2010 West Coat Quake Los Angeles 16th-17th Jan Battle Bunker

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daloonieshaman
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2010 West Coat Quake Los Angeles 16th-17th Jan Battle Bunker

Post by daloonieshaman »

The WEST COAST QUAKE 2010
"The big one is coming" again
Location:
Los Angeles Battle Bunker
Westminster, California

Date: 16th-17th January 2010

http://www.wcquake.com


The Rules of the 2010 West Coast Quake

(Note: many of these rules are adapted -- and sometimes copied directly -- with permission from the Zlurpee Bowl,
one of North America's most well-established NAF-sanctioned Blood Bowl tournaments.)

RULE #1:

Have fun! We're all here to enjoy a weekend of one of the best games around, so let's do it! This includes practicing
good sportsmanship, too, so that your opponents can also have fun.
Schedule:
Saturday, January 16th
9:00am - 9:30am Setup/Registration
9:30am - 11:45pm Round 1
12:00pm - 2:15pm Round 2
2:15pm - 3:15pm Dinner
3:15pm - 5:30pm Round 3
5:45pm - 8:00pm Round 4

8:30pm -? Fun at a nearby Cafe (they have beer)

Sunday, January 17th
11am - 11:30am Check-in
11:30am-1:45pm Round 5
2:00pm - 4:15pm Round 6
4:45pm - 5:15pm Awards and closing ceremonies

What To Bring:

* Your painted Blood Bowl team-- official Games Workshop figures are highly recommended! The WCQ organizers are not likely to call you out on the use of other manufacturers' figures (as long as they're easily identifiable by race/position) but the simple fact remains that we're playing the GW's regional HQ for Southern California and we can not guarantee that the store employees would not prevent you from playing with non-GW figures, nor can we guarantee that a suitable alternate team would be available.
* 2 copies of your team roster-- one for the officials, one for use during games. We recommend the excellent Excel roster made available by the Aros Blood Bowl League, which allows for easy separation of positional base skills vs. skill pack selections. (Note: Unfortunately, the ABBL roster does not yet support the additional Slann/Chaos Pact/Underworld rosters; you would need to use a different roster sheet if you're playing one of those three races.)
* Your Blood Bowl Blocking Dice, templates, assorted bits, board, dugouts, etc. -- You're probably going to need your templates, range rulers, GW/NAF^^ Blocking Dice, and other bits. You shouldn't need your board or dugouts, as all participants will receive a limited edition tournament pitch rollup, and a dugout as well (but having extras around just in case never hurt).^^ You may not use Impact or other dice as blocking dice.
* Copy of the LRB 6.0***-- freely available for download (BB Complete Blood Bowl Rulebook) from http://www.games-workshop.com via "Specialist Games" --> "Blood Bowl" --> "Blood Bowl Resources" ***if approved by BBRC

Tournament Rules:

Starting rosters should be built to be standard TV 100, prior to selection of skill packs (see below).

Any official team in the LRB 6.0 is welcome -- including Slann, Underworld and Chaos Pact.

The Kickoff and Weather tables in the LRB 6.0 will not be used, we will be using the WCQ10 custom tables. You can find a copy of these tables coming soon!

Initial weather for each round will be rolled by the top table at the beginning of the round. The weather result will apply to that the start of everyone's games. (Weather is then free to change in each game as normal during the course of game events.)

6 games over the course of two days, which will include 5 rounds of Swiss pairing followed by the final round as a full positional/championship round.

Tournament will be a resurrection style tournament. So any injuries your team suffers will not carry over to the next game, and any SPPs they earn will also be erased. The roster you start the tournament with will be the same for each round you play.
Additional Skills:

Players will not gain skills with SPPs. Before the tournament begins, you will choose one of the Skill packages and assign skills to your players. These will be the only additional skills your team will have for the tournament. Please make a note on your roster as to what package you choose. No player may be given more then one additional skill/upgrade (except where specifically noted).

NOTE: With any given skill package, you may not give the same skill to more than two players of the same position. (IE, you may have two Longbeards with Guard and two Blitzers with Guard, if you like, but you may not have three Longbeards with Guard.)

Package A: 6 normal skill rolls
You may give 6 different players on your team one skill they could normally obtain on a regular skill roll nondoubles.

Package B: 4 normal skills plus 1 "10" roll (+MV/+AV)
You may treat one player on your team as if they rolled a 10 on their skill roll (+MV/+AV), as well as giving 4 other players skills they could obtain on a normal roll.

Package C: 4 normal skills plus 1 doubles
You may give 1 player on your team a skill they could obtain on a doubles roll, as well as giving 4 other players skills they could obtain on normal skill rolls.

Package D: 2 normal skills plus 2 doubles
You may give 2 players on your team a skill they could obtain on a doubles roll, as well as giving 2 other players skills they could obtain on normal skill rolls.

Package E: 2 normal skills plus 1 set of normal/doubles
You may give a single player two skills, one they could obtain on a normal skill roll plus one from a doubles roll, as well as giving 2 other players skills they could obtain on normal skill rolls.

