Players Packet
INTRODUCTION
What is the Northwest Warfest?
It’s an attempt to bring out the best in both a Rogue Trader style tournament combined with elements of the popular ‘Ard Boyz tournaments. We’re looking to get the best of both worlds! Huge armies clashing in epic battles where players are rewarded for both their abilities as a general as well as their sportsmanship.
Here are some of the details.
System: Warhammer Fantasy Battles
Points limit: 3000 points!
Number of Games: 3
Game time: Two and one half hours
Awards: Best General / Best Sportsman
Entry Fee: A good attitude and a desire to play fun games!
Contact: patrickhuffman@hotmail.com
Pre-register at
patrickhuffman@hotmail.com
**(20 Available slots)**(Walk-ins on day of tournament are first come first serve)**
Date
<<<SATURDAY, MARCH 21ST 2009>>>
Location
Seattle Battle Bunker
3540 Factoria Blvd SE
Bellevue,
WA 98006
(425) 562-2300
Schedule
10:00AM to 11:00AM REGISTRATION
11:00AM to 1:30
PM ROUND 1
1:30
PM to 2:30
PM LUNCH BREAK
2:30
PM to 5:00
PM ROUND 2
5:30
PM to 8:00
PM ROUND 3
8:00
PM to FINISH TIE BREAKERS & AWARDS
Organizational Details
Table and player assignments:
Prior to the tournament a number of cards with player numbers printed on them will be put into a hat (or a box). As you sign in and register, you will draw a number out of the hat. This will be your player number for the duration of the tournament.
Match ups and table assignments for round one will be pre generated before the tournament and announced once everyone has signed in. This should give players the best chance of a totally random opponent.
In the event that someone is matched against a member of their own club or someone they traveled with, they will be reassigned.
After the first round, players will be matched up in relation to their battle scores.
ARMY DETAILS
Painting Requirements
Much like a true ‘Ard Boyz tournament, there will be no painting judging or scores. However, we feel that it is important to have at least some paint on those models.
Player’s armies will be required to have a minimum of three colors on them (after primer). Armies with models who do not meet with this requirement will receive a score of zero on their highest scoring battle for the day.
If your models aren’t painted you are still welcome to attend, play games and have a good time, but it will be all but impossible to win the tournament.
Army Lists and Disqualifications
All Disqualifications will be handled in the same manner. The players’ highest scoring game will be reduced to a score of zero and they will lose a point off their sportsmanship. They will of course be allowed (or even expected!) to finish the rest of the tournament.
We understand that mistakes happen and but in the spirit of fairness to everyone, the guidelines for disqualification must be strictly enforced.
Disqualifiers:
1. Over points limit. Even 1 point over the 3000 point limit MUST earn you a disqualification. We urge everyone to check and recheck their numbers as army lists will be reviewed by tournament staff throughout the day and checked for accuracy.*
2. Invalid list. Too many choices of a slot (Lord, Rare, etc) will be disqualified.
3. Illegal list. Duplicate magic items, a 50 point magic banner on a unit that may only take a 25 point banner, unit size too large/too small are all examples of things that would cause a list to be illegal.
4. Intentionally misleading models.
WYSIWYG cannot always be strictly adhered to, but all players should do their absolute best. Anything that could cause any question or confusion to your opponent must be explained and agreed upon before the game starts. If an agreement cannot be met, a judge will make a determination as to whether the models may be used in the match. Only in an extreme case would this cause disqualification.
*Note
A note on Army Builders: There are several Army Builders available to players, but using one does not remove the player’s responsibility to have a legal list. Players are urged to double check their list against their army book for accuracy.
FAQ’s and Army Lists
The most recent published
FAQ’s and army lists will be used for all rules disputes.
SCORING
Sportsmanship scoring
Many hobbyists don’t want to play at a tournament where they don’t think they’ll have fun games against friendly opponents when no one is held accountable for sportsmanship. At the Warfest we don’t want to turn such players away!
The Warfest is about big, powerful armies hammering away at each other for all their worth, but that doesn’t mean you shouldn’t be a good sport about it!
Three check lists will be provided to each player, one for each game. Items to include but are not limited to:
1. Did your opponent show up on time (or early?)
2. Did your opponent have all the materials they needed to play (dice, templates, army list, rule book)?
3. Did your opponent play their turns in a reasonable amount of time?
4. Did your opponent measure accurately for both model moves and shooting distances?
5. Did your opponent solve rules disputes by showing you the relevant passages in their rule book? (Or if that failed, was amicable about bringing over a rules judge?)
