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THE BRITISH HISTORICAL GAMES SOCIETY present BRITCON 2011 |
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Please note the below are the rules for 2010 and are for information only.
2011 rules are currently being finalised and announcements will be made once they
are available.
Warmachine/Hordes Rules
Tournament Times:
Friday Evening:
19:00 – 21:30 Game 1
Note that this start time isn't set in stone, this game will begin when the players arrive at the venue, the draw will be modified to accommodate late arrivals.
Saturday: Sunday:
10:00 – 12:30 Game 2 10:00 – 13:00 Game 5*
12:30 – 13:30 Lunch 13:00 – 14:00 Lunch
13:30 – 16:00 Game 3 14:00 – 16:30 Game 6
16:30 – 19:00 Game 4 17:00 Prize giving
*please note that Game 5 is given an extra 30 minutes to allow players sufficient time to deploy using hidden deployment (see scenarios).
Armies:
Armies do not have to be painted for this event, but a fully painted and based army will be awarded a bonus of 32 tournament points.
Armies may be less than but cannot be more than 75pts.
All armies must include 2 Warcasters or Warlocks and their battlegroups. All FA's will be based upon there being 2 casters present.
However, due to there being 2 casters in each army Themed Tier lists will not be permissible.
Due to the 2 caster nature of the armies, players are only allowed to bring 1 armylist.
Players must bring Mkii cards for their army, but are welcome to bring other printed media if they wish for ease of use and reference. All queries will be resolved by referring to the official cards or books.
Army List Submission:
Players are required to submit armylists to the umpire by email prior to the event. Failure to do so will result in a reduction in overall tournament points as the bonus for a correct list received on time will not be awarded.
All players must submit their armylist to Jonathan Taylor-Yorke (JT-Y) via email to the following address: jt-y@cack-wargamesclub.net
All players must submit their armylist by: Noon on Saturday the 17th of July, 2010.
All lists must be submitted in Word format and must contain all points values, unit sizes (Min or Max), details of Weapon Attachments and Unit Attachments, and should clearly show which models belong in which Warcaster or Warlocks battlegroups.
A correct list received on time is worth a maximum of 20 TP's.
Players may wish to alter their armylist after submission but may only do so once without incurring the penalty for an incorrect list. Lists may not be altered after the submission deadline has passed.
Any player found to be using a list on the day that differs from that submitted will be awarded 0TPs for list submission and will have any wins scored reversed in favour of their opponents.
Sportsmanship and Most Sporting:
We like to reward sporting play and to encourage it. Therefore each player will be given a Sportsmanship score for each round:
For each round each player will be given a basic sportsmanship score of 3 points.
Their opponent may choose to amend this to either 1 point or 5 points after the game based upon a players behaviour.
To do this, approach data entry and tell them that you wish to do so and why. You will be asked to give your reasons and your reasons must be good! We will not alter a players sportsmanship score either way if we suspect that their opponent is being to harsh or to lenient in his marking.
It does help if you know your opponents name before approaching data entry to amend his sportsmanship score. Failing that please ensure you know your own name.
From a Hordes and Warmachine perspective, and considering that this event will not be using timed rounds, time wasting is considered to be most unsporting and is a justifiable reason for marking your opponent down.
Likewise, an opponent who hurries to finish a turn to allow you time for another should be considered to be quite a sporting chap.
Please note that it is very important to approach data entry directly after each round in which you wish to amend an opponents sportsmanship score, we will not amend scores for game 1 after game 3 for example.
Best Army Awards:
All players with a fully painted army will be eligible to win the Best Army prize, both in system and overall, in addition to being awarded a bonus 32TP's for playing a fully painted army.
The best army award will be decided by the votes of the other players.
On the Saturday players should leave their armies set up over lunch for other players to view.
Over lunch on the Saturday all players are asked to view the painted armies within their system and to cast their vote for their favourite on the slips provided. The best army will be the one that receives the most votes.
Game Play:
There will be a scenario in place for each round. Games are won when either of the following occurs:
When one player fulfils the scenario conditions. That player is deemed to have won the scenario and the game ends.
Note that simply winning the scenario may result in you scoring fewer TP's than your opponent.
When one player assassinates both of the other players Warcasters or Warlocks. When this occurs the games ends and the player who performed the assassinations wins.
Should time be called before a game has ended that game will be deemed a draw and players should work out Tournament Points as detailed below.
When time is called players must end their current action and cease playing.
For example, if you are halfway through moving a unit when time is called, finish the units movement and cease play. If you are resolving an attack, finish doing so, roll all dice and resolve any effects triggered by that attack etc., then cease play.
