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Cott 13 Players Pack
Cott 13 Players Pack
Cott 13 Players Pack
Turn onto Purchase Rd off New Line Rd. Then turn into the school at the first roundabout on Purchase Rd. Once at the school, follow the signs to the Registration Table. On the day you will be provided with a Score Card for your appropriate tournament.
Day One
8:30 9:00 5:45 Registration and morning briefings Games begin End of Day
Day Two
8:30 9:00 9:30 4:00 6:00 Breakfast Games begin (40k) Games begin (Other than 40k) Clean up End of Convention
Where
Clash of the Titans is being held at: Cherrybrook Technology High School Purchase Rd Cherrybrook, NSW, 2126
Directions
UBD page 151 Q9 Gregorys - page 219 E9
SCHEDULE:
8:00-8:30am 8:30am 11:00am 11:00am 11:30am 11:30am 2:00pm 2:15pm 5:00pm 5:00pm 5:30pm Registration and morning briefing (Day 2 will be used to display your armies for Players Choice) Game 1/4 Lunch (food can be bought on site) Game 2/5 Game 3/6 Day 2 pack-up
TOURNAMENT SYSTEM
This tournament is based on 64 attendees. Modifications will be made as necessary if there are fewer players. The tournament will essentially be split into two individual days where the first day seeds you for the opportunity to fight for different generalship prizes on Day 2. Importantly, and this is very different from last year, only the top 24 players will go into specific brackets everyone else will continue playing as per normal in a fourth bracket where players are matched up based on W/L and battle point record. Its important to note that even by not being in a bracket Day 2, there are still many prizes one can achieve and the ranking entered into Rankings HQ will be based on your OVERALL performance (outlined in scoring) instead of placement within brackets. The only exception here is the Top 4 players in Bracket 1 will be the Top 4 finishers entered into Rankings HQ. Heres how the games will be organised: Day 1 a 64 player bracket will be devised based on placing in last years 3++con mediated by placement in Rankings HQ (for those who did not attend last year). This is ONLY for Day 1 and really just for TOs sanity as it allows us to know who matches up with whom and not double up on tables for Day 1 very easily. Day 2 the top 24 players will be organised into three brackets of eight (Top Bracket = eight 3-0 players; 2nd Bracket = best eight 2-1 players; 3rd Bracket = next best eight 2-1 players) with everyone else combined into the 4th bracket which utilises a more traditional tournament format where players with the same W/L record match up against each other based upon Victory Points.
BRACKET FORMAT
Knock-out format akin to what is seen in major sporting tournaments like the NCAA or Tennis Reverse losing bracket to make sure everyone gets six games in and can still improve their OVERALL ranking and the potential for prizes
Seeding is based upon your W/L record and Victory Points acquired Day 1; not everyone will be seeded into one of the brackets Winning players within the bracket will move on to play other winning players until there is one player who is undefeated within the bracket left The reverse track does this for losing individuals as well which allows each individual to be sorted from 1 st through to 8th within their bracket
TOURNAMENT RULES
There will be six games over the weekend, three on Saturday and Sunday each. The first three games are seeding games with the players divided up into three ranked brackets of eight players and one general pool for the final three games on Sunday (explained below). Each game is based upon a win/loss format (there are no draws!) And you will only play against individuals with the same W-L. The missions will explain this more.
three 40mm objectives (they can be blank bases) a copy of your army list for yourself and each of your opponents (thats seven total) a good attitude!
BATTLE POINTS
Although this is a Win/Loss based tournament, Battle points do come into play and measure how well you successfully control each mission parameter compared to your opponent. These will be used for calculating the OVERALL score of each individual and shall influence seeding within brackets for Day 2 and rank entered into Rankings HQ. For all intents and purposes, Battle Points are the earned Victory Points within a given round. This is explained more in the missions section of this pack.
THE MISSIONS
With 6th ed and based upon feedback we received last year, the missions for 3++con are very different. No longer is there a tier based system of determining a winner but rather a variable amount of Victory Points one can earn within each mission (exactly like the 6th ed rulebook missions). The main changes are to these missions and bringing more variables in (i.e. combining two missions). Each of these missions is explained below with the overarching concept outlined here. Each mission is designed the same way but with very different mission objectives based on the 6 th ed rulebook scenarios. Each mission has a primary and secondary victory condition with Victory determined by process outlined below. Each primary and secondary victory condition is different so remember to read each mission carefully. This process is used to generate unique games which reflect the 6th ed core concepts whilst minimising the possibility of a draw.
