🙂 Noobs welcome! 🙂
Announcing the second Team Covenant Open of 2018, free to all players wishing to participate. The TC Open is a tournament run 3 times per year, using Standard Play rules (with some modified rules). This tournament is conducted on the VASSAL gaming platform, with 1 tournament match scheduled every 10-11 days. Players are paired and make contact here at Team Covenant, reporting wins and scores to me either here or by email. Any player may join, even if you are new to the Team Covenant website.
This tournament will begin on May 9th, 2018.
(Sign-up for this tournament will end on May 7th, 2018.)
Qualifying will end mid-June; elimination will end mid/late July.
Visit this website to see your opponent for each round. I post a new pairings article to start the next round. Look for your name, then contact your opponent. Schedule, play, then report the outcome to me.
REQUIRED TO PARTICIPATE
– an EMAIL ADDRESS (one you are willing to share)
– the most recent X-wing module for VASSAL
– a list that is legal for Standard Play (100pt limit)
– enough spare time to play 1 game every 10-11 days
HOW TO SIGN UP FOR QUALIFYING
Read through the additional format rules posted below before deciding on your squad. Choose what to play and EMAIL ME with the list you wish to play. If your squad is legal, I will message you back welcoming you to the tournament. (If your squad is not legal, I will message you back anyway to tell you the problem.) Once you send your list and are welcomed, you are all signed up!
my email: GoTeamJeff@gmail.com
I will not be accepting sign-ups through other mediums, such a TC’s private messenger.
HOW TO QUALIFY
Qualifying will be 3 rounds of play, one game every 10-12 days. Pairings for Round 1 will be random. Pairings for Rounds 2-3 will be based on tournament record, with players being paired who have the same number of wins/losses. All players with a record of 2W 1L or better will qualify for the single elimination bracket and continue playing.
All players who get a 1W 2L record qualify as alternates and will be randomly selected if an elimination seat becomes vacant.
SCORING FOR THIS TOURNAMENT
We will not be using MoV to order players during elimination. Instead, we will be using “Points Kept”. There are two ways to score Points Kept:
— If you win, you score Points Kept for the number of points you still have in play. This will NOT include your initiative bid, so opt to bid cautiously since these are points that you cannot score. Even if you win without losing a ship, you will not score a full 100 points unless your squad is 100 points.
— If you lose, you score Points Kept for the number of points you flew off the board. If you must forfeit a game without playing, you score Points Kept for your entire squad (again; you don’t score 100 unless your squad is 100). If you wish to forfeit a game that you are losing, you only score Points Kept for ships you actually fly off of the board before conceding; you don’t get to count ships you left in play to die.
NOTE: Winning will not afford players a bonus 100 points.
NOTE: Large ships do still count as half-points when damaged.
NOTE: Use “points in play” to determine the winner.
Rules here should lead to two possible events we are not accustomed to seeing. One is that severely damaged ships might intentionally retreat from battle, rather than stick around. The other is that we might occasionally see a chase, where one player who has given up trying to win is just trying to get their ships off the board. Both seem in theme with the game and might create interesting scenarios.
DETERMINING THE GAME’S WINNER
“Points Kept” are not scored until the winner of the game is decided. Score the game under normal tournament rules to determine a winner; full points for dead enemy ships, and half points for half-dead large enemy ships. Once a winner is decided, toss these numbers — you don’t need them anymore. Score for the winner and loser via the Points Kept rules above.
Games will be 90 minutes starting after set-up, then 4 full turns after the 90 minute mark. If both players agree, the 4 full turns may be delayed until one player calls for them — for instance, a game might go 143 or even 180 minutes before one player decides to begin the 4 turn countdown. No player may call for the countdown before at least 90 minutes. If players are not 100% sure that 90 minutes has passed, 90 minutes has not passed. Mark the starting time, so you can both be sure.
