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 20/2/2011 Full Tilt

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20/2/2011 Full Tilt  Empty
BerichtOnderwerp: 20/2/2011 Full Tilt    20/2/2011 Full Tilt  Emptyza dec 18, 2010 9:11 pm

Op 20 februari gaat de 9e editie van full tilt door, een tornooi dat meetelt voor de ranking der nederlanden bij gamingclub de witte ridders. Dit gaat door in Lommel, campus Mercurius, Mudakker 25 3920 Lommel. De armylists en betalingen moeten binnen zijn tegen de 4e februari. Het start om 10 uur. Ik zie dat alleszins wel zitten om mij te richten op die ranking. Hieronder de rulespack.

FULL TILT 2011
WARHAMMER 40,000 RULE SET


General info and registration (dutch)
1. BASIC RULES
Full Tilt is played in three rounds, in which players will play against a different opponent each round. In the first round, a random opponent will be matched to you. In the second and third round, we will use the Swiss-system to match players against each other. In each round a different scenario will be played, but we'll get to this later.
The battle is played between your opponent and yourself. Fans or groupies cannot and may not be involved in the battle. You are responsible for bringing your own gaming tools you might need. The organisation will not have any gaming tools to spare, so make sure you bring your own templates, dice, rule books, codex, glue, objective markers, ...
After each battle, your opponent and yourself must calculate the Command Points each of you accumulated. Turn in the results at the Judge's Table as soon as possible. If the results are not turned in in time, the result will be a Draw. If all the results are in, they will be displayed to everyone, and you have 15 minutes to straighten out any mistakes that might have been made.
The time schedule shows how much time you have to complete a battle. The organisation would appreciate if everyone would respect these time limits. We will not tolerate one player messing up the entire time schedule. Players who do not show up on time play against each other or against reserve players.
During the tournament, players can accumulate points in various categories. The player with the highest amount of points wins the tournament. After each battle, players should also turn in the amount of Kill Points they made, so we can straighten out ties that might occur.
2. THE POINTS SYSTEM
a. Painting (0 to 15 points)
During the battles, certain organisation officials will judge your army on grounds of painting. These points will be a part of your total score. There are various aspects to which these people will pay attention:
• Army painted? (0 or 8 points): You only get 8 points in this aspect if your entire army is painted. Even if one model is not painted, you get 0 points.
• Models based? (0 or 4 points): If your entire army is based in a proper manner, you get 4 points. Even if one model is not based, you get 0 points. Note: we do not require flying bases to be based.
• Unit markings? (0 or 1 point): Clarity is a big factor. We reward the players who put some effort in making clear which model belongs to which unit.
• Striking? (0 or 2 points): If your army was especially striking to our judges' eyes, you gain these 2 bonus points.
b. Army List (0 or 10 points)
We expect all players to hand in a clear army list, preferably made in Word or Excel. With "a clear army list" we expect:
• Written in Dutch or English (or Latin)
• For each separate unit a separate entry
• Each entry should state which wargear and upgrades the unit has
• The points cost of everything should be visible
• No hand-written army lists
Army lists made using Army Builder are not allowed (also, no dirty tricks with "save as .doc") If your army list is clear and correct, you gain 10 points. If your army list turns out to be incorrect or not clear, we will send back your list so you can adjust it. Aslo, you lose the chance to earn these 10 points. Note: the choice to give so much points on the army list was made deliberately, to make sure players put a lot of effort in making them correctly. A good tournament starts with a good army list.
All army lists should be in our possession on 28/01/2011. You can e-mail them to Patrick.Pynaerts@v-o-c.be
c. Command Points (3 to 75 points)
After each battle, Command Points can be earned. The better your game, the more Command Points you accumulate. The amount of Command Points depends on the Battle Points you made during each battle. Consult the table below to see how much Command Points you earned after each battle.
Difference in Battle Points Result Command Points Winner Command Points Loser
0-2 Draw 13 13
3-5 Minor Victory 16 10
6-8 Solid Victory 19 7
9-11 Crushing Victory 22 4
12+ Massacre 25 1
d. Penalties
Besides gaining points, you can also lose points with penalties. We do hope though that we do not have to hand out penalties during the tournament. If a player gets a penalty, the effect will be calculated with his total score at the end of the day.
• Army list not in time: -5 points
• Playing with an illegal army list: -10 points per battle you used the illegal list (plus you gain 0 Command Points for those battles)
• Cheating, irritating behaviour, playing deliberately slow, ...: you lose a number of points judged fair by the organisation.
3. THE ARMIES
• You can spend a total of 1750 points on your army, making use of 1 Standard Force Organisation Chart.
• The tournament is played using the Warhammer 40,000 5th Edition rules.
• The armies must respect all army selection limits as stated in the appropriate codex.
• You may use converted models, but they cannot lead to misinterpretations.
• All Special Characters are allowed. Yes, even C'tan.
• The use of allies is not allowed.
• Always use the latest edition of your army's codex, and consult FAQs found on the Games Workshop website.
You can only use the following armies:
Space Marines, Dark Angels, Blood Angels, Space Wolves, Black Templars, Daemonhunters, Witch Hunters, Imperial Guard, Chaos Space Marines, Chaos Daemons, Eldar, Dark Eldar, Orks, Tau Empire, Tyranids, Necrons.
Scenario 1: Secure & Wipe Out
Deployment: Pitched Battle
Place 3 objective markers along the long middle line of the table, with an equal distance between each marker (ie 18" between each marker).

