WARMACHINE and HORDES (Saturday) - NZ MASTERS 2009

Brought to you by The Kiwithralls

Welcome to NZ Masters 09 – The Premier New Zealand Warmachine Tournament! This is the player’s pack, which contains all the important information you require to compete in Masters. Important dates, tournament rules and other information can all be found in this document. I hope your entire experience with Masters is both enjoyable and successful; we are looking forward to the tournament immensely and hope we can all strive to make Masters the event we all hope for.

The Players

All the players that attend Masters are expected to conduct themselves appropriately throughout the tournament. That includes playing the game in the right spirit, making sure they have everything they need (dice, measuring tape, clear army lists and their armies!) and in general contributing to a friendly environment where everyone can enjoy both their games and the time spent in between rounds with their peers.

Masters participants are required to bring:
- Tape Measure, Dice, Models and Relevant Stat Cards
- Marker Pen
- Two copies of each printed list
- AOE and Spray Templates
- Wreck Markers
- Focus, Spell and Effect Tokens
- Two markers for the ‘Destruction’ scenario
- A Stopwatch or similar device

Masters participants are encouraged to bring:
- Their own copy of Prime Remix or Primal
- Printed errata relevant to their armies

The tournament organizers will do their best to ensure that the tournament runs smoothly and everything is provided to enable the players to get as much enjoyment as possible from the event, and likewise the players should do their utmost to hold up their end of the bargain. Most important of all, enjoy yourself!

Army Builder Programs as well as Printable Tokens and Templates can be found for Download on the Privateer Press Forums.

Players are expected understand the rules for play contained within this pack.

Details:

The Tournament:

Tournament Organisers: The Kiwithralls
When: 21st/ February 2009
Where: ASB Stadium, Kohimarama, Auckland.
Points: 750
Rounds: 4
Scenarios:
- Mosh Pit
- No Mans Land
- Destruction
- Contested Ground
- Break the Line

Timetable:
08:30 Registration
09:00 Round 1 commences
11:00 Round 1 concludes
11:00 Round 2 commences
1:00 Round 2 concludes
Lunch Break
1:30 Round 3 commences
3:30 Round 3 concludes
3:30 Round 4 commences
5:30 Round 4 concludes
Dinner Break
6:00 Round 5 commences
8:00 Round 5 concludes
8:30 Prize giving

(Late attendees will forfeit the first round)

Awards will be given for the following:
- New Zealand WM/H Master (1st place)
- Journeyman (2nd place)
- Apprentice (3rd place)
- Rising Star (Amateur Champion)
- Mage Hunter (Fastest Caster Kill)
-- Clay Pigeon (victim)
- Master Painter (Best Painted)
- Brush-fu (Painted Army Raffle)
- Gentleman’s Choice (Best Sport)
- Wooden Spoon (Lucky Last)

Player Cap: Unlimited Open Entry

Cost: $25 for one day if pre-registered before 31st January 2009. $30 after 31st January.
$35 for both days if pre-registered before 31st January 2009. $40 after 31st January.

Registration: see Karen at King of Cards

Email Inquiries: [kiwithralls@gmail.com]

THE RULES

Playing the Tournament

Players will participate in a series of four games, each against a different opponent. Players will be matched randomly against an opponent in the First Round. After that, in each round the two players in 1st and 2nd place will play each other, the players in 3rd and 4th place will play each other; the players in 5th and 6th place will play each other, and so on.

The only exception is that you should never play the same opponent twice; should this happen, let the organisers know so they can sort things out and offer you fresh opponents of a suitable calibre. The main advantage of this system is that it seeds players after the first round, and makes sure that the final winner of the Tournament will have faced some tough opposition along the way.

Army Lists

Players must bring at least two printed or legibly handwritten copies of all their army lists including point costs and an army/horde point total. They must register one copy of these lists with the umpire prior to the start of the tournament. The player's opponent may view the other copies upon request.

Alternate Lists:
Players may bring a second army or horde list for use at the event. Mercenary players may use different contracts for their primary and alternate lists. Faction players may likewise use any or no Special Forces for their lists. This alternate list is subject to the same point constraints as the primary list and must be from the same faction. Players must prepare the alternate list before the event and register it with the umpire at the same time as the primary list. Players choose one of their two lists before the start of each match, after pairings, scenarios, and maps have been announced. Before deploying any models, players place their selected army lists face down on the table. Players may not change their lists after making this selection. Both players reveal their lists and set up continues normally.

The lists must be typed in a clear legible fashion; handwritten lists will only be accepted under extreme circumstances. Be sure that the roster includes your name, all of the models in your army, their points value and the points value of any unit attachments.

It is important to remember that when you use a point’s limit you can only spend up to the limit agreed—this means that in a 750 points game you must spend 750 points or less.

Awards Criteria Specifics:

New Zealand WM/H Master
- For calculations see pg. 5.
Rising Star
- Calculated as 1st from the lower half of the field.
Mage Hunter
- Early caster kills are to be registered with the umpire.
Master Painter
- Selected by an Independent Professional Judge.
Gentleman’s Choice
- Nominations to be handed in one per player with round 4 results.

