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View Full Version : ITS Tournament - San Jose, CA @Game Kastle- Feb 9th



z3n1st
02-01-2013, 11:43 AM
Bring your Infinity force and test your skills!
■Bring up to two lists consisting of 250pt forces of the same faction (sectorials count as parent faction, although sectorials must be the same between lists; i.e. JSA and Yu Jing, or JSA and JSA, not JSA and IS)

■All games will use YAMS (Yet Another Mission System)

■Missions and Mission objectives (Civilians, Crates and Flags) will be provided for each table

■Tables will consist of a variety of environments (so expect some terrain rules to be used; namely Jungle/Wood/Aquatic on at least one table)

■Please bring all the resources you need to play the game (tape measure, models, markers, dice, rules, etc)

■Please bring PRINTED additional copies of your list(s) (for the organizer, yourself, and for your opponents), all lists will be verified the day of the event before games are played.

■Painted miniatures are not required but they are encouraged (painting award)

■Models must be Corvus Belli and 'representative' of the models being used, although not strictly WYSIWYG (so don't show up with Space Marines intending to play PanO knights or other such silliness)

■This will be an official ITS tournament with standings reported to Corvus Belli

Sign ups can be done prior to the event (by calling Game Kastle), and on the morning of the event. Store doors open at 10 am, Tournament overview will begin as close to 10:30 as we can manage with games beginning no later than 11am. We had lots of great people last event and I hope to see more of the same!

Location information:
www.gamekastle.com
1350 Coleman Ave, Santa Clara, CA

z3n1st
02-01-2013, 11:45 AM
Missions to be used:

Disclamier:

The Mission Deck for Infinity we use is mostly the works of various members from the Infinity Forum, most prominent of which is IJW, slightly adjusted by myself (backgrounds, maybe a typo here and there). IJW created and tweaked these to be what they are today, for tournaments and friendly games. For more information and insight on this individual and his amazing contributions to the Infinity Community please visit http://wargamingtrader.com.


Overview

At the start of the game, each player draws a number of objective cards and then chooses some of them to discard. During the game and at the end of the game, different objective cards are revealed as their conditions are met. Each card revealed in this way is worth 1VP.

Pick Armies, Select Cards

After choosing their army list each player randomly picks 5 cards from their pile of objective cards and discards 2 of their choice leaving them with 3 objectives, each worth one VP. These cards are kept secret, the other player does not know your objectives!

LT Rolls, Place Civilian & Crate

Roll for initiative/deployment as normal. The player that gets deployment should place the Civilian and Crate before any models are deployed. Place the Civilian on the center line of the table, d20” from the left table edge and the Crate d20” in from the opposite table edge, also on the center line. When deploying their main force, each player must also deploy a flag/HQ marker in their deployment zone. This is the size and shape of a 25mm base, has ARM0 and BTS0 and is destroyed by any failed ARM or BTS roll. It cannot be moved and counts as having CH: Camouflage against shooting. Deploy reserve models as normal.

Important note - models cannot deploy with the Civvie or Crate within their 8” ZoC.


Double-Or-Quits, Start Game

Starting with the player who will get first turn, each player can announce ʻdouble or- quitsʼ. They then reveal one of their objective cards (if they called for doubles) or no objective cards (if they called quits). If the revealed conditions are achieved, this card is worth 2VP instead of 1VP. Ambush cards are then played, starting with the first player. Start the game as normal.


Game length is four turns on 4x4ʼ tables.


Notes

All Missions with the exception of "Kill the Leader" cannot be done during the first turn

The Missions we will be using for each match are the following:

Advance
Ambush
Blockade
Capture
Capture the Flag
Catch the Pigeon
Collect
Infiltrate
Kill the Boffin
Kill the Leader
Kill the Pigeon
Mapping
Mystery Box
Only One
TicTic Boom!
Triangulate

The Missions can be fournd at http://wargamingtrader.com and at www.pew-pew-pew.net.

Flags, Crates, and Civilian models will be provided for all participants

IMPORTANT: Tabling of your opponent will NOT net you full objective points, you will however be allowed 1 turn (if less then 4 turns have been played) to complete any objectives you can before your forces are extracted from the mission location.

Ties will be handled by points remaining from each game and lastly points killed beyond the mission

z3n1st
02-01-2013, 11:49 AM
Tournament Scoring:
Objective Points

Each game allows the scoring of 5 Objective Points broken down as follows:

■ Players will draw 5 cards from the mission deck, selecting 3 and discarding 2

Each Mission is worth 1 Objective Point if completed

One Mission may be revealed to the opponent prior to the start of the game, if this mission is successfully completed it is worth 2 Objective Points (note that Ambush does NOT provide 2 Objective Points if revealed)


■ If a players forces are NOT in Retreat! at the end of the game, the player is awarded 1 Objective Point.

In order to resolve ties resulting from the Missions, and to provide rankings for additional awards, two additional tracking methods will be used. Reserve Points and Kill Points

Reserve Points

■ Each player is awarded additional points based on their remaining models each game. Divide the total number of points remaining on the table by 50, rounding to the nearest value. (i.e. 0-25 points equal 0 Reserve Points, 26-50 points equal 1 Reserve Points, etc.).

