Here is the Player Info.
South-con 2014 – Dystopian WarsPlayer Information
Operation Arctic Wolf - 1873
A new nation has grown rapidly on the southern shores of Greenland, calling itself The Deliverance Co-operative (Co-op for short)
Attempting to grow vast wealth based on North Atlantic trade its ruler Hurgoldt Hurgoltson, the ruthless Icelandic industrialist known as The Money Raker, has built huge commercial assets in and around the capital Mercury City.
Added to this venture Hurgoltson and his cronies have employed some of the world’s leading scientists, these individuals are secretly conducting experiments into Sturginium Produced Extremes of Weather (SPEW)
All this would be a valuable prize indeed, and your government wants it…bad…
You are tasked with clearing the area of undesirables in preparation for the invasion forces.
(The full story can be seen on the South Island Forums, Events, South-con, Dystopian 2014)
Umpire – Ian Heal
E-mail –
ianandannette@slingshot.co.nzRules – Rulebook Version 1.1
Please get all Lists in to the Umpire by Sunday, May 25.
All Scenarios will be e-mailed out to individual participants upon receipt of their fleet lists.
Tournament Details2 Skirmish sized games
2 Medium sized Engagements
2 Full sized Fleet Battles
This tournament is set in the Labrador Sea…so no land forces will be included.
No allies will be permitted, this includes Allied Nations, Mercenaries, Merchant Vessels etc.
Only vessels from your own fleet list may be used.
There will be no restriction on the number of Flyers or Submersibles allowed in your fleet, but no Fortifications may be taken.
You may use fleets from different nations for each size of game if you wish.
Your Lists can be as different from each other as you wish.
The draw will be made in advance and challenges will be allowed if requested in advance.
No unpainted models…
I mean it… and No proxies/stand ins/substitutes or counts as please
Scoring Categories –
Engagement (Battle),
Gentlemanly Conduct (Sports),
Education (Gen Knowledge),
Seamanship (Presentation),
Ethics (Comp),
Industry (Design and Background) and
Sea Lord (Overall Winner)
Sea Lord will be decided by combined Engagement, Gentlemanly Conduct, Seamanship, Ethics and Education scores.
Industry will be recognised but not considered when collating scores for final placing’s, thereby making it optional.
Other factors to be added in at the umpire’s whim include - Special Play Cards, Mercenaries, Co-op Defences, and Dirty Tricks, many of which will be optional to all players.
Skirmish Fleets - 300 pts. (Two games on Day 1)
45 minute play time
1 Medium sized vessel (no more - no less)
Small sized vessels must make up the remainder of your force.
No Tiny Flyers unless carrier based.
Your Medium sized vessel cannot have 5 or more H/P and the maximum Squadron size for Destroyers is 2
The Game
4 foot X 4 foot playing area.
8” deployment zone with winner of dice roll choosing sides and deploying first.
Players deploy 1 squadron at a time alternately.
Player who finishes deployment first chooses who takes first turn.
Activate 1 squadron at a time as normal.
At start of any turn you have lost 3 or more ships roll 2D6 (Medium counts as 2, tokens/tiny squadrons count as 1)
If you roll is double or more than the number of vessels you have remaining (Medium counts as 2, tokens/tiny squadrons count as 1) you lose the battle.
Please note that this is a work in progress and tweaks may occur prior to the tournament beginning.
Engagement Fleets – 700 pts. (Two games on Day 1)
2 ½ Hours play time
Large/Massive – Between 0 and 200 points (Yes, 0 if you want)
Medium – Between 250 and 400 points
Smalls – Between 150 and 400 points
2 Squadrons of Tiny Flyer support as normal
Commodore’s vessel must be indicated on Fleet List along with which Commodore Special Abilities List he is using. (No Special Characters)
Battle Fleets – 1000 pts. (Two games on Day 2)
2 ½ Hours play time
Large/Massive – Between 200 and 400 points (Dreadnaughts are permitted)
Medium – Between 250 and 500 points
Smalls – Between 250 and 400 points
2 Squadrons of Tiny Flyer support as normal
Commodore’s vessel must be indicated on Fleet List along with which Commodore Special Abilities List he is using. Special Characters are permitted if desired.
Gentlemanly Conduct (Sports) – ‘In Competition’ scoring
Education (Gen Knowledge) – Questionnaire/Test on day 2
Seamanship (Presentation) – Umpire and Player judged
Ethics (Comp) – Umpire Judged prior to tournament
What you need to bring on the day –
- Fleets &Fleet Lists
- Rulebooks and Fleet Booklets if available
- Dice and Measuring Device
- Turning Templates and Tokens
- Activation Counters
- Pen
- Water Bottle and Deodorant is worth considering
Proposed Schedule (Time in brackets is proposed finishing time for the round)Day 1
8:45 – Introduction
9:00 – Round 1 (9:45)
9:45 – Round 2 (10:30)
Break
11:00 – Round 3 (1:30)
Break
2:00 – Round 4 (4:30)
Day 2
8:45 – Round 5 (11:30)
11:30 - General Knowledge Questionnaire and Voting for Seamanship
Break
12:30 – Round 6 (3:00)
Tidy up
The usual standard of behaviour will be expected by all players and common courtesy should be shown to Opponents and Umpire at all times.
Cell phones should not be used during games without your opponents consent…it being considered rude to indulge in texts or private conversations at the expense of the game and/or opponent.
Rules disputes referred to the Umpire will be treated fairly, both players will have opportunity to contribute to the decision making process equally, and a decision will be made promptly. Any decisions made by the Umpires are final and further dispute should be referred to him upon completion of the game.
All players are asked to show support and appreciation to OMTS and Hobby Hub for their ongoing backing.