Warmachine Steamroller 4 Tournament Rules

The objective of tournament play is for everyone to have a good time. Players must cooperate with their opponent to resolve effects. Refusing to do so is explicitly unsportsmanlike. Players must remain courteous and patient with their opponents and the organisers.

The tournament will use current rules and errata from the 31st of January, rule qualifications from Privateer Press FAQ up to the end of January 2009 will be used, and rules interaction rulings from the Privateer Press boards from that date.

The final word on rules questions or debates will be made by committee panel selected from 5 experienced players selected before commencement of the event; any three of these referees not participating in the game being ruled upon will make a judgement by majority agreement. Players must accept all rulings made by the referees whether or not they agree.

We assume that all players are good sports that understand fair play. If a dispute arises, call for assistance. Players will remain mature, polite, and fair to their opponents. Failure to do so will result in immediate disqualification. A Player may be ejected for any incident deemed unsporting. This includes, but is not limited to, offensive or abusive conduct, bullying, cheating, constant rule arguments, stalling, and other immature actions (we however do encourage a healthy competitive spirit and smack talk).

If stalling is suspected, the umpire should be called to monitor play.

Painting, Modeling, Proxies, and Conversions:
Players are encouraged to have a fully painted force on the table. Games with painted armies are more interesting to watch and generally enhance the experience for all. Although not required, players should take this chance to show off all aspects of the hobby.

Proxies (substitute models) are not allowed under any circumstances, nor can a player enter a tournament with a model that has not been released to the general public. All models must be WARMACHINE or HORDES models appropriate to the tournament venue. Conversions (modifications to Privateer Press models) are acceptable as long as they are clearly based on WARMACHINE or HORDES models. Conversions must represent the model from which they are most obviously drawn. Weapon changes are acceptable provided they represent the same type of weapon replaced. For example, trading a sword for a sword is legal. However, mixing and matching warjack weapons is not allowed.

The organisers may make exceptions and approve any reasonable conversion. To avoid confusion and conflict, please contact the organisers ahead of time if you are unsure if any conversions would fall within the bounds of the above restrictions.

Awarding the Masters Title:

Each match, players score Tournament Points based on their performance. Tournament Points determine a player’s standing. The player with the most wins will have the most points. This allows the organiser to pair off players of equal standing easily. The player with the most Tournament Points after the final match wins the tournament.

A player gains 1 Tournament Point for a win and 0 for a loss or draw.

Strength of Schedule System:
In the case of two players with the same score, determine which one ranks higher by adding the tournament score of all of the opponents they faced.
For example, after four rounds Jason and Rob have tied for second place. To determine who gets to face Matt in the final round, the organiser adds all of Jason’s opponents’ tournament points for the previous four rounds together and compares the total to the combined score of all of Rob’s opponents. The player with the stronger schedule faced higher-scoring opponents and retains the higher rank.

Byes & Odd Number of Players:
Matches require two players. In case of an odd number of players, one player will receive a bye. A player receiving a bye sits out the match and receives 1 Tournament Point for the round. If a tournament begins with an odd number of players, the organiser randomly determines which player receives the bye. After the first round, the organiser randomly determines which player receives the bye from the players with the lowest Tournament Point totals. The organiser must ensure that the same player does not receive a bye more than once per event if possible.

Match Length:
Each match has a variable length. Before each match begins, the umpire rolls a d6 and multiplies the result by 2 to determine the Variable. He then adds the Variable to the Base Match Length (105 minutes) to determine the Match Length.

The umpire will not announce the result of this roll or reveal to players the amount of time remaining in a match.

Turn Length:
Steamroller uses timed turns to ensure a fair play environment. Players have a fixed amount of time to play each turn (12 minutes). When the time for a turn expires, the player whose turn it is finishes the activation of whatever model he is activating, and then ends his turn.

Stopping the Clock:
When a player moves a model or makes an attack during the other player’s turn, the player whose turn it is has the option of stopping the clock while the move or attack resolves.

Dice Down:
After the time limit for the match has expired the referee calls “dice down”. When dice down is called the active player finishes any action already in motion (for example a dice roll or moving a unit), and then the game ends. If a game goes to dice down, check the scenario for how to determine the winner.

Clock Extensions:
Once per game, each player may extend his turn length. A player can extend his turn length by declaring he is doing so after the time allotted for his turn runs out. At this time, the active player’s opponent resets the clock for five minutes, and the active player continues his turn.

Remember that this extension is only for a player’s turn length and cannot extend a turn past the match length.

Scenarios:
Steamroller includes scenarios and terrain maps. Steamroller matches are played on 4’ x 4’ surfaces with terrain set according to a pre-designed terrain map (these will not be available from Privateer Press until January).

Masters will consist of five rounds in order:
- Mosh Pit
- No Mans Land
- Destruction
- Contested Ground
- Break the Line

At the start of the game, players roll to determine who sets up first. The player who wins the roll has the option of setting up first or having his opponent set up first. The player who sets up first takes the first turn.

