Steamroller 2010 Appendix
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1 Steamroller 2010 Appendix Variants for the Official WARMACHINE/HORDES Tournament Format by David Carl and Andrew Hartland Steamroller 2010 (SR2010) provides an official format for Tournament Organizers (TOs) of WARMACHINE and HORDES events. We realize that not all communities are the same, so we have compiled this appendix to provide official variants to specific areas of the SR2010 document. These variants can be used to alter a single rule, or they can be combined to form a more casual or competitive format based on the preferences of the players. No matter what choices you make, any combination of variants from this document will constitute an official SR2010 tournament format. Variant rules are available for the following sections of the SR2010 rules: 1. Painting 2. Number of Rounds 3. Final Standings 4. The Clock 5. Army Lists 6. Scenarios 7. Victory Using Variants This document will revisit several rules areas of the SR2010 document. A review of the minimum baseline version of a rule will be listed followed by variant keyword(s) and the description of the variant(s). For example, if a baseline rule section called Lunch required that lunch be provided at events, the SR2010 appendix entry for Lunch might read: Baseline Lunch will be provided by the TO at all SR2010 events. Brown Bag Players are responsible for providing their own lunches at this SR2010 event. Catered ($X) Players can provide $X to purchase a catered lunch at this SR2010 event. This is not a real SR2010 rule, but if it were and the TO wanted to advertise a variant Lunch rule for his event, he could simply write SR2010 Appendix rules in use: Brown Bag in his event description. This sentence would also contain any other variant keywords from the SR2010 Appendix that the TO was using for his event. Some variants will also contain descriptions of multiple versions that alter the effects of the variant depending on the desires of the TO. The difference between SR2010 Appendix rules in use: Catered ($5) versus SR Appendix rules in use: Catered ($8) is an example of using different versions of the same variant. Page 1 of 6
2 Not all sections of the SR2010 rules document will have variant options. Players must always practice good sportsmanship, for example, and there are no variants available for playing outside the sportsmanship parameters set forth in the base SR2010 rules. 1. Painting Variants Baseline Painted armies are not required. Basic Painting Required All models must be painted using a minimum of three colors. Players should differentiate areas of the model to the best of their ability. Bases can be plain or finished. Hardcore Painting Required Every model must be painted with a reasonable diversity of color. Individual elements of the miniature must be distinguishable by color or shading. For instance, flesh must be a different color than hair or clothing. Metal should be a different color than leather. Primer is not paint for the purposes of Hardcore. In addition, all bases must be textured, finished, and clean. Judges will be on hand before the event and will disqualify armies that do not meet the requirement. If a judge decides a model is not fully painted and based, it is not. Following the guidelines above is a great way to ensure this does not happen. Don t bother looking for loopholes; when in doubt, paint more or risk disqualification. 2. Number of Rounds Variants Baseline All players participate in every round. Play a number of rounds required to determine a clear winner. X-Round Event This tournament will have X rounds regardless of the number of players. The X-Round Event variant should always be paired with a Final Standings variant when the number of rounds is reduced below the number of rounds recommended in the SR2010 core document. 3. Final Standings Variants Baseline If there is no clear winner at the end of the tournament, use the Strength of Schedule tiebreaker followed by Control Point tiebreaker. Control Point Scoring If there is no clear winner at the end of a tournament, use the Control Point tiebreaker followed by the Strength of Schedule tiebreaker. For this variant, we recommend using only the following scenarios: Outflank, Outfight, Outlast Capture the Flag The Gauntlet Incursion Close Quarters Scenario Scoring If there is no clear winner at the end of a tournament, use the number of scenario wins as the tiebreak condition (followed by Strength of Schedule and then Control Point, if needed). Page 2 of 6
3 Assassin Scoring - If there is no clear winner at the end of a tournament, use the number of caster kill wins as the tiebreak condition (followed by Strength of Schedule and then Control Point, if needed). Attrition Scoring - If there is no clear winner at the end of a tournament, use the number of enemy Army Points destroyed during the tournament as the tiebreak condition (followed by Strength of Schedule and then Control Point, if needed). Tally the army points as detailed in the Victory & Tiebreakers section of the SR2010 rules. Survival Scoring - If there is no clear winner at the end of a tournament, use the number of friendly Army Points that survived each game during the tournament as the tiebreak condition (followed by Strength of Schedule and then Control Point, if needed). Tally the army points as detailed in the Victory & Tiebreakers section of the SR2010 rules. Finals Tables - When creating matchups for the final round of an event, the TO pairs the current top 4 players on two finals tables. The first final table matches the current first-ranked player against the current second-ranked player. The second finals table matches the current third-ranked player against the current fourth-ranked player. The winner of the first finals table wins the event, and his opponent wins second place. The winner of the second finals table wins third place. Standings beyond third place should be calculated using Strength of Schedule followed by Control Points accrued in the case of a tie. The Final Standings variant should be used only in events that are planned for the number of rounds recommended in the Steamroller 2010 rules based on player attendance, and it cannot be combined with any other Final Standings Variant. Also, this is not a preferred variant, as it places the luck of the draw (when someone lost to the champion) above game-related scoring metrics such as opponent difficulty, control points, army points, or assassination. 