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tourney formats
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joncleaves
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PostPosted: Thu Feb 12, 2004 12:41 am    Post subject: Re: tourney formats


I was referring to the format of - you have to get x number of games in Y amount
of time. For EXAMPLE:

Every player must play two games by friday evening. Of those that do, the top
16 scores play three rounds on saturday to detrmine the winner.

Those numbers could be three, 8 and three or two, 32 and four or whatever.

Disadvantages - not everyone gets to play every round. Players have to, with
help of the director and some sort of central pairing area, fish for opponents
until friday night. Unscrupulous players may hang out nearby this area until a
rookie shows up and then offer him a game.

Advantages - you can fit games to your schedule. Winner is based on more than
three games. Those not qualifying can play in an open or whatever on saturday.

Jon


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joncleaves
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PostPosted: Thu Feb 12, 2004 12:50 am    Post subject: Re: tourney formats


In a message dated 2/11/2004 4:35:01 PM Eastern Standard Time,
ragingbullmf@... writes:

> Jon, good for you for leaving the format
> interpretation to the local refs.>>

yes, Michael, I believe this thread is specifically targeting the big NASAMW
events, but the ideas discussed here may trigger something a local organizer
wants to use.

J


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PostPosted: Thu Feb 12, 2004 3:19 am    Post subject: Re: tourney formats


--- In WarriorRules@yahoogroups.com, JonCleaves@a... wrote:
> Worse, I have seen guys just deciding at game time they want a
>particular piece of terrain and they have to go searching for it
>because they don't have it. In a tourney that uses 14.0 terrain and
>deployment, a player should come to the table with a basic idea of
>what he will do given most opponents and the terrain pieces he plans
>to use.

A simple solution here might be that players are required to outline
several terrain ideas that they might have, write them down, submit
them to the tourney organizer and bring those pieces of terrain with
them. Much like the way the NICT is run with army lists. Just have
an added section for expected terrain choices. Most people have a
very good idea what kind of terrain they will want to bring for any
given opponent. Lost of brush for elephants for example. Maybe an
open against loose order foot heavy armies.

So a list for terrain choices might be: 3 brush choices 2 open
choices a major water feature and a woods choice.

This would be expected to cover any combination of terrain the
players felt they might need.

This will encourage people to think of terrain choices as part of the
army and not an added part of the game that someone else will supply.

This would certainly help stop the delays in setting up.

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Kelly Wilkinson
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PostPosted: Thu Feb 12, 2004 10:11 pm    Post subject: Re: tourney formats


Todd wrote:
Do we really need to add clocks to the game? I don't
think so, but my tounrmanet expierence is limited at
best.

Todd

I have to agree with Todd here. Most of the staller type players that I know of
have mostly gone to DBM (not to knock that system). Warrior players that I'm
aquainted with don't sit around waiting for stuff to happen and usually time
runs out after 15 to 18 turns in a typical 3 hour game. But that's in the
Republic of Texas where the players are aggressive and wear 10 gallon hats! :)

kelly wilkinson


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Greg Regets
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PostPosted: Fri Feb 13, 2004 12:44 am    Post subject: Re: tourney formats


Pregame - If you are late for a game, for any reason, you forfet ...
PERIOD! Being late for a game is rude and bad sportsmenship. Players
must have an army list, fatigue sheet and troops ready at the START
of the time period for that game. None of this filling out fatigue
sheets while the other guy is waiting to play.

Terrain - Have a call person for each terrain placement. Give a 30
second window for each placement. If you miss your 30 second window,
you don't get to place that terrain choice. This makes terrain take
exactly 4 minutes.

Deployment - Each command gets two minutes to deploy. At the end of
the two-minute window, anything in that command not in position on
the table gets put back in the box and will not be used for that
game. Assuming three commands for each army, deployment takes 12
minutes.

Lists - 1500 points. That extra 100 points slows the game down more
than any other playing factor. Removing 100 points removes the "wall
of lead" tactic from all but the cheapest army.

Mechanics - State your distance as you move your stuff. This
eliminates lots of measuring, as the possible distance one can get to
becomes obvious.

Approach/Counter/Retirement/March - Players should start at one end
of the table and within reason, approach move to the other. Eliminate
all this moving a unit on the right, then moving something over on
the left, then going back over to the right again ... etc. IF YOU
TAKE YOUR HAND OFF A UNIT THAT YOU HAVE TOUCHED, YOU CAN'T MOVE IT
AGAIN UNTIL CHARGES!

General Stuff - You shouldn't talk to anyone other than the guy you
are playing for any more than a quick hello. While playing a game,
stick to topics pertaining to the game. You don't have to factor each
fight again and again and again. Bow against MI is the same, no
matter how many times you look it up!

*****

If you do these things, you can play a game to conclusion in well
under three hours, with time to spare. Players that are taking longer
are probably stalling and the referee needs to check them out for
some attitude adjustment.

