Untitled - Outlaw Miniatures

Transcription

Untitled - Outlaw Miniatures
Gunslinger Tournament V2.1 August 2014
Gunslinger Tournaments
Players are expected to behave in a respectful, civil and
responsible manner at all times. Games should be played
The Gunslinger Tournament format is a universal Outlaw
Miniatures Wild West Exodus tournament format to be used in a deliberate and consistent manner. Activations must
for all Wild West Exodus events and organized by members be done in a timely manner and should not be delayed
of the staff of Outlaw Miniatures, Outlaw Miniatures Deputy or rushed unreasonably to gain advantage. Any concerns
regarding player expectations should be brought up with
program or other independent Tournament Organizers.
the Tournament Organizer immediately. All rules disputes
should be handled quickly and efficiently, and no player
Tournament Organizer
should use rules questions or clarifications to eat up the
The Tournament Organizer ‘TO’ is the primary authority
opposing player’s time.
for all rules questions, debates, and concerns. The TO is
expected to maintain a fair and balanced setting for all
Warnings and Disqualification
tournament participants, and all decisions made by the
If a player is acting outside the Gunslinger Tournament
Tournament Organizer are final.
Player Expectations, the Tournament Organizer is
The Tournament Organizer may have Assistant Judges to
authorized to make reasonable decisions regarding the
help organize and answer rules questions, if authorized
severity of the infraction. Discipline may include: verbal
by the Tournament Organizer to do so. All players are
encouraged to settle all rules questions and debates amongst warning, removal of a model from the game due to lack
of recording of Lifeblood-loss and status, game loss or
themselves if possible, but may call the Tournament
tournament disqualification. There is no tolerance for
Organizer or an Assistant Judge to the table if needed to
cheating or misrepresentation, and if a Tournament
settle any issues.
It is the Tournament Organizer’s responsibility to clarify all Organizer recognizes a player is cheating, it is grounds for
rules and guidelines for the tournament. Every tournament immediate disqualification. Don’t be that player.
must use the most up to date versions of the Gunslinger
Tournament packet as well as the most recent Official Wild Permitted Models
West Exodus FAQ / Errata document. Rulings will reference All models used in Outlaw Miniatures Wild West Exodus
organized play must be Outlaw Miniatures models from
the Wild West Exodus Rulebook, individual Model Cards
the Wild West Exodus range. These models must be fully
/ Stats, Official FAQ / Errata documents and sections of
assembled and placed onto the appropriate sized base for the
this document including: painting requirements, model
model design. Alternate posed versions of models will be
conversion, and use of pre-release models.
allowed in tournament play, but multiple of the same-named
Unique model will not be allowed.
Player Expectations
Every player participating in a Wild West Exodus Gunslinger Any non-Wild West Exodus, inappropriately based or
unassembled models will not be permitted in tournament
Tournament must bring his/her models, associated up-todate Stat Cards, Rules/ Rulebook, dice, measuring device (s), play.
templates and tokens to mark status effects and activations. The TO makes all judgment regarding the viable usage of
any model for organized play, and any significantly modified
All tokens for status effects as well as activations must be
models should be brought to the TOs attention before the
kept near the model or associated card for that model.
first game of the tournament.
Activations, special rules, Lifeblood loss and all modelassociated effects must be available to be viewed by both
Pre-release models are not allowed in tournament play
the controlling player and the opponent at all times. Wild
West Exodus is a game of open information; no model rules unless they are readily available at the convention or event
or effects should be hidden from one’s opponent. Failure to that the tournament is occurring.
keep adequate track of model status may result in a default
Converting
judgment from a Tournament Organizer.
Models may be converted and based dynamically, but must
be easily recognizable as the model that it is to be used as in
Wild West Exodus is a game of fun, strategy, wit and luck.
the game. All model conversions must include all weapons
as the representative model’s rules. Models must be clearly
modeled after the character it is representing. Any converted
model must contain more than half (51%) of the Original
Outlaw Miniatures Wild West Exodus figure. Tournament
Organizers have the final judgment on whether a model is
allowed or disallowed based upon the ability to recognize the
converted character. No conversion can be made to a model
to significantly reduce (greater than 10% of stock model) the
height of a model from the respective Outlaw Miniatures
release.
