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2022 Bolt Action Combat Patrol Packet

The document outlines the rules and structure for the Bolt Action Combat Patrol tournament, including player responsibilities, scoring systems, and event schedule. Players must adhere to painting standards and conduct policies, with penalties for violations. Awards will be given for various categories, and sportsmanship will be monitored throughout the event.

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SERMAN
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0% found this document useful (0 votes)
15 views12 pages

2022 Bolt Action Combat Patrol Packet

The document outlines the rules and structure for the Bolt Action Combat Patrol tournament, including player responsibilities, scoring systems, and event schedule. Players must adhere to painting standards and conduct policies, with penalties for violations. Awards will be given for various categories, and sportsmanship will be monitored throughout the event.

Uploaded by

SERMAN
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Do not lose this packet!

It contains all necessary missions and results sheets required for you to
Participate in today’s tournament. It is your responsibility to hold onto and not lose this packet
during the tournament. If you lose this packet, be prepared to be docked points!
BOLT ACTION COMBAT PATROL

EVENT SUMMARY
• Players will play three, 90-minute games with breaks between rounds.
• All players are expected to abide by the AdeptiCon 2022 Conduct Policy.
• The models used in your army must meet the “Tabletop Standard” – three color minimum plus
basing. No unpainted or unbased models will be allowed in the event per the AdeptiCon 2022
Model Policy.
• If illegal units or rules violations are found in a player's list or during play, at a minimum, the models
in violation will be removed from all subsequent play. Tournament points may be deducted, and
award eligibility may be forfeited. Please use the feedback form on the AdeptiCon website to ask
any questions you or your club may have regarding rules issues or legal units in advance.
• AdeptiCon Tournament Judges' and Officers' rulings are final and arguments or poor conduct by
players will not be tolerated. AdeptiCon reserves the right to remove players from the event or
AdeptiCon itself without refund.

HOUSE RULES, TERRAIN & GRUDGE MATCHES


• Turret Jam – The Turret Jam rule will not be used.
• Terrain will be preset and locked by TOs.
• Have a grudge to settle? Want to challenge an old friend to battle? That's what Game 1 is for! If
both players agree, let Andrew know and he will get you matched up for Game 1.

AWARDS
Prizes will be awarded for:

• Best Overall - Player with the highest total points.


• Best Painted - Player with highest Paint score.
• Best Battlefield - Table with most Best Battlefield votes.
• Player’s Choice - Player with most Player's Choice votes.
• Best Allies - Player with highest Allies score, that is not Best Overall.
• Best Axis - Player with highest Axis score, that is not Best Overall.

SCORING
A maximum of 125 Tournament Points may be earned:

• Battle (60 points max) – 20 points for a Win, 10 points for a Draw, 5 points for a Loss, 0 points for a
Withdrawal.
• Paint (30 points max) – Scored against a painting rubric. Points are awarded through criteria
including basing, conversions, free-hand, display board, weathering, decals, and above-basic level
painting techniques.
• Theme/Army List Submission (5 points max) – Awarded for bringing Combat Patrol themed, time
period-coherent lists with attention paid to historical weapon loadouts, morale levels and balance.
Written background info explaining your army is also included in the Theme score.
• Sportsmanship (30 points max) – Each player is automatically granted 10 points per game with
sportsmanship infractions resulting in a reduction in total score.
BOLT ACTION COMBAT PATROL

SPORTSMANSHIP SCORING
Operating on the assumption that all players are good sports, opponents are automatically granted 10
points for Sportsmanship for each game. If opponents turn out to be less than good sports, players need to
report it to the TO’s table, before the start of the next round, using the following categories and examples
as a guideline. Keep in mind: Everyone gets a little salty now and then, forgets (or misplaces) their tape
measure once in a while, temporarily forgets how a rule works, or changes their mind about a decision, etc.

Salty Attitude: Complain a lot. Constantly ask to see your rules—even for basic things. Act put-out if you
ask to see their rules. Do not communicate intentions or establish agreement regarding movement, line of
sight, etc. Are impatient, dismissive, curt, etc., sore losers or ungracious winners.

Unprepared for Play: Show up very late. Haven’t read the tournament rules. Haven’t read the mission
description. Don’t have the majority of the things needed to play the game (have to borrow a lot).

Incompetent Play: Unable to execute the core rules of the game without frequent referencing or coaching.
Spend inordinate time looking things up (i.e., do not have materials prepared, marked, or printed for quick
reference).

Questionable Play: Not quite cheating, but not aboveboard either. ‘Generous’ measurements or
movement. Frequently take back movement or other decisions after they are in process. Not clearly
distinguishing between similar units. Not keeping track of scoring. Abuse ‘playing by intent’ by failing to
establish what their intent is, but taking advantage of what it ‘could have been’.

Sportsmanship Deductions: In all cases, the judge(s) will decide whether the described behaviors are
Minor, Major, or Extreme instances.
• Minor instances will be minus 1-4 points each.
• Major instances will be minus 5-9 points each and a visit from the TO.
• Extreme instances will be minus 10 points and a visit from the Head TO.

