Post by carl1 on Aug 29, 2012 20:54:09 GMT
BLITZKRIEG 2013
On 23rd March 2013, we will be holding our first 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, and details of when to pay will be given once you register and PM me your full name and address via this club website.
There are 20 places in the event, 10 for Axis players, and 10 for Allied players, and during the day there will be 3 games played. For this tournament you will need to make 3 separate army lists, namely, 500pts, 750pts and 1000pts. All 3 lists must be submitted by 23rd February 2013, and a 1 point penalty will be imposed for each week or part thereof if late. All 3 lists MUST be submitted at the same time.
If at least the German, USA and British army list books are out by 1st February 2013, then army lists can be drawn from these. If not, then in the interest of fairness, ALL army lists must be derived from those in the main rulebook, and only units in these can be used.
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 -10 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 painted 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 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 10 v 10. 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. The third round games are doubles and the pairings are explained under the game 3 section.
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.
Where possible 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.
When this occurs in the doubles game, the side whose dice is to be the last one ‘played’ must choose which unit from their combined forces they will activate as the last one in the game. Not all four players are allowed to activate a unit once the ten minute warning is given as games must not over-run as this may cause problems in bringing the event to a close, and some players may have long journeys home and should not be held up whilst we wait late games to finish, and I hope all players can understand the reason behind this particular rule.
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 (3 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 – 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 only objective in the game is to destroy / remove your opponents units.
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).
Round 2 – Take the Objective
This game will be played using your 750pt list, with a maximum of 6 turns / the set time limit.
An objective / marker will be placed at the centre point of the board and the mission is to capture and hold it at the end of the game. This may also be in a piece of scenery.
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).
The objective can only be held by infantry units that start out with at least 3 men, but can be held by the last man from that unit at the end of the last turn. If you do this you gain +5 vp’s. However, your opponent can contest the objective if they have an infantry unit within 6” of the objective that could have captured it itself (i.e. infantry of at least 3 models at start of game) and if it also has no pin markers. If contested then you get +2pts vp’s for being on the objective instead of 5. If no-one is actually on/holding the marker at the end of the game then the closest scoring unit (which must be within 6” of the marker) gains 2pts for their team.
To hold the objective one model from a scoring unit must be touching it at the end of the last turn. If no unit from either side holds or is within 6” of the objective when the game ends no additional points are awarded as neither side has completed the mission.
A unit that has the objective can control it even if it has pin markers on it but for every three pin markers it has on it, you must deduct 1vp from the 5vps gained for holding the objective. The exception is if the objective is contested, then the unit on the objective still scores 2vps even if it has pin markers that would reduce this further.
Round 3 – Breakthough
This scenario will use your 500pt all infantry list, and will see you paired with another player in a doubles game. Game limited to 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.
For this round the pairings will be determined by your placing in your own ‘table’, and you will be paired thus; the player ranked 1 in each table will be paired with the player ranked 10, and will then play the similarly matched pair from the other table. Other pairings will then continue as 2 & 9, 3 & 8, 4 & 7 and lastly players 5 & 6 will play together.
Both players from both sides must nominate at least half of their force (rounding up) to form their first wave. This is done by marking your army lists with an X to nominate the units that will start on the board. This can be the entire army if desired.
Initial set up area is 8” from each side and up to 12” in from the back table edge on your own side for those units starting the game on the board, but reserves can enter anywhere along the back table edge, including outside the initial set up area.
Any units not included in the first wave are left in reserve. Reserve units can come on in either turn 2 or 3, but cannot come on later than this. If you forget to bring on a unit during turn 3 then they are ‘lost’ and the opponents get the vp’s for this just as if they were removed during the battle.
At the start of turns 2 and 3 you should put extra dice into the bag to represent any units coming on in that turn.
The objective is simple - both sides must attempt to destroy the other whilst pushing through towards the opponents’ table edge.
From turn 2 any reserve units entering the game can be ordered onto the table from any point on their side’s back table edge, and must be given either a run, advance or advance & fire order to enter the battlefield. Units entering on turn 3 must also do the same actions.
