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Post by carl on Mar 29, 2013 23:33:46 GMT
guys
due to the success of last Saturdays innaugural Bolt Action tournament and several of the players asking about us doing another one this year, we have decided that if there is enough interest we will look at holding another one day tournie on Saturday 31st August.
this will be a singles event with 3 games; 2 at 1000pts and 1 at 750pts.
the cost would be the same as last time, £15 per person.
the lists would be taken from the german, british, american and russian army books, as well as possibly the japanese and french lists from the warlord site.
we may restrict the lists to a specific period of the war but we have not decided on this yet, and it may well be we just go with a generic list taken from units in the books.
so if you would like to put your name down, please let me know by replying to this message, via the Phoenix Gaming Club forum, or by email to me (if you have it)
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Post by carl on Mar 30, 2013 16:37:31 GMT
so far we have
AXIS
1. Pete Melvin (PGC) - German Afrikakorps PAID 2. Dave Tyrrell (PGC) - German PAID 3. Alex Carr (Ribble Warriors) - Heer PAID 4. Brian McGonigle (Ribble Warriors) - Fallschirmjager PAID 5. Ryan Scales (P'GH) - Japanese PAID 6. Tony Sansom (PWGC) - Fallschirmjager PAID 7. Warren Stevens (PGC) - German PAID 8. Neil Oliver (PGC) - German PAID 9. Michael Hummel - German PAID 10. Adam Cresswell-Jeal (4Ground) - German PAID 11. Martyn Brawn (Bedford Gladiators) - Waffen SS PAID 12. Giacomo Scarano - (Cardiff Wargames Club) Waffen SS
ALLIED
1. Carl King (PGC) - American PAID 2. Rich Humble (Ribble Warriors) - Russian PAID 3. Chris Carr (Ribble Warriors) - American or British PAID 4. Ryan Wraight (PGC) - Commandos PAID 5. Rob Farley - Russians 6. Gary Arthur (N'ton Warlords) - British PAID 7. Ben Cresswell-Jeal (4Ground) - Russians PAID 8. Mark Owen (Warlord Games) - British or Russians 9. Ben Ward (Huntingdon DWS) - US Airborne PAID 10. Stevie Boxall (OG Games - Wandsworth) - Americans PAID 11. Dave S - British PAID 12. Ian Jones - British (Cardiff Wargames Club)
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Post by unclebuck (tony) on Mar 31, 2013 9:06:30 GMT
I may be up for this I should have my FJs done by then,looks like salute is going to be a expensive trip lol
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Post by carl on Mar 31, 2013 9:09:28 GMT
will put you on the list. let me know for def either way
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Post by sapper (Martyn B.) on Mar 31, 2013 21:37:47 GMT
Carl
I'm in (unless the mrs books a last minute cheap holiday like she did last year)
Martyn Brawn (Bedford Gladiators) - US Airborne
Cheers Martyn
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Post by carl on Mar 31, 2013 21:47:21 GMT
good man. and if you need some practice games pop over on a tuesday. i'm sure you will get takers if you post up for games on here
also if you PM me your email address i can send you the rules pack as soon as it is ready, which will be by end of next week latest
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Post by Panzermike (Mike H) on Apr 2, 2013 7:55:22 GMT
Im good for this one too.
Fallschirmjaeger or SS from my side
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Post by Pete Melvin on Apr 6, 2013 12:07:17 GMT
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Post by carl on Apr 6, 2013 12:46:11 GMT
nice one mate
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Post by Pete Melvin on Apr 6, 2013 13:11:33 GMT
Thought you might like it
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Post by carl on Apr 6, 2013 13:54:57 GMT
OPERATION OVERLORD
On 31ST August 2013, we will be holding our second 28mm WW2 Bolt Action tournament at our home venue, Rushden Scout HQ, (behind Orbit Tyres) off Skinners Hill, Rushden, Northamptonshire, NN10 9YE (best postcode).
Entry into the event is £15 payable by cheque, to PHOENIX GAMING CLUB.
There are 24 places in the event, 12 for Axis players, and 12 for Allied players, and during the day there will be 3 games played. For this tournament you will need to make 2 separate army lists, namely, 1000pts and 750pts. Both lists must be submitted by 28th July 2013, and a 1 point penalty will be imposed for each week or part thereof if late. Both lists MUST be submitted at the same time.
All lists will be from the released Bolt Action army books, plus the downloadable Japanese and French lists from the Warlord Games website.
Axis forces will be either German or Japanese, whilst Allied forces can be British, American Russian or French. You cannot mix units from different forces together under any circumstances.
For this tournament all games will be Axis v Allied forces and the results from each round will determine where you are placed on a leader-board for your own faction, i.e. there will be places 1 -12 for Axis players and the same for Allied players.
There will be trophies / medals for 1st, 2nd and 3rd places (for both Axis and Allied) as well as a best army prize for each section, and will be based on your 1000pt force. There may be other prizes on the day depending on sponsorship etc.
GAMES
All games are singles based, and will be played on a 6ft x 4ft table, and once the scenery has been placed it should be left as is for at least the game being played. Scenery may be moved for subsequent rounds, but only by the tournament organisers.
