Announcing a Bolt Action Tournament on March 9, 2013 at the Cold Wars 2013 wargaming convention. Join us for a day of Bolt Action and fun.
WHEN: Saturday March 9th, 2013
WHERE: Lancaster Host Resort Hotel and Conference Center, Lancaster, PA
(About an hour west of Philadelphia, PA or northwest of Baltimore, MD)
Tournament check-in will begin at 9AM and dice will roll at 9:30AM and continue for three two-hour rounds. Round 1: 9:30AM-11:30PM, Round 2: 12:30PM-2:30PM, Round 3: 3PM-5PM. Awards at 5:30PM. Each round will be a themed scenario. Register to receive scenario details/updates, scoring criteria, and updates to army list allowances or unit specific information.
1000 point Army Lists from the Bolt Action Rulebook or a nation specific army book. Theatre Selector lists are NOT allowed.
Prizes will be awarded for Best Generals and Best Painted Armies
Please register with GM Stefan at email@example.com
Link to HMGS Cold Wars 2013 wargaming convention website:
Link to tournament events at Cold Wars 2013 (Bolt Action event is page 6):
http://www.coldwars.org/2013%20PDF/COLD ... aments.pdf
Hope to see you there.
UPDATING POST with Tournament Pack: NOTE administrative sections have been removed.
The Cold Wars Bolt Action Tournament (CW BAT) is a 1000 point three-game event played on Saturday March 9th. Each game is based on a scenario from the Bolt Action rulebook.Army List Composition:
Each player should play a 1000 point force selection per the guidelines provided on page 124 of the Bolt Action rulebook. Players can chose forces based on the Army Lists in the Bolt Action rulebook from pages 126-186 (German, United States, British, and Soviet) or from these additional official Bolt Action supplements:
• Armies of Germany
• Armies of the United States
• Armies of Great Britain (if released in time)
• Armies of France
• Armies of Imperial Japan
• Bolt Action Additional Units
** NOTE: Supplement rules, statistics, points, etc. are considered most current ie. if there is a supplement entry for a unit these make the main rulebook's unit entry obsolete. Theatre Selections from the Supplements are NOT valid for this tournament. Models / Figures:
All figures should be recognizable of the period (World War 2) and ~28mm in scale. Vehicles should be between 1:60th to 1:48th scale.
• Players can use unpainted or partially painted models and figures. However, all figures/vehicles in a player’s army must be painted for that army to be considered in the Best Painting Scoring.
• Count-as-models or substitutions are allowed for models or vehicles not present in Warlord's product line. Count-as-models or substitutions MUST BE appropriate and should not confuse the opposing players ie. using a Games Workshop Land Raider for an armor car would not be appropriate; while using a StuGIII as a substitute for a Marder III would be appropriate.
• All count-as or substitutions MUST BE discussed and understood by the opposing playerWhat to Bring:
Your models. Dice, counters, pin markers, etc. A bag, a large cup, etc. to pull orders dice from. A pen or pencil to complete your game scoring sheet.How to Win the Tournament:
All players will be ranked by their tournament points. The player with the greatest tournament points wins. The top two players will win prizes. If there is a tie in either of these positions (number 1 and number 2); the player with the greater number of victories will rank higher. If there still is a tie after that evaluation, the player with the higher combat points will rank higher. Scoring per Game/Round:
Each player will play three games and each game is 2-hours. Players will be randomly matched as Allied versus Allies for game 1. Subsequent games will be matched based on the following priorities: different opponent, current tournament point rank (players will be matched with similar ranked players), Allies versus Axis, and different terrain. Players receive tournament points each round for Battle Result, Sportsmanship, Competition, and Historical. A player's game score is the summation of these four categories each game and their tournament score is the summation of all of the game scores. Battle Result
is whether you won, lost or draw.
• If you won you receive 7 tournament points
• if you draw you receive 3 tournament points
• if you lose you receive 1 tournament point Sportsmanship
is whether you enjoyed the game and your opponent.
• If the game and opponent were enjoyable...award your opponent 1 point
• If the game and opponent were NOT enjoyable...your opponent receives 0 points Competition
is your view of your opponent's force selection.
• If you believe your opponent's forces are appropriate...award your opponent 1 point
• If you believe your opponent's forces are NOT appropriate...your opponent receives 0 points
• If you give your opponent 0 points, you need to briefly write why.Historical
is your view of how 'historical' your opponent's force selection is.
