Showing posts with label Bolt Action. Show all posts
Showing posts with label Bolt Action. Show all posts

Thursday, 20 October 2016

Bolt Action Tournament UPDATE

Here is the revised agenda for the Bolt Action Tournament at this years CONQUEST...
Image result for bolt action


To get your tickets book through: -

https://www.eventbrite.co.uk/e/conquest-3-tickets-22631676955?aff=efbevent

This is a single day event the following rules and format will apply.

The day will consist of 3, 2 hour long games.

The initial matchups are pre-organised but following rounds will follow the “Swiss system” but where possible I will try to avoid players playing on the same table or same mission throughout you day

The day goes as follows.

9.00 - 9.15 Sign in and general getting ready

9.15 –9.30 Day brief, safety brief and silliness

9.30– 11.30 Game 1

11.30- 12.30 Lunch

12.30 - 14.30 Game 2

14.45 - 16.45 Game 3

16.45 – 17.15 Score tally and award ceremony

Please ensure that you are on time as best you can, for any reason you feel you may be late or unable to attend, please call Paul on 07906 836593 to let us know so we can re arrange spots and to ensure nobody is without a partner.

Please bring a good, friendly attitude and a compulsion to have fun.

List restrictions

The list restrictions are as follows: -

Lists are to be made up of 1-2 platoons.

Theatre selector lists or Standard Platoons may be used but not mixed.

Armoured platoons may be used but not mixed with infantry platoons.

No dice restrictions apply.

Extra units from theatre books are allowed to be included in your list with the exception of the additional Brandenburgers optional rules and combat cameramen unit, also no special named characters may be included.

There are no restrictions on flame weaponry or recce units

Warplanes are not permitted but Forward Air Observers are.

Tournament will use season 2 rules including any official errata.

Lists are to be submitted via email by 22nd October 2016 to pwickens2003@yahoo.co.uk

You will be required to have you list available for your opponents to view at the event, either in paper form or in app form on a phone or tablet.

Missions and Scoring

Scenarios

Scenarios are as they appear in the main rulebook. The exception to this is the scoring to
allow for minor/major victories. Where a scenario has had a change, it will be written in
green.

Scenario 1 – Meeting Engagement

Set-up

Both players roll a die. The highest scorer picks a long table side and declares which if his
units (if any) are being left in reserve. This can be up to half the units in their army, rounding
down. The other player then does the same. No units are set up on the table at the start of
the game (apart from forward observers/snipers).. Any units not left in reserve form the
player’s first wave.

Objective

The objective is simple – both sides must attempt to destroy the other whilst preserving
their own forces.

First turn

The battle begins. During turn 1 both players bring their first wave onto the table. These
units can enter the table from any point on their side’s table edge, and must be given either
a run or advance order. Note that no order test is required to move units onto the table as
part of the first wave.

Game duration

Keep a count of how many turns have elapsed as the game is played. At the end of turn 6,
roll a die. On a result of a 1, 2 or 3 the game ends, on a roll of a 4, 5 or 6 play one further
turn.

Victory

At the end of the game calculate which side has won by adding up victory points.
Players score 1 victory point for every enemy unit destroyed. Any units kept in reserve at the
end of the game count as destroyed.

Major victory – Score 5 or more victory points than your opponent.

Minor victory – Score 2-4 more victory points than your opponent.

Draw – Score 1 less, equal to or 1 more victory point than your opponent.

Minor loss – Score 2-4 fewer victory points than your opponent.

Major loss – score 5 or fewer victory points than your opponent.


