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Post by dg1 on Sept 9, 2014 11:47:28 GMT -6
WARHAMMER FANTASY BATTLES TOURNAMENT SATURDAY, OCT. 11th TEXAS TOY SOLDIER 4220 SPRING VALLEY ROAD DALLAS, TX 75234 972-458-8501 * 10 am to 6 pm * 2500 Points (see more info below) * Three Rounds (one day) * Entry Fee - $10.00 or $5.00 with $20.00 purchase on day of event * Prize Support in store credit Texas Toy Soldier is located at 4220 Spring Valley Road, Dallas, Texas, just about one block EAST of Midway on Spring Valley (on the SOUTH side of the street, in the building immediately next to the Bank Drive Thru building). Registration Fee will be collected on the day of the event, but please register in advance to secure your slot. To register, call TTS at 972-458-8501 or email sales@texastoysoldier.com. If registering by phone, please be sure to provide your email address. Schedule: Registration and Introduction 10 am to 10:30 am First Round 10:30 am to 1pm Lunch Break 1pm to 1:45 pm Second Round 1:45 pm to 4:15 pm Break 4:15 pm to 4:30 Third Round 4:30 pm to 7:00 pm Because TTS is not typically open after 6 pm on Saturday, we will try to end on time as much as possible and ask people to stick to the schedule. Scenarios, scoring, and army composition rules will be posted by Sunday evening on the Metroplex Wargamers site: (http://grapevinegamers.proboards.com/thread/994/day-casual-tournament-soldier-october) This info will also be posted at www.texastoysoldier.com The scenarios are posted in following posts and are designed to add ojbective points to standard VP based scoring. Armies from the standard GW army books at 2500 pointusing the standard rules for army construction ar allowed. Most special characters are allowed but we reserve the right to limit the combinations. Tomb Kings armies may use the Undead Legions army rules but will not be able to use models from the Vampire Counts book or to use the special characters unique to the Undead Legions book (no Nagash or Mortarch characters). Question or comments are welcome at sdhakala7@gmail.com.
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Post by dg1 on Sept 17, 2014 8:24:00 GMT -6
Army List Rules: 2500 Points
Army Lists are due by the end of the day, Tuesday, October 7. Please send army lists to sdhakala7@gmail.com (not my old e-mail address). The idea is the let everyone play Warhammer and with the models that they have. You will be allowed up toe 2500 points in models from one Warhammer Fantasy army book (no allies or dogs of war) and the percentage limits and requirements will be calculated based on a 2500 point army. While you may proxy models and use scartch built models and we will not strictly enforced WYSIWYG, please try to bring models and units that are clearly identified or reasonably represent what they are in play.
All of the current standard GW Warhammer army books, the Chaos Dwarves (Forgeworld) book, and the Black Orc Bock (AlamoGT) army will be allowed. Undead Legions armies will be allowed but you will only be allowed to take units and summon units from one army book (too many uncertain and potential unfun combinations; you either came with an army from Sylvania from the Vampire Counts book or raised one in Nehekara based on the undead units in the Tomb Kings book.) and Nagash and the Mortarchs will not be allowed (simply too many potential imbalances for unfun games).
We will allow all magic items in the army books but will restrict certain combinations (Folding Fortress will not be allow with certain magic banners.) and will restrict multiple dispel items on case-by-case basis. Special characters will be allowed generally, but we may restrict certain combinations (such as Queen Khalida with an extremely large block of Tomb King archers).
Some models, such as the Naestra & Arahan in the Wood Elf army book, may require clarification of the rules (in that case, one either gets the most wounds of the monstrous mount or the rider, but with two riders each having 2 wounds for a total of 4 wound that will be applied). Lord Kroak’s special spell and other similar direct damage spells (or effects) that target or hit all units within range are treated as over-riding the usual restrictions on direct damage spells that require that the targets of the spells as be in the front arc and out of combat.
Army construction suggestions: • There may be a blood and glory scenario. While there are extra fortitude points in the scenario and the threshold for breaking is set lower, you may consider not going too light on banners. • Build your lists to the scenarios, your opponents probably will. • While we expect competitive lists, think carefully about how your opponent will feel about the list. Is your list creative or interesting? Is it challenging to play and play against? Are the specific situations, matches where the opponent will feel that he/she has no chance? Restrictions • A folding fortress is limited to 3 stories, no more than 10” in width and length, and no more than 10 infantry models (1 monstrous model counts as 3 infantry models) may garrison each floor in a building.
Special Rules and Terrain:
As is typical, expect a mix of terrain with one hill, one forest, one building, one impassible terrain object, one marsh or river (shorter and with more limited coverage), one obstacle and possibly something else. Mysterious terrain will be limited to one or none per table and identified with the special rules provided on the terrain feature.
