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Author Topic: EDITED ---- Adepticon Bolt Action Tourney rules. Please critique.  (Read 2849 times)

Offline Bon_Vivant

  • Schoolboy
  • Posts: 9
I would like some feedback on these tourney rules.  For Adepticon (chicagoland April 2014).
"combat patrol" style.  Small points on 4'x4' boards.

Thanks,
Joe Meyer

Overall rules addendums:
-- 600 points
-- 1 force org
-- +10 points per VFT
--  No super heavy tanks
--  Medics cannot use special rules while inside of transports
-- Must be chosen from a army book
-- A HQ unit must be declared at the start of each game. It must be
have a leadership rating.
-- objectives must not be within 6" of a table edge and not within 12"
of another objective

Extra victory points that can be earned exclusive of games
-- +12 VP for emailing in your army list by end of day March 29, 2014
-- + 6 VP for painting all models with at least three colours
-- + 10/6/4 VP for coming in 1/2/3 in "best painted" votes
-- + 4 VP for each "would play again" vote
-- + 4 VP for each "favorite player" vote


Three games:
First game
12" deployment for defender, attacker moves on board first turn.
Roll for choice of attacker/ defender
- defender chooses table side / deploys at least ½ of his units with
hidden set-up rule (pg 117), any units not placed on board use
reserves rule.
Defender place objectives (4) - one in center of board, the remaining
three in defenders set-up area
Before the first turn begins attacker gets preparatory bombardment on a 2+.
Game duration – at the end of turn 6 roll a die on a 4+ play one more
turn, otherwise the game ends or one hour fifteen minutes, whichever
is shorter.

Primary objectives:
+1 VP per unit destroyed/off board/on fire at the end of the game. The
player with the most VP win this objective
win draw lose
12 6 0

Player that controls the most objective markers
win draw lose
12 6 0

Secondary objectives:
-- +2 points Enemy HQ destroyed/off board/on fire at end of game
-- +2 points first kill of the game
-- +2 at the end of the game have a unit in the enemy deployment zone

Second game
12" deployment for both sides.
Roll for choice of table edge
- first player chooses table side/deploys ½ with hidden set-up rule
(pg 117), any unit not placed on board use reserves rule. Second
player deploys ½ with hidden set up rule, any unit not placed on board
use reserves rule.
First player places one objective in their own setup area.  Opponent
places one objective in their own set up area.
Objectives can be destroyed by enemy contact, at the end of a full
turn, by any unit excluding empty transports.
Game duration – at the end of turn 6 roll a die on a 4+ play one more
turn, otherwise the game ends or one hour fifteen minutes, whichever
is shorter.


Primary objectives:
+2 VP per unit destroyed/off board/on fire at the end of the game. +1
VP for any unit with 2+ pin markers at the end of the game.  The
player with the most VP win this objective
win draw lose
12 6 0

Player that has destroyed the enemy objective while protecting their
own objective, wins. If both objectives are either destroyed or
unscathed the game is a tie.
win draw lose
12 6 0

Secondary objectives:
-- +2 points Enemy HQ destroyed/off board/on fire at end of game
-- +2 points first kill of the game
-- +2 at the end of the game have a unit in the enemy deployment zone


Third Game
Corner deployment.  24” between deployment zones.
Roll for choice of corner deployment
- first player chooses table side/deploys one unit in their own zone.
Second player deploys one unit within their zone.  Alternate until all
are placed.
First player to complete deployment gets preliminary bombardment on 4+.
Objective can be controlled by infantry contact at the end of a turn
if no enemy infantry is within 6” to contest control.  Either
controlling or contesting infantry must not be in a transport or on a
vehicle.
Game duration – at the end of turn 6 roll a die on a 4+ play one more
turn, otherwise the game ends or one hour fifteen minutes, whichever
is shorter.


Primary objectives:
+3 VP per armored vehicle destroyed/off board/on fire at the end of
the game. +2 VP per soft skin vehicle destroyed/off board/on fire at
the end of the game. +1 VP per infantry unit destroyed/off board at
the end of the game.  The player with the most VP win this objective
win draw lose
12 6 0

Player that has controlled the objective for the most turns of the game wins.
win draw lose
12 6 0

Secondary objectives:
-- +2 points Enemy HQ destroyed/off board/on fire at end of game
-- +2 points first kill of the game
-- +2 at the end of the game have a unit in the enemy deployment zone
« Last Edit: December 13, 2013, 02:49:57 PM by Bon_Vivant »

Offline scrivs

  • Mad Scientist
  • Posts: 770
    • Scrivsland
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #1 on: December 05, 2013, 06:11:47 PM »
I would suggest that you ban vehicle mounted flame-throwers.
Scrivland, my blog of wargaming ramblings: http://scrivsland.blogspot.co.uk/

Offline Watts

  • Bookworm
  • Posts: 75
    • Toronto Historical Miniature Gamers
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #2 on: December 05, 2013, 06:18:49 PM »
My friend and I are signed up for this!

