General Event Info:
http://www.frontlinegaming.org/community/bay-area-open/
http://www.frontlinegaming.org/community/bay-area-open/1265-2/
Date: March 3rd, 2012
Place: Contra Costa County Fairgrounds, 1201 West 10th Street
Antioch,
CA 94509, (925) 757-4400
Time: 10am to 6pm. Check in at 9:30am
This will be the FIRST Firestorm Armada tournament ranked by RankingsHQ.com!
Prize support from the following companies:
The Black Ocean – Heavy Cruiser
(The list is growing. Please check back for conformations and prize categories)
Prize categories will be announced on January 1st
Rules
Points: 750
Fleets: Core Fleets (Aquan Prime, Dindrenzi Federation, Sorylian
Collective, Terran Alliance, The Directorate, The Relthoza) Alliance
Fleets (Alliance of Kurak and Zenian League including support fleets
for both) as detailed in the fleet construction documents located
here: Alliance of Kurak and Zenian League
Model Assigned Rules (MARS): All MARS will be allowed as detailed in
the Fleet Construction documents located here: Alliance of Kurak
and Zenian League
Rounds: 4
Turns: 6
Table Setup
Each Table will have a one planet of varying size and an asteroid
field of up to 10” x 10” or a single installation. Table dimensions are 4’
x 4’ for a quick and challenging Battle
Deployment
Players select one Squadron at a time and deploy it with the players
alternating until ALL Squadrons are on the table (unless you use the
Sneak Attack secondary objective below). The deployment area for
both players is 8″ from the base line.
Game Cards: 1 Standard deck drawn from by each player. Please
bring your own cards and show them to the tournament organizer at
check in. I card per squadron up to 4 per fleet.
This tournament will be run as a Swiss Tournament in a simple
win/loss/draw format. That means that players play other players
with the same record. Pairings will be randomly determined within
those brackets.
The secondary objectives will be used to determine bracketing of
players with otherwise equal scores and in the case of a tie in the
end of the event to determine overall winner. The secondary
objective points do not affect the game otherwise. For bracketing,
secondary objectives will be used to determine who plays up or
down in the case of an odd number of players in a given bracket.
Painting: All Fleets should be painted to a three color standard.
Composition and Sportsmanship: There will be no composition or
sportsmanship scores in this tournament as we at the Black ocean
feel that Spartan Games has done a great job of balancing their
game system. Sportsmanship will be done on the honor system with
the tournament organizer as the final judge. There is a zero tolerance
policy for cheating at our events. You will be asked to leave if found
cheating. In other words have fun and be good gamers to each
other.
Pick one primary objective below and mark it on your sheet. Keep
the choice secret till end of game.
Primary Objectives
Annihilation: Your orders are simple. Destroy the enemy fleet. Completely.
You must destroy at least 90% of the enemy fleet, by points value, in order
to achieve this objective. Ships that enter fold space or move off the table
edge (for whatever reason) count as destroyed for this objective. 1 point
Blitzkrieg: Like lightning you must strike hard and fast, before disappearing
into the void. You have half of the total turns in which to destroy at least
half the enemy fleet by points value. If you succeed in doing so, you
achieve this objective. 2 points
Blockade Run: Your forces are running critically low on supplies in other
sectors, but first you must create a distraction to get vital cargo through a
blockade. For every 500 points, or part thereof, in your fleet, you may
nominate a single squadron as carrying the vital cargo. If at least half of
the ships carrying the vital cargo, rounding up, can move off the table via
a table edge your opponent’s deployment zone, then you achieve this
objective. 2 points
Bombardment: The inhabitants of this planet or orbital facility have raised
the ire of your fleet commander for the last time. A Planet or Abandoned
Station must be present. If more than one is present, randomize which one
is the target of the bombardment. A Planet has DR 10,
CR 14, and
HP 16. It
is also assumed to have 1 PD per 2
AD attacking it. A planet is only
affected by a 2, 5 or 12 on the critical table (although other results will still
inflict additional damage as normal). This represents the destruction of
major population centers and military assets rather than the planet itself.
