Scoring at the Alamo GT will focus on four elements of play in order to determine who goes home with the prizes. Every player will be scored on the basis of their ability to play the game, play a fun game, paint their army, and follow the rules of the tournament.
Players can score a maximum of 290 points, broken down as follows:
Awards will be given out for first, second, and third places in each category (except Seguin's Cavalry).
Award |
Scored By |
Jim Bowie |
Battle Points + Sportmanship Points + Army Points + Composition Points + Alamo Points |
David Crockett |
Total Sportmanship Points (Tiebreaker: Battle) |
Santa Anna |
Total Battle Points (Tiebreaker: Sportmanship) |
Col. William B. |
Total Army Points (Tiebreaker: Sportsmanship) |
Seguin's Cavalry |
Day 2 Battle Points - Day 1 Battle points |
REMEMBER |
Player's Choice Votes (Tiebreaker: Army Points) |
With the exception of the REMEMBER THE ALAMO award, players will be able to win only one award, so if a player wins in two categories he will be given the higher award.
Armies which were not painted by the player himself cannot win a Travis award. Armies which contain a minor amount of models painted by someone other than the player will be handled on a case by case basis.
Legends Bracket |
Texians Bracket |
|
Victory Condition |
Each game will have a Primary, Secondary, and (in earlier games) Tertiary victory condition. The winner of the game will be the one who wins the Primary victory condition. If players are tied on the Primary objective, the Secondary condition will serve as tiebreaker, followed by the Tertiary condition. THERE MUST BE A WINNER |
Each game will have a Primary victory condition, with a sliding scale on how effective each player was towards earning that victory. |
Wins |
Games 1-4: 20 points, regardless of differential |
Between 11 and 20 points, depending on margin of victory |
Losses |
8 points |
Between 9 and 0 points |
Ties |
If players are still tied after all three victory conditions, the scenario will dictate a Tiebreaker Challenge - a roll of the dice, a coin flip, a Rock-Paper-Scissors matchup - to determine a winner. |
10 points |
Everybody starts out with 20 Alamo points for free—yay! Submission of late army lists, not following instructions on where to turn in things, failure to finish games on time, refusing to bring army lists for your opponent, and other behavior that makes life harder for us or for your fellow players will result in loss of Alamo points. E-mail your list to the right address by the cutoff date, end your games on time, and follow what rules we have, and you get 20 easy points.
Sportsmanship is about having a good game. There are a thousand things that can make a game good or bad, and no one can list them all. After experimenting with other checklists, we've gone back to the basics: was the game good or bad?
We're gonna start everyone off with 40 points, because we know y'all are good guys. You can earn more, or lose them, based on the feedback of your opponents.
Good Games |
Bad Games |
|
How? |
Players will have the chance to select two players who gave them the Best Game and Second Best Game at the event. |
Players can indicate that "My opponent's attitude, army selection, or play style was unacceptable. We had a Bad Game, and it negatively impacted my tournament experience." |
1 Vote |
+4 Points |
-4 Points |
2 Votes |
+9 points |
-10 points |
3 Votes |
+15 points |
-20 points |
4 Votes |
+22 points |
-32 points |
5 Votes |
+30 points |
-64 points |
2nd Best Game Votes |
+2 points |
N/A |
These are not cumulative modifiers; only the highest modifier will be used (except for Second Best Game votes). |
Unlike a simple linear system, each vote is not worth the same. Everyone might have one bad game. But when someone is rude over 4 games there is something going on and it should cost them more, and under our scoring system it will cost them much more. Anyone who gets three or more bad game votes will be disqualified from winning ANY award. You pissed off more than half your opponents, you need to think about what you've done! If you earn more than four, you should probably take some time to figure out what, exactly, you're doing wrong. If you do give a bad game vote, be prepared to have a quiet discussion with one of the judges about what happened, so we can try to avoid it in future events. If you ding someone just because they tabled you and rolled stupid box cars while you kept rolling snake eyes, you risk the wrath of the Dice Gods!
Judges will be empowered to hand out a Yellow Card to any player who acts in an egregious manner that is unbecoming to an INDY GT. Each Yellow Card will act as an EXTRA bad game mark. Unfortunately, since it has now come up at several events, it is worth stating what could cause a player to receive a YELLOW CARD:
Judges are also empowered to hand out a Red Card to any player who goes above and beyond behavior that is unacceptable. A player who receives a Red Card will be immediately disqualified from the tournament and asked to leave until he can cool off enough to be able to pack up his army. A player who receives two Yellow Cards will also receive a Red Card. Things that will result in an automatic RED CARD:
Painting accounts for Paint Score points. One judge, one set of criteria, every army scored between games. No one will have judges looking over their shoulder during a game or going through dead pile to score their painting. You put a big effort in painting your army so we will make the same effort in scoring it. To help us do that, we ask that you please leave your army set up overnight and between games. It's hard to try to give 80 armies the time they all deserve if the only time they're out there is during games! Also, nobody wants to play games with a judge looking over your shoulder.
The Alamo is one of the few tournaments where the Paint score is exactly that — technical painting. We focus on model preparation (no sprue marks, mold lines, or gaps), paint skills (base coating, shading, highlighting, brush control, and color theory), technical painting skills (freehand, texturing, source lighting, non-metallics), and basing. Conversions and display boards, while welcome, will at most be used as a 1-point swing to differentiate top armies that would otherwise be tied. Paint scores are determined against an objective standard, and as such, no checklist is available for how Paint will be scored. However, we can provide some general criteria for how our paint scores will be judged:
Category |
Point Range |
Guidelines |
Unpainted |
0-35 |
An army with ANY models that show bare metal, plastic, or resin |
Primed |
20-40 |
An army with ANY models that show bare primer, or lack any type of basing detail. |
Bare Minimum |
30-50 |
Each model is painted with at least two colors, but has no/minimal highlighting. |
Tabletop |
45-55 |
Each model is painted with at least three colors, and has some highlighting. |
Tournament |
50-64 |
As above, but has several layers of highlight or well executed highlighting. |
Superior |
60-72 |
As above, but features some "advanced" paint techniques and thematic decisions. This army would be at home in convention paint competitions. |
Brush with Death |
60-72 |
As above, but would likely win any paint competition entered in. Every model is painted to the highest quality. |
A note on paint scores: In the past three years, the lowest paint score given was a 54, and that was an army with two hordes of two-colored models with no highlights in it. The highest given in that time was a 77 – a 23 point difference between the highest ever, and lowest ever. The median score to the highest score is usually about 10 points. The 80 points is meant to be an incentive for people to bring fully painted armies by punishing people who don't bring them.
You're not penalized for not painting your army yourself, but your maximum score is capped. You are also not eligible to win the Travis award.