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Club Championships Fantasy 2010 - Information and Rules

Participating in the event will cost 20€ per team, which can be paid on the following bank account: (BE40) 7450 2894 4263. This will serve as a pre-inscription. You can also still subscribe your team the day of the event itself, providing there is enough place to accommodate more players of course so be sure to inquire by email or telephone if there is still place available! Keep an eye on our website to see if the tournament has reached its capacity or not. The tournament will start at 10 AM, and registration will start from 9 AM. A copy of each teams’ armylists will be present for you, but try to have a printed copy for yourself as well!

In case of questions, or in case of problems the day itself (traffic, car issues, ...), you can always call 0032476880160.

Please send in your armylists BEFORE June 13th 2010 to clubchampionships@gmail.com so the organisation has ample time to review your army lists!!!! If you decide to participate the day of the event itself, please allow for enough time for us to review your army lists. Players presenting themselves after 9:20 AM will be refused.

The Team Setup:

A team for the WHFB Club Championships Event will consist out of 3-5 players, one of which is designated as Team Captain. Per round, all the team members will play, but only three results may be counted to determine the total team score for that round. The Team Captain is the one who co-ordinates this before the start of every round and must take into account that at the end of the day, each team member must at least have contributed a score once (if not, that team member’s worst score in the tournament will be used, without exception). If for some reason no scoring members were appointed before the round commences, the worst three scores of the team will be used in that round.

A club may have more than one team as representatives. Players that want to join in the event but aren’t able to find a team will be grouped as a ‘mercenary’ team. The mercenary team(s) will appoint a Captain amongst their ranks before the event starts or otherwise will be appointed one randomly from within their numbers. Mercenary players pay 7€ per person the day of the event itself.


Tournament Setup:

The tournament will follow the Swiss system like any other tournament, but of course players from the same team can never be pitched against each other. At the end of the ride, the best Team will be awarded a trophy, along with the best general of the tournament, as well as a best army award.

Army Composition:

As this is an event to try and determine which clubs have the best generals amongst them, and as the Club Championships Event wants to promote fun and fair play, the organisation reserves the right to SEVERELY PENALISE what it deems as powerhouse builds during the tournament (players will be warned of this when their army list gets reviewed). Competitive lists are of course allowed, but we all know playing against one of the top-tier builds is no fun, so please keep it under consideration when composing your army lists. Making it a fun experience for you and your opponent begins with creating an army list that is not overly impossible to beat and requires some tactical insight to gain the upper hand (and not simply rushing all your Khornate knights forwards). We want the tournament to have worthy winners, not simply a team that already had the upper hand because of army builds. As such, we promote and recommend diversification of army books/ army rosters between the team-members, but the organising committee doesn’t want to impose anything on anyone.

As this is an event to try and determine which clubs have the best generals amongst them, painting scores will NOT influence the end result, but a price for the best painted/themed army will be awarded. Fielding a fully painted army is thus not really a necessity, but comes recommended to enhance the gaming experience, if only somewhat visually.

Armies will be maximum 2000 points in size in accord with the army books that appeared in or before May of 2010. Army books that were released at a later date still use their previous incarnation when designing the army lists.

Your army may not contain special characters nor units of the Dogs Of War army selection, unless you are bringing a full Dog Of War army to the table.


Scenario’s:

As this is an event to try and determine which clubs have the best generals amongst them, we won’t settle for 3 pitched battle shenanigans, but included challenging scenarios to open up the field somewhat, after which the best teams may duke it out in one final rather straightforward free-for-all! Good generals should be rewarded, so we added some specific ‘achievements’ in every battle, which may grant the player (and thus the team if he was appointed as a scoring player that turn) extra command points on top of the outcome of the battle. All scenarios use the standard deployment rules/dice-off for first turn.

Round 1: Settle The Grudge

Today is a day of reckoning, as the heroes in your army face off against bitter rivals. Feuds will be settled; no quarter will be asked nor given as you are determined to see the other dead by the end of the day.

Scenario Special Rule:
Each player selects one of his characters (heroes or lord) to be the Army’s Champion. The champion does not have to be the army General (but may be of course). The Army Champion counts as having Hatred against enemy characters. If your hero already had hatred or similar rule, his appointment to be the armies champion brings no additional benefit other than the honour and glory that comes with the title.

Victory Points are determined as per the normal Pitched Battle Rules.

