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Bolt action dutch nationals 2018
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Bolt Action Dutch Nationals 2018 v1.0
General information
Date: 27-05-2018
Game system: Bolt Action
Point limit: 1000 pts (see: āArmy Selectionā)
Time Schedule: 09.00 - 09:30 Doors open + registration + grab coffee!
09:30 - 09:45 Briefing by Tournament organizers
09.45 - 12:15 Round 1
12:15 - 12:45 lunch Break
12:45 - 15:00 Round 2
15:00 - 15:15 Short Break
15:15 - 17:45 Round 3
17:45 - 18:15 Award ceremony
General Rules: - Behave nicely
- Clean up your own mess
- After the game each player removes his own units from the table asap
In order to achieve this everybody needs to bring some sort of movement tray.
- Last but not least, have fun.
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Army Selection
During the tournament participants will use an army of up to 1000 points. This army must be chosen
from one of the army books named in this rulepack. Note: your army MUST be painted to a minimum
standard (uniform, boots, weapons, webbing and flesh). Models that do not comply to this criteria may
not enter the table and will be removed.
Army Books
The following army books are eligible for this tournament:
Axis:
ā¢ Armies of Germany
ā¢ Armies of Imperial Japan
ā¢ Armies of Italy and the Axis
Allied:
ā¢ Armies of the United States
ā¢ Armies of Great Britain
ā¢ Armies of the Soviet Union
ā¢ Armies of France and the allies
ā¢ Armies of Australians
ā¢ Armies of China (from Empire in Flames, exeption to the Restrictions below)
In addition all units from the official Warlord Games Bolt Action āAdditional Units PDFā may be used
and changes made following the latest version (30-01-2018) of the official rules Errata and FAQ
should be applied in your army list.
Restrictions
ā¢ An army may use up to 1000 points
ā¢ An army must be constructed using a generic army selector
ā¢ No theatre selectors from the army books may be used
ā¢ No units may be selected from the rule supplements or campaign books (i.e. Tank Wars/
Battleground Europe/Ostfront/Blitzkrieg/Empire in Flames/etc.)
ā¢ An army can only consist of a maximum of 2 reinforced platoons
ā¢ An army can have a maximum of either 2 handheld flamers or 1 vehicle
flamethrower.(Armoured car or tank).
ā¢ There is a maximum of 12 orderdice.
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Payment (0-2-5 points)
You can buy your ticket for this tournament by registering by email. You will then receive a
confirmation email with payment details. A ticket will cost ā¬10,- and this will pay for your entry, free
coffee and tea during the day and a great day gaming.
All registration fees will be used for renting the venue, catering and prize support.
If your registration and payment are made at least 1 month in advance you will receive 5 points.
If your registration and payment are made less than 1 month in advance you will receive 2 points.
If you have registered for the tournament but decide to pay on the day itself this is possible as well but
only if you have the agreement of the tournament organizers. You will receive 0 points.
Armylist (0-10 points)
Participants have to bring an armylists to the tournament in order to qualify for any of these points.
Your armylist should have the following information on it AND should be legal according to the rules in
the respective armybook and latest FAQ.
ā¢ Player Name
ā¢ Army Book used for the army
ā¢ Each unit in your army must include the following information on your army list:
- Unit Size
- Unit type (inexperienced/regular/veteran)
- Point cost for the unit
- Point cost for each upgrade and option
- Armour Value for vehicles
- Army and/or Unit Special Rules (Only name of the rule, not entire rule)For British the special
rule counts for all 3 games)
ā¢ Total points for your army
ā If you forget your armylist, make a written copy or it does not meet the criteria stated above you
receive 0 points.
ā If you bring an printed armylist that follows all the points noted above you receive 5 points.
ā If you also bring a copy of your armylist for all your opponents in each round (probably best print 5
copies) you receive another 5 points.
We advise players to use Easyarmy: http://boltaction.easyarmy.com/
Wysiwyg (0-5-10 points)
To make it easier for your opponent (and yourself) itās preferred to play as much What You See Is
What You Get. Units should have all available wargear, weapons and options clearly visible on the
models. For example, if you have a unit with a panzerfaust it should be visible.
