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![[Post New]](/s/i/i.gif) 2012/03/08 22:30:05
Subject: 2500 Fantasy Tournament - Battle for Kennesaw Mountain - Giga-Bites Cafe - April 1st
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Excited Doom Diver
Wexford, Ireland / Marietta, Georgia
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We will be hosting another Fantasy tournament on Sunday, April 1st, this one is themed on the Battle for Kennesaw Mountain!
Sign up is on our website at http://gigabitescafe.com/forum/index.php?topic=4183.0
So, I've decided to step up and TO a fantasy tourney.
Warhammer Fantasy Tournament: The Battle of Kennesaw Mountain.
This tournament will be on Sunday April 1st. The points value will be set at 2500 with Warhammer Forge/Forge World units being allowed. The first game will begin at 10:30am. Everyone should arrive by 10am to handle all preliminary matters. Feel free to use this thread for both sign-ups and comments/questions.
Cost will be $20.00, $15 for Rolling Bones members. As always you can prepay to reserve a spot, or first come first serve on the day of the tourney. There will be 3 games which will be 2.5 hrs each. Do not start a new turn once the 15 min mark is called. A 1 hour lunch will follow the 1st game. Each player should try to bring 2 copies of their army list (1 for me, the TO and 1 for yourself). In order to simulate actual warfare where either side may have little to no intelligence about their enemy and to shake things up a bit, this tournament will NOT be open list. One copy will need to be given to me before the event begins.Make sure your chosen Lore(s) of Magic is/are clearly marked for each wizard/caster.
Prizes will be; 1st, 2nd, and 3rd based on overall points as well as best general (most battle points), best painted and sportsmanship.
Overall points will consist of Battle Points (0-90), Sportsmanship (0-20), and Painting (0-30).
Each game will have 20 points available based on level of victory with an additional 10 points available for achieving strategic objectives.
Battle Points:
Massacre: 20
Victory: 15
Draw: 10
Loss: 5
Loss by Massacre: 0
Scenarios:
The scenarios involved in this tournament are designed to mimic one of the major civil war battles fought here in Ga; the battle of Kennesaw Mountain. We all live in the shadow of this mountain, and perhaps have climbed it a time or two or gone there on a school field trip, with it being relatively nearby to Gigabites. But how many of us actually know the details of one of the events that defined the history of this area? While this tournament is not meant to be a history lesson, I do hope that it helps to shed a little light on the past as well as possibly inspire you to learn more about the rich history of Ga and the Civil War era. For those interested, I have provided some notes at the beginnings of the scenarios that served as inspiration for their design. These notes come from Wikipedia.
Scenario 1: Outflanked.
[Sherman's plan was first to induce Gen. Johnston to thin out and weaken his line by ordering Gen. Schofield to extend his army to the right. Then Gen. McPherson was to make a feint on his extreme left—the northern outskirts of Marietta and the northeastern end of Kennesaw Mountain—with his cavalry and a division of infantry, and to make a major assault on the southwestern end of Little Kennesaw Mountain. Meanwhile, Gen. Thomas's army was to conduct the principal attack against the Confederate fortifications in the center of their line, and Schofield was to demonstrate on the Confederate left flank and attack somewhere near the Powder Springs Road "as he can with the prospect of success”.]
Deployment: Players will roll off to determine who is the Union player and who is the Confederate player. This may be decided by simply using the standard deployment die roll. Whoever wins the roll is the Union player and they MUST deploy first. Before deployment begins the Confederate player decides where they want their deployment zone to be.
Deployment Zones: Confederate: This player will have a 12” deep by 48” long deployment zone on their side of the table. They may decide which short table edge they want to deploy in first. Union: This player will have a 12” deployment zone down their table edge as per the standard battle line deployment. In addition to this, their deployment will extend another 6” down the short table edge not controlled by the Confederate player. (basically in an ‘L’ shape)
Victory Conditions
Primary Objectives:
Massacre: 1250+ VP’s than your opponent.
Victory: 250-1249 VP’s more than your opponent.
Draw: 0-249 VP’s more than your opponent.
Battle Point Modifiers:
For each successful flank charge you make you gain 1 ‘Flank’ point. A successful rear charge will result in 2 ‘Flank’ points. Use the chart below to determine battle points.
Two less flank points: +0 battle points.
One less flank point: +2 Battle Points.
Same number of flank points: +5 Battle Points.
One flank point more: +7 Battle Points.
Two more flank points than your opponent: +10 Battle Points.
Scenario 2: The Mountain Ablaze.
[On the morning of June 27, 1864 Union artillery opened a furious bombardment with over 200 guns on the Confederate works and the Rebel artillery responded in kind. Lt. Col. Joseph S. Fullerton wrote, "Kennesaw smoked and blazed with fire, a volcano as grand as Etna."]
Special Rules: To simulate the roar of constant cannon fire, each player will get d3 shots that count as normal stone thrower hits (use small round template) during their first two shooting phases. These shots count as normal stone thrower shots in all respects in addition to counting as flaming.
Deployment: Standard, as per Battle Line.
Victory Conditions
Primary Objectives:
Massacre: 1250+ VP’s than your opponent.
Victory: 250-1249 VP’s more than your opponent.
