This Player Packet has been updated for the 2022 tournament
Refugees of the Olde Worlde Player Packet
Friday, October 21, 2022
5:00 PM - Check in, get pairings
5:45 PM -Battle 1 begins
7:55 PM -Battle 1 ends, turn in results of first battle
8:05 PM - Pairings posted for Battle 2
8:15 PM - Battle 2 begins
10:25 PM -Battle 2 ends
Saturday, October 22, 2022
10:00 AM -Morning Check-in and get pairings
11:00 AM -Battle 3 begins
1:10 PM -Battle 3 ends, turn in results and break for lunch.
2:00 PM -Check in from lunch and receive new pairings
2:15 PM -Battle 4 begins
4:25 PM -Battle 4 ends
4:40 PM -Receive Pairings for Battle 5
4:50 PM -Battle 5 begins
7:00 PM -Battle 5 ends, break and have some pizza (provided)
7:15 PM -Player's Choice Forms are due to TO
7:40 PM -Awards Ceremony
8:15 PM -Tournament Finishes
Army size is 2200 points + a Special Character detailed below
Each game will be 110 minutes in length. Chess clocks are encouraged but not required for this tournament. If one of the players at a table requests a chess clock then one will be provided and enforced, but if neither player strongly desires a clock then players are not obligated to use one. It is strongly encouraged for players to bring a chess clock to ensure that equal allotment of play time is accomplished. If a player requests it, then a chess clock will be provided for their table, but it is preferable if players will furnish their own as there is a limited amount of clocks available. There are several chess clock apps that can be downloaded for free off of most app stores.
If a table uses chess clocks and a player exhausts their allotted 65 minutes before the end of the last turn it is considered a dice-down scenario. This means that the player stops what they are doing, even if they are in the middle of a combat, they do not roll another single dice, any dice rolled when the time ran out no longer count. If involved in combats, those combats are considered resolved with double ones and the player bounces his units back the customary inch. The player whose time has run out is no longer eligible to roll a single other die for the remainder of the battle, nor can they move their units at all. The other player is allowed to continue through to finish their time, at which point both sides will add up their objective and attrition scores, and determine who won the scenario before reporting it.
Again, if possible, please provide your own chess clock either as an app or a physical chess clock, as the stock we have on hand is limited. If you cannot supply your own clock in either of those two methods, speak to us and we’ll ensure that you have one for your games.
What should I bring?
While the tables and terrain are provided, you should make sure to bring the following items:
-All dice, tape measures, rulebooks, and ways of keeping track of damage for each unit that
is readily visible to both you and your opponent (i.e. specific colored dice that you can place
next to a unit or specific damage markers).
- While not explicitly necessary, it is a good idea to bring your units in movement trays as
this is a timed event and if you spend the whole time moving your models individually you
will run out of time.
-You should bring something to transport your army from table to table like a tray or a big
box or something, as otherwise you will again be wasting some precious time.
-6 typed lists of your army, one for each of your opponents and one for yourself. Please do
not abbreviate or use acronyms on these lists (a good idea is to use the armybuilder at
mantic.easyarmy.com and print it out from there) If a list is found out to be fraudulent or incorrect, this can be grounds for the player to be removed from the tournament with no refund issued even if it was an honest mistake so please make sure you double check your lists for any errors. As with all things, the TO reserves the right to make judgement calls regarding every situation regarding rules being broken.
-It goes without saying but you should bring the actual models to represent your units that
are reasonably close to the unit they are supposed to represent (i.e. no cavalry models
representing infantry units) and these models should meet the minimum model count (size
down +1 model, so a Legion would need 41 models, a Horde would need 21, and a regiment
would need 11 models to meet the Minimum Model Count) if a unit does not meet this requirement you may lose points from your paint score.
Defender of the Masses:
As an additional portion of this year's tournament, we will be adding a required special character for each army. This model represents the leader of your refugees as they struggle to find their place in this new world. As such this character is an inspiration to all those around him, either through fear, admiration, or just a desperate need to have hope in something.
The model for this character must be an infantry model and must fit on a 20 or 25 mm base and has the following stats:
Sp - Me - Ra - De - H - US - A - Ne
6 - 3+ - n/a - 5+ - 2 - 1 - 4 - 11/13
Individual, Inspiring, Ensnare, CS (1), Weakness (2), Mighty
The Defender is valued at 150 points for attrition and scenario purposes if routed.
