Heat of Battle IV Flames of War Tournament Official Rules
Transcription
Heat of Battle IV Flames of War Tournament Official Rules
Heat of Battle IV Flames of War Tournament Official Rules National WWII Museum, New Orleans, LA Saturday, August 14, 2010 GM: Andy Bouffard Welcome to Heat of Battle IV and its official Flames of War (FOW) Tournament. It is the goal and intent of the organizers of this event that this Tournament will serve as an official Regional Qualifier for the 2011 US National Flames of War Championship, to be held at a currently unknown locale (probably Historicon) in the summer of 2011. Battlefront USA has duly registered it as a 2011 qualifier and has been generous again with prize support. We’d like to thank Joe Krone and the staff of Battlefront USA for their ongoing support. The following paragraphs lay out the official rules for this Tournament and provide, at the end of this document, two separate army roster sheets which may be used to submit official lists for use in the Tournament (see below for further information), as well as two missions that MAY be used in this Tournament. These missions are not available to players unless they own Battlefront’s Operation Market Garden campaign game, so they have been included here for reference. Without further ado, then, here are the details of the “how”, “what”, “where”, and “when” for this year’s event. The “who”, hopefully, will include YOU!! How? This year’s Tournament will be divided into two concurrent heats, a Mid-War heat and a Late-War heat. Prior to the beginning of the Tournament each player participating in said Tournament must elect to play in one of the two heats. Once the Tournament commences players will not be able to switch between the Mid-War and Late-War heats. Unless otherwise specified, all of the rules in this document apply to both heats. There will be three (3) rounds of games played in each heat. The three rounds will last three (3) hours each. All players will get a chance to play in all three rounds, unless there are an odd number of players in a heat (see below). There are a total of twelve (12) playing areas available for this Tournament. Each area is a standard 6’ x 4’ space. Ideally, half will be allocated to the Mid-War heat, supporting six (6) concurrent Mid-War games per round, supporting up to twelve (12) players in total. Half will be allocated to the Late-War heat, supporting six (6) concurrent Late-War games per round, supporting up to twelve (12) players in total. There will be an additional two (2) 4’ x 4’ special play areas. These will be used for overflow, if necessary, and may also be used on a volunteer basis (see below). If one heat has more players than the other than there may be some ebb-and-flow as to how the playing areas are allocated to each heat. In the event that there are an odd number of players in a heat, then one player, selected at random, will be required to sit out each round. A player taking a “bye” round, in this way, will be awarded six (6) victory points for that round. Volunteers may step forward if they are willing to accept an available “bye”. The GM will make the final decision as to who gets any “bye” that may become necessary. The Swiss Chess method shall be in use in each heat. In this method the highest scoring player plays the second highest scoring player, the third highest scoring player plays the fourth highest scoring, etc. The system makes sure players don’t play the same person twice and tries to match Axis and Allied commanders against each other. The system also attempts to allocate playing areas so that players do not play on the same area twice. If there are one or more players in your heat that you play regularly, and by mutual consent you’d prefer to minimize the chances that you are forced to play each other in this Tournament, then please let the GM know soonest and he will try and ensure you are not paired up. There is no guarantee this will be possible throughout the Tournament, depending on how the victory points tally in latter rounds of the event. Once play commences, all disagreements should be dealt with by players in a fair and courteous manner, resorting to a dice-off if a final decision cannot be otherwise reached. Please appeal to the GM for a decision or rule interpretation, as needed. The GM’s decision is always final, even if it is later determined to be an incorrect rule interpretation. If time expires before a game is completed then please complete the last player’s full turn and then try and make a determination as to who has won and by what margin. If there is disagreement between two players about the victory results for their game then the GM will review the situation and decide the matter. Game result slips will be handed out to each pair of players, one per play area, during each game. One player in each game should complete the slip for that game, indicating who won and by what victory point margin. Each player should also indicate which variant to their