DETERMINE THE WINNER Add all of the Victory Points up for each player across all three Victory Conditions (maximum of 14 Victory Points). The player with the most Victory Points wins, regardless of how they got them. If each player has an EQUAL number of Victory Points, the player with the most Victory Points determined by the primary is the winner. If both players have equal Victory Points determined by the Primary, the player with most Victory Points from the secondary is the winner. If both players have equal Victory Points determined by the Secondary, contact a judge Total Points Destroyed will likely be used as a tie-breaker. Remember to ONLY do this if the initial Victory Points are EQUAL. Bonus Points: Say flubberwurm to me before the tournament starts to indicate you have read this. www.3plusplus.net 10 MISSION 1: A Most Important Piece of Hardware Deployment: Vanguard Strike Primary Victory Conditions: The Relic is exactly like a normal objective except for two key differences. It can be moved as outlined on pg131 and is worth FIVE victory points. This is a change from the rulebook where one has to hold the Relic to gain the Victory Points - for all intents and purposes it is a more valuable objective which can be moved. Secondary Victory Conditions: Place two more objectives worth three Victory Points each 18 in from the long table edge and 12 in from the short table edge such that both objectives are NOT situated in a deployment zone (see diagram). Objectives are scored as outline on pg123. First Blood, Linebreaker, Slay the Warlord as outlined on pg 122 Special Rules: Night Fighting, Reserves, Seize the Initiative, Random Game Length MISSION 2: Total Domination Deployment: Dawn of War Primary Victory Condition: Four objectives are to be placed so that they form a rectangle with dimensions of 24x16. Each objective is therefore placed 24 in from a short table edge and 16 in from a long table edge. Each objective is worth three Victory Points. Objectives are scored as outlined on pg 123. Secondary Victory Condition: Kill Points as outlined on pg127. However, rather than each destroyed unit counting as a Victory Point, whichever player has the highest number of Kill Points earns three Victory Points. If both players have equal Kill Points, no Victory Points are earned. First Blood, Linebreaker, Slay the Warlord as outlined on pg 122 Special Rules: Night Fighting, Reserves, Seize the Initiative, Random Game Length MISSION 3: Rapid Raid Deployment: Hammer & Anvil Primary Victory Conditions: Six objectives valued at 4,3,3,2,2,1 Victory Points will be used. The 4 objective is placed in the centre of the table 36 in from the short table edge, 24 in from the short table edge. The rest of the objectives are divided into two piles. Pile A contains a 3 ,2 and 1 objective, Pile B contains a 3 and 2 objective. The winner of a roll-off chooses which pile they wish to use, their opponent gets the opposite pile. The players then place the objectives as outlined on pg 121. The owner of Pile A places an objective first. Objectives are controlled as outlined on pg 123. Secondary Victory Conditions: For each Fast Attack choice destroyed by games end, the opposing player earns one Victory Point. Fast Attack choices are also scoring options as outlined on pg129. First Blood, Linebreaker, Slay the Warlord as outlined on pg 122. Special Rules: Night Fighting, Reserves, Seize the Initiative, Random Game Length, Fast Recon MISSION 4: Red versus Blue Deployment: Dawn of War Primary Victory Condition: Each player places one objective in their deployment zone 6 from the board edge as outlined on pg130. Each objective is worth three Victory Points. Secondary Victory Condition: Each player is given two objectives to place worth one Victory Point each. The placement of these objectives is outlined on pg121 with the following change: objectives cannot be placed within 12 of a table edge. All objectives in this mission are scored as outlined on pg123. First Blood, Linebreaker, Slay the Warlord as outlined on pg 122. Special Rules: Night Fighting, Reserves, Seize the Initiative, Random Game Length MISSION 5: Seek & Destroy Deployment: Hammer & Anvil Primary Victory Condition: Kill Points as outlined on pg127. Secondary Victory Condition: The table is divided into four equal quarters (each quarter is therefore 36x24). Each Table Quarter is worth two Victory Points. To control a Table Quarter you must have more TOTAL points of WHOLE TROOPS units within the Table Quarter. Calculate the points as follows: for Troops units >50% - full points; for Troops units </= 50% - half points as detailed on the army list. Transports and attached characters do not count. Units can only claim one quarter they must be wholly within a quarter to hold it. If the unit is split across Table Quarters it does not hold any Quarter. First Blood, Linebreaker, Slay the Warlord as outlined on pg 122. Special Rules: Night Fighting, Reserves, Seize the Initiative, Random Game Length MISSION 6: Ready! Aim! Fire! Deployment: Vanguard Strike