Scenario 2 – Point defence

Set-up

Both players roll a die. The highest scorer decides whether to be the attacker or defender.
The defender picks a side of the table and sets up at least half of their units in their set up
area. Their set-up area is up to 12” from their table edge. These units can use the hidden
set-up rules. Units that are not set-up to start with are left in reserve.
As they set up their force, the defender must nominate three separate objectives in his setup
zone. All objectives must be at least 6” from the defender’s table edge. In addition, all the
objectives must be at least 24” away from each other. The defenders objective markers, that
must be 25mm-40mm in diameter, signify these objectives. Objective markers must be
placed on ground level and cannot be placed in a building or on top of impassable terrain.
The attacker’s units are not set up on the table at the start of the game. The attacker must
nominate at least half of their force to form their first wave. This can be their entire army if
they wish. Any units not included in the first wave are left in reserve.

Objective

The attacker must try and capture and hold the three objectives – the defender must try and
stop them.

Preparatory bombardment

The attacker receives preparatory bombardment strikes the enemy position.

First turn

The battle begins. During turn 1, the attacker must move their fist wave onto the table.
These units can enter from any point on the attacker’s table edge, and must be given either
a run or advance order. Note that no order test is requires to move units onto the table as
part of the first wave.

Game duration

Keep a count of how many turns have elapsed as the game is played. At the end of turn 6,
roll a die. On a result of a 1, 2 or 3 the game ends, on a roll of a 4, 5 or 6 play one further
turn.

Victory

At the end of the game calculate which side has won as follows.
To capture an objective there must be a model from one of your infantry or artillery units
within 3” of the objective at the end of the turn, and there must be no enemy infantry or
artillery units with 3” of it. If no unit is within 3” of the objective at the end of the turn, no
one is considered to hold the objective until it is captured using the above rules.

Major victory – Player holds 3 objectives.

Minor victory – Player holds 2 objectives.

Draw – Both or one player hold 1 or 0 objectives.

Minor Loss – Opponent holds 2 objectives.

Major loss – Opponent holds 3 objectives.

Scenario 3 – Key positions

Set-up

There are 5 objectives used in this game and each objective must be 25mm-40mm in
diameter. Place 1 objective in the centre of the table. Both players then roll a die. The
highest scorer places one objective anywhere on the table. Then the opponent places an
objective, and the players continue to place objectives until all objectives are placed. All
objectives must be more than 12” from each other. Objective markers must be placed on
ground level and cannot be placed in a building or on top of impassable terrain. Once
objectives have been placed, both players roll a die. The highest players picks a long tables
sides and declares which of his units (if any) are being left in reserve. This can be up to have
the units in their army, rounding down. The other player then does the same. No units are
set up on the table at the start of the game (apart from forward observers/snipers). Any
units not left in reserve form the player’s first wave.

Objective

The attacker must try and capture and hold as many objectives as possible, whilst preserving
their own forces.

First turn

The battle begins. During turn 1, the both players must move their fist wave onto the table.
These units can enter from any point on the attacker’s table edge, and must be given either
a run or advance order. Note that no order test is requires to move units onto the table as
part of the first wave.

Game duration

Keep a count of how many turns have elapsed as the game is played. At the end of turn 6,
roll a die. On a result of a 1, 2 or 3 the game ends, on a roll of a 4, 5 or 6 play one further
turn.

Victory

At the end of the game calculate which side has won as follows.
To capture an objective there must be a model from one of your infantry or artillery units
within 3” of the objective at the end of the turn, and there must be no enemy infantry or
artillery units with 3” of it. If no unit is within 3” of the objective at the end of the turn, no
one is considered to hold the objective until it is captured using the above rules.
Players score one victory point for every enemy unit destroyed. Any units kept in reserve at
the end of the game count as destroyed.

Major victory – Player holds more objectives than their opponent at the end of the game.

Minor victory – Player holds the same amount of objectives as their opponent at the end of

the game, but scores 2 or more victory points than their opponent.

Draw – Player holds the same amount of objectives as their opponent at the end of the
game, and scores 1 less, equal to or 1 more victory point than their opponent.

Minor loss - Player holds the same amount of objectives as their opponent at the end of the

game, but scores 2 or fewer victory points than their opponent.