Hills will be treated as levels with level 1 blocking line of sight to all but large target models behind the hill and level 2 blocking line of sight to all models behind the hill to ease in play.
We will regard all direct damage spells and vortexes hitting a unit as though they are template hits and allow up to two models in units with characters and champions to take look out sir rolls (assuming that they normally would be entitled to a look our sir to template hits due to same unit type and number of rank and file models in the unit or within 3”) to spells that do not allow a ward save (such as dweller’s below and dreaded 13th).
Buildings will be treated as impassible terrain for cannon balls, units with random movement, and units fleeing or pursuing or over-running into them. Units occupying buildings will be limited to up to 10 standard models (or 3 monstrous sized models) per floor. Units assaulting an opposing unit in a building need not withdraw and may continue the assault into the next player’s turn if those units win or draw combat.
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Post by dg1 on Sept 17, 2014 9:00:15 GMT -6
Scoring:
Battle and Objective Points: Battle Points will total 16 to 20 points per round: typically 16 points for a major win (500+ points or win criterion) and 4 points for a major loss; 14 points for a modest win (300-499 points) and 6 points for a modest loss; 12 points for a minor win (100-299 points) and 8 points for a minor loss; 10 points for a draw (less than 100 points). Objectives will be 4 to 7 points possible on average each round with some split between the players and a few able to be won by both players. [We have currently drafted all three possible scenarios. We expect to post some or all of the scenarios in advance well before army lists are due.]
Army Appearance: max of 10 points. If you show up with a full painted and based army, you will receive a score of 10 points. A fully assembled but entirely unpainted army will earn 2 points. Scores will scale up or down based on the percentage of the army assembled and painted. Playing a fully painted army and quality painting and army design will, thus, be modestly rewarded points counting toward the overall score (but will have a less prominent role in the overall outcome in order to encourage a broader mix of players). We will not require WYSIWYG rules or that a fully assembled army be played. “Represents” or “proxy” armies, models, or units will be allowed but only if clearly identifiable with the models and units they represent or if labeled appropriately during play. Opponents should not have to ask repeatedly what a model or unit represents. Sports: Sports will be scored similar to other tournaments with a bonus and penalty point system but we will have no base score. Each best game will be awarded 4 points. Sports will count toward both a sports award and overall score. We hope to focus more on rewarding good sports at the tournament. Bad games will cost 4 points each. An explanation for the reason for a bad game vote is required (army comp, slow play, rules issues, demeanor, or language) but not shared with opponents after the tournament. Giving multiple bad game votes will be noted. While left up the the individual, a “bad game” does not mean you simply had a bad matchup, got outplayed, your opponent spotted or disagreed on a rules issue, or you lost badly and, therefore, you did not have fun. What we have found over the years is that many "bad games" are given due to miscommunications or misunderstandings that can occur when playing a competitive game and working through such differences is the preferred approach.
Army List on Time and On Time to Rounds: It is important to stay on schedule. Army lists will be due by the evening on Tuesday, October 7. I will post the e-mail address here and elsewhere as we approach the event. Having an army list submitted on time is worth 5 bonus points. Being late to a round will result in a 2 point penalty. Send army lists to sdhakala7@gmail.com (not my old e-mail address).
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Post by dg1 on Sept 17, 2014 9:15:58 GMT -6
Scenario 1 Khorne’s Gifts (Tenative, comments welcome)
Khorne is excited over the coming End Times. In order to hasten the Day and increase the flow of blood in combat, each of you chooses three of Khorne’s gifts. No gift may be chosen twice. Roll to see which player chooses the first gift. Then the other player chooses the second and third gifts. The first player chooses the fourth gift. The second player chooses the fifth gift. Finally, the first player chooses the sixth gift. Deployment Use the Blood and Glory rules on page 148 but with minimum fortitude set at 3 (fortitude is based on general=2, BSB=1, each banner or gift=1). After deployment but before rolling to see which player goes first , you must give two of your choseen gifts to non-flying, non-ethereal, and non-character units in your arm. Then the third of your chosen gifts must be placed on a non-character unit in the opposing army. Special Rules The following gifts provide an “augment” to non-character models only in a unit. If a unit has 31 or more non-character wounds remaining the augment is ignored if it was placed on a friendly unit. 1. Gift of Rage: the unit gains the Frenzy special rule. 2. Gift of Might: the unit gains +1 Strength (to a maximum of 5 if given to a friendly unit, rider only). 3. Gift of Skill: The unit gains +2 Weapons skill (max of 6 if given to a friendly unit). 4. Gift of Ruthlessness: each model in the unit gains +1 attack (benefits the rider only if mounted) but has Beserk Rage (must pass a LD or charge if able) 5. Gift of Shielding: MR2 (max ward save of 4+) to all magical attacks and damage to models in a unit from all spells and effects in the magic phase (including dwellers, final transmutation, and vortexes) 6. Gift of Hate: the unit gains the Hatred special rule but also has Beserk Rage. 7. Gift of Penetration: The unit gains +1 to armor piercing (max to AP2 if the unit has or gains AP). 8. Gift of Evasiveness: This grants a 5+ cover save to all attacks that hit the unit in the shooting phase; for each model hit roll a D6 and ignore the hit on a 5+ (if the cover save is not successful, then roll to wound as normal; if wounded, a model may choose to take either an armor, regen, or ward save but not two saves) 9. Gift of Death: The unit gains killing blow against infantry, cavalry and war beasts and Multiple Wounds 2 against all other unit types. (This gift does not stack.)
