von Lucky
Joined: 28 Feb 2008 Posts: 194
|
Posted: Sun Mar 07, 2010 10:03 pm Post subject: The Uncharted Seas Tournament at Conquest 2010 |
|
|
Conquest 2010 presents
THE GOLD OF DRACINIA
A one day The Uncharted Seas competition, Good Friday 2010
Sponsored by Joe Dodgy’s Dice & Games
General Information
When : Friday 2nd April 2010 (Good Friday) from 9:00am to 4:00pm
Venue : Melbourne High School, Forrest Hill Street, South Yarra
Prizes: For first, second and third place
Prizes provided by Joe Dodgy’s Dice & Games: http://stores.shop.ebay.com.au/Joe-Dodgys-Dice-and-Games
Registration & convention details: http://www.2010.conquest.asn.au/index.html
Spartan Games website: http://www.spartangames.co.uk
Tournament Limitations
1. Players need to supply all miniatures and gaming aids.
2. Fleets must be painted with at least 3 colours and from one faction.
3. The Patrol Fleet can be no more than 400 points, abiding by all normal force construction limits for tournaments (“Option 3” as per the Spartan Games website), although no Battleships (BS) are allowed, nor does the 50% maximum for Frigates and Cruisers apply.
4. The Battle Fleet can be no more than 600 points, abiding by all normal force construction limits for tournaments (as above).
5. All experimental ships/models with a point costing are allowed in a Patrol or Battle Fleet.
6. There will be pre-set terrain for all games.
7. Games will have a limit of 90 minutes maximum.
8. Swiss Chess system will be in play with placings decided by overall Tournament Points.
9. Fleets need to be emailed to Karsten (TO) by Thursday 1st April at karstenz[at]gmail[dot]com
Scenario 1 - Shadows in the Fog
While scouting a safe route for their respective battle fleets through the mists that surround Dracinia, two patrol fleets cross paths in the fog. Sensing they can overpower the other patrol fleet, they attack each other.
Table - 4 x 4 feet Fleets - Patrol Fleet each
Both players roll a die, the highest chooses table edge and places their first squadron (4” from the sides, 8” in). The other player deploys on opposite table edge their first squadron. Deployment continues until all squadrons are deployed.
The rules for Night Fighting as per the Rulebook (p 46) are effect, and need to be rolled for every turn (after wind). Victory Points are calculated as per the Rulebook (p 47). You will receive 5 Tournament Points for a major victory, 4 Tournament Points for a minor victory, 2 Tournament Points for a minor loss, 1 Tournament Point for a draw or major loss.
Scenario 2 - Secure the Beacon
Having found the best landing shore on Dracinia, the patrol fleets are attempting to secure an outlaying island so that beacons can be lit to allow the battle fleets to disembark their cargo and start plundering the ruins for gold. Unfortunately an enemy patrol fleet has their eyes on the same island.
Table - 4 x 4 feet Fleets - Patrol Fleet each
Both players roll a die, the highest chooses table edge and places their first squadron (4” from the sides, 8” in). The other player deploys on opposite table edge their first squadron. Deployment continues until all squadrons are deployed.
The island in the middle of the table will have a beacon. It is up to the fleets to secure this beacon by starting any turn with any ship (ie not a submersible, submersible counter or creature) within 8” and no enemy ships (as above) within this zone. If you achieve this (or if you destroy the entire enemy fleet) you receive an additional 2 Tournament Points on top of any other Tournament Points, which are calculated as per Scenario 1.
Scenario 3 - The T-errible Sinkhole
While on route to the disembarkation point, two battle fleets are forced to pass each other in the Floppy Straights, which are frequently plagued by sinkholes.
Table - 4 x 4 feet Fleets - Battle Fleet each
Both players roll a D6 die, the highest chooses table corner and places their first squadron 8” from that corner. The other player deploys 8” from any other table corner their first squadron. Fleets must all be deployed in the same corner as their first squadron. Deployment continues until all squadrons are deployed.
Each turn the strength of the sinkhole (in the middle of the table) needs to be determined before wind. Roll 2D6 for each ship – it moves this distance towards the sink hole, but keeps its heading. If a ship enters the sinkhole it is removed as if it had sailed off the edge of the table. Tournament Points are calculated as per Scenario 1.
Scenario 4 - Escape from Woe Key Harbour
Enough of strange disappearances of crewmen and after filling their holds with as much plundered gold as they can, a fleet is attempting to leave Dracinia as quickly as possible. Sensing an opportunity to make off with its loot of gold, an enemy fleet has blocked off the fleet which is still at anchor.
Table - 4 x 4 feet Fleets - Battle Fleet each
Your fleet’s average speed will be worked out by the TO before the day. The player with the fastest fleet is the defender. Roll off if it is a draw. The defender places their whole fleet along one table edge (4” from the sides, 8” in). The attacker then deploys on opposite table edge their entire fleet (4” from the sides, 8” in). For each Defender’s ship that leaves the opposite table edge, the defender receives VPs for what that ship is worth (full Victory Points if undamaged, half Victory Points if at half or less damage points). Other Tournament Points are calculated as per Scenario 1. |
|