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Participation Fee:
Each player must bring one BattleMech unit to be turned in to the Battlemaster of record. This unit may be from any set, Dark Age on, but must be a BattleMech – no IndustrialMechs allowed! This figure will not be returned; it is considered part of each player’s participation fee.
An additional fee of no more than $10 will be charged on the day of the event, for facility rental and prize support.
Things To Bring:
Pre-built armies for every format mentioned below – at least three armies:
- One 600-point army for the Qualifier and Championship rounds
- One 1050-point army for the “Lance vs Lance” Battle
- One 1050-point army for the Top 4 faction-pure round
- Additional armies may be built and brought as well, for last-minute decision makers!
Pre-recorded Army Lists – at least three, one for each army
Game aids – dice, rulers, tokens, etc. These items will not be provided!
Artillery tokens – when you build your army, make sure you have the correct tokens for any
included artillery.
(Terrain will be provided by the host venue.)
Format:
First Three Rounds: Qualifiers
o 600-point Constructed – all standard Tournament rules apply
o Please bring a hand of 3 PCs and/or mission cards
Top 8 (may be a top 16 depending on attendance)
- “Lance vs Lance” Battle
o Each battleforce must contain exactly one Mech of each weight class: light, medium, heavy, and assault. No Colossal-class Mechs allowed. Only 4 Mech units with pilots and/or gear cards are allowed – no other units and no other CECs.
o 1050-point build total, 4 orders per turn.
o There is no faction purity requirement for this round.
o One Planetary Condition or Mission Card may be played. This can be a card used in the earlier rounds of the tournament.
o 50-minute time limit. Standard victory conditions apply.
Top 4
- 1050-point Faction Pure battleforce
o House Alliances allowed. No Situational Alliances or Grand Alliances.
o No unique pilots or Mechs.
o Mercenaries will be considered a faction. Wolf Hunters will be considered a faction. You may not use both Wolf Hunters and mercs in the same force.
o No pieces may be recruited by any method.
o Pilot cards from the Wolf’s Dragoons Gamma Regiment or Wolf Spider sets may only be played on mercenary Mechs.
o Limit of 2 artillery pieces.
o No Planetary Condition or Mission Cards may be played.
o 70-minute time limit. 5 orders per turn. Standard victory conditions apply.
Top 2 (Championship Round)
o 600-point Constructed – all standard Tournament rules apply.
o This army may be the same army used in the earlier Qualifier rounds, or a different army – so long as the player brought an army list for it at the start of the event
o One PC or mission card may be played. This can be a card used in the earlier rounds of the tournament.
Second Chance Tournament (for everyone who did not make the Top 8)
- Players in the Second Chance Tournament will follow the same rules as the Top 8, with same formats. The eventual winner of the Second Chance Tournament will have third pick of the custom Mech prizes (see below), as well as other possible prizes based on availability.
Prizes:
6 Custom Mechs, based on classic Battletech designs and created by Tom “Valiant-One” Keller
- These will be awarded as follows:
o First pick: Champion of the event
o Second pick: Fellowship Winner of the event
o Third pick: Second Chance Tournament winner
o Fourth pick: a Top 8 player chosen by random dice roll
o Fifth pick: a Battlemaster chosen by random dice roll
o Sixth pick: a Second Chance Tournament player chosen by random dice roll
Set of Gale Force 9 Solaris Seven Counters: one each for Champion and Fellowship
Other possibilities:
Certificates signed by WizKids staff members: one each for Champion, Fellowship, and Second
Chance Winner
Additional WK Prize Support
Gale Force 9 token sets for the regular MechWarrior game
Gale Force 9 dice or standard MW logo dice
Custom-made “AL State Championship” dice
Lunch Information:
There will be a break of approximately one hour after the first three rounds are complete, and before the Top 8 and Second Chance Tournaments begin. Lunch is NOT included in your participation fee! Last year, a number of people went in on a delivered pizza order. There is also a deli in the same shopping center as Kingdom Comics, and a Hardee’s nearby. Please plan accordingly.
