Perhaps you could design a list and send it to the list-checker of the competition you are entering this coming Sunday then?paullongmore wrote:I find designing and optimising by play the optimum list for a particular army enjoyable (yes I am sad but I am a wargamer so what else is new).
good and new ideas for a tournament
Moderators: philqw78, terrys, hammy, Ghaznavid, Slitherine Core, Field of Glory Design, Field of Glory Moderators
Re: good and new ideas for a tournament
Evaluator of Supremacy
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Re: good and new ideas for a tournament
I already run the Scottish League (5 rounds). Enough for me. I'll happily let someone else take this one up.Post by nikgaukroger » 08 Nov 2013 11:36
AlanCutner wrote:Always wished it had been repeated.
Then run it ...
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Re: good and new ideas for a tournament
Absolutely understand some tournaments are too far away. I'd love to do Warfare, Rollcall and/or the Challenge again, but an 800 mile round trip is a tad off putting. It wasn't until I moved to Scotland that I realised there were effectively separate tournament circuits with just a little overlap.grahambriggs wrote:I'm also too far south to make it.petedalby wrote:Hi Paul - for me it's too far north and the wrong time of year - but I like your theme and if I was ever in your neck of the woods at the end of October I'd attend.and what would make new chaps attend?
I always enjoyed the variable points format that Simon Hall ran at Rampage.....that might add a nice twist to your existing format?
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Re: good and new ideas for a tournament
I'll put it on here before I send any lists to Dave thenpaullongmore wrote:I look forward to trying out this scenario and to Hammer and Anvil.
phil
putting the arg into argumentative, except for the lists I check where there is no argument!
putting the arg into argumentative, except for the lists I check where there is no argument!
Re: good and new ideas for a tournament
lots of interesting ideas to muse over... i suspect Bayfog will stick to its average joe/jock/jack format but with a little twist again.
many thanks... we just need to keep things fresh and varied
paul
many thanks... we just need to keep things fresh and varied
paul
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Re: good and new ideas for a tournament
I'll put it up even though Paul said he didn't need it and Spike said he didn't want it.
Hammer and Anvil
Scenario
Defender:
Your advance battle groups are away foraging. Whilst you wait for their return you have taken up a strong defensive position with the remainder of your army. Lookouts have sighted the enemy. You have time to deploy your defenders as they approach and riders have been sent to ensure the hasty return of the remainder of your army. You must hold this position and await their return or be cut down outnumbered in the open.
You plan to use your position as an anvil whilst the arrival of reinforcements creates a hammer to crush the enemy against it with.
Attacker:
Your spies have informed you that the enemy has split forces to scout and forage. You must take this opportunity to quickly crush the enemy forces before they can re-combine. Your vanguard has advanced quickly to pin him into his defensive position before he can escape, whilst the remainder of your army deploys into battle array ready to hammer him against the anvil of his own making.
Set Up
Initiative:
Roll for initiative as normal. The player with initiative is the attacker.
Terrain:
Terrain type and pieces are selected as normal.
Placing terrain is as follows:
The defender chooses one of his normal size pieces and places this before any other terrain. It must be placed in the central third of the table at least 8MU from the base edge. This piece remains in place, the attacker does not get a dice roll to move it. The remainder of the terrain is placed as normal. Once all other terrain is placed the defender then selects any minimum size piece still available and places this wherever they wish, but more than 4 MU from any other piece already placed, or discards it.
Deployment:
Defender places camp, any TF and may place up to 2 ambushes in the outer two-thirds of the table up to the half way line. Troops in ambush must come from the third or fourth quarters of the player’s order of march.
The attacker does not place a camp and cannot deploy any fortifications or ambushes.
Neither player may flank march any troops
The attacker then places his first quartile BG from order of march. These troops must be placed between 15 and 21 MU from their base edge if skirmishers, between 15 and 18 MU if battle troops, but none within 4 MU of enemy ambush markers. These troops are disrupted when play starts.
