UPDATE April 4th 2017
This FAQ is to address any concerns. Please use GW and ETC FAQ first.
Q: Can I use drop pods that do not open or that are converted?
A: You can if the TO is sent pictures and approves of the conversion. Also all drop pods with doors glued shut or that do not open will NEVER block LOS. Instead they will just give a 5+ cover for models behind them.
Q: In your "sample army list" it looks like someone typed up a list in a word file. Does each list require to be typed up in the same way or could all of the team’s lists be submitted in the army builder or battle scribe printout?
A: Army lists are formatted in this fashion because not everyone has access to Army builder, Quartermaster or even MS Word. However, everyone with even a basic computer can open text files. The formatting is listed the way that it is so that all of the army lists are consistent for distribution. Trust me, in April when we hand you 40 army lists, you’ll be happy they all look the same.
Q:Can I duplicate a formation within the reborn host?
A: Sadly yes, yes you can as per ETC guidelines for other formations like that.
Warp storm table must be selected in your army list (Tzeench or regular). No one has selected these yet in lists but we will write them in day off.
In the ETC FAQ Cawl's artifacts can be taken in Cawls formation. We are ruling detachment/formation of detachments/formations count as his formation.
We are ruling that screamers do not have wings. The tails are the only part that do not count for LOS.
Also there will be no instances where a model (mainly a knight titan) can shoot an enemy model but not be shot in return. This does not apply to stuff that moves after it shoots. This is just to stop some abuse.
ETC FAQ BASE CHART ERRATA: The ETC basing chart list Pink Horrors as being placed on 25mm round bases. Pink Horrrors are currently only sold on 32mm round bases. As a result of this being discovered 9 days before the tournament, Pink Horrors will be allowed to be used on 25mm or 32mm for the CanHammer Team Tournament
SLOW PLAY REMINDERS
It is mandatory to fill in and use the timesheets for each game. Timesheets that are missing when
handing in the scoresheets or those that are not filled in completely, will see a penalty of -5 points per
player for which this is the case. Timesheets help the referees make calls about timing issues, which is a sensitive manner, and it helps players keep track of the time, so using them should be a natural and normal thing. Seen the issues the past years we feel the use of them should now be enforced upon the players.
A minimum of 5 mandatory turns is required to be completed every game. Teams taking armiesor players that take a lot of time should train hard to be able to finish games to turn five within the allotted time frame or not take said armies to the ETC. Again it is the responsibility of the players, not the referees, to make sure games complete at least 5 turns, and that a roll-off for turn 6 happens with time left to play said eventual turn. So once more Teams need to factor this into both their list design and their play-testing or suffer the consequences. If it looks like a game will not reach the end of turn 5, even early on in the game, then it should be brought immediately to the attention of the refs - who will decide based upon the following, but not exclusive, criteria, if any penalties are required:
Number of ref calls by a player (see previous for policing). The referees will have a list of teams and players to keep track of this over the course of the tournament. Refs will align these numbers every round. Calling a ref and waiting or looking for a ref have been common to slow down progression in games over the years so this is a factor to take into consideration. Players calling refs to their tables a lot will be judged with the possibility of foul play and stalling in mind.
Number of models in an army, including summoned units. This can have an effect, especially if 2 big armies are facing each other. As such it is down to the referees to decide if it was unintentional or not.
Time taken to deploy should have been logged on the timesheet. Unlike turns which involve the interaction of both players, the deployment does not. Excessive deployment time can therefore be an indicator of slow play. Then obviously it is down to the discretion of the ref if a player is slow playing on purpose.
It is both players responsibility to ensure games finish in time. Any game that gets reported where players do not play all turns, including random game length, will see both players receive an official warning. If your opponent is too slow, tell him/her to speed up, if it doesn't help, get a judge to help speed things up. If that doesn't happen the above will be strictly applied. Consecutive games where there is the suspicion of slow play will see players that were previously warned incur an automatic infraction penalty.
Thereafter any instance of slow play as deemed by the referees instantly incurs further penalties, cumulatively within even a single round if required.