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zog100
Wayne:-

Can you outline the mission structure and the scoring system? Just so we all know how its going to work in general terms eg Win/Loss/Draw, how to differentiate people on same W/L/D totals etc.
Firefox
QUOTE(zog100 @ Oct 17 2008, 07:14 AM) *

Wayne:-

Can you outline the mission structure and the scoring system? Just so we all know how its going to work in general terms eg Win/Loss/Draw, how to differentiate people on same W/L/D totals etc.


Two Individual categories:

Generalship

Peer based part (opponents assess you tactical ability) --- Max 50 points in 5 games 24% of total

Results part 20 points for a win, 10 for a draw 5 loss
plus 5 points for the 3 possible bonuses in the 4
standard games (no bonuses for strategic game) ---------- Max 160 points in 5 games 76% of total

Maximun is 210 points in 5 games

Sports

Peer based part ------------------------------------------------- Max 50 points in 5 games 100% of total

Team Scoring is covereed in the players pack.


Devourer
QUOTE(Firefox @ Oct 17 2008, 08:57 AM) *

Two Individual categories:

Generalship

Peer based part (opponents assess you tactical ability) --- Max 50 points in 5 games 24% of total

Results part 20 points for a win, 10 for a draw 5 loss
plus 5 points for the 3 possible bonuses in the 4
standard games (no bonuses for strategic game) ---------- Max 160 points in 5 games 76% of total

Maximun is 210 points in 5 games

Sports

Peer based part ------------------------------------------------- Max 50 points in 5 games 100% of total

Team Scoring is covereed in the players pack.


So there is no army composition score?

As well will the missions be release before the competition day?
Firefox
QUOTE(Devourer @ Oct 17 2008, 10:11 AM) *

So there is no army composition score?

As well will the missions be release before the competition day?


Yes there is no composition score as with the resupply your opponent may be "missing" units ie a Land Raider etc. so apart from the first game and players spending some time reviewing their opponents list they will not be able to fully assess the army.

The missions pack should be available around late Oct. Most of the deployments, apart from the first, will be as per 5th Ed but the missions will be a little more interesting. Note that you are requested to provide 3 prisoner models and a Command Post objective.

Some of the newer missions are being play tested at the moment but I would advise that flexibility will be important and there will be a percentage of terrain that blocks LOS. So aim at a balanced army list that can generate reasonable fire and provides reasonable close combat capacity.

armata_PDT_36.gif
Asmodean
SO you are saying dont play Tau then?
Firefox
QUOTE(Asmodean @ Oct 17 2008, 01:05 PM) *

SO you are saying dont play Tau then?


Not at all as the TAU speed of movement via their transports off-sets their low capability in CC. Most armies allow you to compensate for a "weaknesses" like IG with numbers etc. This is really about army list composition.

However there will be some Missions where the Tau wall of Transports will not work very well and some where it will be very effective.
ĈON
How will Daemons be done with regard to resupply? I presume there Heavy Supports will find it hard to transverse the warp?
Firefox
QUOTE(ĈON @ Oct 17 2008, 06:31 PM) *

How will Daemons be done with regard to resupply? I presume there Heavy Supports will find it hard to transverse the warp?


Yes, as a heavy they will suffer lowest resupply priority, however finding a block of 150 or so points is easier than a block of 250 points so the delays of the warp shouldn't be too long.
Lonestar
QUOTE(ĈON @ Oct 17 2008, 06:31 PM) *

How will Daemons be done with regard to resupply? I presume there Heavy Supports will find it hard to transverse the warp?


Um John, isn't that the point of the Daemon codex, everything in it comes from the warp. It's all there already, a SG gets summoned and there it is..... What about Daemon princes, they surely must be a dime a dozen....... ohmy.gif
Asmodean
QUOTE(Firefox @ Oct 17 2008, 01:24 PM) *

Not at all as the TAU speed of movement via their transports off-sets their low capability in CC. Most armies allow you to compensate for a "weaknesses" like IG with numbers etc. This is really about army list composition.

However there will be some Missions where the Tau wall of Transports will not work very well and some where it will be very effective.



Except that unlike all of those CC/shooty armies Tau transports cost more than 100 points. So will probably not have them after game 1.

Pity.
Firefox
QUOTE(Asmodean @ Oct 20 2008, 08:57 PM) *

Except that unlike all of those CC/shooty armies Tau transports cost more than 100 points. So will probably not have them after game 1.

Pity.


Yes transports over 100 points will be classed as heavy in the software and be on the lowest resupply priority. However, as stated earlier the software will be more likely to find a block of points 100 to 150 points than 150 to 250. So say 2 Tau transports are destoryed totaling 250 points then with 60% resupply you should at least get 1 back, ie 50% of total points, where as 1 Land Raider of 250 points will probably end up waiting 1 maybe 2 games before being replaced.

So I would not be so pessimistic about using Tau in Tumult 08.
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