|
|
By Mike Breman of
Gilchrist’s Rampant Lions
Copyright 2007
My first two Rogue Trader Warhammer
Fantasy Tournaments were each held at 2,000 point and had eight
players. In my very first tournament, I was the only new tournament
player. Only one of the twelve matches (one of mine!) failed to
complete a full six turn game. In my second tournament there were
several new players, and very few matches completed a six-turn game,
with many games being called on time during turn three or four. What
was the difference? It was mostly due to the players’ preparation
and efficiency. This article makes a few suggestions to let you play
a relaxed, fun game under the time pressures of a tournament.
Tournaments typically must be complete
by a specific time. As a result, there is a limited amount of time
allotted to each match, typically two hours. Anything that delays
the start of the tournament, the round pairings, or the availability
of the play surface, cuts into playing time. Most players will feel
hurried completing a 2,000 point game in two hours, so any loss of
playing time is a hardship.
To finish a two hour game you need to
keep to a timetable that looks something like this:
| Receive pairings and read scenario |
3 minutes |
| Roll for side, placement order, spells |
1 minute |
| Place troops |
3 minutes |
| Roll to determine who goes first |
1 minute |
| Complete turn 1 |
18 minutes (9 minutes per player!) |
| Complete turn 2 |
18 minutes (Yes, we said 9 minutes) |
| Complete turn 3 |
18 minutes (Do the math: 18/2=9) |
| Complete turn 4 |
18 minutes (Still only 9 minutes) |
| Complete turn 5 |
18 minutes (Not getting any longer!) |
| Complete turn 6 |
18 minutes (Hopefully there is less to
move) |
| Calculate victory points |
2 minutes |
| Complete forms for rating players, reporting
results, etc… |
2 minutes |
| Total Time |
120 minutes |
For the casual player, this is
lightning fast! The hard part is the middle portion. Eighteen
minutes a turn! Each and every turn! How can that happen? Well,
let’s break it down: To complete a turn in eighteen minutes, each
player’s turn could follow a timetable like the following:
-
| Psychology tests |
1 minute |
| Movement |
2 minutes |
| Magic and Shooting combined |
3 minutes |
| Combat |
3 minutes |
| Total Time |
9 minutes |
The first thing to do is breathe deep.
It CAN be done! The key is preparation, mindset and practice.
Concentrate on three areas to speed things up: starting time,
between rounds, and during rounds.
Speeding Up The
Tourney Start
Say you decide to play a tourney at
your local game store at 10:00 AM next Saturday. How can you help
that tourney start on time? The single most valuable thing you can
do is get there early! A 10:00 am published start does not mean,
“Please arrive at 10:00 am”. It means 10:00 am is the time that
pairings and table assignments are given to players. It means you
have until 11:59 am to complete your first match. Prepare your army
for play before 10:00 am, so that you are ready to play at
10:00 am. To be ready for the start of the tourney:
-
If at all
possible, pre-register for the tournament. Pre-registration
ensures that the tournament holder will have sufficient tables,
and allows first round pairings to be made in advance.
-
Bring all the
supplies you need. This includes: dice (six-sided, artillery,
and scatter), rulebooks (Base and Army),
measuring tape, models, a pre-prepared roster, weapons
templates, and movement trays. It’s not fair to expect your
opponent or the tournament organizer to lend you the stuff you
need. Bring your own! A special note on movement trays: I
suggest you bring at least twice the number of trays that you
need. See the section on Preventing Delays Between Rounds
for the reasoning.
-
Bring some
means of transporting your army in its movement trays to
your playing table. Army holders are often supplied by the
tournament site, but be prepared to provide your own. NOTE:
Top-heavy models like standard bearers and many all-metal models
are difficult to move ‘on the tray’. Speak with your local
gaming or hobby store for possible solutions, such as magnetic
bases or trays, weighting the model bases, or bases that hold
multiple models.
-
Arrange your
army, with each unit properly ranked in its movement trays, on
your army holder, ready to move to your assigned table.
-
If necessary,
have the tournament organizer or judge review your army roster
before tourney start time.
-
Consider a
visit to the restroom prior to the starting time.
Hobby Note: You can use the
generic cafeteria tray or cardboard box top supplied by the
tournament director as your army holder. But a personal themed army
holder is a great way to start psyching out your opponent early!
Holders complete with scenery, prepared spots for your fully-painted
army’s movement trays, and matching bases on your units will also
give you many bonus points towards the “best dressed army” award
Preventing Delays Between Rounds
Having completed your first round of
the tournament, you may now have from 12:00 pm until 1:59Pm to play
round two. If you haven’t cleared off the first table, you are not
only slowing down your next opponent, but two other people whom you
aren’t even playing! Therefore you do need to cut short your
post-game victory celebrations, and prepare for the next game. (Or
in my case, stop crying about yet another crushing defeat and move
on to my next military disaster…)
-
Prepare to
play with all of the supplies you need, just like you did at the
start of the tourney. Here is the reason you brought twice as
many movement trays! You do not have time to pack up your army
between rounds and then unpack it again. When you are removing
casualties during a game, place the casualties into a movement
tray of the same type and fill from the back. Should the
remaining models in a unit be removed, combine the models onto
the tray with the most models. As an added bonus, victory point
calculations get easier, as all the casualties are grouped by
unit! After the game, combine surviving troops with casualties
in the same manner.
-
Have your army
ready at start time, with all units ranked up on your army
holder. Since your roster (usually) cannot change between
rounds, using the method above means you are ready to go!
-
If you are
coming off a lunch or dinner break, be back to the tourney site
before the start time.
