
The Mercaturian 2V2 Farewell Edition
Title of Tournament: The Mercaturian 2V2 Farewell Edition
Date: 6th June 2026
Game system: Warhammer 40k 2V2, 2k points per team (1k points per player, 2 players per team). Chapter Approved 2025 Mission pack.
Schedule:
12pm Registration & Pairings
12.30pm Game 1
3.30pm Game 2
6.30pm Dinner break
7.30pm Game 3
10.30pm Results & Debriefing
Max participants: 8 Teams
Number of rounds: 3
Duration per Round: 3 hours (excluding deployment & army discussion)
Pairing method: Random seed first round, Swiss by wins second round onwards
Special notes: Players can confirm their attendance by paying the entry fee. If more than eight unpaid participants remain by 25nd May, only eight will be selected by raffle.
Entry fee: RM 300 per team
Prize structure per Team:
First place: Warhammer Armageddon 11th Edition Launch Box (to be awarded at launch date)
Second place: Any Combat Patrol from existing stock or RM500 store credits
Third place: RM 300 store credits
Lucky draw for the remaining for a mystery gift!
References: Latest GW Tournament Companion, balance Dataslate, errata and points.
Round 1: GW layout 1, Hammer and Anvil, Take and Hold
Round 2: GW layout 1, Crucible Battle, Purge the Foe
Round 3: GW layout 1, Tipping Point, Scorched Earth
Overseer Marcus: 014 9255 403
Additional 2v2 Rules
Army Construction:
- No duplicate teams – even if two Guillimans would look hilarious, epic heroes may not be duplicated.
- Duplicate common units (e.g., Repulsors) are allowed.
- Epic heroes are unique – only one per team.
- Allied units are permitted for maximum chaos, provided they remain legal under the rules.
- Points limit:
1,000 points per player
2,000 points per team total - Points are not shareable:
Each player builds their own list up to 1,000 points.
Any unused points are voided and cannot be transferred to a teammate.
Command & Movement Phase
- Each team may gain up to 1 extra Command Point (CP) per turn.
- If both team members are capable of generating this bonus CP, they must decide which one receives it.
- Players generate and spend CP independently – CP cannot be shared or used for another player’s activations.
- Global Stratagems may only be used once per team per turn.
- Both players on a team progress through phases together (e.g., both move during the Movement Phase).
- Team members should communicate before moving any models, as all target selections, stratagem decisions, and movements are final once made.
Shooting Phase
- Each player selects targets and resolves attacks individually.
- Players may shoot simultaneously at different targets if those targets are far enough apart or if doing so won’t affect each other’s results or overall battle plan.
- Should a giant blob of Khorne Bezerkers be shot by many different units, it is entirely possible to “GAS GAS GAS” all the way. The Overseer applauds such epic carnage.
Fight Phase
- Teams alternate selecting units to fight.
- Each fight activation is performed by both players of that team. If only one player of that team has eligible units, only that player fights.
- For combat interrupts, only the unit that spent CP for the ability may interrupt the fight sequence.
As epic and side‑splitting as the spectacle may be, remember this is still just a game. The Guild insists: fun first, dice second.
Positive vibes are mandatory, chaos is encouraged, and every roll should end with a grin.
Happy rolling, Mercaturians!
For detailed Tournament rules, visit the Mercaturian Tournament Codex.