Additional Notes:
Boosters will be made available for purchase from Kingdom Comics. Please do not bring any other sealed boosters to the event!
The responsibility for Battlemaster each round will be determined by the Envoys who are on-site the day of the tournament. During the first three Qualifier rounds, two Envoys will be chosen randomly each round to judge the tournament; those two Envoys will receive a bye for the round they are chosen. Envoys that do not make the top 8 will assist in running the Top 8 and Second Chance Tournaments.
Envoy of Record for the Event:
Mike “Moakes” Oakes
I will try to make this tournament. However I have to talk to my professors and change the date for my finals for all four classes if I am to make this event. I hope to see everyone there
We tried very hard to make the Player Rules Sheets (and the first post on this thread) comprehensive. But of course, we couldn't think of every detail. So a few rules have been updated.
Please consider all these rules official for the tournament. They have been agreed upon by Battlemasters Mike Oakes, Kirk McCauley, and Rich O'Connor.
#1. Verification of Armies and Hands
Players may bring their armies written down in any form they like. We will have army sheets available at the tournament, and may request a player to write their army out on one of these sheets, to make everything clear. When the sheet is turned in to the Battlemaster of Record, that player's hand of three cards (any combination of Planetary Condition or Mission cards) must be written down on the back side.
At the beginning of each round of the tournament, players will exchange their army sheets with their opponents and verify point totals. At the end of each round, players will also record which PC or mission card was played for that round on the front of the sheet, and opponents will initial on their opponent's record sheets.
#2. Pairings
For the first round of the tournament only, players will be matched up according to venue. Kingdom Comics players will be paired off by random die roll against players from The Deep (as they are the two largest venues). Players from Auburn Hobbytown, Quality Collectibles, or other venues will be filled in as needed against the two main venues.
Each round, one player from the tournament will be responsible to run that round as the Battlemaster. When that player is running a round, they are to be treated as the Battlemaster of Record for the event. That player will receive a bye for the round. The three players chosen to run one round each during the qualifying rounds are Rich O'Connor, Kirk McCauley, and Dale Capron. If an even number of players register for this event, one randomly-chosen player per round may also receive a bye, and they will be free to play a nonrecorded match against the Battlemaster for that round.
After the three qualifying rounds, the Battlemasters will convene to determine a Top 8 and to determine who will continue running the Top 8 part of the Championship, and who will run the Second-Chance Tournament.
#3. Win/Loss Tiebreakers
Wins and losses are the primary criteria for determining our player rankings throughout the qualifying rounds. In the event of a tie going into the Top 8 part of the tournament, the first tiebreaker criteria will be total victory conditions won, and the second criteria will be total VC 2 earned over the first three rounds. The Top 8 will then be single elimination; the Second Chance Tournament will continue to use these criteria to determine a winner.
#4. Cocked Dice Rules
The dice is cocked if it is on the base of a playing piece and the felt. It is not cocked if it is on the felt playing piece. If the dice/die lands flat on a playing piece (some vehicles and Mech bases have enough room for this to happen) it is not cocked and playable. Dice must stay on the green felt; anywhere else all three must be rerolled (including dice that land flat on the floor). If one or more dice are cocked, all three must be rerolled.
#5. New Terrain Pieces
We are going to have a number of the new terrain pieces on hand for the tournament. However, the use of any particular piece is up to the individual players each round. When the terrain pool is created (by each player placing four pieces into a pile, eight pieces total), one or both players may remove any terrain pieces that they do not wish to play against. Original terrain pieces (those available on the WizKids site prior to April 2008) may not be removed in this way. If any pieces are removed, the player who originally placed them in the terrain pool may choose other pieces, up to the number of his pieces that were removed, and place them in the terrain pile prior to the start of the match.
We hope that all of this is clear to everyone. If you have any questions at all, please post them here or ask your respective Battlemasters. Thank you!