Hit List

10/26/08

ALTERNATE FORMATS FOR TOURNAMENTS & EVENTS

  • Monstrous Mayhem is a mixed Warmachine and Hordes tournament format that puts emphasis on steam belching warjacks and muscled warbeasts while placing their accompanying armies in a supporting role. Tournament Structure: Players participate in timed, Swiss-format matches in which all players partake in every round. The number of players participating in the tournament determines how many matches are played. Army and Horde Composition: Warmachine/Hordes army lists for Monstrous Mayhem consist of any legal 750pt build with a minimum of 15 Victory Points worth of warjacks/warbeasts.Special Rules: A player scores Victory Points for each enemy warjack/warbeast that is destroyed by a friendly warjack/warbeast. A player scores Victory Points for each enemy warcaster/warlock that is destroyed by a friendly warjack/warbeast. No Victory Points are awarded for inert warjacks, wild warbeasts, units, solos, or models destroyed by anything other than a warjack or warbeast.Suicide is for the Weak: If a friendly warjack/warbeast is destroyed by any friendly model the Victory Points for that warjack/warbeast are awarded to the enemy player. If a friendly warcaster/warlock is destroyed by any friendly model the Victory Points for that warcaster/warlock and his entire battlegroup/warpack are awarded to the enemy player.Victory Conditions: The player with the most Victory Points at the end of the game wins. The game ends and Victory Points are calculated when time is called or one player's warcaster/warlock is destroyed. Five (5) Tournaments Points are awarded for a win, three (3) for a draw, and one (1) for a loss. The player with the most Tournament Points, and therefore the most wins, will be the tournament winner.
  • GUTS & GEARS- Army and Horde Composition: Warmachine/Hordes army lists for the Guts-n-Gears Gauntlet consist of any legal 350pt list where the combined cost of units and solos does not exceed the point cost of the battlegroup/warpack. Each player must have 2 to 4 written army lists for their chosen faction and each list must have a different warcaster/warlock.Special Rules: - Each game is a 4 player game of warcaster/warlock assassination. - Players may not use the same warcaster/warlock two games in a row.- Players reveal their army list simultaneously before the deployment roll.- Roll standard multi-player free-for-all deployment (Prime Remix p.29/Hordes Primal p.28)- Players deploy completely within 10” of their chosen corner.- Turn order starts clockwise from the first player.- A players scores three (3) Tournament Points for each enemy warcaster/warlock that they destroy or remove from play.- A player scores one (1) additional Tournament Point if he destroys all three enemy warcasters/warlocks in the same game.- When a player is eliminated from a game, his score card goes into a queue. When there are four players in the queue, they will begin a new game.
  • ESCALATION - Escalating format - start with round one at 350, rnd 2 500, rnd 3 750, and round 4 1000 points.
  • PRIME ONLY - 500 or 750 point tournament where you may only use models listed in the Prime Rulebook. Usually uses winning conditions of Warcaster Kill followed by VP.
  • REMIX ONLY - 500 or 750 point tournament where you may only use models lfeatured in the REMIX rulebook. Winning condition is usually Caster Kill followed by VP.
  • THE SWITCHEROO - Each person builds an army then tags it with a number and sets it on a shelf, and at the beginning of each round everyone draws a number at random to determine which army they play ... best for friendly and club events.
  • RANDOM WARCASTER - Each player picks a faction, and make a list for that faction. Then they bring the models for 2 or more Warcasters of that chosen faction. The Tournament Organizer then oversees as each players puts the cards for his warcasters in a pile, shuffles them, and then randomly draws a single Warcaster to use with the predetermined list.
  • RANDOM ARMIES - Each player designs 2-3 army lists. Tournament Organizer oversees each player randomly selecting one of the lists for use during the tournament.
  • 666 FORMAT - Simply a list at 666 points with one Warcaster. Good for playing on a Friday the 13th or Halloween.
  • 999 FORMAT - Simply a list with one or two Warcasters. Good for a small step up from 750 but remember it will take a long time to play this out!
  • STAMPEDE - Uses the Stampede rules of attacking and defending.
  • 411 - Uses one Warcaster, one solo, one unit, and one jack. Very fun!
  • MANGLED METAL - You can use this at 350, and 500. Uses one Warcaster and 'Jacks only. Also, try at 750 with two Warcasters and 'Jacks only. Both Warcasters must be assigned 'Jacks.
  • TOOTH & CLAW - Same as Mangled Metal but with Warlocks and Warbeasts only.
  • GRUNTS - Warcaster, Units, and Solos only. No 'Jacks.
  • Wreck-A-Jack - 350, or 500. 15" deployment, 22" AD. Just so players get to each other quickly. 40min rounds. A Warcaster Kill is an immeadiate win. VPs calculated only for Destoryed 'Jacks not Disabled ones.
  • Pick Your Poison - Each player brings 4 (or more) warcasters. The opponent chooses which warcaster the player will play each round.
  • Shoebox - It's meant for 350 point games to be played on 2x2 tables with the terrain leaning heavily towards multi-story buildings (preferrably with easily-targeted/destroyed support pillars), bridges, ravines - lots of 3 dimensional play. 40 minute rounds, 60% of the army has to be your battlegroup, plus we use a couple supplemental rules to 'spice up' gameplay:* when something is slammed or thrown, all collateral damage is worked out as normal except whatever the model lands ON TOP OF takes a hit equal to the slammed/thrown model's ARM instead of the slamming/throwing model's STR.*structures can be slammed and charged, and a warbeast or warjack that performs a slam power attack against a structure does double damage. *If a section of wall takes enough damage to be destroyed and a slamming/slammed/thrown model still has any movement left, the model can continue its movement. If this means the model can move far enough to contact another wall (such as the back of the building it was slammed into), AND can do enough damage to create a suitable breach, it can continue any movement it has left as well. Basically, jacks and beasts can slam things into, through, and across buildings if the situation is right! I've had a Juggernaut slam itself through walls to get into melee with an Ironclad, and on the following turn it threw the Ironclad through the opposite wall into some infantry. *When a structure collapses, after determining how much damage is dealt to anything inside/on it, all models within 3" take a hit depending on proximity to the outside edges of the building - within 1" take a POW 12, 2" it's a POW 10, and 3" is a POW 8.
  • Power Coins - 400pts or 500pts with special power coins, (numbered coins drawn at random each with a special power, ie 1 solo get +1 Mat, +1 Rat, +1 Arm)

And there are many more. But these are just some fun ideas for tournaments. WARMACHINE and HORDES should never be boring!

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