We play on different surfaces (most of time - 48" squares). 1200 PC per side. Deployment zones vary from tournament to tournament, as we are try separate the deployment zones with ~36". Deployment zones are limited by 6" inches from both sides of the table.
Tournament organizer decides on table environment rules (if any). He also places the terrain pieces on the tables. With all players accounted for, the organizer randomly (using a dice) selects opponents and assigned them (also randomly) to tables for the first order of battles. After that the players roll for table sides, in each pair. Winner of this roll (pure d20, no modifiers) chooses the side. We try to prepare tables, which don't favor any side. The rest goes according to the book (Initiative roll, cards placement, etc.). After the first order ends, the organizer assigns the next pairs according to the scored result, and randomly chooses the tables. On most tournaments we play three orders of battles. We play 6 turns, or 2,5h (which comes first). None of the players will be playing on the same table twice during a single tournament (if that occurs, organizer rolls the table assignment again).
The table rules are:
-"no men’s land" (no rules)
-jungle up to level 6
-desert up to level 6
-artic up to level 6
-subterrain up to level 6
-night fighting rules (from the FAQ)
-canals
The last table is a special one. We try to simulate fighting in narrow corridors, canals, and those kinds of terrains. The small corridors hold space for one small base, and the large ones for one large base or two small ones. There are of course junctions, which hold space for more minis. We play 8 turns on this table (since first turns units are mostly moving, because nobody had LOS to the enemy). LOS is limited to 9", and shooting above 6" is penalized with -2 RC (night vision loadouts cancel this modifier, but not the LOS limitations). Models with size 4+ aren't placed on this table. Some parts of this table aren't accessible to units of size 3. We are using very simple terrain pieces for this table (cutted paper), so this table may look to some rather cheap, but it's easier this way to set up a different board configuration on next tournament (and the table layout is truly random also). Pictures will give you a better understanding of this table:
http://www.liniafrontu.ehost.pl/galerie/duze/1358_1_03.jpghttp://www.liniafrontu.ehost.pl/galerie/duze/1194_1_96.jpghttp://www.liniafrontu.ehost.pl/galerie/duze/993_1_57.jpghttp://www.liniafrontu.ehost.pl/galerie/duze/985_1_14.jpgThe objective of every battle is to capture and hold five control points. This is awarded with up to five big points. The sixth big point is awarded for killing more units (in PC), than losing yourself. You can read detailed rules here:
BATTLE RESULTS
1. Your objective is to control marked Victory Points (short: VPs). There are 5 VPs on every table.
2. To control a VP your unit must move to the center of the marker and spend 1 action (inform your opponent when this happens). The VP should be marked as controlled by one of the players. A control VP stays this way for the time of the battle, until the opposing player takes control of it.
3. There are following restrictions on taking control of a VP:
-Vehicles and models bigger than Size 3 can’t control VPs
-Airborne units can't control VPs while flying (they must first land on the ground)
-Infiltrators can't be displaced from cards directly on a VP (however the displacement cards can be)
-Paratroopers can be dropped on a VP
-Displacement cards can't control VPs (they must reveal themselves first)
-Units with Stalk/ Stealth/ Lurk/ Unseen Assailant special abilities can't reveal themselves directly on a VP
-Drop Pods can't land closer than 3" from a VP
4. For every Vp controlled at the end of the battle, players get 1 BIG POINT. Sixth BIG POINT is awarded for killing more enemy models (in point cost), then losing yourself (units, which couldn't play in the battle are not casualties). The difference in players’ casualties is SMALL POINTS.
5. Killing all opposing troops doesn’t get control of all VP. In this case players check, if models can gain control of all VP, respecting all table rules (hazard checks are omitted).
6. Tournament scores are based on player's number of BIG POINTS. If more than one player has the same number of BIG POINTS, SMALL POINTS are used to distinguish players’ final rank.
Table pictures:
-jungle
http://www.liniafrontu.ehost.pl/galerie/duze/1488_1_25.jpg-desert
http://www.liniafrontu.ehost.pl/galerie/duze/1492_1_34.jpg-arctic
http://www.liniafrontu.ehost.pl/galerie/duze/1485_1_22.jpg-subterrain
http://www.liniafrontu.ehost.pl/galerie/duze/1489_1_13.jpg-no men's land
http://www.liniafrontu.ehost.pl/galerie/duze/1000_1_25.jpgMore pictures (click to enlarge):
http://www.liniafrontu.ehost.pl/index.php?galeria=84http://www.liniafrontu.ehost.pl/index.php?galeria=70Extra stuff (a new Drop-pod conversion, named "it's not a fruit")
http://www.liniafrontu.ehost.pl/galerie/duze/374_1_42.jpgExtra stuff (natural fridge)
http://www.liniafrontu.ehost.pl/galerie/duze/1203_1_20.jpgExtra stuff (a new deck of cards)
http://www.liniafrontu.ehost.pl/galerie/duze/1190_1_40.jpgExtra stuff ("testing" 3 player battle rules)
http://www.liniafrontu.ehost.pl/galerie/duze/1191_1_82.jpgExtra stuff (a random polish warzone player, suffering from "desert storms")
http://www.liniafrontu.ehost.pl/galerie/duze/1377_1_36.jpg