-
Consider a
visit to the restroom prior to the starting time.
How you can play faster
Nine minutes to complete your turn
will go by in a flash. It is impossible to complete a turn in nine
minutes unless both you and your opponent cooperate and pay
attention. Remember that you are playing with your opponent,
not against them! The clock is a common enemy, cooperate
against it!
Note that the turn time guidelines
presented above may not accurately reflect your specific army. You
might need more time for magic or shooting, or you might have to
roll 600 dice during close combat. (Darn those Orcs!) Whatever your
army’s specific needs, plan how you intend to spend those scant few
nine minutes of time. Practice the following tips in your casual
games and they will help you in tournament:
-
Start by
repeating the following personal mantra: “I do not have time to
look up the rules… I do not have time to look up the rules… I do
not have time…”
-
Make your
decisions quickly. Don’t dither, and trust your instincts. You
are commanding an army, and like any command decision, time is
of the essence. If you wait to decide, the decision will be
taken from you by the action of your enemy. In this case, the
enemy is time.
-
Develop a
basic methodology to each phase of the game to make sure you
cover all the units. For example, in the movement phase, I sweep
across the board from the most interesting flank to the least
interesting flank. IE, if my defense of the left flank has to
succeed or I will lose the game, I move my units in order from
left to right on the board. This insures I’m spending my initial
concentration on the units that are most critical to my battle
plan, without overlooking other units.
-
Know the basic
rules of the game. It is ok to be a little unclear on some of
the very fine points of details like clipping, overrun, or
lapping. That’s why judges are there. It is not ok to be unclear
on things like turn sequence, psychology, or combat resolution
calculations.
- Know the specific rules that apply to your army but not
necessarily the specific rules of your opponent’s army. Having
an army book is great, but repeat your mantra here. Looking
rules up is fine at need, but you don’t have time! Know how your
spells work, how unit special abilities work, how character
special abilities, bound items, or any other special
circumstance fits into game play. It is not your opponent’s
responsibility to know the details of how your army works!
-
Trust your
opponent to know the rules of their army. (Repeat your mantra
again – you don’t have time to ask your opponent look up rules,
either.) If you suspect your opponent is taking advantage of the
rules, either deliberately or via lack of knowledge, discreetly
ask the judge to watch your game a little more closely.
-
Make sure you
are solid on the basic stats of your units and characters. Your
army roster will help you with this, but it is best if you
memorize these details. <Insert mantra here.> Know each unit’s
movement speed, weapon and ballistic skill, strength, toughness,
initiative, leadership, wounds and unit strength per model. If
you can’t memorize it, use a highlighter on your roster sheet to
emphasize the basic stats, so you can find them quickly.
-
Play your
game first. Help players on other tables as little as possible.
Let the tourney judges do that, instead of delaying your own
game. As a corollary, try very hard not to slow other player’s
games with questions.
Dice Rolling
Tips
A significant
portion of time is spent dealing with dice rolls. Speed up your dice
rolling, and you’ll be amazed at how much time you can save.
-
Learn how the
To Hit and To Wound tables work. This may be the single fastest
way to speed up play!
-
Batch-roll
your dice. If you don’t have enough dice to roll all your
attacks simultaneously, buy more dice.
-
For multi-turn
combats, save recalculation time and remember the to-hit and
to-wound rolls from turn to turn. “3+ to hit, 4+ to wound,
right?”
-
Roll your dice
briskly. Gamer’s superstition aside, shaking the dice in your
hand for extended periods of time doesn’t change the odds; it
just delays the game while getting perspiration on the dice.
Ewww!
Hopefully, these tips will help you
enjoy your tournament games of Warhammer Fantasy. Now get out there
and start bringing home some trophies!
Notes to Tournament Organizers
Every tournament organizer can tell
you horror stories about the player that shows up two minutes after
dice start hitting the table, with a disorganized force of 200 Orcs
and Goblins, no roster and a burning desire to play. But the
coin flips over: every player can tell you horror stories
about the poorly organized tournament that started late, with
inexperienced judges who didn't know the rules, with numerous delays
during the tourney such that the last round of play is cut short.
Tournament organizers also need to be on their game to keep
everything running smoothly, too!
-
Supply copies
of this article to first time players.
-
Allow and
encourage pre-registration.
-
Supply army
holders and require their use. If your store sells storage boxes
for cards, the top of the 2400 count card box is perfect for
2000 pt. armies.
-
Have
additional supplies available for the inevitable ‘I forgot
something at home!’ Consider having ‘tourney packs’ with dice,
templates and tape measure available at an appropriate rental
price.
-
Start your
tournaments on time! While your players are preparing to start
on time, you should be doing the same! Have boards set up,
floors swept, scenarios printed, and pairings scheduled well
before that 10:00 am start.
-
Don’t play in
any tournament you are directing or judging! You need to be
impartial and fair in your rulings, and rules questions will
inevitably slow down your games. Arrange to have another store
employee or ‘friend of the store’ available to jump in to make
an even number for a tourney.
-
Have
sufficient non-playing judges to handle rules questions
efficiently. If your gaming space is split, have one judge in
each area.
-
Be ruthless
about ending games on time. Swiss pairing means the most
important games between the best players occur in the last
round. Players feel cheated if these deciding matches have
to be hurried, so make sure early rounds end appropriately to
give your champions time to play!
-
Schedule
sufficient time between rounds for players to move to the next
table smoothly. You want the players to have plenty of time if
they are reasonably efficient, not harried to death trying to
meet impossible transition schedules.
|
|