Garage Origins Warhammer 40K League: The Lowdown 2017

Following is everything you need to know about this season of the Garage Origins Warhammer 40K 2017 Tournament Season. This year we’ve set out on an Eternal War challenge and will be playing the Crusade, Purge the Alien and The Scouring missions.

Rules of Conduct

By joining this league, each General is entering in a social contract and is expected to treat their opponents and other members of the league with respect and dignity. There are a couple of ground rules that everyone is expected to follow.

  1. Have fun. 
  2. Show up to your scheduled games. After Preliminaries, if a General doesn’t show up for a scheduled game without giving 24 hours of notice, they will incur a penalty that removes 1 Tournament Point from their accrued total.
  3. Make sure your list is legal. After Preliminaries, Generals are expected to have a legal tournament list and are required to send an email to one of the two league commissioners containing a picture or file of your list that includes a points breakdown in order for us to confirm that lists are in fact legal. If it is found that an illegal list has been played after the Preliminaries round, 2 Tournament Points will be deducted from the offending General’s total.
  4. Games Workshops FAQs are in play. Each General is expected to have read any updated Games Workshops FAQs that have been released for any given Faction.
  5. In the event that 8th Edition launches mid-season, we will continue on playing with the 7th Edition ruleset until next season.
  6. Forge World Experimental Rules are allowed in this league, so bring along your cool miniatures if you so choose!
  7. Each General is expected to bring a Battleforged list.
  8. Each General must select a Primary Faction that must compose at the least 50% of the current round’s given point limit in their Force Organization Chart. Example: Pete has selected Space Marines as his Primary Faction, but wants to ally in some Skitarii. His force chart during Preliminaries must contain no more than 750 points of Skitarii, because the points limit during this round of the season is only 1500 and he must have at least 50% of his force as his Space Marines.
  9. You must designate a model to act as your Warlord. This Warlord must be from your Primary Faction. 
  10. Each game pairing will announce a Host for the game. The General who is hosting will pick the venue for the match to take place, and if there are any fees required to play at said venue, it is the responsibility of the host to ensure that this is paid in full. It should be said that not being a cheapskate and paying half of the cost goes a long way when coming from the visiting General, however.
  11. Rules for terrain and battlefield must be discussed and agreed upon before deployment.
  12. In order to advance past the Preliminaries round, each General must have paid in total the sum of $30 to a league commissioner.
  13. The two league commissioners are Mike Treadwell, who can be reached at michealtreadwell@gmail.com and Pete Jodway, who can be reached at petejodway@gmail.com. Both commissioners have made it clear that they are totally in it for themselves unbiased towards any Generals and will enforce the rules to the utmost in order to keep the league on fair grounds for everyone.
  14. Have fun. Avoid the Feel-Badsies and Booboo Lips. Treat your opponents with respect.

Terms to Know

  • Standard Deployment Method: The Generals roll off. The winner of the roll-off decides who will deploy first and who will deploy second. The General deploying first must set up all the units in their army. Then the other General sets up all the units in their army. The General that deployed first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.
  • Placing Objective Markers: Roll off to see which General places the first marker. No Objective Marker can be placed within 6″ of any battlefield edge or within 12″ of another Objective Marker. No Objective Marker can be placed on impassable terrain. No Objective Marker may be placed inside a building, though it can be placed upon it. Should a building with an Objective Marker upon it be removed, place the Objective Marker on the ground below the point it occupied.
  • Seize the Initiative: If the General who is due to go second wishes to Seize the Initiative, they can roll a D6 before beginning the first game turn. On a roll of 6, (a 16% chance) they successfully Seize the Initiative and go first instead.
  • Variable Game Length: At the end of game turn 5, one of the Generals must roll a D6. On a roll of 3+ the game continues (a 66% chance), otherwise the game is over. If another turn is played, another D6 must be rolled at the end of game turn 6 and this time, the game only continues on a roll of 4+ (a 50% chance). The battle automatically ends at the close of game turn 7.
  • Dawn of War Deployment: The battlefield is divided into two equal halves across its length. A General’s board edge is the long board edge touching their deployment zone.
  • Vanguard Strike Deployment: The battlefield is divided into two equal halves along its diagonal. Agree with your opponent which diagonal to play or determine it randomly. A General’s board edge is the long board edge touching their own deployment zone.
  • Hammer and Anvil Deployment: The battlefield is divided into two equal halves across its width. A General’s board edge is the short board edge touching their own deployment zone.
  • Slay the Warlord: If at the end of the game the enemy Warlord has been removed as a casualty, you score 1 Victory Point.
  • First Blood: The first unit of any kind to be completely destroyed during the game is worth 1 Victory Point to the opposing General at the end of the game. If two or more units from from opposing forces are destroyed simultaneously (for example, at the same Initiative step in an Assault phase) then both Generals get 1 Victory Point (in addition to any Victory Points from the mission).
  • Linebreaker: If at the end of the game you have at least one model from one or more scoring units completely within 12″ of the enemy’s table edge, you score 1 Victory Point.
  • Reserves: When deploying their armies, Generals can choose not to deploy some of their units, keeping them as Reserves to arrive later.
  • Night Fighting: Either General can declare that they wish to fight the battle at night dawn. If either player does so, roll a D6 before deployment: on a roll of 4+ (50%), the Night Fighting special rule is in effect during game turn 1. Whilst the Night Fighting special rule is in effect, all units have the Stealth special rule.
  • Mysterious Objectives: When a mission uses the Mysterious Objectives special rule, any unit that moves within 3″ of an objective, or is within 3″ of an objective at the start of the first turn, must identify the nature of it. To do so, the identifying unit’s controlling General must roll a D6 and consult the Mysterious Objectives Table on pg. 135 of the BRB.

