Entry and Registration:
  • $25 Entry fee
  • Registration by ticket purchase
  • List submission through Taylor Hanson via Facebook Messenger or Email taylorhanson7@hotmail.com
  • Longshanks: Soon
  • Full Rules: Soon, will continue with the custom scenarios packet though.
The fee goes towards prising for the event. There will be prising for the top 3 followed by painting/most BV destroyed/display/world builder/sportsmanship awards (separate from raffle prizes) then randomised raffle format.
Raffles will be awarded for:
  • Following Focht's On Facebook/Discord (+1)
  • Showing up! (+1)
  • Majority Painted Force (+1)
  • Majority Based Force (+1)
  • Finished Display Board (+1)
  • Conversion Work (+1)
  • List Submitted On Time (+1)
  • Brought Full 4x4 Setup with terrain (+1) "Even if we don't use it"

Format:
More information will come with the tournament packet, bans etc.
  • 300 Point Formation Lists, 16 unit max
  • Clan Invasion era (Master unit list)
  • One Faction force construction (Only units from Jade Falcon or ComStar, etc)
  • Nominate one unit to be force commander
  • Minimum skill 2 (max 2 units)
  • Maximum skill 7 (max 2 units)
  • Maximum 2 VTOL units
  • May not include more than 2 copies of any one Mech/Vehicle Chasis
  • May not include more than 5 copies of any one Infantry or Battle Armour type
  • Custom scenarios, tournament packet/full restrictions releases end of June
  • Win = 3 TP / Draw = 1 TP / Loss = 0 TP
  • Tie Breakers: VPs scored/MoV/Force Commanders Killed/Total BV Destroyed
  • 3 Rounds, 120 Minutes OR 10 Turns
  • Rounds and Timer may fluctuate based off attendance
  • First round pairing will follow a Carpool system (You will not be paired first round with the people who arrive with you Limit: 4 persons).
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Schedule:
9:00 - 9:30 Registration
9:30 - 11:30 Round One
11:30 - 12:30 Lunch Break / Painting Display
12:30 - 2:30 Round Two
2:45 - 4:45 Round Three
4:45 - 5:00 Awards and Round-Up
After rounds there will be a 10/15 minute grace period to allow table pairings and fair round starting times for everyone.
____________________________________________

  taylorhanson7@hotmail.com

 

BELOW IS SUBJECT TO CHANGE
Northern Strike v.1: BattleTech Alpha Strike Tournament

“To make first event simpler for all players (new and old) some common tournament restrictions will be in play. These are very commonly seen in all level of tournament play through Wolfnet and Nova, which we will base this event on.”

Force Composition:

  • 300 Point Formation Lists, 16 unit max
  • Clan Invasion era (Master unit list)
  • One Faction force construction (Only units from Jade Falcon or ComStar, etc)
  • Nominate one unit to be force commander
  • Minimum skill 2 (max 2 units)
  • Maximum skill 7 (max 2 units)
  • Maximum 2 VTOL units
  • May not include more than 2 copies of any one Mech/Vehicle Chasis
  • May not include more than 5 copies of any one Infantry or Battle Armour type

Units Not Allowed:

• Aerospace, Advanced Aerospace. Support Vehicles, Advanced Support Vehicles, Units that have ART-abilities, Any unit variant named after fictional character variants, Any unit that is Experimental Tech Level, Units with the DRO special ability, and no Protomechs. No custom units.
• No Specialty Ammo allowed
• No Pilot or Command Special abilities
• No formation Bonuses allowed

Proxies:

• Love to see official Catalyst/Iron Wind Classic models but, if you have 3D prints those are okay too.
• If you do not have the appropriate model to represent a unit you would like to bring, you may proxy it out as long as its roughly the same silhouette (no Locusts pretending to be and Atlas) try for WYSIWYG.
- Going to limit this within reason, so your entire force cannot pretend to be something else.