Gifts count as additional standards for combat resolution a dn fortitude purposes and may be captured from an opposing unit in the combat phase or if you catch and destroy a unit fleeing. A unit (any unit or character) that captures a gift, however, does not receive its augment. An army may recapture a lost gift in the same manner. Victory Conditions and Objectives If no one breaks (falls below 3 fortitude), use standard victory points, except give either: 25% of a unit’s point cost as VPs if the non-character unit is at or below 50% of starting wounds; 50% of the unit’s point cost as VPs if the non-character unit is at or below 25% of starting wounds (count only wounds of non-character models; or 50% VPs if the unit or character is fleeing.
VP difference-- Winner BP -- Loser BP Major win 750+ points -15-- 3 Moderate win 450-749 points-- 13-- 5 Minor win 150-449 points-- 11-- 7 Draw 0-149 points-- 9-- 9
Objective Points (7 max) 1 objective point for each gift your non-fleeing units control at the end of the battle 1 objective point if you managed to earn at least 1,250 victory points excluding bonuses for captured standards, generals and BSBs.
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Post by dg1 on Sept 17, 2014 9:20:46 GMT -6
Scenario 2 Pappa Nurgle’s Outhouse (tentative and comments welcome) Pappa Nurgle has celebrated a bit too much over the coming End Times. He mistakenly left his magic Outhouse (after using it) behind. You really want to keep this stinker away from your army. Place the small Outhouse in the exact middle of the battlefield. Treat it as an impassible unit (stops cannons balls). Deployment Divide your 12” deep deployment zone into three sectors: left 26” wide; center 20” wide; and right 26” wide. Deploy an equal number of units in each of the three sections of your deployment zone. Any extra units are deployed such that no sector has more than one extra unit. Otherwise, use the standard deployment rules on page 144 in terms of choosing table sides, alternating deployment, etc. Special Rules All units regard the Outhouse as an “enemy” unit. Nurgle’s Outhouse may come within ¼’ of units and impassible terrain and freely move through forests, rivers, obstacles, and marshes. All units within 3” of Pappa Nurgle’s have -1 leadership when within 3” of the Outhouse and test for panic at the start of your friendly turn if not immune to panic. The Outhouse has: WS 1, S2, T4, 4 poisoned attacks, LD10, infinite wounds, and a 5+ armor save, random move 2D6”, and 5+ regen. Mark of Nurgle: immune to poison, hexes and direct damage spells; and is -1 to hit by all combat and shooting attacks (including trueflight and Asaph arrows). Magical missiles may target the Outhouse but suffer a -2 penalty to casting rolls. If the Outhouse moves into a unit, it causes D3 magical impact hits at S6 to the unit and then it bounces back ¼” away. (BOTWD does not work, sorry High Elves.) Does Not Like to be teased or insulted: One character/champion at the end of each friendly movement phase can tease the Outhouse if within 18”. If teased, the Outhouse will immediately move 2D6” directly toward the center of the teasing model, if able. Each successful unsaved wound (insult) caused in combat, shooting, or magic phases causes the Outhouse to flee 1” away from the unit causing the wounds at the end of the phase (if multiple sources, the controlling player may resolve in any order).
Charging the Outhouse: Only one unit may attempt to charge the Outhouse in a player turn. A unit must pass a leadership to charge the Outhouse (it stinks). If the charge is successful, models in base contact with the Outhouse must take a dangerous terrain test unless they have poisoned attacks. Resolve combat attacks as normal. A unit that causes unsaved wounds to the Outhouse in combat gains poisoned combat attacks and immunity to poison and panic tests to the end of the battle at the end of the combat phase. Victory Conditions and Objectives Use the standard rules for calculating victory points, except you gain 3 VPs for each unsaved wound caused to the Outhouse.