core list they used in that particular game, if they provided two variants to their core list for the Tournament (discussed later in this document). Please hand each completed result slip to the GM as soon as a victor has been determined and the slip filled in. 2 The official rules from Flames of War 2nd Edition and “More Lessons from the Front” will be in effect. Please see: http://www.battlefront.co.nz/Portals/0/Documents/More%20Lessons%20From%20The%20Front.pdf Also, to help clarify any rules’ issues, we’ll use the collaborative version of MALFTF at: http://docs.google.com/leaf?id=0B1Iu2oSnX9jvZDEwYjI0ZDAtOTliNS00ZTU0LWIxM2Qt YmI3M2ZmY2I0MmY4&sort=name&layout=list&num=50 Also, the rules updates found online will also be in effect. Please see: http://www.flamesofwar.com/Default.aspx?tabid=109&art_id=306&kb_cat_id=23 Lists Prior to the beginning of the Tournament each player intending to participate must provide to the GM his Tournament list, or up to two variants to his list, using the forms attached, or facsimiles of same. All lists must be legal Mid-War or Late-War, depending on the heat, be a maximum of 1750 points in size, and must be drawn from one of the following resources: (the GM will make available, on the day, all relevant resources for reference). For Mid-War: • • • Afrika or North Africa Ostfront or Eastern Front Official Online Briefings: http://www.flamesofwar.com/Default.aspx?tabid=108&kb_cat_id=17 NOTE: Mid-War Monsters WILL NOT be permitted in this Tournament. For Late-War: • • • • • • • • Festung Europa or Fortress Europe D Minus 1 D-Day Bloody Omaha Villers-Bocage Monty’s Meatgrinder Cobra Stalin’s Onslaught 3 • • • • • • Hammer and Sickle River of Heroes Hell’s Highway A Bridge Too Far Dogs and Devils Official Online Briefings: http://www.flamesofwar.com/ Default.aspx?tabid=108&kb_c at_id=100 When submitting army lists, each player selects one of the following two options: Option 1: Submit one list. This list is fielded in each of the three rounds of the Tournament heat the player has chosen to play in. This is the simplest approach but the least flexible. Option 2: Submit two variants to one list. Both variants must be for the same basic nationality and force (German Panzer, US Armored Infantry, 51st Highland Division, etc) and come from a single company or battalion entry in a single book or intelligence briefing. The platoon sizes (squad or section count) may vary from variant list to variant list. The HQ options may vary from list to list. Warriors may be included in either or both lists. Each list may have totally different Support platoon choices, including air support, as long as those choices remain valid for the type of list chosen. Each of the two lists must be fielded in at least one of the three rounds of the Tournament heat the player has chosen to play in. Decide which list to field in a given round just prior to deployment in that round. When opting for option two above a player may sacrifice two (2) victory points from their final Tournament score for each of the following actions taken when preparing their lists. • • • Add a combat or weapon platoon. Remove a combat or weapon platoon. Exchange a combat or weapon platoon for another combat or weapon platoon. Please refer to page 239 (“Reorganize Your Force”) in the hardcover Flames of War rulebook for a further clarification of this system. Instead of losing five victory points (for a campaign that spans six or more games) a player is only required to lose two victory points, as detailed above, for altering their combat and weapon platoon counts. Figures Players may NOT field unpainted miniatures. Figures are considered painted for purposes of inclusion in the Tournament if they have at least three colors. A primer and base coat alone is insufficient. Bases, when present, must be painted and/or detailed to at least a minimal level. Bases that are simply primed and otherwise left bare will not be permitted in the Tournament. The GM is the final arbiter as to whether a figure is considered painted/based for purposes of these rules. All figures considered unacceptable will be removed from the table by the GM before a game commences. Alternatively, the GM reserves the right to penalize the errant player by docking points from their overall Tournament total. 