Britcon 2005 (in Manchester) 18th-21st August 2005
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Britcon 2005 (in Manchester) 18th-21st August 2005
Hi all
Well, its Britcon time again!
Sadly, we clash with the Albion Cup this year, but hopefully the North-South divide won't affect us too much.....
Britcon, for those who do not know, is the annual British wargaming championships. A wide range of different periods and rulessets are played, with about 300 gamers hitting Manchester. The venue is excellent, located right next to the centre of Manchester and so is great for the social / eating out side.
For details please go to
www.bhgs.co.uk
and then look in events, Britcon.
The rules are listed below, but to summarise it is TR110, with skill variance (both random skills or traits, and selecting skills on players). I've also slightly amended the scoring to reward winning games a bit more.
Any queries please e-mail me at
richard.would@mfi.co.uk
Look forward to seeing you there!
Cheers
Richard
rules can be obtained from the Bloodbowl website, www.bloodbowl.com. The rules that will apply are LRB v3.0, with the 2004 rules review. For any queries on this please contact the umpire.
None of the experimental or house rules apply.
Games are played as normal, but with no overtime.
All games are treated as ‘one-offs’ and so there are no amendments to fan factor or money.
In addition all players are treated as fully recovered for future matches, including any players killed.
Undead teams lose any free zombies gained by causing kills.
A Nurgle’s Rotter team that kills an opposing player with the beast may use that player for the rest of that game only, instead of for future games as the rules currently apply
The first round will be random. After then it will be Swiss style, based upon points. Where possible you will not play fellow club members. You cannot play the same player twice. The intent is to play seven rounds, one on Friday night, three on Saturday, and three on Sunday.
2. Team Selection
TR: Each team will cost a maximum of 1’100’000 crowns. You must purchase at least 11 players, and 1 FF.
No Star Players may be selected or freebooted in.
Wizards of any type may be paid for, but will cost 150’000 crowns. Apothecaries cost 50’000 crowns as normal.
3. Scoring
Points are scored based upon both touchdowns and casualties.
0-24 points are awarded to each team for TD’s, and 0-8 for casualties. The higher scorer in each category receiving more points accordingly.
Therefore each game will score between 32-0 and 0-32, with a full draw generating 16-16. This is in line with the other periods at the competition.
These are worked out as below, with the higher score being the higher total for that category.
Touchdowns
24-0 a win by 4 or more touchdowns
22-2 a win by three touchdowns
19-5 a win by two touchdowns
16-8 a win by one touchdown
12-12 the game was a tie.
Please note this is slightly amended from last year.
Casualties
8-0 You inflict five or more casualties more than your opponent.
7-1You inflict four casualties more than your opponent.
6-2 You inflict three casualties more than your opponent.
5-3 You inflict two casualties more than your opponent.
4-4 the same or 1 difference in casualties caused.
(NB The only casualties that count are those resulting from blocks with the player falling on the pitch. Failed GFI’s, failed dodge attempts, fouls, and off-pitch casualties do not count)
E.g. The Elfhelm Eagles beat the Dwarf Giants 3-1, but lose 3 elves and do not injure any of the dwarves. The end score is 21-11 to the Eagles (19-5 for the score, 2-6 for the casualties).
For the final placings, the tiebreaker order is
(i) number of wins
(ii) TD’s scored
(iii) casualties caused
(iv) TD’s conceded
(v) casualties suffered.
4. Skill Progression
Skill progression is even across all teams.
After each game an additional skill is gained by the team.
This is summarised in the table below.
BEFORE GAME 1: Select one skill for one player
End Game 1: Roll randomly for one skill for one unskilled player
End Game 2: Roll randomly for one trait on one player
End Game 3: Select one skill for one unskilled player.
End Game 4: Roll randomly for one skill on two players
End Game 5: Roll randomly for one trait on one player
From then on: Roll randomly for one skill on one player
When rolling the skill may appear on a player who already has a skill.
A trait choice is equivalent to a double roll, so you may select from a different skill class, a physical skill if you have access, or a trait from your access groups.
