Missionen

Iceman

Tabletop-Fanatiker
27. Januar 2004
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Wir wollen bald ein Warmachineturnier machen und für so ein Turnier braucht man ja auch Missionen, da geht es ja net bloss ums pure schlachten.
Und deshalb schreibt mir aml Anregungen oder denk euch was aus und postet es, was ihr denkt und meint, was gut/lustig seien könnte.
Vielen Dank!!!



Mfg Iceman
 
Also wenn Ihr nach den offiziellen Turnierregeln Euer Turnier austragen wollt, dann braucht Ihr keine Missionen. Bei einem Turnier spielt man eigentlich mit 500 Punkten, 50 Minuten und dann Kill the Warcaster.

Ich hänge Dir mal die Turnierregeln hier ran in Englisch:

WARMACHINE Tournament Guidelines

By Jason Soles, Chris Such, Alun Gallie, and Erin McKee

Introduction
Lighting the skies with terrible blasts, both explosive and arcane, the epic struggles between rival warcasters should not be taken lightly… And with the WARMACHINE Tournament Guidelines you will not have to. These Guidelines explain how to prepare for and run WARMACHINE tournaments.

WARMACHINE Tournament Guidelines are designed to be fast, fun, and easy. Tournaments are presently limited to 500-point Rumbles. Players participate in timed Swiss-format matches in which all players partake in every round; this type of match is preferable because no one is sitting around waiting for their turn, nor does it eliminate players from participating at all times. In this type of match, players pair-off every round against opponents with roughly equivalent standings.

The number of players participating in the tournament determines how many matches are played, which is typically between four and six. The top two players participate in a final match to determine the overall winner of the tournament, and in addition to the overall winner, a top player is awarded for each Faction.

Judges
The Judge is the tournament organizer who sets up, adjudicates, and tracks player progress. The Judge can be a game store employee, a Press Ganger, or some other volunteer. Judges must be fair, familiar with the rules, organized, and should never participate in their own tournaments to maintain impartiality. Judges may wish to recruit assistants for help in larger tournaments.

Materials for Play
Judges need a 4’ x 4’ playing space for each match, with plenty of terrain, a copy of WARMACHINE: Prime, and the latest set of clarifications included within the WARMACHINE Tournament Kit. Judges also should have note cards on hand to track player progress. Extra dice, pens, and templates are also helpful in case players forget their own materials.

Players should bring a measuring device, a dry erase marker or pen, appropriate templates, dice, and tokens to track focus, spells in play, etc. Players are also expected to bring a set of the rules and cards for the models with which they intend to play. Other printed mediums used to track damage are subject to the Judge’s approval.

Army Selection
Tournament armies are limited to 500 points with a single warcaster. Armies must be made up of models from a single faction and allowable mercenaries. Players may only play with released WARMACHINE models—proxies are unacceptable.


Models
All models used in WARMACHINE tournaments must be Rivet Head Studios models. Painted models are not required for play, although the right is reserved for this requirement.

Conversions are acceptable, provided they are clearly based on WARMACHINE models and cannot have added or drastically changed weaponry. Conversion must represent the appropriate model upon which it is based; for instance, an altered Haley model is not a substitute for Sorscha, and this applies to ‘jacks, as well. Opponents must be able to easily identify converted models. Mixing and matching unique warjack weaponry is not allowed, although trading a sword for a sword may be permitted. The decision on permitting any converted model is ultimately up to the Judge.

Sportsmanship and Strikes
The objective of tournament play is for everyone to have a good time. Players are expected to be courteous and patient with their opponents and the Judge. Players are expected to accept all rulings made by the Judge whether or not they agree with them. The Judge always has the final word on rules questions or debates.

In the heat of battle tempers can flare and personalities can clash. Despite this, players should strive at all times to be mature, polite, and fair to their opponents. Failure to do this may result in a Strike. Each Strike accrued will cost a player 10% of their total score for the Tournament. Three Strikes accrued at a single event will result in the player being removed from the event.

A Judge may award a Strike for any incident deemed unsporting. This includes, but is not limited to, foul language, bullying, cheating, constant rules arguments, and other immature actions. It is important to remember that a Judge is free to award a Strike to both competitors of a game if the situation warrants.

A Strike may also be awarded for incorrect or illegal army lists or failure to bring along all the necessary materials required to play in the Tournament. In some minor cases a Judge may elect to officially warn players once for any given indiscretion. Repeated offences will incur a strike.

Rules
The WARMACHINE Tournament Guidelines require WARMACHINE: Prime, as well as the most recent rules errata and clarifications (included in the tournament pack).

Tournaments are played on 4’ x 4’ tables with 10” deployment zones. Judges set up terrain before the tournament begins. Judges should try to position terrain as evenly as possible so neither side has an advantage. Tables should have enough terrain to make games interesting while not bogging down play.

At the start of the game players roll-off to determine who sets up and moves first. The player that wins the roll has the option of going first or having their opponent begin. The player that sets up first, moves first.

The standard victory condition is killing the enemy warcaster. The game ends when one player loses their warcaster. Other scenarios will be played for the sake of variation at the Judge’s discretion. Players are advised to create well-rounded armies that are prepared for any eventuality.

