DW Admirals Tournament v23.2
DW Admirals Tournament v23.2
DW Admirals Tournament v23.2
ADMIRAL’S
TOURNAMENT
ORGANISED
PLAY EVENTS
2023 SEASON
v23.2
THE ADMIRAL’S TOURNAMENT V23.2
THE ADMIRAL’S
TOURNAMENT
W
elcome to the 2023 Season Admiral’s Tournament guide. This guide
is intended to help participate in Organised Play for Dystopian Wars.
The Admiral’s Tournament is a great way for clubs and communities
to grow by challenging each other in friendly competition. Admiral’s
Tournament events are designed as one-day or full weekend competitions
that are easy for players of any skill level to participate in. There are a variety
of awards that can be won in the Admiral’s Tournament for all player types,
from those who focus on the gameplay itself to those who enjoy the social and
hobby aspects of Dystopian Wars. These events use 2,000-point Forces unless
specified otherwise by the Event Organizer (EO). and take place over several
games known as Matches. The Admiral’s Tournament encourages participants
to have a great time and perhaps make some new friends along the way.
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THE ADMIRAL’S TOURNAMENT V23.2
EVENT STRUCTURE
ADMIRAL’S TOURNAMENT
Players face off in a series of Matches with their list chosen as normal using the rules
found in the latest version of the Dystopian Wars rulebook and their Faction’s Order of
Battle (ORBAT). The version of the rules and ORBAT used is recommended to have been
published on the Dystopian Wars website at least 30 days prior to the Tournament.
REQUIREMENTS: FORCES
•T
ournament participant minimum: Players must prepare their Force List before the
Four players Tournament and submit them by the date set by the
•S
uggested Qualifiers: Event Organiser (EO). That Force must be used
(confirmed by the EO) for all Matches of the Tournament. No weapons
swaps, Unit upgrades or other changes may be
•S
uggested Format: made to the Force List once submitted. The Force
2,000 points on a 48”x72” table List must remain the same for the duration of the
•S
uggested Time per Match: Tournament. Forces may be below the points limit
Three hours of the Tournament, but may never exceed it.
ENCOUNTERS
Prior to each Match the EO will determine which Encounter will be used for the Match. We
recommend the Common Encounters (C1 to C6), the Desperate Encounters (D1 to D6) and
the Perilous Encounters (P1 to P6) found in this event guide. The EO may instead rule that the
Encounter is randomly determined by rolling an Action Die for the column and then another
for the row to obtain the result.
C1: Fog of War D1: Ambush P1: Live to Tell the Tale
C2: Hold at all Costs D2: Dance with the Devil P2: Survey Under Fire
C5: Rule the Waves D5: Research Station P5: The Big Freeze
C6: The Tempest D6: Sabre Rattle P6: Eye of the Storm
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Admiral’s Tournament Award. When the winner or holding a second blind vote among
EO chooses this option, a Player eligible only the tied entries.
to win more than one award claims one of
them, and the next best Player in the other CHIVALROUS FAVOUR
(MOST SPORTING)
category wins that award.
Playing tabletop wargames is ultimately
GILT LILY (BEST-PAINTED) about having fun with friends (and foes) as
At the beginning of the event, the EO you destroy each other’s carefully crafted
determines a category for which the Gilt Battlefleets. Good sportsmanship creates
Lily award will be chosen, such as Best an environment of mutual respect and
Single Model, Best Battlefleet or Best Unit. fellowship that ensures both Players have a
It is up to the EO to choose a category that great time during their battle.
will work well for the Players in the event. At the end of the event, the EO should
At the end of the event (or at a suitable point announce the winner of the Chivalrous Favour
decided by the EO) Players should submit award. The winner should be determined
their eligible painted model entries to the using either of the two methods described
EO. There are two ways the winner of the above in the Gilt Lily award section.
Gilt Lily award can be determined: the EO
can choose the winner, or all participants in VICTORY LAURELS
(MOST TOURNAMENT POINTS)
the event can hold a blind vote. When using a
blind vote, the EO must display all submitted Tournament Points are earned throughout
entries to the participants. Participants write the Tournament. Please refer to the
their choice on a piece of paper, keeping it Tournament Structure above to see how
secret from others, and give that paper to Tournament Points are scored. When
the EO. A Player cannot vote for his own the event ends, the Player with the most
submission. The EO counts the votes and Tournament Points wins the Victory Laurels
announces the winner. In the case of a tie, the award. In the unlikely event of a tie, then
EO must break the tie by either choosing the both Players share the Victory Laurels.