4 Players must include two objective markers with their armies. The painting guidelines for said objectives are the same as for other figures (bare plastic, metal, or resin, with or without a primer coat of paint alone, is not acceptable). The exception to this are purpose built markers that are designed or intended to be used as objectives, such as markers from manufacturers like Gale Force Nine or Litko Aerosystems. Figures do not have to be manufactured by Battlefront. Any manufacturer’s 15mm scale figures, that accurately represent the list entries in question, are permitted. Proxies are not, in general, acceptable. Exceptions are permitted but only when the GM has been given prior notice. The GM reserves the right to rule a particular proxy allowable or not. The more similar the model in question is to the model trying to be represented the more likely the GM will accept the proxy. When a proxy is permitted it is the owning player’s responsibility to inform opposing players, prior to game setup. If a player chooses to include air support in a list, then it is preferred, but not mandatory, that the correct aircraft miniatures be available. A proxy for said aircraft is permitted, so long as the proxy is at least as big as the standard size of a Battlefront aircraft model’s base. A player that receives two or three aircraft in an air attack must place two or three of the appropriate proxies on the table, if they do not possess actual aircraft models. Having actual aircraft models in a painted force, rather than proxies, will garner the player a higher score for his overall army’s aesthetic appeal. Scoring Generalship Each heat will be scored and judged separately, however, the Tournament Champion will be the player with the highest victory point score between both heats, and will receive and get to proudly display the coveted “Heat of Battle Flames of War Tournament Champion Trophy”. Within each heat, players will be judged and awards provided for Best General and Best Sportsman. Game performance, in terms of victory points won in each round, will be totaled for the three rounds and be used to judge the winners of the Best General awards. A special Dunkirk award will also be given to the player in the overall Tournament with the lowest victory point total. With a minimum of eighteen (18) players, Battlefront will grant us three passes to the Nationals, twenty-four (24) players will grant us four passes. Those passes will be awarded to the Tournament Champion and Best General from each heat, the fourth pass, if it is available, will go to the recipient of the next best victory point total in the Tournament. Army/Objective The Best Army and Best Objective Marker awards will be awarded to the Tournament participants with the highest applicable scores, based on popular vote, regardless of heat (all armies and objective markers will be combined into a single contest for these coveted awards). Player votes will count towards half of the overall score for these categories. 5 Tom Czekanski, Museum Director of Collections and Exhibits, has graciously agreed to assist in the judging of Best Army and Best Objective Marker. Tom’s vote will count as the other half of the overall score for these categories. Following your first round games, please line up their fielded armies for official photographs and for review by the other players. We will conduct a “Parade” of armies, giving players time to review all the armies and photograph what they’d like. Each player should take some time during the parade and throughout the day to review the available armies and mark his ballot accordingly. Armies and objectives should be judged on the quality of their paint job, the attractiveness of their basing, and the uniformity of the army and its objective markers overall. Players clearly may not choose their own army/marker. Unit histories are strictly optional. If you have a story to tell with your army and want to impress the other players with the level of research you have conducted, then feel free to present your army’s background information verbally or in writing. Sportsmen Players will each be allowed one vote to judge who of their three opponents they consider to be the better Sportsman. The recipient of the most votes will win the Best Sportsman award in that heat. Ballots To simplify voting this year each player will receive one ballot sheet. On this single sheet will be a place to indicate your favorite army, favorite objective marker, favorite sportsman, and favorite table (see below). These ballot sheets will be handed out at the beginning of the day. Please hang on to them and complete them during the course of the day and turn them in to the GM, completed, no later than 19:00. Extra sheets are available in case one or more are lost. Only one sheet per player may be submitted. Awards No player shall receive more than one award, apart for the trophy awarded to the Tournament Champion and the Best Terrain award (see below). Player’s that qualify for more than one award will receive the most prestigious award, as determined by the GM. Their second or subsequent award(s) will be given to the next runner-up(s) in the appropriate category (categories). The order of award prestige shall be: Tournament Champion Best Mid-War GeneralBest Best Mid-War Sportsman Late-War General Best Late-War Sportsman Best Army Best Objective Marker Runner-Up Mid-War Generals Runner-Up Late-War Generals Dunkirk 6 What? All games played in a given round, regardless of heat, will use the same mission. The mission used for the first round of the Tournament will be announced at the beginning of the Tournament. The actual missions used won’t be announced until the