Where
Altrincham Gaming ClubTOURNAMENT SCHEDULE
ARMY COMPOSITION AND SPECIAL RULES
See CoK pack for full wording, in summary:
SCORING
Each game will be played against a random predetermined scenario from the rulebook or CoK pack (Control and Push)
After a game Tournament Points (TP) will be assigned based on the result as follows:
Victory 5 TPs
Draw 3 TPs
Loss 1 TPs
Concede 0 TP (with no bonus for attrition score)
Margin of Victory
This is the difference between the total number of points the players have Routed of each other’s army. This difference in totals adjusts the Tournament Points by a positive or negative amount. This means that you may score a victory, but should your army be decimated by your opponent, that victory will be a hollow one.
Once the difference in points is known, consult the table below for the adjustment to both players’ scores:
VP Difference |
Bonus Points |
0 |
0 |
1-399 |
1 |
400-799 |
2 |
800-1199 |
3 |
1200-1599 |
4 |
1600+ |
5 |
Bonuses/Penalties
Late list submission will be penalised 1 TP per day after due date (max 3 TP).
Armies meeting a 3 colour minimum paint and basing standard will gain 2 bonus TPs. There will be no penalisation for unpainted miniatures.
Final tournament placing will be decided on TPs, with cumulative margin of victory used to in the event of a tie.
Crowd at the Table
If one player feels discomfort with amount of spectators present at their table, they may request them to step aside. When this happens, a referee will ask everyone around to step away from the table.
SPORTSMANSHIP
There is no sportsmanship prize but we expect all players to behave in an appropriate and adult manner, showing respect for their opponents, the venue and the TO. Please attempt to address any issues between yourselves at the table, however if this does not resolve the issue then complaints about behaviour should be directed to the TO. The TO reserves the right to deduct TPs for persistent poor sportsmanship.
GODS OF DICE
We will be including a free reroll of up to 2 dice PER GAME. You will be provided with a Golden Token to use at an appropriate moment of imminent disaster!!! This only applies to dice that you roll and cannot be used to re-roll a re-roll!!
You CANNOT reroll the dice for sides, first player or 4+ roll for a 7th turn.
NEW SCENARIOS
Push!
Set-up
Place one loot counter in the dead centre of the table. After all units have been placed on both sides but before any Vanguard moves, roll a D3 and assign that many additional loot counters to each player. Starting with the player that placed the first unit, players alternate placing these loot counters into their own set-up areas. Set-up ends when both players have placed all of their units and loot counters. Loot counters may be carried by units starting the game on them.
Controlling, capturing and carrying loot counters works in exactly the same way as described in the standard Loot! scenario. However, loot counters in Push! cannot be taken off the table.
Objective
At the end of the game, you score 1 Loot Point for each loot counter in the possession of one of your units, and an additional +1 Loot Point for each loot counter you hold where the unit possessing it is entirely in your opponent’s half of the table.
If you score more Loot Points than your opponent, you win, otherwise the game is a draw.
Control !
Objective
At the end of the game, divide the table into six 2’x2’ squares (or equal sized areas for other table sizes). Add up the total points of each player’s non-Individual units within each square. If one player has more points in units than their opponent in a given square then they “control” that square and get 1 Control Point. If a player controls the square in the centre of their opponents half of the table, that player gets an additional Control Point (so it is worth 2 CPs to control your opponent’s central square).
The player with the most Control Points wins. If the players have an equal amount of Control Points then the game is a draw.
If a unit is straddling the line between 2 or more squares then they are considered to be in whichever one the majority of their base is within, otherwise, the owning player must choose one of the squares to count their unit in.
Player A Edge |
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+1 CP if Player B Controls |
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+1 CP if Player A Controls |
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Player B Edge |
Directions to the Venue
The Tournament will be held at St Georges Church Hall in Altrincham, Greater Manchester. The venue can be a little difficult to find so please use the following postcode for sat nav (WA14 4DN) and the directions below. In the event of getting lost or delayed please call for advice Andy Sharp (07551545451) or Kev Honeysett (07793227659)
Travelling most directions you will come along the M56 towards Manchester airport. Leave the motorway and turn onto the A56 to Altrincham. Turn left off of the A56 onto a cobbled road (Albert place) beside the Old Market Tavern pub (Picture One), 50 yards up the hill on your right (after the flats) is Church lane (Picture Two), we are at the end of this narrow lane (Picture Three).