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THE ADMIRAL’S TOURNAMENT V23.2
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THE ADMIRAL’S TOURNAMENT V23.2
ADMIRAL’S TOURNAMENT
SEASON 2023
ENCOUNTERS
On the following pages are the Encounters Terrain rules outlined at the end of this guide.
used in the 2023 Admiral’s Tournament These additional rules are freely available
2023 Season. These can also be used freely in to be used in Dystopian Wars regardless of
friendly gaming outside of an organised play whether it is part of the Admiral’s Tournament
event. There are some additional rules that or not. Certainly, we make use of them when
are used when playing these Encounters such playing in the Studio, giving us even more
as Fog of War which is detailed below and the depth, excitement and variety to our gaming.
S
ome Encounters will use the Fog of War rules.
rules This could represent an Encounter that takes
place at night, in a rolling bank of fog or any other weird and wonderful effect that will limit
the visibility of the crews aboard the ships involved in the Encounter.
If an Encounter states that it uses Fog of War (including the Fog of War Common Encounter) then
use the following rules. Alternatively, Players should feel free to use Fog of War in any Encounter.
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OBJECTIVE:
In the End Phase of each Round, each player Additionally, at the end of the Encounter,
scores 5 VPs for each quarter of the enemy side each player scores 5 VPs for each quarter
of the Play Area that has one or more of their where they have one or more of their Units
Units completely within it, with no enemy in the quarter of the Play Area with no
Models completely within the same quarter. enemy Models in that quarter.
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THE ADMIRAL’S TOURNAMENT V23.2
OBJECTIVE:
At the end of the Encounter, each player
scores 2 VPs for each Unit they have in their
opponent’s deployment zone. If there are no
enemy Models within 10” of that Unit, they
score 3 VPs instead.
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OBJECTIVE:
At the end of each Round, if you have a unit each Round, if you have a unit within 3” of
within 3” of the Oil Platform closest to your the Oil Platform closest to your Opponents
Deployment Zone gain 3 VPs. At the end of Deployment Zone gain 5 VPs.
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THE ADMIRAL’S TOURNAMENT V23.2
OBJECTIVE:
In the End Phase of each Round, each Additionally, at the end of the Encounter,
player scores 5 VPs for each quarter of the each player scores 10 VPs for each quarter
Play Area that has one or more of their of the Play Area where they have one or
Units completely within it, with no enemy more of their Units in the Opponent’s
Units completely within the same quarter. Deployment Zone.
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THE ADMIRAL’S TOURNAMENT V23.2
OBJECTIVE:
At the end of the Encounter score 5 VP for dice. If the result is a Shredded Defences
each Unit that has a Model within 12” of the or Generator Shutdown, apply that against
centre of the Play Area. all Models in that Unit as they are struck
by lightning.
AETHERIC STORM: At the start of every Round the player
While the Aetheric Storm rages, drift is with initiative rolls a number of Action
doubled in the Play Area for all Units. dice equal to the Round number. If two or
Additionally, when a Unit activates within more dice have the same result, the Aetheric
12” of the centre of the Play Area (marked Storm has lifted and the Special Rule no
in green above) roll a Critical Damage longer has an effect on the Encounter.
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HAVOC Gain 1 VP
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SPECIAL RULES
NIGHT FIGHTING):
• Follow the Fog of War Rules
(see p.8 of this guide)
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THE ADMIRAL’S TOURNAMENT V23.2
OBJECTIVE:
At the end of each Round, Players score
VPs equal to the total mass of their models
Completely Within the central Green
Objective Zone (see image above).
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OBJECTIVE:
At the end of the Encounter, each Player scores
2 VP for each enemy Unit completely destroyed
and one Victory point for each enemy Unit that
is completely Crippled.
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OBJECTIVE:
For each Unit that “Successfully Retreats” of the Encounter (see image above). By doing
(see below), the controlling Player scores 5 VP. this they are not considered Destroyed for the
purposes of VPs, contrary to the Dystopian
SPECIAL RULES: Wars rulebook (see Withdrawing p.18). It is
A Player may choose to Retreat a Unit once only considered a “Successful Retreat”, and
the majority of its Models have been Crippled therefore scores VPs if a Model in the Unit
or Destroyed. They do this by moving off the Retreats via part of the table edge that was
Play Area via part of the table edge that was included in their Deployment zone at the start
included in their Deployment zone at the start of the Encounter (see image above).
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THE ADMIRAL’S TOURNAMENT V23.2
OBJECTIVE:
There should be five areas of Land in the Play SPECIAL RULES:
Area as shown above and a way of marking the A Unit with at least one of its Models within
islands once a Player has ‘Surveyed the Area’. 4” of a terrain piece may forgo its Assault
This might be as simple as using an action die. Step to instead ‘Survey the Area’. If it does
For each island with a ‘Surveyed the Area’ so, the Controlling Player rolls an action
marker, the controlling Player scores 5 VPs. die and consults the following table:
CONTACT::
CONTACT Place a ‘Contact’ Token (feel free to use the Hunkered/
Submerged Token) on the Island. Next time someone places a
‘Survey the Area’ Token they instead remove a ‘Contact’ Token.