If you can not play with an entirely WYSIWYG list you must make sure you explain what is different on
your models to your opponent.
ā¢ Weapons and upgrades should always be visible.
ā¢ On vehicles, all weapons should be modeled.
ā¢ Tank Grenades do not have to be modeled.
-If all models in your army are modeled according to these rules, you will receive 10 points for
WYSIWYG.
-If up to two units are not completely WYSIWYG you will still earn 5 points in this category.
-If more then 2 units are not WYSIWYG you will receive 0 points.
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Painting
A very important part of the hobby is painting the models you use on the battlefield. Not only does it
look better when playing, but it is also nice to know your opponent cares about his stuff. To reflect the
importance of this aspect, you can earn several points for painting and basing your army.
Painting (0-15)
Basic 0-4 If 3 colors are applied to 50% of models in the army, you already
earned yourself 2 points. If less then 50% of the models meet this
requirement 0 points will be awarded for painting. If 3 colors are
applied to 100% of models in the army, you have earned yourself 4
points.
Advanced +4-8 If more then 5 colors and highlights are applied to 50% of the models in
the army and details(eyes, belts, grenades, etc) are painted you have
earned 2 Points on top of your Basic painting points.
If more then 5 colors and highlights are applied to 100% of the models
in the army and details are painted you have earned 4 Points on top of
your Basic painting points.
Coherency +3 If all models are painted in coherency (like they belong to the same
army or regiment, you earn 3 points on top of your Basic painting
points.
Basing (0-5)
0 Bases are not painted or decorated.
2 at least 50% of your modelās bases are finished (paint, sand, flock, etc.)
5 All bases are finished and painted.
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Playing the Tournament (0-105)
In the end everyone who comes to a tournament wants to play 3 nice and interesting games,
preferably winning them. As we want to make the tournament more interesting than just shooting each
other until no models are left on the table, we created some interesting scenarios.
Pairing
For the first round of combat a random draw will be made trying to pair up the Allied players versus the
Axis players.
For the second and third round of combat we will use the Swiss Pairing System. This means that the
top players will be paired and so on.
For the third game; if players have already played each other in one of the previous rounds the player
with the highest points faces the next best player he has not played before.
Victory table
In each round you can earn op to a maximum of 35 command points. To make it easy, the following
victory-table is used for each mission:
Standard Victory Table
Type of Victory Difference in Victory Points Command Points awarded to:
Winner Loser
Draw 0 15 15
Minor Victory 1-2 18 12
Solid Victory 3-5 22 8
Crushing Victory 6-9 26 4
Massacre 10+ 30 0
Tabled All units destroyed 35 0
Mission Special Rules
All missions use the following special rules:
ā¢ Game Length is always maximum 6 turns but can also end in turn 5 or when time is up.
ā¢ Reserves and outflanking may be used if noted on your armylist before the battle.
ā¢ All secondary objectives points should be added to the mission objective points to calculate
the total points for the battle.
Starting the game
The following sequence is used for starting a battle.
ā¢ Players discuss mission specific rules and objectives.
ā¢ Players discuss terrain types and other table specific rules.
ā¢ Players roll off to choose a table-half.
ā¢ If players may place an objective themselves (mission 2), players roll of to see who gets to
place their objective first. If you win this roll-off you HAVE to place the objective marker first.
Then the other player may place his objective marker. They have to be at least 12ā from other
objective markers and 12ā from every table edge. They may not be placed in a building, ruin or
in/on top off impassable terrain.
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Time keeping
All three battles last 2,5 hours. We ask players to keep this in mind. The Tournament judges will keep
players informed about how much time is left for a battle. Players will be notified when thereās one
hour left to play and again when thereās only 15 minutes left to play, After the 15 minute mark no new
turns may be started. When time is up this will be called by the judges and all dice have to go down.
No further rolls may be made. If players continue playing after time has been called both players will
get 5 Command points deducted as a penalty. To be able to run a fair and smooth tournament we will
be using this measure if needed.
Because Bolt Action is not a āyou go-I goā game but the turns play out by grabbing order dice from the
bag it doesnāt matter how far you get in a turn. Things should be fairly balanced although you might be
unlucky and have not been able to make that final strategic move before the end of a battle. This can
not be helped.
