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15 jan - 1 apr 2004
(updated 4 feb)

Only the small survive.

 

  1. The league lasts for 12 weeks, starting on Thursday 15 January until Thursday 1 April.
  2. 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)
  3. 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.
  4. If a player has played the challenger before, that player may opt to decline the game.
  5. 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.
  6. 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.
  7. Trial Assault Rules in Chapter Approved 2004 will be in effect.
  8. Trial Vehicle Rules in Chapter Approved 2004 will be in effect (no VDR)
  9. “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”.
  10. “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.
  11. 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.
  12. Missions will determined by the Fighting Hellfish Mission Generator.

 

ARMY COMPOSITION RULES:

  • Create an army of no more than 1,500 points with one Standard Force Organization chart.
  • Chapter Approved and Index Astartes books will be in use with the following exceptions: Rules marked "Optional" or "Trial" will not be used.
  • Specific zone fighting rules will not be in effect - including Jungle fighting and City fighting.
  • Special characters may be used but must adhere to the rules for that particular character.
  • Vehicles from the Imperial Armour book are not permitted. Forge World models may only be used to represent entries from Codexes or Army books.
Valid Warhammer 40,000 Armies:
  • 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

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