Showing posts with label Overall Scoring Format. Show all posts
Showing posts with label Overall Scoring Format. Show all posts
Sunday, August 28, 2011
Notes on BeakyCon scoring system
Here is how scoring will work for the missions:
A win is worth ten points. Each objective is worth one point. Victory points are only used for tie breakers. So for example if you win a game and take all three objectives you would score a total of 13 points that round (maximum). On the other hand if you only manage to win by victory points then you'd score 10 points that round.
Victory points will be scored using the rules from 4th edition. You will receive a set of these rules in your gaming pack when you register at the GT.
WYSIWYG will be fully enforced. If you field a unit that is not compliant it can be removed at the discretion of a judge. Contact me if you have any questions.
You must bring eight copies of your army list. All army lists must be typed and printed showing a complete breakdown for each unit. Please don't bring any hand written army lists. If an army is found to be illegal you aren't eligible to win any awards.
Swiss pairings will be used for each round and you won't have to play the same person twice.
Sunday, July 17, 2011
BeakyCon GT missions and overall scoring system
Here is how all missions will work for each round:
Objectives
Alpha - Seize Ground (3 markers)
Bravo - Capture & Control
Charlie - Annihilation
You win the mission by scoring the most objectives. If there is an overall draw on objectives then the winner is decided by pure victory points. If by some rare twist of fate there is also a draw on victory points then there are measures to decide the winner - such as play another turn for that game. Note there is a winner each round.
The markers for Seize Ground can be placed 6" from a table edge. All mission special rules are in place such as Deep Strike and Outflank.
Deployment
Each mission will use one of the standard deployment options such as Dawn of War.
Swiss Pairings
The first round on Day One will use random pairings then all other rounds will use the Swiss Sysyem.
Number of Turns
There are six turns then a seventh on a roll of 4+ on 1d6. Each round will last 2.5 hours. Don't start a turn both players can't finish... Always leave yourself and your opponent at least 15 minutes to complete a full turn. You will have to record how many rounds you played each round to track slow play.
Brackets
Everyone will play three rounds the first day. The four players to go undefeated the first day will be placed into the Gladitoral Bracket at the start of the second day. They will play two rounds to determine who is the one overall undefeated player and will be crowned Warmaster (Best General). The rest will be placed in the consolidation bracket and play three rounds the second day. This second bracket will have the award for Best Overall (combination of hard scores and soft scores). Best Army, Players' Choice and Best Sportsman will be decided by votes.
WYSIWYG Policy
All models must be WYSIWYG. If you think you might have model(s) that isn't WYSIWYG then contact me. Any model can be removed from play at the discretion of the TOs if there is an obvious WYSIWYG violation.
Wednesday, June 22, 2011
Missions Format § Overall Scoring System
Hi y'all
I am going to post my proposed missions format for the GT. Feel free to let me know what you think as I'm open to any good suggestions. Note that my system is based upon how other tournament organizers are running their GTs such as Adepticon, NOVA and WarGamesCon (formerly known as BoLScon).
MISSIONS FORMAT § OVERALL SCORING SYSTEM
Win|Loss System
There are no ties - you either win or lose each round. There will enough rounds played so at the end of the second day there is one player who is undefeated and is crowned the Warmaster (i.e., Best General).
Multiple Objectives
Each mission will have three objectives. Whichever player wins the most objectives in a mission wins the game. Two objectives for each mission will come from the main rulebook (i.e., Capture & Control, Seize Ground and Annihilation). The third objective will be something different such as table quarters or have the most scoring units in your opponent's deployment zone. So for example if one player takes one of the objectives and the other two objectives are drawn then that player wins the game. If both players draw on the three objectives then the tie breaker goes to pure victory points - that is whichever player has the most victory points wins the game.
At the start of the tournament you'll be given two red Beaky poker chips to use as objective markers for Seize Ground and one black Beaky poker chip to use as an objective marker for Capture and Control. You'll also be given some Beaky dice. These are for you to keep as mementos from the GT.
Deployment
Deployment comes from the main rulebook - Dawn of War, Pitched Battle or Spearhead. We might also use the old Cleanse deployment from 4th edition as well (i.e., diagonal lines across the table).
Number of Turns per Round
There will be six turns per round - no random game length. Each round is 2.5 hours long. You will be notified when there are 30 minutes left to play. Don't start a turn both players can't finish.
Overall Battle Points Scoring
Each round you will record if you won or lost and how many objectives you took. The total number of objectives scored over the course of the tournament is to track how well you did overall and place players from 2nd to last place for battle points.
You will also record how many turns you were able to play each round.
Pairings
Pairings are random the first round and you can submit a list of your friends you came with so you don't have to play them during the first round (no more than up to five friends can be submitted). Pairings will be based on the Swiss system after the first round. For example if you are 3 - 0 after the first three rounds then you'll play someone else with three wins in the fourth round. That is, you'll always play someone else with the same record (wins and losses) each round after the first round.
Army Composition
There is no composition so you can design your army however you wish with no penalties or restrictions. You do have to follow the guidelines for the standard force organization chart (FOC) in the main rulebook.
Sportsmanship
I'm still working on how this will be scored. I like this system:
1) Did your opponent arrive at least five minutes early to the table for your game? (1 pt)
2) Did your opponent provide you with their army list (legible and simple to understand) prior to the roll for deployment? (1 pt)?
3) Did your opponent bring their own dice, measuring tape and templates? (1 pt)
4) Did your opponent work with you in a friendly manner to resolve any disputes of the rules? (1 pt)
5) Did your opponent play the game in timely fashion? (1 pt)
You will also be asked at the end of the tournament who was your most favorite opponent - this will be used for tie breakers if necessary to decide who wins the Best Sportsmanship award.
Battle Points versus Soft Scores
Battle points and soft scores are separated:
• The Best General award is based solely upon battle points.
• The Player's Choice award is based solely upon votes from players for their favorite army.
• The Best Army award is based solely upon a set of criteria scored by a panel of judges.
• The Best Sportsmanship award is based solely upon the players' scoring of their opponents.
Question
Should there be an award for the Best Overall player? This would be awarded to whomever scored highest collectively for battle points, army appearance and sportsmanship. If there is enough feedback to support this award then it will be added as a fifth and the top award.
Note
Any player cannot win more than one award total.
That's it for now - please let me know what you think.
G
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