VP difference-- Winner BP-- Loser BP Major win 500+ points --16-- 4 Moderate win 300-499 points-- 14-- 6 Minor win 100-299 points-- 12-- 8 Draw 0-99 points-- 10-- 10 Objective Points (6 max) 3 objective points for pushing the Outhouse into the opposing deployment zone at the end of the battle (alternatively, 1 point if you pushed the Outhouse into the opposing deployment zone at least once during the battle; and 1 point if the Outhouse is not touching your half of the battlefield at the end) 1 point if a unit of yours charges and causes at least one wound to the Outhouse in combat 1 point if you caused at least one wound to an opposing unit by causing the Outhouse to move 1 point if at least one model in your army teased the Outhouse and survived (not fleeing and not removed from play) to brag about it
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Post by dg1 on Sept 17, 2014 9:26:57 GMT -6
Scenario 3 One Last Party Before the End Times (tentative and comments welcome)
The deployment zone will be set up consistent with the Battleline scenario on page 148 of the Rule Book. The order of deployment and other rules regarding the deployment and battle will follow the Battleline scenario on page 144 (also, more generally, p. 142) of the Rule Book.
Assign Your Army Barrel to One Unit: Each player will receive a barrel that is to be initially assigned to one unit in the army of at least 10 standard sized infantry, 5 cavalry, or 3 monstrous sized (monstrous infantry, monstrous beast, or monstrous cavalry) models. If no such unit exists, assign the barrel to the largest multi-model unit of the appropriate type (nfantry, cavalry, or beast), and, if none, then assign to a chariot or war machine. A unit with a barrel cannot fly, be skirmishers, have swift stride, or be fast cavalry unless they give up those special rules.
Losing or Dropping a Barrel: A unit will drop the barrel at the center of the front rank of the unit if the unit is destroyed, breaks from combat or flees for any other reason. A unit may voluntarily drop the barrel it carries in its movement phase by placing barrel in front of the front center of the unit before it moves or acts. Barrels do not block movement or serve as terrain but a unit may not end up on a barrel at the end of a phase unless carrying it (flee beyond it or pursue up to it if the unit would end up on it).
Carrying a Barrel: A unit must have at least 3 remaining wounds in order to pick up and carry a barrel. If a unit falls below the minimum size then it may still continue to carry the barrel but cannot march, charge or pursue but may flee in which case the unit drops the barrel.
Drinking from a Barrel: Once per game, a unit carrying your army barrel may drink from the barrel at the start of a friendly turn. Until your next friendly turn, drinking from the barrel made the unit suffer from stupidity, gain frenzy, and become stubborn. The unit also suffers -2 to WS, -2 to BS, and ASL and cannot reform, march, or pursue (even though frenzied) during only the friendly turn it drank from the barrel. A unit that drinks from the barrel gains +2 to leadership (max 10) and is immune to psychology for the remainder of the game as long as it still carries or contest the friendly barrel (even while in combat).
Picking up a Barrel: A unit may charge or march or overrun into a barrel but must stop with its front rank in base contact with the barrel in order to pick up the barrel. A barrel must not be contested in order to be picked up and carried by a unit (not in base contact with an opposing unit). A unit picking up a barrel may not shoot in the next shooting phase but a mage in the unit may still cast spells.
Objective Points (7 points maximum): 2 points: Control Your Army’s Barrel at the end of the battle; alternatively, 1 point: Contest Your Army’s Barrel at the end of the battle. 3 points: Control the Enemy Army’s Barrel at the end of the battle; alternatively, 1 point if you contest the Enemy Army’s Barrel at the end of the battle plus 1 point if you controlled the enemy barrel for full one player turn during the battle. 1 point: if a friendly unit carrying your Army’s barrel was entirely outside your deployment zone at some point during the battle. 1 point: if one of your units managed to drink from the barrel and survived to the end.
Control means carrying or in base contact with the barrel with no opposing unit contesting the barrel. Contesting means having a unit in base contact with the barrel at the same time as an opposing unit or in combat with a unit carrying the barrel.
Battle Points: Win by 600 or more points - 14 points Win by 300 to 599 points - 12 points Win by 150 to 299 points - 10 points Draw - 8 points Loss by 150 to 299 points - 6 points Loss by 300 to 599 points - 4 points Loss by 600 or more points - 2 points
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Post by dg1 on Sept 30, 2014 9:58:00 GMT -6
All of the rules are posted. I have added the e-mail address for sending army lists and any questions.
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Post by dg1 on Oct 8, 2014 19:15:17 GMT -6
After speaking with Allen, this event is cancelled.
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