Shoot with any questions

AUSBOWL TEAM CHAMPIONSHIPS 2014
22ND & 23RD MARCH
Venue:
BELLS HOTEL 157 MORAY STREET SOUTH MELBOURNE
We’ve got the beer garden, which is fully covered, with heaters/blinds should we need them.
Format:
Teams will be made up of 3 coaches. You may not have more than 1 of a race in a team.
The tournament will run for 6 rounds, with teams paired Swiss style. Players within a team will paired as explained below.
Cost:
The cost per per player is $40 for the tournament.
Payment details tbc.
Timetable.
Saturday 9:00 Team Registration and Roster Checking
9:30-11:45 Game 1
12:00-2:45 Lunch & Game 2
3:00-5:15 Game 3
Sunday 8:45 Turn up, damage assessment
9:00-11:15 Game 1
11:30-2:15 Lunch & Game 2
2:30-4:45 Game 3
5:00-5:30 Awards Ceremony
Time will be a factor and we’d prefer not to have to call any games. If games go overtime then both players receive a warning. From the moment that time is called each remaining turn is limited to 30 seconds and up to 3 actions. These actions are 1 blitz, 1 pass and 1 hand off. For these turns only if you declare a pass or a hand off and cannot complete your turn with the declared action your turn is over.
So in short if you have the ball you can do 1 blitz, 1 pass and one hand off (notice there is no provision to running in and scoring so that needs to be one of the 3 actions). If you don’t have the ball you can have 1 blitz and one other action to try and get the ball and pass or hand it off out of there. If that fails then it’s the end of turn.
Ruleset:
The latest CRP rule set will be in use for this tournament. It is available here: Games Workshop BB CRP
Additionally the Slann, Chaos Pact and Underworld BBRC/NAF endorsed teams are able to be used. Available here: BBRC/NAF endorsed teams
Coaches need to create a 1,100,000 GP starting roster. Rosters must consist of at least 11 players and all GP must be spent.
Inducements (including Star Players, wizards, master chefs, bloodweiser babes) can be purchased out of your initial team value. Special cards cannot be purchased out of your initial team value this is the only exception to the standard inducements.
All permanent injuries count, without the miss game component. If a player is killed/sacked he is replaced with the rookie version of himself (what was on the roster at the start of the competition, without any skills he’s gained). For example, a Black orc has been given Block after game one, and gets a -1 St in the 2nd game, you note down his –St on the roster. He is available to play Game 3, but he is now Strength 3. If you choose to sack/replace him, you get a rookie black orc (St4, no block) ready to play game 3. As with a progression league/tournament all decisions must be made in the post game not during the pre game of your next match.
Scoring:
The three games in each rubber go to determine whether the team won, lost or draw each rubber. No tiebreakers will apply so a 1/1/1 result or 3 draws will result in a draw for the round.
Points will be awarded to both teams, either win (400 points), draw (200 points) or loss (50 points)
Bonus points from each game will then be added to the collective score. Bonus Points will be your SPP’s earned for the purpose of matching up the teams for the next round.
For final team placings the win/draw/loss score of the teams result using an 8/4/1 determines the winner. The first tiebreak is the win/draw/loss score within each team using an 8/4/1. If further tiebreakers are needed they will be head to head record and finally an egg and spoon race.
Skill Progression:
Teams record their SPP (Touchdowns, Casualties, Completions and Interceptions) during the game.
After each game, you receive skills based on the total SPP your team has earned
SPP Skills
0-6 = 1
7-12 = 2
13-18 = 3
19+ = 4
You only count SPP you’ve got in that game. No points are carried over. When earned, skills can go to any player on the team, even if they earned no SPP that game. All skills are normals skills (no doubles, only what the player can normally get on a normal roll), and unless stated otherwise, you can’t give a skill to a player who has already been given a skill. Star players cannot receive skills.
This may lead to teams playing against teams with a higher/lower TV so be sure to calculate your TV and inducements happen as normal with the exception of the handicap cards (see below).
Team Draft/Match Ups
When your team has been matched up with another team, the coach match ups are created with a little “draft”. The two team captains roll of to decide who’s going first, generally the loser of the roll will go first. Captain A nominates one of the coaches for Game 1, who reveals the race he is playing, and then Captain B chooses one of his coaches/races to play in Game 1. Then Captain B goes first, and nominates for Game 2, followed by Captain A. The remaining teams are in Game 3..
Example:
Matt (Orcs), Joe(Dwarves) and Dan (Pro Elves) are team A, Matt is the Captain.
Josh (Skaven), Mark (Chaos Dwarves) and Tim (Undead) are team B. Tim is the Captain.
They roll off, and Matt goes first. Matt nominates himself, and says he’s playing Orcs. Tim then nominates Josh as Matts opponent for game 1. (Orc vs Skaven)
Tim then nominates himself, and Matt nominates Joe for game 2. (Undead vs Dwarves)
Dan and Mark are left, and play in game 3. (Pro Elves vs Chaos Dwarves).
Handicap:
There will be a slight handicap system for the tournament.
The 4 most popular races will receive nothing.
The rest will receive one 50k special play card each game.
If you are the only person playing that race, you receive two 50k special play cards each game.
We reserve the rights to change this a little on the day (basically if there's no threshold in between category 1 and 2) but this is the general rule of thumb.
Saturday Night: Games and Beer
The intention is to have a bring and play games night on the Saturday night with some organised games/socialising in the mix.
There will also be some money on the bar tab, so stay for dinner or ideally go back to your room shower and then lets meet up for games, drinks and dinner. .