Sunday, May 29, 2011

June 11th Tournament Rules

ROUND 1

THE BEACONS OF QUANTUM


MISSION OBJECTIVE

Numerous powerful beacons exist around Quantum to help coordinate the inebriated inhabitants. One beacon is placed in the center of the gaming board. The player which controls the beacon at game end wins.

    • Troops count as scoring units.

    • Must be within 3” to hold objective

    • Enemy units within 3” count as contesting


SECONDARY OBJECTIVE

Two power station objectives will be placed 5” from each short table edge and centered. Each are worth 2 QP.

    • Any unit may hold the secondary objectives.

    • Tanks and Skimmers may not hold the objectives

    • 3” contesting and holding rules apply


DEPLOYMENT

Dawn of War. No model may deploy within 12” of the beacon. Roll for deployment and first turn as normal.


LENGTH OF GAME

The game lasts 6 turns


CALCULATE RESULTS

Major Victory

You hold the beacon and no enemy units are within 6” of the beacon


Minor Victory

You hold the beacon and no enemy units are within 3” of the beacon


Draw

Each player is within 3” of the beacon


QUANTUM POINTS


+1 QP for having more units within 12” of the beacon than your opponent


+1 QP for having an HQ within 6” of the beacon


+1 QP for killing your enemies highest point unit


+2 QP for each Power Station you hold.












ROUND 2

BOOZE FROM THE BOOZE GODS


MISSION OBJECTIVE

A drop pod full of alcoholic beverages was shot down by the local inhabitants. The precious cargo has dispersed amongst the terrain. The player which holds the most kegs at games end wins

    • Automatically 5 objectives, these will be randomly placed before the round starts by persons not participating at that table

    • Objectives may not be placed within 5 inches of any table edge, nor within 12 inches of any other primary objectives.

    • Troops count as scoring units

    • 3” contesting and holding rules apply


SECONDARY OBJECTIVE

There are two kegs that have been trapped by debris of the destroyed drop pod. These count as two QP each. The debris can be removed by shooting or close combat attacks. Once the debris has been cleared you may retrieve the trapped keg.

    • If the debris was removed while in close combat that unit automatically claims

    • If the debris is removed by shooting, the next unit to come in base contact may claim

    • The debris has AV 11

    • Glancing hits count as penetrating hits, if a 5 or 6 is rolled on damage table, the keg counts as being destroyed and may not be claimed


DEPLOYMENT

Each player rolls a dice, the winner can choose a long table edge to deploy from. Then the winning player draws a diagonal line through the middle of the table from either corner along their table edge to the opposite corner along their opponent's table edge. The edge of each players deployment zone is 12” from that center line and extends back to their own table edge. The player that chose their deployment edge then deploys their army first and gets first turn of the game.


LENGTH OF GAME

The game lasts 6 turns


CALCULATE RESULTS

Major Victory

You hold two or more objectives than your opponent's

Minor Victory

You hold one more objective than your opponent


Draw

Each player holds an equal number of objectives


QUANTUM POINTS

+1 QP for holding a keg!


+1 QP for having more units in your opponent's deployment zone than they have in yours


+1 QP for taking a keg from your opponent and holding it at games end


+2 QP for recovering a trapped keg


ROUND 3

THEMS FIGHTIN' WORDS


MISSION OBJECTIVE

You have become enraged at your opponent's HQ. Eliminate the drunken (or sober) bastard. This is a Victory Points game.

    • Your opponent's HQ counts as double Victory Points

    • If your opponent has two HQ choices you may designate one to count as double Victory Points


SECONDARY OBJECTIVE

Got a unit that's not so into face punching? Have them grab one of the two secondary objectives worth 2 QP's each!!!

    • 1 objective will be centered in a table quarter that was not used as a deployment zone

    • Only troops choices may hold the objective

    • 3” contesting and holding rules apply


DEPLOYMENT

Spearhead. The designated double Victory Points HQ must be deployed and may not be held in reserve


LENGTH OF GAME

The game lasts 6 turns


CALCULATE RESULTS

Major Victory

501 or more victory points than your opponent


Minor Victory

176 to 500 Victory Points more than your opponent


Draw

Your total is within 175 Victory Points of your opponent


QUANTUM POINTS

+1 QP If you have killed 2070+ total Victory Points in games, 1, 2, and 3. For example, if you killed 690 points of the opponent's army in all three of your games you would receive one Quantum Point


+1 QP if your HQ choice or designated HQ choice survive


+2 QP for each secondary objective you hold


+3 QP if you shook your opponent's hand at game end in all three rounds












TOURNEMENT RULES


$10 DOLLAR ENTRY FEE


ARMY LIST

1500 point army list. Bring 4 copies of your list, one for the 3 opponents you will play and one for yourself. A copy of your list should be given to your opponent before deployment rolls are made. Each list should be in a format that is easily read and show the points cost, wargear, special rules, etc., for each of your units.


GAMEPLAY

Each round will last 2 hours 15 minutes. A warning will be given when 30 minutes remain in the round. You are and should be responsible for being aware of the time remaining. If time doesn't permit for both players to finish a turn, then that turn should not be started!


At the end of each round you shall fill out a scoring sheet.


SCORING

Each scenario has a Mission Objective and Secondary Objective. Mission Objectives will be used in the CALCULATE RESULTS section of the scenario. Secondary Objectives are worth Quantum Points (bonus points). Also, there are additional conditions that can be met for Quantum Points.


The scoring breakdown is as follows:

Major Victory – 17 points

Minor Victory – 13 points

Draw- 9 points

Minor Loss- 6 points

Major Loss- 3 points


Victory Points should also be kept track of after each round. These will be used for tie breaker purposes as well as an opportunity to gain additional Quantum Points. Victory Points are calculated by the points cost of each unit you destroy. If a unit is below half strength or falling back at games end they are worth half their points cost. If a tank or skimmer is immobilized it is worth half points cost.


Mission Points and Quantum Points will be tallied from all 3 rounds for each player. The player with the highest combined points wins!


PRIZES

1ST PLACE - TBA


2ND PLACE- TBA


3RD PLACE- TBA




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