Package F: 2 sets of normal/doubles
You may give two skills apiece to each of two players -- both will receive one skill they could obtain on a normal skill roll plus one from a doubles roll.
Inducements:
Allowed Inducements:
Bloodwieser Babes Stars
Bribes Mercenaries
Extra Team Training Igors
Master Chef Wizards
Wandering Apothecaries
Inducements NOT allowed: Cards
Illegal Procedure:

In the spirit of good sportsmanship, Illegal Procedures will not be called -- please simply bring the issue to your opponent's attention and ask that he/she move their marker. The 4-minute turn rule will not be strictly enforced. However, if the Tournament Referee feels the game may not finish in the 2-hour time allotted, he may insist you use a timer and begin enforcing the 4-minute rule.
Dice:

Everyone that attends WCQ10 will be given a set of dice including 2D6, 1D8 and 1D16 -- these should be the only non-block dice used throughout the tournament. Before each match you and your opponent should agree on one set of blocking dice to share throughout the match.
Scoring:

Tournament points:

* Win = 60 pts
* Tie = 35 pts
* Loss = 10 pts

Bonuses:

* Kept it close (lost by 1) = +2pts
* Caused 1 more CAS than the opponent = +2pts*
* Caused 2 more CAS than the opponent = +5pts*
* Won by 2 or more TDs = +2pts
* Won by 3 or more TDs = +5pts

* For the sake of bonuses, only CAS sustained during a block will count, Blocking into the stands does not count.
Tournament Matchups:

Tournament pairing will be setup in a swiss style: the Round #1 match-ups will be determined by random draw, with Rounds #2-5 arranged such that you will be paired up against coaches who have similar scores to yourself after each round. No Overtimes will be played in non-championship games! The 6th round is a Championship/Grudge Match round. The players that are in 1st-4th place in the standings will play at the top two tables; the top table will determine 1st and 2nd place, while table two will determine 3rd and 4th place. If either of the top tables are tied at the end of the regulation game, overtime may be played if time allows -- the tournament organizers reserve the right to determine when time must be called, at which point the winner will be decided by total tournament points. Anyone who is not playing at one of the top two tables will participate in the Grudge Match round. Any two coaches who haven't yet played each other and agree to play in the Grudge match round will be paired up. If you can't find your own opponent for a Grudge match, you will be paired up with someone close to you in the current tournament standings. The Tournament organizers reserve the right to deny any arranged grudge match.

Note on Tie Breakers
The Scoring system has been adjusted in the hope of getting the most accurate representation possible of how everyone has performed. But no matter what is done, there will remain the possibility of ties in the standings. This will be the order ties are broken in.

1. Winning Percentage
2. Head to Head record
3. Net TDs plus Net CAS
4. Total TDs plus Total CAS

If there is somehow still a tie at that point, the tournament organizer will use his best judgement in finding a way to break the tie.
Painting:

All teams are expected to meet the minimum painted guidelines: they should have 3 colors on them and have had some attempt at making them appear finished. There will be a prize for best painted.
Sportsmanship:

We are here for the fun of the game. Sportsmanship is not only encouraged from the coaches, it is required! To make sure that everyone who attends will have fun, the Tournament official will issue a yellow card warning to anyone who is taking away from the fun environment we seek. If the behavior continues, a red card will be issued and you will be asked to leave the tournament.

An important note on sportsmanship. Fouling 16 turns in a row and running up the score is not poor sportsmanship -- but gloating and ridiculing your opponent while doing so is. Remember, we are here to have a good time.

After the final round of the tournament each coach will be asked to pick two coaches they played that were the most sporting opponents. These votes will be used to determine the winner of the "Most Sporting Coach" award.
NAF (see BloodBowl.net for more info):

The West Coast Quake will be a NAF-sanctioned tournament: any matches between NAF coaches can count for ratings point toward your NAF ranking. We do encourage all coaches to join NAF, although it is not required; there is $10 fee at the NAF site for one year membership, which includes a set of official block dice -- the tournament organizers will try to have the NAF dice available onsite for newly joined members! Interested coaches may also sign up at the tournament. PLEASE provide us with your NAF id on your team sheet.
Awards:

The West Coast Quake will seek to reward as many deserving coaches as possible. With this in mind, a coach will not receive more than one Performance Award. Performance Awards are 1st-3rd Finishes, Best Offense, Best Defense, Most Brutal, and Best Comeback. If a coach completes the tournament in the top position for more than one of these Performance Awards, the tournament organizers will assign them one such award and find the next eligible coach to receive any others. Awards for Best Painted Team, Most Sporting Coach, and the Wooden Spoon (last place) will also be given, separately from the Performance Awards.

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Wil
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Re: 2010 West Coat Quake Los Angeles 16th-17th Jan Battle Bunker

Post by Wil »

Can't wait for it, should be fun!

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Lahatiel
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Re: 2010 West Coat Quake Los Angeles 16th-17th Jan Battle Bunker

Post by Lahatiel »

Wil wrote:Can't wait for it, should be fun!
Coming down from Oregon? Awesome! Are you the William I've talked to via the wcquake.com contact email, by chance?

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daloonieshaman
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Re: 2010 West Coat Quake Los Angeles 16th-17th Jan Battle Bunker

Post by daloonieshaman »

One week out and putting on the finishing touches

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