HMGS Hurricon – Bolt Action 1250 Singles Tournament

Saturday, September 27th, 2o25

★ General Information: ○ 22 players maximum ○ 3rd Edition Bolt Action Rulebook, Armies of Germany, Great Britian, US and current FAQ and errata will be used. NOTE- Bolt Action Compendium units are not approved for tournament play. ○ There will be 3 rounds each lasting 2 hours. The Tournament Organizer will provide numerous time reminders and timeclock will be used. ○ The deadline for submitting lists is Midnight Friday, September 19th, 2025. List must be emailed to patrickballinger@yahoo.com and please label the Event – Army Type and your Name. Many people have emails that do not make it clear who you are. ○ If you are planning to register at the door, let me know in advance to count for attendance and preparation. ○ patrickballinger@yahoo.com

★ Tentative Schedule (Times Subject to Change): ○ 9-9:30 - Check in with Tournament Organizer ○ 9:30-12:00 - Round One ○ 12:00 - 1:00 - Lunch ○ 1:00 - 3:30 - Round Two ○ 3:30 – 4:00 - Break ○ 4:00 - 6:30 - Round Three ○ 6:45 - Awards Note: Please be on time. On time is late as they say in the military (and impacts your event time).

★ Painting and Modeling: ○ All models should have a minimum of three colors and 28mm scale and WYSIWYG. ○ Painting will use a standard painting rubric for painting scoring by independent judge(s): ■ All models are fully painted: 1 Point ■ All models are fully based: 1 Point ■ Basic details such as unit markings, decals on tanks, simple wash, or highlights: 1 Point ■ Advanced details such as rank insignia, eyes, advanced shading: 1 Point ■ Really amazing work; advanced shading and weathering, freehand, creative customization, thematic bases, etc.: 1 Point ■ Expect to get 3 of 5 points on average. ■ Judges will also provide a final “judges choice” if the score is tied for tiebreakers. ○ There will be a Players Choice award voted on by the players – picked by theme and painting.

★ Army List: ○ Lists are a maximum of 1,250 points and a max of 18 order dice. Multiple platoons are allowed. ○ Lists must follow all force structure instructions as outlined on pages 182-183 in the main 3rd edition rulebook ○ Only the 3rd edition Bolt Action book, Armies of Germany, Britan, and US and released minor nations/Soviet/Japanese PDFs are allowed. ○ A copy of your list must be available for your opponent to access throughout the game. ○ TO reserves the right to ask for revisions if necessary. My goal is to have a great open and fair competition, I want to see good army lists, not cut and paste WAAC lists. I do not want to have to set further limits for future events to prevent legal, yet unbalanced lists that do not promote sportsmanship or impacts the spirit of the game intent.

★ Matchups: ○ Round One player pairing will be random. ○ From the second round, players will be paired using a Swiss system (i.e. matching players on the same amount of tournament points in descending order) ○ In case of more than two players with the same number of tournament points, army points will be used as tiebreakers. ○ When two players are matched to play again or play on the same table, the Tournament Organizer may use their discretion to reassign a match or table. This does not apply to the top table in the last round.

★ Scoring: ○ Points will be awarded on the following basis: ■ 3 tournament points for a win ■ 2 tournament points for a draw ■ 1 tournament points for a loss ○ All missions will have two bonus point options as well. ○ Players should also keep track of how many enemy dice they destroy in the game. These results will be recorded as Army Points and used in tiebreakers. ★ Winning the Tournament: ○ Best General – Battle Points ○ Best Painted – Paint Score

★ Scenarios: ○ Keep count of how many turns have elapsed as the game is played. At the end of turn 6, roll a d6. On a result of 1, 2, or 3, the game ends. On a result of 4, 5, or 6, the game continues for one more turn. ○ The Tournament Organizer will determine the scenarios for each round. Player packs will be provided at the event and will not be released prior. ○ If the scenario calls d6 objective markers or other game related mechanics, the Tournament Organizer will make the roll. That result will apply to all tables. ○ Objectives are considered held if you have an infantry unit within 3 inches of the objective. They are contested if any enemy unit is within 3 inches of the objective. Objectives will remain under your control until the end of the game or until an enemy unit captures it back.

★ Special Event Guidelines: ○ To deploy in a building at the start of the game, the building must be within your deployment zone. ○ NOTE: I am not using the V3 objective rules. Objectives are controlled by friendly infantry and artillery units within 3” of the center of the objective. Vehicles contest but never control. Empty transports, medics and spotters can neither contest nor control objectives. Forward observers do both. ○ In the Demolition or Hold until relived mission, the objective is impassable. ○ When announcing to your opponent your reserves / outflanking units, you must specify if a unit is loaded into a transport. ○ Once the final 15-minute time is announced, DO NOT START ANOTHER TURN. When the time is over, finish the order dice in play and STOP – DO NOT DRAW ANOTHER DICE (This includes snap-to!). ○ When a game time is called, but the turn was still in progress, treat it as if it were the end of a game turn: Any units which failed to come on from reserve or outflank are considered destroyed, and empty transports closer to the enemy than a friendly model are also considered destroyed (armored transports still get to take their leadership test). ○ Infiltrators: No more than two infiltrating units may be set up within 12” of an opponent’s deployment zone board edge (to prevent a gamey player trying to block all first wave entry and win a game before it has started). All others infiltrating units must be more than 12” from the enemy’s deployment zone board edge.