An island may never have more than one ‘Contact’ Token.
SURVEY The Unit that forgoed its Assault Step receives a Disorder
ONGOING: Token, then the controlling Player has ‘Surveyed the Area’.
Mark it as such for the rest of the game (see above).
Once a Player has successfully ’Surveyed the Area’ another
Player may not attempt it.
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THE ADMIRAL’S TOURNAMENT V23.2
• Player
P
layer A will deploy their Force in a strip
4” either side of the centreline. B
• Player B will Deploy in either corner of the
Play Area as above with no more than half
the number of Units in their total Force in
each corner.
OBJECTIVE:
Each Player gains 5 VP for every friendly Targets of an Assault Action are considered
Battle Ready Unit in the Play Area at the end to be 2” futher away for the purpose of
of the Encounter, and 3 VP for each friendly launching an Assault.
Crippled Unit at the end of the Encounter. During the Operations Step, when a Unit
would ‘Launch SRS Tokens’ (see The
THE CYCLONE: Rules p.16) they may only be placed in
All Units must also Drift at the end of their Base Contact with a Unit within half the
Activation, even if they do not usually have normal range. The same applies to Special
to Drift. SRS Tokens.
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SUDDEN If there are less than 5 Icebergs in the Play Area each Player
FREEZE takes turns placing two Mass 2 Iceberg Obstacles. Iceberg
Obstacles may not be placed within 5” or another Model.
These Iceberg Obstacles follow the rules for Moving Terrain
on page 27 and cannot cause damage to Aerial Units.
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ADMIRAL’S TOURNAMENT
PLAY AREA
GUIDE
T
he Play Area is divided into several distinct categories of Terrain to reflex the
environment that the Encounters take place in. As each Player’s collection of
terrain will vary, it is recommended to discuss before the Encounter what each
type each Terrain feature will be classified as. The size of the Terrain is important too, as
while Mass 1 Terrain is likely about the size of a small ship such as a destroyer or frigate,
Mass 3 might be as long as a battleship or as high as a colossus. The important thing is that
both Players agree before deployment.
Any given 24” x 24” area should contain MOVING TERRAIN: Encounters may feature
enough terrain to at least add up to Mass Terrain that moves. These might be represented
7 if combined. However, you should not by floating Sargasso, iceberg Obstacles jostling
put Terrain in deployment zones unless across the ocean or some esoteric aether-storm.
indicated by the Encounter. During the End Phase, roll an action die for
Important: The entire Play Area is assumed each piece of Moving Terrain. The Terrain
to be Open Water unless agreed otherwise. is moved 5” in the direction of the blank
facing. If the blank facing is either facing up
OPEN WATER: Any open, flat regions of or down on the die then the terrain does not
the Play Area are considered Open Water move that Round. Some Encounters may
and do not impede movement at all. The have additional effects for such facings (such
vast majority of the Play Area will be Open as becoming aerial Terrain if facing upwards
Water (except in particularly challenging or being removed from the Play Area). Such
Encounters). Open Water is Impassable for differences will be detailed in the Encounter.
Models with the Ground Unit Trait (unless
If Moving Terrain comes into base contact
they also have the Amphibious Special Rule).
with a Model or Terrain that has Mass, resolve
DESTROYING TERRAIN: Normally in a Collision unless the Model or Terrain
Dystopian Wars the Terrain cannot be cannot trigger such a Collision. The Terrain
destroyed. Though gun batteries, mortar then continues the rest of its movement unless
shells and death rays will churn up the it collided with Land in which case it stops
ground, boil the sea and cause impressive moving for the remainder of that Round.
pyrotechnics, any Terrain present will still HAZARDOUS TERRAIN: Regardless of any
largely be unaffected. Should an Encounter additional areas designated as Hazardous
require Terrain to be destroyed to complete Terrain in the Encounter, Treacherous Water
an objective, the Encounter will specify and all areas within 1” of Obstacles and Land
how this can be done. are considered Hazardous Terrain to all Units
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THE ADMIRAL’S TOURNAMENT V23.2
except those with the Skimming Unit or Aerial Models with the Submerged Unit or Surface
Unit Positional Traits. Units in base contact Unit Position Traits have their Movement cost
with Hazardous Terrain at any point of their double when moving through Treacherous
activation gain a Level of Disorder. A Unit Water. In this manner, every 1” moved counts
may only gain a single Level of Disorder in as 2”. If such Models move over both Open
this manner regardless of how often they come Water and Treacherous Water during the same
into base contact with Hazardous Terrain in Movement Phase, then their movement over
their Activation). Hazardous Terrain can be Open Water is calculated as normal and only
combined with other terrain types to make movement over Treacherous Water counts as
them even more dangerous. Aerial Terrain that double. It is suggested that if only some of a
is made Hazardous causes a Level of Disorder Unit’s Models will pass through Treacherous
to Aerial Units only. Water, then these are moved first to make
maintaining Coherency easier. Treacherous
Water is Impassable for Ground Units (unless
they also have the Amphibious Special Rule).
