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Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

Please feel free to C+C this tournament proposal.

1500 point 3 game tournament. Time allotted is 2 hours, 15 minutes for each match. Time will be announced at 1 hour, 45 minutes. Players may decide between themselves if they do not wish to begin a turn after the 1 hour, 45 minute mark. Game length will follow the normal variable turn rules in the Warhammer 40K Rulebook.

Battle Points are calculated by comparing victory points at the end of the match. Victory points will be determined by each scenario. Victory points MUST be scored to win Battle Points. Tabling an opponent does not guarantee Battle Points. A player who tables his opponent will be allowed to complete any remaining turns to earn these. Regardless of victory point comparison, you cannot earn more Battle Points than victory points earned. For example, if you win with 2 victory points over your opponent's 1, you will only be awarded 2 Battle Points instead of 4 for doubling your opponent's score.

Battle Point Comparison:
4 for 2 times or greater victory points
3 for more
2 for tie
1 for less
0 for none

Sportsmanship: Any disturbances or unsportsmanlike behavior will result in a player forfeiting his or her entry fee and being expelled from the Tournament.

Painting: Each player will judge his opposing player's armies for painting, modeling, and visual esthetic. Scoring criteria will be:

0: Inadequate presentation of a painted army.
1: Adequate presentation of a painted army.
2: Excellent presentation of a painted army.

Any scores of 0 or 2 will be awarded only after review of the army in question by the TO.

Brackets will be determined at the end of each round by number of wins. Any odd number in a win bracket will pit the lowest VP scoring player in his bracket against the highest VP scoring player in the next win bracket. After each round, opposing players will be removed from each others opponent pools to prevent facing each other more than once. Prizes will be awarded to the winner in each bracket at the end of the tournament. Overall rankings will be decided by Battle Points. Ties will be decided first by any head to head battle, next by victory points scored, then by points against, and finally by a dice roll off.


Scenario 1: BREACH THEIR LINES!

Deployment: Hammer and Anvil. No Deep Striking unit is allowed place their initial Deep Strike model in their opponent's Deployment Zone before rolling for scatter on Turn 1.

Victory Conditions: 1 point for every one of your army's Kill Points wholly within your opponent's Deployment Zone and not fleeing at the end of the match.

Special Rules (SR): Slay the Warlord, Reserves, First Blood, Night Fight.

Consolation: 1 Battle Point for having all of your Kill Points wholly in the winner's Deployment Zone. You must have at least 1 Kill Point on the board.


Scenario 2: DOMINATE RESOURCES

Deployment: Dawn of War.

Objectives: 2 sets of 2 Objectives placed 12 inches from each long table edge and 18 inches from each short table edge. 3 more Objectives placed on the center of the table from left to right, two 6 inches from each short table edge and one in the center, for a total of 7 Objectives. The Objective in the center of the table is an Archeo Artifact worth 5 points. The other 6 Objectives are of varying values 1 to 4 as described in the Warhammer 40K Rulebook mission the Scouring. All Objectives will be placed on the table, not in the upper level of Ruins, and not on any Fortifications.

Victory Conditions: Objectives are claimed as described in the Warhammer 40K Rulebook.

Special Rules (SR): Slay the Warlord, First Blood, Reserves, Linebreaker, Mysterious Objectives, Night Fight.

Consolation: 1 Battle Point for claiming as many or more objectives than the winner.


Scenario 3: OUTLAST!

Deployment: Vanguard.

Victory Conditions: 1 point for each Kill Point you have at the end of the match. 2 points for each of your opponent's Kill Points destroyed.

Special Rules (SR): Slay the Warlord, First Blood, Reserves, Linebreaker, Night Fight.

Consolation: 1 Battle Point for losing an equal number or less Kill Points than the winner.

This message was edited 1 time. Last update was at 2012/10/15 04:03:04


I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Hierarch




Pueblo, CO

A few questions and points of concern:

-Why the DZ restriction for deep striking in scenario 1? This seems like a detrimental restriction, and almost completely defeats the purpose of deep strike.
-Your soft-score criteria are undefined, arbitrary, and encourage chipmunking if you get an organized team walking in.
-Why the restriction on battle points for victory points? This seems to punish more conservative play unnecessarily.
-Your close/middle/far distinctions allow for a player to hold fewer objectives and claim a 4 BP victory anyway. 1/2/3 may be a better way to go there.
-Why is tabling an opponent not an automatic 3 or 4-point win for any of the scenarios?
-Your definition of "Slow Play" is potentially arbitrary and undefined.
-How many players, and how many judges to balance the TO, or to make decisions in his place?

