This year, I open the Warhammer 40K Combat Patrol update with a statement for everyone to think about and comment on. Every Warhammer 40K player has a story about that one time...
Aside from any story involving a Shokk Attack gun, most players can recall at least one game where a model defied the dice gods and proved that no unit is to be overlooked. This is what I hope the AdeptiCon Warhammer 40K Combat Patrol tournament embodies.
Five year ago, Combat Patrol began as a free-form tournament at AdeptiCon. A handful of players banded together to enjoy a series of games, while avoiding the infamous ‘Gladiator’ event. Loosely based off the 40K in 40 Minutes format, a tournament event was born that focused on small scale actions in the Warhammer 40,000 universe. The rules were heavily exclusive on units, focusing on troops and less on the super heavy tanks of the 41st Millennium.
The Next Era of Combat Patrol
For better or worse, the Combat Patrol event needed to align with new rules and codex alterations, while preserving the original nature of the event. Based off of attendee feedback, this year marks the removal of much of that restriction seen in the past. These changes are meant to balance the basic codex options when played with in the confines of the Combat Patrol missions (4x4 table and a 400-point army restriction).
What is New?
2+ saves, limited psychic powers and monstrous creatures, oh my! Quantum shield, shock prowls and reinforced rams are also allowed with modifications (they can only upgrade an armor facing to maximum of 12).
What is the Same?
The maximum armor value cap of 11 on non-troop transport (12 for dedicated). 2 wound maximum on non-troops and non-swarms. No HQ requirement. No unique or special characters.
AdpetiCon is just around the corner...can’t wait to hear the stories from all 180 Combat Patrol attendees this year!
Download: AdeptiCon 2012 Warhammer 40K Combat Patrol Rules
- Tyler (Chubs)
Warhammer 40K Combat Patrol Tournament Organizer