At the end of the game for each foot infantry unit that has at least one model within 6” of the opponents back table edge you gain 1vp on top of those gained via kills / removed enemy units, to a maximum of 3 extra vp’s. So if you get two units into this area you get +2 vp’s, however, if you get 4 or more then you still only get +3 vp’s.
These extra vp’s can be scored by units with pin markers on them, however, vehicles of any sort cannot score vps by being within 6” of the back table edge.
At the end of this game add up all the vp’s as one total per side and work out the result of the game. Any tournament points won are won by each person, i.e. if the game ends in a draw then all four players get 2pts, and if one side gains a minor win then the winning pair get 4pts each, and the losing pair get 1pt each, and so on.
ARMY LIST COMPOSITION
All 3 lists must include a HQ unit but they can all be of differing levels if you so wish, so you could have 1st Lieutenant, 2nd Lieutenant and a Captain, or you could have the same in all 3 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 three lists and all lists must be legal as defined in the Bolt Action rulebook, with unit restrictions applicable to having one platoon.
However, due to the scenario you will be playing, your 500pt list must comprise solely of infantry units, and vehicles of armour value 6 or less, so no vehicles with armour value of 7+, and no artillery of any kind.
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’.
GAME TIMES & BREAKS
1st round – 9.30am to 11.30am
Lunch – 11.30am to 12.20pm (inc best painted army voting)
2nd round – 12.30pm to 2.30pm
3rd round – 2.45pm 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. If required, then in round 3 the ‘single’ player will play the doubles game with his 1000pt list less any 7+ armour rated vehicles and his opponents will need to reduce their combines forces by as a close to the same points as possible, by removing a unit each at a time from their own 500pt list until the totals are as close as they are able to get.
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.
Lastly, it only remains for me to thank you for the interest you have shown in attending this event, and I hope that if you do enter, you enjoy the tournament ,and that it can be the first in an annual event for this game.
Remember we are here to have fun, and hopefully make new friends doing our great hobby of wargaming, so we hope to see you at Blitzkrieg 2013.
On 23rd March 2013, we will be holding our first 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, and details of when to pay will be given once you register and PM me your full name and address via this club website.
There are 20 places in the event, 10 for Axis players, and 10 for Allied players, and during the day there will be 3 games played. For this tournament you will need to make 3 separate army lists, namely, 500pts, 750pts and 1000pts. All 3 lists must be submitted by 23rd February 2013, and a 1 point penalty will be imposed for each week or part thereof if late. All 3 lists MUST be submitted at the same time.
If at least the German, USA and British army list books are out by 1st February 2013, then army lists can be drawn from these. If not, then in the interest of fairness, ALL army lists must be derived from those in the main rulebook, and only units in these can be used.
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 -10 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 painted 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 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 10 v 10. 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. The third round games are doubles and the pairings are explained under the game 3 section.
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.
Where possible 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.
When this occurs in the doubles game, the side whose dice is to be the last one ‘played’ must choose which unit from their combined forces they will activate as the last one in the game. Not all four players are allowed to activate a unit once the ten minute warning is given as games must not over-run as this may cause problems in bringing the event to a close, and some players may have long journeys home and should not be held up whilst we wait late games to finish, and I hope all players can understand the reason behind this particular rule.
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 (3 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 – 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 only objective in the game is to destroy / remove your opponents units.
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).
Round 2 – Take the Objective
This game will be played using your 750pt list, with a maximum of 6 turns / the set time limit.
An objective / marker will be placed at the centre point of the board and the mission is to capture and hold it at the end of the game. This may also be in a piece of scenery.
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).
The objective can only be held by infantry units that start out with at least 3 men, but can be held by the last man from that unit at the end of the last turn. If you do this you gain +5 vp’s. However, your opponent can contest the objective if they have an infantry unit within 6” of the objective that could have captured it itself (i.e. infantry of at least 3 models at start of game) and if it also has no pin markers. If contested then you get +2pts vp’s for being on the objective instead of 5. If no-one is actually on/holding the marker at the end of the game then the closest scoring unit (which must be within 6” of the marker) gains 2pts for their team.
