HMGS South Hurricon 2026

Hurricon 2026 August 22nd, 2026

General Information: ○ 22 players maximum ○ 3rd Edition Bolt Action Rulebook, all “Armies of” through Armies of the Commonwealth and all Minor Nations PDFS as well as the current FAQ and errata will be used. NOTE- Bolt Action Compendium units are not approved for tournament play.
○ There will be three rounds with 3 hour time limit. The Tournament Organizer will provide numerous time reminders and timeclock will be used. ○ The deadline for registering and submitting lists is 12am Friday, August 14th, 2026. List must be emailed to patrickballinger@yahoo.com and ensure that all emails include: ■ Header with the event, army type – and your name if not obvious in the email.

★ Tentative Schedule (Times Subject to Change): ○ 8:15-8:45 - Check in with Tournament Organizer ○ 9:00am-12:00pm - Round One ○ 12:00pm - 1:00pm - Lunch ○ 1:00pm – 4:00pm - Round Two ○ 4:00pm – 4:15pm - Break ○ 4:15pm – 7:15pm - Round Three ○ 7:30pm - Awards Note: Please be on time. On time is late as they say in the military (and impacts your event time).

★ Painting and Modeling- Separate from Game Points ○ All models should have a minimum of three colors and 28mm scale and WYSIWYG. ○ Painting will use a standard painting rubric for painting scoring by independent judge(s): ■ All models are fully painted: 1 Point ■ All models are fully based: 1 Point ■ Basic details such as unit markings, decals on tanks, simple wash, or highlights: 1 Point ■ Advanced details such as rank insignia, eyes, advanced shading: 1 Point ■ Really amazing work; advanced shading and weathering, freehand, creative customization, thematic bases, etc.: 1 Point ■ Expect to get 3 of 5 points on average. ■ Judges will also provide a final “judges choice” if the score is tied for tiebreakers. ○ There will be a Players Choice award voted on by the players – picked by theme and painting.

★ Army List: ○ Lists are a maximum of 1,100 points (No Dice Cap). ○ Lists must follow all force structure instructions as outlined on pages 182-183 in the main 3rd edition rulebook ○ Only the 3rd edition Bolt Action book, all current published “Armies of” and released minor nations PDFs are allowed. The Bolt Action Compendium lists are not allowed. ○ A copy of your list must be available for your opponent to access throughout the game. ○ TO reserves the right to ask for revisions if necessary. My goal is to have a great open and fair competition.

★ Matchups: ○ Round One player pairing will be random. ○ From the second round, players will be paired using a Swiss system (i.e. matching players on the same amount of tournament points in descending order) ○ In case of more than two players with the same number of tournament points, army points will be used as tiebreakers. ○ When two players are matched to play again or play on the same table, the Tournament Organizer may use their discretion to reassign a match or table. This does not apply to the top table in the last round.

★ Scoring: ○ Points will be awarded on the following basis: ■ 5 tournament points for a win ■ 2 tournament points for a draw ■ 1 tournament points for a loss ○ All missions will have a secondary objective for bonus points for a total of 3 points per game. ○ Players should also keep track of how many enemy dice they destroy in the game. These results will be recorded as Army Points and used in tiebreakers.

★ Winning the Tournament: ○ The player with the most tournament points at the end of 3 rounds will be declared the winner. ○ In the case of a tie, the player with the most army points will be declared the winner. ○ In the case of ties in both tournament points and army points, the players will both be declared the winner and share the prize.

★ Scenarios: ○ Keep count of how many turns have elapsed as the game is played. At the end of turn 6, roll a d6. On a result of 1, 2, or 3, the game ends. On the result of 4, 5, or 6, the game continues for one more turn. ○ The Tournament Organizer will determine the scenarios for each round. Player packs will emailed before the event. ○ If the scenario calls d6 objective markers or other game related mechanics, the Tournament Organizer will make the roll. That result will apply to all tables. ○ Objectives are considered held if you have an infantry unit within 3 inches of the objective. They are contested if any enemy unit is within 3 inches of the objective. Objectives will remain under your control until the end of the game or until an enemy unit captures it back.

★ Special Event Guidelines: ○ To deploy in a building at the start of the game, the building must be within your deployment zone. ○ In the Demolition or Hold until relived mission, the objective is impassable. ○ When announcing to your opponent your reserves / outflanking units, you must specify if a unit is loaded into a transport. ○ Once the final 15-minute time is announced, DO NOT START ANOTHER TURN. When the time is over, finish the order dice in play and STOP – DO NOT DRAW ANOTHER DICE (This includes snap-to!). ○ When a game time is called, but the turn was still in progress, treat it as if it were the end of a game turn: Any units which failed to come on from reserve or outflank are considered destroyed, and empty transports closer to the enemy than a friendly model are also considered destroyed (armored transports still get to take their leadership test). ○ Infiltrators: No more than two infiltrating units may be set up within 12” of an opponent’s deployment zone board edge (to prevent a gamey player trying to block all first wave entry and win a game before it has started). All others infiltrating units must be more than 12” from the enemy’s deployment zone board edge.