6. Was your army easy to understand with clear conversions, explanation or
WYSIWYG?
7. Did your opponent build an army based on theme relevant to the gaming universe (as opposed to a force built purely for winning with no regard for the army’s background)?
8. Was your opponent in good humor and amicable when not concentrating on strategy or planning out moves?
9. Was your opponent helpful in explaining correct rules, explaining how their army works?
10. Win or lose, is this the type of opponent you look would look forward to playing again?
Sportsmanship Tie Breaker
With so many fun gamers out there it quite often comes up that the Sportsmanship category will be tied. Determining the winner of a tie is often quite difficult and occasionally somewhat arbitrary.
At the Warfest we hope to bring a fun and exciting way of breaking such ties to the players.
A one versus one duel to the death!
In the event of a tie, players will battle out a one on one fight between their army generals. With the winner taking all.
The rules are as such:
1. Both sides will count as charging
2. Initiative will determine striking order
3. In the event of a tied initiative players will roll off
4. Both models will be at full starting wounds, have use of ‘one shot’ magic items and so forth.
5. Generals who are also Wizards will be allowed to cast spells in their turn.
6. Vampire generals and such may not call upon summoned models to assist them (You’re on your own Boss!)
7. Characters mounts will fight as normal in the combat
8. Combat resolution, will be used as normal with the exception that no pursuit roll will be required. Once a General flees, he is considered to have lost!
If there is a three or even four way tie opponents will be determined randomly and duels will be fought elimination style.
Best General Tie Breaker
In the event of a tie for Best General, players will duel in the same fashion as a tie for Best Sport.
Prize Support
Only awards for best general and best sportsman will be awarded.
MISSIONS
It is our hope to bring fun and exciting missions to you at the Warfest. We cannot promise each mission will be perfectly suited for all the various armies of Warhammer; however players will have the missions made available to them at the earliest possible time.
Hopefully this will allow players time to fine tune their lists and be as prepared as possible for the event.
Scenarios
The tournament will consist of 3 games, all of which will use the Victory Conditions detailed on
pp. 102-103 of the Warhammer Rulebook. Here is a summary of those rules for your convenience: Warhammer uses Victory Points to determine who has won the battle. Victory Points (sometimes shortened to
VPs) are a way of measuring how much damage has been done to the enemy army, as well as giving a value to other factors such as a better tactical position and morale-boosting endeavors like capturing enemy banners. At game’s end (normally after both players had 6 turns), the victor is determined as follows. First, both players add up all their Victory Points, per the rules given on this page, and obtain a total Victory Points score for each player. Then players cross-reference the difference between the players’ scores and the size of the battle on the Victory Chart to determine the magnitude of the result.
ENEMY UNITS DESTROYED
You receive a number of
VPs equal to the points value of each enemy unit destroyed. Units that are fleeing or have fled the table count as destroyed. For example, a unit with a points value of 400 is worth 400
VPs. Each character is counted as a separate unit for this purpose, and characters mounted on monsters are also counted separately from their mount. For example, a Hero on a Dragon is slain, but the Dragon is still alive. Thus, the enemy scores the
VPs for the Hero only.
ENEMY UNITS AT HALF STRENGTH
You also score
VPs equal to half the unit’s points value (round up) for each enemy unit reduced to half its original starting number of models or less. Models that fight on their own and not in units (such as characters, chariots, and monsters) are worth half their points value in
VPs if reduced to half their starting number of Wounds or less. Do not count this if
VPs have already been scored for the unit being destroyed. For example, a unit costing 325 points is worth 163
VPs if reduced to half strength. Also, a character costing 133 points and starting the game with 2 Wounds on its profile is worth 67
VPs if it has suffered a Wound at the end of the game.
CAPTURED TABLE QUARTERS
Divide the table into four quarters. Each table quarter that contains at least one of your units and no enemy units is worth 100
VPs (units with unit strength of less than 5 and fleeing units do not count for either side). Note that a unit can capture only a single quarter. If a unit is positioned across two different quarters, it will capture the quarter where the majority of its models are (roll a die if you cannot decide).
ENEMY GENERAL SLAIN
If the enemy General is slain, is fleeing, or has fled the table, you score an extra 100
VPs, in addition to
VPs scored for the General being a destroyed unit.