Tournament Scoring:
After each round one or both players must fill in and hand in to data entry a results slip (these will be placed on each table during each round).
On this the players must record the names of both players with the result (win, lose or draw) and the Tournament Points scored by each player as detailed below.
Due to the nature of the tournament each game is worth a potential 32TP's to the winner. This breaks down as follows:
VP's are scored by destroying enemy models.
Winner TP's: VP's Difference: Loser TP's:
8 0 – 9 8
9 10 – 18 7
10 19 – 27 6
11 28 – 36 5
12 37 – 45 4
13 46 – 54 3
14 55 – 63 2
15 64 – 72 1
16 73 + 0
Please read the following clarifications carefully before the event:
A model or unit is worth the same in VP's as it is in army points. For example a 3 point solo is worth 3VP's.
Warcasters and Warlocks are worth VP's equal to their Warjack or Warbeast points.
Certain Warcasters and Warlocks bring models with them for free, either as part of a battlegroup or as the result of their Feat.
Models that start the game in play are not worth any VP's.
Models or units that are brought into play during the game are worth VP's equivalent to a normal unit of their type and of the same size.
At the end of the game Warjacks that are Inert resulting from the death of a Warcaster are worth full VP's only if they have 2 or more disabled systems on their damage grid.
At the end of the game Warbeasts that have gone Wild resulting from the death of a Warlock are worth full VP's only if they have 1 or more disabled branches on their life spiral.
Units taken to half strength or below half strength are worth half their VP's, rounding up. For example a unit of 6 models worth 5 points that is taken to 3 models or fewer is worth 3VP's.
Obviously certain rules may return destroyed models to play, as a result units may fall below and rise back above half strength several times during the course of a game.
The VP's for a unit falling below half strength are only calculated once at the end of the game.
Units or models fleeing at the end of the game are considered to be destroyed and so are worth full VP's.
When a single model is returned to play the VP's scored for destroying it are not negated; you killed it therefore you earned those VP's.
Such models that are returned to play may be destroyed by the enemy again, if so they are worth VP's again.
Units may fall below half strength more than once as models are returned and then destroyed.
The VP's for a unit falling below half strength are only calculated once at the end of the game.
So, to score a full 32TP's a player must either win by assassinating both of his opponents casters and destroying more than 73pts worth of his opponents army, or by killing one caster, securing the scenario and destroying more than 73pts worth of his opponents army.
Terrain:
All players are required to bring four (4) pieces of terrain with them to the tournament (yes, really!).
Before game 1 players take turns to place a single terrain feature. Each player must place 2 features but may choose not to place the 3rd or 4th, instead removing it from play. Therefore each table will feature between 4 and 8 terrain features.
A player may choose to remove the 3rd terrain feature and place the 4th, to place the 3rd and remove the 4th, or to remove both the 3rd and 4th.
Any player caught moving terrain will suffer a deduction in tournament points.
Players should take a few moments prior to deployment to discuss individual terrain features to save disagreement later on.
After game 1 terrain is to be left in place on the tables. All following games will be played with the terrain as it lies.
Unused terrain should be put safely away, firstly to avoid loss or damage and secondly to avoid confusion in later rounds.
Any players found moving terrain will be docked tournament points. Umpires reserve the right to move terrain if deemed appropriate.
Please note that as you will be using other peoples terrain for the majority of the event, it is important that you treat it with care and consideration.
Deployment:
Unless otherwise noted in the scenario (diagonal deployment), players will use standard SR2010 deployment in all games (i.e. an 8” deployment area on the table edge of the player taking first turn, and a 12” deployment area on the table edge of the player taking the second turn, with advance deployment extending a further 6” beyond this).
Prior to deployment, both players roll a D6. The high-roller then chooses which table edge they would like to deploy from. The other play then takes the opposite edge.
Scenarios:
Below are the scenarios for each round. Please familiarise yourself with them prior to the event, and remember that 'caster kill also ends games!
Game 1: Mosh Pit:
Mark a 9” radius circle centred on the middle of the table. This is the Mosh Pit.
Victory Conditions: Starting on the first player’s third turn, a player wins when he ends his turn in control of the Mosh Pit.
A player controls the Mosh Pit if he has one or more models completely within the Mosh Pit and his opponent has no models completely within the Mosh Pit. For a unit to control the Mosh Pit, all models in the unit still in play must be completely within the Mosh Pit. A warrior model must have a CMD greater than 1 to control the Mosh Pit. Ignore wrecked or inert Warjacks, wild Warbeasts, and fleeing models when checking for control.
Game 2: Over Run:
Centre a 24” x 6” area on the board running left to right; this is the Control Zone.