Major loss - Player holds fewer objectives than their opponent at the end of the game.

Game scoring

Major win - 5 points

Minor win - 4 points

Draw - 3 points

Minor loss - 2 points

Major loss - 1 point

Forfeit - 0 points (opponent gets a major win)

In the event of a draw we will use the following in order to decide

The difference between the victory points/objectives for and against.

The victory points/objectives for.

The victory point/objectives against

If after this it is still a draw the players will roll a D6, with the winner choosing to either take
first pick of the prizes and no trophy, or the trophy and second pick of the prizes.

Sunday, 31 July 2016

Bolt Action Tournament

At Conquest 3 there will once again be a Bolt Action Tournament. This time we will be starting a bit earlier at 9am and finishing a little later at 7pm, this is to allow us to have a longer lunch break which will give the players time to make the most of the trade hall at this years event.



This is a single day event the following rules and format will apply.

The day will consist of 3, 2 hour long games.
The initial matchups are pre-organised but following rounds will follow the “Swiss system” but where possible I will try to avoid players playing on the same table or same mission throughout you day.

The day goes as follows.

9.00 – 9.15am sign in and general getting ready
9.15 – 9.30 Day brief, safety brief and silliness
9.30 – 11.15 Game 1
11.15 - 13.15 Lunch
13.15 - 15.00 Game 2
15.00 - 16:00 Break
16.00 - 17.45 Game 3
17.45 - 18.00 Score tally and award ceremony

Please ensure that you are on time as best you can, for any reason you feel you may be late or unable to attend, please call Paul on 07906 836593 to let us know so we can re arrange spots and to ensure nobody is without a partner.

Please bring a good, friendly attitude and a compulsion to have fun.

List restrictions

The list restrictions are as follows: -
Lists are to be made up of 1-2 standard platoons up to 750points (no more).
Planning to use V2 of rules but keep an eye on the Facebook site for more updates.
No theatre selector lists may be used.
No Armoured platoon’s lists may be used.
No dice restrictions apply.
Extra units from theatre books are not allowed.
There are no restrictions on flame weaponry or recce units
Warplanes are not permitted, air observers are.

Lists are to be submitted via email by 8th May 2016 to pwickens2003@yahoo.co.uk

You will be required to have you list available for your opponents to view at the event, either in paper form or in app form on a phone or tablet.

Missions and Scoring

There will be a variety of missions available to play throughout the day, and each table will be host to a specific mission which shall suit the layout of the table.
The missions available are as follows.
1- Maximum Attrition
2- Demolition
3- Point defence
4- Hold until relieved
5- Breakout
6- Block busting
7- Kitty hawk down

A printout of the mission will also be placed at the table where the mission is to be played.
The scoring system is as follows.
Win – 5 points
Draw – 3 points
Loss – 0 points
Each table will have a single secondary objective, in the form of a 50mm based objective marker. Controlling the marker at the end of the mission will award the player 2 points in addition to the points gained from the win/draw. Please do not reposition this objective. There are also additional points available in the form of tertiary objectives that can be completed to increase the points from each mission. You can only claim each tertiary objective once per event and you may claim a maximum of 3 per game.

The tertiary objectives are as follows: -

• Fix bayonets – destroy an enemy infantry unit with less than half the attacks than the Enemy (2:1 dice)
• Focused firepower – Destroy an enemy infantry squad or artillery unit with small arms fire.
• Charge! – Destroy an enemy infantry squad or artillery unit with an assault order.
• Suppressive fire! - Knock out an enemy unit with pins alone (score 10 pins against a veteran unit for instance, etc.)
• Sniper duel – Destroy an enemy sniper team with your own sniper team.
• Panzerknacker – destroy all enemy armour on the table in a single battle.
• Ram them!! – Destroy an enemy tank (tracked tank) using a tank assault with another tank.
• Flatten them! - Destroy an enemy infantry unit with a tank assault.
• They can’t hide! - Destroy a building with enemy units inside using either HE fire or a tank assault.
• Counter battery – Destroy an enemy artillery unit using indirect fire.
• Take no prisoners! - Destroy 75% or more enemy units in 1 battle.
• At what cost! - win or draw a game with less than 30% or your starting units left.
• Decapitation - Destroy all enemy Headquarters units in a single game.
• Take it down! - Destroy an enemy plane with flak or small arms fire (air observer or warplane)
• Force preservation – win or lose a game with more than 50 % of your units remaining.