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

Dronze wrote:
Why the DZ restriction for deep striking in scenario 1? This seems like a detrimental restriction, and almost completely defeats the purpose of deep strike.
The scoring for the scenario is based on movement. If I didn't have it, then Deep Strike heavy lists would have a severe advantage. This way, everybody starts out with the same handicap, and it is only restricted in this scenario.
-Your soft-score criteria are undefined, arbitrary, and encourage chipmunking if you get an organized team walking in.
So, in order for a player to be 'chipmunked', they have to face 2 or more of an organized team in a tournament? The soft-score criteria is arbitrary and is supposed to be determined by the community, standards of painting (your own and others), and sportsmanship.
-Why the restriction on battle points for victory points? This seems to punish more conservative play unnecessarily.
I don't think a 1-0 victory point win should have the same reward as a 14-0 victory point win.
-Your close/middle/far distinctions allow for a player to hold fewer objectives and claim a 4 BP victory anyway.
Such is the fortunes of war. Sitting on your side of the frontier should not be as rewarding as taking the fight to the enemy and winning.
1/2/3 may be a better way to go there.
I may go with this scoring, but I like the high point Archeo Artifact in the center of the table.
-Why is tabling an opponent not an automatic 3 or 4-point win for any of the scenarios?
Because I wanted to see scenarios based on different aspects of the game, such as movement (scenario 1), objective holding (2), and then killing off the opponent (3). I believe that such varied victory conditions will encourage well rounded army builds.
-Your definition of "Slow Play" is potentially arbitrary and undefined.
That's right, so don't do it.
-How many players, and how many judges to balance the TO, or to make decisions in his place?
We usually have 12 to 20 players. I was planning on being the TO with the store owner and another person to be judges, unless we have an odd number of players, in which the second judge would be allowed to play.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Douglas Bader






1) If you're going to make tabling not a complete victory then you need to keep playing the game even with only one player's army on the table, otherwise you punish players who get lucky and table their opponent (even easier with 6th now allowing tabling with units still in reserve) early, before they can get onto objectives. Instead, for example, you win by tabling on turn 3 but you continue to play your own turn until the game ends, moving models onto objectives, etc.

2) Your time limit rule is bad. Having "dice down" at the end encourages slow play to manipulate the clock and ensure the game ends at an appropriate moment. Instead you need to complete the entire current game turn and budget enough time in your schedule to allow games to run over the time limit.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

@Peregrine 1) That's how I envisioned it working. Thank you for pointing that I didn't write it down.

2) What do you suggest? A 2 or 2:15 time limit and then allow players to finish out a turn?

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Douglas Bader






 Ghenghis Jon wrote:
2) What do you suggest? A 2 or 2:15 time limit and then allow players to finish out a turn?


Something like that. Decide how much time you have available to run the event, then break each round down like this (all numbers hypothetical):

15 minutes setup: get pairings, move your models to the table, exchange army lists, roll deployment zones/warlords/etc. IOW, do everything necessary so that when the round begins you immediately start putting models onto the table.

2 hours game: everything from start of deployment to end of game. Remove the ability to end early, you start playing and keep playing until either time runs out or one player wins.

30 minutes overtime: once the round ends, you finish the current game turn so that each player has had the same number of turns, and then end the game. Since most games should be over, assign a judge to watch for slow play to ensure everything gets done in a reasonable amount of time (however this isn't a time limit so slow play gains you nothing but delaying the event for everyone else).

15 minutes resolution: judges compile match results and make pairings for the next round, players pack up their armies and get a bathroom break, etc.


This is how MTG events are run, and even 500 person events consistently finish on schedule with no problems even with extra turns allowed after the end of the round time, judges awarding extra time after extended rule disputes, etc. And of course if you finish a step early and everyone is ready to move on you can always cut the time short and just go to the next step, so your event might even finish ahead of schedule (or the fact that your round 1 overtime was done in 15 minutes allows the 45 minute overtime in round 3 to happen without disrupting the event schedule).

This message was edited 1 time. Last update was at 2012/10/13 02:58:20


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
 
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