No ageing roll is made.
You cannot change previously selected skills from game to game.
Well, its Britcon time again!
Sadly, we clash with the Albion Cup this year, but hopefully the North-South divide won't affect us too much.....
Britcon, for those who do not know, is the annual British wargaming championships. A wide range of different periods and rulessets are played, with about 300 gamers hitting Manchester. The venue is excellent, located right next to the centre of Manchester and so is great for the social / eating out side.
For details please go to
www.bhgs.co.uk
and then look in events, Britcon.
The rules are listed below, but to summarise it is TR110, with skill variance (both random skills or traits, and selecting skills on players). I've also slightly amended the scoring to reward winning games a bit more.
Any queries please e-mail me at
richard.would@mfi.co.uk
Look forward to seeing you there!
Cheers
Richard
rules can be obtained from the Bloodbowl website, www.bloodbowl.com. The rules that will apply are LRB v3.0, with the 2004 rules review. For any queries on this please contact the umpire.
None of the experimental or house rules apply.
Games are played as normal, but with no overtime.
All games are treated as ‘one-offs’ and so there are no amendments to fan factor or money.
In addition all players are treated as fully recovered for future matches, including any players killed.
Undead teams lose any free zombies gained by causing kills.
A Nurgle’s Rotter team that kills an opposing player with the beast may use that player for the rest of that game only, instead of for future games as the rules currently apply
The first round will be random. After then it will be Swiss style, based upon points. Where possible you will not play fellow club members. You cannot play the same player twice. The intent is to play seven rounds, one on Friday night, three on Saturday, and three on Sunday.
2. Team Selection
TR: Each team will cost a maximum of 1’100’000 crowns. You must purchase at least 11 players, and 1 FF.
No Star Players may be selected or freebooted in.
Wizards of any type may be paid for, but will cost 150’000 crowns. Apothecaries cost 50’000 crowns as normal.
3. Scoring
Points are scored based upon both touchdowns and casualties.
0-24 points are awarded to each team for TD’s, and 0-8 for casualties. The higher scorer in each category receiving more points accordingly.
Therefore each game will score between 32-0 and 0-32, with a full draw generating 16-16. This is in line with the other periods at the competition.
These are worked out as below, with the higher score being the higher total for that category.
Touchdowns
24-0 a win by 4 or more touchdowns
22-2 a win by three touchdowns
19-5 a win by two touchdowns
16-8 a win by one touchdown
12-12 the game was a tie.
Please note this is slightly amended from last year.
Casualties
8-0 You inflict five or more casualties more than your opponent.
7-1You inflict four casualties more than your opponent.
6-2 You inflict three casualties more than your opponent.
5-3 You inflict two casualties more than your opponent.
4-4 the same or 1 difference in casualties caused.
(NB The only casualties that count are those resulting from blocks with the player falling on the pitch. Failed GFI’s, failed dodge attempts, fouls, and off-pitch casualties do not count)
E.g. The Elfhelm Eagles beat the Dwarf Giants 3-1, but lose 3 elves and do not injure any of the dwarves. The end score is 21-11 to the Eagles (19-5 for the score, 2-6 for the casualties).
For the final placings, the tiebreaker order is
(i) number of wins
(ii) TD’s scored
(iii) casualties caused
(iv) TD’s conceded
(v) casualties suffered.
4. Skill Progression
Skill progression is even across all teams.
After each game an additional skill is gained by the team.
This is summarised in the table below.
BEFORE GAME 1: Select one skill for one player
End Game 1: Roll randomly for one skill for one unskilled player
End Game 2: Roll randomly for one trait on one player
End Game 3: Select one skill for one unskilled player.
End Game 4: Roll randomly for one skill on two players
End Game 5: Roll randomly for one trait on one player
From then on: Roll randomly for one skill on one player
When rolling the skill may appear on a player who already has a skill.
A trait choice is equivalent to a double roll, so you may select from a different skill class, a physical skill if you have access, or a trait from your access groups.
No ageing roll is made.
You cannot change previously selected skills from game to game.
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