Any tertiary objectives scored will be added to your primary mission and secondary mission score for a maximum of 10 points per game.
The maximum event score will be 30 points.
15 from primary missions.
6 from secondary missions.
9 from tertiary missions.
A scorecard will be provided during the morning brief and you will be expected to fill it out throughout the day and present it to the TO for score logging, please do not lose your scorecard. The scorecard will list all elements of your progress, wins/ loses and draws, secondary objectives scored and tertiary objectives achieved. You will also be required to work out the number of units destroyed. These additional scores will be used in case of a tie.

Friday, 25 September 2015

Ready for Battle

There is still a bit to do in the morning but the battlefields for Bolt Action and Flames of War are ready and waiting for our tournament players...


 

Thursday, 30 July 2015

Bolt Action

Last year as part of CONQUEST we were delighted to run a Bolt Action Tournament and this year we will be doing it again. If you played last year then the format is pretty much the same, if you did not then here is what you will need to know...

What will you need to do.

When coming down you will need to think about accommodation, where are you going to stay?

Money for food and drinks.

For the event you will need to bring:

Your rule book(s).
2 x copies of your army list chosen for the event.
Your activation dice and normal dice.
Something to draw the activation dice from.
Tape measure.
Glue(s) just in case.

Tournament Rules
1. FORCES

Players must use a 750 requisition points force.
The force must consist of a maximum of one Reinforced Platoon or one theatre selector
The platoon/selector must be selected using the army list section of any one of the following supplement books:
- Armies of Germany.
- Armies of United States.
- Armies of Great Britain.
- Armies of the Soviet Union.
- Armies of Imperial Japan.
- Armies of France and the Allies.
- Armies of Italy and the Axis.

The platoon/selector must be formed either according to the generic reinforced platoon selector (see page 124 of the BA rulebook) or one of the theatre selectors from the chosen supplement book.

2. GAME TIME

After 1 hour and 45 minutes of gameplay, the players must finish the current turn, and then the game ends automatically.

3. ARMY LIST

The players must write down the army list they are going to use for the duration of the entire tournament. They must leave a copy of their list to the referee before the start of the tournament. The force list is public and the opponent can always look at it and ask you questions about your force.

4. MATCH-UPS

The match-ups of Game 1 will be random. In the following games players will be matched using Tournament Points (TP) and Casualty points, as explained below.

5. SCENARIOS

The following scenarios will be played, as described in the BA rulebook, on table with terrain that hs been pre-set by the Conquest judges.

Game 1: Hold Until Relieved.
Game 2: Maximum Attrition.
Game 3: Demolition.

6. TOURNAMENT POINTS

Victory is calculated as described in the Scenarios being played and Tournament points are awarded for victories, defeats and draws as shown below:

Result                     Tournament Points
Victory                            3 TP
Draw                               1 TP
Loss                                 0 TP

In addition, players must also record how many requisition points of enemy units they destroy during their games. These destroyed enemies points (let’s call them ‘Casualty points’) are always added together in a running total and are used as a tiebreaker to pair players that are on the same level of Tournament points.

From the second round, players will be paired using a Swiss system (i.e. matching players on the same amount of TPs, in descending order).

In case of more than two players on the same number of TPs, players will be matched in descending ‘Casualty points’ total.

If they have the same TP and Casualty points total, players will be paired in alphabetic order.

