Well, the EWA 400 Urban War Tournament is done and dusted!
Pics are
HEREI ran things a little differently than usual, with all games running for 7 turns, or 75min which ever came first, or untill the victory conditions were met by one of the players.
Scoring:
Add up the VP for each player, based on win/draw/loss, plus any bonus VP earned by each player.
Win/Draw/Loss VP:
Win = 15VP (You achieved the mission victory condition)
Draw = 10VP (Neither player achieved the mission victory condition)
Loss = 5VP (Your opponent achieved the mission victory condition)
Bonus VP:
Opponents Leader Killed = +1VP. If your own leader does the killing, its +2VP instead.
4 or more enemy “compulsory” models killed =+1VP
Fewer than 50% of your own models killed = +1VP (seems a few players forgot this one)
More than 50% enemy models killed = +1VP
Peer Scores.
For each game, you will score your opponent on both Sportsmanship, and Painting/Appearance. Each of these scores is out of 10. These scores are confidential, and are used to resolve ties only.
Sportsmanship and Painting prizes will by awarded by player vote at the end of the tournament.
Missions:
All missions had a 7-turn, 75min limit.
GAME 1: Turf War. 9:30-10:45
The 24’ “no-mans land” between deployment zones represents the border between your turf and your rivals. Naturally, this area rightfully belongs to your forces, but you opponent thinks otherwise. Show them who runs this place!
Victory Condition: At the end of the game, total up how many points worth of models you have in outside of your deployment zone. Models in your opponents deployment zone are worth double points. The player with the most points wins.
Pretty straight forward, Turf War was a simple varient of "Most Survivors". There was some initial confusion as to the scoring, but this was easily resolved.
GAME 2: King of the Hill. 11:00-12:15
Just up ahead is the controller for the one of the bridges providing access in and out of this sector. You need to keep the bridge down for long enough for your scouts to return, and prevent rival scouts leaving this area. Maintain control!
Victory Condition: The first player to control the objective in the center of the table for 3 consecutive turns wins. To control the objective, you must have an un-engaged model in base contact at the end of the turn. You need not have the same model controlling the objective all three turns, but the turns must be consecutive.
This misson caused some general cursing in my direction, two games in particular come to mind. In one game, one side was wiped out entirely by turn 4, leaving Trask controlling the objective indefinatly. As the "end game" conditions hadn't been met, this left Track 3 more turns, with no opponent to contest the objective. An odd occurance, but logic said Trask won the day.
On another table, two VAF teams had both covered the objective with a plethora of heavy weapons and snipers, resulting in no-one being game to go near the thing!!
In future, I'll reduce the victory condition to two consecutive turns, and if no player has held the objective for two consecutive turns by the end of the game, victory will go to whoever has held it the most turns.
GAME 3: Pre-emptive Strike. 1:30-2:45
Your scouts report that your rival is mobilising for a major offensive on your position. If you can launch a pre-emptive strike and eliminate their commanders, this will severely hamper their ability to mount an organised attack. Cut off the head of the snake!
Victory Condition: Kill the three highest Calibre enemy models. If models are tied for Cal, use points cost. If there is still a tie for highest (ie, several identical models for instance), any of the tied models killed will count towards victory.
Again, pretty straight forward, based on Gus's "Execute" mission.
GAME 4: All Out War. 3:00-4:15
This is it. It’s crunch time. Battle lines have been drawn, and it’s down to the last man. Do or die. Time to pay the rent etc (insert more euphemisms here). Kill ‘em all!
Victory Condition. Which ever player has the most points worth of models left on the table at the end of the game wins.
Who doesn't like ending things with a s@#t-fest?
FINAL RESULTS:
Best General: Tied scores were resolved by who-ever had kept their opponents score the lowest.
1st- 71VP, Mark (Viridians)
2nd- 54VP, Drew (Syntha)
3rd- 51VP, Tim (Viridians)
4th- 44VP, Ryan (Syntha)
5th- 44VP, Gus (Gladiators)
6th- 41VP, David (Vasa)
7th- 38VP, Zack (Viridians)
8th- 38VP, Jarrad (Gladiators)
9th- 34VP, Jon (Syntha)
10th-26VP, Mick (Vasa)
Best Painted (Players Choice)
Mark
Best Sportsman (Players Choice)
Jarrad
TO's Choice: For a near perfect Sportsmanship score (38/40)
Tim
Thanks to everyone who played, this was a fun event to run!
Pics will follow, as soon as I recieve them, and a big thanks to Jon for the use of his camera :armata_PDT_37:
Dent.