Author Topic: [Plainville MA] Warhammer Fantasy Singles - 2400pts - 1/22/2012  (Read 1369 times)

Chase

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[Plainville MA] Warhammer Fantasy Singles - 2400pts - 1/22/2012
« on: December 09, 2011, 11:20:00 PM »


Battleground Games & Hobbies - Plainville

Format: Singles (1v1) 2400 points per person
Date: January 22nd, 2012 a SUNDAY
Time: Please be here no later than 10:00am.  Set up at 10:30.  Dice roll no later than 11:00am.
Entrance Fee:  $20.00 per person

Address:
25 Taunton Street
Plainville MA 02762
508.316.1195

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Contact:
The event will be capped at 24 players.  

Please contact me at ChaseLaq@gmail.com or call the store to sign up if and only if you can commit to playing on January 22nd (Sunday).

Pre-registration is encouraged.



RULES FOR WARHAMMER FANTASY TOURNAMENT:
______________________________________________________________________________

**These Rules have been taken from Keith Bonneau and were designed for the Onslaught GT happening at TempleCon**


Rule Books:
The Warhammer Fantasy EIGHTH Edition Rules will be used.

The following is a list of legal army choices:
Warhammer Armies: Bretonnia
Warhammer Armies: Warriors of Chaos
Warhammer Armies: Daemons of Choas
Warhammer Armies: Beastmen
Warhammer Armies: Dark Elves
Warhammer Armies: Dwarfs
Warhammer Armies: Empire
Warhammer Armies: High Elves
Warhammer Armies: Lizardmen
Warhammer Armies: Ogre Kingdoms
Warhammer Armies: Orcs & Goblins
Warhammer Armies: Skaven
Warhammer Armies: Tomb Kings
Warhammer Armies: Vampire Counts
Warhammer Armies: Wood Elves


• Army lists MUST be emailed to Sam Pearson at Sam.Pearson@gmail.com no later than January 16th, 2012.  Your list should be sent in Army Builder generated .pdf.  Failing that, a detailed, itemized, .txt or .rtf file is fine.

• If illegal units or other rules violations are found in a player’s army list, at a minimum,
the models in violation will be removed from all subsequent play. In addition, tournament points may be deducted and/or award eligibility may be forfeited. If in doubt, please ask for clarification in advance from a Battleground Tournament Organizer.




MODELS AND POINTS:
______________________________________________________________________________

General Restrictions:

• Each player must bring an army consisting of 2400 points (but no fewer than 2350), in accordance with these rules...

• Teclis, Kairos, and Thorek are all banned.

• Dark Elf Sorceresses may not use more dice than normal.

• Characters will get "look out sir" versus the following spells that automatically kill models or automatically remove an entire regiment: Dwellers Below, Final Transmutation, Dreaded 13th, Infernal Gateway 11-12 effect. Normal requirements for lookout sir apply.

• A maximum of 3 identical core choices may be taken (regardless of equipment and other upgrades).

• An army may have up to 5 war machines and template weapons. Warmachines that use a template count as a single choice in this regard. All template weapons (from magic items, abilities, etc.) count, except for spells.

• A maximum of 45 models possessing missile weapons with a range of 12”+ (not incl. war machines, characters and chariots) may be taken.

• Units cannot exceed 40 models or 450 points (including all command, upgrades, magic items/banners). This restriction applies during the creation of the roster - unit size/cost may be increased during the game (for example - by joining characters to the unit). This restriction does not apply to characters.

• Army lists will be CLOSED, with the exception that you must reveal ALL "counts as" PD or DD items/abilities at the start of the game.

• ForgeWorld rules will not be allowed for this event.  ForgeWorld models may be used where appropriate, however.




Magic Restrictions:

• Apart from Winds of Magic and Channeling, an army may only generate 2 Power Dice / Dispel Dice per magic phase.
You may have units / abilities that actually would generate more than 2 extra dice, but any excess dice are lost.
Some magic items/abilities count as generating dice toward this limit.

• "Count as" items/abilities may never exceed a cumulative 2 PD / DD per phase. This means that if you take the Book of Hoeth, you may not take any other items that "count as adding PD/DD"
All modifiers are applied from the army list and will not change during the game.



Item Restrictions:

• Each Loremaster ability counts as generating 1 PD each magic phase.

• Any item that auto-dispels a spell counts as generating 1 DD each magic phase.

• Folding Fortress is not allowed.



Army Specific Restrictions:

Beastmen: Beastmen armies have an extra 200 points for their roster (2600 total). All victory points scored against this army are decreased by 10% (excluding bonus points for banners, general, etc.).

Bretonnians: No Restrictions.

Dark Elves: Hydra is a 0-1 choice. Max. 35 repeater Crossbows in the army (regardless of who carries them). Repeater Bolt Throwers 0-2. Flying units (inc. characters on flying steeds) in the army limited to 0-3. Shades max 20 models per army. Dreadlord on pegasus cannot take Crown of Command.