Slow playing is not tolerated! If you think your opponent is intentionally slowing down the game to get
a more favorable outcome you can call a judge and he will warn the player and keep an eye on it. A
judge can even sanction a 5 command point penalty to a player who intentionally slows down a game.
We do however hope and trust this will not be necessary.
Finishing a Battle
When you have finished all your turns or when time has been called players should add up all their
points from the primary and secondary objectives and fill them in on the Battle form. Please fill in all
the required fields on the battle form and hand it over to the tournament judges. Then make sure you
remove all your models from the table and leave the table as you found it when you started the battle.
(do not move scenery)
Use a movement-tray to move your army
Claiming and contesting objectives
Infantry and gun teams (units) can claim and contest objectives. Units that have at least one model
within 3" of the centre of an objective can claim/contest that objective. Units can only claim/contest
one objective. State which objective the unit claims/contest. If both players have an unit within 3ā of
the centre of an objective by the end of the game this objective is counted as ācontestedā and neither
player scores any points from this objective. Infantry units of 5 or more models ignore smaller teams (4
or less) that try to claim/contest objectives.
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Round 1: Steal and Secure
Deployment:
Players move one of their units from their own table edge with a run or advance order if one of their
order dice is pulled from the dice bag. Up to 50% of the units may be held in reserve or outflank. Max.
Game length = 6 turns.
Primary objective:
A single objective marker, a homing beacon, is placed in the dead center of the table. The homing
beacon is there to range-in the aerial bombing. The objective can only be claimed by infantry on foot
units (cavalry can dismount and claim) that move in contact with the objective. The infantryman that
made contact with the objective and picked it up can only move 6ā with it and cannot enter a
(transport) vehicle or building. Always move the objective in contact to one of the units infantrymen to
show who is holding the objective. The model that holds the objective (the model in base contact with
the objective) cannot fight in close combat nor fire itās weapon unless he is the last/only man in the
unit.
The objective can be dropped voluntarily or passed on to another friendly infantry unit if that
unit is within 1ā from the objective at the end of the mission turn but only once per turn. If the unit that
holds the objective makes a recce move, is destroyed, flees of the table or is forced to move more
then 6ā the objective is dropped immediately.
The opponent can only capture the objective by destroying the unit that held the objective in
close combat or move into contact with the objective if it was dropped.
At the end of the game decide where the objective lays. If it is on the attackers side of the
table the defender gets 2 victory points (and visa versa). If it lays further than 12" of the centerline add
another 3 victory points. The objective can never be contested no matter how close an enemy unit is
to the objective.
Secondary objective:
Players can also claim secondary objective victory points by eliminating enemy units. Have a look at
the āSecondary objectives table at page 10 to see how many victory points have been scored by each
player.
Victory:
At the end of the battle all the victory points scored from the primary and secondary objectives are
added up to see who won the battle. Consult the āStandard Victory Tableā on page 5 to see how many
command points both players get.
Please fill in the battle form and hand it in to the tournament judges.
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Round 2: Lead the charge!
Deployment:
Both players move one of their units from their own table edge with a run or advance order if one of
their order dice is pulled from the dice bag. Up to 50% of the units may be held in reserve or outflank.
Max. Game length = 6 turns.
Primary objectives:
An objective marker is placed in the dead center of the table and itās worth 5 victory points. Then 2
more objective markers are placed, one by each player. These objectives are worth 2 points each.
Players roll a dice, the player that rolled highest choose to be attacker or defender. Dived the table in
4 quarters. The defender then chooses a tableside to deploy from and then one of the quarters on the
other (attackers) side of the table to place his objective. The second objective is placed by the attacker
in the opposite diagonal quarter on the defenders tableside. The objectives may be placed anywhere
in the table quarter but have to be at least 12ā from another objective and at least 6ā from the table
edges and the centre line. They may not be placed in/on top off impassable terrain.
Secondary objective:
Players can also claim secondary objective victory points by eliminating enemy units. Have a look at
the āSecondary objectives table at page 10 to see how many victory points have been scored by each
player.
Victory:
At the end of the battle all the victory points scored from the primary and secondary objectives are
added up to see who won the battle. Consult the āStandard Victory Tableā on page 5 to see how many
command points both players get.
