TNT players Pack
https://www.nashcon.org/
First and foremost - here at TNT our main rule is we don’t take things too seriously. Each scenario will have some random features to help all the participants enjoy the game and time with friends. We invite you to laugh, smack talk and drink if you want but, above all, have fun!
Army Selection & list construction:
List should be emailed to tntgtinfo@gmail.com
Lists are due on 8-7-26
Army size: 2,200 points
5 games; 2.5 hour rounds; clocks are recommended but not required. Rounds will be on a round clock and dice down will be in effect. When the round clock is called all games not on using a clock must end. Games using a clock will have an additional 5min to complete the game.
Mantic books that are allowed: Fourth Edition Lists. Decision will be made in July regarding the next expansion.
The most current Mantic FAQ & Errata rules will be used. If an FAQ or Errata are released less than thirty days prior to TNT, the TO will make a final determination to use the changes.
T-N-T Specific Rules.
This is an open list tournament for the games, so the players must provide a copy of their army list to their opponents at the beginning of each game. A digital or paper copy is required. All units must be pointed out to your opponent at the start of the game.
Models used may be from any product line or manufacturer.
All of the models used MUST be appropriate models for the units they are representing. If models are used as proxies, they must be easily recognized as the unit they are representing by your opponent or they will not be allowed.
Any model that will be used in the tournament MUST be placed on display for appearance score judging.
Please use base sizes that are appropriate for the unit the model(s) are representing. If a larger base must be used due to a dramatic model, use the Arc of Sight rules for the model or unit on larger bases found in the main rulebook. Distances for your opponent to charge and shoot are used off of the model's physical base.
If using dramatic basing for units, a unit is still required to have 50% plus 1, or have the majority of the base be covered by actual models from the unit
Terrain:
Terrain will have the following heights throughout the tournament.
Terrain Feature Height
Water, crops or fields-0 (this only provides cover to units 50% within them)
Fences and bushes-2 (Do not block line of sight, units touching them do not suffer a penalty when shooting through it)
Hills- 3
Impassable- 9
Forests- 9
Placing of terrain:
The terrain will be set prior to rolling for sides by each player using dot deployment. Players will roll off to determine who places first, then alternating back and forth till all terrain is placed. Each player will then place one obstacle, it must be in contact with another piece of terrain or the first obstacle placed. One piece of terrain will be placed over each dot. The dot must be completely covered. Terrain must be at least 3in from a board edge. Provided is an approximate map showing got locations. If at the table the location of a dot is disputed or missing, refer to this map for location.
Prepared Defence:
When a player makes their first unit deployment. They may elect to deploy three units. In doing so, they may change how one piece of terrain on their half of the board is placed on the table. The piece is selected from the three dots on their side and the two center dots. The terrain must still cover its original dot, but it may be orientated in a new way. If the terrian is being touched by a wall, the wall may also be moved and oriented in a new way. It must still be touching thay piece of terrian.
Scoring:
TNT will be using this scoring system. W-L-D system with the option for attrition points and Manager bonus points.
15 points for a win,
10 points for a draw, and
5 points for a loss.
Each player’s point score will also be modified based on the table below.
Margin of victory. Add up the difference of your game points and apply. | ||
Point difference remaining | Higher killed | Lower Killer |
0-300 | o | o |
301-700 | +1 | -1 |
701-1200 | +2 | -1 |
1201-1600 | +3 | -2 |
1601-1900 | +4 | -2 |
1901-2200 | +5 | -3 |
Bonus points:
Each mission will have bonus points for your manager to add to your final score.
Paint:
Paint will use a combination of checklist scoring and judge critique. Players' choice will also play a factor into your paint score.
Good Gaming Score:
Good gaming points will be awarded, for list submissions being correct and on time.
Arriving at the table late. When the rounds starts a tardy player can have that time deducted from their round clock at the discretion of the TO and their opponent. Tardiness can also negatively affect your good gamer score.
Refusing to play a round or quitting a game will result in your opponent receiving the win, bonus points based on their loses at the point of quitting vs your full 2200, and all manager points. The losing player will receive zero points. This will also make the quitting player ineligible for any awards at the event. Contact the TO if this should happen. Prior to quitting or refusing to play, please contact the TO to see if any accommodation or a positive resolution can be agreed to.
Reading the pack and answering the below would you rather, will earn you one good gamer point.
Would you rather be Carl or Princess Donut?
T-N-T Theme
At TNT we are a little bit into wrestling, so this tournament will be a wrestling themed event. Awards and missions will all have a wrestling association.
Awards:
Heavyweight Title: 1st place will get a belt [Best Overall Score including battle points, paint score, and good gamer.
Lightweight Champion: This award will be given to the player who finishes exactly in the middle of the pack based on their overall score. I.e., out of 50 players the player who is 25th will be the Lightweight Champion.
Players Choice Manager: Will be selected by the players.
Best in Faction: Based on overall score, the highest placed player for each faction. (bring a faction no one plays and guarantee an award).
Kings of the Ring: The players with the highest combined scores that did not win Heavyweight champion.
Best Painted: This will be the highest combined score of the painting rubric and bonus judge points. This score will also be used for the overall score and as the four horsemen ranking.
Best Manager: Will be Player selected
Best Gamer Score: Based on good gamer points. Points are awarded by opponent's, and by completing player responsibilities throughout the event.
The Manager:
Every army will use a free character to be its “manager.” Rules for the manager are provided below.
The Manager
SP | Me | Ra | De | At | H | N |
5 | 3+ | - | 5+ | 3 | 2 | -/14 |
Managers Special, Individual, Very Inspiring; Always in your corner
Always in your Corner: Rally 1.
The Manager Special: The manager can use the Managers Special on any command on the table once. The manager has 2 command dice and must roll a 4+ to succeed. On the next nv roll for that unit the caster can select one dice to be rerolled. If this reroll causes a reroll as a result of inspiring or other factor, then the caster can choose a new dice to be rerolled on the reroll. This can be cast on a friendly or enemy unit. Command effect ends when the reroll is used or when the caster's next turn begins. One use only.
Missions:
Missions from the main rule book with modifications to reflect the wrestling theme will be used. All rounds are 2 hours 30 minutes with a stop time that will be enforced. Down dice will be called and we hope to get the players’ scores promptly.
Manager bonus points and Missions:
Dominate: Will use the TNT square mats. They Measure 22x20
+1bp move your manager into the center of the square on turn one.
+1bp your manager withdraws from combat and does not break.
+1bp your manager ends the game inside a square.
Push:
+1bp your manager charges a unit holding a loot token.
+1bp deploy your manager as your first deployment.
+1bp your manager never leaves your deployment zone
Stockpile:
+1bp if your manager uses its Manager’s Special to rout a unit.
+1bp your manager completes a charge against a unit holding a token
+1bp you have the only manager alive at the end of the game.
Protect and Raze:
+1bp your manager ends the game in the opponent's deployment zone.
+1bp your manager completes a flank/rear charge.
+1bp your manager crosses the center line before the start of turn 3.
Salt the Earth:
+1bp destroys a token within 6in of your manager.
+1bp your manager never leaves your side of the board.
+1bp you never attacked your opponents manager with a ranged attack.
Schedule
Saturday | |
Registration | 8:30am |
Starting of the day | |
Round 1 | 9:00am |
Lunch | 11:30am |
Round 2 | 12:30pm |
Round 3 | 3:15pm |
Sunday | |
Round 4 | 8:45am |
Round 5 | 11:30am |
Lunch | 2:00pm |
Awards | 3:00pm |