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Tournament NameAuld World Masters VI
Organizer NAF namewobert (20177)
OrganizerAlistair Pring
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2023-11-19
End Date (YYYY-MM-DD)2023-11-19
TypeOPEN
StyleResurrection
ScoringSee notes
Cost£15
NAF Fee Includedno
NAF Member Discountno
Emailajpring@hotmail.com
WebpageTBC

Tournament Statistics

Winner

MichaelJones (11776)Human

Runner up

bogey105 (24337)Chaos Dwarf

Most Touchdowns

thesnake080371 (33414)Underworld Denizens

Most Casualties

mitchrobey10 (36366)Norse

Stunty Cup

Danny (21713)Snotling

Best Painted

Other Awards

Taurean_Beast (14843)Imperial Nobility
3rd Place
Senacherib (32253)Goblin
Wooden Spoon
ens1ferum (33948)Norse
Rookie Wonder
greenskinphil (31674)Orc
Winner of the Big Dice!
 
Tournament Location
AddressSanctuary Gaming Centre
 St. Michaels Street
CityMansfield
StateNottinghamshire
ZipNG17 4GP
NationUnited Kingdom

Ruleset Document

Information
RULES PACK
In a lot of professions when you reach your twilight years you’re shipped off somewhere sunny to while away your time before the Grim Reaper comings calling. Blood Bowlers on the other hand never retire, they simply get older, grumpier and generally meaner!

Although the top teams may no longer require the services of the ancient, broken and lame there is one place where they are always welcome – the Auld World Masters! Each year we at Auld World Masters choose to celebrate the life and contributions of a long forgotten Star Player or two and set up a tournament in their honour where a lot of their surviving peers turn out to play. This gives them one last shot at glory and the opportunity to prove to the world they’ve still got what it takes – despite the zimmer frame and the bulging colostomy bag!

SCHEDULE
9:00am-9:45am - Avengers Assemble
9:45am-12:15pm - Round 1
12:15pm-12:45pm - Lunch
12:45pm-3:15pm - Round 2
3:15pm-3:45pm - Break
3:45pm-6:15pm - Round 3
6:15pm-6:30pm – Awards
The schedule is deliberately a relaxed 2 ½ hours per game. This should be plenty of time to complete matches at a comfortable pace.
TEAM BUILDING
Teams are 1100TV for the event. Coaches must hire a minimum of 11 players.
We will use the GW tiers with the exception that Orcs will be considered tier 1 for this event and High Elfs tier 2.
Each tier will have skills as follows –
• Tier 1 – 3 primary skills
• Tier 2 – 1 secondary skill & 3 primary skills
• Tier 3 – 2 secondary skills and 3 primary skills
The main reason why the skill count is so slow is because the tournament is more about injuries as you’ll see. By game 3 if your team has 6 injuries and with a ton of skills it is going to be very hard to track. AWM is about teams getting worse and so that’s the main focus.
No skill stacking.
As you will see below, there are two free stars you can use each game. These count towards your roster of 16 and so you can't purchase more than 15 players.
INDUCEMENTS
Players may take any inducements they wish other than the following –
• No mega stars are allowed
• Only tier 3 teams may take 1 star player. Even then this can only be a star costing 240k or less as the main focus is about the old returning stars, not the flashy new ones (see below)
• No mercenaries including Giants
• No named bias referees, normal ones are fine
• No named Infamous Coaching staff
Everything else is allowed . . . .so if you want a Halfling Hot Pot and a Wizard, go for it!
THE STARS
Each AWM tournament is hosted in honour of a long and forgotten star player. Typically, we pick some of the more obscure 2nd or 3rd edition stars, often from publications like the Blood Bowl magazine.
For AWM VI the attendees will pick the stars in play! There is currently a short list of 4 star players the TO has selected, once all of the tickets to the event are sold, there will be a vote on the FB event page showing the 4 stars. Coaches may vote for their favourite two. We will then have models designed and printed for those two and all attendees will get them both.
During a match, each star will play for each team for one whole half. At the start of the game, coaches roll off to decide who they will get. The stars must be set up on the pitch if they are able. At half time, no matter what has happened to them (sent off, injured etc.) they recover, switch jerseys and play for the other team.
THE INJURIES
AWM veterans will know that part of the theme of the event isn’t seeing a steady improvement in your players – it’s the exact opposite. Each game your players will get worse and worse as their old bodies succumb to the battering they are put through.
To represent this, there will be 8 envelopes, each one containing a specific injury. At the start of game, two of those envelopes will be opened and the results applied to a different positional player on each team. For clarity, they must be added to a player who is not one of your 0-16 linemen.
• In each round, you cannot apply the injury to the same positional type twice e.g. in round 1 you cannot apply both injuries to Blitzers, it would need to be one Blitzer and a Catcher or a Thrower etc.
• If all of your positional players have an injury, then any additional ones may be added to a lineman at this point.
• No player may carry more than one injury.
• Any player with one of these injuries must always be set up on the field, you can’t just keep them in the reserves.
• The injury must be effective e.g. you cannot put -1 passing on someone with no passing stat. If an injury is drawn and you have no-one left you can put it on for it to be effective, then you may move an earlier injury to a different player in order to do so
• You can only put injuries on S2 players or higher, unless like Snotling teams where you have no other choice
AWM is about coping with an increasingly beaten-up team.
Ok so what are these injuries?
• Stiff joints : -1 Agility
• Droopy Muscles : -1 Strength
• Forgotten walking stick : -1 Movement
• Poor eyesight : -1 Passing
• Went out in their pyjamas : -1 Armour Value
• Forgetful : Lose all of their skills but keep their traits
• Stuck in their ways : Gain the ‘Stand Firm’ skill
• Fountain of youth : no changes!
POINT SCORING
Points will be scored as follows –
• Win – 30 points
• Draw – 10 points
• Loss – 0 points
• 1 point for keeping a clean sheet
• 1 point for scoring 3 or more touchdowns
• 1 point for inflicting 3 or more casualties
If there is a draw at the end of the final round, the tie breakers will be –
• Head to head results
• Strength of schedule
• Combined touchdown and casualty difference
GLITTERING PRIZES
There will be awards and prizes for the following -
• Overall winner
• Second place
• Third place
• Most Touchdowns
• Most Casualties
• Rookie Wonder
• Stunty Cup
• Wooden Spoon

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