Compiled By: CruciasNZ Date: 03/03/2012 Table of Contents Table of Contents .............................................................................................................................. 1 1: Introduction .................................................................................................................................. 2 2: Teams ............................................................................................................................................ 3 2.1: Faction and Chapter/Warband ................................................................................................ 3 2.2: Force Organization .................................................................................................................. 3 2.3: Squad Loadout ........................................................................................................................ 3 2.4: Weapon and Perk Restrictions ................................................................................................ 4 3: Tournament Structure ................................................................................................................... 5 3.1: Overview ................................................................................................................................ 5 3.2: Playoffs ................................................................................................................................... 5 3.3: Codex (Final) Round ................................................................................................................ 5 3.4: Meatgrinder (Final) Round ...................................................................................................... 6 3.5: Prizes ...................................................................................................................................... 6 3.6: Faction Clash........................................................................................................................... 6 3.7: Victory Conditions................................................................................................................... 7 3.8: A Note on Lag ......................................................................................................................... 7 4: Scoring Rules ................................................................................................................................. 8 4.1: Point Recording System .......................................................................................................... 8 4.2: Match Reporting ..................................................................................................................... 8 4.3: Score Allocation ...................................................................................................................... 8 4.4: Match Cancellations ............................................................................................................... 9
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1: Introduction
The Gothic Wars community is the foremost community for gaming on THQs 2011 title Warhammer 40,000: Space Marine. It is comprised of different guilds (known as factions), who have joined together on a common website to create an active community of Warhammer and Gaming enthusiasts. Members play many games together, from Space Marine, BF3 and Mass Effect 3 on the Xbox, to Dawn of War on the PC. This document outlines rules for the Chapter Tournament. www.gothicwars.org
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2: Teams
The tournament is between Forces of 8 players mixed between any classes but adhering to the following rules. Forces must contain the Chapter Master / Warlord (or Second in Command) at all times, but the remaining 7 players can be combined from any member of the Chapter / Warband. 2.1: Faction and Chapter/Warband
Each Force is to have a Loyalist and Chaos armour skin of their Chapter/Warband to handle faction clashes, see Section 3.7 for further details. The main faction is designated the Home skin and the opposite faction armour skin is designated the Away skin. Away skins are to be as identical as possible to Home skins in order to maintain the illusion of Faction. 2.2: Force Organization
Forces for this Tournament are composed of two 4 man fire teams. The Command Squad contains the Chapter/Warband Leader and 3 Honour Guard. Honour Guard can be either standard battle brothers in fancier armour, or specialised ranks (like Chaplain, Techmarine, Apothecary etc). This squad may have their armour reflect their roles. The second Squad contains 4 standard battle brothers whose armour must be standard company armour (and colours). This squad may not contain any members with special ranks. For the purpose of this tournament, all markings acknowledging respect for another chapter are not allowed. An example of this would be a Word Bearer having a Night Lord coloured vambrace out of keeping with the rest of their Force. Note that these rules may not be relaxed as you are representing your chapter, not playing casually; and that squads may mingle and separate in-game, this is just an organizational formation. 2.3: Squad Loadout
Squad members can be any class as long as the total squad loadout does not exceed the point limit. Remember there are two distinct squads within a force, you may not overspend in one squad and make up for it in another. Point Limit per Squad = 90 points Class Points Tactical Marine 16 Assault Marine / Raptor 22 Devastator Marine / Havoc 30 Table 2.1: Squad Loadout Points 4 | P a g e
Force Members may select any Wargear and Perks they wish, however these must meet restrictions in Section 2.4 Forces may alter their class makeup throughout the tournament as long as they stay within the limits. This allows Forces to adapt to experience as the tournament progresses, they may not however swap loadout mid-game. This prevents a Force adapting mid-game to give them an advantage once they know their oppositions makeup, therefore strategic planning will pay off. Forces do not have to report their loadouts prior to game commencement (this allows for an element of surprise), however swapping weapon sets during a match will disqualify the entire Faction from the entire tournament. It is up to all players to police this rule. 2.4: Weapon and Perk Restrictions
Each Force May; Have a maximum of 1 Meltagun Have a maximum of 1 Lascannon Have a maximum of 1 Plasma Cannon Have a maximum of 2 Vengeance Launchers Have a maximum of 1 Thunder Hammer / Daemon Maul Not use Weapon Versatility Perk May not use Master Crafter Wargear Perk May have a maximum of 1 Favour of the Armoury Wargear Perk Not have Death from Above Perk and Final Vengeance Perk on the same marine. Note: Shock Spawning is an instant disqualification offense. This is defined as killing yourself in order to rapid deploy at another location. Committing suicide through enemy fire in order to spawn elsewhere is also not allowed. You MUST rapid deploy where you died if you died on a point, unless it is lost.
