Author Topic: Da Rulz fur our Turnees  (Read 3369 times)

Offline foehammer

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Da Rulz fur our Turnees
« on: May 26, 2010, 07:39:19 PM »
This post is meant as a collector for the latest revisions of the rules for each of our "Big 4" yearly tournaments: the singles and doubles for both 40k and Fantasy. These will be the rules baselines to which any suggested changes by 'Ardboyz Members can be proposed.
« Last Edit: June 04, 2010, 02:42:12 PM by foehammer »

Offline foehammer

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Re: 'Ardboyz "Big 4" Tournament Information
« Reply #1 on: May 26, 2010, 07:43:36 PM »
'Arvard 'Ardboyz Fantasy Singles Tournament

Date - DD/MM/YYYY
Pandemonium Books and Games, Cambridge MA
Doors open for Tournament Goers - 11:00

Entry Fee - $15 ($10 with $5 'Ardboyz Membership discount)

 
This Warhammer Fantasy Tournament will be held under the following rules and regulations:
- 7th Edition Warhammer Fantasy rules

The Following army lists are allowed:
- Warhammer Armies: Bretonnia
- Warhammer Armies: Warriors of Chaos
- Warhammer Armies: Daemons of Chaos
- Warhammer Armies: Beasts of Chaos (2003 release)
- Warhammer Armies: Beastmen (2010 release)
- Warhammer Armies: Dark Elves
- Warhammer Armies: Dwarfs
- Warhammer Armies: Empire
- Warhammer Armies: High Elves
- Warhammer Armies: Lizardmen
- Warhammer Armies: Ogre Kingdoms
- Warhammer Armies: Orcs & Goblins
- Warhammer Armies: Skaven
- Warhammer Armies: Tomb Kings
- Warhammer Armies: Vampire Counts
- Warhammer Armies: Wood Elves
- Ravening Hordes: Chaos Dwarfs
- Warhammer Chronicles: Dogs of War

2,250 points

No Special Characters are allowed at this tournament

This is a three-round tournament with a time limit of 2 hours each. There is a half-hour preparation time before each round, and the players may begin as soon as they are set up. The end of the round will be announced at 30 minutes, 10 minutes, and 2 minutes, with a 'dice down' end called. Players are strongly urged to not begin a round they know they cannot finish.

All armies must be painted to play in this tournament. 'Painted' shall be defined as 'Three colors on the model, no bare plastic or primer showing, sand or flock glued to each base.'

This is a 'closed list' tournament, that is to say, each player must submit a copy of the army list to the Tournament Organizers and must keep a copy of the army list on hand to resolve disputes, but is not obligated to share with the opponent any information about the stats or upgrades of any unit or character during the course of the game, until such time as it becomes relevant in the game; an example of this would be not divulging the armor save of a character until that character is successfully wounded. The spells rolled at the beginning of the game for any wizards in play must be announced.

Cheating, particularly exploitative behavior in regards to the 'closed-list' nature of this tournament, will not be tolerated. The TOs reserve the right to adjudicate disputes in this tournament how they see fit.

Upon registration each player will submit an army list to the TOs to be reviewed for the purposes of the Composition Rubric (see below).

The cost for this tournament is $15. A discount of $5 goes to anyone with an 'Arvard 'Ardboyz membership.
 
Schedule:
11:00 - 12:00 - Registration
12:00 - 12:30 - Round 1 Pairing and Preparation
12:30 - 2:30 - Round 1
2:30 - 3:00 - Lunch Break and Appearance Scoring
3:00 - 3:30 - Round 2 Pairing and Preparation
3:30 - 5:30 - Round 2
5:30 - 6:00 - Round 3 Pairing and Preparation
6:00 - 8:00 - Round 3
8:00 - 8:30 - Final Scoring and Awards

Scoring System:
There is a total of 103 points that go into this tournament. The breakdown is as follows:

15-45 - Battle Points - Using the Rogue Trader Win/Draw/Loss points system (15/10/5), A player will accumulate between 15 (Lost all three) to 45 (Won all three) points during the course of the tournament.
0-6 - Battle Point Modifiers - The player can get between 0 and 6 BPMs (Two per round).
4-16 - Comp Rubric - Using the paradigm of pre-submitted lists, Each player's army list will be subjected to a Comp Rubric (See Comp Rubric Below). Each player will start with 16 points, and each of the eight check boxes in the Rubric will subtract 4 points from that total. A Comp Rubric Score of Zero will not be accepted and will be returned to the player for a re-submission.
0-10 - Appearance Score - Even with the painting regulations there will be an appearance score. This score is based on ten check boxes worth 1 point each. (See Appearance Score below)
0-15 - Sportsmanship Opponent Scoring - After each round the player will score the opponent's Sportsmanship using the result sheet after each round (See Sportsmanship Opponent Scoring below), worth a total of 15 points, with five possible per round.
0-9 - Comp Opponent Scoring - After each round the player will score the opponent's Comp using the result sheet after each round (See Comp Opponent Scoring below), worth a total of 9 points, with three possible per round.
0-2 - Player Votes - At the end of the tournament a player may vote for someone as best Sportsman or Best Appearance. A player will receive one point if he or she receives one or more votes from either Sportsmanship or Appearance.
 
Fantasy Comp Rubric:
Players start with 16 points, and lose four points each for every one of the following criteria:
- The Army has two instances of the same unit choice found in the Rare section of the army book.
- The Army has three instances of the same unit choice found in the Special Section of the army book.
- There are two or more choices in this army that start the game with the Terror Special Rule.
- There are two or more choices in this army that start the game with the Flying Special Rule.
- This army can begin their first magic phase generating more than eight Power Dice from wizards and items. Any item that generates a random number of power dice will count as generating 1 power die.
- This army features more than two items that have the ability to automatically dispel a cast spell.
- This army is, in the opinion of the Tournament Organizers, an example of a 'Cookie Cutter' or 'Internet' list.
- This army features more than three War Machines.
- This army spends 40% or more of their army on Characters.
- This army takes the minimum size of the minimum required Core choices.

If this score ever reaches zero (four of these check boxes are checked in) then the list is denied and the player must submit a new list. The score you receive from the Comp Rubric will also determine your first-round pairings, with players of similar Comp Scores playing each other in the first round.

 
Appearance Score:
Each checkbox is worth one point:
- More than just the bare minimum was done when painting this army. All of the colors on the miniatures are a clear representation of what the entity represented by that miniature should look like.
- This army is based in a pleasing manner, again not just the bare minimum required. Just sand or flock on the bases won't get you this one.
- There are no obvious examples of the player 'cutting corners' in their army that is for no reason other than an economic one. Using Empire Plastic Knights as Blood Keep Knights or using figures on square bases for 40K are examples of this.
- This army features eye-catching color schemes that have things like unit themes, banners, etc.
- There was extra time and effort spent on the painting of cool details in this army.
- The army characters and centerpieces clearly stand out from the rest of the army.
- The army looks like an army, with visual themes to hold them together despite the differences in the units themselves.
- This army features cool conversions that go above and beyond simple weapons and part swaps. Scratch-building and special or difficult posing will get you this point.
- This army is, in the opinion of the Tournament Organizers, among the top FIVE best-looking armies at this tournament.
- This army is, in the opinion of the Tournament Organizers, among the top TWO best-looking armies at this tournament.

Sportsmanship Opponent Scoring:
Each check box is worth the designated number of points each round, for a grand total of 15 possible points:
5 - One of the best games I've ever played. My opponent went out of his/her way to make the game enjoyable and memorable.
4 - A perfectly enjoyable game. There were definitely signs of a competitive spirit but I would happily play my opponent in a friendly game anytime.
3 - An enjoyable game in a competitive atmosphere. Any disputes that came up were handled and resolved well, and I would not have a problem with playing my opponent again.
2 - My opponent was the source of some bad table etiquette such as flaring tempers and 'Rules as Written' lawyering. There were more arguments than there should have been. I would think twice about playing my opponent in a game outside a tournament setting.
1 - I would definitely not play this person in a game anywhere outside a tournament. Needless arguing, deliberate delays, poor temper control, and overall hard feelings were part and parcel to this game.
0 - Just about the worst game I've ever played. My opponent went out of his/her way to make this game unenjoyable and frustrating.