TREACHEROUS WATER: Some parts of the
Play Area, such as harbours, shallows, coral IMPASSABLE: Some parts of the Play Area
reefs or even a sunken wreck are considered as will be of the Impassable type. This usually
being Treacherous Water. represents terrain that is to be avoided
rather than traversed. If a piece of Terrain
Treacherous Water is Hazardous Terrain. is considered Impassable for Models with a
Furthermore, Models with the Submerged specific Positional Trait then such a Model
Unit or Surface Unit Position Traits have coming into contact with that Terrain
their Movement cost double when moving piece immediately resolves a Collision. See
through Treacherous Water. Collisions & Rams (The Rules p.29)
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THE ADMIRAL’S TOURNAMENT V23.2
LAND: This type of Terrain is at least Mass PLATFORMS: These are a special type of
4 and is Impassable for all Models with the Obstacle, and like all Obstacles, the area 1”
Submerged Unit or Surface Unit Position around all Platforms is considered Hazardous
Traits. The Play Area within 1” of Land Terrain.There are two kinds of Platforms
Terrain is considered hazardous to all that are taken as Terrain in Encounters.
Units except those with the Skimming Unit Terrain Platforms are designated as Active or
or Aerial Unit Positional Traits. When Inactive. These should not be confused with
a Model suffers a Collision with Land any platform-like Units included as part of a
Terrain (such as an island) the Active Player Player’s Force. Such Units are detailed fully
immediately rolls a number of Action Dice in the Faction Order of Battle (ORBAT).
equal to the Model’s Mass Attribute. The
Model suffers a Point of Damage for each Inactive Platforms are the simplest to use and
Hit rolled and two points of damage for treated as Mass 2 Obstacles. Larger Platforms
each Heavy Hit or Exploding Hit rolled. are classed as Mass 3 (or even greater), but use
your judgement depending on the size of the
Common Examples of Land include islands miniature used.
(Mass 4 or larger), shores and beachheads.
Active Platforms Active Platforms are
OBSTACLES: These are objects on or just treated as Mass 2 Obstacles (or larger exactly
under the surface that are a danger to Models like Inactive Platforms). Active Platforms
that come into contact with them. Usually, use the following rules, however they may
Obstacles affect all Units except those with have specific rules detailed in an Encounter.
the Aerial Unit or Skimming Unit Positional
Traits. However, if they only affect a specific HOSTILE: Active Platforms are armed
Positional Trait then they will include the and will make a single Shooting Action
Trait in their name, such as Barrage Ballons at the start of the End Phase before SRS
(Aerial Obstacle). The area 1” around Resolution. The Attack is resolved against
Obstacle is considered Hazardous Terrain. the closest Model within 10” Roll a number
Obstacles are categorised by Mass in the of Action Dice equal to the Platform’s Mass
same way as Models. When creating terrain (usually 2). The Target suffers a Point of
pieces to represent such Obstacles, Players Damage for each Hit rolled and two points
should use Models of a similar physical size of damage for each Heavy Hit or Exploding
as a guide to Obstacle Mass. As always, it Hit rolled. Furthermore, as it is an Attack,
is whatever is agreed between Players that the Exploding Hit generates an additional
determines the Mass of Obstacles. die. See Exploding Hit (The Rules pg 3)
When a Model suffers a Collision with an STORM THE PLATFORM: Any Unit
Obstacle it is resolved exactly as though the may Assault an Active Platform. Perform
Model had collided with Land. Furthermore, an Assault as usual. The Platform has a
while Obstacles are a type of Terrain and Defence Action Dice Pool of 10 + its Mass.
cannot normally be destroyed, an Obstacle is If the Assault Outcome has 1 or more Hits,
removed from the Area of Play if it is of the the Platform becomes Inactive. Otherwise
same Mass or smaller than the Model that
treat it as a Driven back result. Terrain does
suffered a Collision with it.
not receive Disorder Levels.
Common Examples of Obstacles include
islands (Mass 3 or less), wreckage, sandbars
and icebergs. Another common type of
Obstacle are Platforms and these have
additional rules detailed below.
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