Special Rules:

• Dice Attacks: All games will be played using the Multiple Attack Rolls Option Rule (page 175). Players will need to indicate a “Critical Pair” when rolling, On the result of a 12 these will be the only pair of die that can land a critical. Players will need a different pair of dice for every possible point of damage their
unit may produce in on round of combat, or okay with the opponent when rolling multiple small batches.
• Forced Withdrawal: will not be in effect, your forces will fight until they fall or the mission ends.
• Special Attacks: These attacks consist of Special Ability attacks found in the lower left-hand box of the Alpha Strike Card. Example (HT, SRM, LRM, AC) Players are allowed to mix standard and special attacks into one roll. To use a special attack with your normal attack roll, players must declare which set of dice represent their "special attack" value. ***Note this rule is slightly different than what is published in AS:CE page 175 Physical attacks do not use the Multiple Attack Roll option rule. Please determine which pair of dice will also be the Crit Pair.
• Damage Modifying Effects: Effects which would incrementally increase the damage output of a unit, or damage take by a unit, such as rear attacks will be treated as a extra dice pair when rolling for damage.
- IE: If a unit is making an attack worth 2-damage inside of another unit’s rear arc they would receive a bonus to damage versus their target. The attacking unit would fire, including the bonus they would receive. Bumping their normal two pairs of dice to three pairs.
• Sprinting: A sprinting unit cannot do anything but move. Therefore, it is unable to take actions or fulfill any Scenario Objectives that involve more than simply moving. A sprinting unit can contest or control objectives as these only require the unit to be in proximity. If a unit is carrying an objective they may not sprint.
• Airborne Units and Objectives: An airborne unit such as a Vtol unit may still contest, control, or carry and objective but, they need to be flying at ground level to do so.
• Game State and Missed Opportunity: Inevitably there are going to be situations where a player has forgotten to do something and may or may not need correcting.
- Game State: these situations are defined as something that must happen. In these situations, a player or players have forgotten to do something in the game that the game dictates must happen. These situations must be corrected.
- Missed Opportunity: This is when a player or players forget to do something that the game does not dictate must be done. Instead, it is an option a player may have done, but forgotten. These situations are to the discretion of the opposing player (especially in a setting where people are learning).
• Line of Sight (LOS): Players use the ling of sight from their unit to their target to determine if they can see their target. Use the rules in Alpha Strike: Commanders Edition page 40. Use your best judgement, but if both players can’t come to an agreement, you can call for a LOS check from the Tournament
Organizer or Judge.
• Water: Any water features will be treated as depth one and provide cover for the unit standing in them (+1 difficulty to hit). Movement through water features is handled as outlined in the rulebook.
• Disagreements: All players should try and resolve disputes between themselves whenever possible. If an amicable agreement can be made (often settled by a dice roll off) it is advised to do so. If so a Tournament Organizer or Judge can be called to help settle the dispute but if a judge call is made, it will
be rules as the final call (even if later found wrong, in error)
• Objective Markers: must all be the same size and when measuring to one we will measure from center.

SCENARIOS:

Mission 1 - Frontal Assault
Objective: Destroy the opposing forces of the enemy while mitigating your own loses.

Layout: No additional rules.
Special Rules: No additional rules.
Deployment: Both players roll 2D6 - the player with the highest result chooses one of the deployment zones. Then they will select a unit(s) in their force to deploy within 6” of their deployment zone. Following the Unequal Number Of Units rule (AS:CE Pg. 32) When this has been done, the opposing player chooses on of their units and deploys it within 6” of their deployment zone. Players ten alternate until all units from each force has been placed. If the force sizes are unequal follow the Unequal Number Of Units rule (AS:CE Pg. 32)

Scoring:
• If the opposing force is over 25% destroyed in Battle Value, you score 3 VP
• If the opposing force is over 50% destroyed in Battle Value, you instead score 6 VP
• If the opposing force is over 75% destroyed in Battle Value, you instead score 9 VP
• If the opposing force's Force Commander was destroyed, you score 2 VP
• If your force's Force Commander is alive, you score 1 VP

Mission 2 – Bounty Hunting
Objective: Outmaneuver your opponent while keeping your VIPS a secret.

Layout: No additional rules.
Special Rules:
• Secretly note down 2 of your units to act as VIPs, these cannot be your Force Commander. • Secretly note down 2 units of the opposing forces to act as Bounties, these cannot be their Force Commander.
Deployment: Both players roll 2D6 - The player with the highest result chooses two opposing corner deployment zones. Then select a unit in their force to deploy within 12" of their corner deployment zones. When this has been done, the opposing player chooses one of their units and deploys it within 12" of
their corner deployment zones. Players then alternate until all units from each force has been evenly placed and distributed to the best of their abilities. If the force sizes are unequal, refer to the Unequal Number of Units rule (AS:CE Pg.32)
Scoring:
• If you kept 1 of your forces VIPs alive, you score 2 VP
• If you kept both of your forces VIPs alive, you instead score 4 VP
• If you destroyed 1 of your Bounties, you score 2 VP
• If you destroyed both of your Bounties, you instead score 4 VP
• If the opposing force's Force Commander was destroyed, you score

Mission 3 – King Of The Storm
Objective:
Take control of nearby signaling beacons while dispatching enemy forces.