How does scoring work in this tournament?
Scoring functions a little differently in this tournament than most others. In this tournament a hard fought, but narrow victory is not the same as tabling your opponent. We do not employ the 20-0 system, but instead scoring for battles can be broken down as such:
Each scenario is assigned 15 Battle Points (BP) for accomplishing the objectives for that scenario, broken up equally among whatever objectives there are for each individual scenario. Beyond that, each player is awarded 1 additional battle point for each 400 points of his opponent’s army that he routes. These are called attrition points. These come in all-or-nothing blocks of 400 points, so if a player routes 0-399 points of his opponent’s force, he gets 0 additional BP, 400-799 gets him 1 additional BP, 800-1199 gets 2 additional BP’s and so on. On top of that, whichever player wins the scenario gets an additional 5 Battle Points as a scenario victory bonus. So in total there are 25 total Battle Points that can be awarded per round.
In the case of a draw regarding scenario objectives (calculated before adding on any bonuses from routing enemy units), then no one is awarded the 5 BP scenario victory bonus. For purpose of standings in the tournament, it is asked that you record your victory points from each round (total amount of enemy points routed off the table) in order to break any final ties.
So, for example, if Brian is playing Loot and there are 3 tokens on the board, each token he claims is worth 5 Battle Points for the scenario. Brian ends the game claiming 2 of those tokens for a total of 10 BP, plus he routed 950 points of his opponent’s army, netting him an additional 2 BP. Beyond that, Brian won the scenario objectives and is awarded an additional 5 BP, bringing his total up for that scenario to 17 BP for the game. His opponent, Sarah, claimed 1 token, giving her 5 BP, plus she routed a whopping 1600 points of Brian’s army, securing her an additional 4 BP, leaving her score at 9 BP for the battle. Brian adds these 17 BP from this battle to the 14 BP he got in the previous battle for a running total of 31 BP, Sarah comes up with 21 BP from winning 12 from the previous round.
Even if you are tabled you will get to keep any objective points you earned in the round plus whatever attrition you earned against your opponent. This is not the case if you concede the match! So please play through to your final round, even if you are losing by a fair margin!
*Important note on your total score*
There are 5 games in this tournament, but you will only count your 3 highest scores and your game 5 score in totalling up your overall BP score, which allows you to have a bad game, or a forfeit if necessary, and still recover from it. This means that you will drop your lowest score from games 1-4 and add in your game 5 score to find your final standings. For example, Brian’s scores for rounds 1-4 went as follows: 14 BP, 17 BP, 12 BP, 10 BP, with his 5th game being a score of 9 BP. In this case Brian would drop his 10 BP score and his total for Best Tactician would be a score of 51 BP. For purposes of pairings the first two rounds will be random and then your lowest score will always be dropped after that in order to determine pairings in subsequent rounds.
There are 6 different scenarios that can be played, but only 5 will be used in the actual tournament. Each scenario will be decided randomly before the beginning of each round.
Scenario 1: Push
Setup: Each player receives 3 Push tokens that are deployed after both players have finished their deployment. Each token must be deployed within the controlling player’s deployment zone and may be placed on a unit that has already been deployed but does not necessarily have to be. If a player places a token on one of their units, that unit is counted as already having picked up that token before the start of the first turn. After all tokens are finished and before Vanguard Movements are accomplished, place a Golden Marker in the dead center of the board.
A unit can pick up a Push Token by ending any phase while on top of the token. War Machines and Individuals cannot pick up Push Tokens, though they can prevent others from doing so by standing over the token, which prevents an enemy unit from coming into contact with it and picking it up. The Golden Marker in the middle is an objective marker and should not be moved, but can be claimed by using Unit Strength.
Victory Conditions: If a unit carrying a Push Token was routed from shooting, they can place the token anywhere within that unit’s footprint, it can then be picked up by a unit from either side. If routed in combat then the player who routed the unit may decide how to disperse the tokens amongst whatever units were involved in the combat resulting in that particular route.
At the end of the last player turn, each player receives 2 Battle Points for every loot token in one of their unit’s possession and where that unit is completely within 24 inches of the enemy deployment long table edge, and 1 for any token outside of the 24 inches. The player who has the most Unit Strength within 3 inches of the Golden Marker wins 3 BP. The player with the most Battle Points wins the game and receives the additional 5 Battle Points for winning the objective, then you can add in attrition (which is 1 Battle Point for every complete 400 points of enemy units routed).
