WMH Madjarska - pravila

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WMH Madjarska - pravila

Post by Resurrection »

http://m.blog.hu/ge/geistwald/image/wol ... ppf4en.doc

Size of games
Army and Horde points must total 750 points. A player must field an army/horde of at least 650 points. You are allowed to use an alternative list of the same fraction. MK1 rules are used.
Table & Terrain
All games will be played upon 4’ by 4’ tables, with at least 6 preset terrain features on them. Rules for special terrain will be provided by the judges.

Player Responsibilities
Players participating in the PPF event must bring their own armies, stat cards, dice,
measuring devices, tokens, wreck markers, and templates required for play. The judge must
approve any other printed media used to track damage.
Players must also bring at least two printed or legibly handwritten copies of their army lists,
complete with point costs and an army or horde point total. (Tabletop Commander welcome!) One of each of these lists must be
registered with the judge prior to the start of the tournament. The other copies may be viewed by
the player’s opponent upon request.

Sportsmanship
The objective of tournament play is for everyone to have a good time. We expect players a to
remain courteous and patient with their opponents and the judge, and 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 who 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 so may result in a Strike. Each Strike will cost a player 10% of his total tournament score for the tournament. Three Strikes accrued at 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 includes but is not limited to offensive or abusive conduct, bullying, cheating, constant rule 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 to help 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 offences 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. The judge may elect to disqualify a player from winnings or awards if a list is discovered to be illegal after the start of the tournament.

Painting, Modeling, Proxies, and Conversions
Privateer Press encourages players to have a fully painted force on the table. Games with fully
painted armies are more interesting to watch and generally enhance the experience of play for all.
Although not required, players should take this chance to show off all aspects of the hobby.
Proxies (substitute models) are not allowed under any circumstances, nor can a player enter a tournament with a model that has not been released in stores.
All models must be WARMACHINE or HORDES models appropriate to the tournament venue.
Conversions (modifications to Privateer Press models) are acceptable as long as they are clearly based on WARMACHINE or HORDES models. Conversions must represent the model from which they are most obviously drawn.
Weapon changes are acceptable provided they represent the same type of weapon replaced. For example, trading a sword for a sword is legal. However, mixing and matching warjack weapons is not allowed.
A judge may make exceptions and approve any reasonable conversion. To avoid confusion and conflict, players must have an unaltered version of the model available in case a judge asks to remove a questionable model from play. The tournament judge makes the final call on any particular model.

Steamroller Rules
Players participate in timed, Swiss-format matches in which all players partake in every round.
The aim of Swiss-format tournaments is to pair off players of equivalent skill levels to maintain a good level of competitive play while at the same time including every player every round.
In this tournament 5 rounds will be played.
Byes & Odd Number of Players
Matches require two players. In case of an odd number of players, one player will receive a bye.
A player receiving a bye sits out the match and receives five (5) Tournament Points for the round.
If there is an odd number of players at the start of the tournament, the judge randomly determines which player receives the bye. After the first round, the judge randomly determines a player to receive the bye from among all players with the most number of match losses. A player should not receive a bye more than once per event.

Match Length & Last Round
In this tournament there will be 750-point matches, where before the calling of the „Last Round” players will play 120 minutes on each scenario.
When Last Round is called, players are expected to complete their final turns promptly. If Last Round was called during the turn of the first player who started the game, he completes his turn and the second player then takes his final turn. If last round was called during the second player’s turn, the game ends after his turn is completed.
Last Rounds are not timed.

Tournament Points & Standing
Each match, players score Tournament Points based on their performance. Tournament Points determine a player’s standing. Obviously, the players with the most wins will have the most points, allowing the judge to pair off players of equal standing easily. The player with the most Tournament Points, and therefore the most wins, will be the tournament winner.

A player gains five (5) tournament points for a win, three (3) for a draw, and one (1) for a loss.
In this scenario players gain additional points for each enemy models they eliminate, which equals 0.01 times the models VP cost.

Please take care that in this tournament you must fulfill scenario objectives for a win! Except for the first and last scenarios (where casterkill IS the objective) the games are not ending in case of a dead caster or warlock. The player is only suffering from fleeing beasts, disabled warjacks, but the game is continued until the objectives are met. A player wins if the opponent has no more modells on the table.

Army and Horde Composition
Army and horde point totals cannot exceed the maximum point value listed for the event. Armies must also be no more than 100 points under the maximum point value.
For example, a player could not take just a warcaster and her battlegroup if that left him more
than 100 points under the event point requirement.

Alternate Lists
Players are permitted to bring a second army or horde 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. This list must be prepared before the event and registered with the judge at the same time as the primary list.
Players may choose one of their two lists before the start of each match, after pairings, scenarios, and maps have been announced (see below). Players may ask to see their opponent’s two lists anytime before final list selection. Before any models are deployed, players place their selected army lists face down on the table. Players may not change their lists after making this selection.
Both lists are then revealed and set up continues normally.

Scenarios
Once the Tournament Organizer states what scenario is to be played and reveals the setup of the table, he reads the rules for the scenario out aloud. Judges should plan to answer player questions concerning the scenario and terrain. The Tournament Organizer or an assistant will place terrain before the round begins.
Players playing with two army lists may wait to choose a list until pairings are made and terrain revealed and scenarios are announced.
All Steamroller matches are played on 4’ x 4’ surfaces with 10” deployment zones.
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.

