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.
Sounds good to me
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.
Interesting idea
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.
Ok - simplifies things I guess
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.
Cool - sounds good - can you have a ship of above Raid Level?
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.
How about each time the chosen ship survives a scenario it gains one Admiral Ability to a maximum of three?
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.
As noted - Blockade is a horrible scenario - but Greg and others have outlined alts
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.
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.
I'd have it as a incentative for keeping the same fleet but not make it compulsary as its fun to use different fleets.
looking forward to it 