Mysterious Objectives

D6 Roll — Result

  1. Sabotaged!: At the end of the turn in which the objective was identified, and at the end of every turn thereafter, roll a D6. On a roll of 1 all units within 3″ of the Objective Marker suffer D6 Strength 4 AP- hits.
  2. Nothing of Note: This has no additional affect.
  3. Skyfire Nexus: A unit that controls this objective can choose whether or not all of the models in it have the Skyfire special rule (pg 171) each time they shoot.
  4. Targeting Relay: A unit controlling the objective re-rolls failed To Hit rolls of 1 when shooting.
  5. Scatterfield: A unit that controls this objective counts its cover saves as being 1 point better than normal (so a unit in the open would have a 6+ cover save). This bonus is cumulative with the Stealth and Shrouded special rules.
  6. Grav Wave Generator: Any unit attempting to charge a unit in control of this objective subtracts 2 from its charge range (to a minimum of 0). This is cumulative with the penalty for charging through Difficult Terrain, if applicable.

Season Breakdown

Each season will be broken down into three rounds: the Preliminaries, Mid-Season, and Playoffs. During the first two rounds of the season, every player will have a single match against each other player. This will determine whom faces whom during the Playoffs round.

  • During Preliminaries, the objective is to get a feel for your opponent’s core army. For the most part you are trusted to follow the tournament rules and there are only small penalties for illegal lists or not showing up to a scheduled game. The points limit is set at 1500 points, meaning the minimum required core army points on your force list will need to be 750. For each win, players will earn themselves 1 Tournament Point, whereas a draw will earn them .5.
  • During the Mid-Season, players are expected to have had a taste of the armies that they’ll be competing against in the Playoffs for their chance at glory, bragging rights, prizes and the 40Kup. Stakes are now raised. Your Tournament Point totals are at risk if you are caught bringing illegal lists or ‘no-showing’ for a scheduled game. The points cap will be increased to 1850, allowing for a minimum core force choice of 925 points. Each win will award players 3 Tournament points, and a draw gives 1.5.
  • Playoffs is the round that everyone will have been jockeying for position over throughout the season. The league leader is determined by the highest scoring player over the last two rounds. This player will start Playoffs under the favourable match up against the lowest scoring player. Second place matches up against second-last, and so on. In the case of an odd number of Generals, the two lowest place armies will compete against each other in a ‘Wild-Card BattleDepending on how much time is left in the 2017 year by this point, Playoff games will either be decided in a ‘sudden death’ game, where the winner of this game eliminates the loser from the Playoffs before moving on or it will be decided in a ‘best of 3’ series, where the first player to win 2 games continues on to the next series (in the case of a tie, a match of ro-sham bo will determine the winner it will come down to kill points). Playoff games will have a 2000 point limit.

Preliminaries 2017

Each general is required to face every other general in the league during this round in order to advance to the Mid-Season. In order to start Preliminary games, each general must only enter their choice of primary faction and participate in their first league game of the season.