Painting / Basing Requirements
Some tournament settings may require a posse to be ‘fully
painted’ or ‘based’. A ‘fully painted’ model does not have
any bare resin or plastic sections and each part of the model
is painted in a differentiated color pattern representative
of the model’s characteristics. A ‘based’ model has a fully
painted or textured (using sand, flock, or similar substrate)
upper base section and a cleanly finished outer base rim.
Requirements for painting and basing are meant to improve
the aesthetics of the game and create a cinematic game
vision.
When basing models, anything that physically obscures
or increases the outer diameter of the base is not allowed
for tournament play. All bases shall have a clearly visible
outer diameter that matches the proper base size for each
model. Overhanging base additions are allowed as long as
the original base diameter can be physically accessed the full
360 degrees of the base. Terrain elements on the base are
not considered part of the model when determining Line
of Sight. Any non-official Wild West Exodus base must be
equivalent in size to the official bases.
type of tournament.
Standard Tournament List Construction will consist of a
Main Ledger that must include the Posse’s boss model, and 2
Reinforcement Ledgers that will be written on the Army List
document and the usage of each is chosen before the start of
each game.
Tournaments
Scrap: $550 ($350 Main Ledger, $200 Reinforcement
Ledger)
Class Limitations: Boss, Underbosses,and Sidekicks ONLY.
Mercenaries allowed. Legendaries not allowed.
Showdown: $900 ($700Main Ledger, $200 Reinforcement
Ledger)
Class Limitations: Boss, Underbosses, Sidekicks, Hired
Hands, And Light Support ONLY. Mercenaries allowed.
Legendaries not allowed.
Brawl: $1500 ($1250 Main Ledger, $250 Reinforcement
Ledger)
Class Limitations: Standard, Single Limitation Chart (1
Boss). Mercenaries allowed. Legendaries not allowed.
Brawl of Legends: $1500 ($1500 Main Ledger, no
Reinforcement Ledger)
Class Limitations: Standard, Single Limitation Chart (1
Boss). Mercenaries allowed. Legendaries allowed.
Main Ledger:
The Main Ledger is the primary army list for the posse that
is built to remain unchanged through every round of the
tournament. This list represents roughly three quarters or
more of the overall list Dollar cost, and must contain the
Army Lists
posse’s Boss model. Unique models included in the Main
For all Wild West Exodus Gunslinger tournaments, a player Ledge may not be included in any Reinforcement Ledgers.
must supply 2 completed copies of their army list to be given The total point cost of the Main Ledger may not exceed the
to the Tournament Organizer before the beginning of the
posted amount for the point size being played.
tournament. Army lists cannot exceed the Posse Dollar Cost
for the given event.
Reinforcement Ledgers:
The Reinforcement Ledgers are secondary army lists that
List Construction
allow flexibility in list composition for each round. These
All lists must adhere to the class limitations for models as
lists represent roughly one third of the overall dollar cost of
noted in the Wild West Exodus Rulebook:
the Army List and are created to be additions to the Main
Boss: 1 Per Posse
Ledger. A person must choose one of the Reinforcement
Underboss: 0-4 Per Posse
Ledgers they have written on their Army Sheet List to create
Sidekick: 0-8 Per Posse
a complete Army List for each round. The Reinforcement
Hired Hands: Unlimited Per Posse
Ledger may not contain the posse’s Boss model. The
Light Support: 0-6 Per Posse
combination of a Main Ledger and a Reinforcement Ledger
Heavy Support: 0-3 Per Posse
may never break the class limitations of list building. A
Mercenaries may be included in the participating Faction’s
Unique model listed in one Reinforcement Ledger may not
Posse provided that they fit within the lists’ class limitations. be listed in any additional Reinforcement Ledgers. The total
Legendaries: Legendaries are only allowed in Legend
point cost of a Reinforcement Ledger may not exceed the
tournament formats.
posted amount for the point size being played.
