Battle for Salvation presents: The Northeast Team Championship!
The Northeast Team Championship (NETC) will be held on April 13th & 14th, 2019. This is a 5-player team event run in similar format to the American Team Championships. Below you will find information about registration, rules, and format.
REGISTRATION IS NOW OPEN!!!!
You can register for the NETC through Best Coast Pairings at :
Once you purchase a ticket, you must also email Bob at email@example.com with your team info (see below). You should receive a confirmation within 48 hours. Follow up with us if you do not.
*Refunds will not be granted within 1 month of the event.
How to Register:
Email firstname.lastname@example.org with “NETC Registration” in the Subject Line with the following information.
-Full name of Team Captain ONLY (Team members will be added later)
-The team captain’s active email account that will be checked often
Event Date: April 13th & 14th, 2019
Registration deadline: March 31st, 2019.
No new factions or codex will be allowed that are released after Sunday, March 31st
No changes will be made to the FAQ or Army Building Guidelines after Sunday, March 31st. Any updates to the ITC FAQ or Rules made after this date will not be in use.
Army Lists are due by 10 PM EST, Sunday April 7th. Submission guidelines will be sent to the captains at a later date.
ARMY BUILDING GUIDELINES
The following Matched Play rules are in effect:
1. Each army must be 2000 points or less.
2. We will be using all matched play and beta rules produced by Games Workshop.
3. Each army can consist of no more than 3 Detachments of any type.
4. Reinforcement Points
5. All current Games Workshop & Forgeworld 8th edition Warhammer 40,000 source material may be used to build your Battle-forged army. This includes all current and in-print Warhammer 40,000 Index books and Codexes from Games Workshop and Forge World. Due to its 2′ x 2′ size, fortifications like the Necron Tomb Citadel may not be used.
6. You must use the most current datasheets for your models – e.g. those found in a Codex rather than an Index if a Codex is available for your army. This means that you may use Faction-appropriate Index datasheets that might not appear in your Codex (such as Chaplain on Bike).
7. Warlords MUST be designated on Army Lists.
Warlord Traits MUST be determined AND NOTED BEFORE each game.
Psychic powers MUST be determined AND NOTED BEFORE each game.
TEAM BUILDING GUIDELINES
- 5-Player Teams
- A Named Character May Only be used once per Team.
- Only one player on each team may use units with the following Faction keywords, or keyword combination, i.e. if any player uses any units with the following Faction keywords, then no other player on the team may use any units with the same keyword:
Legion of the Damned
Questor Imperialis & Questoris Mechanicus (Both take up the same slot)
Renegades and Heretics
Sisters of Silence
Tyranids and <Hive Fleet>
* <Chapter> or<Legion> is defined as any Chapter or Legion other than Blood Angels, Dark Angels, Deathwatch, Space Wolves, Death Guard, Thousand Sons and Grey Knights.
A Round between teams consists of 5 individual games. Each individual game will score a number of points as detailed in the mission pack.The combined total of all individual player’s scores on a team will give them their TEAM TOTAL for that round.
The Team Scores will be calculated each tournament round as follows:
At the end of each tournament round, it will be the Captain’s responsibility to calculate BOTH their team’s and their opponent’s team’s overall round score. To do this, each captain will follow the guidelines below:
1. Add up each team’s total score (5 individual player scores per team) for the round. The player scores for each game are calculated exactly as per the ITC mission. Subtract the lower Team Total from the higher Team Total, this will give you the Team Differential.
2. If the Team Differential is 21 points OR MORE, the Team with the higher Team Total will receive a Win, and the Team with the lower Team Total will receive a Loss. The winning team will receive 2 Round Points and add the Team Differential to 200 for their TEAM SCORE. The losing team will receive 0 Round Points will subtract the Team Differential from 200 for their TEAM SCORE.
3. If the Team Differential is LESS THAN 21 points, both Teams will receive a Draw, 1 Round Point, and calculate their TEAM SCORE as above.
4. The final Team Score each round will be a Maximum of 400 and a Minimum of 0. Record the TEAM SCORES on BOTH Team’s Score Card along with BOTH Captain’s initials on BOTH Team Score sheets.
Scoring this way versus just adding scores together will make it more difficult or a team to slow play an opponent and normalizes how many points are being distributed every round of the event.
Auto Win Condition
If a team wins 4 or 5 of their individual games in a round then that team will earn an automatic Win (2 Round Points), regardless of points totals. In this case, points MUST still be calculated and reported as normal, as the total points scored over the course of the event will help to determine tie breakers and overall team placement.
In the event of a tie in the final standings, the following statistics will be used to break the tie:
First Tie Breaker = Number of individual player Game wins on a team
Second Tie Breaker = Total individual player points from a team
Third Tie Breaker = Margin of Victory
PAINTING & MODELING REQUIREMENTS
THERE ARE PAINTING AND MODELING REQUIREMENTS. No painting or composition scores will be calculated into the overall Team Scores. Although painting quality is not a factor in the overall score, there will be an award for Best Painted Army at the event.
Players caught playing more than the specified points limit will receive at the minimum a current round loss and possibly a round loss for every game before and will not be able to continue until the list is corrected and approved by NETC staff.