Command point modifiers:
+2 if you killed your opponents Army Champion (as in DEAD, not fleeing and caught or fled off the table).
+1 for each of the other heroes of the opponent’s army you have killed during the battle, and an extra +1 if your army champion delivered the last blow.
+1 for each challenge you have won.
-1 If one of your heroes did not issue at least one challenge during the whole battle.
-1 If you did not manage to rout (as in: they failed a break test and ran with their tails between their legs) or destroy (caught while fleeing or destroyed to the man) at least one enemy unit in close combat.

Round 2: Capture The Flag

As war in the lands erupts in full fervour, morale is more important than ever, and the sight of friendly banners fills your troops with a fearless sort of determination that just might win you the day.

Scenario Special Rule:
Each unit carrying a standard of any kind adds +2 to combat resolution rather than the normal +1.

Victory Points are determined as per the normal Pitched Battle Rules, with the exception that each captured standard is worth +200 VPs, rather than the usual 100.

Command point modifiers:
+2 If none of your banners were captured by the enemy and still in your possession at the end of the game (does not count if you had no banners to begin with of course).
+1 If you captured and held (your unit must be alive and must not have fled from combat after having captured said banner) an enemy banner at the end of the game.
+1 If you have broken the spirit of the enemy by destroying his most expensive unit. If this unit has fled off the table or is fleeing at the end of the game, this bonus also applies.
-1 If you failed to ever capture an enemy standard at any point during the game (does not apply if your opponent had no banner to begin with of course).
-1 If you have not reduced any enemy unit to half strength or less.

Note: please make sure all your units are 100% WYSIWYG where it concerns banners and such for this mission. If not, judges will always rule in benefit of your opponent should a problem arise over this matter. In such a case, your opponent will always be regarded as having captured ALL the banners present in your list.

Round 3: The Final Blow

You have slain the enemy’s champions and crushed their morale, now it is time for the final blow and show your opponent that you have the tide of war in a chokehold that breathes only at your choosing. You will not stand for any infringement on your territories and invade the enemy-held lands at your leisure.

Scenario Special Rule:
One of your units, but no cavalry, monsters (or equivalent. We’re looking at you, steamtank!!) or flyers of any kind, may be deployed just before the battle starts and after the dice to determine who gets first turn has been cast (this means no characters can join the unit as they will already be on the table at that point). The unit may use an advance deployment and deploy up to 6 inches before the main battle line.

Victory Points are determined as per the normal Pitched Battle Rules, with the exceptions that each table quarter is worth +200 Victory Points (as opposed to the usual +100 VPs), each unit of yours with US5 or greater within your opponent’s deployment zone is worth an additional 100 VPs and each enemy unit completely wiped out by casualties or being run down is worth an additional +100 VPs. NO BONUS is awarded if the cowards merely escape by fleeing off the board or if they are fleeing at the end of the game.

Command point modifiers:
+2 If the enemy General is dead, fleeing or has fled off the table at the end of the game.
+1 If your opponent has no units of US5 or greater in your Deployment Zone at the end of the game.
-1 if you failed to capture more table quarters than your enemy.
-1 If your opponent has more units of US5 or greater in your deployment zone than you have in his.


Command Points (the modifiers are added/substracted on top of/from this score):


Difference in Victory Points Type of Victory Command Points
Winner Loser
0 Effective Draw 25 25
0 - 299 Winning/Losing Draw 26 24
300 - 699 Minor Victory 32 18
700 - 1099 Solid Victory 38 12
1100 - 1,499 Crushing Victory 44 6
1500+ Massacre! 50 0


Timetable:

Start time || End time || Activity
09.00 || 09.45 || Introduction and registration

Round 1 Team Captain Warmup

10.00 || 12.00 || First battle

12.00 || 12.30 || Afternoon break & Best army award voting

Round 2 Team Captain Warmup

12.45 || 15.00 || Second battle

15.00 || 15.15 || Break

Round 3 Team Captain Warmup

15.30 || 18.00 || Third battle

18.00 || 18.30 || Calculation of results & Award Ceremony

Final Notes:
Winning is nice but having a fun day even better. The idea behind the event is to bring as many clubs together as we can, and have a pleasant day while playing some games. We realise that this sort of team play comes with its shortcomings, and that the rulespack allows for some exploitation, so we urge everyone to come to this event while bearing the right mentality. Abuse of any kind will be penalised during the tournament. Hope to see you there!!

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