Dwarves: Each spellbreaker/spelleater rune counts as +1DD. Grudge Throwers are a 0-2 choice; May generate Max. +4 dispel dice instead of +2

Demons of Chaos: Max. 28 Models per unit; Flamers are a 0-1 choice. All daemonic gifts are 0-1. Bloodletters and Herald of Khorne are 0-3 total. Daemonic Battle Standard can take either daemonic icon or gifts. Lord of Change counts as 1PD

Empire: Steam Tank counts as a war machine; Tank, Rocket Battery and Engineers are 0-1 choices

High Elves: Max. 500 points or 40 models per unit; Vortex Shard counts as +1DD; Book of Hoeth counts as 2PD and 2DD; Banner of the World Dragon counts as +1DD

Lizardmen: Salamanders are a 0-1 Choice ; Terradons and Stegadons (any kind) are 0-2 choices; Beclaming Cogitations counts as +2DD; Cupped hands counts as +2PD; Skink Cohort models do not count towards the shooting restrictions.

Ogres: Hell Heart counts as 2DD; Units comprised of only gnoblars do not count towards the shooting restrictions.

Orcs & Goblins: Night Goblin Shamans are 0-3 (max 3 of any kind of NG shaman); mushroom dice do not count as power dice in regard to the PD limit.

Skaven: All Skaven rare choices 0-1; Gutter runners are a 0-2 choice; Engineers are a 0-3 choice;

Vampires: Wraiths and Varghulf and TerroGeist are 0-1 choices. Wraith unit size - maximum 5 models. Army may have maximum two units (total) of: wraiths, black coach or spirit hosts. Army may include a maximum of two of the following: Helm of Commandment, Master of the Black Arts, Drakenhoff Banner.

Tomb Kings: Neferra's Scrolls of Mighty Incantations counts as 2PD AND 2DD. Hierotitan is worth 1PD so long as it's alive. Sphinxes of all kinds: 0-3 per army

Wood Elves: Wand of Wych Elm counts as +1DD

Warriors of Chaos: Hellcannon is a 0-1 choice. Infernal Puppet counts as +1PD and +2DD; Tendrils of Tzeench and Conjoined Homunculus both counts as +1PD. Favour of the Gods cannot be taken by a Champion of a Chosen of Tzeentch unit.




HOW THE TOURNAMENT WORKS:
______________________________________________________________________________

• Competitors will participate in three (3) games over the course of the day. In each game, you
will play a scenario and record the outcome of the battle on your results sheet. Each round you
will play a different opponent.  Each round will last 2.5 hours.

• In the first round, players will be matched up randomly. After the first round, players will be
matched up according to current rankings in the tournament (based on the number of points they've scored) e.g., the player in first place will play the player in second place and so on. We will try our best not to pair players that come to the event together in the first round. If a player receives a BYE they will be awarded the average of the winning players points for the round.

• You will not play the same person twice.

• We will do our best to prevent a player from playing on the same table twice.

• The pairings for each round will be announced as soon as they are determined. Please be sure to
arrive at your table ready to play right away.

• Slow playing will NOT be tolerated.  If you suspect your opponent is slow playing PLEASE notify a Battleground staff member as soon as possible as we can not do anything about alleged slow play after the fact.

• Each game will be played on a 4' x 6' board.

• Players will receive Results Sheets at the beginning of each round. Each results sheet must be filled in properly to ensure that match-ups and point totals are correct. Once Results Sheets are completed they are to be turned in at the counter so the scores can be entered into the computer.




BATTLES:
______________________________________________________________________________

The Eighth Edition Rulebook (and all relevant GW FAQ) will be in use for all games and will be the definitive guide for all rules. The time limit for each game is 2.5 hours. At the end of this time limit, the round will be called; all players will need to finish their game immediately (dice down), and no additional time will be provided.

The scenarios to be used are:

Round 1 -
Round 2 -
Round 3 -




SCORING:
______________________________________________________________________________

0-200 Victory-Points Difference - 8-8 Point Split
201-400 - 9-7
401-600 - 10-6
601-800 - 11-5
801-1000 - 12-4
1001-1200 – 13-3
1201-1400 – 14-2
1401-1600- 15-1
1601+ 16-0

There will also be 4 objectives worth 1 BP each during each game.



What You Need to Bring with You:
-Your (hopefully painted) miniatures
-At least one copy of your army list
-WHFB Rulebook, your Army Book, and any additional books you might need
-Pen and paper
-Dice and templates
-Tape measure
-Something to transport your army from table to table


Store Credit Awards will be given out to:
Store credit is good for any product in the store and all subsequent events.  It never expires and will be saved for you.

