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TOURNAMENT RULES FOR ORIGINS 2010

 
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mjwest
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Location: Dallas, Texas

PostPosted: Thu Jun 03, 2010 7:22 pm    Post subject: TOURNAMENT RULES FOR ORIGINS 2010 Reply with quote

ORIGINS TOURNAMENT 2010
After considering several alternatives, we have decided to
stick with basically the same format as in 2009. The basis for the
Federation Commander Tournament is a squadron-level engagement
involving three to four ships. Players will be randomly paired
against each other.

BATTLE SQUADRON SELECTION
Players will select their own squadrons, which must be
consistent with the rules herein. Ships will be in Squadron Scale.
Each player must construct his force from ships belonging to
a single empire. There can be no more than four and no fewer than
three ships in the squadron, and no more than two of a given type
(e.g., DW, FF, CW). The total value of all ships in the squadron must
be 425-450 points. No battleships, ships from Communique, ships from
Briefing #1 or #2, or ships from Captain's Log may be included in the
force (unless they have been formally published in a product).
The force may include no more than two "leaders" (DN, BCH,
CC, NCC) of different types, no more than one of which may be a
dreadnought or heavy battlecruiser. The remaining ship or ships can
be any available to the selected empire so long as they are not
otherwise prohibited. The WYN PBB and CA are also considered leaders.
Tholian forces can include no more than one ship equipped with web
casters. Hydran forces can include no more than eight Stingers; you
can leave some hangar bays empty (and no, you do not get free
shuttles to replace missing fighters).
Players must present their squadron to a tournament judge for
approval (and to start the record keeping). Try to arrive a few
minutes early, or get your squadron approved in advance. Once the
squadron is submitted for the tournament, the player cannot change
any ship on subsequent rounds. He may, if he wishes, withdraw from
the tournament and reenter with a different squadron paying a new
entry fee, but his record will then start over.

TOURNAMENT ROUNDS
We have registered with Origins to offer Federation Commander
rounds at 4pm Wednesday, 8am, 1pm, and 6pm Thursday, 8am, 1pm, and
6pm Friday, and 10am Saturday. Games will be matched by the judges
using players who have asked for a game. If there are an odd number
of players for a game during a given time slot, the last player
reporting to the tournament desk will be the player who gets left
out. To get into the finals, you need to play in three time slots and
use the same squadron.
Origins signs up players for each slot separately (and you
can buy tickets at the ADB Tournament Control Desk). If you pay for
three slots you can play in five (and at the finals). We have set up
to allow single-entry tickets into each time slot, so there will be
players who only play one round, not the entire tournament. (They
might not even realize they are in a tournament, or they may realize
it and not care.)
Each round of the tournament will be run for four hours. No
turn may begin after this time limit, but players will finish the
current turn after the time limit expires.
The combat will take place on a standard SFB map (42 hexes by
30 hexes). One force begins in or within one hex of hex 0202 and the
other begins in or within one hex of hex 4129.
This map is fixed, it does not "float" in any manner. Any
ship which leaves the map as a result of the player's own movement
(or the movement of a ship he tractored) is considered to have been
destroyed. Any ship held in a tractor beam that will be forced to
move off the map as a result of the opposing ship's movement is
immediately released from the tractor in the last hex of the map (and
does not leave the map). If its facing is such that its next movement
would force it to exit the map and it cannot turn by any means to
avoid doing so, it immediately stops (Speed Zero) in that hex; it
otherwise will move normally (subject to its own speed plot) from
that point. Drones, shuttles, and plasma torpedoes whose movement
would force them to exit the map are destroyed.
Ships with cloaking devices can use them for a total of 48
impulses, including the fade impulses, in any given game. At the end
of the 48th impulse, the cloaking devices fail and will no longer
function for the remainder of that game. Note that this is done for
each individual ship. This applies whether the opposing ships have
cloaking devices or not.

HOW TO WIN A ROUND
Victory for each round will be determined at the end of that
round based on the following criteria:
Subtract the lower point value fleet from the higher point
value fleet and award that many points to the player with the lower
point value fleet. At the end of the game, add to that:
10% of the points of opposing ships with internal damage.
50% of the points of any opposing ships that are considered
to be crippled (8B2b).
100% of the points of any opposing ships that are destroyed.
110% of the points of any opposing ships that are captured.
If the points scored by each player are within 30 points of
each other, the battle is declared a draw.
If the point totals differ by more than 30 points, the player
with the lower total "loses" the battle. If the player with the
higher total has earned at least 150 victory points, he "wins" the
battle, otherwise he earns a "draw" (the other player still earns a
"loss").
If one player resigns, he "loses" the battle, and the other
player either "wins" or "draws" the battle based on the criteria
above (he must earn at least 50 points for each hour or part of an
hour played).

THE FINALS
Finals will begin on Saturday with the two players with the
best records. If there is a tie for second place, there will be a
playoff for the final round. The winner of the final game wins the
National Championship and trophy. These games will be scheduled by
the judges at times of mutual convenience during Saturday and on
Sunday morning.