The defender then places the remaining troops (those not in ambush) from his third and fourth quarter deployment groups.
The attacker then places their second and third quartile of troops between 9 and 15 MU from their base edge if skirmishers, 9 and 12 MU if battle troops.
Both players then place 1-3 generals, including their CinC
Play then continues as normal, the following extra rules:
break Points and Attrition
The attacker starts the game having already lost 1 AP due to the separation from the army's lines of supply (camp)
Break points are only counted from those troops that have been deployed on table or are in ambush
Arrivals
At the start of the defender's second movement phase arrivals are diced for by players at the start of their turn. Players roll 2D6 for each quartile not yet deployed
A score of 9 for the defenders first quartile means it will arrive at the start of that players next movement phase
A score of 10 for the defenders second quartile or the attackers final quartile means it will arrive at the start of that players next movement phase
Add one if the player's CinC is an IC.
Add one if the player still has an FC off table.
(The above are not cumulative, but can be added to the dice roles for different quartiles)
Subtract one if the player has no generals remaining off table. This applies to both rolls if the player has 2 quartiles off table.
The defenders arrivals may be deployed anywhere along their own base edge or either side edge up to 12 MU from the enemy base edge
Attackers may be placed along their own base edge or on either side edge up to the half way point from their base edge.
No troops may be placed within 6 MU of enemy battle troops, nor 4 MU of enemy skirmishers.
Players may choose to deploy up to 1 remaining general with each arriving quartile.
BG arriving without a general must end their first move in a contiguous formation. If a general is deployed with that quartile they must end their first move within command radius of that general.
POINTS TO NOTE
Please read the scenario before you play the game I’d hate for you to be surprised that half your army was off table. Or all of it asleep.
Hammer and Anvil
Scenario
Defender:
Your advance battle groups are away foraging. Whilst you wait for their return you have taken up a strong defensive position with the remainder of your army. Lookouts have sighted the enemy. You have time to deploy your defenders as they approach and riders have been sent to ensure the hasty return of the remainder of your army. You must hold this position and await their return or be cut down outnumbered in the open.
You plan to use your position as an anvil whilst the arrival of reinforcements creates a hammer to crush the enemy against it with.
Attacker:
Your spies have informed you that the enemy has split forces to scout and forage. You must take this opportunity to quickly crush the enemy forces before they can re-combine. Your vanguard has advanced quickly to pin him into his defensive position before he can escape, whilst the remainder of your army deploys into battle array ready to hammer him against the anvil of his own making.
Set Up
Initiative:
Roll for initiative as normal. The player with initiative is the attacker.
Terrain:
Terrain type and pieces are selected as normal.
Placing terrain is as follows:
The defender chooses one of his normal size pieces and places this before any other terrain. It must be placed in the central third of the table at least 8MU from the base edge. This piece remains in place, the attacker does not get a dice roll to move it. The remainder of the terrain is placed as normal. Once all other terrain is placed the defender then selects any minimum size piece still available and places this wherever they wish, but more than 4 MU from any other piece already placed, or discards it.
Deployment:
Defender places camp, any TF and may place up to 2 ambushes in the outer two-thirds of the table up to the half way line. Troops in ambush must come from the third or fourth quarters of the player’s order of march.
The attacker does not place a camp and cannot deploy any fortifications or ambushes.
Neither player may flank march any troops
The attacker then places his first quartile BG from order of march. These troops must be placed between 15 and 21 MU from their base edge if skirmishers, between 15 and 18 MU if battle troops, but none within 4 MU of enemy ambush markers. These troops are disrupted when play starts.
The defender then places the remaining troops (those not in ambush) from his third and fourth quarter deployment groups.
The attacker then places their second and third quartile of troops between 9 and 15 MU from their base edge if skirmishers, 9 and 12 MU if battle troops.
