Super BK Attack Team


Super BK Attack Team

Fee: $10
Prize Support: Store Credit

List Guidelines:

  • The entire list must be drawn from units in a single codex (no allies).
  • 400 points maximum
  • One troop choice required with no maximum number, up to one of any other type is optional
  • No HQ choice is required (but there must be a character to lead the army – see below)
  • No Warlord traits will be used
  • Models with psychic abilities will be allowed, but there will be no psychic phase
  • No models with more than 2 wounds
  • No models with toughness greater than 6
  • No models with 2+ or better armor saves
  • No vehicles with armor values better than 10/10/10
  • Must field legal units (although unit coherancy will not be necessary)
  • No fortifications may be taken

Games will be played on a 4′ x 3′ game table with consistent terrain per match (all tables will have the same terrain in number and size, placement will depend on individual players and scenario)

Games will be played for three turns. There will be no psychic phase. At the end of the third turn, victory conditions will be assessed.

Each match will be paired randomly, regardless of army selection or ranking. It is possible, but unlikely, to face the same opponent more than once. There will be no seeding of any kind used. At the end of each match a victory point amount will be awarded based on the outcome.

Winner Draw Loser
First Match: +2 +1 +0
Second Match: +3 +2 +1
Third Match: +4 +2 +1
Fourth Match: +5 +3 +1

Due to the escalating victory points given each match, the field will remain competitive throughout the event.

At the end of the event, the top four players will be pulled off and will fight in a 2 on 2 match. The first place and the fourth placed players will face the second and third placed players on a regulation 4′ x 6′ board. Traditional allies rules apply for this pairing.

Leader: the force must have a character (but not necessarily an independent character) to lead it.

Veterans: the force may select up to two veterans, drawn from generic models from the troop choice taken. For example, a Space Marine force can draw a veteran from his tactical squad, but could not designate either the sergeant, the special weapon trooper, or the heavy weapon trooper.

A veteran earns a roll on the following table, rolled at the beginning of each battle (after the list is chosen but before terrain is placed). If the model already has the special rule, it may be re-rolled.

3d6 roll

3: Feel No Pain (5+)
4: Fearless
5: Fear
6: +1 Wound
7: Fleet
8: +1 Weapon Skill
9: Counter Attack
10: Furious Charge
11: Hammer of Wrath
12: +1 Initiative
13: Preferred Enemy (Everything)
14: +1 Ballistic skill
15: Stealth
16: Shrouded
17: Armorbane
18: Fleshbane

Controlling: when objectives or table sections must be “controlled” the object or area in question will be owned by the side with the most friendly models within 3″ of the objective, or within the area.

Models from “troops” selections count double for this calculation.

If the points value of each side is equivalent, the area or objective is considered to be “contested”.

Objectives: there are two types of objectives, static and dynamic valued counters. In either event, four will be placed on each table when necessary.

Static objectives will count 1 point each, while dynamic ones will have a value of 1, 2, or 3 (1 valued at 1, one each of 2 and 3) which will be hidden until the end of the match.

Terrain Placement: terrain will consist of up to one tall building, one large building, and two small buildings. The player with the greatest number of wounds on his list will place a chosen piece as he sees fit, anywhere on the table. The next player will choose and place a piece, with a separation of no more than 3″ between any part of the second piece from the first one. Continue in this manner, placing the terrain close to, touching, or atop another piece already on the table. Terrain should be asymmetrical.

Advantage: players will roll 2d6 and compare it to their commander’s leadership value. If both sides fail their check, or in other ways tie, roll again. If one player success but the other fails, the one with the successful check will have “Advantage”. If both players succeed, the advantage will go to the player who rolled highest, unless the rolls were tied, then the results must be re-rolled.

The player with the advantage picks one of the following – whether to take the first turn or the second, or whether to choose his deployment area.

Deployment Area: all deployment zones are 12″ from the player’s edge. No units will be permitted to be held in reserve, but infiltration and scouts will function as normal.

Time Limit: each round should take no more than 90 minutes, with a half hour break between rounds for administration exercises.

OPTIONAL – VARIANT LISTS: The players are allowed to bring up to three lists, all pulled from the same codex, and once he knows the codex his opponent is using, he can select the force he chooses to bring. All lists have to comply with the list guidelines above.

OPTIONAL – BATTLE BROTHERS: Each player may designate one battle brother from the roster of players involved. During the first two rounds of the tournament, battle brother cannot be paired against one another. Battle brothers must agree and choose each other.

Mission can be randomly determined or pre-planned. Every round will have a different mission and all tables will compete with the same mission at the same time.

Mission – Cover Ground: the table is divided into four sections, along the diagonals, not including the deployment zones themselves. Victory is assessed by controlling the four zones, with the zone adjacent to a player’s deployment zone counting double victory for his opponent.

Mission – Search: four dynamic objectives are placed in order after terrain is placed. The value of the counters should be secret. Each player places one counter no closer than 6″ to any board edge or deployment zone, and no closer than 12″ to any other counter placed. victory is assessed by the value of controlled objectives at the end of the game.

Mission – Contain: four static objectives are placed in order after terrain is placed. Each player places one counter no closer than 6″ to any board edge or deployment zone, and no closer than 12″ to any other counter placed. victory is assessed by the number of controlled objectives at the end of the game.

Mission – Cleanse: only two pieces of terrain will be placed, rather than four. Victory is assessed by the number of opposing points killed before the end of the game.

About Bill Balvanz

40 year old gamer nerd dad and guru

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