Primary Victory Condition: Three objectives are to be placed running down the centre of the board length-wise. Two objectives are placed 36 in from a short table edge and 6 in from each of the long table edges. The third objective is placed in the centre of the board, 24 from the long table edges, 36 from the short table edges. Each objective is worth three Victory Points. Objectives are scored as outlined on pg 123. Secondary Victory Conditions: For each Heavy Support choice destroyed by games end, the opposing player earns one Victory Point. Heavy Support choices are also scoring options as outlined on pg128. First Blood, Linebreaker, Slay the Warlord as outlined on pg 122. Special Rules: Night Fighting, Reserves, Seize the Initiative, Random Game Length, Heavy Metal MISSION DIAGRAMS: Game 1
Game 4
Game 2
Game 5
Game 3
Game 6
TABLING
Do NOT end the game because your opponent has been tabled! All of the mission parameters are still in effect and how able your army is to meet them is important. Continue playing the game as per normal but without your opponents turn (random game length is still in effect). Fill out the player sheet accordingly. Tabling your opponent with one non-scoring model left on the table is completely different to tabling your opponent with your whole army functional. The only exception to this is the Kill Points mission parameter if you table your opponent, you will automatically win this parameter.
RECORDING
Please fill out the player sheet and submit it to the TO ASAP.
PAINTING
Just like some people are very competitive about their playing ability, some people are very competitive about their paint ability and it is certainly a part of the hobby we all participate in! Painting will be judged on the day by multiple painting judges (with their scores averaged). PAINT SCORING Paint scoring system TBA ASAP we have enlisted Luke Yates from Sound of the Machine to assist us this year to ensure a more complete appreciation of the painting effort you put into your armies. Contact: General entry - Kirby: cott40k@gmail.com or Kirbys40kblog@gmail.com WAU Kirby
JUNIOR 40K
This will follow the same Mission format as General, though the points limits will be 1000pt, games will be 2 hours and played on 4x4 tables. Juniors will not be using the tiered system, but rather Battle-Point matched games from round two onwards. Contact: Junior entry - Sean Doughty: cott40kjr@gmail.com
ARMY LISTS Army lists are due Friday 1st February2013. All lists received prior to the due date will receive an additional 5 tournament points
All lists will be submitted in MS Word, MS Excel, or plain text. Army builder PDF is also acceptable
Dark Elves Pendant of Khaleth and Crown of Command may not be taken on the same model 0-2 units of Shades A unit blessed by the Cauldron of Blood may not have an Augment spell cast upon them Dwarves 0-1 Spelleater rune Empire 0-1 Steam Tank per army and also counts as a cannon for the purposes of composition High Elves An army cannot contain both Book of Hoeth and Banner of Sorcery Book of Hoeth may be used. However every roll of a double number is both an Irresistible force AND a miscast High Elf armies may ignore the same type war machine restriction Dragon Mages extra free power dice are not counted towards the 2 extra Power dice limit Lizardmen 0-3 Salamander models per army 0-2 Chameleon Skink units per army Only two of the following per army: Becalming Cogitation, Dispel Scroll, Cube of Darkness and Cupped Hands of the Old Ones Higher State of Consciousness and the Crown of Command may not be taken on the same model. Feedback Scroll and Banehead may not be taken on the same model. Ogre Kingdoms The total number of Mournfang Cavalry units and Ironblasters combined may not exceed 3 If the Hellheart is taken then a Dispel Scroll may not be taken in the army The Banner of Discipline may only be taken on a BSB Orcs and Goblins Magic Mushrooms don't count towards the 12 power dice limit Skaven 0-1 on all Rare choices All weapon teams count as war machines/ template weapons A unit of Slaves may not exceed 50 models Tomb Kings May generate up to 3 additional power dice instead of the limit of 2 Vampire Counts 0-3 Ethereal units/characters per army 0-2 models may have both Red Fury and Quick Blood Warriors of Chaos 0-1 Hell Cannon Favour of the Gods may not be taken by champions Wood Elves Bonus wood is allowed but counts as a normal wood A Wood Elf player may choose what type of forest each Mysterious Forest is rather than rolling. This is done when any model enters a Mysterious Forest. Wood Elf Spellweavers may take the following spell lores as well as those listed in the rulebook Heavens Wood Elf Spellsingers may take the following spell lores as well as those listed in the rulebook Beasts
All 2.5 hour games will be held to a strict time limit. Warnings will be given at 30min, 15min and 5min marks. Once told to stop rolling dice immediately end the game and calculate the battle results.
