Counterfire Defense Systems, but makes the assault!  He single handedly wins combat and Sweeps the unit for Slay the Warlord.

You know where you don’t get a cover save?  Close combat. No Armor save either.

Slightly different weight classes in this matchup!

Skyhammer Devs work on the Kroot and they run off the table.

They also tag a Tetra.


Tau Turn 4

The last Ghost makes short work of the solo, wounded Kahn and the Ethereals show up with the last Tetra’s.  The last of the Pathfinders finish off the Attack bike, but that’s about all the Tau can muster this turn.

Blood Ravens Turn 5
  
The Bike Squad and Attack Bike return from Reserves, from the Full Attack Mission Rule, and move to shore up the objectives.

The Knight sees a juicy target, as each Ethereal gives up a VP from their Failure is Not an Option rule.  He only immobilizes the Devilfish despite a 3+ Jink.  The Pathfinders again finish off the Attack Bike, then the Tau make a desperate gamble.

The Ghost jet-packs forward to contest the Knight’s objective, and the Tetras all flat out 18” to grab two objectives.  There is no other option, if the game doesn’t end the Ravens will wipe out the last of the Tau anyway, so it’s all or nothing on a single die roll. . .

And it’s game over!

Tau win 8-4.


Post-game Wrap up:
MVP’s
Blood Ravens: Imperial Knight-This guy did solid heavy lifting all game.  Buzz sawing through Ghostkeel suits and pushing the Tau around with his presence all game.  He never was in any real danger thanks to the Skyhammer and had free reign to carve a swath in the battlefield.


Tau: Ghostkeel Wing-The one ability that should have mattered, the Stealth field, never did.  The large blasts on Interceptor and their ability to bring three Str6 AP2 attacks in close combat was priceless.  Without their defeat of the Grav Cents in assault this game would have been unwinnable.  They seem like a cheaper version of the Heavy Burst Cannon Riptide, but way more fun to play.

Friday, December 4, 2015

Goldensprue Cup 2016 Highlander Tournament

Modified Highlander Format



Please note that this may not be the final format!
Red indicates recent changes.
Last update: 2015.11.25

Date: February 6, 2016
Time: 8:30AM


Location:
Flipside Gaming in East Greenbush, NY
598 Columbia Turnpike, East Greenbush, NY 12061 (518) 479-4746

If you get lost, feel free to call and ask for directions: 892-0023

Contact the 40k Tournament Organizer with questions and lists: 
Adam Fasoldt - adam.fasoldt@gmail.com

Entry fee: $15 with ALL fees going to product prize support in store credit

ITC: This is also an ITC ranked event. The more who show up, the more points will be awarded.


Schedule:

We're going to try the 4 game format again. I know it's tough for some players, but we're going to try very hard to stick to the schedule.

8:30 - 9:00 Doors open, table assignments
9:00 - 11:30 Game 1
11:30 - 12:15 Lunch and appearance Judging
12:15 - 2:45 Game 2
3:00 - 5:30 Game 3
5:45 - 8:15 Game 4
8:30 Prizes awarded


Lists

  • 1500 points 
  • Lists must be Battleforged 
  • Only source material released before January 27, 2016 will be allowed
  • Modified Highlander Limitations
    • There is no limit on which or how many Detachments or Formations you may take, however you may find that some are impossible to take anyways due to the unique restrictions below.
    • Units which are Infantry Troops choices are not limited no matter what kind of Detachment they are taken in. There is no rotating troops requirement.
    • You may take up to 3 of any Dedicated Transport under 80 points, 2 of any over 80 points. These numbers are after upgrades.
    • For all other units, you may only select 1 for your entire army across all Detachments and Formations. This means, for example, that the Skyhammer formation is illegal because it allows you to take two Stormtalons.
    • Similar units do not limit one another. For example, you may take both a Land Raider Achilles and a Land Raider Crusader. Similarly, you may take both a Space Marine Librarian and Tigirius.
    • Units which are only different because they come from a different army do still limit one another. For example, Space Marine Land Raider and Blood Angels Land Raider are considered the same unit, so you may not take one of each.
    • AV15 Fortifications and Fortification Networks are not allowed.
    • Please see the ITC rules for Forge World and Lord of War allowance
      https://www.frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/itc-2015-season-40k-tournament-format/