SCHEDULE
4:00 PM – 4:30 PM Check-in and Operation Briefing
4:30 PM – 6:00 PM Game One
6:00 PM – 6:30 PM Break – Players Choice Voting
6:30 PM – 8:00 PM Game Two
8:00 PM – 8:15 PM Break
8:15 PM – 9:45 PM Game Three
9:45 PM – 10:15 PM Best Battlefield voting, Scoring and Awards
BOLT ACTION COMBAT PATROL

Thank you for playing! We are always looking for ways to improve the event and the player experience. Please take a few
minutes to provide feedback on the event.

EVENT FEEDBACK
Are there any changes you’d like to see next year? What did you like? What needs adjustment? How were the missions?
What about the event rules?

For AdeptiCon 2023 we would like to bring back an optional, but highly encouraged event theme. Back in 2019 we did
“Under the Backing Sun: North Africa” and the plan for 2020 was “The Rising Tide: 1939-40”. What would you like? A
specific theater? Year? All ideas are appreciated!

Note: Combat Patrol and Doubles will never require a theme. It will always be optional.
BOLT ACTION COMBAT PATROL

EVENT FEEDBACK CONT.


BOLT ACTION COMBAT PATROL

MISSION 3: THE CROSSROADS


*** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***
SET-UP FIRST TURN
The battle begins, put all Order Dice in the bag and
There is one objective. Take it.
begin.
Mission Set Up: Place the Objective marker in the
middle of the table to represent the crossroads.
OBJECTIVE
Capture the Crossroads.
Both players roll a die, the winner chooses a “long”
table edge. The other player will deploy opposite. GAME DURATION
At the end of Turn 5, roll a die. On a 1-2, the game
ends. On a 3-6, play a Turn 6. If a Turn 6 is played, at
the end of Turn 6, roll a die. On a 1-3, the game ends.
On a 4-6, play a Turn 7. If a Turn 7 is played, the
game ends at the end of Turn 7.

VICTORY
At the end of the game the player that controls the
Objective is the winner. If neither player controls the
Objective, the result is a draw.
To control the Objective, you must have a model from
an Infantry or Artillery unit within 3” of the edge of
the Objective and no enemy Infantry, Artillery or
Scout: After sides have been picked, but before any Vehicles (excluding empty Transports) within 3” of
units have been deployed, each player selects two the edge of the Objective at the end of the game.
Infantry units to be the Scouts, starting with the player
that picked sides.
Best Battlefield Voting: When you finish
Deployment: The player that did not pick sides Game 3, remember to submit your votes for
deploys a unit with Forward Deployment (if any) or a Best Battlefield.
Scout unit anywhere on their half of the table (up to
24” from their “long” table edge). The second player
then deploys a Forward Deployer (if any) or a Scout
unit. Alternate until all Forward Deploying and Scout
units have been deployed. Note that Forward
Deployers and Scouts cannot be deployed within 12”
of an enemy unit or the Objective.
All remaining units arrive via Reserves. Reserves can
Outflank.
BOLT ACTION COMBAT PATROL

RESULTS FOR MISSION 3: THE CROSSROADS


YOUR NAME OPPONENT’S NAME TABLE NO

BATTLE RESULTS (CIRCLE ONE)


Win Draw Loss Withdraw
20 Points 10 Points 5 Points 0 Points

Number of Order Dice your force lost:

Have your opponent double check your results above.


Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

*** STOP ***


Please fill out the following in private.

SPORTSMANSHIP
Before making your decision, reference the Sportsmanship Scoring section of this event packet.

Did your opponent behave in the manner expected of an event participant (circle one)?

Yes

No

If you circled No, speak with the TO after submitting the scoresheet.

Please turn in this sheet, with your opponent, at the judge’s booth after the game.

------------------------------------------------TEAR HERE ------------------------------------------------

Vote for your favorite table at the event.

BEST BATTLEFIELD VOTE (MANDATORY)


Table Number:
BOLT ACTION COMBAT PATROL

MISSION 2: SCATTERED DEPLOYMENT


*** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***
SET-UP Scattered All to Hell: After all units are deployed, the
Attacker selects a friendly unit to shift. Roll an Order
You’ve missed the drop zone. Linkup and move out.
Die and 2d6 for the unit. The arrow on the Order Die
Mission Set Up: Create four 12” x 12” Sections, each represents the direction and the 2d6 represents the
6” in from the table edge. distance in inches the unit shifts. Alternate players
and complete a shift for every unit. For Fixed
Deployment: Both players roll a die. The winner is the
weapons and Vehicles, maintain the original facing
Attacker. The Attacker picks a pair of Sections – either
during the shift. Do not shift Spotters. Units inside of
1 and 2 or 3 and 4 as their Deployment Zones. The
Transports shift with the Transport (only roll to shift
Defender will deploy in the other pair.
the Transport).