When two players that have already met in a previous turn are matched to play each other again, they must randomly select opponents from the players on the next table down. This rule does not apply on the top five tables during the last turn of the tournament.

7. WINNING THE TOURNAMENT

The winner is determined at the end of the last round, according to the following criteria:

The player with the most TP will be the winner.

In case of same TP at the top, the winner will be the player with the highest Casualty points total.

In case of same Casualty points total, we’ll see if the players have played each other during the course of the tournament and the winner will be the winner of such match.

If the players never met in the tournament, the tournament ends with a joint victory and the players share the first prize.

Hopefully we will see you at CONQUEST, good luck to all those attending and taking part in the competition.

Looking forward to seeing you.
Barry

APPENDIX 1. “Wait a second! We both have US forces! Surely we cannot fight one another?!” or “A note on historicity”.

Open Bolt Action Tournaments have a very relaxed attitude and basically encourage the idea of simply collecting a force you like and turn up for a few games with friends, where we suspend disbelief and enjoy the game without trying to make it ‘historically plausible’.

If you need to explain to yourself why, for example, these Germans are fighting against other Germans, there are several ways of looking at it: you can either assume it is just an exercise, part of a massive set of manoeuvres, or a ‘what if’ scenario depicting a hypothetical confrontation between different factions of the same country (easier to imagine with some belligerent nation’s forces than others…).

On the other hand, if you don’t like this Open style, look out for ‘Historical’ tournament and events, where for example 50% of the players will have Axis forces and 50% Allied forces, or the army restrictions have been fine-tuned to represent a particular period (early war, late war…), or a specific theatre (Eastern Front, Pacific). To each his own!

APPENDIX 2. Additional rules for Conquest Bolt Action Open.

Along with the tournament rules above we have decided to apply the following rules:
Armoured platoons are not to be used.
The alternative warplane rules are not to be used.
There is no dice limit.
After much talk and discussions it has been decided for this tournament your army doesn’t have to be painted. Although all models must be WYSIWYG, converted models maybe used so long as the model is to the appropriate scale and is WYSIWYG.

Other manufacture models maybe used, again and long as they are at the appropriate scale.

Thursday, 25 September 2014

The Early Bird Catches ...

Well in this case the goody bag. The FIRST 50 people that arrive at Conquest on Saturday will each get a bag with some goodies in from a variety of games...


These bags are only available to people that have prepaid for there tickets, but there are only 50 available so to make sure that you get one you will need to be there early. Remember doors open at 10am!

Monday, 18 August 2014

Bolt Action Tournament Info

CONQUEST Bolt Action Tournament



Tournament Schedule

10:00-10:30 Enrollment
10:30-12:30 Game 1
Lunch break
13:00-15:00 Game 2
15:30-17.30 Game 3
18:00 Prize ceremony



What will you need to do.

When coming down you will need to think about accommodation, where are you going to stay?

Money for food and drinks.

For the event you will need to bring:

Your rule book(s).
2 x copies of your army list chosen for the event.
Your activation dice and normal dice.
Something to draw the activation dice from.
Tape measure.
Glue(s) just in case.

Tournament Rules

1. FORCES

Players must use a 750 requisition points force.
The force must consist of a maximum of one Reinforced Platoon or one theatre selector
The platoon/selector must be selected using the army list section of any one of the following supplement books:
- Armies of Germany.
- Armies of United States.
- Armies of Great Britain.
- Armies of the Soviet Union.
- Armies of Imperial Japan.
- Armies of France and the Allies.
- Armies of Italy and the Axis.
The platoon/selector must be formed either according to the generic reinforced platoon selector (see page 124 of the BA rulebook) or one of the theatre selectors from the chosen supplement book.

2. GAME TIME

After 1 hour and 45 minutes of gameplay, the players must finish the current turn, and then the game ends automatically.


