As the attendees are rather polarised, I will try and match up members of Warlords and any non ketteringers, with members of the Kettering clan for the first round at least. The Swiss Chess format will be absolutely in use for the 3rd and 4th games; I may continued hand picked match ups for game 2, depending on how it influences draws. I'd like everyone to play somebody they've not played before, so if you find yourself playing against someone you have done before, let me know.
This tournament, will require you to keep a track of one particular ship in your fleet, at the end of each game. Further details of how to do this and why, will appear further down, but it is important to make an accurate record of which ship is receiving the alloted bonuses. It will be imperative for the last game.
Ancients, Shadows and Vorlons may not take part in this campaign at all, this tournament shall be a free zone. If your only fleet is one of these; please let me know.
10am -10.30am
Arrival at the Hall – coffee or tea refreshments, pre-game insults, taunts, declarations of conquest etc etc,
10.30am, Game 1 (6 pt Skirmish)
Annihilation scenario, fixed scenery, no hyperspace permitted.
ISD's [in service dates] of 2248 or before apply to this game.
Skirmish or Patrol level ships, plus a maximum of 1 raid level ship, may be used in this game; max 8 ships.
This game is intended to be a morning shakedown; an opportunity to get into the swing of things. Please note, that I will require each player, to record one of their surviving ships to receive a free CQ increase. Provided this ship is used in game 2, it will carry over this increase, if the player has no ships left at the end of this game . . . . the player cannot receive this benefit.
noon - lunch break
12.30 - 2pm, Game 2 (3 pt Raid)
Rescue scenario, fixed scenery, no hyperspace permitted.
ISD's [in service dates] of 2248 or before apply to this game.
No ships higher than raid level may be used in this game; max 8 ships.
If a player carried over a ship with CQ5 from the previous game, that ship retains its bonus, meaning that it starts game 2 with CQ5. Any ships which survive game 2, may qualify for a CQ bonus as with game 1, this may be a ship with CQ4 or it may be your ship with CQ5. This is to represent one of your ships becoming a veteran crew, the pride of your fleet, and will soon carry your flag officer. A player with no ships left cannot benefit from this bonus, if a players CQ5 ship is destroyed or de-crewed, the bonus is lost but so long as the player has surviving ships, the bonus may be allocated to a new ship.
2.15pm – 3.45pm, Game 3 (3pt Battle)
Blockade scenario, fixed scenery, no hyperspace permitted.
ISD's [in service dates] of 2262 or before apply to this game.
No ships higher than battle level may be used in this game; max 8 ships.
Any ships that received the CQ increase from previous games; may be used in this scenario. If any ships in your fleet survive; you may receive a free CQ bonus to carry into the final game. A ship which already has CQ6, may not receive a bonus, and if you already have a ship with CQ6 you may NOT give the bonus to another ship in your fleet. Otherwise a player with only CQ4 ships, may have one ship at CQ5, or a player with one CQ5 ship may increase it to CQ6.
4pm – 5.45pm, Game 4 (5pt Battle
Assassination scenario, fixed scenery, hyperspace permitted for 1 ship per fleet (this ship may not be carrying your flag officer; see below).
ISD's [in service dates] of 2262 or later apply to this game.
Maximum 10 ships; no other restrictions apply.
Each player, should have one ship at either CQ5 or CQ6, tracked from their previous games. This ship is now considered to be carrying your flag officer, and as such is your flagship, this ship is AUTOMATICALLY your qualifying ship for this scenarios special conditions. If a player has not managed to go through all the previous games, with at least 1 ship surviving, then that player may choose their qualifying ship as per the normal rules for this scenario.
evening - awards, final taunting and departures.
general info :
Fleets may be different for each game, though there is added incentive to keeping one particular ship in your list, races must be the same for games 1 and 2, 3 and 4. There is no requirement to submit lists prior to the date, though you may PM them to me if you wish, however I would like everyone to have a clear and concise written list prior to the start of the next game.
All P+P rules amendments apply with the exception of Centauri Hunting Packs.
Triggy's Beam system in operation (replacing the standard system)
Only official ship stats are to be used (except for P+P revisions) no exotic fan made productions. Proxy ships and counters are permissible, but if you use proxies, please make sure opponents are fully aware of what they are at the start of the game.
With the exception of the singular ship, at the end of each game, all other ships start games with CQ4.
other business:
Sadly the Warlords cannot match the fabled hospitality of Da Boss, however tea, coffee and some soft drinks will be served throughout the day, with some snacks potentially around also. Toilet and kitchen facilities are on-site.
We have parking available outside for about 4 vehicles, please bare this in mind, if you are going to be driving down and are concerned about parking please PM me.
The location is as follows; could a member from each party please PM me a mobile number for contact purposes:
Hatherton United Reformed church, Darwall Street, Walsall, West Midlands WS1 1DA (the church parking is best approached from Hatherton road; any queries on this please PM me)