Once the tournament begins, players will not be allowed to alter their army composition. Army lists are considered open so players may ask to see their opponent’s cards or records at any time. Players should be quick and forthcoming with their records.

Tournament Length
In Swiss-format tournaments the number of players determines the number of matches played before an overall winner is determined. Limiting the maximum number of players in the tournament is an effective means of gauging the length of the tournament.

Number of Players Matches
4 2
5.83
9.164
17.325
33.646
65-128 7

Tournament matches are played for 50 minutes before the Judge calls “Last round!” At the time this is called, players should complete their final turns. If the player that began the match has already finished his turn, then the second player should take his; this way the player that went first cannot have more turns than his opponent.

There is no time limit on the last round.

Win, Lose, Draw
All WARMACHINE matches should ideally end in glorious victory or ruinous defeat; however, tournament games are sometimes cut short when the match runs out of time. If there is not a clear winner, players should calculate the Victory Points they scored during play. The player with the greatest number of Victory Points is the winner. In case of a tie, the match is considered a draw.

Each round players score points based on the outcome of the match.

Result Points

Win 5
Draw 3
Lose 1

Swiss Format
The aim of Swiss-format tournaments is to pair off players of equivalent skill levels to maintain a good level of competitive play, while at the same time including every player every round. The method described here is not perfect and may require some tinkering by the Judge to cover all eventualities.

Player’s win-loss records are recorded on note cards. On each card, record the player’s name and faction, an ID number, plus three rows of boxes—each row has the same number of boxes as there are rounds. For example, the following card is set up for a six-round tournament:















Player #
Player Name
Faction



1
2
3
4
5
6


Points Scored








Total








Opponent #

















These cards make it easier to determine which participants have played one another and their relative scores.
First Match
In the first match, Judges should try to pair players of differing Factions off as much as possible.
Shuffle all the cards together.
Take the card from the top of the pile and set it to one side. This gives us the first player for the first pairing.
To find the second player for the first pairing, look through the remaining pile of cards one at a time until you come across a card that has a different faction. Remove this card and set the pair aside.
Without shuffling the pile again, remove the top card and search through the pile in the same fashion until another pairing can be made.
Repeat this process until all cards have been paired. As you work your way through the pile you may find it impossible to pair two players of differing Factions. There is nothing we can do to alter this, so just make the pairing regardless.

Once all the pairings have been made, write the opposing player numbers in the first column of the third row of boxes, allowing you to easily track players that have played previously.

Once the round completes, write the scores for each player in the first column. There’s no need to total these scores yet.
Second and Subsequent Matches
Things get a little trickier now, since pairings from previous rounds must now be considered.

After all matches in the previous round have completed, sort the pile of cards in order of total score with the highest on top and the lowest on the bottom.
As in the first round, take the top card of the pile and start looking through the pile until you find a player of another Faction that has not already played the player on the first card. Set this pair aside and repeat the process.

Again, once all the pairings have been made, write the opposing player numbers in the first column of the third row of boxes.

As the tournament progresses, you are more likely to get near the end of the pile and be unable to make a pairing where the players have already played each other. The first step to resolving this problem is to ignore the requirement that pairings should be made up from differing Factions. So, disregard Factions when making these pairings and only look at who has played whom in previous rounds.

You may still get to the point where you cannot make a legal pairing even by disregarding Factions. In order to resolve this, try breaking a previous legal pairing and make an alternate legal pairing before starting the process again. Unfortunately, you may have to break more than one legal pairing, and at this point it becomes more of an art form than a simple process.

Again, after the round completes, write the scores for each player in the relevant column and record the running total in the second row.




Final Match
The top two players are paired off during the final match of the tournament to determine the overall winner. The players with the highest scores in each Faction are the top players.

In the case of two players with the same score, determine the higher ranking of the two using a method called “count-back.” In simple terms, count-back determines who had tougher opponents. Calculate this by adding the final scores of both players’ opponents and the player with the higher count-back total receives the higher ranking.

For example, at the end of a five-round tourney, Matt and Steve are both tied for first place with 25 points. Matt’s opponents scored 21, 19, 19, 17, and 15, while Steve’s scored 21, 21, 17, 15, and 11. Matt’s count-back score is 91, Steve’s is 85, so from this we can determine that while Matt and Steve scored the same, Matt’s opponents put up a little bit better fight, so he’s awarded first place and Steve gets second.

Suggestions

–Be firm and fair. Quickly, yet carefully, consider every ruling you make. When you make a decision, stick with it for the remainder of the tournament. If you had to rush a ruling, research it after the game. It’s better to make an honest mistake than delay the tournament.

–Never offer advice or comment on play. The players should make their own decisions.

–Get advertising out well in advance. Not only will this get the word out, it also allows judges to let players know what to expect.

–Refresh yourself with the WARMACHINE tournament rules before the tournament commences.

–In smaller games with eight or fewer players, there’s an increased chance that overall ties will occur. Judges may wish to track all Victory Point totals subsequent to each match for greater variation in case a count-back is later required.

1. Compare final score; if there’s a tie, then…
2. Compare count-back scores; if there’s still a tie, then…
3. Compare total Victory Points.

Wie Du siehst ist dies nicht Warhammer 40K wo man Missionen wie Nachtpatroullie oder so braucht.