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3: Tournament Structure 3.1: Overview
The tournament will be composed of the following distinct sections and each will be discussed below. Playoffs Finals 3.2: Playoffs
Playoffs will run until each Chapter has fought each other chapter twice. During this time Forces will challenge each other to Siege and CTF games. Forces cannot play each other twice in the same tournament week (Monday Sunday). Note that this means they could play on the Sunday and then again on the following Monday. Challenges can only be refused if the receiving Force has real-life commitments or if the challenge cannot occur due to pre-existing challenges and a mutually accommodating schedule cannot be reached. Challenges can be to any Force and are not restricted by faction or Chapter/Warband. The receiving Force chooses the map The challenging Force picks gametype DLC maps may only be used if all members own them Results must be reported as stated in Section 4.2 and games must be played twice as stated in Section 3.8. At the end of the Playoff period, the Top 2 scoring Factions will advance to the Codex round, and out for the remaining factions, the Top 2 Average Kills per Game will advance to the Meatgrinder round. This allows for Forces to advance through both skill and brutality. Note that in order to drive up kills, a force would have to contest control points. See Section 3.7 for match victory conditions. Note: If the points in Siege are locked down by one team then the losing team will be severely limited as to the number of kills they can achieve. Please see Section 4.3 for the scoring and kill count 3.3: Codex (Final) Round
This round challenges those teams which excelled in winning through points. It will consist of a single Siege or CTF game (chosen by the highest scoring advancing team) between the two Forces that advance to it. The game will be scheduled between the two advancing Faction Leaders at a time of their choosing within a week of advancing. The map will be decided by the Faction which had the lower point value when advancing, in the event of deadlock it will be randomly assigned. 6 | P a g e
If a referee who can record Xbox 360 games is available the game will be recorded for posterity, bragging rights and advertising.
3.4: Meatgrinder (Final) Round
This round challenges those teams which excelled in beating the crap out of their opposition. It will consist of a single Annihilation game between the two forces that advance to it. The game will be scheduled between the two advancing Faction Leaders at a time of their choosing within a week of advancing. The map will be decided by the Faction which had the lower point value when advancing, in the event of deadlock it will be randomly assigned. If a referee who can record Xbox 360 games is available the game will be recorded for posterity, bragging rights and advertising. 3.5: Prizes
Due to the vast amount of players involved, prizes will be virtual ribbons. These ribbons are organised by their respective stages; Playoffs * o Most Violent Force o Most Thumped Force Codex Round o Loosing Force Meatgrinder Round o Loosing Force Prizes for winning either stage are as follows; Codex Round o Dated Codex Astartes Forum Item o Victory Mark stamped on Faction Banner Meatgrinder Round o Dated Bloodied Skull Forum Item o Skull Mark stamped on Faction Banner Note: These Ribbons will be awarded to the players present during the match where a Force achieves these feats; whereas Banners affect the whole chapter. 3.6: Faction Clash
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In the event of a Faction Clash the challenging Force will maintain their Home Skin while the challenged will use their Away Skin. During the Finals it favours the Higher Seeded team in that category. 3.7: Victory Conditions
Each match will end if the following conditions are met. Note that conditions are listed in hierarchical order of importance. 1. Codex Victory Conditions a. Siege: 2000 Points b. CTF: 10 Flags c. Annihilation: 100 Kills 2. 30 Minutes Elapse 3.8: A Note on Lag
In order to deal with lag, each challenge must be played twice (consecutively) with each game hosted by a different Force. This should average out the effect of International Lag.
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4: Scoring Rules
4.1: Point Recording System
Current scores will be updated daily by the Board using a system similar to the following example;
Figure 4.1: Playoff Scoreboard Example Scoreboards on the forums will be updated once every 48 hours by the board. 4.2: Match Reporting
Faction Leaders must report both match results to the board within 24 hours of the match. They must submit a screenshot clearly showing the post-match results (Kills for each player and total scores for each team). Note that multiple photos may be required.
If the Faction Leader does not have a camera they may use photos taken by any participant in the game. Any photo quality is acceptable as long as it shows the required information. Cell phone cameras are particularly useful here. Without a photo results will only be counted if both Faction Leaders report the same Scores and Total Kills. 4.3: Score Allocation
The following equations will be used to calculate score; Sicgc Points = (Points ScorcJ In Eoc Hotc) #0omcs 2
CIF Points = (Flogs RcturncJ) 100 #0omcs
Kills = (#Kills) #0omcs
Squad # Chapter Name Points Wins Draws KPG Games 1 Black Templars Locasta 2 Black Templars Draco 3 Black Templars Mars 4 Black Souls Chosen 5 Inquisition Death Watch 6 Space Wolves Wolf Guard
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Note that CTF games are high risk, high reward. It is far easier for a losing team to contest points in Siege than in CTF. A Force should only choose a CTF game if they are confident they can lock down their opposition. The winner can gain 1000 points if they successfully return 10 flags, however it is more likely the losing team will be dominated and gain very little points. 4.4: Match Cancellations
Should an organised match no longer be able to be undertaken for unforeseen and drastic reasons that also prevent a re-schedule. Both Forces will be assigned either 500 or 1000 points. The board will make this decision after consultation with the Factions and the decision is non-negotiable. If 1000 points are assigned, your game count will be increased for the KPG rating. This will result in diluting your KPG rating. If 500 points are assigned, then your game count will not increase for the KPG rating.