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SW CMG Tournament for March 23rd: Hoth needs help!


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seth lustig
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Joined: 02/19/2005
Points: 2866

[i]Ripped from the pages of Blake's mind:[/i]

[b]"Imperial Troops have entered the base!"[/b]
A handful of Rebels must hold out against the larger invading Imperial force until all the shuttles are launched.

Rebel - 100 points.

Imperial - 150 points.

Non-Unique Imperial troops gain Satchel Charge.
No Fringe allowed. 'Gambit' scoring is [u]not[/u] used. Imperial player automatically wins map choice. The Rebels win if they have any pieces left alive after 10 rounds. The Imperial player wins by defeating all the Rebel pieces.

So....bring two forces and the map you want to use for your imperial force
[color=green]
Start time 6pm, $2. Booster packs and SW promo figs as prizes.

[b][i]Newcomers always welcome. This is a fun night to learn, and your first Tournament's Free![/i][/b] :shock:[/color]

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Lord Azaes
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What happens when time runs out before you reach 10 rounds? Is this a build 2 squads and flip for who plays what week again?

You can run, and you can hide, but you cannot escape!

View my Inventory, Trades, and Squads at Bloo Milk

Tim
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Joined: 02/10/2005
Points: 287

Also, Faction Pure!!!! There will be no mixing factoins (on the empire anyway....since I cant remember if Rebels have any faction mixer guy)

Warmachine (Cygnar) 1500 pts Warhammer (Tomb Kings) 3000 pts 40k (necrons) 2500 pts (space marines)2000 pts flames of war(british infantry)2000 pts

~Firewing~
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[quote="Lord Azaes"]What happens when time runs out before you reach 10 rounds? Is this a build 2 squads and flip for who plays what week again?[/quote]

I think if that's the case, Rebels win, seeing how adding points wouldn't really work with rebels being 100 and imperial being 150.

And yeah, I think it's bring an imperial and rebel squad and flip to who is what.

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