For example: Jeremy has all three of his Push Tokens within 24 inches of his opponent’s long table edge after the last turn is over, netting him 6 Battle Points, his opponent only has 2 within that same 24 inches, and one other outside of that, but also has the Golden Token, which means he wins 8 Battle Points (2 for each token within 24 inches, and 3 for the Golden Token outside of the 24 inches, 1 for the last Push token on a unit that was outside of the 24 inches needed). Thus, Jeremy loses by two points, this gives the 5 point bonus for winning the scenario to his opponent and leaving Jeremy with only 6 points. In attrition Jeremy only routed 750 points of his opponent’s army, gaining him only 1 additional Battle Point, raising his score to 7, his opponent routed 1650 points of Jeremy’s troops, which garners an additional 4 Battle points, pushing his score up to a 17.
Scenario 2: Control
Setup: Setup goes the same for any standard game, players roll off for table sides and then alternate deploying units until all units have been placed. Then players will roll off for first turn.
Victory Conditions: At the end of the game, Players will divide the table into six 2x2 table sections and determine who controls each section. Each 2x2 section is worth 2BP with the exception of the center section on your opponent’s side of the table, which is worth 5 BP, so it will look something like this:
Opponent’s side of the table
Player’s side of the table
Control is determined by who has the highest amount of US in each zone. A unit is considered in a zone if the majority of its base is within that zone. If a unit is equally straddling a line between two or more zones and there is no one zone where the majority of the unit’s footprint is in it, then the controlling player may determine which zone that unit is helping to claim. A unit cannot claim more than one zone.
Scenario 3: Eliminate
Deployment: Players will deploy as per normal scenarios, but then each player will place an Eliminate token on their three units with the largest point value.
Units cannot transfer their tokens to other units, nor can they drop them. These are not heavy loot tokens and so do not affect a unit's movement and they can still be hit by surge if applicable.
Victory Conditions: Every unit that is routed in melee that was holding an Eliminate token will grant 5 BPs to their opponent who routed them. Every unit that is routed by shooting will grant their opponent 3 BPs. If both sides route all of the Eliminate tokens and have the same number of BPs at the end of the scenario, then it is considered a tie and no one will receive the 5 points for winning the scenario.
If you table your opponent, you will get all 15 possible battle points, regardless if one is lost to shooting, plus the 5 points for attrition and the 5 points for winning the objective, for a total of 25 points for the round.
Scenario 4: Fool’s Gold
Setup: This scenario will use bluff counters which will be provided by the tournament. There will be tokens valued at 4, 2, 1, and 0 points, in addition there will be a golden marker placed in the dead center of the board worth an additional 1 BP. Once rolling for table sides, but before deploying any units, players will take turns deploying each of their bluff tokens with the number side facing down on their opponent’s half of the board following the restrictions for Objective markers. Once all bluff markers have been deployed, players will then deploy their armies.
After the last player has finished their turn 3, all of the bluff counters will be flipped over to reveal their value.
Victory Conditions: Players receive the amount of BPs displayed on each objective that they control by having the most Unit Strength within 3 inches of the objective. The Golden Marker in the dead center of the board is another objective worth 1 BP.
If both players have the same amount of BPs at the end of the scenario, then the scenario is considered a tie and no one is awarded the additional 5 BPs for winning the scenario.
Scenario 5: Salt the Earth
Setup: After rolling for sides, but before deploying units place one objective marker in the dead center of the board. Players will then take turns placing 2 more objective markers each (so 5 in total, including the token in the center) on their opponent's half of the board that must be exactly 6 inches from the center line and 12 inches away from any other objective markers. Then players will proceed to deploy their armies.
Victory Conditions: All objectives are worth 3 BPs. Starting at the beginning of turn 2, a player that controls an objective can choose to destroy that objective at the end of their turn. The only exception to this is the objective at the center of the board, that objective can never be destroyed. Objectives are controlled by having the highest Unit Strength within 3 inches of the objective. The player who controls the most objectives at the end of the game wins the scenario.
Scenario 6: Dominate
Setup: Setup goes the same for any standard game, players roll off for table sides and then alternate deploying units until all units have been placed. Then players will roll off for first turn.