If the shift distance is not enough to clear an


obstruction - impassable terrain, a building, another
unit (friendly or enemy) or the table edge – end the
shift 1” from the obstruction.

When shifting Artillery and wheeled vehicles, you


have the option to not shift the unit into any terrain
that would immobilize the unit (Rough Ground). Stop
1” from the Rough Ground. In other words, you can
shift these units into Rough Ground, but you are not
required to.
The Attacker then places a single unit anywhere in FIRST TURN
each of their Sections. Put an Order Dice next to each The battle begins, put all Order Dice in the bag and
of these units. begin.
To continue deployment, put the remaining Order
OBJECTIVE
Dice into the bag. Pull Order Die at random. For each
Destroy the enemy.
Order Die pulled, deploy a unit. Units cannot be
consecutively placed in the same Section – players GAME DURATION
must alternate placing units in each of their paired At the end of Turn 6, the game ends.
Sections.
VICTORY
Spotters are deployed at the same time as their At the end of the game calculate the winner by
weapon team and may be deployed in the same adding up Victory Points as follows. The player that
Section as the weapon team. Units can be deployed in scores at least 2 more VP than their opponent is the
Transports. If you wish to do so, pull an additional winner. Otherwise, the result is a draw.
Order Die and place it next to the Transport to
represent the unit inside. Players score 1 VP for each enemy unit destroyed.
Score 1 additional VP per enemy unit destroyed in
close combat.
BOLT ACTION COMBAT PATROL

RESULTS FOR MISSION 2: SCATTERED DEPLOYMENT


YOUR NAME OPPONENT’S NAME TABLE NO

BATTLE RESULTS (CIRCLE ONE)


Win Draw Loss Withdraw
20 Points 10 Points 5 Points 0 Points

Number of Order Dice your force lost:

Have your opponent double check your results above.


Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

*** STOP ***


Please fill out the following in private. Check all that apply. Each check is worth 1 Point.

SPORTSMANSHIP
Before making your decision, reference the Sportsmanship Scoring section of this event packet.

Did your opponent behave in the manner expected of an event participant (circle one)?

Yes

No

If you circled No, speak with the TO after submitting the scoresheet.

Please turn in this sheet, with your opponent, at the judge’s booth after the game.
BOLT ACTION COMBAT PATROL

MISSION 1: DAWN PATROL


*** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***
SET-UP FIRST TURN
The battle begins, put all Order Dice in the bag and
We’ve been ordered to advance and hold the ground. begin.
Mission Set Up: Create two 6” Deployment Zones along
OBJECTIVE
the two “long” table edges.
Take a hold. Move into the enemy Deployment Zone.
Deployment: Deployment: Both players roll a die, the
player who rolls highest chooses a “long” table edge.
GAME DURATION
The other player will deploy opposite. Deployment At the end of Turn 6, roll a die. On a 1-3, the game
Zones are 6” from the “long” table edge. ends. On a 4-6, play a Turn 7. If a Turn 7 is played, the
game ends at the end of Turn 7.

VICTORY
At the end of the game calculate the winner by
adding up Victory Points as follows. The player that
scores at least 2 more VPs than their opponent is the
winner. Otherwise, the result is a draw.

Players score 1 VP for each friendly unit wholly


outside of their own Deployment Zone and 3 VP for
each friendly unit wholly within their opponent’s
Deployment Zone.

Player’s Choice Voting: When you finish Game 1,


The player that did not pick sides deploys a unit with set up your army for voting and submit your vote.
Forward Deployment (if any) in their Deployment Zone.
The other player then deploys a Forward Deployer (if
any) in their Deployment Zone. Alternate until all
Forward Deploying units have been deployed.
All other units will arrive via First Wave. No units can be
held in reserve.
At the Break of Dawn:
• During Turn 1, line of sight for all units is 12”.
• During Turn 2, line of sight for all units is 24”.
• During Turn 3, line of sight is not restricted.
BOLT ACTION COMBAT PATROL

RESULTS FOR MISSION 1: DAWN PATROL


YOUR NAME OPPONENT’S NAME TABLE NO

BATTLE RESULTS (CIRCLE ONE)


Win Draw Loss Withdraw
20 Points 10 Points 5 Points 0 Points

Number of Order Dice your force lost:

Have your opponent double check your results above.


Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

*** STOP ***


Please fill out the following in private. Check all that apply. Each check is worth 1 Point.

SPORTSMANSHIP
Before making your decision, reference the Sportsmanship Scoring section of this event packet.

Did your opponent behave in the manner expected of an event participant (circle one)?

Yes

No

If you circled No, speak with the TO after submitting the scoresheet.

Please turn in this sheet, with your opponent, at the judge’s booth after the game.
------------------------------------------------TEAR HERE ------------------------------------------------
Vote for your favorite army at the event. This is not necessarily the best painted army – it could be the most
thematic, the coolest display board, etc.

PLAYER’S CHOICE VOTE (MANDATORY)


Player Name: Army:

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