2026.05 1000 Point Event
This event will be held May 23rd at Hobbytown USA in Castleton
The doors open at 9.00, and games will start around 9.30-10. 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 other details 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 Oddball 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 1000 points following the standard limitations for that point level.
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 1000 points with the following addenda:
Epic Herounits are not permitted.Legendsunits are not permitted.Alliedunits are not permitted.
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
Any unit that is even partially unpainted will suffer D6 mortal wounds in each player's command phase until the unit is either destroyed or is no longer partially unpainted.
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
The following effects will be in place for certain terrain types:
| Type | Rule |
|---|---|
| woods | blocks line of sight to non-vehicle and non-monster models not within the terrain feature. provides benefit of cover to models within the terrain feature. additionally, line of sight to all models is blocked if the range also exceeds 18" |
| hills | blocks line of sight to non-vehicle and non-monster models not within the terrain feature. provides benefit of cover to non-vehicle and non-monster models within the terrain feature. |
| towers | any infantry model wholly within this feature may ignore line-of-sight restrictions for woods and hills, and models attacking them may do the same |
| deposits | same as hills + any model within 6" of a deposit feature receives an invulnerable save of 4+ against ranged attacks |
| hulks | same as hills + any ranged attacks targeting vehicle or monster models within 3" of this feature will suffer a -1 to hit |
| dump | same as hills + any models destroyed within 3" of this feature will automatically trigger any deadly demise. if the model doesn't have deadly demise, it gains deadly demise 1. |
| building | same as hills + impassable except that infantry models may pass through this feature only if their entire movement can clear it |
Some terrain will have the following keywords, which will be indicated by a marker on the terrain feature:
| Keyword | Marker | Effect |
|---|---|---|
| slippery | green | models that are setup or start or end a normal, advance, fall back, or charge move within/through this terrain feature gain +2" to that movement |
| difficult | blue | models that are setup or start or end a normal, advance, fall back, or charge move within/through this terrain feature suffer -2" to that movement |
| hazardous | red | models that are setup or start or end a normal, advance, fall back, or charge move within/through this terrain feature roll a D6 and on a roll of 1, that model is removed from the game |
| hostile | white | models that are setup or start or end a normal, advance, fall back, or charge move within 3" of this terrain feature roll a D6 and on a roll of 1, that model is removed from the game |
Game and Table Setup
When players arrive at their table, each player rolls a D6, with ties going to those closest to a sushi restaurant. 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. If both players agree, they may forfeit all command points they both currently have to play one more turn.
Objective Markers
Objective markers will not be used. Instead, each player may choose a single piece of terrain in their deployment zone to be an objective and possession of these will be determined by the most OC in contact with the piece of terrain at the end of each phase.
Missions
When reporting scores to the TO at the end of the game, use the Scoring section to determine the number of event points to report.
Game 1 - Exploitation
Deployment Each player rolls a D6, the winner choosing one of the long edges.
Each player deploys within 12" of their respective long edge. The player that finishes deploying first will receive a +1 to the roll to go first.
Special Rules Cautious approach : No unit may advance in the first turn.
Scoring When the game ends, split the table into 4 equal quarters. Each player will control any quarter they have the most OC wholly within.
- More quarters than your opponent = 7
- Same number of quarters as your opponent = 5
- Fewer quarters than your opponent = 3
- Own all quarters = 1
Game 2 - Eradication
Deployment
Each player rolls a D6, the winner deploys a single unit anywhere on the table. Players alternate deploying units as long as no unit is within 18" of an enemy unit (except infiltrators). If any unit cannot be deployed, it is placed into reserves and may arrive during any movement phase.
Special Rules
In a player's command phase they may restore a single battleline unit to full starting strength (excluding characters).
Scoring At the end of the game, players add up the number of destroyed units they have.
- Fewer units destroyed than your opponent = 7
- Same number of units destroyed as your opponent = 5
- More units destroyed than your opponent = 3
- Opposing
warlordwas destroyed = 1
Game 3 - Entrapment
Deployment Each player rolls a D6, the winner choosing one of the corners and their opponent gets the diagonally opposite corner.
Starting with the player that selected first, each player deploys within 24" of their respective corner.
Special Rules At the end of each player's turn, that player will score 1 trap point for each enemy unit within 6" of one of their own units that is not in engagement range of any enemy units.
Scoring
- More trap points than your opponent = 7
- Same number of trap points as your opponent = 5
- Fewer trap points than your opponent = 3
- Most OC on the table at the end of the game = 1
Game 4 - Erosion
Deployment Neither player deploys any units. Instead, units that are not in reserves may be deployed as if arriving from reserves in a player's first movement phase. The player going first may arrive from any 2 table adjacent edges as long as no unit is within 12" of either of the other 2 edges.
Special Rules
Starting in the second battle round, at the end of each player's turn that player may remove a single piece of terrain that has no models touching it. If no terrain is eligible, their opponent may immediately make a normal move with one of their units.
Units may leave the table from any edge they were not eligible to deploy from.
Scoring
- More friendly units left the table than your opponent = 7
- Same number of friendly units left the table as your opponent = 5
- Fewer friendly units left the table than your opponent = 3
- Fewer units remaining on the table than your opponent = 1