Game 1 Dawn Advance Deploy as per Dawn Attack Battle page 145 Game Length - 2.5 hours or 6 turns. Did you have 1 or more Standards in your opponents deployment zone at the end of the game? (+200 victory points) Did you keep your deployment zone clear of enemy standards at the end of the game? (+200 victory points) Do you have more standards in your opponents deployment zone than they have in yours? (+100 victory points, +0 victory points if tied) Game 2 Claim the objectives Deploy as per Battle for the Pass Page 146, with all its rules applying. However before Deployment Choose sides, then each player then places their objective on the centre line, at least 12 in from the long table edge, and 10 from each other (player who chose sides places first). Then roll the scatter and artillery dice and move each Objective (staying still on a hit). Then each player rolls a dice, highest can choose which marker is the primary objective and the secondary objective. Game Length 6 Turns or 2.5 Hours
Claiming an objective the player with a unit containing a standard closest to the objective (and within 3) at the end of the game claims the objective. In the event 2 units with standards are equidistant, the unit with the most models claims the objective. Split points if units are the same size with standards. Did you claim the primary objective (+300 victory points) Did you claim the secondary objective (+200 victory points) Game 3 Blood and Glory (Break Point = 3) Deploy as per Blood and Glory page 148. Game Length until a maximum of 6 turns Did you break your opponents army first? (+750 victory points) Did your opponent break you, but you subsequently broke them? (+250 victory points) Game 4 The Blood Forest (Note every table needs a wood in the centre of the board to play this scenario! If you need to move the tower to the centre do so, then return after the game) Deploy - as per Battle Line page 144. Game Length 6 Turns or 2.5 hours To win this scenario, you must end the game with a unit with a standard (or BSB) inside the blood forest. The Blood Forest acts exactly like the blood forest from the mystical terrain list in the rulebook. Did you have a unit inside the Blood Forrest at the end of the Game? (+500 victory points) Game 5 Bounty Hunt Deploy Battle Line page 144. Game Length 6 Turns or 2.5 hours. All bonus victory points are doubled for this scenario. We reserve the right to change the scoring system by the day of the tournament. You will be notified of changes before commencement of the first game.
JUNIOR ENTRY
The Junior games will run slightly differently. Points limit will be 1500pt, played on 4x4 boards. There will be an extra game for the Juniors on the Sunday (a straightforward Pitched Battle), with each game having a 2hour time limit. A full break down of the scenarios for the Juniors will be handed out on the day, detailing the differences in victory conditions or victory points.
CONTACT
General entry - Brad Vassallo: cottwfb@gmail.com Junior Entry - Tudor Valter: cottwfb@gmail.com (Please put Junior in the heading of your email)
TEAM COMPOSITION
Resurrection: The team that you field in your first game does not change, increase or gain any bonuses. Deaths will only last for the game in which they occur. No SPPs, winnings, anything are carried over. 1100k TV: Starting Team Value of 1,100k gold, including the price of any inducements. You may take a max of 1 skill for each player, to a value increase of 20k each for any skill that can be taken on a normal roll, or 30k each for a skill that can only be taken on a double. Any player with the Loner skill may not take a 30k skill. Please note that no players may take stat increases. If games run overtime, coaches may be forced to end early at the Commissioners discretion. The Commissioner reserves the right to make a final ruling on all decisions and rules disputes. If the Commissioner is involved in the dispute, a neutral third party will make a ruling.