Comp Opponent Scoring:
Each check box is worth the designated number of points each round, for a grand total of 9 possible points:

3 - There was considerable effort put into making my opponent's army flavorful and thematic, obviously to the detriment of army effectiveness.
2 - This was a perfectly good list to play against; suited to a competitive atmosphere without being exploitative and fun to play against without being thematic at the cost of effectiveness.
1 - My opponent's army featured some very obvious min/maxing behavior such as excessive use or 'spamming' of a particular unit type or exploitative combinations with a very 'Win at all Cost' flavor to it.
0 - My opponent's army was so rife with exploited loopholes in the army list and Comp Rubric that I'm surprised it was allowed into the tournament. This army was designed to win games and my opponent did not care whose enjoyment was thoroughly ruined in the process.
« Last Edit: June 04, 2010, 02:43:05 PM by foehammer »

Offline foehammer

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Re: 'Ardboyz "Big 4" Tournament Information
« Reply #2 on: May 26, 2010, 07:44:54 PM »
'Arvard 'Ardboyz Fantasy Doubles Tournament

Date DD/MM/YYY
Pandemonium Books & Games
4 Pleasant St
Cambridge, MA
Doors open at 12:00pm
Round 1 begins at 1:00pm
Preregister at: arvardardboyztourney@gmail.com

Entry Fee - $25 per team ($20 with $5 'Ardboyz Membership Discount, only one discount per team)

A General Note: These rules have been revised from versions used in previous tournaments and may be changed for future tournaments. Although there are many similarities there are also important differences. Please read these rules carefully. If you have any questions or need clarification of a point please contact the head tournament judge before the tournament. If you are not sure who this is you can find out by contacting an `Ardboyz officer (e-mails listed at www.arvardardboyz.com).

The Warhammer Fantasy 7th Edition Rules will be used.
The following is a list of legal army choices:
Warhammer Armies: Beasts of Chaos
Warhammer Armies: Bretonnia
Warhammer Armies: Daemons of Chaos
Warhammer Armies: Dark Elves
Warhammer Armies: Dwarfs
Warhammer Armies: Empire
Warhammer Armies: High Elves
Warhammer Armies: Warriors of Chaos
Warhammer Armies: Lizardmen
Warhammer Armies: Ogre Kingdoms
Warhammer Armies: Orcs & Goblins
Warhammer Armies: Skaven
Warhammer Armies: Tomb Kings
Warhammer Armies: Vampire Counts
Warhammer Armies: Wood Elves

For balance issues the only Dogs of War units permitted in armies are the Dogs of War Giant as listed in White Dwarf and those units detailed in the Ogre Kingdoms Army book.

NO appendix, White Dwarf or Expansion Book (Storm of Chaos, Lustria) lists are permitted.

Models and Points:
1. Each player must bring an army consisting of 1250 points or fewer, in accordance with these rules. Each team will consist of two players fighting together.
2. All normal equipment must be represented on the model, however magic items, gifts, etc. need not be modeled.
3. Forge World models for Fantasy are not balanced for tournament play. The actual FW models may be used but they may only represent choices from the appropriate Army Book.
4. If illegal units or other rules violations are found in a player’s army list, at a minimum, the models in violation will be removed from all subsequent play. In addition, tournament points may be deducted and/or award eligibility may be forfeited. If in doubt, please ask for clarification in advance.
5. All models used in the tournament must be painted. This means no bare metal, plastic, or primer showing. As a general guideline, models should have a minimum of three colors (counting shading, highlighting, etc.). Bases (excluding flying bases) must also be painted and/or flocked but are not required to have three colors. The judge's decision on this (and any other matter) will be final. You may play with models which you have not yourself painted. However, you should notify the judges of any models you are using which you did not personally paint; these models will not be considered when judging painting scores.
6. All models used must be based on Citadel or Forge World miniatures, although these miniatures may be converted. Hence, a model which is scratch-built or uses a majority of pieces from other brands of miniatures will not be allowed. These rules do not apply to codex entries which do not have an appropriate Citadel model.