Scenario 1 – Daybreak

Description
Darkness can be an advantage to the commander who knows how to use it. With proper preparation, the first rays of morning sunlight may be all that is needed to deliver a fatal blow.
Special Rules
At the beginning of the first round, LOS is reduced to 6˝. At the beginning of each subsequent round, LOS increases by 2˝. At the beginning of the fifth round, LOS returns to normal. Round 1: 6˝ LOS, Round 2: 8˝ LOS, Round 3: 10˝ LOS, Round 4: 12˝ LOS, Round 5+: normal LOS
Victory Conditions
A player wins when he is the only player with one or more warcasters/warlocks in play.

Scenario 2 – Engines of Destruction

Description
Fueled by the destruction they wreak, ’jacks and beasts grow more powerful with each killing blow.
Special Rules
Before the start of the game, mark the Center Point of the table. Starting on the third round, a player controls the Center Zone if he has one or more warjacks/warbeasts completely within 8˝ of the Center Point and his opponent does not. Ignore wrecked or inert warjacks and wild warbeasts when checking for control. A warjacks or warbeast gains a cumulative +1 to melee attack and damage rolls for each warjack/warbeast it destroys with a melee attack. This bonus lasts for the rest of the game.
Victory Conditions
A player wins when he ends his turn in control of the Center Zone.

Scenario 3 – Capture the Flag

Description
The flag is a symbol of a nation’s pride and power. Raise yours high to encourage your forces, or set your enemy’s ablaze to demoralize his troops.
Special Rules
Each player has a Flag (30 mm base) centered 14˝ from his table edge. No model can end its activation on a Flag, but models can move across it without penalty, including charging or slamming, so long as the model has enough movement to travel completely past the Flag. Models cannot be placed within 3˝ of a Flag. A slammed or thrown model does not stop if it is slammed or thrown across a Flag. If there is not enough space on the other side of the Flag to place the model’s base, however, place it in base contact with the flag stand as if the flag stand were an obstruction. Flags do not block line of sight. Starting on the second player’s third turn a player scores a Control Point when he controls his opponent’s Flag. A player controls a Flag if he has one or more models in base-to-base contact with the Flag and his opponent has no models within 3˝ of the same Flag. A warrior model must have a CMD greater than 1 in order to control a Flag. Ignore destroyed or inert warjacks, wild warbeasts, and fleeing models when checking for control.
Victory Conditions
A player wins when he scores 2 Control Points.

Scenario 4 – Transverse Assault

Description
As the battle rages, leaders take decisive measures to position their armies for victory. Though some positions are easily secured, others must be fought for to the bloody end.
Special Rules
Place a Control Point at the center of the table and four additional Control Points 12˝ to the north, east, south, and west in a cross shape. A player holds a Control Point if he has one or more friendly models within 2˝ of it and his opponent does not, ignoring wrecked or inert warjacks, wild warbeasts, and fleeing models.
Victory Conditions
Starting on the third round, the player who takes the first turn wins by holding the three Control Points forming a line from north to south at the end of his turn. Starting on the third round, the player who takes the second turn wins by holding the three Control Points forming a line from east to west at the end of his turn.

Scenario 5 – Nightfall

Description
As the sun sets over the battlefield, bringing the battle to a decisive finish becomes critically important.
Special Rules
For the first round, LOS is normal. At the beginning of round 2, the LOS is decreased to 12˝. Each subsequent round, LOS decreases by 2˝ until it reaches a minimum of 6˝. Round 1: normal LOS, Round 2: 12˝ LOS, Round 3: 10˝ LOS, Round 4: 8˝ LOS, Round 5+: 6˝ LOS,
Victory Conditions
A player wins when he is the only player with one or more warcasters/warlocks in play.

In this tournament as you might noticed, killing a warcaster/warlock is not a victory condition. A „win” is if a player completes the victory condition, in this situation his/her enemy „loses”. In all other case the game ends with a „draw”.
Last edited by Resurrection on Fri Oct 30, 2009 8:42 am, edited 1 time in total.
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Re: WMH Madjarska - pravila

Post by Resurrection »

Nista ne razumem ali ukratko Skarre je najaci kaster u 1 i 5 rundi i u tim rundama shooti armije su sjebane.

Bitan momenat:
Please take care that in this tournament you must fulfill scenario objectives for a win! Except for the first and last scenarios (where casterkill IS the objective) the games are not ending in case of a dead caster or warlock. The player is only suffering from fleeing beasts, disabled warjacks, but the game is continued until the objectives are met. A player wins if the opponent has no more modells on the table.
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Re: WMH Madjarska - pravila

Post by Shunka »

Jao, kuku lele, u srednja tri scenarija osecam da ima da se koljemo dok ne ostane po par modela sa svake strane!
Dawngreeter wrote:ima i toga
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Resurrection
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Re: WMH Madjarska - pravila

Post by Resurrection »

Srednja tri su mosh pit. Realno.
Recept: ubij kastera pa sve ostalo.
Ne znam kako su planirali da im svak ne tajmautuje kad u ta 3 treba da pobijes celu armiju da bi pobedio na nescenario.
Nebitno. Idem da bacam kockice :)
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Re: WMH Madjarska - pravila

Post by Shark »

<ghost voice> U svim ovim scenarijima je casterkill pobeda </ghost voice>
The mark of my divinity shalt scar thy DNA!
Up Up Down Down Left Right Left Right B A Start.
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Shunka
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Re: WMH Madjarska - pravila

Post by Shunka »

Osim sto pise da nije.
Dawngreeter wrote:ima i toga
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90% svega je sranje, a to ukljucuje i preostalih 10%
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