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Ok here are the rules in what I hope is an easier to read format, all neatly organized. If you have any other questions on anything, just let me know.
Schedule You will have 2 weeks to get a game in. Each game is 250 pts more than the previous game. You will play every other player once in the first 7 games. Pairings have been randomized for the each round, so you might end up playing against Space Marines 2-3 times in a row, it's just the way it happened.
The first round is tentatively set to start January 1st, and ending on the 15th.
Here is a rough schedule, that can change to fit missed games, or if we want to start later in January to get that first 500pts together.
Round 1 - (500) - Jan 1 - 15 Round 2 - (750) - Jan 15 - 31 Round 3 - (1000) - Feb 1 - 15 Round 4 - (1250) - Feb 15 - 28 Round 5 - (1500) - Mar 1 - 15 Round 6 - (1750) - Mar 15 - 31 Round 7 - (2000) - April 1 - 15
Final Round - April 15 - 30
The final round is either going to stay at 2000 pts, which is what round 7 is at, or be raised to 2250. In this round, pairing is determined by your score from the past 7 rounds. The top two scores play each other, the 3rd and 4th best play each other, etc. More on how this is determined in the Scoring section below.
Army Composition All armies must follow regular codex composition for every game. Allies and such are allowed per normal codex rules.
Any unit you buy, must stay in the army as rounds progress, but wargear and upgrades may change, and the size of the unit may increase. A dedicated transport is a unit, so once you buy it, the squad must keep it. To keep things fair, this means rhinos can't be changed to razorbacks or drop pods.
Units purchased cannot be split into more units, you can only add a new FoC choice if you want more squads.
Special characters can be included, but follow the restrictions in the rules-ie Farsight can't be taken in games under 1500.
If a unit, such as SM assault marines, can either have a transport, or wargear (jump packs) instead, you may drop the wargear for the transport, but since the transport is a unit, you cannot go back.
These restrictions might seem strict, but the intent is to keep everyone playing with a coherent force, built up from the start, to promote building and painting. It's not meant to be someone showing up each game with completely different models. This also forces you to think to the future, and how you can take what you have in this list, and make it work in a larger list.
I am most likely not going to check each list every round, so these restrictions are based on an honor code.
Missions Each mission will be listed with the round pairings, so everyone plays by the same mission each week. I will randomly assign missions and deployment to rounds, no two rounds will have the same combination of mission/deployment.
For seize ground missions, roll the number of objectives for your game, like normal.
The first 3 games should be played on a 4'x4' table, as at that pt value, 6'x4' is too large to be fair to certain armies.
There are no restrictions on terrain or anything, just standard games.
Scoring The winner is decided by who meets the mission objective. Win-10 pts Tie-5 pts Loss-0 pts
Additionally, to prevent ties for placement in the final round, there will be secondary objectives that each player can meet, but will have no effect on the outcome of the game itself. So if two players at the end both have 60pts, and one has completed 2 secondary objectives while the other has none, the first player will play someone ranked higher, and the second, someone lower ranked.
These will be disclosed at the start of each round. The objective will most likely be the same for every player, though I might use themed objectives for each army.
Note, you do not get the secondary objective automatically in the case of a total wipe out. Once the game ends, then you see if you have met the objective. If you call/concede the game early, you see if you have it met right then and there. This is easier than extrapolating if you might have gotten it if the game had gone on longer.
Example: Each player picks one FoC slot in the enemy army, and meets the secondary objective by destroying everything in that slot. The chosen FoC slot must be disclosed to the opponent to keep things fair.
_________________ -Alex Haag
Angels of Fire - Space Marines 2500 pts Death Guard - Chaos Space Marines 2500 pts Biel Tan Craftworld - Eldar 2500 pts WiP Necrons 1750 pts
Last edited by Nuclear on Tue Dec 08, 2009 3:42 pm, edited 2 times in total.
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