beginning of the Tournament, during initial introductions. As explained in the next paragraph, the specific mission to be played in each round won’t be decided until just before the round commences. So that players are aware of the missions they MAY encounter, here is the list of all missions that MAY or MAY NOT make an appearance in this Tournament. If a particular mission is NOT on this list than it will NOT appear in this Tournament. • • • • • • • • • • Breakout (from Operation Market Garden) Breakthrough Cauldron Death From Above (Mid-War only) Encounter Fighting Withdrawal Free-For-All Hasty Assault (from Operation Market Garden) No Retreat (from Operation Bagration and the Battlefront website) Seize and Hold (Late-War only) Copies of Breakout and Hasty Assault are included at the end of this document. At the completion of each round, the sum of all Allied player victory points will be added to a running tally of Allied victory points from previous rounds and the sum of all Axis player victory points will be added to a running tally of Axis victory points from previous rounds, to determine which side is currently “winning the war”. The results will then be used to determine which scenario, drawn from the above list, is played in the second and subsequent rounds of both heats. The results may also trigger special rules or other surprises, so be prepared. Please Note - When the scenario for a given round is announced the GM will indicate whether the Allies are attacking or defending. If the Allies are attacking then the Axis will be defending, and vice versa. When a side is announced as attacking then all players whose lists belong to that side are considered the Attacker in the announced scenario, regardless of whether the scenario in question uses the Defensive Battle special rule or uses another method for determining who attacks and who defends. This may place an attacking Infantry Company or Armored-Infantry Company player at a disadvantage against a defending Tank Company player, for example. When a player finds himself in such a disadvantaged position, where he is attacking when the Defensive Battle special rule, if applicable, would otherwise have him defending, then he has two choices: 7 1. He may accept the handicapped situation, receiving a two (2) victory point bonus for that round if he is an Infantry Company attacking a Tank Company, or a one (1) victory point bonus if he is an Armored-Infantry Company attacking a Tank Company or an Infantry Company attacking an Armored-Infantry Company. 2. He may refuse the handicapped situation, defending when his side in this round is otherwise attacking. In so doing, his opponent, now attacking when his side is otherwise defending, gains tactical advantage in their joint sector of the front and may EITHER remove one platoon from Reserve, Delayed Reserve, or Scattered Reserve and start it on-table, if applicable, OR hold any one platoon, beginning the game on-table, in Ambush. There are some lists that always attack or always defend, like the Soviet Shtraf Battalion. These lists, if employed in this Tournament, ignore the above special rules for being handicapped or not handicapped. List special rules always override Tournament special rules and which side attacks and defends. It is the possibility of this handicap situation arising that should encourage players to opt for list option two, above, when entering this Tournament - to provide maximum flexibility and help in dealing with an unexpected “attack” situation. For the MId-War heat, should “Free-For-All” be chosen as a scenario to be played and should a player be fielding a North Africa or Afrika British Parachute Company, a US Parachute Rifle Company, or a German Fallschirmjaeger or Fallschirmpioneer Company, then that player may, at his discretion, choose to play the “Death From Above” mission, in place of “Free-For-All”. Using the airborne assault rules located at: http://www.flamesofwar.com/Portals/0/Documents/Rules/Airlanding-Rules.pdf For the Late-War heat, should “Free-For-All” be chosen as a scenario to be played and should a player be fielding a British Parachute or Airlanding Company or a US Parachute Rifle Company then that player may, at his discretion, choose to play the “Seize and Hold” mission, from the D Minus 1 intelligence handbook, in place of “Free-For-All”. If said player wishes to play “Seize and Hold” then that player must also be able to supply mutually acceptable terrain to represent three sections of Rommel’s Asparagus, as per the setup rules for that scenario. The GM will be the final arbiter should a disagreement arise as to what constitutes acceptable terrain. 