Layout:
• Before the game begins determine a Northen edge with your opponent.
• Place 5 Objective Marker (Hexagon or official catalyst markers) tokens on the table.
• Place one Objective Marker representing the Central Beacon, directly in the center of the board.
(24”x 24”)
• Each Player rolls 2D6, the highest resulting player places 1 of the remaining Objective Markers representing a Beacon 6" away from a table edge and 12" away from another Objective Marker. Players alternate until all the remaining Objective Markers are placed.
Special Rules:
• To Control a Beacon or Central Beacon you must have 1 or more uncontested units within 2” of the center of the Objective Marker at the end of the MOVEMENT phase. Place a die or flip the Objective Marker symbolizing your control of the Objective Marker.
• If units from both players are within 2” of any Objective Marker, that marker is contested and will not change control.
• Control of a Objective Marker does not change unless the opposing player takes control of the Objective Marker.
Deployment: Both players roll 2D6 - The player with the highest result then selects a unit(s) in their force to deploy rolling a D6 and consulting the Scattered Deployment chart;
D6 roll of 1: The Opposing Player chooses a point on any edge, 6” away from any board corner for your forces to walk (not sprint) in from.
D6 roll of 2 or 4: You choose a point from 6” of any North/South edge, 6” away from any board corner for your forces to walk (not sprint) in from.
D6 roll of 3 or 5: You choose a point from 6” of any East/West edge, 6” away from any board corner for your forces to walk (not sprint) in from.
D6 roll of 6: You choose a point on any edge, 6” away from any board corner for your forces to walk (not sprint) in from.
When this has been done, the opposing player follows the same rules. Players then alternate until all units from each force has been evenly placed and distributed to the best of their abilities. If the force sizes are unequal, refer to the Unequal Number of Units rule (AS:CE Pg.32)
Scoring:
• For every Beacon you control, you score 1 VP (Max: 4 VP)
• If you control the Central Beacon, you score 3 VP
• If the opposing force is over 25% destroyed in Battle Value, you score 1 VP
• If the opposing force is over 50% destroyed in Battle Value, you instead score 2 VP
• If the opposing force is over 75% destroyed in Battle Value, you instead score 3 VP
• If the opposing force's Force Commander was destroyed, you score 1 VP
• If your force's Force Commander is alive, you score 1 VP

Mission 4 – Salvage Operation
Objective:
Attempt to salvage profitable remnants from an overhead fleet combat.

Layout:
• Before the game begins determine a Northen edge with your opponent.
• Place 6 Objective Marker (Hexagon or official catalyst markers) tokens on the table.
• Each Player rolls 2D6, the highest resulting player places 1 of Objective Markers representing Salvage 6" away from a table edge and 12" away from another Objective Marker. Players alternate until all the remaining Objective Markers are placed.
Special Rules:
• Initially to recover Salvage, a unit must end its movement (not sprinting) within 2” of an Objective Marker representing Salvage. You then may roll a 1D6, if the result is a 6 that unit Obtains the 1 Major Salvage. Any other result is a Minor Salvage. If you choose to recover the Salvage, that unit may not fire or spot in the same phase.
• If 5 Salvage Objective Markers have been picked up and none are the Major Salvage Objective Marker, when that marker gets picked up it will automatically be the Major Salvage Objective Marker.
• A unit holding a Salvage Objective Marker may not sprint, additionally a unit holding a marker is killed, the opposing player places that Objective Marker representing the Salvage within 2” of the unit. If you do choose to sprint with a unit holding a marker, the enemy places the marker within 2” before the sprint movement.
• There can only ever be 1 Major Salvage, additionally if a unit is carrying it, it halves all its movement values as well as it inability to sprint.
• Salvage Objective Markers dropped from a kill or from sprinting may be carried when a unit ends its movement (not sprinting) within 2” of it. You can still fire in the same phase in which it is picked up.
Deployment: Both players roll 2D6 - The player with the highest result then selects a unit(s) in their force to deploy rolling a D6 and consulting the Scattered Deployment chart.
D6 roll of 1: The Opposing Player chooses a point on any edge, 6” away from any board corner for your forces to walk (not sprint) in from.
D6 roll of 2 or 4: You choose a point from 6” of any North/South edge, 6” away from any board corner for your forces to walk (not sprint) in from.
D6 roll of 3 or 5: You choose a point from 6” of any East/West edge, 6” away from any board corner for your forces to walk (not sprint) in from.
D6 roll of 6: You choose a point on any edge, 6” away from any board corner for your forces to walk (not sprint) in from.
When this has been done, the opposing player follows the same rules. Players then alternate until all units from each force has been evenly placed and distributed to the best of their abilities. If the force sizes are unequal, refer to the Unequal Number of Units rule (AS:CE Pg.32)
Scoring:
• For every Minor Salvage you carry, you score 1 VP (Max: 5 VP)
• If you carry the Major Salvage, you score 5 VP
• If the opposing force's Force Commander was destroyed, you score 1 VP
• If your force's Force Commander is alive, you score 1 VP