Both players then place 1-3 generals, including their CinC
Play then continues as normal, the following extra rules:
break Points and Attrition
The attacker starts the game having already lost 1 AP due to the separation from the army's lines of supply (camp)
Break points are only counted from those troops that have been deployed on table or are in ambush
Arrivals
At the start of the defender's second movement phase arrivals are diced for by players at the start of their turn. Players roll 2D6 for each quartile not yet deployed
A score of 9 for the defenders first quartile means it will arrive at the start of that players next movement phase
A score of 10 for the defenders second quartile or the attackers final quartile means it will arrive at the start of that players next movement phase
Add one if the player's CinC is an IC.
Add one if the player still has an FC off table.
(The above are not cumulative, but can be added to the dice roles for different quartiles)
Subtract one if the player has no generals remaining off table. This applies to both rolls if the player has 2 quartiles off table.
The defenders arrivals may be deployed anywhere along their own base edge or either side edge up to 12 MU from the enemy base edge
Attackers may be placed along their own base edge or on either side edge up to the half way point from their base edge.
No troops may be placed within 6 MU of enemy battle troops, nor 4 MU of enemy skirmishers.
Players may choose to deploy up to 1 remaining general with each arriving quartile.
BG arriving without a general must end their first move in a contiguous formation. If a general is deployed with that quartile they must end their first move within command radius of that general.
POINTS TO NOTE
Please read the scenario before you play the game I’d hate for you to be surprised that half your army was off table. Or all of it asleep.
phil
putting the arg into argumentative, except for the lists I check where there is no argument!
putting the arg into argumentative, except for the lists I check where there is no argument!
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Re: good and new ideas for a tournament
My apologies for the late list Dave. It was doubles and Phil insisted that we allow you to enjoy your holiday so only submit it when your holiday was over.Perhaps you could design a list and send it to the list-checker of the competition you are entering this coming Sunday then?
The list was for the 5th (final round) of the Northern Doubles. We split to even the numbers and the list was played by Phil against Dave achieving a 21-4 win to give us 1st for the round and 2nd overall.
Congrats to Peter and Richard Butler on coming 1st.
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Re: good and new ideas for a tournament
Surely it makes a change for those on the northern circuit to have Mr Ruddock check the lists this time (as opposed to forgetting until reminded after the competition was over)paullongmore wrote:My apologies for the late list Dave. It was doubles and Phil insisted that we allow you to enjoy your holiday so only submit it when your holiday was over.Perhaps you could design a list and send it to the list-checker of the competition you are entering this coming Sunday then?
The list was for the 5th (final round) of the Northern Doubles. We split to even the numbers and the list was played by Phil against Dave achieving a 21-4 win to give us 1st for the round and 2nd overall.
Congrats to Peter and Richard Butler on coming 1st.
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Re: good and new ideas for a tournament
I dont think I ever said I did not want this- I said be careful how its done.philqw78 wrote:I'll put it up even though Paul said he didn't need it and Spike said he didn't want it.
Hammer and Anvil
<<<<< SNIP >>>>>
[POINTS TO NOTE
Please read the scenario before you play the game I’d hate for you to be surprised that half your army was off table. Or all of it asleep.
No obvious "flaws" here is my synopsis on this
S
Any fool can criticize, condemn and complain and most fools do.
Benjamin Franklin
A fool and his money are soon elected.
Will Rogers
Pitty the fool!!!
Mr T
Benjamin Franklin
A fool and his money are soon elected.
Will Rogers
Pitty the fool!!!
Mr T
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Re: good and new ideas for a tournament
In the line of introducing some variation in our games and generating (we hope) more interest, we will be holding a scenarios tournament in december ("appropriately" called «The Cataphract Reindeer»).
The format will be a 3 round 650pts comp. Table size of 150x120.
1st round - scenario - Encounter
2nd round - standard game
3rd round - scenario - Withdrawal
Time for games will be 2h00 for the scenarios and 2h30 for the standard game.
The format will be a 3 round 650pts comp. Table size of 150x120.