Players are responsible for bringing a Legal Army List. If you have any second guesses or doubts, it is your responsibility to double check with the NETC staff BEFORE coming to the event. Players found playing with an illegal list will not be allowed to continue in the event until the list is corrected and may suffer a deduction of all points awarded up to the time in the event when the illegal list is discovered.
A player that is found to be playing a different list other than the list presented to the NETC staff and other players will be penalized according to NETC staff judgement/assessment of the situation.
You need to bring everything you need to play a complete game – GW FAQ(s), a copy of your army rules, templates, dice, tape measure, etc.
To speed up play,players should bring Photocopied Datasheets of the units used in their armies and a quick reference sheet of their weapons list.
Players should bring Wound Trackers for their army. GW Wound Trackers or any 10-sided die works perfect for this. Wounds should be marked as “Wounds Remaining” on the models.
6 Copies of your army list are REQUIRED. Any delays caused by a player not having these lists may result in a team point reduction penalty. Army lists that are brought for other teams reviews should be restricted to 2 pages max in order to help better facilitate the player pairings each round.
Due to space requirements and physical table setup, it is recommended that each player bring a table or tray with legs to place their books and unused models on during the event. A display board will also help with moving your army around the venue easily.
The venue is a very large mall. Please plan to arrive early each day as you will need to traverse the mall to get to the tournament location.
ONLY The following Battlefield Terrain rules be used (pages 248-249 MRB):
There will be Five Tables in every Table Section. One table will have Heavy Terrain, one table will have Light Terrain, and 3 tables will have the Normal Terrain Coverage.This is intentional and is a key part of pairing players and choosing tables before the games even begin!
Terrain is pre-set on the tables. The terrain should NOT be removed, moved, re-adjusted, etc. We know that during an event that terrain does get moved around, so if you find yourself at a table that the terrain seems out of place or there are large areas with no terrain, call a judge over BEFORE you begin the game and have them re-set the terrain for that table. Captain’s should review the tables and call over an NETC staff member to fix any issues BEFORE the games begin.
Sportsmanship will be taken into account. Sportsmanship is always a very important factor in every Battle for Salvation event. Unsportsmanlike conduct will not be tolerated.Players yelling or being abusive towards other players or BFS staff will be removed from the event and may face a possible ban in future events. There will be a reasonable warning and penalty system in effect.
Favorite Opposing Team voting will occur at the end of the event. The team with the most votes will be rewarded with a team award for Sportsmanship.
We expect all players to see the game through to the very end and not concede, as doing so can impact tiebreakers and, ultimately, the final rankings. In the unlikely event that a player does concede before the game has reached its natural conclusion, then the conceding player earns a loss, with no extra battle points.
A minimum of 4 mandatory turns is required to be completed every game. Teams taking armies or players that take a lot of time should train hard to be able to finish games to turn four within the allotted time frame or not take said armies to the NETC. Again, it is the responsibility of the players, not the referees, to make sure games complete at least 4 turns.So once more Teams need to factor this into both their list design and their play testing or suffer the consequences. If it looks like a game will not reach turn 4, even early on in the game, then it should be brought immediately to the attention of the referees who will decide if a chess clock needs to be applied to that individual game.
It is both players responsibility to ensure games finish in time. Any game that gets reported where players do not play the minimum amount of 4 turns will see both players receive an official warning. If your opponent is too slow, ask him/her to speed up, if it doesn’t help, get a judge to help speed things up. If that doesn’t happen the above will be strictly applied. Consecutive games where there is the suspicion of slow play will see players that were previously warned incur an automatic infraction penalty. Thereafter any instance of slow play as deemed by the referees instantly incurs further penalties, cumulatively within even a single round if required.
Players or By-Standers may NOT help each other during game play. Players doing this will receive 1 warning and after that their team will have points deducted from their current round up to a max of total game points for the round per player involved depending on the seriousness of the affect towards the outcome of the game.By-Standers will be asked to leave the premises if this becomes an issue with them.
It is the player’s sole responsibility to inform the BFS staff of any such issue.
TEAM PAIRING SYSTEM
The first-round pairings of the NETC will be done randomly. We will use the Best Coast Pairings app, so players are encouraged to download the player app for pairings and in putting scores.
The 2nd through 5th round pairings will be done strongest overall score vs next strongest overall score.
INDIVIDUAL PAIRING SYSTEM
Teams will pair offinto 5 individual games every round.
Individual Pairing will take place in the following manner:
1. Teams will exchange lists and will take a few moments to review the opposing teams armies, making decisions of who they hope to pair their teams players against. discussing strategies, looking over tables, etc. TEAM CAPTAINS SHOULD CONTACT A FLOOR JUDGE TO RESET ANY TERRAIN AT THIS TIME.
2. Roll off- Winning team will be able to decide table choice for the first pairing.
3. Each Captain writes down 1 of their lists to defend. This is done blindly and simultaneously.
4. Both Captains reveal their defenders simultaneously.
5. Both Captains now attack the opposing team’s defender with 2 lists simultaneously.
6. Both Captains Select which attacker they want their defender to play simultaneously. (Tables are selected based on order decided by roll off, then alternating)
7. Repeat Steps 2-5.
After doing this. You now have 4 out of 5 matches chosen. The last match is the game between the two attackers who were not selected by the defenders in Step 6. This system guarantees a simple and consistently fair pairing process.