Every scenario in Steamroller has this victory condition:
'Caster Kill: When only one player has a Warcaster/Warlock remaining, that player wins the game.

Many scenarios have a tie breaker that refers to "VPs in an area". When counting VPs in an area you add up all the VPs on all the models completely in the area, ignoring wrecked or inert warjacks, wild warbeasts, fleeing models/units, and warrior models that do not have a CMD greater than 1. For a unit to count all models in the unit still in play must be completely in the appropriate area. Reduce the VP value of a unit by 1 if the unit has less than 50% of its original model count.

Scenario Round 1 – Mosh Pit
Today will bring a proper fight.
—Long Rider Champion Horthol of the northern Thornwood

Special Rules
Mark a 14” diameter circle centered on the table. This is the Mosh Pit.

Victory Conditions
Starting on the first player’s third turn, a player wins when he ends his turn in control of the Mosh Pit. A player controls the Mosh Pit if he has one or more models completely within the Mosh Pit and his opponent has no models completely in the Mosh Pit.
For a unit to control the Mosh Pit, all models in the unit still in play must be completely in the Mosh Pit. A warrior model must have a CMD greater than 1 to control the Mosh Pit. Ignore wrecked or inert warjacks, wild warbeast, and fleeing models when checking for control.
If time runs out before one player has won, the player with the most VPs completely in the Mosh Pit Wins.

Scenario Round 2 – No-Man’s-Land
We shall settle this battle in the land that lies between us. It shall see our fates decided.
—Archdomina Makeda

Special Rules
Mark an 8” wide area, running east to west, centered on the centerline of the table. This is the No-Man’s-Land.

Victory Conditions
Starting on the first player’s third turn, a player wins when he ends his turn in control of No-Man's-Land.
A player controls the No-Man's-Land if he has one or more models completely within the No-Man's-Land and his opponent has no models completely in the No-Man's-Land.
For a unit to control the No-Man's-Land, all models in the unit still in play must be completely in the No-Man's-Land. A warrior model must have a CMD greater than 1 to control the No-Man's-Land. Ignore wrecked or inert warjacks, wild warbeast, and fleeing models when checking for control.
If time runs out before one player has won, the player with the most VPs completely in No-Man’s-Land wins.

Scenario Round 3 – Destruction
Conquest requires time and resources. Destruction requires only power and will. Destroy that which the enemy values while holding nothing you cannot afford to lose.
—Magnus the Warlord

Special Rules
Each player has two large-based 2" tall objectives. The objectives are placed 14" from their respective table edge, one 14" from the eastern table edge and the other 14" from the western table edge. The objectives are non-living friendly faction models. The objectives have DEF 10, ARM 20, and 35 damage boxes.

The objectives have the following qualities:
360 degree front arc.
No activation.
Cannot move, be moved, or be placed.
Do not suffer continuous effects.
Cannot be knocked down or made stationary.
Cannot be charged.
A model with the same size base or larger can provide screening and block line of sight to these objectives.

The objectives cannot be targeted by attacks or damaged on the first round.

Victory Conditions
A player wins when both of his opponent's objectives have been destroyed. If there is no winner when time runs out, the player whose objectives have suffered the most damage loses.

Scenario Round 4 – Contested Ground
In the end no one owns the land.
—Baldur the Stonecleaver.

Special Rules
Divide the battlefield between the deployment zones into four 12” wide Territories running north to south.
A player controls a Territory if he has one or more models completely within the Territory and his opponent has no models completely in the Territory. For a unit to control a Territory all models in the unit still in play must be completely in the Territory. A warrior model must have a CMD greater than 1 to control a Territory. Ignore wrecked or inert warjacks, wild warbeast, and fleeing models when checking for control.
A player scores one Control Point for each Territory he controls at the end of each of his turns.

Players cannot score Control Points during the first round of the game.

Victory Conditions
A player wins when he scores 5 Control Points.
If there is no winner when time runs, out the player who currently controls the most Territories wins. If both players control the same number of Territories, then the player with the most Control Points wins.

Scenario Round 5– Break the Line
Attrition will bleed your strength away if you merely hold the line. Advance boldly and shatter the enemy’s resolve.
—General Adept Sebastian Nemo

Special Rules
Divide the table between the deployment zones into six 14” x 16” territories (see map).
A player controls a Territory if he has one or more models completely in the Territory and his opponent has no models in the Territory. For a unit to control a Territory all models in the unit still in play must be completely in the Territory. A warrior model must have a CMD greater than 1 to control a Territory. Ignore wrecked or inert warjacks, wild warbeast, and fleeing models when checking for control.

Victory Conditions
Starting on the first player’s third turn, a player wins when he holds two Territories on his half of the table and one Territory on his opponent’s half of the table.
If there is no winner when time runs out, the player who controls the most of his opponent’s Territories wins.
If both players control the same number of their opponents’ Territories, then the player who controls the most Territories wins.