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
· 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.