T³ - TableTop Tournaments
Welcome Guest. Please log in or register.
  

Login with nickname/e-mail and password (Lost password?).
Follow us:facebooktwitterrss | supportContact

2nd Belgian Infinity Championship - Tournament Schedule and Scoring

Hi everyone,
We are glad to announce the organization of the 2nd Belgian Infinity Championship.
This one will take place November 2, 2014 in Liège, on the occasion of the convention IRV2014 (Internationale Rendez-Vous 2014). This championship is open to all nationalities, but there will be a special prize for the 1st ranking and for the 1st Belgian player.
The tournament registration is 5 euro. This funding will provide a gift for each players, in addition to the financial support from the club “Objective Jeux” of Liège and others offered by the shop “L’Autre Monde”. This amount is to paid into the account BE24 1030 1793 2338, this will validate the registration on T3(http://www.tabletoptournaments.net/be/t3_tournament.php?tid=12899).

1- Organization: The tournament will be organized in three parts. The approximate schedule will be :
11h – Opening
11h30 – 13h : 1° game
13h – 13h30 : Break
13h30 – 15h : 2° game
15h – 15h30 : Break
15h30 – 17h : 3° game
17h : Results and gift
Where : Rue Collard Trouillet 48 – 4100 Seraing (next to Liège/Luik, Belgique)
Admission to the International Rendez-Vous (IRV) is free. Numerous board games will be available from Friday evening to Sunday evening.

2- General Terms
The tournament will be held by Swiss-system by players and by team. The organization of team has no impact on the tournament, but the pairing will be arranged to avoid a meeting of players of the same team (to avoid to do 200 km to play with your neighbour).

The games shall be limited to 1h30 maximum with use of chess-type clock. Each player will have 45 minutes to play his part. With the agreement of both players or the referee, the clock may be suspended to allow players to consult the rule book or ask the referee. A player who has exhausted his playing time will no longer take part in the game (except ARO). The declaration of the ARO will be quick to avoid any misunderstanding.

Pending the official release of the V3, this tournament is held in the 2nd version of the rules. However, depending on the release date of the V3, the new rules would be used instead of the V2. The players will all be informed if necessary.

The table are 120 cm x 120 cm. Players will have the right to rearrange the scenery available on the assigned table, provided that such amendments would be accepted by both players.

3- Material
Each player must provide their own gaming materials; dice, rulers, templates and any documents they need to play. Scenery will be prepared in advance.
No army list shall be claimed before the tournament. However, players must have with them, at the beginning of the tournament, the army lists they will play, in order to start the game immediately. Players can come with as many lists as they want (to match the opposing army), but will not have more than 5 minutes to decide between them. Players are free to choose freely between sectorial and general army but will gain half a tournament point more if they make the three missions without changing sectorial / general army. Mercenary armies are not accepted, but the use of mercenary troops is authorized, under the usual restrictions.

There will be no check of the army lists, but they must be presented to the opponent and the organizer at the end of scenario. Incorrect list (Army / CAP / figurine used item) will result in the automatic loss of the player for the scenario.
Armies should not necessarily be painted, but the use of three armies painted will give an automatic tournament point. The use of “proxy” is permitted as long as the representation of the figure on the table is evident and if the conversion is based on an Infinity's model. The usual rule of WYSIWYG must be paramount (As reminder, the rifle and grenade launchers have the same designs in Infinity, no worries for that).

4 – Referees
Depending on the number of players, between 1 and 3 players will be appointed “referees”. A referee can not arbitrate himself.

5- Victory condition
Each win mission will give 2 tournament points.
In case of a tie, each player won one tournament point.

6- Overall ranking
An overall ranking will be established at the end of the tournament. Using a fully painted army for the three missions will provide one extra tournament point. Keeping the same sectorial / general army for the three missions will provide 0.5 extra tournament point.
In case of a tie, the points earned for different mission will be used. In case of a tie, the remaining time for each player will be used.

7- Number of players
The tournament is currently limited to 16 places. However, depending on the application and if the players from neighboring communities can carry some sceneries, the size of the tournament will be increased.

