Privateer Press Blood & Iron Tournament (Warmachine/Hordes)
This year sees the arrival of a new Tournament for UK games Expo. Taking place on Sunday 1st of June, the Blood and Iron Tournament will test the skills of even the most seasoned player! .
Players that entered the UK Masters, and did not make it through to day 2, will be able to enter for free. They will also take priority when filling up the available tournament spaces.
Places at this event can not be pre-booked.
Rules and Points
Each army will be 750 Points, however players will be able to select 2 caster per army (one Epic only). The rest of the army must consist of Warjacks and Warbeasts ONLY.
To win a round, players must defeat all of their opponents Warcasters/Warlocks. Alternatively, players may win by defeating all of their opponents Warjacks/Warbeasts.
Painting Competition
Please leave your force displayed and clearly marked with your name, during the Lunch break so that judging may take place.
Painting, Modeling, Proxies and Conversions:
Privateer Press encourages players to have a fully painted force on the table.
Proxies (substitute models) are not allowed under any circumstances. This also means a player cannot enter a tournament with a model that has not been released in stores.
All models used must be Privateer Press models. Conversions (modifications to Privateer Press models) are acceptable as long as they are clearly based on WARMACHINE-HORDES models and do not have added or changed weapons. Conversions must represent the model from which they are most obviously drawn. Mixing and matching warjack weapons is not allowed. Trading a sword for a sword is acceptable, for example, yet an altered Haley model is not a substitute for a Sorscha. To avoid confusion and conflict, we recommend players have an unaltered version of the model available in case a judge asks to remove a questionable model from play. It is up to the tournament judge to make a final call on any particular model.
Army Lists & Composition:
Army lists must be submitted to the Umpire. Armies must not exceed 750 points. In addition, armies must be no more than 100 points under (for example, a player could not just take a warcaster and her battle group if that left him more than 100 points under the event point requirements).
The Blood & Iron Tournament allows 2 Warcasters/Warlocks per 750 points, (only one epic allowed per list). Other than the Warcasters/Warlocks, the rest of the army must consist of Warjacks and Warbeasts only.
Alternate List:
Players are permitted to bring a second previously prepared list for use at the event. This alternate list is subject to the same point constraints as the primary list and must be from the same faction. Both lists must adhere to all composition rules and be registered with the judge before the event begins. Players may choose one of their two lists before each round begins. At the beginning of each round, after pairings have been announced, both players place their selected army list face down on the table. Players may not change lists for the round after this selection is made. Both lists are then revealed, and setup continues normally.
Format and Rounds:
Players participate in timed Swiss-format matches in which all players partake in every round.
In the event of a tie, the top two players participate in a final match to determine the overall winner of the tournament. If this game is a draw, the "Strength of Schedule" system will serve as a tiebreaker. Top player is awarded for each Faction as well by using Tournament Points and Strength of Schedule.
Each game will have a 90 minute time limit. Players will have 10 minutes to set up their army of choice.
When the time expires the Judge will call "Last Round!" At the time this is called, players should complete their final turns. If the player that began the match has already finished his turn, then the second player should take his. The player who went first should not have more turns than his opponent.
Scoring:
All WARMACHINE-HORDES matches should ideally end in glorious vicyory, however tournament games are sometimes cut short when the match runs out of time. Players should calculate the Victory Points they scored during play on the round score card. If the objectives have not been met, the player with the greatest number of Victory Points is the winner. In the case of a tie, the match is considered a draw.
It is crucial to call out the difference between "Victory Points" and "Tournament Points".
Victory Points
Victory points are printed on the back of every stat card.
Opponents gain victory points for model or unit they have destroyed or removed from play and for warjacks they have disabled or destroyed.
They are used to determine if you win, lose or draw any particular game.
Tournament Points
Tournament Points are decided by your win, lose or draw status at the end of each match.
They are used to determine pairing and standings throughout the event, and determine the overall champion.
Each round the players score Tournament Points based on the outcome of the match.
Result/Tournament Points
Win = 5
Draw = 3
Loss = 1
Judging & Sportsmanship:
The objective of tournament play is for everyone to have a good time. Players are expected to be courteous and patient with their opponents and the Judge. Players are expected to accept all rulings made by the Judge whether or not they agree. The Judge always has the final word on rules questions or debates.
We assume that all players are good sports and understand fair play. If there is a dispute, simply call on the judge to assist. Players should strive at all times to be mature, polite, and fair to their opponents. Failure to do this may result in a Strike. Each Strike accrued will cost a player 10% of their total tournament score for the Tournament. Three Strikes accrued ar a single event will result in the player being removed from the event.
A Judge may award a Strike for any incident deemed unsporting. This included but is not limited to offensive or abusive conduct, bullying, cheating, constant rules arguments, stalling game play and other immature actions. Players must do their best to play in a timely manner. If stalling is suspected the judge should be called on to speed up play. it is important to remember that a Judge is free to award a Strike to both competitors of a game if the situation warrants. In some minor cases a Judge may elect to officially warn players once for any given indiscretion. Repeated offenses will incur a strike.
A Strike may also be awarded for incorrect or illegal army lists or failure to bring along all the necessary materials required to play in the Tournament. If a list is discovered to be illegal after the start of the tournament, the judge may elect to disqualify the player from any winnings or awards.
Players will be able to secretly vote to reward the player they felt to be the best Sportsman.
Scenarios and Setup:
All games are played on 4' x 4' surfaces with 10" deployment zones. Judges place terrain before the tournament begins.
At the start of the game players roll-off to determine who sets up and moves first. The player who wins the roll has the option of going first or having his opponent begin. The player who sets up first moves first.
Prizes will be awarded for :-
1st , 2nd and 3rd place.
Best Painted Army.
A Randomly chosen painted Army.
Sportsman.
Schedule
The following is a rough guide for the Blood & Iron schedule.
9:00-10:00: Check-in
10:00-11:30: Round One
11:30-13:00: Round Two
13:00-14:00: Lunch
14:00-15:30: Round Three
15:30-17:00: Round Four
17:00-18:30: Round Five (if needed)
19:00-19:30: Prizes
Each 90 minute round will break down as:
0-10: Announce opponents, deploy forces
10-70: Game
70-75: Last Round
75-80: Last Round
80-90: Admin







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