This weekend we got two GTs going on. The first one is Bolter Beach which will be held in sunny and oily Florida. For the first time in a long time we actually get a low comp event, it only making 15% of the total score. I am starting to wonder what event (besides Ard’ Boyz) will break the red herring of comp scores? At least with Bolter Beach the comp system is clearly outlined– not that will help if you decide you want to bring an older codex or themed army to the battlefield.

Anyway everything else looks pretty good. Here is the scoring system.

40K PTS Breakdown

Max Total Points (over 5 games) = 1000

*550 total battlepoints

*450 total soft points (150/appearance, 150/sportsmanship, 150/comp)

Battlepoints = 55%

Appearance = 15%

Sportsmanship = 15%

Comp = 15%

Max Total Battlepoints/Mission = 120 (11% total)

*Objectives: 100 Points (9.1667%/game, 45.833% total)

*Bonus: 20 Points (1.833%/game, 9.167% total)

Objectives

*Primary: 50 (4.5834%/game, 22.917% total)

*Secondary: 30 (2.75%/game, 13.75% total)

*Tertiary: 20 (1.833%/game, 9.167% total))

Bonus Points

*4 bonuses/mission

*5 points/bonus (0.366%/game, 1.833% total)

Max Total Soft Points/Mission = 60 (6% total)

*Soft Point Split

– Comp = 30 points/mission

– Sport = 30 points/mission

Comp Breakdown:

*Did your opponent have two or more identical units that are Heavy Support?

– Yes = 0 pts

– No = 5 pts (6 points total, 3% total)

*Did your opponent have two or more identical units that are Elite, or Fast Attack?

– Yes = 0 pts

– No = 5 pts (6 points total, 3% total)

*Did your opponent have three or more troops?

– Yes = 5 pts (6 points total, 3% total)

– No = 0 pts

*Did your opponent have two or more identical units that are HQ?

– Yes = 0 pts

– No = 5 pts (6 points total, 3% total)

*How would you judge his/her theme?

– 0 (no theme what so ever)

– 5 (need a little explanation but good)

– 10 (something truly unique not a cookie cutter list from the internet)

Sports Breakdown:

*Did your opponent argue about rules, roll dice too fast?

– Yes = 0 pts

– No = 5 pts

*Did your opponent  have disputes about terrain?

– Yes = 0 pts

– No = 5 pts

*Did your opponent slow play?

– Yes = 0 pts

– No = 5 pts

*Did your opponent not move or measure properly?

– Yes = 0 pts

– No = 5 pts

*How would you rate your opponent?

– 0  (my opponent made that game a bad time ) (50 points total)

– 5  (your average game)

– 10 (This was my favorite game ever) (150 points total)

Appearance

  • You will be judged by the TOs and score up to 150 points based upon the appearance of your army. A complete set of rules for the painting scores will appear later.
  • There is a Player’s Choice Award. You will vote for your favorite army during the GT. These votes do not count towards your overall score.

One golden ticket to Vegas will be awarded to the person who wins best overall and the other golden ticket to the player who wins best general. Here are the awards for the40k GT and how they are scored:

Best Overall – Battle + Comp + Appearance + Sports

Best General – Battle

Best Appearance – Judged by panel

Player’s Choice – voted on by players

Sportsmanship – Sports

Best Army- Battle + Comp

Bolter Beach is a 2000 point event. For more information visit the link at http://www.bolterbeach.com/

They have also put up some “sample missions” if they end up being used is anyone guess.

Blood in the Sand
Your forces have arrived and your enemy is well prepared. You must take ground while minimizing losses.

Mission Rules: All normal mission rules are in effect. The first turn includes Night Fight and on a roll of 6 on 1d6 at the start of the second turn then there is one more turn of Night Fight.

Deployment: Modified Dawn of War; you can deploy up to one HQ, two troops and one other unit selected from either elites, heavy support or fast attack. These units can be deployed with their dedicated transport and each counts as one unit for the purpose of deployment. The remainder of your army starts in reserve and you can elect to bring in as many units from your long table edge as you wish during the first turn while holding the rest of your army in normal reserve. Units must be placed so that they start on the table at least 18″ from any enemy unit. Inflitrators are deployed using the mission rules from the rulebook.

* Outflanker – You may select one unit from your army that gains the ability to outflank. This also applies to a dedicated transport and any indepndent characters that have joined the unit.

Roll to see who goes first. You can roll to seize the initiative.

Primary Objective:
Place three objectives evenly spaced out along the center of the table. Randomly determine which objective is the alpha, beta & gamma. The alpha objective is worth 10 battlepoints, the beta & gamma objectives are worth 5 battlepoints each. The values are determined after deployment. Note that only scoring units can hold objectives. Any unit can contest.