1st round - scenario - Encounter
2nd round - standard game
3rd round - scenario - Withdrawal
Time for games will be 2h00 for the scenarios and 2h30 for the standard game.
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Re: good and new ideas for a tournament
So what rules are you using for the scenarios?
phil
putting the arg into argumentative, except for the lists I check where there is no argument!
putting the arg into argumentative, except for the lists I check where there is no argument!
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Re: good and new ideas for a tournament
I'll put them here as soon as I've them translated.
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Re: good and new ideas for a tournament
The rules for the Encounter scenario:
Encounter
Description: The two armies are encamped nearby. Reconnaissance parties start skirmishing soon escalating as each side sends more troops to the combat.
Victory Conditions:
- One side wins, if it controls the enemy camp, at the start of its impact phase. Control means to be within 4MU of the camp and there are no steady enemy within that distance.
- One side wins, if at the start of its impact phase, the enemy has lost as many points of attrition as BG’s that have entered the table.
Game Length: 2 hours for less than 800 points, 3 hours for 800 or more. After that time players equalise number of turns and end in the JAP.
Terrain and Initiative: As in the rules
Camp placing: In contact with longer side of the table and at least 30cm away from the side edges.
Army Deployment:
1 - The side without initiative places all its LH and LF BG’s (up to half the total number of BG’s in the army) in its setup zone. Remaining BG are in Reserve. Fortifications must be placed within 10MU of the camp.
2 - The side with initiative places all its LH and LF BG’s (up to half the total number of BG’s in the army) in its setup zone. Remaining BG are in Reserve. Fortifications must be placed within 10MU of the camp.
3 - The side without initiative places a General. Cannot be the Commander-in-chief .
4 - The side with initiative places a General. Cannot be the Commander-in-chief .
5 – The side with initiative starts to play.
6 – There are neither flank marches nor ambushes.
Reserves:
- Beginning with turn 4 , each side rolls 1 die. Roll of 5 or 6 means that 2 BG from the reserve will arrive.
- In turn 5, 2 dice are rolled. Each 5 or 6 will result in the arrival of 2 BG’s.
- In every following turn, 3 dice are rolled. Each 5 or 6 will result in the arrival of 2 BG’s. However there is always a minimum of 2 BG’s arriving.
Generals may enter with the BG’s provided that there not more generals than BG’s. Troops are placed in the table at the beginning of the MOVEMENT phase.
Sequence of arrival: The BG that are in Reserve enter the table in the sequence below.
1 - LH and LF
2 - CV and LtChar
3 - MF, km Arm and Mob
4 - Km, HChar and Cat
5 - HF, El, Art and BW
Dispersion on arrival: To simulate the absence of prior planning and the spread of recon troops, each arriving BG will dice for entry point using the table below:
1,2 – It arrives of the left side, in its half of the table
3,4 - It arrives within 8MU of the camp
5, 6 – It arrives of the right side, in its half of the table
The initial BG are placed within 4MU of the field.
Arriving BG cannot enter the table within 4MU of enemy.
If, necessary a BG can be shifted by the minimum possible distance to fulfil the above rule (provided there is room).
Encounter
Description: The two armies are encamped nearby. Reconnaissance parties start skirmishing soon escalating as each side sends more troops to the combat.
Victory Conditions:
- One side wins, if it controls the enemy camp, at the start of its impact phase. Control means to be within 4MU of the camp and there are no steady enemy within that distance.
- One side wins, if at the start of its impact phase, the enemy has lost as many points of attrition as BG’s that have entered the table.
Game Length: 2 hours for less than 800 points, 3 hours for 800 or more. After that time players equalise number of turns and end in the JAP.
Terrain and Initiative: As in the rules
Camp placing: In contact with longer side of the table and at least 30cm away from the side edges.
Army Deployment:
1 - The side without initiative places all its LH and LF BG’s (up to half the total number of BG’s in the army) in its setup zone. Remaining BG are in Reserve. Fortifications must be placed within 10MU of the camp.
