Post by asburygrad on Apr 11, 2007 10:22:26 GMT -5
I've been helping to plan an Alabama state championship for May 12 with another Battlemaster, who will be running the event. Which means, I can play! Now I just have to plan some armies . . .
Expected Format:
3 rounds standard rules
600 points Constructed
Unrestricted
Hand of 3 PCs and/or mission cards
(Only weird thing - limit of 2 artillery pieces. Don't think I'd want more than that anyway!)
Top 8 - 3 single-elimination rounds
Quarterfinals: "pseudo-sealed booster"
The BM and I are putting together sets of 4 mechs, 4 vehicles, 8 infantry, 4 pilots, and 4 gear cards. No sets will have a unique, or a PC or mission card. Each set will have correct pilots for the weight class of Mechs included, and be balanced on weight (i.e., 3 lights and 1 assault vs 2 mediums and 2 heavies, etc). I will be helping to build the sets, so I can try to make sure all sets are fairly equal. Then the players will be assigned a set randomly.
Semifinals:
750 points Constructed
Unrestricted
No unique pieces, pilots, or gold gear cards
Faction Pure - House Alliances acceptable
No Grand Alliances
No Situational Alliances
No Merc Contract cards - although Wolf Hunters and mercs can run together
All Faction Prides are legal, including Merc Pride and True Grit
PC or mission card allowed
Limit of 2 artillery pieces
Finals:
1200 points Constructed
Unrestricted
6 orders per turn
PC or mission card may be played
Some pretty weird formats in there! I like the idea that solid play and skill will probably carry the day over randomness, at least in the sealed round. It reminds me of the "Box of Poo" they had one year at Worlds, but with more variety.
One other weird rule to note: the opening hand of 3 PC/mission cards has no bearing on the later rounds. So in theory, you could use the same card in one of the three opening rounds, AND the semifinal, AND the final round! Hmm . . . wonder which card I'd take?
I'd love to hear people's thoughts on what will work best in each round. I've got a lot to think about over the next month . . .
Expected Format:
3 rounds standard rules
600 points Constructed
Unrestricted
Hand of 3 PCs and/or mission cards
(Only weird thing - limit of 2 artillery pieces. Don't think I'd want more than that anyway!)
Top 8 - 3 single-elimination rounds
Quarterfinals: "pseudo-sealed booster"
The BM and I are putting together sets of 4 mechs, 4 vehicles, 8 infantry, 4 pilots, and 4 gear cards. No sets will have a unique, or a PC or mission card. Each set will have correct pilots for the weight class of Mechs included, and be balanced on weight (i.e., 3 lights and 1 assault vs 2 mediums and 2 heavies, etc). I will be helping to build the sets, so I can try to make sure all sets are fairly equal. Then the players will be assigned a set randomly.
Semifinals:
750 points Constructed
Unrestricted
No unique pieces, pilots, or gold gear cards
Faction Pure - House Alliances acceptable
No Grand Alliances
No Situational Alliances
No Merc Contract cards - although Wolf Hunters and mercs can run together
All Faction Prides are legal, including Merc Pride and True Grit
PC or mission card allowed
Limit of 2 artillery pieces
Finals:
1200 points Constructed
Unrestricted
6 orders per turn
PC or mission card may be played
Some pretty weird formats in there! I like the idea that solid play and skill will probably carry the day over randomness, at least in the sealed round. It reminds me of the "Box of Poo" they had one year at Worlds, but with more variety.
One other weird rule to note: the opening hand of 3 PC/mission cards has no bearing on the later rounds. So in theory, you could use the same card in one of the three opening rounds, AND the semifinal, AND the final round! Hmm . . . wonder which card I'd take?
I'd love to hear people's thoughts on what will work best in each round. I've got a lot to think about over the next month . . .