Secondary Objective:
Reverse Kill Points – you score 2 battlepoints for each of your HQ left alive at the end of the game, all other units not destroyed count for 1 battlepoint each. Any squad which is broken does not count.

Tertiary Objective:
Gain forward ground! Whichever army has the most scoring units within 6″ of the enemy table edge scores an additional 5 battlepoints.

Bonus Points:
+3 – You have the most scoring units left at the end of the game. These units do not count if broken.
+2 – Your most expensive HQ is still alive and not broken. If you have two identical units then both must still be alive and not broken.

There are five normal turns. On a roll of 3+ on 1d6 there is a sixth turn. On a roll of 4+ there is a seventh turn. Do not start another new turn when 15 minute mark is called.

Beach Head
Your initial forces have established their position on the field of battle & must secure an extremely vital objective.

Mission Rules: All normal mission rules are in effect.

The fourth turn includes Night Fight and on a roll of 5+ on 1d6 at the start of the fifth turn there is one more turn of Night Fight.

Deployment: Each player has an area on the table to deploy their army. This area is 18″ out from the long table edge and 12″ in from the short table edges.

All heavy support must be held in reserve and comes in starting turn 2 on a 3+. If any heavy support is still in reserve starting on turn 3 then they automatically arrive.

* Teleportation – You may select one non vehicle unit that can deep strike; note that this unit cannot be embarked in a vehicle. This unit must start in reserve and automatically arrives on turn 3. This unit cannot use icons, teleport homers, locator beacons or any other device that allows a deep striking unit to ignore scatter. The chosen unit scatters 2d6; use the small arrow if you roll a HIT. This unit cannot split into combat squads. The unit can assault directly from the deep strike and benefits from the Furious Charge or Relentless USR (your choice) but automatically mishaps if a double is rolled. No other unit can ever join this squad and the USR you choose remains in effect throughout the rest of the game. This unit cannot move the objective (see below).

Roll to see who goes first. You can roll to seize the initiative.

Primary Objective:
Standard killpoints. Whichever player has the most killpoints at the end of the game scores 15 battlepoints.

Secondary Objective:
Place one objective in the center of the table. Starting at the bottom of the 2nd turn the objective becomes mobile. Any non vehicle unit can secure control of the objective by moving into base contact during the movement phase. Once you have secured the objective you can then move it up to 6″ in any direction horizontally during each subsequent movement. You can also move the objective another d6″ if the controlling unit chooses to run, including any turn you take control of the objective. The controlling unit will lose control of the objective if assaulted, if they assault, or if they break. The player that can move the objective into their own deployment zone and keep it there by the end of the game scores 10 battlepoints. If the objective is in neither deployment zone at the end of the game then no battlepoints for the secondary is awarded to either player. The objective cannot ever be placed embarked inside a transport.

Tertiary Objective:
Leadership by Example! If an HQ moves the objective or is attached to a unit that moves the objective then that player scores an additional 5 battlepoints. If an HQ controls the objective or is joined to a squad controlling the objective then they are fearless and benefit from the Feel No Pain USR while controlling the objective. Both players can score the tertiary.

Bonus Points:
+3 – You have the most scoring units left at the end of the game. These units do not count if broken or if pinned/gone to ground.
+2 – Your most expensive HQ is still alive, not broken or pinned/gone to ground & is in base contact with the objective at the end of the game. If you have two or more identical HQ units then either one can score this bonus but not both!

There are 6 normal turns. On a roll of 3+ there is a seventh turn. This roll cannot be rerolled. Do not start another new turn when the 15 minute mark is called.

Hold Your Ground
The war continues… You have suffered losses but are now firmly entrenched. The enemy is countering by bringing to bare more troops from reserve. You must hold your ground at all costs!

Mission Rules: All normal mission rules are in effect.

A large storm looms on the horizon as the enemy moves in towards your battleline. Massive black storm clouds fill the sky with huge bolts of lightning striking down.
– At the beginning of each odd numbered turn roll for Night Fight, on a roll of 5+ on 1d6 use the Night Fight rule that turn.
– At the beginning of each player even numbered turn roll 1d6 for each unit in that player’s army. On a roll of 1 the unit is struck by lightning and suffers one S6 AP1 shooting attack. Shots on vehicles hit side armor. There are no cover saves allowed.

Deployment: Spearhead

* FearlessYou may select one non vehicle unit which becomes fearless.

Roll to see who goes first. You can roll to seize the initiative.

Primary Objective:
Place one objective in the corner of both players’ deployment zones. Each objective is placed in 3″ from the long table edge & 3″ in from the short table edge. The objective must be placed on the ground level, not on an upper floor or top of any terrain. You score 10 battlepoints for controlling your opponent’s objective & 5 battlepoints for controlling your own objective. Only scoring units can control or contest an objective.