Mission 5 – Supply Raid
Objective: Raze the nearby supply caches of the enemy while protecting your own.

Layout:
• Place 6 Objective Marker (Hexagon or official catalyst markers) tokens on the table.
• After Deployment zones have been established Place 3 Objective Marker tokens 12” out and 12” apart for each Player representing their Supply Caches
Special Rules:
• To raze and enemy’s Supply Cache you must have 1 or more uncontested units within 2” of the center of the Objective at the end of the COMBAT phase. When a Supply Cache has been razed, removed it.
• If units from both players are within 2” of any Supply Cache Objective Marker, that marker is contested and will not be razed.
Deployment: Both players roll 2D6 - the player with the highest result chooses one of the deployment zones. Then they will select a unit(s) in their force to deploy within 12” of their deployment zone. Following the Unequal Number Of Units rule (AS:CE Pg. 32) When this has been done, the opposing player chooses on of their units and deploys it within 12” of their deployment zone. Players ten alternate until all units from each force has been placed. If the force
sizes are unequal follow the Unequal Number Of Units rule (AS:CE Pg. 32)
Scoring:
• For every enemy Supply Cache you razed, you score 2 VP (Max: 6)
• For every friendly Supply Cache you protected, you score 2 VP (Max: 6)

Mission 6 – Data Extraction
Objective:
Extract the opposing forces reactive Data Cube, what secrets could it hold?

Layout:
• Place 2 Objective Marker (Hexagon or official catalyst markers) tokens on the table.
• After Deployment zones have been established Place 1 Objective Marker tokens 6” out and 6” inward for each Player representing their Data Cube.
Special Rules:
• the Data Cubes are highly unstable, at the end of beginning of every MOVEMENT phase, roll 1d6 on a result of 4 or 5 the carrying unit receives one heat, on a 6 they receive one damage.
• To Initially Secure the Data Cube, a model must end its movement within 2” of the Objective Marker. If you choose to pickup a Data Cube, that unit may not fire or spot in the same phase.
• A friendly Data Cube Objective Marker may only be picked up if it has moved from its initial starting position in your deployment zone.
• A unit holding a Data Cube Objective Marker may not sprint, additionally a unit holding a marker is killed, the opposing player places that Objective Marker representing the Data Cube within 2” of the unit. If you do choose to sprint with a unit holding a marker, the enemy places the marker within 2” before the sprint movement.
• Data Cube Objective Markers dropped from a kill or from sprinting may be carried when a unit ends its movement (not sprinting) within 2” of it. You can still fire or spot in the same phase in which it is picked up.
Deployment: Both players roll 2D6 - the player with the highest result chooses one of the deployment zones. Then they will select a unit(s) in their force to deploy within 12” of their deployment zone.Following the Unequal Number Of Units rule (AS:CE Pg. 32) When this has been done, the opposing player chooses on of their units and deploys it within 12” of their deployment zone. Players ten alternate until all units from each force has been placed. If the force
sizes are unequal follow the Unequal Number Of Units rule (AS:CE Pg. 32)
Scoring:
• If the opposing force is over 25% destroyed in Battle Value, you score 1 VP
• If the opposing force is over 50% destroyed in Battle Value, you instead score 2 VP
• If the opposing force is over 75% destroyed in Battle Value, you instead score 3 VP
• If the opposing force's Data Cube has moved from its original position, you score 3 VP
• If the opposing force's Data Cube has moved from outside the opposing force’s deployment zone,
you instead score 6 VP
• If the opposing force's Data Cube has moved within your deployment zone, you instead score 9 VP