In order to achieve this objective, the target of the bombardment must
be destroyed by the end of the game. 3 points
Combat Patrol: Your fleet must make the area safe for their tenders and
supply ships in order to re-stock. You must have more
HP in both your own
and your opponent’s deployment zone than your opponent does in order
to achieve this objective. 2 points
Destsoy Key Ship: It has been a long time, but your analysts have finally
found the flagship of the enemy commander, and it is time to exact
revenge. To achieve this objective you must destroy the most expensive
ship in the enemy fleet. If the fleet contains multiples of the most
expensive ship, randomize which ship is the key ship. 1 point
Hold the Line: The enemy fleet absolutely cannot be allowed past this
point. At the end of the game, you must have more
HP in your own
deployment zone than your opponent does in order to achieve this
objective. 1 point
Hot Pursuit: Your ships are chasing a fleeing enemy, and have to ensure
they remain on the run rather than try to fight. At least half of your fleet, by
points value, must be within 4″ of an enemy ship at the end of the game in
order to achieve this objective. 2 points
Invasion: This planet or facility does not yet belong to your fleet, but it
soon will. The enemy fleet cannot stand in your way. A Planet or
Abandoned Station must be present. If more than one is present,
randomize which is the target of the invasion. If you have more
AP within
4″ of the invasion target at the end of the game than your opponent does
at the end of the game, then you achieve this objective. 2 points
Seize Control: The enemy fleet currently sits at a crossroads of foldspace
waypoints, and your fleet requires that this area be clear for future
operations in the sector. At the end of the game, you must have more
HP
in your opponent’s deployment zone than your opponent does in order to
achieve this objective. 2 points
Vital Objective: The enemy fleet is currently unaware of the fact, but a
vital piece of technology or intelligence lies within a nearby celestial
phenomena. A Planet or Asteroid Field must be present. If more than one
is present, randomize which one is the vital objective. If you have more
HP
within 4″ of the vital objective at the end of the game than your opponent
does at the end of the game, then you achieve this objective. 2 point
Choose one secondary objective. Keep the choice secret till end of
game. All secondary objectives are worth one point.
Advance Scouts: Your fleet is ranging ahead as the lead element of a
much larger force, and must report all contacts. You must successfully
Shunt a captured enemy capital ship in order to bring vital intelligence to
your superiors in order to achieve this objective.
High Commanders: Grand Admirals, Reachmasters, Brood-Kings, all of
these commanders will make their presence known when it is vital the
battle be won. The most expensive ship in your fleet has the High
Commander aboard. If you have multiples of the most expensive ship,
you may choose which ship they are stationed on. In order to achieve this
objective, the High Commander’s ship MUST survive the battle with at least
2
HP remaining.
Rearguard: The enemy fleet is pressing forward with frightening speed,
and your battlegroup has been tasked with covering the main fleet’s
retreat. Your fleet must survive half of the total turns +1 while holding off
the enemy.
Sneak Attack: You battlegroup lies in wait for the unsuspecting enemy.
Half of you fleet or more must arrive to the battlefield via Fold Space Entry
(page 64 Firestorm Armada Rulebook)
To the Last: Your fleet is cut off, fighting just to survive. If they must go
down, they will take as many of the enemy with them as possible. Your
fleet must not survive half of the total turns +1.
Vendetta: Over time bitter enmities are created between certain ships,
and other crews know well not to interfere when they meet. Nominate a
ship of the large, capital class in your fleet and one of the large, capital
class in the enemy fleet. Only your nominated ship can be used to destroy
the enemy’s marked ship. Your nominated ship must use its starting wings
to achieve this goal. You achieve this objective if you destroy your
opponent’s marked ship before yours is destroyed. Your ship can act as
normal after this objective has been achieved.
Margin of Victory
If you achieve your objective mark the points given in the description on the
sheet below. The winner is whoever has the most points accumulated over 4
games.
Win Loss Secondary
Points
Name
Opponent’s
Name
Table
Number
Round
Number
Primary Objectives
Attempt Complete Attempt Complete
Annihilation 1 Hold the
Line
1
Blitzkrieg 2 Hot Pursuit 2
Blockade Run 2 Invasion 2
Bombardment 3 Seize
Control
2
Combat
Patrol
2 Vital
Objective
2
Destroy Key
Ship
1
Secondary Objectives
Advance
Scouts
1
High
Commanders
1
Rearguard 1
Sneak Attack 1
To the Last 1
Vendetta 1