Only the small survive.
-
The
league lasts for 12 weeks, starting on Thursday 15 January until
Thursday 1 April.
-
Players
must use the same 1,500 point army list until they lose a game.
The list must follow the 2004 US Grand Tournament composition
list rules (see below)
-
The
player with the lowest win record initiates a challenge, then
the next lowest, etc., etc. In case of tie, the higher dice
roll initiates first.
-
If
a player has played the challenger before, that player may opt
to decline the game.
-
For
every win difference, the challenger is allowed to add either
150 points or an extra empty slot selection (still need to pay
points for the models in that slot). Only one extra slot may
be added per category. So, if the difference is 3 wins, then
the challenger can add 300 points plus another Heavy slot; or
150 points plus 1 HQ and 1 Fast Attack slot, or 450 points with
no extra slots; etc; etc.
a) Bonuses only apply when the challenger has played an equal
or greater amount of battles as his opponent.
-
Players
must have an army list on paper with everything
listed out (so it can be posted on the cabinet). Players cannot
play without a list. If a player gets additional points because
of “win difference,” the extras are added to the
core 1,500 points. If the challenger wins with a bonus list,
his list reverts back to 1,500 for the following week’s
game and that core 1,500 list is posted on the cabinet.
-
Trial
Assault Rules in Chapter Approved 2004 will be in effect.
-
Trial
Vehicle Rules in Chapter Approved 2004 will be in effect (no
VDR)
-
“Small
Arms Upgrade” Rule for shooting rapid fire weapons. In
the shooting phase, troops with rapid fire weapons may now move
and fire once with their full range or fire twice up to 12”.
-
“Small
Arms Upgrade” Rule for assault. If any model in a unit
moves and rapid fires, then the entire unit may not assault
that turn. For defending troops in cover carrying rapid fire
weapons they may choose to react by shooting instead of engaging
in hand to hand. The defending troops fire at initiative 10
and roll to hit and wound as normal. If the assaulting unit
is using frag grenades (or equivalent grenade), then the defending
models with rapid fire weapons will count as having moved and
can only fire a single shot. The grenade will effect initiative
as normal.
-
Deployment
Rules. First roll to determine first turn. Then roll to determine
deployment zone and first deployment. Both players take turns
deploying a unit as per the standard rules.
-
Missions
will determined by the Fighting Hellfish Mission Generator.
-
Space
Marines - Codex: Space Marines
-
Ultramarines
- Codex: Space Marines plus Chapter Approved 2002 Special Characters,
WD263 Tyranid Hunters
-
White
Scars - Codex: Space Marines plus Index Astartes
-
Imperial
Fists - Codex: Space Marines plus Index Astartes
-
Raven
Guard - Codex: Space Marines plus Index Astartes
-
Iron
Hands - Codex: Space Marines plus Index Astartes
-
Dark
Angels - Codex: Dark Angels (Ravenwing and Deathwing armies
are permitted)
-
Blood
Angels - Codex: Blood Angels
-
Flesh
Tearers - Codex: Blood Angels
-
Space
Wolves - Codex: Space Wolves
-
Speed
Freaks - Codex: Armageddon
-
Black
Templars - Codex: Armageddon
-
Salamanders
- Codex: Armageddon
-
Daemonhunters
- Codex: Daemonhunters
-
Witchhunters
- Codex: Witchhunters (Sisters of Battle – Use Chapter
Approved list until Codex: Witchhunters is available)
-
Deathwatch
Marines - Chapter Approved 2003
-
Imperial
Guard - Codex: Imperial Guard (May use Doctrines)
-
Chaos
Space Marines - Codex: Chaos Space Marines (All Books of Chaos
army lists are permitted)
-
Lost
and the Damned - Codex: Eye of Terror
-
Ulthwe
Strike Force - Codex: Eye of Terror
-
13th
Company - Codex: Eye of Terror
-
Eldar
- Codex: Eldar
-
Iyanden
- Codex: Craftworld Eldar
-
Alaitoc - Codex: Craftworld Eldar
-
Saim-Hann
- Codex: Craftworld Eldar
-
Ulthwe - Codex: Craftworld Eldar
-
Biel-Tan
- Codex: Craftworld Eldar (except Donovan)
-
Dark
Eldar - Codex: Dark Eldar
-
Orks
- Codex: Orks
-
Feral
Orks - Chapter Approved 2004
-
Kroot
Mercenaries - Chapter Approved 2004
-
Tau
- Codex: Tau (Tau Farsight Enclave is permitted)
-
Tyranids
- Codex: Tyranids (Tyranid Mutable Genus rules and Tyranid Seeding
Swarms are permitted)
-
Necrons
- Codex: Necron