The tournament "Bring your guns" runs into its fourth year. Since the first tournament in 2020, Bring your guns have developed and expanded the way players think about Bolt action, due to challenging house rules that force players to build new and different lists.This year, Bring your guns is Denmarks first 3rd. edition tournament,  Players must be ready to think out of the box to overcome the tricky home written missions and win the glorious 40 kilo trophy of a true size 155mm howitzer grenade. (only Danish players) International players win a special trophy.

This year players must build two lists. One list must be a 600 points platoon, with no amour over 7+. The second list must be a 1250 points generic platoon with 18 order dice limits. Players will play 6 games over two days. First game is played on a 4ft. by 4ft. table using the 600-point list. Game time is 1 hour and 20 minutes, or six turns. The five remaining games are played over 6-7 turns on a 4ft.by 6ft table, game time 2 hours and 45 minutes using the 1250 points list. 

This tournament is an international tournament, and highly competitive. Players from all over the world are welcome to take part in the tournament. 

The tournament has room for 42 players.

House rules:

All players must bring their army, all needed dice and two sets of order dice. (Silver and gold order dice are not allowed.) Tape measure, and tray for transporting army in-between games. Armies must be WYSIWYG and painted in minimum 3 colours with appropriate basing. 

Infantry, artillery and weapon teams can take and hold objectives. Vehicles and tanks can contest objectives but never hold and score points. Empty transports can´t contest or hold, full transports can.

To hold an objective, a scoring unit must be within 3” of the objective. TO will provide all tables with objective-markers.

Multi-launchers shooting at buildings; place the 3” template cantered on the building and measure the 6 '' striking distance to other units that way. (not from the edge of the building)

Infantry LMG teams cause D2 pin, infantry MMG teams cause D2+1 pin, infantry HMG teams cause D2+2. 

Surviving tank crew; Players are allowed a special survival-roll when a tank (8+, 9+, 10+ armour) is destroyed. Players that roll a six, are allowed to place 3 tank figures, D6 inches from the tank wreck. The tank crew becomes a 3-man SMG unit and counts as an infantry squad. I.e. not losing the order dice for losing the tank.

·       All armies must be fully painted with minimum 3 colors and have basing.

·       No proxy models are allowed, and all units must be WYSIWYG

·       Points are allocated as follows; Win 3 points, Draw 1 points each, Loss zero points, special TO objective 1 point. This means that a player’s maximum points are 4 points pr. Game

·       Tiebreaker are kill-dice (units you killed!)

·       It is forbitten to surrender! We play minimum 6 turns everything is possible in war, Don´t give up!!

·       All destroyed vehicles stay on table as wrecks, and count as impassable hard cover.

·       LOS from vehicles (when firing) is measured from the weapons mount, NOT the tip of the barrel or hull. Team weapon and artillery draw LOS like infantry

What are the prices?

·       The overall winning player gets to take home the awesome 40 kg. trophy and get a smashing medal of honor plus all the diplomas they deserve.

·       The second-best player get a smashing medal of honor plus all the diplomas he/she deserve.

·       The third-best player get a smashing medal of honor plus all the diplomas he/she deserve.

·       Special price for fastest player to pay up the tournament fee, and logging on to tourneykeeper “The fastest guns!”

·       Coolest army

·       Best themed table

·       Wooden spoon

After all the above is resolved, all players take turns in claiming a goodie from the price table, starting with the poorest individual player and working our way up the skill-ladder, ending with the best player only to do it all again, until all prices are gone.