Models

  • All models must be a 3-color minimum and based for this tournament. We still won't turn you away if you have unpainted models, but any unit with a model which does not meet these requirements will suffer a -2 to all saves after all other modifiers.
  • Any counts-as units must present a good effort to reduce confusion for your opponents. Counts-as must be provided to the Tournament Organizer (adam.fasoldt@gmail.com) before the event if you want to avoid your model not being allowed on game day.
  • Kitbashes must provide your opponent all the benefits and yourself all the negatives of any difference in size you may have modeled.
  • Don't be a jerk. If you follow this simple rule, you won't go wrong. We are subjective about our modeling policies, so if you try to follow them to the letter and squeak out some kind of advantage, you will be disqualified from the event.

Scenarios

Scenarios have both static and cumulative missions of various Battle Points values in your games. The updated tournament mission packet will be forthcoming, but expect very little change from the missions we've used in the past; with some possible changes to the tertiary missons. Here is a link to the last packet we used with the Goldensprue Cup missions:


What to Bring

  • Your Army 
  • Tape Measure, Dice, Game Aids, etc. 
  • 6 Objective Markers about 40mm in size. 
  • 6 Typed Copies of your army list. Be sure to notate who your Warlord is on your army list. (2 Battle Points)
  • All pertinent rules for your army. Codices, White Dwarf Articles, Foregworld Rules, etc. 
  • If you are using a counts as army, bring a "cheat sheet" for your opponents.
  • A copy of the mission packet. (2 Battle Points)


Rules Judgments

Rules issues will be dealt with swiftly by a roaming judge. We use a hierarchy for determining rules issues as follows:
  1. Main Rule Book 
  2. Games Workshop FAQs and Erratas 
  3. ITC FAQ
  4. Tournament-specific Houserules
  5. Judgements at the Table

Houserules and FAQs

  • ITC Houserules
    Click on the FAQ in the menu under "ITC": https://www.frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/itc-2015-season-40k-tournament-format/
  • True Measuring: When measuring range to and from any model or Objective, you must measure diagonally in three dimensions if the models are on different elevations.
  • Barrage and Imperial Knights: “Top” is considered an option to protect your Imperial Knight with its directional shields. Declaring “Top” protects you from Barrage and Barrage-like weapons (bombs, etc). Declaring “side” does not. 
  • Zooming Blasts: Models in Zooming or Soaring mode cannot be hit by nor targeted by blast or Template weapons. 
  • The Saint Is Dead: If Saint Celestine or any other model is incapacitated (as a marker or otherwise not in play) at the end of the game, they are considered killed for all victory conditions. 
  • Fast Dice: If your opponent requests that you use Fast Dice for your rolls when you can, you must do so unless you use a dice tower. The only reason to roll one die at a time for saves which could use Fast Dice would be for either superstitious or cheating reasons. The odds are otherwise the same. 
  • The Bigger They Are…: Super Heavy and Gargantuan Creatures can never claim to be in cover when the model itself is not at least 25% in cover. This means that positioning of the model is essential to gaining a cover save. This is as opposed to keeping a “toe in area terrain for cover”. This is done to help balance out the use of larger models in competitive play. 
  • Sevrin Loth has returned from his escapades, however he doesn't want to talk about what happened. An army containing Sevrin Loth may only comprise of units with the Adeptus Astartes Red Scorpions Faction or no Faction.
  • Tall Models and Ruins: If an assaulting Walker, Superheavy Walker, Monstrous Creature, or a Gargantuan Monstrous Creature is at least face-level with a model which is on a level of a ruins, then the assaulting model does not need to count the levels up in order to assault the model on that level if the assaulting model's head is fully above that level. The assaulting model moves horizontally as far as it can, reaches out, and attacks the target unit. When measuring in this manner, do so from the closest point on the assaulting model, whether it's a part of the body or the base. Ignore any body parts that are normally ignored for cover purposes (melee weapons, etc.). This rule assumes that the assaulting model being used is modeled at reasonably equal height to the retail model kit.
  • Voidshields and Markerlights: Guidance from the ITC organizers indicate that Voidshields do not intercept Markerlights. This may change in the future.
  • Fateweaver's Re-roll: Guidance from the ITC indicates that Fateweaver's re-roll from the Staff of Tomorrow works while the model is alive whether it is on the board or not. However, if the model is considered destroyed, then the army does not benefit from the re-roll. 


