RINIWA League Finals/RINIWA Challenge

05/12/2010 - 00:00
05/12/2010 - 23:59
Etc/GMT+1
Map of the Teachers Club

400AP, 2-round invitational Finals for the RINIWA DBMM League.
In parallel there will be a new 2-round event called the RINWA Challenge that is open to all.

6 Nov Update - the venue has changed to the Teachers Club

List checker: Mike Whelan (mykill0007 at gmail.com)
Lists due by: 25th November 2010 (NB late lists are not eligible for the door prize of a painted allied command)
Location: The Teachers Club, 36 Parnell Square, Dublin 1 (see map below)
Cost: 15 euro for RINWA members or overseas players (17 for non-members)

Format:

  • Armies are a maximum of 400AP and must be drawn from your RINIWA League 2010 army
  • There will be 2 rounds
  • The top 4 players selected for the league finals will play in a separate pool and only play each other. (As determined by the RINIWA league rules).
  • All other players will form the RINIWA Challenge pool.
  • Base mats will be provided, players must bring their own terrain.
  • Games will use whistle-stop, with all moves/die-rolling ceasing immediately when time is called. Players then proceed to the "end of bound" and determine scores.
  • Games will be 3.5 hours +/-15 minutes.

    RINIWA Challenge Format:

  • There will be no byes.
  • This will be an unrated event.
  • In case there is a no-show for the league finals, a player from the Challenge will be asked to volunteer for the finals.
  • Players are paired by rating to form two teams (odds and evens).

    Handling an odd number of players

  • If we have an odd number of players then the unpaired (lowest
    ranked) player joins the top-ranked "even" player (so Player #1 plays
    Player #2 plus Player #Lowest).

  • To prevent this game from being a total mismatch, all of Player
    #Lowest's army must deploy on-table. Only one of Player #2's commands,
    together with any army baggage, deploys on-table. All of Player #2's
    other commands must be nominated as delayed or flank-marching commands
    and played accordingly.

  • Even so, Player #1 will still be up against it. Before drawing
    his deployment map, he rolls a D6 (the result is kept secret from his
    opponents but should be shown to somebody else for verification). He
    will receive the following, depending on the result:

    1. his choice of either 25 element frontage of TF or 12 element
    frontage of Hidden Obstacles (these will not be found by the Scouting
    stratagem!).

    2. a 100AP Viking allied command, flank-marching on his left.

    3. a 100AP Viking allied command, flank-marching on his right.

    4. a 100AP delayed Viking allied command.

    5. a 100AP on-table Viking allied command.

    6. He just rolled a 6: clearly God is on his side so he doesn't
    need extra help.

    Mick will supply the Vikings. Being Vikings, they will of course be
    reliable.

  • Player #2 and Player #Lowest dice independently for PIPs and
    have their own PIP allocation schemes if regular.

    Moving between tables

  • On defeating his opponent, a victorious player decides which of
    his unbroken commands will flank march and to which destination table
    (he can only pick one, but if there are more than one victorious players
    on the table then each can choose a different one).

  • Each flank-marching command dices separately in its own side's
    bound after the original player on the destination table has rolled his
    PIP dice. As more than one command can flank march then the normal rule
    limiting flank marches to one command per flank does not apply. However,
    only one command can arrive on a single flank in any bound.

  • Flank marchers count as allied commands but continue to dice for
    arrival even after bound 8 on the target table.

  • The score needed to arrive is reduced by 1 unless the command is
    disheartened (this is because they are "in the neighbourhood" already).

  • The required arrival scores can be modified for Brilliant and
    Inert generals as per the rules.

  • Points of arrival are as per the rules.
  • Flank-marching troops "remember" their original ME, break points
    and losses etc - a damaged command that flank marches will therefore be
    brittle.

  • Unused brilliant strokes can be carried forward to the new
    table.