FAQs

What is the Ambassadorial Arena?

The Ambassadorial Arena is a hole in the Warp, held open by a mighty ancient sword from a time none can remember.  Even the Great Ones themselves lost knowledge of it. The sword’s power field was first rediscovered by the T’au Empire and exploited as a safe meeting place to engage potential allies.  After the Fall of Cadia, they met many Imperial Guard commanders who wished to join the Greater Good unglimpsed by the prying eyes eyes of the Empire.  Not even the greatest of the Tyranid Hive Minds can sense the swords location and it is beyond the means of normal Daemons to sense its existence without invitation.

The Tau did not realize they had discovered the domain of the Great Ones. It was only the T’au unique lack of a signature in the warp that allowed them to go unnoticed by the last vestiges of these mighty beings. Some say the time warping effects of the power field are what gave the T’au countless centuries to develop their race when only a small fraction of that passed in real space.

Whatever the truth may be, the presence of the T’au Empire guests could not go unnoticed forever. The Great Ones took a greater and greater quiet interest in the machinations of those who dared venture into their domain after they were eventually found.  It became clear to the Great Ones that these races competed with one another for control of both space and time. Given enough of either, one faction would prevail in the Final War that was foreseen 40,000 years before. In an endeavor to monitor this progress and influence it faster to its logical conclusion, the Great Ones stay time completely, choosing Ambassadors from every faction to represent their kind  To the arena they come and in the arena they must prove to be able Ambassadors.

And so it is that you, the greatest sentient factions in the galaxy, are gathered.  You compete for the favor of the Great Ones in your endless wars. No one knows for sure how long it has gone on, and it is sensed by some who compete that they have been in this time and place before, but the details are as dreams.

The one thing that is known: all Ambassadors enter the arena—one leaves. That one brings with him a token of great hope that his faction will have the backing of the Great Ones when the Final War begins.

Various and sundry

We will be using the official Big FAQ 1 2018 Finalized Matched Play Rules (Targetting Characters and Psychic Focus being the changes of note there).  You should review them before submitting your lists.  While many lists will remain unaffected, the new rules under the “Organized Event” Chart for the number of times you can have a particular unit entry in your list may have an effect on some lists.  This is very much in keeping with the Ambassadorial Grand Tournament’s mission.

Some points values changed in the update, so make certain that you turn your list in, per the instructions given in your Ambassadorial appointment e-mails, with these changes reflected.

We will be using the Codex FAQ’s as well.  They are all collectively found here: Warhammer 40,000 FAQ’s.

We will not be using the Beta rules for Battle Brothers, nor for Tactical Reserves.

In addition:

 

Stratagems:  can I choose to use the Relic Stratagems as I see fit, or must I commit to using them in every game, enumerating them on my army list when its submitted?

You are never required to use a certain Stratagem.  They are optional in all cases.

Must I keep the same Warlord, Warlord Traits and Starting Relic between games?

Yes.  List them on your Army list.  However you can always add to those relics using the Stratagem as mentioned above before the game starts.  You cannot alter the relic you chose to begin with and it should be listed on your army list.

The new GW FAQ says that a unit with the FLY rule effectively ignores vertical distances, allowing for a 2″ charge to the top of a very tall building if the unit in question were placed nearly below the target unit from reinforcements (for example).  How will we handle the minimum distance for PLACING such FLY units whose ability allows them to appear later in the game or reappear via a power that restricts how far away it must be from enemy models?

The answer is that any such unit unit will do so by acting as if all enemy units are on ground level directly below their own literal location.  You can use a ruler or some other straight edge to show the probable ground location of the unit in the ruins (as if it were on the ground) and measure the flying interlopers reinforcement placement from there.  In this way, units that have the fly rule may not abuse this loop hole.  It places them more than X” from enemy models relative to their own ability to move which is the intent.  As usual, to announce a charge at all this placement must still be within 12″ of the enemy, vertically or otherwise.

Because of the 0-1 Lord of War allowance, and the Supreme Command Detachments absence from this tournament, there is only one way to take a Lord of War.  Under what circumstances will the Astra Militarum Lord of War be allowed to use the Doctrines because of this?

If the rest of your detachments are all the same <Regiment>, then the Astra Militarum Ambassadors  Lord of War may benefit from that <Regiment> doctrine for this tournament.  This will add one HQ slot that you must fill to one of your Battalion or Brigade Detachments, if you choose to do so.

DO I NEED A TIME CLOCK, OR WILL ONE BE PROVIDED?

Time clocks will not be enforceable other than insofar as they are necessary for the last ten minutes (see below) but if you wish to have one for your own reference, you certainly can.  Slow play will be directly penalized in all cases.

HOW WILL WE HANDLE TIME AS THE END OF THE GAME BECOMES CLOSER?

We frequently remind people of how much time they have, and prompt tables to greater alacrity, but keeping track of that is the responsibility of the players.  The way we are handling the time issue is that:

  1.  You must attempt to complete your entire round and help one another do so.  Cooperating in this endeavor is assumed of any Ambassador.  Failure to cooperate is slow play.
  2.   You will split the last ten minutes between you.  Any time player one doesn’t actually need is ceded to player 2.
  3. If the last 10 minutes arrives, and it is the bottom of a round, that round must be completed in two minutes cooperatively, and then the next round begun, for which you will receive a bonus two minute of total game time to compensate you and make sure the last 10 minute round happens, and is completed.

ITC POINTS?

Yes!  This is an ITC Grand Tournament and we will be using the Bestcoastpairings software for the event pairings.  Results will be manually reported because of the nature of the brackets.  You will receive points towards your ranking by attending this event, commensurate with the attendance of the event as normal.

TERRAIN

This will follow the ITC ruling on the ground floor of ruins as follows:  consider the first floor walls of ruins to be opaque (To be specific:  ignoring doors and windows as if they were not there).  If both you and your opponent both agree…  You can consider the first floor walls to be literal line of sight.

Any further enhancements to the rules will be covered here.  As the tournament grows closer and rules and questions come up that the FAQ’s don’t handle, we will address them here.