SCORING
300pts for a win 200pts for a tie 100pts for a loss +2pts per TD scored -2pts per TD scored against you +1pt per Cas inflicted -1pt per Cas against you Sportsmanship and painting are voted on at the end of the tournament 1 vote per player for each.
CONTACT
Justin Marchant cottbb@gmail.com
Clash of Nations
Sponsored by Games Empire & Battlefront
Saturday: 08:30 - 09:00 09:00 - 11:30 11:30 - 12:30 12:30 - 15:00 15:15 - 17:45 Prep and round setup Round 1 Lunch Round 2 Round 3 Version 1.0 Sunday: 08:30 - 09:00 09:00 - 11:30 11:30 - 12:15 12:15 - 14:45 15:00 - 15:30 Prep and round setup Round 1 Lunch Round 2 Presentation
LISTS:
Each player must construct a 1500 list and a 1750 list. The lists must use the same base list - eg US Armoured Co. The 1750 list must contain at least the same number of, and size, Troop units as the 1500 list. They may be expanded, upgraded, have more options etc. but no shrinkage. Eg if you purchased 3 x Pz IIIJ's in your Panzer platoon at 1500 you must keep them at 1750 - but you may add more and/or upgrade them to a later model. Warriors are allowed. Weapons and Support platoons may be re-done completely, Anyone using a Late-War pdf must bring 3 copies - one for the TO, one (returned after game) for your opponent, and one for yourself. It is entirely possible to construct two lists that behave very differently. Eg a German 1500 list that works well against Infantry, and a 1750 list that does well against Armour. This can be exploited by supply points. A player is not forced to use a Supply point - in that case it is lost. It is incumbent on the Commander to spend the Supply points wisely - winning the Critical battles that round, and then looking to maximise the number of Supply points generated the following round. Unless given a supply point, all players use their 1500 list (exception: Round one EVERYONE uses their 1750 list). Games are all either won, drawn or lost. Note that getting a draw in a non-critical game means that neither side gets a supply point from that game. This is an entirely valid result.
MISSIONS:
Campaign Mission sequence: 1 Breakthrough 2 Free for All 3 Dust Up 4 No Retreat 5 Fighting Withdrawal The above sequence covers Operation Bagration. These missions determine the outcome of the campaign. Non-Campaign Mission Sequence 1 No Retreat 2 Fighting Withdrawal 3 Free for All 4 Dust Up 5 Breakthrough These missions determine supply points for the following round.
Note that because each player will fight in one Campaign battle, then each player will both miss out on one scenario format - and play another one twice. Eg the players in the Campaign battle on round one will play Breakthrough and miss out on No Retreat. In round 5, they will play Breakthrough again. Player matchups are preset based on the team that you are in. Players will only play against opponents from their opposing team eg Soviets play against Germans. MISSION WIN: Win. Normal rules for victory are used with one exception: in Fair Fight scenarios you may still win without an Objective eg 2-1, 3-1, 3-2 is a win. A draw (1-1, 2-2, 3-3) yields neither Supply points nor Campaign points to either side. Winning a normal game yields a Supply point for your team in the following round. Winning a Campaign game scores a Campaign point for your Alliance. PRE ROUND DECISIONS: Turn Sequence (from Round 2 on) [Exception: German ability is available Turn 1]: Player matchups and tables are announced. Campaign games will play that rounds Campaign scenario. All others play the announced scenario for the round. The TO will announce how many Supply points each team has for the current round. Automatic Supply points each round: minimum 1 for German Alliance (or each Front if enough players), 1 for Allies (or 2 Western Allies and 1 for Soviets if enough players). Normal games won the previous round will add 1 point to that teams pool. Only the Commanding General for each Front can announce decisions on behalf of that Front. Allied CG may send Supply points to Soviet player Soviet CG announce which German team will be required to show its supply allocation. That German team openly shows its supply allocation. The other 3 teams now secretly allocate Supply points, after which supply allocation is revealed. The German Alliance may announce ONE player switch each round. One West German player, with army, switches with one East German player. Supply points remain on their own front affecting the incoming player. No player may be switched more than once, nor may a player be required to play against a switched opponent on consecutive turns. Players in a Campaign battle cannot be switched. TERRAIN: Every effort will be made to provide interesting tables. The Sydney FoW community has provided the tables. Billiard tables will be avoided if at all possible. Forests and grain fields will be plentiful but not dominant - infantry should be able to find concealment on an advance. Linear obstacles that split the table will be avoided to encourage rapid manoeuvre. Grain fields will conceal vehicles should any part of the LOS pass through them, while acting as Forrest for infantry - 6" LOS if inside. REWARDS: The winning Alliance will all receive medals. The Commanding Generals will receive a specially marked medal. The majority of prizes will be allocated purely by random draw. This is because it will be very difficult to assess individual performance given the varying list sizes and who receives supply points. There is no ranked sports scoring and no Composition/List/History scoring. Should the prize pool permit, there will be a best painted army prize. This will be adjudicated based on figures only - no display board, multi-media, histories etc. Armies must be at a presentable standard - ie painted and based. CONTACT