8 Where? The Tournament will be conducted in the joined USS Arizona and USS Missouri conference rooms (commonly abbreviated AZMO) on the third floor of the Museum. There will be a total of twelve (12) traditional 6’ x 4’ playing areas in AZMO. In addition, we will have two special 4’ x 4’ playing areas, one for Mid-War and one for Late-War (more about these below). The 6’ x 4’ areas will be numbered MW1 – MW6 and LW1 – LW6. The two special playing areas will be identified as MWS and LWS. At the beginning of each round players will be assigned an opponent from their heat (Mid or Late) and the playing area they will use for that particular round (MW1-MW6 or LW1LW6). We will try to ensure that players never play on any given area more than once. Special Playing Areas We will have two (2) 4’ x 4’ terrain playing areas, one for Mid-War and one for Late-War, that will contain difficult terrain, whose navigation across, and struggle for control of, can best be accomplished with tailored army lists. We challenge each and every one of you to consider tweaking either of your two submitted army list variants, within the rules laid out above for said list variants, to take advantage of these unique battlefields. Mid-War – Urban (using the Street Fighting rules from the main rule book). Late-War - Bocage (using the Bocage rules from D-Day). In each round, once the scenario to be played has been announced, player pairings have been announced, and playing areas assigned; selected players in each heat may make it known to the GM that they wish to play their round on the special play area assigned to that heat. First priority goes to those players in each heat that are attacking out of a disadvantage or handicap, as defined above (thus, allowing an infantry company, forced through circumstances to have to attack a tank company, to opt to do so in more favorable, close, terrain). 9 If none of the disadvantaged attacking players in a heat wish to attack on the heat’s special play area then second priority falls to all defending players (to reflect that most defenders would rather take advantage of better defensible terrain then defend in otherwise open terrain). In either of the above situations, a player who wishes to play on one of these areas must notify the GM immediately. If there is more than one qualified player requesting to play on the same special area than each player must secretly bid a number of tournament victory points that they are willing to surrender from their Tournament total in order to force their game onto that special area. The player bidding highest will be awarded that table and must move his game to that table. Bidding ties are resolved with a high die roll. When a player successfully moves his game to one of the special play areas he must deduct the number of victory points he bid to make the move. If his move was uncontested then he deducts zero victory points. A player whose opponent caused their game to be moved receives one bonus victory point for his trouble; regardless of what it cost his opponent in points to move the game. Terrain Competition On a first-come-first-served basis, players may volunteer to setup the terrain on one or more of the twelve standard playing areas, before we begin round one on Saturday morning. Volunteers must provide their own terrain. Volunteers are encouraged to provide a write-up that describes their terrain setup and the rules they envision for the terrain they’ve laid out. The players playing on a given area are free to adopt the designer’s vision for that terrain setup but are also free to establish their own mutually agreed rules for the terrain before them. Before the Tournament begins we will take a brief group walking tour of the playing areas, to enable the designers of each area to describe the unique characteristics, if any, of their terrain. A special prize will be awarded to the volunteer who has setup the nicest terrain area for the Tournament, as determined by all players. Each player-participant in the Tournament will be asked to select their favorite terrain setup. Players may not vote for a terrain setup that they volunteered for. The ballot sheet handed out at the beginning of the day should be used to select your favorite play area. Players need not have played on a given area in order to vote for it and they should use whatever criteria they desire to determine which area looks best. Contact the GM directly to sign up to be a terrain setup volunteer. The two special playing areas will be setup by the GM and shall not be a part of this terrain competition. Rules for the terrain on these special playing areas will be available as handouts tableside and they shall be the rules used by all players using these special areas. 