Diagonal Deployment: In this game the deployment zones will be diagonally measured from left to right and will form a triangular deployment zone.
On the players left hand table edge the deployment zone will extend 20” from his base edge onto the table, on their right it will extend 0”.
Advance deployment will be 6” ahead of this deployment zone as normal.
Victory Conditions: At the end of each turn, starting on the second player’s second turn, a player earns 1 Control Point (CP's) for being in control of the Control Zone.
The first player to earn 2 CP's, and have more CP's than his opponent, immediately wins the scenario.
The rules for controlling the Control Zone are the same as those for controlling the Mosh Pit (above).
Game 3: Multiple Mosh Pits:
In this game there are 2 Mosh Pits.
Each Mosh Pit is centred on the centre line of the table and has a radius of 6”. Both Players roll a D6, the high roller then marks the centre point of the first Mosh pit. The other player then marks the centre point of the second Mosh Pit taking care to ensure that this will not overlap the area of the first.
Victory Conditions: Starting on the first player’s third turn, a player wins when he ends his turn in control of both Mosh Pits.
The rules for controlling the Mosh Pits are the same as those in scenario 1 (above).
Game 4: Kill Box:
Mark a 28” square centred on the table parallel to the board edges. This is the kill box.
Victory Conditions: At the end of each player’s own turn, starting on the first player’s second turn, a player loses the match if he ends his own turn with any friendly Warcaster or Warlock not within the kill box.
Game 5: Destruction:
Players attempt to destroy two objectives on the opponent’s side of the board.
Place two large-based objectives, one on the left, one on the right. Each objective marker is placed 14” onto the table from the owning players edge, and 14” in from the side of the table. Each player controls the two objectives on his own side of the board.
Each player’s objectives are non-living friendly Faction models. Each has DEF 5, ARM 20, and 30 damage boxes as well as the following qualities:
Hidden Deployment: Maps will be provided:
Both players roll a dice and the loser draws a map of his intended deployment.
On this he must show the position of his units and of individual models. It is not required to show the exact position of each model within a unit.
Measurements need not be exact, in fact it is very difficult to be exact, but the player must attempt as close an approximation of his planned deployment as possible.
When the map is complete, the other player deploys his entire army.
When this is done the player who drew the map deploys his army according to the map.
Advance Deploy models and units are placed as normal and do not need to be shown on the map.
The player who drew the map takes the first turn.
Victory Conditions: At the end of each turn, starting on the second player’s second turn, a player earns 1 control point (CP's) when he controls his opponent’s flag.
The first player to earn 2 CP's, and have more CP's than his opponent, immediately wins the scenario.
Game 6: Capture The Flag:
Each player owns one flag (40 mm base) centred 16” from his table edge and 20” from his left hand side.
A model cannot end its activation on a flag, but models can move across it without penalty, as long as the model has enough movement to move completely past it.
A slammed or thrown model does not stop if it is slammed or thrown across a flag. However, if there is not enough space on the other side of the flag to place its base, the model is placed in base contact with the flag stand as if it were an obstruction.
Flags cannot be targeted and do not block line of sight.
Diagonal Deployment: In this game the deployment zones will be diagonally measured from right to left and will form a triangular deployment zone.
On the players right hand table edge the deployment zone will extend 20” from his base edge onto the table, on their left it will extend 0”.
Advance deployment will be 6” ahead of this deployment zone as normal.
Victory Conditions: At the end of each turn, starting on the second player’s second turn, a player earns 1 control point (CP's) when he controls his opponent’s flag.
The first player to earn 2 CP's, and have more CP's than his opponent, immediately wins the scenario.
A player controls a flag if he has one or more models in base-to-base contact with the flag and his opponent has no models within 3” of that flag. For a unit to control a flag, all models in the unit that are still in play must also be within 3” of that flag.
For a solo to control a flag, it must also have an army point cost of 2 or more.
Note: 40mm bases will be provided to act as flags, but the organisers would love to see players bring their own thematic flag markers to accompany their army.
Any Questions?:
If you have any questions at all please send them to Jonathan Taylor-Yorke (JT-Y)
via email to the following address: jt-y@cack-wargamesclub.net
Admission to the tournament is at the sole discretion of the organisers and their decision on all matters is final. An application to enter denotes acceptance of the rules. Entry fees and any queries to be addressed to the BHGS, The White Cottage, 8 Westhill Ave, Epsom, KT19 8LE. Tel. 01372 812132. Fax. O1372 817038. E-mail BHGS@slitherine.co.uk All correspondence must enclose a stamped addressed envelope, and Players who indicate an e-mail address will receive details via e-mail.