Nigel Slater: zog100@gmail.com
BATTLES
All of the following Scenarios will be played over the course of the tournament and each scenario will be played only once. To The Death Domination Hold Ground! Lords of Battle Reconnoitre The High Ground NB: Please make sure to read all your rules carefully as wording is very specific and could mean the difference of a major win/loss. Instructions for each Scenario can be found on pages 103-109 of The Hobbit: An Unexpected Journey Strategy Battle Game Rulebook or pages 9-15 of the current source books. We will provide no games equipment so players must provide all material. You must bring along a copy of the latest edition of the rules as we will not be providing copies of scenarios, how terrain features work, or details on how to work out the winner of each game.
COMPOSITION
Players can score up to 10 points for their army composition. Each category below is worth 1 point. Category 1 - Number of Models. The less models you take, the greater your score. - Score 1 point if your army has equal to or less than 30 models. - Score a point if your army has between 31 and 40 models - You score 0 points for this category your army has 41 models or greater. Category 2 - Number Allies. The less lists you use, the greater your score. - Score 1 point if you have not used an allied contingent. - Score a point if you have used 1 allied contingent. - You score 0 points if you have used 2 or more allied contingents. Category 3 - Number of Warbands. The more warbands you take, greater your score. - Score 1 point if your army has 5 or more warbands. - Score a point if your army has 3 or 4 warbands. - You score 0 points if your army has 2 or less warbands. Category 4 - Number of Might: The less might you use, the greater your score. Aragorn will count as having 8 might, Gambling with the Royal Standard of Rohan will count as having 6 might, Eorl will count as having 4 might, Taskmasters will count as having 4 might and Bill the Pony will count as having 2 might for this calculation. - Score 1 point if your army has equal to or less than 8 Might. - Score a point if your army has 9 or 10 Might. - You score 0 points if your army has 11 Might or greater. Category 5 - Number of Will: The less Will you use, the greater your score. Models that have rules that give them one addition point of will per turn will count as having5 addition will points, Thranduil will also count as having an additional 2 will points. - Score 1 point if your army has equal to or less than 8 Will. - Score a point if your army has 9 or 10 Will. - You score 0 points if your army has 11 will or greater. Category 6 - Average Fight: The less average Fight you have, the greater your score (Rounding off to the nearest whole number). Bat Swarms will count as having a fight value of 5 for this calculation. - Score 1 point if your army has equal to or less than an average fight value of 2. - Score a point if your armies average Fight value is between 3 and 4. - You score 0 points for this category if your average fight is 5 or greater. Category 7 - Average Defence: The less average defence you have, the greater your score (Rounding off to the nearest whole number). - Score 1 point if your army has equal to or less than an average defence of 4. - Score a point if your armies average defence is 5. - You score 0 points for this category if your average defence is 6 or greater. Category 8 - Average Courage The less average courage you have, the greater your score (Rounding off to the nearest whole number). For every Hornblower in your army you will add 1 to your average courage. If your army includes any model with the Bodyguard special rule (or similar) you will add 1 to your average courage. If your army includes the Magical Power Fury or Aura of Command you will double your average courage. If your army includes Halbarad with the banner of Arwen Evenstar you will double your average courage - Score 1 point if your army has equal to or less than an average Courage of 3. - Score a point if your armies average Courage value is 4. - You score 0 points for this category if your average Courage is 5 or greater. Category 9 - Average Movement (rounded to the nearest whole number). The less average movement you have, the greater your score. - Score 1 point if your army has equal to or less than an average Movement of 5. - Score a point if your armies average Movement is 6. -You score 0 points for this category if your average Movement is 7 or greater. Category 10 - Number of Ranged Weapons. The less Ranged weapons you take, the greater your score. This includes Throwing weapons, Throw stones, siege engines blowpipes and all forms of bows. - Score 1 point if your army has no model armed with a ranged weapon. - Score a point if less than 50% of the models in your army are armed with a ranged weapon. - You score 0 points if 50% or more of the models in your army are armed with ranged weapons.