2 - The side with initiative places all its LH and LF BG’s (up to half the total number of BG’s in the army) in its setup zone. Remaining BG are in Reserve. Fortifications must be placed within 10MU of the camp.
3 - The side without initiative places a General. Cannot be the Commander-in-chief .
4 - The side with initiative places a General. Cannot be the Commander-in-chief .
5 – The side with initiative starts to play.
6 – There are neither flank marches nor ambushes.
Reserves:
- Beginning with turn 4 , each side rolls 1 die. Roll of 5 or 6 means that 2 BG from the reserve will arrive.
- In turn 5, 2 dice are rolled. Each 5 or 6 will result in the arrival of 2 BG’s.
- In every following turn, 3 dice are rolled. Each 5 or 6 will result in the arrival of 2 BG’s. However there is always a minimum of 2 BG’s arriving.
Generals may enter with the BG’s provided that there not more generals than BG’s. Troops are placed in the table at the beginning of the MOVEMENT phase.
Sequence of arrival: The BG that are in Reserve enter the table in the sequence below.
1 - LH and LF
2 - CV and LtChar
3 - MF, km Arm and Mob
4 - Km, HChar and Cat
5 - HF, El, Art and BW
Dispersion on arrival: To simulate the absence of prior planning and the spread of recon troops, each arriving BG will dice for entry point using the table below:
1,2 – It arrives of the left side, in its half of the table
3,4 - It arrives within 8MU of the camp
5, 6 – It arrives of the right side, in its half of the table
The initial BG are placed within 4MU of the field.
Arriving BG cannot enter the table within 4MU of enemy.
If, necessary a BG can be shifted by the minimum possible distance to fulfil the above rule (provided there is room).
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Re: good and new ideas for a tournament
And the rules for the Withdrawal scenario (sorry, these posts are long...):
Withdrawal
Description: One of the armies is retreating but the enemy is very close.
Victory Conditions:
- The attacker wins if in any turn at the beginning of the impact phase it controls 1 Objective. Control means to be ZOCing the objective and there are no steady enemy also ZOCing.
- One side wins, if at the start of its phase of impact, the enemy has lost as many points of attrition as the number of BG’s in the army.
- The defender wins in any other situation.
Game Length: The game has a maximum of 8 turns ending in the defender JAP.
Initiative: As normal. The winner is the ““Attacker”, the loser is the “Defender”.
Terrain: The Defender chooses the type, and is first to choose and setup the pieces.
Camp and Objectives:
- Camps are not used.
- The Defender places 2 Objectives in its half of the table, 12MU from own long table edge.
- The Attacker places 1 Objective in the enemy half, 12MU from the long edge.
The Objectives are bases of 4cmx4cm, like ambush markers, for example. They limit neither vision nor movement.
Army Deployment:
- The Defender places all its troops and fortifications anywhere in its half of the table. He can leave out one BG as Immediate Ambush (see below)
- The Attacker places all its troops and fortification as per the rules.
- The Defender places Generals. Attacker places Generals.
- The Defender places its Immediate Ambush BG.
- The Attacker makes first move.
Battlegroups Withdrawal:
Starting in the Impact phase of its 3rd turn, the Defender has to remove from the table 2 BG if the army has 11 or more BG on-table. If or when it has 10 or less BG, only one is removed. Broken BG cannot be removed.
If the defender wants to remove a ZOCed BG, both BG’s will dice for variable movement. If the withdrawing troops are caught the combat will be resolved in that turn’s impact phase. The charging (and non-phasing) BG counts this movement as a charge done in his own turn.
It necessary, generals are also withdrawn to avoid exceeding number of on-table BG.
Objectives Withdrawal:
Starting in the Impact phase of its 6th turn, the Defender removes one Objective.
Starting in the Impact phase of its 7th turn, the Defender removes a second Objective.
Withdrawal
Description: One of the armies is retreating but the enemy is very close.