Just my opinion ... g

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Mark Mallard
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PostPosted: Fri Feb 13, 2004 3:46 am    Post subject: Re: tourney formats


Hi,

15 to 18 turns in under 4 hours!!!

are you guys on steroids or what. anyhow i dont see how a game could go to 18
moves.

that would take atleast 6 hours for our inexperienced group maybe 8 hours. i
am the fastest in our growing group but rushing guys unfamiliar with the rules
is no encouragement to them. they will just feel cheated if you dont show
them where it says what in the rules when they query something.

mark mallard


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Mark Mallard
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PostPosted: Fri Feb 13, 2004 4:09 am    Post subject: Re: Re: tourney formats


In a message dated 2/12/04 9:54:43 PM GMT Standard Time,
greg.regets@... writes:

> Pregame - If you are late for a game, for any reason, you forfet ...
> PERIOD! Being late for a game is rude and bad sportsmenship.

my clock idea fits here, clock started at due start time of game, no forfeit,
things happen.

Players>
> must have an army list, fatigue sheet and troops ready at the START
> of the time period for that game. None of this filling out fatigue
> sheets while the other guy is waiting to play.
>
We use temporary counters next to units for fatigue disorder etc - very
helpful and quicker avoids possibility of cheating. The rest i agree with. Also
we
have laser cut 1 inch 2 inch etc solid steel lengths 1 inch wide for
measuring, tapes not used much at all. Considering marketing the stuff. Any
interest?
Or do others make this stuff.

> Terrain - Have a call person for each terrain placement. Give a 30
> second window for each placement. If you miss your 30 second window,
> you don't get to place that terrain choice. This makes terrain take
> exactly 4 minutes

Sounds like my clock idea fits here.

> Deployment - Each command gets two minutes to deploy. At the end of
> the two-minute window, anything in that command not in position on
> the table gets put back in the box and will not be used for that
> game. Assuming three commands for each army, deployment takes 12
> minutes.

I understood each plyer deployed alternate units unless outscouted, correct
me please. Otherwise again the clock idea works fine here.

> Lists - 1500 points. That extra 100 points slows the game down more
> than any other playing factor. Removing 100 points removes the "wall
> of lead" tactic from all but the cheapest army

fine idea if trying to get enjoyable game into 4 hours max

> Mechanics - State your distance as you move your stuff. This
> eliminates lots of measuring, as the possible distance one can get to
> becomes obvious.

I agree, the above mentioned steel markers are handy cos you can leave them
in place.

>
> Approach/Counter/Retirement/March - Players should start at one end
> of the table and within reason, approach move to the other. Eliminate
> all this moving a unit on the right, then moving something over on
> the left, then going back over to the right again ... etc.

i agree.

IF YOU>
> TAKE YOUR HAND OFF A UNIT THAT YOU HAVE TOUCHED, YOU CAN'T MOVE IT
> AGAIN UNTIL CHARGES!

Not sure here. but like the gist of it, i do not like it when someone has
moved a unit then says oh i will do that differently and picks them up annd
starts again.


>
> General Stuff - You shouldn't talk to anyone other than the guy you
> are playing for any more than a quick hello.

fair comment, with clocks no problem, its on his time he can chat until outa
time if he likes as far as im concerned

While playing a game, > stick to topics pertaining to the game. You don't
> have to factor each
> fight again and again and again. Bow against MI is the same, no
> matter how many times you look it up!

i got bad eyes/memory sometimes i like to check how badly my unit did, often
realise we missed a factor here or there.

>
> If you do these things, you can play a game to conclusion in well
> under three hours, with time to spare. Players that are taking longer
> are probably stalling and the referee needs to check them out for
> some attitude adjustment.


nice thread tho

>
> Just my opinion ... g
>
>



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PostPosted: Fri Feb 13, 2004 8:53 am    Post subject: Re: tourney formats


That is a lot of bounds - some may see it as indicative of fast
play. The fact that anyone might still be standing after 18 bounds
is to me indicative of a lot of manouvre and not much fighting!

Looking forward to plenty of fighting in my game tonight - 2 a side
25mm each with 1000 points of troops on a 8*5 table. Everyone will
be tired and victorious or vanquished and fleeing after 6-7 bounds
at most guaranteed

Adrian Williams
Barbarians Wargaming Club
Sydney, Australia

--- In WarriorRules@yahoogroups.com, markmallard77@a... wrote:
> Hi,
>
> 15 to 18 turns in under 4 hours!!!
>
> are you guys on steroids or what. anyhow i dont see how a game
could go to 18
> moves.
>
> that would take atleast 6 hours for our inexperienced group maybe
8 hours. i
> am the fastest in our growing group but rushing guys unfamiliar
with the rules
> is no encouragement to them. they will just feel cheated if you
dont show
> them where it says what in the rules when they query something.
>
> mark mallard
>
>
> [Non-text portions of this message have been removed]

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Ed Forbes
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Posts: 1092

PostPosted: Mon Feb 16, 2004 8:28 am    Post subject: Re: tourney formats


they will just feel cheated if you dont
> show
> them where it says what in the rules when they query something.
>
> mark mallard
>
>

I agree. I challenge a ruling when in I think it odd. I find that I was
right in challenging enough times that I do not care if it does slow the
game down. If something does not sound right, I want to see it in print.

Ed

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