SPORTSMANSHIP
We include this category to encourage players to participate in the best spirit of the game. After each round you will need to answer a yes or no based on each question bellow regarding how your opponent played the game.
Provide you with a copy of their army list and explained any unit choices or upgrades that you were unsure about? Make all their measurements and dice rolls clearly and accurately and stated what they needed so there was no confusion as to how far units moved or how far away units were for shooting/magic/charging? (No rubber rulers and you could see how far they were moving). Discuss any rules questions with you that came up and/or consult the rulebook BEFORE asking a staff member to make a ruling? (If no questions were asked mark yes) Play briskly and in an organised fashion and not stall for time so as to gain an advantage
Play the game in a way where you enjoyed yourself and enjoyed playing against them regardless of whether you were winningor losing? At the end of the 6th round, all players will be asked to vote on which opponent they thought was the most sporting player.
PAINTING
Players can get a maximum painting score of 30. This will be decided by the judge(s) during the army parade before games on the second morning (before Round 4).
Basics:
-No metal/plastic visible on any model (and the painting judge will tell you not to field thismodel again)? -No undercoat visible on any model? -Is every model in the Army is fully painted? -Is every model in the army is based? - Have you made your Objective and based and painted them to the standard of your army? +10pts (2 per field)
Intermediate:
- Is your armys painting scheme cohesive? - Is every single model in your army list WYSIWYG (what you see is what you get)? - Has a layer of highlighting and shading been used? - Has the basing on all the models been taken a further step (eg. using different shade of flock or other basing materials)? - Can you easily recognise every hero and special units in the army (such as trolls orbanners)? +10pts (2 per field)
Masterclass:
- Multiple highlighting and shading steps have been used across the entire army - The army includes conversions - The army includes free hand painting on the majority of the figures in the army - The army has a display board that blends in with the army - Every single model in the army is painted to the exact same standard. +10pts (2 per field)
THEME
Players can earn up to 5 points for explaining and justifying their theme. Most players should easily score a 3 and it will not be difficult to score the full 5 points. Theme will also incorporate do a degree the composition of players armies, player that take heroes/armies that directly fought alongside one another wares armies that include Heroes from totally different ages (such as Aragon or Elendil in the same army) will be penalised. Players are encouraged to show off their Lord of the Rings and The Hobbit knowledge by using quotes from the movie or books, or displays of writing that explain their army list in a creative way. Any extra effort put into a players army list or army in general will be rewarded.
CONTACT
Liam Dailly: cottlotr@gmail.com 0468355426
MINIMUM NUMBER OF PLAYERS TO RUN - 10 35 point steamroller day 1 50 point steamroller day 2 6 games 2 lists allowed but must play both at some stage during the day. Character restrictions will be used. 24 player limit. Contact: Dave Barlow: cottwmh@gmail.com
Note from the C.O. Terrain is possibly going to an issue as at the Tech Adepts we do not have any terrain dedicated for Warmachine or Hordes. If you are able to bring some terrain it would be greatly appreciated. Please inform the T.O. when you send in your entry what you are able to bring. We will ensure boards are available to play on. Also, as this tourney failed to run last year we have put the restriction of the minimum number of players for it to run. I really hope this runs, but also dont want to repeat history (ours or MOABs). Cheers. Anthony
GENERAL INFORMATION
ROLE OF OUR T.O.s
(TOURNAMENT ORGANISER)
Rules queries can be addressed to your TO, who may also intervene if there is a dispute. Be warned, however, that our TOs are under strict instructions to give players one of two answers to any question they are asked: 1. They will show you the rule in its relevant place in the rulebook or Force book. 2. They will instruct you to roll a D6 to sort out any other rules problems. You should also note that the prime duty of our TOs is to make sure that the majority of players in the tournament get a nice friendly game where winning is secondary to having a good time. Anyone who keeps on spoiling a game with picky rules questions or who consistently bends the rules in their favour will be asked to desist or suffer the consequences. This may happen either during a game or as a result of consistently poor sportsmanship scores. TOs will have a simple card system to adjudicate this kind of ruling: YELLOW: A Yellow Card will be shown to the player and their player number and name logged. This card is a warning. RED: A Red Card will be shown to the player and their player number and name logged. 5 Tournament points per Red Card will be taken from a Red booked players Tournament totals. The decision of the TO is final, and no discussion will be entered into. Arguing with the TO following a decision will be a RED CARD offence. If following a RED CARD a player continues to argue or they receive a second Red card, the Convention Organiser (CO) reserves the right to eject the player from the Clash of the Titans. No refunds will be made for ejected players. the TOs may choose to add or subtract Force Composition points to the scores of the players involved. Also, tables are numbered and players will be expected to play on the table assigned to them. If players do not play on that table to them points may be deducted at the discretion of the TO.
