I am seriously considering a tournament format, this time around, for the following reasons:
2-hour time limit on games (get more games in)
Scheduled time for games (not inclusive of after- or pre-tourney action)
A reason to throw the minis on the table other than to "blow the other guy's force to hell." (you know - objectives, environmental rules, strategy, tactics, well-balanced forces - that kind of stuff)
Bragging rights!
Participation in the tourney is voluntary, and the tourney will not preclude other gaming.
Here is the proposed format:
SATURDAY - UWZ3 Rounds at 750 PC[/b]
Until 12:00 p.m. - Setup
This will include submission and validation of army lists
Rules Clarifications and Q&A
First-round opponent draw
Trash talk (who are we kidding - that's going on now, and will continue throughout -
)
12:00 - 2:00 p.m. - Round 1 Throw them bones and push that pewter!
Try to score more points than the other guy/gal
2:00 - 2:30 p.m. Round 1 Tally
Round 2 Draw
2:30 - 4:30 p.m. - Round 24:30 - 6:00 p.m. Round 2 Tally
Dinner
Round 3 Draw
6:00 - 8:00 p.m. - Round 38:00 p.m. Round 3 Tally
Final Tally
Winner's Toast
Losers' Toast
Trophy Presentation
All battles will be fought on 4' x 4' tables with judicious amounts of terrain. All boards will have objectives and environmental rules, as follows:
Table One - Urban board -
Midnight Incursion Standard Deployment (12" from back edge, 6" from either side)
Night Rules
Objective: Encroachment -
You will attempt to have more points worth of models in each of four 12" bands running horizontally across the board. Score one Tourney Point (TP) for each band you control at the end of the round.Table Two - Arctic board -
Snow Blind Standard Deployment (12" from back edge, 6" from either side)
Level 7 Arctic Rules (just 'cause we want to see someone roll the Polar Worm!
)
Objective: Breakthrough -
You will attempt to have more points worth of models reach the opposite edge of the board, while preventing your opponent from doing the same. Score 1 TP for getting at least 250 PC of your force off the opposite edge by the end of the round, 2 TP for 251-400 PC and 3TP for 401 or more.Table Three - Jungle board -
Tropic Thunder Standard Deployment (12" from back edge, 6" from either side)
Level 3 Jungle Rules
Objective: Meeting Engagement -
Two patrols encounter each other - get the intelligence (or lack thereof ) back to HQ! The only way to get an accurate count is to physically spot (have LOS) the enemy. Once every enemy Unit (squad or individual) has been spotted, the next activated Officer or Forward Observer may attempt a LD Test; success indicates HQ has been informed. First player to do this successfully scores 3 TP. If no Officer or Forward Observer is present, you may not score the objective, unless you wipe out the opposing force, thereby winning it by default.Table Four - Underground board -
Rumbling Ruins Standard Deployment (12" from back edge, 6" from either side)
Level 4 Subterranean Rules
No models of SZ 4 or larger (you may substitute a grunt squad of equal or fewer points for each SZ 4 or larger model)
Objective: Recover -
There will be three objects placed by each player. Players will secretly designate one of their three objects as the item to be recovered – the others are decoys. The Recovery item cannot be made inaccessible, but may be in the player’s Deployment Zone (DZ). Spend one AC in base contact with item to determine whether it is the Recovery item or not. Item may be picked up by any model in base contact with it and carried. Item may be passed from one model to the next, however, this will end the models’ activations (as all models, technically, move simultaneously, this prevents the item from being picked up and fire brigaded, instantaneously, off-board). Score 3 TP for getting the Recovery item off your edge of the board.Table Five - Desert board -
Trench Warfare Standard Deployment (12" from back edge, 6" from either side)
Level 3 Desert Rules
Defender must leave one Unit of at least 250 PC out of the battle.
Objective: Demolition -
One player defends the trenches, the other must attack the Comm Bunker and blow it up. Decide by whichever means you desire. If no agreement, Opposed LD Test. The Attacker gains 3 TP for successfully spending an AC inside the bunker with a Demo Charge, Flamethrower, similarly destructive spell (Apocalypse) or AV-rated Ranged Weapon. Alternatively, each wall of the bunker has AR 24, WD 6; 2 walls must be destroyed to destroy the bunker. Defender scores 3 TP if bunker is not destroyed at end of round.Nothing here is set in stone, yet. I will post final determinations at least 2 months in advance of the tourney.