General Game and Tournament Rules:
1. The rulings of the tournament judges are final. Arguments or poor conduct by players will not be tolerated.
2. In order to keep the tournament on schedule, when time is called for a round all players must drop their dice and stop playing immediately – no exceptions. Because of this, be cognizant of the time left in the round and do not start a turn both teams cannot finish.
3. The two armies in a team perform their movement, shooting, and combat phases together in a single turn and act as a single army although characters may not join the other player’s units. If a team is comprised of two armies with the same army-wide special rules (such as Waaagh, Blessing of the Lady, etc.) the two armies are treated as one for purposes of these rules. Both players on a team will benefit equally from the effects of a shared Battle Standard.
4. Magic Items or unit choices limited to one per army are limited to one per team however, Common Magic items do not count.
5. Before deployment each team must choose either player’s General to be the “Marshall” of the team. The Marshall counts as a General who’s leadership may be used by either team. The Marshall must still abide by his own restrictions and may not join another player’s units. If the Marshall is Undead then he may be used to prevent Undead units from “crumbling” but only if the Undead are normally kept standing by a General.
6. Each player must bring all materials needed to play including dice, measuring devices, and templates. Each player must also bring any applicable Army Book or other rules for all units in their army, including the most recent FAQ (found on the Games Workshop website). Each team must bring at least one copy of the Warhammer Fantasy rulebook.
7. Each player must, during each round, provide the opposing team a copy of their 1250 point army lists. In addition each player must have another copy of their army list, with a full points breakdown, to provide to the judges if required.

Army Selection:
Each player’s 1250 point army must fit in the Team Tournament Force Organization chart which is as follows:
1-2 Heroes (one player may take a Lord instead of a Hero)
2+ Core (1+ if BOTH players are High Elves)
0-2 Special (0-3 if BOTH players are High Elves)
0-1 Rare (0-2 for ONE player if BOH players are High Elves)
Additional Force Organization Rules:
1. Mandatory unit choices for an army are still mandatory and do take up one of the selection choices listed above. If both players are using the same Army Book then mandatory choices can apply for both players (sharing a hierophant, Brettonian Battle Standard) but both players must still take a General. Restrictions on characters apply across the whole team (ie. Only one BSB per team).
2. A player’s mandatory hero and core choices must come from the same Army Book. Allies may be used for other slots as long as all rules and prerequisites are met.
3. Any special or named character allowed in games of 1,250 may be taken. A character or other unit allowed in games of 2,500 (but not 1,250) may be taken only if it is a valid unit choice for both armies in the team. A single team may not include duplicates of any special or named character. If a character alters unit classifications the team may choose for this to apply to both armies in the team as long that character is a valid unit choice for both armies. For example, if one player on a team takes a Doombull, then both players (assuming both are Beasts of Chaos) may take Minotaurs as Core choices.

Team Background:
Teams are encouraged to provide a short piece of fiction or background as to why the two armies are cooperating or provide the army’s history. This background will be judged by Tournament Organizers and points awarded will be part of a team’s overall score. There is no page limit but for the sake of the Judges’ time please try to keep it down to a couple of pages. Creative presentation is always appreciated.

Terrain:
Due to the tight time frame and desire to maximize game play, terrain will be pre-set at each table. Players may move terrain to suit their purposes but may not add or subtract terrain. Wood Elf players: terrain supplies are limited so if you wish to use your free woods you MUST supply your own. You may not use the terrain on the board or the wood pieces stored on the Pandemonium shelves. The tournament organizers will do their best to see that terrain is spread evenly across all tables to create set-ups that will be interesting and fun to play
« Last Edit: June 04, 2010, 02:44:42 PM by foehammer »

Offline foehammer

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Re: 'Ardboyz "Big 4" Tournament Information
« Reply #3 on: May 26, 2010, 07:45:28 PM »
'Arvard 'Ardboyz 40k Singles Tournament

