Author Topic: Stampede Rules  (Read 1852 times)

Swonkob

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Stampede Rules
« on: Apr 19, 2012 03:12PM »

Stampede!!!

Players participate in any number of non-timed matches over
the course of the event.
An odd number of players will result in shorter wait times for
players waiting for other games to finish. Since the event does not
use timed rounds, however, average wait times between games
trend shorter than in Swiss events.
When a game is completed, the winner stays (as the defender), and the loser
leaves. The next player waiting for a game takes his place at the
now-open table as the attacker. The Evolution Stampede event
is basically a race. Time is of the essence, and players who
play slowly will be left behind in terms of most of the
event awards. Playing quickly also assures less waiting
around and the chance to play more opponents,
increasing the enjoyment for fellow players.

The Stampede format features just a single scenario, but the rules
surrounding that scenario make for a unique event experience.
Organizers must be familiar with the Last Ditch scenario,
the rules for taking over tables, and the attrition rules for the
defender in order for the event to run smoothly and ensure an
enjoyable time for everyone.

List point totals cannot exceed the maximum point value listed
for the event. Lists must also be no more than 1 point under
the maximum point value.
Players may only bring a single list for use at the event.

Last Ditch Scenario: it is simply a scenario which has a fortified side of the board; i.e., the designated "defender side" will have stone walls and trenches throughout it. We will be using 10" deployment for the defender and 7" deployment for the attacker. The attacker always goes first. It's really that simple. Additionally, there is a 15" "killzone". The 15" "killzone" is measured from the attacker's deployment board edge and is designed to ensure the attacker is, in fact, attacking! It works just like the killbox artifice, where the attacker can not end their 2nd turn (or any turn after) with their warcaster or warlock in the "killzone". <Edit: scenario rule added on 05/17/12>

Beginning: For the first game of the event both players roll off, the winner
chooses if he would like to be the attacker or the defender. The
attacker deploys and goes first for the remainder of the event.

Victory Conditions: A player wins when he has the only remaining warlock in play or the attacker's warcaster or warlock is in the "killzone" at the end of the attacker's 2nd turn (or any turn after).
If the attacker wins, the attacker becomes the defender for this
table. He/she begins the next game with their full list.
If the defender wins, he/she remains the defender for this table, but their
forces have been somewhat depleted.
For each unit that ends the game with 50% or less of its starting models, the unit starts the next
game with one (1) fewer models.
For each unit that ends the game with no models remaining on the table, the unit starts the next
game with two (2) fewer models. If it is a unit with characters and suffers attrition, the removed models must be randomly determined and reported to the tournament organizer.
Each warbeast/warjack that is no longer on the table at the end of the game begins the next game with one (1)
damage to each branch/column. This damage cannot be removed or healed/repaired.
Each solo that is no longer on the table at the end of the game begins the next game with one (1)
damage. This damage cannot be removed or healed/repaired.
After May 20, 2012, each battle engine that is no longer on the table at the end of the game begins the next game with one (4)
damage. This damage cannot be removed or healed/repaired.
After May 20, 2012, each colossal that is no longer on the table at the end of the game begins the next game with one (1)
damage to each branch/column. This damage cannot be removed or healed/repaired.
All such penalties are cumulative should the player successfully defend the
table again.


Tracking Sheets: Each player receives a tracking sheet to record the results of their games.
The following information is recorded for each game:
Win/Loss - Indicated by a 'W' or 'L'!
Attack/Defender - Whether the player was the attacker or defender. Indicated by 'A' or 'D'.
Total VP’s Earned - Total VP’s earned in the game.
Beast/Jack VP’s - Total VP’s from destroyed warbeasts or warjacks.
# of Opponent Defenses - When you defeat a defender note the total
consecutive number of successful defenses he/she has had on that table.

Esteemed Rankings:
Champion – The Champion is
awarded to the player with the greatest number of successful
defenses – total wins while holding a table (playing as the
defender). In the case of a tie, the tying player with a longer
run holding a single table is the champion. If there is still a tie,
the player with more VPs is the champion.
Blockade Runner – The Blockade Runner award goes to the
player who defeated the player with the longest run as the
defender. If there is a tie for longest run as a defender, the
player with more VPs wins.
Beast/Jack Hunter – The Beast/Jack Hunter award goes to the player who
destroyed or removed from play the most VPs worth of warbeasts
(note that wild warbeasts or inert warjacks are not destroyed).
Top Wrangler – Though the Stampede event does not
require fully painted army lists, painting is still encouraged
and rewarded. Each player may submit one warbeast/warjack or
warlock/warcaster model to be judged by the Tournament
Organizer and other impartial judges. The winner receives
the Top Wrangler award! The model must be in the list used during the tournament.
« Last Edit: May 18, 2012 12:19PM by Swonkob »
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aleck

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Re: Stampede Rules
« Reply #1 on: Apr 23, 2012 03:00AM »

I could have missed it, but how many points for our list?
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Swonkob

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Re: Stampede Rules
« Reply #2 on: Apr 23, 2012 09:19AM »

The upcoming tourney is 35.
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Craftwerk

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Re: Stampede Rules
« Reply #3 on: Apr 30, 2012 11:35AM »

I've looked at the SR2012 rules and nowhere do I see the Scenario "Last Ditch". Would you be able to provide rules for this please, or is a scenario that has since changed names?
Also, would there be different rules for character infantry units? Like if B13 get wiped one game does that mean that in the next game they are only 2 men strong or would they all just have 1 less HP?
« Last Edit: Apr 30, 2012 12:25PM by Craftwerk »
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aleck

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Re: Stampede Rules
« Reply #4 on: May 10, 2012 10:07PM »

If a beast survives a game due to a feralgiest does it count as killed for the next game?
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Swonkob

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Re: Stampede Rules
« Reply #5 on: May 17, 2012 05:28PM »

Good question, Aleck....the answer is; in order for a Feralgeist to do it's job, the beast must be destroyed. So, if you are defending then the beast would suffer attrition in the next game.
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Swonkob

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Re: Stampede Rules
« Reply #6 on: May 17, 2012 05:56PM »

Good questions, Craftwerk...the SR2012 rules are exclusive to SR2012, so Last Ditch is not in there. Last Ditch was part of the 2007 release of the Stampede tournament format, which was a special format that celebrated the new Hordes cavalry models at the time. I've since resurrected it because people love the format so much. I've had to alter the format to lend itself to MKII and to the new model releases. In fact, after May 20, 2012 (the next Stampede tourney), I will update the rules again to account for battle engines and....Colossals!!!  :D

As far as specifics around "Last Ditch", currently it is simply a "scenario" which has a fortified side of the board; i.e., the designated "defender side" will have stone walls and trenches throughout it. We will be using 10" deployment for the defender and 7" deployment for the attacker. The attacker always goes first. It's really that simple. My addition to this is a 15" "killzone". The 15" "killzone" is measured from the attacker's deployment board edge and is designed to ensure the attacker is, in fact, attacking! It works just like the killbox artifice, where the attacker can not end their turn with their warcaster or warlock in the "killzone".

And, lastly, GREAT question regarding character units; they are treated the same as regular units but the models removed must be done randomly and declared to the Tournament Organizer. This format can be crippling to character units and 1 point solos but it makes for an interesting day! It will do everyone well to put a lot of thought in to the list they bring, whether it's for defending or beast hunting!
 
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