Terrain

Terrain will be static and narratively-placed by the judges. If both players agree, however, some terrain may be moved. 


  • Hills: All rolling hills are open terrain, granting 5+ cover via LOS blocking/interference as normal but do not count as difficult terrain. 
  • Rock Towers, Crates, and Can Towers: Are impassible and block LOS completely (even if there are actual gaps in the terrain pieces).In order to facilitate easy use of Woods terrain and reduce Line-of-Sight arguments. 
  • Woods are treated differently from other terrain rather than just being simple difficult terrain. If any model is in woods or up to 25% of your model is behind the woods base, including vehicles, they enjoy a 5+ cover save even if the model is not obscured. The height of all woods is assumed to be as tall as the tallest tree on the base, so if a flyer stands over the tree-line, it will not enjoy the cover save. Similarly, if you are in woods and trace line of sight through any part of the woods you are in, your target also enjoys a 5+ cover save. 
  • Note that the bases of terrain count as part of the terrain piece and therefore, non-vehicle units enjoy cover saves for being on them. 
  • Terrain Data Slates (such as the Twisted Copse) will not be used. 
  • Fortifications are placed before your other models during deployment. You must remove one piece of terrain that is at least partially within your deployment zone before you place your Fortification. The exceptions to this are the Aegis Defense Line and Promethium Relay Pipes which are allowed to snake through other terrain as needed, even up hills. 


Scoring

Battle Scoring

Every scenario is worth 25 Battle Points with a Primary Mission worth 11 points and a Secondary Mission worth 8 points. Three Tertiary Objectives are in play, one worth 3 points, and two others worth 2 each.

Note that any ability which awards additional victory points (such as some Warlord Traits or the Tankbustas’ Glory Hogs ability) are applied to a specific mission. Again, see the mission packet for more details.

Additionally, the following scores are awarded:
  • 2 Battle Points: You bring 6 copies of your finalized list to the Tournament. 
  • 2 Battle Points: You bring a copy of the Mission Packet 
  • 4 Battle Points: You email the T.O. (adam.fasoldt@gmail.com) your finalized army list by February 1. Battlescribe or Army Builder formats are favored, but PDF or just text is okay as well. No changes to your list will be allowed after this point if you want these points.
  • 6 Battle Points: You email the T.O. (adam.fasoldt@gmail.com) a selfie of yourself with an unpainted unit by February 1. If that unit is painted on the day of the event, you score these points.  (Single infantry, such as a single, small HQ, do not count. The unit must be somewhat significant.) 
Maximum Battle Points for the tournament: 114pts

Appearance Scoring

What constitutes "tabletop standard", "a vast majority", “a large number”, or “a handful” of models is up to the Judge’s discretion. Also note that the examples given next to a points score is just that... an example. Other factors can be involved in a points score. Suffice to say, Appearance Scoring is extremely subjective.

The player with the best appearance score will win Best Appearance with tiebreakers being decided by the players voting for favorite army.