Victory Conditions:
- The attacker wins if in any turn at the beginning of the impact phase it controls 1 Objective. Control means to be ZOCing the objective and there are no steady enemy also ZOCing.
- One side wins, if at the start of its phase of impact, the enemy has lost as many points of attrition as the number of BG’s in the army.
- The defender wins in any other situation.
Game Length: The game has a maximum of 8 turns ending in the defender JAP.
Initiative: As normal. The winner is the ““Attacker”, the loser is the “Defender”.
Terrain: The Defender chooses the type, and is first to choose and setup the pieces.
Camp and Objectives:
- Camps are not used.
- The Defender places 2 Objectives in its half of the table, 12MU from own long table edge.
- The Attacker places 1 Objective in the enemy half, 12MU from the long edge.
The Objectives are bases of 4cmx4cm, like ambush markers, for example. They limit neither vision nor movement.
Army Deployment:
- The Defender places all its troops and fortifications anywhere in its half of the table. He can leave out one BG as Immediate Ambush (see below)
- The Attacker places all its troops and fortification as per the rules.
- The Defender places Generals. Attacker places Generals.
- The Defender places its Immediate Ambush BG.
- The Attacker makes first move.
Battlegroups Withdrawal:
Starting in the Impact phase of its 3rd turn, the Defender has to remove from the table 2 BG if the army has 11 or more BG on-table. If or when it has 10 or less BG, only one is removed. Broken BG cannot be removed.
If the defender wants to remove a ZOCed BG, both BG’s will dice for variable movement. If the withdrawing troops are caught the combat will be resolved in that turn’s impact phase. The charging (and non-phasing) BG counts this movement as a charge done in his own turn.
It necessary, generals are also withdrawn to avoid exceeding number of on-table BG.
Objectives Withdrawal:
Starting in the Impact phase of its 6th turn, the Defender removes one Objective.
Starting in the Impact phase of its 7th turn, the Defender removes a second Objective.
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Re: good and new ideas for a tournament
Thanks for taking the trouble to write up these scenarios. Some interesting ideas. A couple of questions on the withdrawal one.
1. Does the defender remove a BG EACH turn starting from turn 3 or only in turn 3?
2. What do you mean that "if necessary generals are also withdrawn to avoid exceeding the number of on table BG"? What maximum are you referring to and how does the general effect this?
Cheers
Richard
1. Does the defender remove a BG EACH turn starting from turn 3 or only in turn 3?
2. What do you mean that "if necessary generals are also withdrawn to avoid exceeding the number of on table BG"? What maximum are you referring to and how does the general effect this?
Cheers
Richard
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Re: good and new ideas for a tournament
1- yes. BG's (1 or 2) are removed every turn starting with the 3rd.
2- The defender's army will be shrinking. So as soon as there more generals than BG's on-table, a general must also be withdrawn (Well, this rule is sort of cosmetic and meaningful for small armies only).
For example: the defender starts the game with 8 BG's and 4 generals. On turn 6 he will be playing with 4 units and 4 generals. That means that on turn 7, a BG AND a general will have to withdraw.
This scenarios ideas are not exactly new. Add Phil's proposal a few posts before or systems like FOW or Napoleon at War, which already have their own. There are also a lot of challenges in the Charles Grant scenario books.
Next scenario will be a river crossing. The draft is done but is awaiting serious testing.
2- The defender's army will be shrinking. So as soon as there more generals than BG's on-table, a general must also be withdrawn (Well, this rule is sort of cosmetic and meaningful for small armies only).
For example: the defender starts the game with 8 BG's and 4 generals. On turn 6 he will be playing with 4 units and 4 generals. That means that on turn 7, a BG AND a general will have to withdraw.
This scenarios ideas are not exactly new. Add Phil's proposal a few posts before or systems like FOW or Napoleon at War, which already have their own. There are also a lot of challenges in the Charles Grant scenario books.
Next scenario will be a river crossing. The draft is done but is awaiting serious testing.