Secondary Objective:
Kill Points – Each HQ is worth 2 killpoints, all other units are worth 1 killpoint each. Broken/fleeing units award kilpoints. If a player scores six or more killpoints than their opponent at the end of the game then they are awarded an additional 5 killpoints.

Tertiary Objective:
All or Nothing! If a player controls both objectives then he/she scores an additional 5 battlepoints.

Bonus Points:
+3 – You have the most scoring units left at the end of the game. These units do not count if broken/fleeing.
+2 – Your most expensive HQ is in base contact with the enemy objective. If you have two or more identical HQ units then either one can score this bonus but not both!

There are 5 normal turns. On a roll of 3+ there is a sixth turn. On a roll of 4+ there is a seventh turn. Neither roll can be rerolled. Do not start another new turn when the 15 minute mark is called.

Your most hated foe of all time stands across the pitch. You want nothing more than to smash your rival at all costs

Mission Rules: All normal mission rules are in effect.

Deployment: Pitched Battle

Insane HatredYour most expensive HQ (choose one if there are two or more identically costed units) suffers from a modified version of the Rage USR. If your chosen HQ is within 8″ of the enemy chosen HQ at the beginning of your turn then it must move towards the enemy chosen HQ during the movement phase (measure to the hull if the enemy chosen HQ is embarked in a transport). If the enemy HQ is disembarked then you must launch an assault or shoot at this unit if possible. Add one inch to the spotting distance each turn starting on the second turn (for example at the beginning of the 4th turn the spotting distance is 12″). Your HQ is fearless & gains the Feel No Pain USR while within the spotting distance to your enemy chosen HQ. If your chosen HQ is joined to a squad then they also become fearless while within the spotting distance.

Roll to see who goes first. You can roll to seize the initiative.

Primary Objective:
Place four objectives as follows. Each objective shall be placed in the center of each table quarter. Place the objectives on the ground level. After both armies have fully deployed scatter each objective 2d6″ and use the small arrow if you roll a HIT. Keep the objectives on the ground level if possible. Each objective is worth 5 battlepoints.

Secondary Objective:
Ancient Adversaries – You score 10 battlepoints if you kill the enemy chosen HQ.

Tertiary Objective:
I Did It with my Bare Hands! If your chosen HQ destroys the enemy chosen HQ then you score an additional 5 battlepoints. This can be accomplished by shooting.

Bonus Points:
+3 – You have destroyed all the enemy HQ units.
+2 – Your chosen HQ is alive at the end of the game.

There are 6 normal turns. On a roll of 4+ there is a seventh turn. Do not start another new turn when the 15 minute mark is called.

Rip Tide
You’re deeply engaged in the war on all fronts & there is no turning back. You have committed all your final reserves and must break the enemy or be broken.

Mission Rules: All normal mission rules are in effect.

Deployment: Each player can deploy up to 15″ from their long board edge.

You may elect to hold units in reserve during deployment and bring them in during the first turn. Units held in reserve as normal come in with a +1 bonus (i.e., 3+ on turn 2, 2+ on turn 3) & any units still in reserve automatically arrive on turn 4.

Forcefield Generator
* You may select one non vehicle unit in your army to equip with a forcefield generator. Place an objective marker beside your chosen unit to denote the forcefield. The forcefield grants a 4+ cover save to the unit. The 4+ cover save cannot be modified; for example, Tau Pathfinders cannot reduce the cover save using their markerlights and the 4+ cover save cannot be enhanced by Going to Ground, it is always a 4+ cover save and is automatically negated by enemy flamer templates. Any independent character that joins this unit also benefits from the forcefield. If an opponent targets this unit then they must roll 3d6 to spot them in the shooting phase (for each unit that shoots at them); if the roll to spot the unit is unsuccessful then they cannot select another target that turn. Indirect fire such as barrage rolls an extra d6 to scatter.The forcefield has no effect if the unit is embarked in a transport. At the beginning of each turn roll 1d6 for each player, on a roll of a 1 the forcefield generator breaks and no longer functions anymore for that player.

* Jammer – You may also elect to use your forcefield generator as a jamming device. If you opt to do so then all your units that arrive via deepstrike, drop pod or mycetic spore cannot be targeted for enemy shooting the turn they arrive. If you opt to use your generator as a jamming device then it does not grant a cover save for the chosen unit controlling it or force the enemy to roll for spotting distance during their shooting phases. You must still roll at the top of each turn to see if each generator is functional. If the chosen unit is destroyed then the generator ceases to work. You can use your generator as a jammer while the chosen unit is still in reserve.

Roll to see who goes first. You can roll to seize the initiative. You may also elect to expend all the power from your forcefield generator and reroll to seize the initiative. You can only reroll once to seize the initiative and if you opt to use your forcefield generator then it immediately ceases to function anymore.