Victory Conditions: Every unit that has the majority of their footprint within 12” of the center of the board will count their US towards the overall victory. The most BPs a player can score towards their overall score for the tournament is 15, but additional US can be used to determine victory in the scenario (Example: Jim had 16 US within 12”, and Sam had 15 US. Jim wins the scenario and gains the 5 additional points for doing so, but his final score without attrition would be 20, not 21, because only 15 points count toward overall scoring, Sam’s final score without attrition is 15).
After Each Battle, record your battle outcomes in the following format which will be provided for you at your pairings:
Players’ Names: A. _______________________ vs. B.___________________________
Players’ Armies: A.________________________ vs. B.___________________________
Total BP for player, including objective, scenario and attrition: A:______ B:________
In order to try and maintain as much fairness as possible, all terrain (with some notable exceptions) will have the following height values:
Forests: Height 10, difficult terrain
Hills: Height 3
Scatter Terrain: Height 3 difficult terrain. This includes tents, rubble, collapsed pillars. Basically if it has an area that looks like a forest and has terrain bits in it but no trees, consider it a piece of scatter terrain that functions the same as a forest but is height 3 instead of height 10 like a normal forest.
Buildings: Height 6, impassable terrain (except a certain cathedral which is height 10 impassable)
Ponds/rivers/graveyards/grain fields: Height 0, difficult terrain, provides no cover unless a unit is at least half of their footprint inside the terrain piece.
Bridges: Counts as height 3 hills TREAT THEM LIKE ANY OTHER HILL!
Fences, hedges, defensive stakes: Height 1 obstacles (do not block line of sight, but provide cover)
No table will have hills in the deployment zone, if there are any then they have shifted and should be pushed forward until they are no longer even partially within a deployment zone.
The following worksheet will be used to score your paint on your army.
This paint scoresheet may or may not contain notes from the paint judge(s) who will also award an additional 15 points using the following criteria:
Advanced Paint Techniques (OSL, NMM, etc.) 0-5 points
Storytelling in display (does your army tell a story beyond a writeup you have sitting next to it?) 0-5 points
Overall appearance: 0-4 points
Judge's choice: 1 point (only 1 army can be given this point)
Please note that if any of your units do not meet the Minimum Model Requirements, then the paint judge will subtract points from your score accordingly.
This score, combined with your Tactician BP score and your Sportsmanship votes will determine your standing for Best Overall position, equalling out to roughly 50% Tactician, and 30% for pain, and 20% for sportsmanship scores to determine our champion overall.
After each game, you will be asked the following questions about your opponent and be given the chance to fill this out and turn in to the TO. These papers will be found by the reporting table and must be filled out in the presence of the TO. The three questions will grant your opponent 1 point for each "yes" answer. Keep in mind that "no" answers on questions 1-3 will require a satisfactory explanation to the TO before being granted for scoring. This can and should be done away from your opponent's eyes in order to assure honesty. The questions are as follows:
1. Was your opponent on time for the round?
2. Was your opponent prepared with all their materials (dice, measuring tape, army, etc) including a list of their army for you to use in the game?
3. Was your opponent courteous, precise, and mindful of the game throughout your match?
4. Did the player do anything above and beyond in the game that stood out to you (let you take back a move from the same turn, coached you in a situation that was detrimental to them but helped you, etc.)? A yes on this question is worth 2 points.
Then, at the end of the event, you will be asked to answer the following three questions with names of your opponents. You cannot pick the same opponent twice, so these must be 3 different opponents. These questions are ranked in order of how many points they are worth for Player’s Choice standing.
Which opponent gave you the funnest game? This can mean who was the most gregarious, who gave the most jovial ambiance, or just the least stressful, most enjoyable game. Who would you be most excited to have another game against? (Worth 3 points)
Which opponent gave you the most tactical game? This is in reference to tactical precision, pushed you the hardest, kept you on your toes (in a good way) didn’t bump models or ask to take back moves after they’d moved on, etc. (2 points)
Which opponent gave you your most forgiving game? This includes allowing you to go back and take care of something you missed, or was the clearest communicator of their intentions (“I am moving my unit with the intent of keeping them out of charge range”) or that was the most helpful with their army. (1 point)
Lastly, you will be given a vote for your favorite army/player at the tournament. This can be for any reason you choose, there is no wrong answer but in all of these things keep in mind the following caveat:
This should be done as honestly as possible. Please don’t vote for your buddy just because he or she is your buddy, but because you feel that they deserved it. Conversely, don't ding a person in order to put yourself in a better position for overall. In the end, however, this one is all on you to decide, and I trust that you’ll make the right choice and won’t question it.