8- Missions

Game 1 : Detection :
A military satellite has detected an important energy emanation in a region of Paradiso that the local power grid cannot explain. Given the current alert’s level, O-12 has decreed that local intervention could not be considered. However, your headquarters suspected for several weeks the presence of an enemy base in the area and the energy discharge could be the sign of that presence. A limited size commando is secretly sent to the area for a survey mission. The latest satellite surveys clearly show 5 ventilation pipes to be inspected. Your mission is to file spy drones in the ducts, and eliminate all opposition in the area to prevent the discovery of the commando.

Army List : 175 p/ 3,5 CAP, the only restriction being no TAG allowed.

Scenery : A ventilation pipe (square 3cm wide, on the ground) is positioned closer to the center of the table, depending on the sceneries. Each players, starting those having the deployment, put a ventilation pipe on the table, at 30 cm minimum from another pipes, and at 40cm minimum from the midline of the table. The ducts are installed after choosing the edge of deployment, but before deployment.
The duct’s characteristic are: BLI: 4 STR: 3, CD: Mimetism and can be destroyed. They are insensitive to EM weaponry.

Mission :
- File a spy drone in an open duct is an automatic short skill. All your models have enough drones for the whole game.
- Open a duct can be done in three ways :
o By destroying the duct (shaped charge, mine, ranged weapon, ...), but in this case there is 50% chance that the duct will be blocked irreversibly, with no more possibility to introduce a drone. It is possible to "destroy" a duct already opened in order to block it, the odds remain the same.
o An engineer (or servant) in contact can open the magnetic lock using a short skill with a VOL test. If successful, the duct is open permanently.
o A hacker (or repeater) in contact may attempt to hack the lock on a single VOL test, that can be improved by the presence of an EVO (+3). Once the duct hacked, and as a hacker survives in the army, the player can choose whether the duct is open or closed. If the opposant try to hack the duct, the lock can be defended by hackers as an ally your army. If your last hacker dies, you lose control of the lock that closes automatically. A hacker can not protect a duct against an engineer.

Debriefing :
- The game lasts 4 rounds, where until the end of the allotted time.
- By duct through which you entered a drone + 100p
- By duct you destroyed - 50p
- By death in your army on the battlefield at the end of the game - 10p (G :servant does not count) (there is no evacuation rule for this scenario)

Game 2 : R&D (Research and Destroy)
The informations transmitted by the drones showed the existence of a secret enemy research base, and the presence of several missing scientists from O12. The recovery of these scientists and the destruction of this base are of the utmost importance for your headquarters. The recovery of one of the scientists, specialized in hyperspace communication, is a particularly great importance. Your mission is to accurately identify the scientifics and to retrieve them. Then, you have to perform several artillery observations on the coordinates "alpha" to allow the send of a guided missile from a space station.

Army list : 200 points, with restrictions: no mechanized deployment, infiltration, or any other skills to be deployed a the start of the game out of his deployment zone. Troops with DA or infiltration can be deployed at the start of the game in the deployment zone, even if the normal rules forbid this deployment (Netrods ...).

Scenery : An "alpha" sticker will be filed at approximately the center of the table, depending on the sceneries, in order to allow lines of sight from the areas of deployment of both players. 4 civilians will be deployed at no more than 10 cm from the midline of the table (each player is invited to carry two models at the tournament to represent civilians, regardless of the suppliers of these models). Before the deployment of armies, each player alternately place a civilian, starting with the player that get the deployment. Civilians should be minimum 20 cm from each other.
The 4 civilians will be numbered 1 to 4. Each player secretly chooses one civilian who will be the main objective of his opponent. If necessary, civilians has the warcor’s profiles without weaponry.

Mission :
- Identifying a scientist can be done in two ways:
o Perform artillery observation above.
o Conduct a detection being 20 cm from him maximum (no test, automatic).
The three "non-priority" civilians are all the time considered hostile. Civil "main objective" is considered neutral once identified, otherwise it is hostile (see rules of civilians in the Human Sphere rules).