Primary Objective:
Standard killpoints; whichever player has the most killpoints by the end of the game scores 15 battlepoints. If the game ends in a draw then each player is awarded 3 battlepoints.

Secondary Objective:
Whichever player has the most scoring units in the enemy deployment at the end of the game scores 10 battlepoints. Scoring units must be completely inside the enemy deployment to count. If the game ends in a draw then neither player scores any battlepoints for this objective.

Tertiary Objective:
Control the Generators! Whichever player controls the most forcefield generators at the end of the game scores 5 battlepoints. You must first destroy the enemy chosen unit to capture their generator. Any non vehicle unit can control an enemy generator once the owning player’s chosen unit is destroyed. Any unit can contest once the chosen unit is destroyed. Note that only the owning player’s chosen unit can move his own generator.

If the chosen unit is destroyed due to a mishap while deepstriking or arriving via mycetic spore or drop pod then place the forcefield generator where the unit would have landed prior to the scatter. It will stop such that it is at least 1″ away from enemy units or impassable terrain.

All units that score any battlepoints (i.e., scoring units or HQ inside the enemy deployment zone) must not be broken or fleeing at the end of the game to count.

Bonus Points:
+3 – You have destroyed the most enemy troop choices.
+2 – Your most expensive non vehicle unit (including dedicated transport) is not destroyed or broken/fleeing at the end of the game.

There are 6 normal turns. On a roll of 3+ there is a seventh turn. Do not start another new turn when the 15 minute mark is called.

Instead of giving out my critique of each one of these missions let me just say, WAY TOO COMPLICATED FOR THEIR OWN GOOD. Playing and watching events this year I found that the better events seem to have the simplest format. While these might sound fun, (sounds great for a pick up game) I just cannot see the fun in not only playing against your opponent, but also the mission. One good thing though is that between the scoring and these missions I think it would be pretty darn hard to meta this event…

Oh did I forget to mention that this event uses the INAT FAQ which proves that anyone without a degree in Game Theory can make 100 pages of rules that 90% of required just simple common sense.

40K PTS BreakdownMax Total Points (over 5 games) = 1000

*550 total battlepoints

*450 total soft points (150/appearance, 150/sportsmanship, 150/comp)

Battlepoints = 55%

Appearance = 15%

Sportsmanship = 15%

Comp = 15%

Max Total Battlepoints/Mission = 120 (11% total)

*Objectives: 100 Points (9.1667%/game, 45.833% total)

*Bonus: 20 Points (1.833%/game, 9.167% total)

Objectives

*Primary: 50 (4.5834%/game, 22.917% total)

*Secondary: 30 (2.75%/game, 13.75% total)

*Tertiary: 20 (1.833%/game, 9.167% total))

Bonus Points

*4 bonuses/mission

*5 points/bonus (0.366%/game, 1.833% total)

Max Total Soft Points/Mission = 60 (6% total)

*Soft Point Split

– Comp = 30 points/mission

– Sport = 30 points/mission

Comp Breakdown:

*Did your opponent have two or more identical units that are Heavy Support?

– Yes = 0 pts

– No = 5 pts (6 points total, 3% total)

*Did your opponent have two or more identical units that are Elite, or Fast Attack?

– Yes = 0 pts

– No = 5 pts (6 points total, 3% total)

*Did your opponent have three or more troops?

– Yes = 5 pts (6 points total, 3% total)

– No = 0 pts

*Did your opponent have two or more identical units that are HQ?

– Yes = 0 pts

– No = 5 pts (6 points total, 3% total)

*How would you judge his/her theme?

– 0 (no theme what so ever)

– 5 (need a little explanation but good)

– 10 (something truly unique not a cookie cutter list from the internet)

Sports Breakdown:

*Did your opponent argue about rules, roll dice too fast?

– Yes = 0 pts

– No = 5 pts

*Did your opponent  have disputes about terrain?

– Yes = 0 pts

– No = 5 pts

*Did your opponent slow play?

– Yes = 0 pts

– No = 5 pts

*Did your opponent not move or measure properly?

– Yes = 0 pts

– No = 5 pts

*How would you rate your opponent?

– 0  (my opponent made that game a bad time ) (50 points total)

– 5  (your average game)

– 10 (This was my favorite game ever) (150 points total)

Appearance

  • You will be judged by the TOs and score up to 150 points based upon the appearance of your army. A complete set of rules for the painting scores will appear later.
  • There is a Player’s Choice Award. You will vote for your favorite army during the GT. These votes do not count towards your overall score.

One golden ticket to Vegas will be awarded to the person who wins best overall and the other golden ticket to the player who wins best general. Here are the awards for the40k GT and how they are scored:

Best Overall – Battle + Comp + Appearance + Sports

Best General – Battle

Best Appearance – Judged by panel

Player’s Choice – voted on by players

Sportsmanship – Sports

Best Army- Battle + Comp