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Warmachine Steamroller Tournament
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"PROVE YOUR METTLE..."
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Points:
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500 points. |
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Player Requirements:
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Players are required to bring their armies, at least two
copies of printed or handwritten army lists with costs and
totals, dice, measuring device, tokens and any templates required
for play. Players must register all army lists with the judge
before the events begins and keep one copy of each for opponents
to view upon request.
Players are also required to bring stat cards for each model
or unit fielded. Other printed media used to track damage
are subject to the judge's approval.
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Registration Fee:
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£10.00 |
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Prize Support:
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1) Tournament Champion - Most Tournaments Points.
Champion full-metal enamelled Challenge coin & Gold "Championship"
card certificate for first place - This can be redeemed for
foil versions of winning stat cards.
2) Best of Faction - Most Tournament Points for each
faction. This will automatically go to the overall winner
for his faction. Mercenaries can not currently win a best
faction award, but they are still eligible forthe Tournament
Champion prize. Faction Winner Certificates for each faction
winner - with cast WARMACHINE emblems & full-metal enamelled
Challenge coins.
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Painting Competition:
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Please leave your force displayed and clearly
marked with your name, during the Lunch break so that judging
may take place. |
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Venue Support:
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4' x 4' playing surface with approx. six terrain
features per table and round report sheets. |
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Painting, Modelling, Proxies and Conversions:
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Privateer Press encourages players to have a fully painted
force on the table.
Proxies (substitute models) are not allowed under any circumstances.
This also means a player cannot enter a tournament with a
model that has not been released in stores.
All models used must be Privateer Press models. Conversions
(modifications to Privateer Press models) are acceptable as
long as they are clearly based on WARMACHINE models and do
not have added or changed weapons. Conversions must represent
the model from which they are most obviously drawn. Mixing
and matching warjack weapons is not allowed. Trading a sword
for a sword is acceptable, for example, yet an altered Haley
model is not a substitute for a Sorscha. To avoid confusion
and conflict, we recommend players have an unaltered version
of the model available in case a judge asks to remove a questionable
model from play. It is up to the tournament judge to make
a final call on any particular model.
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Army Lists & Composition:
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Army lists must be submitted by 14th. APRIL 2006.
Armies must not exceed 500 points. In addition, armies must
be no more than 100 points under (for example, a player could
not just take a warcaster and her battle group if that left
him more than 100 points under the event point requirements).
One warcaster is required at 500 points, 2 warcasters are required
at 1000 points. All other field allowance and construction rules
apply. |
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Alternate List:
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Players are permitted to bring a second previously
prepared list for use at the event. This alternate list is subject
to the same point constraints as the primary list and must be
from the same faction. Both lists must adhere to all composition
rules and be registered with the judge before the event begins.
Players may choose one of their two lists before each round
begins. At the beginning of each round, after pairings have
been announced, both players place their selected army list
face down on the table. Players may not change lists for the
round after this selection is made. Both lists are then revealed,
and setup continues normally. |
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Format and Rounds:
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Players participate in timed Swiss-format matches in which
all players partake in every round.
In the event of a tie, the top two players participate in
a final match to determine theoverall winner of the tournament.
If this game is a draw, the "Strength of Schedule"
system will serve as a tiebreaker. Top player is awarded for
each Faction as well by using Tournament Points and Strength
of Schedule.
Rounds last 60 minutes for a 500 points event. When the time
expires the Judge will call "Last Round!" At the
time this is called, players should complete their final turns.
If the player that began the match has already finished his
turn, then the second player should take his. The player who
went first should not have more turns than his opponent.
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Scoring:
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All WARMACHINE matches should ideally end in glorious vicyory,
however tournament games are sometimes cut short when the
match runs out of time. Players should calculate the Victory
Points they scored during play on the round score card.
If the objectives have not been met, the player with the greatest
number of Victory Points is the winner. In the case
of a tie, the match is considered a draw.
It is crucial to call out the difference between "Victory
Points" and "Tournament Points".
Victory Points
Victory points are printed on the back of every stat
card.
Opponents gain victory points for model or unit they
have destroyed or removed from play, for warjacks they have
disabled or destroyed, and for certain scenario requirements
they have completed (dependant on the scenario).
They are used to determine if you win, lose or draw any particular
game unless the scenario objective states otherwise.
Tournament Points
Tournament Points are decided by your win, lose or
draw status at the end of each match.
They are used to determine pairing and standings throughout
the event, and determine the overall champion.
Each round the players score Tournament Points based
on the outcome of the match.
Result/Tournament Points
Win = 5
Draw = 3
Loss = 1
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Head Judge:
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Phil Clarke |
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Judging & Sportsmanship:
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The objective of tournament play is for everyone to to have
a good time. Players are expected to be courteous and patient
with their opponents and the Judge. Players are expected to
accept all rulings made by the Judge whether or not they agree.
The Judge always has the final word on rules questions or
debates.
We assume that all players are good sports and understand
fair play. If there is a dispute, simply call on the judge
to assist. Players should strive at all times to be mature,
polite, and fair to their opponents. Failure to do this may
result in a Strike. Each Strike accrued will cost a player
10% of their total tournament score for the Tournament. Three
Strikes accrued ar a single event will result in the player
being removed from the event.
A Judge may award a Strike for any incident deemed unsporting.
This included but is not limited to offensive or abusive conduct,
bullying, cheating, constant rules arguments, stalling game
play and other immature actions. Players must do their best
to play in a timely manner. If stalling is suspected the judge
should be called on to speed up play. it is important to remember
that a Judge is free to award a Strike to both competitors
of a game if the situation warrants. In some minor cases a
Judge may elect to officially warn players once for any given
indiscretion. Repeated offenses will incur a strike.
A Strike may also be awarded for incorrect or illegal army
lists or failure to bring along all the necessary materials
required to play in the Tournament. If a listis discovered
to be illegal after the start of the tournament, the judge
may elect to disqualify the player from any winnings or awards.
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Scenarios and Setup:
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All games are played on 4' x 4' surfaces with 10" deployment
zones. Judges place terrain before the tournament begins.
At the start of the game players roll-off to determine
who sets up and moves first. The player who wins the roll
has the option of going first or having his opponent begin.
The player who sets up first moves first.
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