  • General Score (up to 11pts):
    • 1pt Some painting has been attempted
    • 2pts Army is in progress, but the majority is not complete or to any kind of standard
    • 3pts The vast majority of the army is painted to a 3-color minimum
    • 4pts The entire army is painted to a 3-color minimum
    • 5pts The vast majority of the army is painted to a tabletop standard
    • 6pts The entire army is painted to a tabletop standard
    • 7pts The entire army is painted to a tabletop standard with several units painted beyond a tabletop standard with highlights and shading
    • 8pts The entire army is painted to a tabletop standard and a large number of units in the army are painted beyond tabletop standard with highlights and shading
    • 9pts Most of the army is painted beyond tabletop standard with highlights and shading with the rest of the army painted to a tabletop standard.
    • 10pts Entire army is painted beyond tabletop standard with highlights and shading
    • 11pts Entire army is painted beyond tabletop standard with nearly seamless highlights and shading
  • Basing Score: (up to 4pts):
    • +1pt Minimal basing (1 texture/color) on most of the army
    • +2pts Minimal basing (1 texture/color) on the entire army
    • +3pts More than one texture and/or color is used to base most of the army
    • +4pts More than one texture and/or color is used to base the entire army
  • Modeling score (up to 4pts - note breakdown adds up to 6, but max is 4):
    • Conversions
      • +1pt Minor conversion work has been done to a handful of models
      • +2pts Minor conversion work on a large number of models or a small amount of major conversions. Conversions must be well-executed to score more than 1 point.
      • +3pts The army has many major conversions
    • Display Board
      • +1pt Simple display board with surface matching models' bases
      • +2pts Advanced display board with surface matching models' bases and matching terrain. Note that the execution of the display board must be of an Advanced quality to score more than 1 point, even if you do add terrain and effects.
      • +3pts Extreme display board with surface matching models' bases, matching terrain, and matching environmental effects (lights, smoke, etc).
  • Miscellaneous (up to 6pts - note breakdown adds up to 11, but max is 6):
    • +1pt Army uniformity 
    • +1pt Basing uniformity
    • +1pt Extreme bases
    • +1-2pts Extreme conversion work
    • +1-3pts Freehand
    • +0-3pts Judge’s discretion. This is mainly to differentiate execution between players with nearly maximum points, but could also be used to award good faith on the part of players who are trying very hard to paint their army. Judges are also encouraged to take into account difficulty level and model count, to some extent, for the awarding of Judge’s Discretion points, though the award is entirely up to them and players are asked not to grill the Judge on their final decision. If the Judge feels threatened or put off by questions by the players, the Judge is encouraged to alert the Tournament Organizer so that penalties may be incurred on the player’s sportsmanship score. Asking for advice on how to improve one’s painting, however, is highly encouraged.
Maximum Appearance score for the tournament: 25pts

Sportsmanship Scoring

At the end of the tournament, each player will offer a vote for Favorite Opponent and a Second-Favorite Opponent. Each Favorite Opponent vote is worth 5 points and each Second Favorite Opponent vote is worth 3 points. Each player also receives 5 points if no complaints are lodged against them throughout the tournament.

Maximum Sportsmanship score for the tournament: 25pts

Prizes

Main Prizes 

These prizes will be given in Store Credit in the following order from greatest to smallest award.
  • Best General (Goldensprue Cup Trophy): Undefeated player with the highest Battle Points. Tiebreaker is Overall Score. There may be a 2nd and/or 3rd place depending on turn-out. 
  • Best Overall: Best combined score of Battle Points, Paint, and Sportsmanship (out of 156pts) Tiebreaker is subjective. There may be a 2nd and/or 3rd place depending on turn-out. 
  • Best Painted: The player with the best painted army determined by votes and Judge. Note that a player can’t win Best Painted Unit if they have already won a Best Painted prize in the 2015/2016 Season. 
  • Favorite Opponent: Best Sportsmanship score. Tiebreaker is Overall Score.