King of the Hill Tournament [UPDATED]

UPDATE: I modified the scoring to be more clear on damaging Warcaster/Warlock.  You score a point for each unique enemy Warcaster/Warlock damaged on the table.

We have an upcoming King of the Hill tournament at your Friendly Local Game Store.  It will be on April 3rd, starting at 6 PM and will go until 10 PM.  I wanted to run over the rules involving the play and list building specific to this format.  Please note that this format is different from the last time I ran it, so make sure you read the rules before coming if you were in the last one.

Lists

  • 25 points
  • You may bring 1 list, although I will allow you to change out your list once during the evening if you so desire
  • You can spend no more than 5 points on non-warjack/warbeast models
    • This includes all units, solos, battle engines, etc
  • You can include Warjacks/Warbeasts that are not a part of the battlegroup, but the points you spend on a ‘jack marshall (for instance), will still count against your 5 points of non-warjack/warbeast points
  • Lesser Warlocks with set attached beasts (i.e. Rorsch and Brine, not the new Legion lesser warlock) count as Warjack or Warbeast points for their points

Scenario

  • The scenario is set up with a single 12″ circle directly in the middle of a 4’x4′ table.  This is the control zone
  • The players all start in a corner with a 10″x10″ deployment zone.  Advanced deployment will move them to 16″x16″, and theme list benefits that extend range extend both dimensions
  • When a player’s Warcaster or Warlock is destroyed or removed from play, that player is eliminated from that table.  The next player waiting to play steps into their place and deploys in the defeated player’s starting corner.  That player’s models follow the same rules as flags (cannot be targeted, are incorporeal, cannot have damage dealt to them, are immune to all in game effects essentially, cannot be moved, etc) until that player has a first turn.  After that, the models behave as normal.
  • 10 minute turns per player.  If your timer runs out during your turn, your turn ends immediately, as per the timed turn rules in Steamroller 2013.

Scoring

  • The first time you damage an each enemy Warcaster or Warlock on a particular table, you earn 1 victory point
    • Note that continuous effects are not owned, so damage from a continuous effect does not count here
    • When a player deploys to a table, either to start the game off, or to come in after another player has been defeated, he/she treats the table as if it was a brand-new table for scoring purposes, even if they have played at that table previously during the event.
  • When you assassinate an enemy Warcaster or Warlock (destroyed or RFP from an attack or collateral damage from an attack that one of your models made), you earn one victory point.
    • This is on top of the victory point you get for damaging the enemy Warcaster or Warlock
    • Note that continuous effects are not owned, so if a Warcaster or Warlock is killed from a continuous effect roll, no one counts as having assassinated them.  They are still eliminated from the table as normal
  • If you control the zone (as per Steamroller 2013 rules for controlling), you earn 3 victory points
  • If you dominate the zone (as per Steamroller 2013 rules for domination), you earn 5 victory points
  • Scoring for the zone happens at the end of every player’s turn
  • Scoring for the zone starts at the end of the first player’s second turn, when a table is first starting out (i.e. all players have one turn before anyone can score)

Victory/Prizes

  • The winner is the one with the most victory points at the end of the event
  • There will also be a hidden vote for the person who was the best sport during the event.

I hope to see you all there!  We will have one table to start with, but if we get enough participants, we will open up more as the need demands.  Once we have three players waiting for a table, a new table will be set up.  If you have any questions, please do not hesitate to ask me either on here (via comments), the mailing list, or in person.

King of the Hill Recap

We played a King of the Hill event on Saturday, the 5th of January, and it was a blast.  Everyone seemed to have fun, and there was lots of good feedback.

We had 8 players, although almost everyone agreed that the absolute best number was any multiple of 4 + 1, since that person could then move between the tables as needed.

I considered this to be something of a “trial run” for the scenario, and already have some things I want to change.  First, I want to talk about scenario design, and the way that I approach it.  Note that this is not necessarily the way that Privateer Press approaches it, but I would assume they have similar strategies and ideas.

The first thing I do is try and get an idea of how I want the scenario to run – i.e. what makes it fun and different.  In this case, I wanted a blood bath in the middle, with all 4 players trying to control the middle area.  I wanted play to be fast and quick, and players to be changing tables repeatedly throughout the event.

This was not happening as much as I would have liked, and I have some ideas as to fixing it.

First, how to get players to the center?  The first thing is to reduce army sizes.  Large, infantry-only armies tend to be able to spread out more, and can cover more ground, thereby allowing them to handle more of the area and not having to commit as much to the center.  The second thing is to increase the value of the center piece.  This will encourage people to move to the center, and will punish those who do not by giving their opponents more opportunities to score higher.

As for faster play, the smaller armies would help that out too.  We want people to be able to focus on the game, and focus on the center objective.  With four different armies on the table, there is too much going on sometimes for everyone to follow everyone else’s moves.  Less models means less bog down, and less chances for people to get stuck in a bad situation with no alternative but forcing an opponent to assassinate them.

There was one additional point, which was that I wanted players to get rewarded for attempting to assassinate, even if that assassination attempt failed.  Faster kills means faster games and all that.  And I want multiple ways for people to get points during the event, to help players feel like they can try a variety of styles and plays.

That said, I am going to change the victory points next time to the following:

1 point for damaging a warcaster/warlock that is eventually destroyed or removed from play
2 points for assassinating a warlock (destroying or removing from play as a result of an attack or collateral damage from an attack).  Note that they do not get the 1 point for damaging, as it is included in this amount
3 points for controlling the center objective, as per the 2013 Steamroller rules for control
5 points for dominating the center objective, as per the 2013 Steamroller rules for domination

Additionally, I am going to change the list building to be such that, for every 10 points of beasts or ‘jacks taken, you can take 5 points of warrior models.  This will allow people to take up to 10 points of warrior models if their Warcaster or Warlock is at least a +5 point Warcaster or Warlock.  Otherwise, it will allow for 5 points.  You can still do some jamming if you want, but not to the extent that we saw this Sunday.

Thoughts?  Further evaluations?  We had discussed doing a Killbox, but after further consideration, I wanted to see how this would work out first.  I am planning on doing another one of these in February or March, probably on a Wednesday night, since they are so quick to do.