Please fill in the battle form and hand it in to the tournament judges.
The objective marker worth 5 points is placed in
the middle of the table. The defender chooses a
table edge (A) and then places one of the two
other objective markers (worth 2 points) in a table
quarter on the table side of "B". The attacker then
places the other objective in the opposite
diagonal table quarter. The objectives can be
placed anywhere in the respective table quarter
as long as you follow the rules stated above in
the primary objective paragraph.
The picture on the left is there for an example
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Round 3: The Frontline
Deployment:
Both players move one of their units from their own table edge with a run or advance order if one of
their order dice is pulled from the dice bag. Up to 50% of the units may be held in reserve or outflank.
Max. Game length = 6 turns.
Primary objectives:
In this mission 6 objective markers are placed, three on each side. 4 objectives are placed in the
corners at 12āfrom the table edges and two in the middle of the table and 12āof the table edge. (see
picture below) The objectives cannot be moved. They may not be placed in a building, ruin or in/on top
off impassable terrain. If the tableās scenery is preventing the objective placement please call a
tournament judge to rearrange the scenery according the scenery rules for you.
The objectives on your own table edge are worth 2 victory points for you and the objectives near your
opponentsā table edge are worth 4 victory points for you. So itās more interesting to capture your
opponentās objectives but you need to make sure he canāt capture yours.
Secondary objective:
Players can also claim secondary objective victory points by eliminating enemy units. Have a look at
the āSecondary objectives table at page 10 to see how many victory points have been scored by each
player.
Victory:
At the end of the battle all the victory points scored from the primary and secondary objectives are
added up to see who won the battle. Consult the āStandard Victory Tableā on page 5 to see how many
command points both players get.
Please fill in the battle form and hand it in to the tournament judges.
Depending on your point of view the objective markers on your own table half are worth 2 points whilst
the objective markers on your opponentās side
are worth 4 points.
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Secondary Objectives
Players score secondary objective points for each enemy unit they destroy. These points are added to
the victory points that players have scored by holding objectives. Both points are then added to
calculate the winner and final score on the āStandard Victory Tableā (see page 5)
Some units are worth more Victory points than others.
For example your Officers are crucial for your army and therefor they are worth more points then
regular infantry units. See table below for a summary. If you are unsure about the points a certain unit
is worth then please ask a tournament judge.
Secondary Objectives
Points: Points:
Officers 3 Artillery & AT Guns 2
1st or 2nd Lieutenant All artillery Guns
Captain All Anti Tank Guns
Major All Anti Air Guns
Infantry 1 Tows & Transports 1
Infantry Section All tows & Transport vehicles
Machine gun team
Flamethrower team Armored cars & Tackettās 2
Sniper team All Armored cars & Tackettās
Mortar team
Forward air/artillery observer Tanks 3
Medic All Tanks
and all other infantry support
teams
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And the winner isā¦
ā¢ In the end the player who has scored the most out of the possible 150 points in total is the
Dutch Bolt Action Champion and will be awarded the title āSupreme Commanderā and
getās the first prize.
ā¢ During the tournament 3 individual judges will walk around to judge the āBest Painted
Competitionā. The winner will be awarded āBest Painted Armyā and getās second pick from
the prize pool.
ā¢ The player who have scored the most out of the possible 105 command points is the best
(Allied or Axis) winner and will be awarded the title āBest Generalā and the gets third prize. If
the "Supreme Commander" is also best general he won't be picking a second prize.
ā¢ The player (Allied or Axis) who have scored the second most out of the possible 105
command points is the runner up and will be awarded the title āBest Colonelā and gets the
fourth prize. Same here, if the "Supreme Commander" is also second best general he won't be
picking a second prize.
ā¢ The overall 12th player gets the title "First Ltā. And gets the fifth prize.
ā¢ The player who has rolled the first FUBAR result of the tournament and is also the first one to
claim this prize by shouting āFUBAR!ā so the judges can confirm this wins the āPurple Heartā
award and gets the sixth prize.
ā¢ The player who became overall last gets the title of "Inexperienced Second Lt" because he
obvious needs to learn a bit more. He will get the final prize.