To hold the objective one model from a scoring unit must be touching it at the end of the last turn. If no unit from either side holds or is within 6” of the objective when the game ends no additional points are awarded as neither side has completed the mission.
A unit that has the objective can control it even if it has pin markers on it but for every three pin markers it has on it, you must deduct 1vp from the 5vps gained for holding the objective. The exception is if the objective is contested, then the unit on the objective still scores 2vps even if it has pin markers that would reduce this further.
Round 3 – Breakthough
This scenario will use your 500pt all infantry list, and will see you paired with another player in a doubles game. Game limited to 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.
For this round the pairings will be determined by your placing in your own ‘table’, and you will be paired thus; the player ranked 1 in each table will be paired with the player ranked 10, and will then play the similarly matched pair from the other table. Other pairings will then continue as 2 & 9, 3 & 8, 4 & 7 and lastly players 5 & 6 will play together.
Both players from both sides must nominate at least half of their force (rounding up) to form their first wave. This is done by marking your army lists with an X to nominate the units that will start on the board. This can be the entire army if desired.
Initial set up area is 8” from each side and up to 12” in from the back table edge on your own side for those units starting the game on the board, but reserves can enter anywhere along the back table edge, including outside the initial set up area.
Any units not included in the first wave are left in reserve. Reserve units can come on in either turn 2 or 3, but cannot come on later than this. If you forget to bring on a unit during turn 3 then they are ‘lost’ and the opponents get the vp’s for this just as if they were removed during the battle.
At the start of turns 2 and 3 you should put extra dice into the bag to represent any units coming on in that turn.
The objective is simple - both sides must attempt to destroy the other whilst pushing through towards the opponents’ table edge.
From turn 2 any reserve units entering the game can be ordered onto the table from any point on their side’s back table edge, and must be given either a run, advance or advance & fire order to enter the battlefield. Units entering on turn 3 must also do the same actions.
At the end of the game for each foot infantry unit that has at least one model within 6” of the opponents back table edge you gain 1vp on top of those gained via kills / removed enemy units, to a maximum of 3 extra vp’s. So if you get two units into this area you get +2 vp’s, however, if you get 4 or more then you still only get +3 vp’s.
These extra vp’s can be scored by units with pin markers on them, however, vehicles of any sort cannot score vps by being within 6” of the back table edge.
At the end of this game add up all the vp’s as one total per side and work out the result of the game. Any tournament points won are won by each person, i.e. if the game ends in a draw then all four players get 2pts, and if one side gains a minor win then the winning pair get 4pts each, and the losing pair get 1pt each, and so on.
ARMY LIST COMPOSITION
All 3 lists must include a HQ unit but they can all be of differing levels if you so wish, so you could have 1st Lieutenant, 2nd Lieutenant and a Captain, or you could have the same in all 3 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 three lists and all lists must be legal as defined in the Bolt Action rulebook, with unit restrictions applicable to having one platoon.
However, due to the scenario you will be playing, your 500pt list must comprise solely of infantry units, and vehicles of armour value 6 or less, so no vehicles with armour value of 7+, and no artillery of any kind.
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’.
GAME TIMES & BREAKS
1st round – 9.30am to 11.30am
Lunch – 11.30am to 12.20pm (inc best painted army voting)
2nd round – 12.30pm to 2.30pm
3rd round – 2.45pm 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. If required, then in round 3 the ‘single’ player will play the doubles game with his 1000pt list less any 7+ armour rated vehicles and his opponents will need to reduce their combines forces by as a close to the same points as possible, by removing a unit each at a time from their own 500pt list until the totals are as close as they are able to get.
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.
Lastly, it only remains for me to thank you for the interest you have shown in attending this event, and I hope that if you do enter, you enjoy the tournament ,and that it can be the first in an annual event for this game.
Remember we are here to have fun, and hopefully make new friends doing our great hobby of wargaming, so we hope to see you at Blitzkrieg 2013.