Post by isaac on Oct 1, 2011 12:54:31 GMT -5
Loot the Lost City will be a Warmachine & Hordes tournament held at The Scottish Club of Windsor, 1340 Tecumseh Rd. E on Sunday, November 13, 2011. It will feature 5 quick games of fixed scenarios on terrain-filled tables, where the players compete for hidden treasure. The player who has the most treasure at the end of the tournament wins the Grand Prize. Additional prizes will be given to the best veteran player and the best new player, and there will be a prize for the best painted miniature played in the tournament. In the spirit of Foodmachine, there will also be a draw for a special prize awarded to one of the players who brought non-perishable food items to be donated to the local food bank.
The veteran players will play with forces of escalating point values, at 15, then 22, then 33, then 44 points. The new player division was created to allow them to compete in the tournament with lists of only a few models; every round they will play 15 point lists, so that they can play using only a battlebox or its equivalent. When possible, players will compete against members of the same division, but repeating matchups will be avoided first. If a veteran player is matched against a new player, he will play a 15 point list for that round.
The players’ lists must be submitted to the tournament organizer at the beginning of the tournament, but they can submit two different lists for each point value, choosing between them before each round. Theme forces are allowed, but must be used for the entire tournament. Playing an invalid list is grounds for disqualification.
To speed up play, the terrain on the tables will be set by the tournament organizer. On each round, after players have been matched up, they roll dice to determine the play order. The first player then chooses a side of the table and sets up his models, and play follows normally. Each player must bring a timer and cannot take longer than 10 minutes to play each turn. The tournament organizer will make an announcement when there is only 10 minutes left in the round. To encourage fast play, ties count the same as losses towards players’ rankings.
As a further incentive to win quickly, after each game the players can tell the tournament organizer which quadrant of the map they want to play on next round, letting them choose the mix of terrain they will be playing in. Only a quarter of the players can play in each quadrant, so finishing early offers a competitive advantage for the next round. If there are odd numbers of players in the quadrants, the last players to finish may have to play in quadrants chosen by the tournament organizer. If there is still an odd player out, he will play against a drop-in player or a very distracted tournament organizer.
Terrain is meant to be an important feature of the tournament, but to keep it from favoring some factions over others, one quadrant of the map will be relatively open terrain. Players that sit back and wait for their opponent to come to them will probably not win quickly enough to choose their quadrant for the next round. Consult page 5 of the rulebook for clarification.
The veteran players will play with forces of escalating point values, at 15, then 22, then 33, then 44 points. The new player division was created to allow them to compete in the tournament with lists of only a few models; every round they will play 15 point lists, so that they can play using only a battlebox or its equivalent. When possible, players will compete against members of the same division, but repeating matchups will be avoided first. If a veteran player is matched against a new player, he will play a 15 point list for that round.
The players’ lists must be submitted to the tournament organizer at the beginning of the tournament, but they can submit two different lists for each point value, choosing between them before each round. Theme forces are allowed, but must be used for the entire tournament. Playing an invalid list is grounds for disqualification.
To speed up play, the terrain on the tables will be set by the tournament organizer. On each round, after players have been matched up, they roll dice to determine the play order. The first player then chooses a side of the table and sets up his models, and play follows normally. Each player must bring a timer and cannot take longer than 10 minutes to play each turn. The tournament organizer will make an announcement when there is only 10 minutes left in the round. To encourage fast play, ties count the same as losses towards players’ rankings.
As a further incentive to win quickly, after each game the players can tell the tournament organizer which quadrant of the map they want to play on next round, letting them choose the mix of terrain they will be playing in. Only a quarter of the players can play in each quadrant, so finishing early offers a competitive advantage for the next round. If there are odd numbers of players in the quadrants, the last players to finish may have to play in quadrants chosen by the tournament organizer. If there is still an odd player out, he will play against a drop-in player or a very distracted tournament organizer.
Terrain is meant to be an important feature of the tournament, but to keep it from favoring some factions over others, one quadrant of the map will be relatively open terrain. Players that sit back and wait for their opponent to come to them will probably not win quickly enough to choose their quadrant for the next round. Consult page 5 of the rulebook for clarification.