Rules to come.
« Last Edit: May 26, 2010, 07:48:43 PM by foehammer »

Offline foehammer

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Re: 'Ardboyz "Big 4" Tournament Information
« Reply #4 on: May 26, 2010, 07:46:00 PM »
'Arvard 'Ardboyz 40k Doubles Tournament

Date DD/MM/YYY
Pandemonium Books & Games
4 Pleasant St
Cambridge, MA
Doors open at 12:00pm
Round 1 begins at 1:00pm
Preregister at: arvardardboyztourney@gmail.com

Entry Fee - $25 per team ($20 with $5 'Ardboyz Membership Discount, only one discount per team)

The Warhammer 40K Fifth Edition Rules will be used.
The following is a list of legal army choices:
Codex: Black Templars
Codex: Blood Angels
Codex: Chaos Daemons
Codex: Chaos Space Marines
Codex: Daemonhunters
Codex: Dark Angels
Codex: Dark Eldar
Codex: Eldar
Codex: Imperial Guard
Kroot Mercenaries
Codex: Necrons
Codex: Orks
Codex: Space Marines
Codex: Space Wolves
Codex: Tau
Codex: Tyranids
Codex: Witchhunters

Models and Points:
1. Each player must bring an army consisting of 1250 points or fewer, in accordance with these rules. Each team will consist of two players fighting together.
2. All models must follow “What You See Is What You Get” (WYSIWYG). All weapons, war gear, and so forth must be represented on the model.
3. Forge World Imperial Armor units (but not army lists) may be used with the following exceptions: Flyers, Super Heavies, Super Heavy Fliers, Tyranid Monstrosities, any unit with Mass Points. The actual Forge World models must be used. You must bring a copy of the Imperial Armor rules for each of your opponents to view.
4. If illegal units or other rules violations are found in a player’s army list, at a minimum, the models in violation will be removed from all subsequent play. In addition, tournament points may be deducted and/or award eligibility may be forfeited. If in doubt, please ask for clarification in advance.
5. All models used in the tournament must be painted. This means no bare metal, plastic, or primer showing. As a general guideline, models should have a minimum of three colors
(counting shading, highlighting, etc.). Bases (excluding flying bases) must also be painted and/or flocked but are not required to have three colors. The judge's decision on this (and any other matter) will be final. You may play with models which you have not yourself painted. However, you should notify the judges of any models you are using which you did not personally paint; these models will not be considered when judging painting scores.
6. All models used must be based on Citadel or Forge World miniatures, although these miniatures may be converted. Hence, a model which is scratch-built or uses a majority of pieces from other brands of miniatures will not be allowed. These rules do not apply to codex entries which do not have an appropriate Citadel model.

General Game and Tournament Rules:
1. The rulings of the tournament judges are final. Arguments or poor conduct by players will not be tolerated.
2. In order to keep the tournament on schedule, when time is called for a round all players must drop their dice and stop playing immediately – no exceptions. Because of this, be cognizant of the time left in the round and do not start a turn both teams cannot finish.
3. The two armies in a team perform their movement, shooting, and assault phases together in a single turn but are otherwise, unless noted differently in these rules, treated as separate armies. If a team is comprised of two armies with the same army-wide special rules (such as Instinctive Behavior/Synapse, We’ll Be Back, Phase Out, Waaagh!, Black Templars’ vow) the two armies are treated as one for purposes of these rules. Both players on a team will benefit equally from any special rules or abilities which target or otherwise affect enemy models (such as markerlights, searchlights, and Doom). Items or unit choices limited to one per army are limited to one per team.
4. Before deployment each army must choose a single model in a HQ choice (usually the only HQ choice) to be the general of that army. This model may not be part of a retinue, although an independent character who has a retinue may be chosen. Each team then chooses one of the two generals to be the marshal of the team. If the marshal is an independent character it may join units and embark in transports from either army, following all normal rules and restrictions. In addition, any special rule or ability which the marshal confers to other units in its army (i.e. Space Marine Chapter Tactics, Eldar Avatar Inspiring, Eldar Farseer psychic powers) will affect units in both armies.
5. Each player must bring all materials needed to play including dice, measuring devices, and templates. Each player must also bring any applicable Codex or other rules for all units in their army, including the most recent FAQ (found on the Games Workshop website). Each team must bring at least one copy of the Warhammer 40K rulebook.
6. Each player must, during each round, provide the opposing team a copy of their 1250 point army list. In addition each player must have another copy of their army list, with a full points breakdown, to provide to the judges if required.

