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Who is in charge of the Fed Com Origins Tourny?

 
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wedge_hammersteel
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Location: Lafayette, LA

PostPosted: Fri May 28, 2010 3:10 am    Post subject: Who is in charge of the Fed Com Origins Tourny? Reply with quote

Who is in charge of the Origins Fed Com Tourny?

I would like to send this person an email or PM. Thanks.
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Steve Cole
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PostPosted: Fri May 28, 2010 3:01 pm    Post subject: Reply with quote

Mike Filsinger is in charge of that, under the overall command of Steve Petrick, who is under the overall command of me.

You can send the email to me and I'll get it to Mike.
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Steve Cole
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PostPosted: Fri May 28, 2010 3:02 pm    Post subject: Reply with quote

This is the current version of the CapLog page about FC tournament rules.

We're adding another Romulan squadron that I don't have data for readily to hand, and the times for the rounds may or may not be accurate (yet) as I'm still talking with GAMA about those.

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ORIGINS TOURNAMENT 2010
After considering several alternatives, we have decided to stick with basically the same format as in 2009. The basis for the Federation Commander Tournament is a squadron-level engagement involving three to four ships. Players will be randomly paired against each other.

BATTLE SQUADRON SELECTION
Players will select their own squadrons, which must be consistent with the rules herein. Ships will be in Squadron Scale.
Each player must construct his force from ships belonging to a single empire. There can be no more than four and no fewer than three ships in the squadron, and no more than two of a given type (e.g., DW, FF, CW). The total value of all ships in the squadron must be 425-450 points. No battleships, ships from Communique, ships from Briefing #1 or #2, or ships from Captain’s Log may be included in the force (unless they have been formally published in a product).
The force may include no more than two “leaders” (DN, BCH, CC, NCC) of different types, no more than one of which may be a dreadnought or heavy battlecruiser. The remaining ship or ships can be any available to the selected empire so long as they are not otherwise prohibited. The WYN PBB and CA are also considered leaders. Tholian forces can include no more than one ship equipped with web casters. Hydran forces can include no more than eight Stingers.
Once the squadron is submitted for the tournament, the player cannot change any ship on subsequent rounds. He may, if he wishes, withdraw from the tournament and reenter with a different squadron (by paying a new entry fee), but his record will then start over.
Players must present their squadron to a tournament judge for approval (and to start the record keeping). This must be done at least one hour before the tournament. You can do this by Email before the convention. You can even bring your selected battle squadron to the Origins “singalong” Wednesday night.

TOURNAMENT ROUNDS
We have registered with Origins to offer Federation Commander rounds at 4pm Wednesday, 9am, 2pm, and 7pm Thursday, 9am, 2pm, and 7pm Friday, and 10am Saturday. Games will be matched by the judges using players who have asked for a game. If there are an odd number of players for a game during a given time slot, the last player reporting to the tournament desk will be the player who gets left out. To get into the finals, you need to play in three time slots and use the same squadron.
Origins signs up players for each slot separately (and you can buy tickets at the ADB Tournament Control Desk). If you pay for three slots you can play in five (and at the finals). We have set up to allow single-entry tickets into each time slot, so there will be players who only play one round, not the entire tournament. (They might not even know they are in a tournament.)
Each round of the tournament will be run for four hours. No turn may begin after this time limit, but players will finish the current turn after the time limit expires.
The combat will take place on a standard SFB map (42 hexes by 30 hexes). One force begins in or within one hex of hex 0202 and the other begins in or within one hex of hex 4129.
This map is fixed, it does not “float” in any manner. Any ship which leaves the map as a result of the player’s own movement (or the movement of a ship he tractored) is considered to have been destroyed. Any ship held in a tractor beam that will be forced to move off the map as a result of the opposing ship’s movement is immediately released from the tractor in the last hex of the map (and does not leave the map). If its facing is such that its next movement would force it to exit the map and it cannot turn by any means to avoid doing so, it immediately stops (Speed Zero) in that hex; it otherwise will move normally (subject to its own speed plot) from that point. Drones, shuttles, and plasma torpedoes whose movement would force them to exit the map are destroyed.
Ships with cloaking devices can use them for a total of 48 impulses, including the fade impulses, in any given game. At the end of the 48th impulse, the cloaking devices fail and will no longer function for the remainder of that game. Note that this is done for each individual ship. This applies whether the opposing ships have cloaking devices or not.

HOW TO WIN A ROUND
Victory for each round will be determined at the end of that round based on the following criteria:
Subtract the lower point value fleet from the higher point value fleet and award that many points to the player with the lower point value fleet. At the end of the game, add to that:
10% of the points of opposing ships with internal damage.
50% of the points of any opposing ships that are considered to be crippled (8B2b).
100% of the points of any opposing ships that are destroyed.
110% of the points of any opposing ships that are captured.
If the points scored by each player are within 30 points of each other, the battle is declared a draw.
If the point totals differ by more than 30 points, the player with the lower total “loses” the battle. If the player with the higher total has earned at least 150 victory points, he “wins” the battle, otherwise he earns a “draw” (the other player still earns a “loss”).
If one player resigns, he “loses” the battle, and the other player either “wins” or “draws” the battle based on the criteria above (he must earn at least 50 points for each hour or part of an hour played).

THE FINALS
Finals will begin on Saturday with the two players with the best records. If there is a tie for second place, there will be a playoff for the final round. The winner of the final game wins the National Championship and trophy. These games will be scheduled by the judges at times of mutual convenience during Saturday and on Sunday morning.

STOCK TOURNAMENT SQUADRONS
Because it is so impractical for us to bring a few of every ship, you have three choices:
1. Bring your own cards for a force that fits within the rules.
(Please feel free to have your force pre-approved by Email.)
2. Email us ahead of time and ask us to bring the specific cards you want for you.
3. Use one of the “stock” forces below. (We will bring three packs of each squadron, and these will be available on a battle-by-battle basis, first-come first-served.)
FEDERATION: First Squadron (445): 2x NCA, CS. Second Squadron (450): BCJ, 2x NCL. Third Squadron (448): DN, 2xDW.
KLINGON: North Squadron (448): C7, D5W, F5W. West Squadron (438): D7C, D5W, D5.
ROMULAN: Hawk Squadron (449): FHK, 2x SPH. Eagle Squadron (443): 2x KE, BH, SN.
KZINTI: Heavy Squadron (445): DNH, 2x DW. New Squadron (440): NCC, 2x NCA.
GORN: Tooth Squadron (450): BCH, BC, BDD. Claw Squadron (439): 2x CM, HDD.
THOLIAN: New Squadron (438): NCA, 2x CA.
ORIONS: Raider Squadron (446): CA, 2x BR, LR.
HYDRAN: New Squadron (441): IRQ, TAR, MNG, 8 Stgs. Heavy Squadron (450): PAL, 2x KN, 8 Stgs.
LYRAN: Red Squadron (446): CC, 2x NCA. Blue Squadron (447): DNH, 2x DW.
WYN: First Squadron (449): CA, CW, 2x FF.
SELTORIAN: Avenger Squadron (444): DNL, CA, CL.
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