Certain tournament styles may further limit model selection Number of Rounds
for a list: those will be stated in the rule set for that specific The number of rounds for a tournament are determined by
the TO before the beginning of the tournament. With the
get 209, then subtracting the lowest Player Strength of 32 to
Conquest Point system, a tournament can have a winner
get 177.
determined easily and efficiently with a fixed round amount.
This allows a TO to determine the length of the tournament Round Pairings
within a fixed schedule easily.
Swiss Tournament (Variable Length): Tournament
procedure is that pairings will follow a standard Swiss-style
Conquest Point System
tournament format. First Round Pairings will be randomly
All scenarios in the Gunslinger Tournament system are
determined from the field of players. After every round, all
scored on the Conquest Point system. Conquest Points are as players with the same Win-Loss record will be put into a
follows:
group and pairings for the upcoming round will be made
from each group. In the event that there is an uneven
Annihilation Points (7): For every $75 (at $550 Scrap) /
number of players in a group, the tournament organizer
$100 (at $900 Showdown) / $200 (at $1500 Brawl) of your
should pair the ‘downpaired’ player with the most similarly
opponents army that is destroyed or removed from the
matched opponent from a lower group (based upon current
game, you gain 1 Conquest Point up to a max of 7.
Player Strength). Rounds continue until there is a single
undefeated player. The undefeated player is determined the
Primary Scenario Points (7): These points are granted
winner based upon player record.
depending on the primary scenario being played, a play may
earn up to 7 Conquest Points via the Primary Scenario.
Round-Robin Tournament (Fixed Length): A Tournament
Organizer can also create a fixed round pairing, where each
Secondary Objective Points (7): These points are granted
round opponents are randomized.
depending on non-vital / secondary objectives available
during the game. There are multiple secondary objectives
Final standings are based first upon player record (Winavailable to each game, and the total points available will
Loss), with all ties broken by Player Strength followed by
max at 7 Conquest Points via Secondary Objective Points. If Strength of Schedule.
a Secondary Objective is contingent on killing or removing a No two players should play each other in multiple rounds of
certain type of model and the opposing posse(s) do not have the same tournament.
any of that model type, that Secondary Objective is scored
automatically. If a Secondary Objective is contingent on
Deployment and Initiative
keeping a certain model type alive and you do not have that Unless stated otherwise by a specific scenario, a single,
model type in your posse, that point cannot be scored.
uninfluenced dice roll determines Deployment and First
Round Initiative for all scenarios. In case of a tie, re-roll to
Victory Points (3): At the end of the game, the player with determine a clear winner. The player with the higher number
more Conquest Points is victorious, and gains an additional will choose to deploy first or second. The player who deploys
3 Conquest Points.
second gets to choose which deployment zone to use. The
player that deploys first has First Round Initiative. Initiative
Total Conquest Points Per Round Possible: 24
for all rounds following will be determined as stated in the
Wild West Exodus Rulebook.
Player Strength and Strength of Schedule
Strength of Schedule (SoS) is determined by the total Player Round Timing and Structure
Strength of each opponent played after the final round.
Each player will have a Master Clock with a predetermined
amount of time (that they will use for all models’ activations)
Player Strength of each player is determined as follows:
based upon the event size. All model actions must be
Player Strength is created by combining the Conquest Points completed on a clock, including deployment, activations,
scored by that player every previous round to give the player and the resolution of all damage and armor rolls made from
a grand total of Conquest Points earned. At the end of the
that player’s models. When a player stops his/her Master
tournament, all of the rounds worth of Conquest Points are Clock, it is assumed that the other player’s Master Clock will
added together to get the final Player Strength.
start.
Strength of Schedule of each player is determined as follows:
Strength of Schedule is the combined total of all of a player’s
opponents final Player Strengths, with the lowest final Player
Strength subtracted from the total.