There are a total of 5 Reserve Points available each game*

Kill Points

■ Each player is awarded additional points based on the number of enemy models killed each game. (models prevented from entering the table or that manage to Retreat! off the table are NOT counted towards this value). Divide the total number of points of all models slain by 50, rounding to the nearest value. (i.e. 0-25 points equal 0 Kill Points, 26-50 points equal 1 Kill Points, etc.). There are a total of 5 Kill Points available each game*

*Actual point totals will be used to break ties within Reserve and Kill Point scores

Awards will be given for:
Best Overall/ITS ranking (1-10, based on Objectives, Reserve and Kill Points)
Best General (Most Objective and Reserve Points)
Best Tactician (Most Objective Points)
Reinforcements! (Ended with LEAST AMOUNT of Reserve Points over all games)
Body Count (Most Kill Points over all games)
Best Paint (Self Explanatory!)
Sportsmanship (simple vote for your favorite opponent of the day)
The Dice Hate Me (Ended with the LEAST AMOUNT of points in all categories)
+ more prizes based on participation

Additional schwag such as pins/patches/posters/miniatures!

z3n1st
02-04-2013, 11:42 AM
Terrain Rules that will be used for the tables, these rules are to ensure consistant play between all games/players.

City Table -
All bushes and trees count as solid cover (if it’s in a planter box its solid)
You may not enter buildings
You may NOT shoot THROUGH buildings (from one side to the other)
Ladders allow models to climb at full movement without a check. Note that TAGS, Vehicles and motorcycles may not use Ladders.
Holo-Ads and Laser Fences count as solid terrain (no LOF through them)
Laser Fences can be damaged by E/M, AP and/or Explosive Ammo, including D-Charges. They have STR1 ARM3 BTS -3. They may be shut down by a Hacker within ZoC, by making a Hacking attempt, and disabled by an Engineer or Specialist Troop as a short skill while in BTB with a successful WIP roll.

Industrial Zone –
You may not enter buildings
Ladders allow models to climb at full movement without a check. Note that TAGS, Vehicles and motorcycles may not use Ladders.
Laser Fences count as solid terrain (no LOF through them)
Laser Fences can be damaged by E/M, AP and/or Explosive Ammo, including D-Charges. They have STR1 ARM3 BTS -3. They may be shut down by a Hacker within ZoC, by making a Hacking attempt, and disabled by an Engineer or Specialist Troop as a short skill while in BTB with a successful WIP roll.

Training Grounds –
Laser Fences count as solid terrain (no LOF through them)
Laser Fences can be damaged by E/M, AP and/or Explosive Ammo, including D-Charges. They have STR1 ARM3 BTS -3. They may be shut down by a Hacker within ZoC, by making a Hacking attempt, and disabled by an Engineer or Specialist Troop as a short skill while in BTB with a successful WIP roll.
Control Panel: In the Center of the table is a control panel that can shut off any Laser Fence (but only one per order) provided the model spending the order is in base to base with it. In addition models in BTB with the control panel can turn on Laser Fences anywhere on the Table, however there can never be more than 4 Laser Fences on the table at a time. If 4 fences on active then one will need to be disabled before it can be placed in a new location.

Cloning Facility –
You may enter buildings
Building interiors count as LVZ (low visibility zones) for shooting into and out of, OR cover if applicable (against a window or wall for example)
Each building has a lift which will allow vertical movement to an adjacent level as a Short Movement Skill, represented by a hatch in the floor/roof of the building. Note that TAGS, Vehicles and motorcycles may not enter buildings and thus may not use lifts, also note that if a models base will not pass through the doorway it may not enter the building.
You may NOT shoot THROUGH buildings (from one side to the other)
Ladders allow models to climb at full movement without a check. Note that TAGS, Vehicles and motorcycles may not use Ladders.
Laser Fences count as solid terrain (no LOF through them)
Laser Fences can be damaged by E/M, AP and/or Explosive Ammo, including D-Charges. They have STR1 ARM3 BTS -3. They may be shut down by a Hacker within ZoC, by making a Hacking attempt, and may disabled by an Engineer or Specialist Troop as a short skill while in BTB with a successful WIP roll.

Paradiso Table –
The entire Table is a Low Visibility Zone (all shooting is at -3)
The entire table is Wood/Jungle and Difficult Terrain (all HI, MI, TAGS, REMs, Motorcycles, and Vehicles are at half MOV)
Jungle ‘bases’ are Zero Visibility Zones and Impassable to move THROUGH. It is permitted to enter the zone if at least half of the models base may be placed on the Jungle Base (basically up against the trees on the base itself), doing so involves the model entering Very Difficult Terrain (all models except Skirmishers half MOV value, TAGs, REM and Motorcycles may not enter at all)
All rock formations require a climb check in order to move over or on (unless it is less than half the height of the model in which case it can be climbed over with no check)
The ponds are considered Aquatic and Difficult Terrain (all HI, MI, TAGS, REMs, Motorcycles, and Vehicles are at half HOV)
Possessing the equivalent terrain skill will allow the model to ignore the Difficult Terrain modifiers and reduce Very Difficult to Difficult

Bunker 013 –
The entire table is considered Beach/Aquatic and Difficult Terrain (all HI, MI, TAGS, REMs, Motorcycles, and Vehicles are at half MOV) with the exception of any artificial areas (buildings, etc)
Ladders allow models to climb at full movement without a check. Note that TAGS, Vehicles and motorcycles may not use Ladders.

Viral Processing Plant-
The entire table is considered a hostile environment:
In game terms, when in an area marked as a Hostile Environment each time a figure rolls a previously determined dice result (A 20, for example) due to an Order declaration or ARO (It is not applied to Guts Rolls or ARM rolls, for example) it can suffer Damage and it must make an ARM Roll.
Hostile Environment rules (summarized above) can be found in the Campaign Paradiso Book
These effects trigger on any natural roll of 20 (as explained above) and result in a Damage 10 BTS roll, while on any of the walkways or additional terrain.
Any models failing a result while on the actual table surface will trigger the effects on 19 and 20 and suffer a Damage 11 BTS roll.
REMs, Motorcycles, vehicles, TAGs and other models with a large base may NOT use the walkways, counting them as impassable (if the base doesn't fit niether does the model). Models with Climbing Plus may ignore this restriction.