The first round games will be a random draw and where possible people from the same club will be kept apart.
The second round games will be played against corresponding players as they are ranked between the Axis and Allied table, i.e. the Axis player ranked 1 will play the Allied player ranked 1, and so on down to players 12 v 12. This is to try and evenly match players of equal score and ability against each other and hopefully to produce a more interesting and intriguing event. This may also see greater movement within the tables during each round, giving everyone a better chance to climb the table and finish as high as possible.
All rounds will be set at a maximum number of game turns or the time limit as advised, whichever comes first, unless of course an army is wiped out before one of these limits is reached, or a player concedes.
There will be announcements when there are both 30 and 10 minutes left to play. In the interest of fair play when the 10 minute warning is given the player who is currently activating a unit finishes doing so, and if their opponent has any dice left in the ‘bag’ then they can immediately remove one and activate a unit. This will then signal the end of the game. If they do not have any dice left in the bag then the player who does have dice left (if any) is allowed to activate one further unit (if they wish), perform any actions with it, and then the game ends.
As neither side will be classed as attacker or defender in these scenarios no-one can use preparatory bombardment in any of the games, and therefore if you wish to use any artillery / aerial bombardment then you must have the relevant observer(s) in your force(s).
At the start of each game both sides roll a dice with the highest choosing a table side, and they will also be the first to set up a unit on the board followed by the other side and then alternatively until all units that are to start on the board at the beginning of the game have been deployed.
Don’t forget that on the day you need to bring your army, army lists, tape measure, dice, dice bag, pen or pencil, lunch or money for food (plenty of nearby food outlets).
SCORING POINTS IN GAMES
Points are scored by destroying / removing enemy units from the game, plus by completing objectives in the game when they apply.
For example, you would score victory points (vp’s) if you removed all of a 5 man infantry squad, but would not get any points for the unit if one man was ‘alive’ at the end of the game, and add vps onto this total if you meet any relevant game objective.
Different points’ values have been allocated to different types and sizes of units and they are as follows;
Tanks / vehicles of armour value 8+ 4pts Halftracks / vehicles of armour value 7 3pts Other vehicles armour value up to 6 2pt Field artillery / Anti-Tank Guns 2pts Mortars (all sizes) 1pt HQ unit 2pts 5 man infantry squad 2pts 6-10 man infantry squad 3pts Small units (2 men or less) 1pt
Friendly units destroyed by say a FUBAR friendly fire roll will give points to your opponent just as if they had destroyed them during the game.
TOURNAMENT POINTS
At the end of each game you should add up the victory points gained within the battle (including any from game objectives that are met) and compare these with your opponents ‘score’.
If the difference between the 2 players is 4pts or less then the game is to close to call and is classed as a draw.
If the difference is between 5 – 9pts then the person with the higher score has a ‘minor victory’.
If the difference is 10pts then the person with the higher score has a ‘major victory’.
Tournament points are then awarded as follows;
Draw = 2pts per player
Minor victory = 4pts to the winner & 1pt to the loser
Major Victory = 6pts to the winner & 1pt to the loser.
If a player concedes then the game is automatically classed as a major victory for their opponent. As you will see no-one can end the tournament with zero points as a minimum of 1pt is won per game, but the onus is on winning the games you play and the bigger the win the more tournament points you can earn.
All vp’s must also be recorded on the result card at the end of each round as these will determine places each round if two or more scores are tied. They will also be used if two or more players finish the tournament on the same number of tournament points.
Round 1 – Take ‘Them’ Out (Pitched Battle)
This game will use your 1000pt list, with a maximum of 7 turns / the set game time limit. After turn 6 is complete, and if there is at least 30 minutes left, roll a d6, and on a roll of a 5 or 6 start a 7th turn.
The game will be a standard pitch battle type scenario. All units must deploy in a deployment zone on their side of the board which is 6” in from each side and a maximum of 8” in from the back edge of the playing surface (which may not be the back of the table itself).
There is an additional ‘objective’ for this game, and it is;
Once all units have been deployed, each player nominates (with a suitable marker) a single infantry based unit, i.e. HQ, flamethrower, panzerschrek, MMG team, mortar, and all standard infantry units. If this unit is removed during the game by any means (including friendly fire etc) you score double VP’s for it. So a nominated and removed HQ unit of any size would score 4 vp’s instead of 2.
Round 2 – Are They Here Yet? (Pitched Battle)
This game will be played using your 1000pt list, with a maximum of 6 turns / the set time limit.
All units must deploy in a deployment zone on their side of the board which is 6” in from each side and a maximum of 6” in from the back edge of the playing surface (which may not be the back of the table itself).
However, in this game, you can nominate up to 3 units (not inc. HQ, Medics, Observers or Artillery) to come on as delayed reinforcements. These can include vehicles like Tanks, Halftracks and Armoured Cars etc.
From Turn 2 these units may start to appear. Before any dice are pulled, but after any artillery or air bombardments are resolved, you must roll a d6 for each unit you have in reserve and on a roll of 4+, you must roll the dice again and consult the table below to see where they come on;-
1 -3 The unit comes on anywhere you choose along your own back table edge.