4. Clock Variants Baseline Basic round times are increased by a 2d6-minute variable that is not revealed to players. During each game, one turn extension of 5 minutes is allowed for each player. Dice down when round time is complete. No Time Limits Games are untimed. A round continues until all players have completed their games. Casual Time Limits Use the base game length of the next-higher event point size. For example, use 120-minute games with 15-minute turns for a 50-point event. Accelerated Time Limits Use the base game length of the next-lower event point size. For example, use 80-minute games with 10-minute turns for a 50-point event. Hardcore Time Limits Use the base game length of an event two sizes lower. For example, use 60-minute games with 7-minute turns for a 50-point event. See the following table for the base game and turn lengths. Event Point Size Base Game Length (minutes) Turn Length (minutes) Page 3 of 6
4 Chess Clocks Instead of timing each turn, chess clocks will be used. Standard game length is used, but the chess clock replaces the turn length. Each player s clock will be set based on the following equation: [Base game length + 12] x 0.6 = Player clock total When chess clocks are used, a player must take meaningful turns, fully activating all his models, or risk disqualification. If a player s clock runs out of time, that player loses the game. 5. Army List Variants Baseline Army list point totals cannot exceed the point size chosen for the game and cannot fall more than 2 points under the point size chosen for the event. In the Steamroller format, players may bring a second army list containing different warcaster (s) or warlock(s) than their primary list for use at the event. X List(s) Required Players must bring X army lists and must field all X army lists at least once during the event. Each list requires a different warcaster or warlock. Such events should also use the X-Round Event variant, so players know the number of rounds they have in which to use each list. X Characters Required Players must field X different warcaster or warlock characters at least once during the event. Remember that the epic version of a character is the same character. X Factions Required Players must field X different factions at least once during the event. Divide and Conquer The TO will announce the number of rounds to be played at the beginning of the tournament. Divide the number of rounds to be played by the required number of lists for each player. The result (rounded down) is the number of times each list must be played during the tournament. For example, if a tournament requires that each player brings two army lists and has four rounds, then each player would have to play each list twice (4 divided by 2). Page 4 of 6
5 6. Scenario Variants Baseline During each round, the TO will select a scenario. All players play the selected scenario that round. The TO keeps scenarios secret until the start of each round of games. Scenario(s) (X) The scenarios that will be played at the event are revealed to all players prior to the event. This variant may also include the order in which the scenarios will be played. 7. Victory Variants Baseline Assassination Victory, Scenario Victory, Control Points Tiebreaker, Army Points Remaining Tiebreaker No Caster Kill This event does not use Caster Kill as a scenario win condition. When a warcaster or warlock is destroyed, the game continues until a scenario victory is achieved or one player has no models remaining. Logistics TOs should always consider the best way to run events for their players given the resources they have available. These resources include a place to run the event, the amount of time available, tokens to mark the corners or center of scenario zones, timers, etc. For example, if you have limited time per day at the venue, you may want to consider running a larger event over two days. Use the variants provided in this appendix to run an event that best fits with the resources that you have available as well as the preferred play style of your players. Recommended Variant Combinations Hardcore Hardcore Painting Required Assassin Scoring Hardcore Time Limits One List Required Scenario (Kill Box) Limited Venue Hours 3-Round Event Control Point Scoring Accelerated Time Limits Casual Tournament Scenario Scoring No Time Limits No Caster Kill Page 5 of 6
6 Summary The SR2010 Appendix adds a new level of flexibility to event organization. Our goal is to help TOs everywhere build successful events while supporting them with the official Privateer Press stamp of approval. As you begin to experiment with the tools presented in this appendix, you and your players will begin to appreciate the depth that can be introduced into the tournament scene with just a few small changes. Sample Combinations You may also want to use the diversity of formats to create a unique combination of tournaments at a convention or weekend event. See below for an example of a threeday event. Please take note of the thematic names attached to each event; these small touches can be used to inspire players lists, generate unique prize ideas, and build excitement. Friday 50-pt SR2010 Demolition Tournament SR2010 Appendix rules: Saturday Attrition Scoring Accelerated Time Limits One List Required Scenario (The Gauntlet) 75-pt SR2010 Hardcore! Tournament SR2010 Appendix rules: Sunday Hardcore Painting Required Assassin Scoring Hardcore Time Limits One List Required Scenario (Kill Box) 35-pt SR2010 Dark Side Tournament SR2010 Appendix rules: Two Lists Required Two Factions Required No Caster Kill Page 6 of 6
Players will remain mature, polite, and fair to their opponents
Steamroller 2010 Official WARMACHINE / HORDES Tournament Format by David Carl and Andrew Hartland Victory cannot be gained through strength of arms and strategy alone; a general must be meticulously prepared
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