At the beginning of the round, both players may view their
opponent’s Ledgers. Players secretly determine which of
their Reinforcement Ledgers they will use in secret, and then
reveal (using a card or token) their Reinforcement Ledger
simultaneously. After final list composition is determined,
Example:
the player deploying first will begin his/her Master Clock
In a four round tournament, a player’s four opponents have and begin deploying. As the first player’s deployment is
Player Strengths of: 32, 55, 52, 70. This player has a Strength completed, the first player will stop his Master Clock and
of Schedule of 177, determined by adding 32+55+52+70 to the second player will take their turn to deploy. After the
second player deploys, he will stop his Master Clock and the
first player may complete any redeployment actions, stop
his Master Clock, and then the second player will complete
redeployment actions. After the second player completes
his deployment phase, the second player stops his Master
Clock and the first player begins his/her turn by activating
models. The first and second player alternate activations on
their respective Master Clocks until all models have been
activated and the turn ends. All models must activate on all
turns of a game unless removed from the game, destroyed,
or the model has a Lifeblood statistic and is currently at 0
Lifeblood.
The Initiative Phase is the only player action that is not
completed on the clock. Both players’ clocks are paused
during the Initiative Phase until it is completed. Players
should complete the Initiative Phase quickly and efficiently
(any concerns about stalling during this time should be
brought to a TO’s attention). Once the player who has won
the Initiative is decided, that player’s clock is started and he/
she begins activating models. Players continue to alternate
activations and complete turns on their respective Master
Clocks until a player runs out of time on his/her Master
Clock. When a player runs out of the time on his/her Master
Clock, their opponent may use their remaining time as
normal to activate models, attack /kill enemy models,and
complete / score objectives.
or Contesting. A model may not contest multiple zones
simultaneously.
Game End Conditions
Unless specifically stated by a scenario, a game ends when:
A)
One posse has been completely killed / removed
from the game.
or
B)
One posse has scored Max Primary Scenario Points
and the opposing posse has no living Boss / Underboss
models.
or
C)
One posse has scored Maximum Conquest Points
(21).
or
D)
Neither posse has remaining time on a Master
Clock.
As soon as the game reaches any of these states of play, the
game is complete and all Conquest Points are tallied up to
determine the winner.
Terrain
Wild West Exodus is a very cinematic and dynamic game
meant to be played on tables full of exciting, interactive,
terrain-filled game boards. Terrain should be well distributed
across the table, provided adequate cover and fire lanes
TOs should plan to include additional time between rounds for a balanced and enjoyable game experience for all
for resolution of previous rounds, as well as time to set
play styles. It is recommended to have 4-5 large pieces of
up the next round’s scenarios. Master Clock Times and
terrain (including buildings and area terrain), roughly
Prescribed Round Time is illustrated below:
6”Wx6”Lx6”H as well as 6-10 smaller pieces of terrain
including crates, barricades, fences, etc. that allow for a
Event Size Master Clock Time/Player Round Time
deeply tactical game experience. No piece of terrain should
Scrap
25 Minutes
55 Minutes
be significantly larger or smaller than the rest or bunched
Showdown
40 Minutes
85 Minutes
too close together to greatly restrict movement. Terrain
Brawl
55 Minutes
120 Minutes
should not be placed completely within either deployment
zone. No objective should be placed on, in or within 3” of
any Impassible Ground. The TO is responsible for all terrain
Scenario Scoring
placement, and any issue of Terrain or Objective placement
Every scenario in a Gunslinger Tournament will include the should be brought up with the TO.
method of scoring to gain Scenario Points to win that match.
Methods include remaining within a specific area of the
board for a set amount of time, the collection or capturing
of an objective, the removal/destruction of a key model,
the saving of a Civilian, or the complete destruction of the
opposing force.
To hold an Objective, a model must be within 3” of the
Objective and no enemy model may be within 3” of the
Objective.
To hold a Contested Area, a model must be within the zone
and no enemy model may be within the Contested Area.
In all cases, to be able to hold an Objective or a Contested
Area in a Scenario, a model must have a Lifeblood statistic
and remain above 0 Lifeblood. Summoned models and
models that are worth 0 Dollars may not be used for Scoring