++ IMPERIAL FRONT II ++

Back to the Front! 

... the rumble of the engines...
....the stench of cordite, fuel oil and burning flesh...
....the dust and dirt thrown up by the shells and the fast spinning tracks....
....the challenge of trying to dodge out of the way as the tank you are following gets blown to smithereens in front of you....
....the bravery of the lone infantryman as he death or glory charges the hulking behemoth about to crush him in is fox hole....

If any of that appeals to you then Imperial Front is your thing.

Imperial Front is an 18,000 pt game composed entirely of tanks or mechanised infantry, depicting one of the mighty armoured clashes of the Armageddon campaign, in which vast armies of Orks, Chaos and rebels attacked the hive cities of the Imperium across the ash wastes. If you've ever longed to play in a 40K game like the battle of Kursk, this is it!

  • Bring along a 1,500 point tank army, and 2 copies of your army list - one to show your opponent(s).
  • You may only select vehicles, or infantry mounted in a troop carrier.
  • All tanks must be painted, and appropriately converted if applicable. You cannot field unpainted vehicles. There will be no exceptions.
  • 4th Edition Warhammer 40K rules will apply.
  • Vehicle Design Rules will NOT be used.
  • Armoured Companies: use the most recent Chapter Approved list published in WD 295.
  • Marine Codices, Chaos, Orks, Regular Guard: for roster purposes, Heavy Support choices count as Troops, and Troops become Heavy Support.
    (Hvy Support is now min 2 and max 6, Troops are now min 0 and max 3)
  • Imperial Armour: selections can be fielded from any volume, with the appropriate conversion or Forgeworld kit. Superheavies count as 3 Heavy Support choices.
  • No Veteran Tank Skills (from Imperial Armour)
  • No infantry unless mounted in a vehicle
  • Flyers from Imperial Armour publications allowed, max 1 per army.
  • Titans allowed
  • No Necron, Eldar, Dark Eldar, Feral Orks, Tau, Tyranids.
  • You must register no later than midday Saturday. Please arrive by 7:00pm. Briefing is 7:15pm. Game commences 7:30pm sharp.
  • The battle will be one continuous table, 18 feet by 6 feet across.
  • Turns will be synchronised along the length of the table.
  • The organisers will choose which side you will join, either Allies of the Imperium or Enemies of the Imperium. Each side will elect a general.
  • Starting positions will be chosen by the general.
  • Each player will deploy along a 3' front up to 18" in.
  • The game will use the Victory Points special rules.
  • Once the battle starts, you can attack any enemy unit on the opposing side. You will not be limited to your original deployment zone.
  • You will be given a stack of cards to prepare for your force - each of your vehicles will have a card listing its VP, which is awarded to the player that knocks it out (completely destroyed, or both immobilised and all weapons destroyed).
  • In addition, there will be special objectives on each table, each of which will yield a card. Army Command Vehicles will have a Bonus Points card if killed. Objectives will be awarded to the player that gets there first, so long as they still qualify to hold it at the end of the battle (e.g. unit is above 50%, etc.).
  • The battle will be six turns duration, and will finish no later than 10:30pm.
  • At the end of the battle, you will count up the cards you have won by killing units or taking objectives.
  • There will be three prizes: Best Player (highest overall points), Best Army (player choice), and Tank Ace (single surviving vehicle with most kills).
  • All victory points will be added together to determine which side wins overall.
  • Please e-mail any questions and army lists to invader@arsimagica.net or check the Tournament Forum on www.wargamerau.com for discussion on this and other tournaments in Australia.

Sponsored by
Games Workshop
With help from and special thanks to
Mark Morrisson and