STOCK TOURNAMENT SQUADRONS
Because it is so impractical for us to bring a few of every
ship, you have three choices:
1. Bring your own cards for a force that fits within the rules. (Please feel free to have your force pre-approved by Email.)
2. Email us ahead of time and ask us to bring the specific
cards you want for you.
3. Use one of the "stock" forces below. (We will bring three
packs of each squadron, and these will be available on a
battle-by-battle basis, first-come first-served.)
FEDERATION: First Squadron (445): 2x NCA, CS. Second Squadron
(450): BCJ, 2x NCL. Third Squadron (448): DN, 2xDW.
KLINGON: North Squadron (448): C7, D5W, F5W. West Squadron
(442): D5WL, 2xD7.
ROMULAN: Hawk Squadron (449): FHK, 2x SPH. Eagle Squadron
(443): 2x KE, BH, SN. Kestrel Squadron (448): KRC and 2xKR.
KZINTI: Heavy Squadron (445): DNH, 2x DW. New Squadron (440):
NCC, 2x NCA.
GORN: Tooth Squadron (450): BCH, BC, BDD. Claw Squadron
(439): 2x CM, HDD.
THOLIAN: New Squadron (438): NCA, 2x CA.
ORIONS: Raider Squadron (446): CA, 2x BR, LR.
HYDRAN: New Squadron (441): IRQ, TAR, MNG, 8 Stgs. Heavy
Squadron (450): PAL, 2x KN, 8 Stgs.
LYRAN: Red Squadron (446): CC, 2x NCA. Blue Squadron (447): DNH, 2x DW.
WYN: First Squadron (449): CA, CW, 2x FF.
SELTORIAN: Avenger Squadron (444): DNL, CA, CL.
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Growler
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Joined: 15 Jul 2007
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Location: Cincinnati, OH

PostPosted: Tue Jun 08, 2010 3:52 pm    Post subject: Tournament Rulings Reply with quote

Official Rulings for FedCom 2010 Tournament

No Fast Drones. They are in the rulebook as a "scenario only" rule.

No Aegis or any other BOM rule. I don't really have a problem with Aegis per se, but I don't want to open the door for any future BOM rule. That said, if you want to take an escort ship, but not use the Aegis rules, go ahead.

No Fed Scout. Even though the Special Sensor rules are not labeled as BOM, the Federation is the only empire with a scout, and that would potentially be an unfair advantage.
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Scoutdad
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Joined: 09 Oct 2006
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PostPosted: Fri Jun 11, 2010 2:19 am    Post subject: Reply with quote

If War & Peace is released at Origins, will the laminated ship cards in that product be available for use in the tournament.
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mjwest
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Location: Dallas, Texas

PostPosted: Fri Jun 11, 2010 3:55 pm    Post subject: Reply with quote

Scoutdad wrote:
If War & Peace is released at Origins, will the laminated ship cards in that product be available for use in the tournament.

Because of the immediate timing and the fact that the majority of players will be very unfamiliar with the ships and rules, ships from War & Peace will not be available for use in the 2010 Origins Tournament.

They will, of course, be completely available next year.

[I did ask. This is official relayed information, not opinion.]
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Steve Cole
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PostPosted: Fri Jun 11, 2010 4:08 pm    Post subject: Reply with quote

Yes, both Mikes and I agree, no W&P ships in 2010 tournament.

There are many reasons. Somebody who got the product the night before has an advantage over somebody who hasn't read it yet. There could in theory be a rules glitch that becomes an issue. Tactics haven't been developed or stabilized.
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Scoutdad
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PostPosted: Tue May 24, 2011 10:48 pm    Post subject: Reply with quote

Any heads up on 2011 format???
Same as 2010? Are Andros, ISC, and Vudar available?

Time's getting short...
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Steve Cole
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PostPosted: Wed May 25, 2011 3:34 pm    Post subject: Reply with quote

same format.

not sure about the empires. ISC and Vudar probably, Andros I dunno yet.
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Scoutdad
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PostPosted: Wed May 25, 2011 4:56 pm    Post subject: Reply with quote

Thank you, sir. That's good enough for me.
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Growler
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PostPosted: Fri Jun 03, 2011 4:16 pm    Post subject: Reply with quote

It is my intent that the ISC and Vudar will be included. Against my better judgement, I also intend to allow the Andromedans. Frankly, there are only two legal forces available to the Andromedans, neither of which seems very scary in this format.

Proposed pre-built squadrons

ISC Squadron 1 (446 points)
CS 150
CS 150
FF 73
FF 73

ISC Squadron 2 (443 points)
CC 220
CL 150
FF 73

Andromedan Squadron (431 points)
INT 265
COB 83
COB 83

Vudar Squadron (440 points)
CC 170
CA 145
CW 125
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Last edited by Growler on Fri Jun 03, 2011 7:58 pm; edited 1 time in total
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Growler
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PostPosted: Fri Jun 03, 2011 4:29 pm    Post subject: Reply with quote

Note for the Andromedans. The problem is that not only do the Andromedans need to comply with the Tournament rules, they also need to comply with the restrictions of 5V1a and 5U8b. In other words, no more than two ships with Displacement Devices (not a problem at this point value) and every Satellite Ship must have a mothership.
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Scoutdad
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PostPosted: Sun Feb 03, 2013 9:46 pm    Post subject: Reply with quote

Mike:

Any chance at a rundown on the 2013 format?
Is it the same as earlier?
Are the LDR allowed?

Any major changes?

We need to start practicing with our squadrons. Wink
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LeslieIan2014
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PostPosted: Tue Aug 05, 2014 9:28 pm    Post subject: Reply with quote

Growler wrote:
It is my intent that the ISC and Vudar will be included. Against my better judgement, I also intend to allow the Andromedans. Frankly, there are only two legal forces available to the Andromedans, neither of which seems very scary in this format.

Proposed pre-built squadrons

Andromedan Squadron (431 points)
INT 265
COB 83
COB 83



Quick question is this a legal squadron

Andromedan Squadron (435 Points)
INT 265
MAM 130
Medium Energy Module 40
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