3. ARMY LIST

The players must write down the army list they are going to use for the duration of the entire tournament. They must leave a copy of their list to the referee before the start of the tournament. The force list is public and the opponent can always look at it and ask you questions about your force.

4. MATCH-UPS

The match-ups of Game 1 will be random. In the following games players will be matched using Tournament Points (TP) and Casualty points, as explained below.


5. SCENARIOS

The following scenarios will be played, as described in the BA rulebook, on table with terrain that hs been pre-set by the Conquest judges.
Game 1: Hold Until Relieved.
Game 2: Maximum Attrition.
Game 3: Demolition.


6. TOURNAMENT POINTS (TP)

Victory is calculated as described in the Scenarios being played and Tournament points are awarded for victories, defeats and draws as shown below:

Result
Tournament Points
Victory
3 TP
Draw
1 TP
Loss
0 TP

In addition, players must also record how many requisition points of enemy units they destroy during their games. These destroyed enemies points (let’s call them ‘Casualty points’) are always added together in a running total and are used as a tiebreaker to pair players that are on the same level of Tournament points.
From the second round, players will be paired using a Swiss system (i.e. matching players on the same amount of TPs, in descending order).
In case of more than two players on the same number of TPs, players will be matched in descending ‘Casualty points’ total.
If they have the same TP and Casualty points total, players will be paired in alphabetic order.
When two players that have already met in a previous turn are matched to play each other again, they must randomly select opponents from the players on the next table down. This rule does not apply on the top five tables during the last turn of the tournament.

7. WINNING THE TOURNAMENT

The winner is determined at the end of the last round, according to the following criteria:
  • The player with the most TP will be the winner.
  • In case of same TP at the top, the winner will be the player with the highest Casualty points total.
  • In case of same Casualty points total, we’ll see if the players have played each other during the course of the tournament and the winner will be the winner of such match.
  • If the players never met in the tournament, the tournament ends with a joint victory and the players share the first prize.

Hopefully we will see you at CONQUEST, good luck to all those attending and taking part in the competition.
If you have question please feel free to contact the Conquest team via Facebook or pm me on the Walrod Forum (username USMCSerg)

Looking forward to seeing you.

Paul

APPENDIX 1. “Wait a second! We both have US forces! Surely we cannot fight one another?!” or “A note on historicity”.

Open Bolt Action Tournaments have a very relaxed attitude and basically encourage the idea of simply collecting a force you like and turn up for a few games with friends, where we suspend disbelief and enjoy the game without trying to make it ‘historically plausible’.
If you need to explain to yourself why, for example, these Germans are fighting against other Germans, there are several ways of looking at it: you can either assume it is just an exercise, part of a massive set of manoeuvres, or a ‘what if’ scenario depicting a hypothetical confrontation between different factions of the same country (easier to imagine with some belligerent nation’s forces than others…).
On the other hand, if you don’t like this Open style, look out for ‘Historical’ tournament and events, where for example 50% of the players will have Axis forces and 50% Allied forces, or the army restrictions have been fine-tuned to represent a particular period (early war, late war…), or a specific theatre (Eastern Front, Pacific). To each his own!

APPENDIX 2. Additional rules for Conquest Bolt Action Open.

Along with the tournament rules above we have decided to apply the following rules:

  1. Armoured platoons are not to be used.
  2. The alternative warplane rules are not to be used.
  3. There is no dice limit.
  4. After much talk and discussions it has been decided for this tournament your army doesn’t have to be painted. Although all models must be WYSIWYG, converted models maybe used so long as the model is to the appropriate scale and is WYSIWYG.
  5. Other manufacture models maybe used, again and long as they are at the appropriate scale.

Tuesday, 25 March 2014

Bolt Action Tournament Confirmed!!!


Gambit Games are proud to announce that there will be a Bolt Action Tournament at this years #CONQUEST! The event will cost an additional £5 to play in! More details will follow in the coming days!