10 When? The following is the planned schedule for Saturday, August 14th (as with all schedules, subject to change as needed). The event MUST be done and cleaned up by 21:00 hours on Saturday, so it may be necessary to use some of the allotted break time if it looks like the schedule is slipping. The time allotted to each round includes the unpacking of figures, scenario setup, etc. Once a round’s scenario is announced, a particular pair of opponents has been matched up, and a playing area assigned for those players then the players may begin setup and play. Starting sometime between 11:30 and noon on the 14th the Museum will be holding a special ceremony commemorating the 65th anniversary of VJ-Day. The Tournament action will pause for one minute of silence in memory of our WWII veterans when that ceremony begins in the Louisiana Pavilion (first floor). We have also planned for the first round to last up to 3.5 hours in length, giving everyone who desires a little extra time to stop play and attend the ceremony for a short while. Please come to a mutual decision with your first-round opponent regarding how much time you collectively are willing to take away from your 3.5 hour game. Attending the ceremony is not mandatory but must be a mutual decision between any two opponents. 08:30 – 09:00 Setup all playing areas (Friday night table setup will also be possible) 09:00 – 09:30 09:30 – 13:00 Introductions, table “parade”, and first round draws Setup and play first round games (includes lunch and VJ-Day ceremony) Note: Following your first round games, please arrange your army for photographs and official judging. 13:00 – 13:30 13:30 – 13:45 13:45 – 16:45 Army “Parade” (judging and photography) First round results and second round draws Setup and play second round games Note: Following your second round games, please complete your best terrain and best army and objective marker voting. Turn in your ballot sheets by 19:00. 16:45 – 17:00 17:00 – 20:00 Second round results and third round draws Setup and play third round games 20:00 – 20:30 20:00 – 21:00 Award prizes and wrap things up Cleanup and clear out If players wander away during down-time in the Tournament then they are encouraged to check with the GM first to ensure their presence is not immediately needed and to receive an estimate from the GM as to when they will need to be back. Failing that then please let another Tournament player know where you are going, so you can be tracked down when the GM is ready to proceed. 11 No Retreat Hitler’s orders to dig in and not to give ground leave his soldiers few options to stem the tide of the advancing Red Army. The front-line troops can only hedgehog their positions, fight where they stand, obeying the ‘No Retreat’ order, and pray for a mobile force to counterattack and throw the Soviets back. Attacker’s table edge Attacker Deploys here No Retreat uses the Ambush, Defensive Battle, Prepared Positions, and Reserves special rules. Your Orders No Man’s Land Attacker The enemy has been beaten, but not defeated. They have fallen back to temporary defensive positions. You must defeat them here and force them to retreat. Once they have been pushed out of this position, the road is open and our mobile troops can surround and destroy them. Defender Things look bad, but the order has come to hold at all cost. Your forces are outnumbered and your defences barely dug, but you must hold until help arrives. If you can stop the enemy here, we will be able to re-establish the front line and prepare for a counterattack. There can be no retreat! 8”/20cm Defender deploys here 8”/20cm Each player places one objective here 8”/20cm 16”/40cm Defender’s reserves arrive here Defender’s table edge Preparing For Battle 1. Determine the attacker and defender using the Defensive Battle special rule. 2. The defending player chooses which short table end they will deploy in. 3. Starting with the defender, both players now place one objective each in the defender’s end of the table. The objectives must be at least 8”/20cm from the centre line of the table, and may not be placed within 8”/20cm of any table edge. 4. Beginning The Battle 1. The defending force begins the game in prepared positions, so their troops are in Foxholes and Gone to Ground. 2. Starting with the defender, both players make Reconnaissance Deployment moves for any Recce Platoons they have on table. 3. The attacking player has the first turn. Ending The Battle Next the defending player nominates at least half of their platoons to be held off the table in Reserve at the start of the game. Then the defender nominates one of the remaining platoons to be held in Ambush. Finally, they deploy the rest of their platoons in their half of the table. The battle ends when either: 5. The attacker deploys their entire force in their half of the table at least 16”/40cm from the table centre line. Deciding Who Won 6. Both players now place their Independent teams in their deployment areas starting with the defending player. • the attacker holds any of the objectives at the start of their turn, or • the defender starts any of their turns from turn six with no attacking teams in the defender’s half of the table. The attacker wins if the game ended because they started one of their turns holding an objective. They have broken the defensive position and forced the enemy to fall back. Otherwise the defender wins. The attack has been beaten off and the defender can now prepare their counter-stroke. Calculate your Victory Points using the Victory Points Table on page 195 of the rulebook. Page 0 0