4 The unit can come on as a roll of 1-3 or, anywhere along the right hand table edge, up to the centre line of the table. Your choice.
5 As roll of a 4, but you can use the left hand instead of the right if you wish. Your choice.
6 As a roll of 5, plus you can place the unit anywhere along the back edge of your opponents’ table edge. Your choice.
If any unit(s) fail to come in turn 2 they will turn up on turn 3 on a roll of 2+. If a 1 is rolled they are again delayed and you must roll again (2+) at the start of turn 4. However, if they fail to turn up this time, by rolling another 1, they are ‘deemed’ lost / destroyed and your opponent gets vp’s for them just as if they were destroyed during the game.
Units that come on must have no model within 7” of any enemy model when they have finished deploying, but can be closer once they have performed an action, which can only be, advance and / or shoot, run, ambush or go down. They cannot assault on the turn they arrive.
Round 3 – Hold The Objective
This scenario will use your 750pt list. Game limited to 6 turns / the set game time limit. Initial set up area is 8” from each side and up to 8” in from the back table edge on your own side.
When all units have been deployed you place your objective marker anywhere within your opponents set up zone, and the object of the game is to get a unit onto the marker and stay there until the end of the game. If either or both players do this they gain +4 vp’s.
Only 2+ man infantry units (starting numbers) can gain vp’s from being on the marker, inc. HQ’s, mortars, specialist teams (flamethrowers, panzerschreks etc), standard infantry teams, but not medics and observers / spotters of any kind. So for example, a 3 man HQ unit is reduced to just the command figure but he can still hold the marker to gain vp’s.
Vehicles of any sort can be used to transport teams to the marker but cannot hold it themselves.
However, for up to the first 4 pin markers a unit on the marker has you deduct 1 vp from the initial 4 vp’s, so 1-4 pins will get you 3 vp’s, and 5+ pins will bring it down to 2 vp’s. This means that the minimum amount of vp’s gained for being on the marker will always be 2. Also, objectives cannot be contested, and once a scoring unit is on the marker you can only stop it scoring vp’s by removing it completely from the game in the usual ways.
ARMY LIST COMPOSITION
Both lists must include a HQ unit but they can be of differing levels if you so wish, so you could have 1st Lieutenant and a 2nd Lieutenant, or you could have the same in both lists, it’s entirely up to you.
Also, each list will be classed as one platoon, which means you can have only one HQ unit in each of your lists and both lists must be legal as defined in the Bolt Action rulebook, with unit restrictions applicable to having one platoon.
All lists submitted must detail how each unit is armed and the units must have these weapons on the models themselves. For example if a 5 man infantry unit is shown as all being armed with rifles as their main weapon then that’s what they have. They cannot be played as having other weapons such as MMG’s for example. If you pay for upgrades the points will simply be ‘lost’.
In the 750pt list no vehicles of any kind of armour value 8+ or higher can be taken, but halftracks etc at 7+ can be used.
GAME TIMES & BREAKS
1st round – 9.30am to 11.30am
Lunch – 11.30am to 12.30pm (inc. best army voting)
2nd round – 12.45pm to 2.45pm
3rd round – 3.00pm to 4.45pm (The awards ceremony will begin at approx 5pm)
ON THE DAY
Please ensure you are at the venue to register between 8.30am & 9.00am as games will start at 9.30am sharp. Your opponent will gain +1 vp for each 15 minutes you are late, and if you are 1 hour late, your opponent will be awarded a major victory for this first game. No exceptions will be made to this rule as everyone is paying entry into the event and we cannot hold up the schedule.
If we have a no-show (and no reserve to step in) then this player will be ranked 10 after round 1 and will therefore affect the bottom player in rounds 2 and 3 as well.
All models must be appropriately painted to suit the nation they depict, and infantry must have fully painted bases as a minimum, even if it is only painted green. Undercoated only models will not be allowed, and no ‘counts-as’ models will be allowed either, so if you have a halftrack in your list it must be a halftrack model and not a jeep playing as a halftrack for example. This goes for all other models including infantry, i.e. you cannot use a unit of Russians as a unit of Americans.
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Post by carl on Apr 10, 2013 18:55:58 GMT
3 axis and 4 allied places left guys
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nobby
Champion
Posts: 132
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Post by nobby on Apr 10, 2013 19:32:05 GMT
I am very keen...can do Allied or Axis....just a bit of a newbie to the rules is that an issue?
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Post by carl on Apr 10, 2013 19:56:30 GMT
no probs... your pick. let me know mate.
and if you need a few practice games there's always guys at the club willing to game
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Post by bannockburn on Apr 10, 2013 19:58:14 GMT
Nobby,
We're all relative newbies to the rules, and there really is no better place to learn. The Phoenix lads I met at their last wee tourney were all spot on, as were the other attendees, and there were two tournament newbies from Preston with me who had a blast...literally, as one had a Katyusha and an IS 152 in his lists.
I digress, three, fun friendly games in a day...Get signed up!
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