• If you think your opponent's selection is historical...award your opponent 1 point
• If you think your opponent's selection is NOT historical...your opponent receives 0 points
I recommend you prepare how to communicate how your list is historical as everyone has different historical knowledge.
Players will be given a scoring sheet per game to record their game result and score their opponent for that game on sportsmanship, competition, and historical. Players MUST complete and turn the scoring sheet in per round or receive zero (0) points for that game and their opponent will be awarded full points for sportsmanship, competition, and historical.Games:
Each game has victory conditions, which determine the Battle Result. In some games, victory conditions are calculated by summing the Combat Points earned during the game.
How to calculate Combat Points for destroying opposing units:
Divide the unit point cost by 100 = the unit’s combat points worth
• The minimum combat point value is 1: so units with a points cost of less than a 100 points, would be rounded up to 1 combat point if destroyed, removed, etc.Game 1 : Demolition
The game rules are taken and played directly from Bolt Action Rulebook on pages 116 and 117. Please see pages 116 and 117 for setup, objectives, first turn, game duration, and victory conditions. Additionally, please calculate combat points so I can tally up the player with the highest number of combat points for the tournament. Game 2: Top Secret
The game is adapted from the Bolt Action Rulebook page 115. Please see page 115 for setup, objective, first turn, and game duration guidelines. Use the following paragraphs as a substitute for the Victory conditions in the rulebook.
• The side that has the most scenario points at the end of the game wins. You earn scenario points by EITHER carrying the objective marker off the table before the end of the game, OR with combat points by destroying, removing, etc. enemy force, OR a combination of both
• If you carry the objective marker off the table, you earn 10 scenario points. .
• You gain scenario points by destroying enemy units. Each Combat Point earned equals a Scenario point eg. Combat Points = Scenario Points.
• To seize the objective marker, an infantry unit with at least 3 men must advance or run and end its move with at least one model touching the objective. From the following turn the unit will carry the marker as it moves. Always leave the marker in contact with one of the models in the unit. If that unit moves as close as it is permitted to a friendly infantry unit with a team size of at least 3 men, it can immediately transfer the marker to any model in the other unit.
• If the model carrying the objective marker is killed, the objective marker can be transferred to any other model in the unit. If the unit carrying the objective marker is reduced to less than 3 men, then the unit carrying the objective marker drops the objective marker and it is left on the ground for another unit with at least 3 men to pick up later.
• If the unit carrying the objective marker is destroyed in an assault, the enemy unit that destroyed it can immediately claim the objective marker as long as it has at least 3 men and place it next to one of their models before they make their regroup move.Game 3 : Maximum Attrition
The game is adapted from the Bolt Action Rulebook page 110. Please see page 110 for objective and game duration guidelines. Use the following paragraphs as a substitute for the Setup, First Turn, and Victory conditions in the rulebook.
• Both players roll a die. The highest scorer picks the table side.
• Both players nominate half of their force (based on the number of orders dice rounding up to achieve 50%) to start on the table. These units setup within 6” of their chosen table edge.
• The other half of the player’s force is placed in reserve. Those units chosen to be in reserve use the reserve rules from page 119 in the rulebook BUT can come in from reserve on turn 1 or later.
• On turn 1, units already setup on table get to act normally. The forces in reserve can enter as per reserve as early as turn 1.
• Players earn combat points by destroying enemy units. At the end of the game, whichever side has more than 2 combat points greater than their opponent wins the game. If neither player has more than 2 combat points greater than their opponent, the game is a draw.Terrain:
There will be two (2) desert tables, two (2) jungle tables, and the balance (depending on the final number of participants) will be western european tables. Each table will have a terrain card indicating per type of terrain the terrain category (page 27 and Terrain Chart pages 212) and cover provided (page 39 and To Hit Modifiers Chart page 213)
Line-Of-Sight follows the rules on pages 13 & 14; which is true line of sight. Buildings:
• All the buildings will have playable interiors, so normal movement rules apply when inside.
• All buildings are considered rough terrain meaning you cannot use run orders (aside from assaults) within them.
• If your unit cannot fit inside a building (the number of models is too great for them all to fit within the building); you can declare they are inside and abstract their occupation. Note this means the building’s interior is too small to have any interior movement.
• The movement cost to change elevations within a building (eg. going from the first to second floor or visa versa) is measured as the difference between the two floors. If the interior does not have a set of stairs than the unit can change elevation anywhere within the building.