📅 2026-04-11

2026.04 2000 Point Event

This event will be held April 11th at Hobbytown USA in Castleton

The doors open at 9.00, and games will start around 9.30. Players will be matched up upon arrival where possible and may start early if they like.

If you forget dice or a tape measure, these can be provided. If you forget your army, then enjoy watching other people play.

This event will not be using the mission decks, so there is no need to have those.

Having a notepad or other system to track your score and command points is recommended. It is not your opponent's or the organizer's responsibility to track this for you.

Players that finish early are free to go grab food as needed, and light refreshments are available for purchase at HT.

See here for more information about Matched Play events.

Reach out to me on discord if you have any questions.

Rules

Note that these rules won't be finalized until the start of the event, and some may be discarded during the course of the day. Consider this more a general idea of what things could be like.

Army Composition

Each player may bring a list of up to 2000 points.

All lists should follow the most recent version of rules available for that faction. Lists do not need to be turned in beforehand, but must be available to be viewed by your opponents. Follow the guidelines for Chapter Approved 2025-2026 for 2000 points with the following addenda:

Rule Disputes

If a dispute on a rule cannot be resolved within 3 minutes, a dice role will determine precedent for that game.

Painting Requirements

Models must be assembled and painted beyond simply being primed. Note that a significant portion of your final score is based on appearance.

Game duration

Games will last up to 3 hours. The first players to finish a game each round and report their scores will receive bonus points. Once half the tables have completed their games, the remainder will be told to finish their current turn and the next round will begin as soon as possible.

Terrain

Ruins, woods, obstacles, and hills will be used per the normal rules with the following changes.

If line-of-sight between a model and a potential target crosses 2 pieces of terrain that would provide cover to the target and the distance is greater than 12", then the target is considered not within line-of-sight.

Models with a toughness greater than 7 are slowed 2" when passing through woods.

Game and Table Setup

When players arrive at their table, each player rolls a D6, with ties going to those closest to the NE corner of the building. Starting with the winner of this roll, each player moves 1 piece of terrain at least 6" from its current position. Once a total of 4 pieces of terrain have been moved, then players may roll off for sides and begin deployment.

Games

Games will last at least 3 rounds. Starting at the beginning of round 4, the player going first rolls a D6 and if the result is less than the current round number, then the game ends immediately. Each player may secretly spend one or more command points to add a number to the roll after seeing the result.

Missions

Game 1 - Night fight

Deployment The attacker chooses a corner of the table and their deployment zone is within 22" of that corner. The defender's deployment zone is with 22" of the opposite corner.

Objectives One objective marker is placed in the center of the table, and 4 more placed 18" from each corner.

Special Rules For the first round, all ranges are limited to 18" and this limit doubles each round.

Victory Conditions Starting in the second turn, in each player's command phase a player with score 5VP for each objective marker they control.

At the end of the game, whichever player has the most OC wholly within each table quarter claims that quarter. Each claimed quarter is worth 5VP.

Bonus Points At the end of the game, gain 1VP for each enemy unit destroyed.

Game 2 - Surprise Engagement

Deployment The attacker selects a long edge. Their deployment zone is 20" from that edge along the entire length of the table. The defender's deployment is within 20" of the opposite edge for the entire length of the table. No non-infiltrating unit may be deployed within 18" of any enemy model during deployment.

Objectives One objective is placed in the center of the table. Two more are placed in the 8" from each short edge so that the marker is along the center line. Each player may then place an objective in their own deployment zone anywhere they like as long as it is at least 15" from the center line.

Special Rules In a player's command phase they may restore a single battleline unit to full starting strength (excluding characters).

Victory Conditions At the end of each player's turn, they will score 2VP for each enemy unit destroyed within range of an objective marker.

Starting in the second turn, in each player's command phase a player will score 4VP for each objective marker they control.

Bonus Points At the end of the game, gain 1VP for each unit that is not visible to any enemy units.

Game 3 - Eradication

Deployment The attacker selects a short table edge and their deployment zone is within 18" of that table edge. The defender's deployment zone is within 18" of the opposite short edge.

Objectives One objective is placed in the center of the table. Two more are placed along the center line between deployment zones 6" from each long edge. Each player then places an objective within 9" of their short edge.

Special Rules All models in the attacker's army receive +2 Movement in the first turn, while models in the defender's army improve their Save, and Invulnerable Save if they have one, characteristics by 1 for the first turn.

Victory Conditions At the end of the game, each objective marker a player controls in no-man's land is worth 10VP, and the enemy deployment zone objective is worth 20VP. Each player should add up the total points they have lost and divide by 100, rounding to the nearest hundred - their opponent scores this many additional VP.

Bonus Points At the end of the game, gain 1VP for each enemy character unit destroyed.