Draw: 0-249 VP’s more than your opponent.
Battle Point Modifiers (Up to a maximum of 10):
+1 Battle points per whole enemy unit wiped off the board (this includes units who have fled off the table).
+1 For each enemy unit fleeing at the end of the game.
+2 Battle points per enemy character killed.
+5 Battle points for killing your opponent’s General.
Scenario 3: King of the Hill
[As the Federal infantry began moving soon afterward, the Confederates quickly determined that much of the 8-mile wide advance consisted of demonstrations rather than concerted assaults. The first of those assaults began at around 8:30 a.m. on June 27, 1964, with three brigades of Brig. Gen. Morgan L. Smith's division (Maj. Gen. John A. Logan's XV Corps, Army of the Tennessee) moving against Loring's corps on the southern end of Little Kennesaw Mountain and the spur known as Pigeon Hill near the Burnt Hickory Road. If the attack were successful, capturing Pigeon Hill would isolate Loring's corps on Kennesaw Mountain. All three brigades were disadvantaged by the approach through dense thickets, steep and rocky slopes, and a lack of knowledge of the terrain. About 5,500 Union troops in two columns of regiments moved against about 5,000 Confederate soldiers, well entrenched]
Deployment: Players will have an 18” deep x 48” long deployment zone along either of the short table edges instead of the usual long ones. In order to simulate the dense and treacherous terrain of the mountain, the movement of ALL models on both sides will be reduced by D3 for the remainder of the game. One player will roll this die and it will count for BOTH sides (do not roll a D3 for each side)
Victory Conditions: The objective of this scenario is to control the objective at the center of the hill. A player with a Core unit, and no enemy units, within 3” of the center of the hill, wins the game (with +10 Battle points) all other circumstances will result in a draw. Any unit may contest the hill but only a core unit may actually score on it.
Control the Hill: Massacre, 30 Battle Points.
Contest the Hill: Draw, 10 Battle Points.
Lose the Hill: Loss, 0 Battle Points.
Sportsmanship
Points will be awarded by players for sportsmanship. This will be out of a possible 20 points (0-20). We assume that everyone coming to the tourney will be a good sport and because the average score is 10, we will give them those 10 points on credit because we thing they will keep them. At the conclusion of the each game, players will have one question on the score sheet which asks, “Did you opponent’s behavior and/or army selection honestly make this a bad game for you?” If you had a bad game because of your opponents sportsmanship, mark him down for a bad game. If someone receives a yes then they will have to give back some of those points given on credit.
1 Bad game mark: -2 Points
2 Bad game marks: -5 Points
3 Bad game marks: Sportsmanship mark of 0.
There are no cumulative modifiers. Only the lowest applicable modifier will be applied. Unlike a simple linear system, each vote is not worth the same. Everyone might have one bad game. But when someone is rude over multiple games there is something going on and it should cost them more, and under this scoring system it will cost them much more.
No one should be worried about being dinged out of spite which so prevalent in other systems because this system focuses on the consensus of all 3 of one’s opponents. While one bad vote will cost you points it cannot knock you out the running because of its small worth. However, when someone scores poorly over several games it is usually their own fault and they deserve what they get. On the flip side, if someone gives you a bad game or has a bad army then don’t hold back and be honest about it, one bad game won’t hurt them much at all. They will have to have several bad games in order to really get dinged, and if that happens they deserve it.
Best Sport Vote Points
At the end of the tourney everyone will vote for their best opponent. The question will read: “I certify that______ provided me with the best game the weekend. His attitude and army selection were outstanding.” As with bad game votes, the value of each best game vote goes up dramatically.
1 Best game vote: +2 points
2 Best game votes: +5 Points
3 Best game votes: +10 Points.
The remaining Base Points (after bad game deductions) will be added to the Best Sport Votes to determine the total sportsmanship.
Painting
Painted armies are not required but should be as “WSIWYG” as possible. However, your overall placing will be affected. Each army will be scored during the lunch break. Each army should be set up after Game 1 with this in mind. To be considered for the Best Painted award, each player will need to attest that they painted the majority of their army. This should be noted on their army list.
The painting score the overall points will be judged based on the following rubric:
-Fully painted with at least 3 colors: +10
-Fully based (flock sand, etc…): +5
-Army is both of the above: +5
-The army has 1 or more conversions +2
-Details are painted (eyes, jewelery, belts, etc…) +2
-Army has multiple highlights/washing/shading: +2
-Army has one or more freehanded banners: +2
There are a total of 28 possible points, with someone who is fully painted and based regardless of the skill of said painting receiving at least 20.
Armies painted by other people are not eligible for Best Painted but will not otherwise affect you.
Each player will also get one vote for best painted army that will be noted on their record sheet. Each vote for best painted will net the painter 10 points that will be combined with the 28 points from the overall paint score. Any ties for best painter will result in a splitting of the prize.
List of Rules changes and army construction limits:
-Limits are as per the army construction guidelines in the WHFRB.
-Players may also include units from Forge World/Warhammer Forge.
-ALL current army lists are allowed, including Chaos Dwarves from the Tamurkhan book.
-Banned magic items: Fozzricks Folding Fortess.
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