Voting will be kept strictly confidential.
Bonus Achievement Points
There is an opportunity to earn an additional 15 points that will go towards your ‘Overall’ score. You can do this by achieving the following tasks. Each “achievement” is assigned a certain amount of points that you earn by achieving them, much like “achievements” or “gamer points” from your favorite video games, only difference being that these points actually mean something! There are 9 total achievements that if you can accomplish all of them will add 15 points to your “Overall” score. They are as follows:
3 points - “A Pyrrhic Victory”
Win the scenario of a single game while losing in attrition (meaning score 1 or fewer BPs in the sliding attrition scale than your opponent).
3 points - “It Came From Behind!”
Successfully pull off a rear charge with a unit that does not have the fly, nimble, or individual special rules.
2 points - “They may take our lives…”
Finish a game without being tabled, but with no more than 500 points of your army still on the table. (Remember that your Defender is worth 150 points)
2 points - “You shall not Pass!”
Have your defender be the one to route a monster or titan by him/herself. This means that they are the only one involved in the combat (melee) that causes the wound whereby the monster or titan is routed from the field.
1 Point - “There are many tokens like it, but this one is mine!”
Have your defender claim a loot token, objective marker, or table section all by themself.
1 point - “You seem a decent fellow, I hate to kill you…”
Have your defender win a duel with no other combatants involved with another hero.
1 point - “Doubling Down”
Pull off a successful flank charge with a unit that does not have the fly, nimble or individual special rules.
1 point - “Leerooooooy JENKINS!”
Score 3+ more attrition points in a game than your opponent.
1 point - “You’re not hunting him, he’s hunting you.”
Be the first to draw blood in a game (route an enemy unit).
At the tournament you will receive a paper that will have each of these achievements written out and space for you to record what game you achieved which achievement, your opponent’s name that you achieved them against, and a place for your opponent to sign that you did in fact achieve said achievement. After game 5 on Saturday you will turn these in along with your Game 5 sheet and any successful achievement scores will be added to your Overall score.
You can only earn each achievement once.
This brings about a rather touchy subject: Suspected cheating. Cheating will not be tolerated, and if caught participating in cheating in any way, you will be subject to ejection from the tournament without a refund. Cheating can take many forms, ranging from blatant to ignorance of rules. It is entirely up to the TO (me) to determine the severity of any case of suspected cheating. I will also attach the consequence for said cheating if I feel that anyone is guilty of it, this can range as what was mentioned before about ejection from the tournament without a refund, down to forfeiture of a round, or some creative boon to a cheated opponent, depending on the severity of the cheating. IF leniency is shown and someone found cheating is allowed to stay in the tournament, a second accusation will be taken as grounds for ejection.
Cheating takes many forms, some of the more blatant examples are:
-Fudging your distance measurement
-Consistently picking up dice that failed to hit/wound/route/etc and calling them
-Refusing to let your opponent see your army list
-Throwing a tantrum or making a scene when something you do is questioned by your
opponent so that they stop questioning your potentially cheating tactics.
These are just a few examples, and are not exhaustive by any means, but please don’t do anything like them. If you think it may be shady or underhanded, be the gentleman (or woman) you know you should be and refrain.
By that same token, please remember that everyone is here to have fun and thus sportsmanship is an important aspect of that. It is one thing to have a bad game and be a bit grumpy because the dice really went against you and you chuffed some rolls that you should have gotten, or whatever, and it costs you the game. You don’t have to be cheerful all the time, but someone who complains loudly, groaning about something that they see as broken or constantly accusing their opponents of shady behavior, this kind of behavior detracts for everyone, and not just your opponent. In the words of Bill and Ted, “Be excellent to each other” if you think something would ruin your chances of having fun at this event, then don’t do it to your opponents. Remember, this is all a game, and if we’re not having fun, then what’s the point?
Overall, keep in mind that this is all for fun. Nobody should bank their self-worth or their reputation on the outcomes of this tournament, this should be a relaxing series of games and a good time of getting to know some new faces and play some games with people with whom we might not have had a chance to otherwise!
Let’s all go out and have a great time! Good luck, and may the Dice Gods smile on you!
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