- If a scientist is killed / unconscious:
o A doctor (/ servant) in contact can extract his cube by completing a short skill. Transportation of the cube is free and / cube (s) can be transferred from one model to another (even if the doctor dies).
o The CASEVAL transport rule of an unconscious / dead model can be used.

- To mark the alpha site, you must do three artillery observations from three different area.. Delimit the space between the areas of deployment into 3 zones of equal width.
o An observation from the nearest area of your deployment zone, up to 10 cm from your deployment zone.
o observation from the middle area of 10cm maximum midline.
o observing the nearest from the opposing area of deployment area, the area of 10cm maximum opposing deployment.
If no line of sight can be drawn from one of these areas, look for the nearest angle.

Debriefing :
- The game lasts 6 turns or while time runs out.
- By scientific back in your deployment zone at the end of the game:
o +100 p if living / unconscious
o + 50 p if he is dead / if it is the cube
o Doubled the result for the primary purpose
- By observation made on the alpha site: 1) 50p / 2) 150p / 3) 300p
- By scientific killed - 100p / - 200 in the case of the main objective of the opponent.
- By your death in your army on the battlefield at the end of the game - 10p (G :servant does not count) (there is no rule for this scenario evacuation)

Game 3: Evacuation
The headquarters discover that an O12 combat unit has been deployed in your area. Due to the high secrecy of your operation and your attempt to recover the O12 scientist, it as been decided to erase any traces of the operation before the O12 team arrives. A missile as been launched on the alpha site, and everything will be wiped out within an area of 6 km. You have 45 minutes to leave the area. An aircraft with a jamming system as been sent to recover your team.
Army list: 250 points/5 CAP. The restrictions are, no mecanized deployment skill, no infiltration skill or skills allowing to deploy a model out of your deployment zone and no airborne skills neither. Troups with DA or infiltration can be deployed at the start of the game, even if the usual rules prohibit deployment (Netrods,…) There is no retreat rule for this game.
Scenery: Your deployment zone is a 60cm by 30cm area at the edge of the table (left or right), the half of a normal deployment zone. The opponent's deployment zone will directly face yours. Hence, all models will be on the right side or the left side of the table. On the other side, 15 cm "Transport" stickers will be placed in an 30cmx30cm area diagonally to the position of each player. Only stickers at the diagonal of the player's deployment zone is usable by your army.
Mission:
- Evacuate as much models as possible using the transport. A model is considered in the transport when it cross the sticker. It disappears from the table if you want, without spending an order or allowing ARO, the model disappears for good from the game.
- Casevac rules from campaign paradiso are applicable.
- A model still on the table during its reactive turn can be the target of any enemy model. Evacuation is allowed only during the active turn.
- If you recover the main scientist during the second scenario, you must place it with your models at the beginning of the game, synchronised with one of your soldier.
- A dead model with a cube can be moved using the CASEVAC rule. A model with the doctor(/servant) skill and base-to-base with a dead model can extract a cube, using a short skill. Carrying a cube is free and the cube(s) can be passed from one model to another, even if the doctor is dead.

Debriefing:
- The game lasts 4 turns or while time runs out.
- If you allow the scientist to escape: +150p
- For each of your models that escaped alive/ in order: +50p
- For each of your models that escaped unconscious/damaged: +25p
- For each dead model with a cube/by cube evacuated: +15p
- For each model still on the table at the end of the game (whatever its state): -20p

FAQ: -Evacuation of the lieutenant induce the loss of lieutenant rules (which Lieutenant would leave the field before the troops).
- The same for the servants drones. If the doctor / engineer leaves the table, drones are disabled (but drones do not count toward the total of troops evacuated or dead).
- Synchronized scientific neither gives nor takes order, he is a civilian. A member of a fireteam can synchronize with the civilian, but within the rules of synchronization in case of attack

Info: Only the tournament organizer is responsible for the content of this site.
©2004-2024. T³ is operated by Althaus.IT.