Force Organization:
Each player’s 1250 point army must fit in the Team Tournament Force Organization chart which is as follows:
1 HQ
0-1 Elites
2-3 Troops
0-1 Fast Attack
0-1 Heavy Support
In addition, the two players on a team share three ‘floating’ selections, one each in Elites, Fast Attack, and Heavy Support. Either player may use up to two of these floating slots, but may not use the same slot as their partner. For example, Player A takes a second Elites choice and a second Heavy Support choice. This means their partner, Player B, may take a second Fast Attack choice as the third floating slot.

Additional Force Organization Rules:
1. Mandatory unit choices for an army are optional. If taken, such choices will take up a force organization slot if they normally do.
2. A player’s mandatory one HQ and two Troops choices must come from the same Codex or Army List. Allies may be used for other slots as long as all rules and prerequisites are met.
3. Any special or named character allowed in games of 1,250 may be taken. A character or other unit allowed in games of 2,500 (but not 1,250) may be taken only if it is a valid unit choice for both armies in the team. A single team may not include duplicates of any special or named character. If a character alters force organization unit classifications the team may choose for this to apply to both armies in the team as long that character is a valid unit choice for both armies. For example, if one player on a team takes Belial then both players may use Deathwing armies.

We have worked hard to create a style of doubles tournament that includes many aspects of the hobby and will, we hope, be an enjoyable event for a variety of people. As a club we want our doubles tournaments to focus on the game, the fun, and the socialization—not the power gaming and win-at-all-costs attitude that sometimes shows up in tournaments. To this end, we have placed different emphasis on various awards than one would likely see in a traditional tournament and have even added a few unique awards. It is our hope that a team will come to the tournament with one or two of these awards (described below) in mind. For example, if you really just want to have fun playing 40K or Fantasy then you would probably focus on the Sportsmanship and Team Synergy awards. So please take a look at the prize categories described below.

Sportsmanship
At the end of each round teams score their opponents’ sportsmanship and at the end of the tournament each team votes for the team they felt demonstrated the best sportsmanship. Together these determine the Best Sportsmanship award.

Appearance
The Best Team Appearance award is based on the individual appearance score for each army which is similar to the standard Rogue Trader rubric. In addition, points can be earned for coordination between the two armies in a coalition, such as matching color schemes or complementing presentation on a display base. This award also includes team votes, similar to Sportsmanship.

Team Synergy
Like Sportsmanship, the award for Most Team Synergy is based on scores from opponents each round as well as votes. This award will go to the team that best portrays the theme and background of their armies with their play.

Best Team-Up
To be judged in this category a team needs to bring a one-page description of the two armies, their backgrounds, and the reason they are fighting together. Think of this as the "fluff" story behind the individual armies and the coalition they are forming. This will be scored by the judges. In addition, like Sportsmanship and Team Synergy, teams will score their opponents written submission each round and also vote for their favorite. Be sure to bring 4 copies of your written submission.

Best Coalition
The prize for Best Coalition is given to the team with the highest sum of Battle Points plus Sportsmanship score plus one half Appearance score. In some sense this is the 'main' award and the winners will go on the plaque on our wall. But we hope that teams also come to compete in the other awards presented, and in doing so make the tournament more fun and diverse. There is no cash reward for Best Coalition. If this is something that is greatly off-putting to you please consider coming to one of our singles tournaments instead (which have a more traditional format).
Awards are listed in order of greatest to least cash prize. All awards are team awards.
« Last Edit: June 04, 2010, 02:45:11 PM by foehammer »


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