  • Point Limit: 1500
  • Minimum Primary Faction Point Cost Requirement: 750
  • Eternal War Mission: Crusade (BRB pg 142)
  • Reward for Win: 1 Tournament Point
  • Reward for Draw: .5 Tournament Point
  • Objective Markers: After terrain setup and rules have been agreed upon, but before determining table halves, the Generals must place D3+2 Objective Markers on the battlefield, using the rules outlined above for Placing Objective Markers (also found in the BRB on page 134).
  • Deployment: Dawn of War, using the rules outlined above for Standard Deployment Method (also found in the BRB on page 132).
  • First Turn: The General that deployed first can choose to take the first or second turn. If they decide to take the first turn, the opposing General may attempt to Seize the Initiative as outlined above (again, found in the BRB on page 132).
  • Game Length: The mission uses Variable Game Length (as above, or on page 133 BRB).
  • Victory Conditions: At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.
  • Primary Objective: At the end of the game, each Objective Marker is worth 3 Victory Points to the General that controls it.
  • Secondary Objectives: Slay the Warlord; First Blood; Linebreaker. All as outlined above.
  • Mission Special Rules: Night Fighting; Reserves; Mysterious Objectives. All outlined above.

Mid-Season 2017

Each General is required to face each other in order to advance to the Playoffs round. Additionally, before Mid-Season games can be played, the Tournament Admission Fee must also have been paid. The General who places first at the end of the Mid-Season earns themselves a secondary reward.

  • Point Limit: 1850
  • Minimum Primary Faction Point Cost Requirement: 925
  • Eternal War Mission: Purge the Alien (BRB pg 143)
  • Reward for Win: 3 Tournament Points
  • Reward for Draw: 1.5 Tournament Points
  • Objective Markers: None
  • Deployment: Vanguard Strike, using the rules outlined above for Standard Deployment Method (also found in the BRB on page 132).
  • First Turn: The General that deployed first can choose to take the first or second turn. If they decide to take the first turn, the opposing General may attempt to Seize the Initiative as outlined above (again, found in the BRB on page 132).
  • Game Length: The mission uses Variable Game Length (as above, or on page 133 BRB).
  • Victory Conditions: At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.
  • Primary Objective: At the end of the game, each General receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points is they are destroyed.
  • Secondary Objectives: Slay the Warlord; First Blood; Linebreaker. All as outlined above.
  • Mission Special Rules: Night Fighting; Reserves. Both outlined above.

The Playoffs 2017

At this point, the Generals with the most Tournament Points gets paired off against the Generals with the least Tournament Points in an elimination-type round of Playoffs. The winner of this round ends the season with the main prize and the 40Kup.

  • Point Limit: 2000
  • Minimum Primary Faction Point Cost Requirement: 1000
  • Eternal War Mission: The Scouring (BRB pg 144)
  • Reward for Win: Advancement to next Playoff Bracket.
  • Objective Markers: After terrain setup and rules have been agreed upon, but before determining table halves, the Generals must place a total of 6 Objective Markers face down on the battlefield (don’t look!), using the rules outlined above for Placing Objective Markers (also found in the BRB on page 134). There should be one marked with a 4, two marked with 3’s, two with 2’s and a single 1. Immediately before deciding whether or not to attempt to Seize the Initiative, flip the six markers over to reveal how many Victory Points they are worth.
  • Deployment: Hammer and Anvil, using the rules outlined above for Standard Deployment Method (also found in the BRB on page 132).
  • First Turn: The General that deployed first can choose to take the first or second turn. If they decide to take the first turn, the opposing General may attempt to Seize the Initiative as outlined above (again, found in the BRB on page 132).
  • Game Length: The mission uses Variable Game Length (as above, or on page 133 BRB).
  • Victory Conditions: At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points at this time, the game is then determined by Kill Point accrual (1 Victory Point per unit destroyed).
  • Primary Objective: At the end of the game, each Objective Marker is worth a number of Victory Points to the General that controls it equal to the number on the marker. In addition, at the end of the game each player receives 1 Victory Point for each enemy Fast Attack unit that has been completely destroyed. Units that are Falling Back at the end of the game and units that are not on the board at the end of the game count as destroyed for the purposes of this mission.
  • Secondary Objectives: Slay the Warlord; First Blood; Linebreaker. All as outlined above.
  • Mission Special Rules: Night Fighting; Reserves; Mysterious Objectives. Outlined above.
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