• Best General
• Second Best General
• Third Best General (only awarded if the turnout is large)
• Best Appearance (Army)

• Players Choice - The Players Choice award will go to the player that the others feel best reflects important aspects of the hobby.  Every person will score their opponents on sportsmanship, theme, rules knowledge, appearance, and overall awesomeness.


Please post any questions or comments here.



« Last Edit: December 10, 2011, 12:20:16 AM by Chase »
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

JakeM

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Re: [Plainville MA] Warhammer Fantasy Singles - 2400pts - 1/22/2012
« Reply #1 on: December 10, 2011, 12:52:52 PM »
Looking forward to it. Thanks Chase

Rhys

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Re: [Plainville MA] Warhammer Fantasy Singles - 2400pts - 1/22/2012
« Reply #2 on: January 11, 2012, 03:34:44 PM »
Any word on scenarios yet?

Chase

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Re: [Plainville MA] Warhammer Fantasy Singles - 2400pts - 1/22/2012
« Reply #3 on: January 11, 2012, 09:03:56 PM »
Get off my turf:

Battle line scenario with the following changes:

After deployment but before scouts and vanguard moves place 3 objective markers on the center line of the table.  One is placed at the center and one 2 feet to the left and one 2 feet to the right.  Scatter these markers 3d6 inches (on hit they don’t move).  If when scattering the objectives 2 objectives would end within 12 inches of another objective or a table edge, the objective is to be placed at 12 inches.

At the start of turn 3, scatter then again in the same manner but only 2d6.

These markers are not terrain.  They have no effect on gameplay other than mark a spot on the board.

This is a pitch battle with 300 bonus VP for each objective controlled at the end of the game.

Controlling an objective:  The player with the most wounds within 6 inches of the objective controls it. Any one model’s wounds can only be allocated to 1 objective.  It must go to the objective that is closest (if a tie, the player decides).

Units created or summoned during the game don’t count for control.

Bonus points:

1 bonus point for each controlled objective at the end of the game

Using your General’s wounds count for control of an objective.

 


Magic Tempest:

A magical vortex has manifested on the battle field.  It holds great power but can command a high price for attempting to harness this magical force.

Standard battle line rules with the following changes:

Place a marker at the center of the table and scatter it an artillery die x3 in a random direction (even on a hit).  This represents the focal point of the tempest.  At the start of every turn scatter the marker again.  If this brings the marker off the table, it stops at any table edge.   On a misfire result, the focal point doesn’t move.

Any wizard can attempt to gain control of the tempest by moving within 12 inches of the focal point.  If the wizard wishes to take control, at the start of the magic phase he rolls a d6.  Lord level caster control on a 3+ while hero wizards control on a 4+.  This is done before rolling for the winds of magic.  If it is failed, the caster may not cast in this magic phase but may still channel.

If the caster gains control, they gain the following:

Caster in control: Roll 3d6 for winds of magic and keep the 2 highest (dispel dice equals the highest).  The caster counts as lore master for Heavens.

However, if there is a miscast, the caster only rolls 1d6+1 on the miscast table.  This is unmodifiable or transferable by any items or abilities.  Also if a spell fails to go off due to not meeting the casting value (or rolling 2 or less), the caster takes a d6 str d6 hits.

After the first turn if a “misfire” result is rolled on the artillery die, any wizard that attempted to control the tempest the previous turn immediately suffers a miscast.

 

Bonus points:

Controlled the tempest with at least 1 wizard

Kill all enemy casters (anyone who can channel)

Do not suffer a miscast.

Most expensive unit above half starting strength (either model count for multi model units or wounds for single models)

 


Capture the Flag:

Meeting engagement scenario with the following changes:

Before deployment but after deciding who will go first, each side places a marker in their deployment zone.  This must be placed at least 12” from any table edge.  This is their flag.  It is a marker only and doesn’t count for terrain.

If the opponent can pick up the flag and return it to within 6” of their own table edge, they are awarded 500 VP for capturing the flag.

The enemy’s flag can be picked up in the following ways:

Any nonflying unit can pick up the enemy’s flag by moving (not marching) over the marker or by defeating (wiping out or breaking) an enemy unit that was touching the flag at the start of that round of combat.

If a unit carrying a flag flees, panics or is broken/wiped out in combat, they drop the flag and it is returned to its starting location.

Bonus points (max 1 each):

Picking up the enemy’s flag

Capturing the enemy’s flag

Not allowing the enemy to pick up your flag

Not allowing the enemy to capture your flag
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Rhys

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Re: [Plainville MA] Warhammer Fantasy Singles - 2400pts - 1/22/2012
« Reply #4 on: January 11, 2012, 09:25:24 PM »
These look great, good work to the guys who came up with em

Hankin

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Re: [Plainville MA] Warhammer Fantasy Singles - 2400pts - 1/22/2012
« Reply #5 on: January 13, 2012, 11:32:58 AM »
Thanks Brother.  If anyone sees issues or has questions, please speak up so we can correct/clarify them before the event.