A game at 90 minutes should be at least 15 turns into the game, averaging 6 minutes per full turn. 2 minutes or less of this 6 minute pace should be spent in the planning phase — do not “slow-play” your opponent because you are unsure of your moves, and cooperate with your opponent to keep the game moving once dials are set. If your opponent consistently holds up turns so that they take 7+ minutes, report that player to me so that I can drop that player from the tournament. That said, it is OK to spend 3 minutes to plan your dials on an especially important turn (2-3 times per game). Do not take more than 4 minutes on any planning phase. It will be considered unsportsmanlike conduct to play slowly during this tournament.
Players who must step away from the game will not be punished. Do not count this time toward 90 minutes of play, and do not misuse your right to step away from the game to afford yourself more time to plan your dials. If you suspect a player is saying “brb” to give themselves extra time, report them to me after the game.
LIST MAKING: CARDS ALLOWED
All cards that have been fully spoiled (and are included in the most recent module) are allowed, as long as we know how those cards operate. Cards with unknown text require a ruling by me. If I do not have a posted ruling, you may not use the card. Feel free to request a ruling on any card.
Obstacle selection is not required when submitting your squad.
At the start of each match, after initiative choice is determined but before that player assigns initiative, obstacles are selected by each player. The player without initiative choice chooses their 3 obstacles first, then the player with choice chooses afterward.
One player or both may choose 1 huge ship instead of 3 asteroids/debris as their selection. (Rules for placing and using this obstacle are in the Huge Ship Handbook — a pdf is available at FFG’s website.) Important to these rules is that the player who is given initiative must place a huge ship if possible, and that placing a huge ship means your opponent will place all other obstacles.
Feel free to tailor your obstacle selection for each match against the enemy.
This is an important section in the format rules. Read carefully.
These ships will start each game with +1 Hull:
– TIE/FO Fighter
– TIE Advanced Prototype
– Quad Jumper
These ships will start each game with -1 Hull:
– TIE Silencer
– Jumpmaster 5000
(note: Tel errata, he’ll only take 3 damage cards when killed)
– ships with TIE/V1 equipped
– ships with TIE/X7 equipped
CLOAK TOKENS (house rule — mainly for TIE Phantom)
When a ship activates in combat, it may discard its Cloak token in order to make an attack. (This is not de-cloaking. You just discard the Cloak token.)
MOBILE ARCS (house rule — Lancer specific)
A ship with a mobile arc cannot attack cannot perform a primary weapon attack against a target that isn’t in its mobile arc. (However, it can still attack using cards like Snap Shot or Hotshot Blaster.)
HARPOONS (house rule — nerf)
Harpoon Missile reads as follows:
“Attack (target lock): Discard this card to perform this attack.
If this attack hits, the defender suffers 1 damage. Then cancel all dice results and
assign the “Harpooned!” Condition to the defender. “
HIGHLY ADAPTIVE AILERONS (house rule)
During ship placement, the following ships may equip the Adaptive Ailerons title:
— E-wing (also gets +1 Hull; as listed above)
— HWK-290 (also gets +1 Hull; as listed above)
— Lambda Shuttle
— Upsilon Shuttle
— Khiraxz Fighter
Equipping Adaptive Ailerons this way does not discard/replace other titles.
Players make the decision to equip when placing that that pilot on the board.
I’m looking for good advertising this time, to increase player count and get knowledge of the TC Open out there to those players who’ve never heard of it or aren’t aware that a new one is starting. All ideas are welcome. All help spreading the word is welcome. I’m not trying to break any records here (in Wave 6 I think I had one that was 150+ players?), but the more the merrier and I wouldn’t mind the extra work.
IMPROVING COMMUNICATION CHANNELS
I’m also looking for a way to improve the ease of player communication. This time around I’ll be posting emails with player names, but additional ideas here are welcome too. (I’ve heard some players like to use SLACK to contact others, for example.) Let me know if you have any ideas on this front, and assistance beyond that is also appreciated if you are able/willing.
🙂 I look forward to another great tournament. 🙂