Objectives:
• #1. Secure Tactical Points
For each objective your army captured at the end of the battle, you gain 5 Battle Points. Note: only scoring units can capture objectives and a single unit can only claim a singe objective.
• #2. Disrupt Chain of Command
For each HQ choice (which does count towards your HQ allowance - so not counting Tyrant Guard, Honour Guard, ...) completely destroyed or falling back at the end of the battle, you gain 4 Battle Points. Note: If the HQ choice is a unit (in the case of a Regimental Command), the entire HQ unit must be destroyed or falling back in order to gain the points.
• #3. Wipe Them Out
For each Kill Point your army scores, you gain 1 Battle Point. Note: a destroyed HQ choice also gives a Kill Point (and so 1 Battle Point), as well as 4 Battle Points as described above.
Scenario 2: Data Retrieval
Deployment: Spearhead
Place 1 objective marker in the exact centre of the table and 1 objective marker in the exact centre of every table quarter.

Objectives:
• #1. Access Central Server
If your army captured the central objective marker at the end of the battle, you gain 10 Battle Points. Note: only scoring units can capture the central objective marker.
• #2. Retrieval
If any of your units (not just scoring units) end their Movement phase in contact with one of the four other objective markers, they may declare to pick them up. At the END of their following Movement phase, the objective marker is considered to be in possession of that unit. The unit may move as normal while carrying the marker and if the unit is destroyed during the battle or flees from the table, the marker is lost. To score points the unit carrying the marker must move off the table using one of the controlling player's table edges - this is an exception to the rule which says that units cannot voluntarily move off the table. For each objective marker moved off the table in this way, you gain 3 Battle Points. Note that if a unit is carrying a marker at the end of the battle, no points are scored. You only score points if the unit has moved off the table.
• #3. Weaken Resistance
For every full 300 Victory Points your army destroys of the enemy army, you gain 3 Battle Points. Note: Victory Points are the points cost of a unit. A fully destroyed unit gives the full points cost in Victory Points. A unit under half strength gives half the points cost in Victory Points. A multi-Wound single model gives half the points cost in Victory points if reduced to less then half its original Wounds. Vehicles give half the points cost in Victory Points if they are Immobilised (Weapon Destroyed in case of Drop Pods).
Scenario 3: Dawn Raid
Deployment: Dawn of War
No special objective markers are used in this scenario. Consult with your opponent and nominate 2 key terrain pieces. These must be either the 2 highest pieces or the largest pieces.

Note that the Key Terrain icons are just for illustrative purposes only
Objectives:
• #1. Disarray
Tell to your opponent which Troop choices are your two most expensive choices. Your opponent must do the same. For each of these units destroyed or fleeing, you gain 5 Battle Points. Note: dedicated transports do not count.
• #2. Advantage Point
Try capturing the key terrain pieces. To do this, a scoring unit must stand with at least 50% of its models completely within the terrain piece and no enemy models may be inside the terrain piece. For each key terrain piece your army captured, you gain 3 Battle Points
• #3. Cut Off Enemy Retreat
If, at the end of the battle, you have more units in the enemy deployment zone than your enemy has in your deployment zone, you gain 6 Battle Points. Note: these units do not have to be scoring units and dedicated transports count as a separate unit.

Ik heb nergens een rekeningnummer gevonden maar heb wel aan mail gestuurd.
edit de entryfee is 7 eurokens

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