Looks good to me. I don't have any experience with flamethrower vehicles so I can't add anything there.

Offline grant

  • Galactic Brain
  • Posts: 4167
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #3 on: December 05, 2013, 09:05:07 PM »
I too think the vehicle flamethrowers are too powerful for such a small table and points size.

It’s a beautiful thing, the destruction of words - Orwell, 1984

Offline steharan

  • Librarian
  • Posts: 163
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #4 on: December 06, 2013, 01:07:28 PM »
I second Grant and Scrivs - no vehicle mounted flame throwers.

Otherwise it sounds like fun. My only comment (not critique as this is just opinion) is remove the VP's for the soft scoring items. It sounds like you want to run a competitive tournament style event therefore allow VP's for the quantifiable results (win, lose, draw etc) and then have separate scoring (and prizes?) for best painted, sportsmanship etc.

Offline Bon_Vivant

  • Schoolboy
  • Posts: 9
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #5 on: December 07, 2013, 03:36:04 PM »
Thank you guys.

My thought for VFT is raise the cost by +10 per FT.  I did not want to completely exclude them.  Should I make them +20 per VFT?

I also want to not allow medics to function as medics while inside transports unless they are dedicated to the medic (ambulance, etc.)

Joe

Offline scrivs

  • Mad Scientist
  • Posts: 770
    • Scrivsland
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #6 on: December 07, 2013, 05:04:34 PM »
I did not want to completely exclude them.
Believe me you do :)
+200pts is about right. Their effect on the game is out of all proportion, they can easily remove an infantry unit per turn.

Offline AlexM

  • Scientist
  • Posts: 257
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #7 on: December 07, 2013, 05:28:36 PM »
Watts is right, we're signed up for this! I had my first run in with a flamethrower the other night, and it was goddamn ugly, thankfully it was a 1000 pt game, and I could absorb the rifle squad getting completely wiped out...

I don't want to go either way, as I'm still kind of new with the rules, but I'm happy with the consensus of the masses!

Offline grant

  • Galactic Brain
  • Posts: 4167
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #8 on: December 07, 2013, 05:42:43 PM »
Believe me you do :)
+200pts is about right. Their effect on the game is out of all proportion, they can easily remove an infantry unit per turn.

This is the point. In games as small as you are running, an SdKfz 251/16 can easily win the game for the person playing it. You would need your games to be around 1500pts before you have enough infantry, and therefore support options, to not be unbalanced.

Man-packed flamethrowers are bad enough. Vehicle mounted are just hideous!

Offline Bon_Vivant

  • Schoolboy
  • Posts: 9
Re: Adepticon Bolt Action Tourney rules. Please critique.
« Reply #9 on: December 08, 2013, 05:01:44 AM »
Thank you for your input.
You guys rock.

Joe

Offline Bon_Vivant

  • Schoolboy
  • Posts: 9
Edited
« Reply #10 on: December 08, 2013, 05:11:25 AM »
To address scoring concerns.  I have edited some of the scoring criteria.  But I need a fair amount of variation in scoring for the tourney to flow smoothly (to minimize ties).
The Adepticon scoring for combat patrol has been crafted over years of play and with some small modification it should work for Bolt action.  You're correct in that I should change some of the goals though, but the points will stay.

There will be indiviual board specific rules.  Crossing rivers, beach landings, attack at dawn etc.

I did add some global (overall) rule for the tourney.
Changes to open topped.
Made Vet armour better. and pintel
No heavy or super heavy.

-- 600 points
-- each player must bring two objective markers
-- 1 force org
-- No Flamethrowers
-- Veteran open topped armor receives no pins from non-heavy weapons if the target is more than 12" away from the shooter.
-- If a pintel mounted weapon is fired, the firing vehicle counts as open topped until it's next action.
--  No heavy or super heavy tanks
--  Army must be chosen from a army book
--  A HQ unit must be declared at the start of each game. The selection must have
have a leadership rating.
-- objectives must not be within 6" of a table edge and not within 12"
of another objective

« Last Edit: December 13, 2013, 02:49:36 PM by Bon_Vivant »

Offline Bon_Vivant

  • Schoolboy
  • Posts: 9
Bump
« Reply #11 on: December 13, 2013, 02:56:48 PM »
 :D

Offline Meso Solly

  • Schoolboy
  • Posts: 7
  • Bolt Action WW II
    • Meso Solly Bolt Action
Re: EDITED ---- Adepticon Bolt Action Tourney rules. Please critique.
« Reply #12 on: January 01, 2014, 07:37:41 PM »
This event looks interesting.

Are you going to limit the maximum number of order dice per list ?

I am assuming -- 1 force org means only one reinforced platoon per list ?

You are not allowing use of the force selector list from the main rule book, may I ask your reasoning for this ?



 

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