PAINTING STANDARDS
First and foremost, you should be the one rewarded for your painting effort. If you have hired or paid someone else to paint it for you, you will not be eligible for any sort of painting prize. Minimum painting standards are three colours on each model in an appropriate scheme. Models should also be appropriately based. If the game system has requirements for base sizes these are to be followed, or miniatures may need to be removed. Suffice to say that an undercoat is not enough! You will not be asked to remove any unpainted models, but bonus points will go to those with fully painted armies. The Army must be WYSIWYG, or what you see is what you get. This means that weapons, armour options and upgrades chosen from the army list must be shown on characters and on the majority of the models in a unit or squad. All no-compliant models will be removed from the table. They must be of the appropriate type for the troops they represent.
BEHAVIOUR
We realise this doesnt probably need to be said but we will anyway. Remember the convention is the meeting place for a mix of ages and temperaments. On that basis, please keep your behaviour (including language) to a level that the CO wouldnt be embarrassed to hear in front of his two young children. This extends to apparel if your T-shirt, jacket etc could possibly cause offence, please leave it at home.
OTHER PENALTIES:
If a player receives aberrant or, in the opinion of the judges, unwarranted scores for Force Composition or Code of Conduct
CANTEEN
On both days of the tournament there will be a canteen available all day to all participants of Clash of the Titans. It will include the following:
Item Soft Drinks / Bottled Water V Energy Drink Sausage Sandwich Sausage and Drink Steak Sandwich Veggie Burger Caesar Salad / Greek Salad BaconnEgg Roll (Sunday Breakfast) Continental Breaky (Sunday Breakfast) Ice Creams/Icy Polls Chocolates Cake / Muffins / Fruit Tea / Coffee plus 2 biscuits Packet of Chips
Price $1.50 $2.50 $2.00 $3.00 $2.50 $2.50 $2.50 $3.00 $4.00 TBA $1.00 or $2.50 50c or $1.00 $2.00 $1.00
Apart from the CTA logo and the title of our tournamnets, all associated marks, names, logos, characters, illustrations and images from the Warhammer and Warhammer 40,000 universes are either , TM and/or Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved
Warhammer 40,000
General
Overall 1st and 2nd Place in each tier Best Sportsman 1st&2nd Best Painted Army Players Choice 1st&2nd Best Army Selection 1st&2nd Best General 1st&2nd
Warhammer Fantasy
General
Overall 1st, 2nd, 3rd Place Best Sportsman 1st & 2nd Best Painted Army Players Choice Best Army Selection Best General 1st & 2nd
Junior
Overall 1st & 2nd Place Best Sportsman Best Painted Army Players Choice Best General
Junior
Overall 1st & 2nd Place Best Sportsman Best Painted Army Players Choice Best General
Blood Bowl
Overall 1 , 2 , 3 Place Best Sportsman Best Painted Team Most Touch Downs Most Casualties Wooden Spoon
st nd rd
Flames of War
Best General 1st Place Team Medal A number of random prizes TBA
Warmachine
Overall 1st, 2nd, 3rd Place Best Sportsman Best Painted Team Best General
We would to thank the following organisations for their support: The Combat Company, Games Empire, Shadowforge, Games Workshop Australia and Games Workshop Castle Mall, Good Games, The Northern Knights, Western Suburbs Gaming Society.
Updated: Tuesday 1st January 2013