CAPTURED UNIT STANDARDS
Each enemy unit standard captured at the end of the battle is worth 100
VPs. Note that the unit that has captured the standard must survive and not be fleeing at the end of the battle.
CAPTURED BATTLE STANDARD
The enemy battle standard captured at the end of the battle is worth 100
VPs. Note that the unit that has captured the standard must survive and not be fleeing at the end of the battle.
A NOTE ON WAR MACHINES
A war machine is considered to be destroyed for the purposes of calculating Victory Points if either the machine has been destroyed or the crew is not in a position to operate the machine at the end of the game (whether they have fled, been killed, or moved away). Casualties inflicted on the crew and Wounds inflicted on the machine never score any Victory Points until the machine or crew are destroyed. Thus, it is not possible to score half the points of a war machine, as it will always be all-or-nothing.
Use the chart below to determine the outcome of a 3,000-pt game.
VICTORY POINT DIFFERENCE RESULT
0-449 Draw
450-899 Minor Victory
900-1799 Major Victory
1800 + Massacre!
Mission 1: The Null Stone
To keep or destroy, such a powerful artifact cannot fall into enemy hands.
Deployment: Standard 12" deployment.
Scoring: Normal Victory Point rules and table quarters
The Null Stone
Place a marker in the exact center of the table. This is the Null Stone.
Effects of the Null Stone
Spells
Any spells cast or targeted within 6 inches of the Null Stone AUTOMATICALLY miscast, bound spells or powers that function like bound spells, simply fail. Wizards attempting to draw line of sight through the 'null zone' will have their spell fail, assuming it does not miscast.
Remains in play
Units under the effect of a Remain in Play spell will stop being effected by the spell as soon as they have one or more models within 6 inches of the Null Stone.
Ward Saves
Ward saves may not be taken by a unit who has at least one model within 6 inches of the Null Stone, be they from a magic item or some other source.
Magic Items
No magic items function within 6 inches of the Null stone. This includes magic items carried by a model within a unit who has at least one model within 6 inches of the Null Stone. Daemonic Gift count as magic items for the purposes of the Null Stone.
Magic weapons and armor count as their mundane items of their type.
Regeneration, Hatred, Fenzy, Fear and Terror
All of these abilities function as normal so long as they are not provided by a magic item or daemonic gift.
Battle Points• Player A achieves a Massacre – A scores 17, B scores 3
• Player A achieves a Solid Victory – A scores 14, B scores 6
• Player A achieves a Minor Victory – A scores 12, B scores 8
• Players achieve a Draw – A scores 9, B scores 9
Bonus points:
Controlled the Null Stone at least once +1 point
Control of the Null Stone at the end of the game +1 point
Opponent never controlled the Null Stone +1 point
Additional Bonus Point: Both players of a given game will be awarded 1 additional bonus point for completing all 6 turns of their game.
Mission 2: The Lions Share
The boss always gets the best loot! Well not this time!
Deployment: Standard 12" deployment.
Victory Points: Standard victory points with the following exceptions: Lord level characters are worth double
VP's.
Table Quarters
Lords cannot score victory points.
Lords cannot claim or contest table quarters.
In this scenario Lord level characters cannot claim victory points for any reason! If a Lord takes place in a combat that results in destroying an enemy unit, no victory points are scored.
If a Lord or his mount causes Fear/Terror and this ability forces an enemy to flee off the table, no victory points are scored.
If a Lord causes a unit to flee due to Fear/Terror and then the unit is charged by a non Lord unit and destroyed, normal victory points are scored.
Lords may cause wounds to units through magic/ranged attacks and have the target subsequently destroyed by another unit and still count
VP's as normal.
Battle Points• Player A achieves a Massacre – A scores 17, B scores 3
• Player A achieves a Solid Victory – A scores 14, B scores 6
• Player A achieves a Minor Victory – A scores 12, B scores 8
• Players achieve a Draw – A scores 9, B scores 9
Bonus Points
Killed the enemy General: +1
Your General Survived: +1
Lost no Victory Points from Lords destroying units: +1
Additional Bonus Point: Both players of a given game will be awarded 1 additional bonus point for completing all 6 turns of their game.
Mission 3: Knives in the Dark
Mortal foes face each other across fields of blood. Both of you have taken steps to be sure your enemy does not survive the battle.
Deployment: Standard 12" deployment.
Scoring: Normal Victory Point rules and table quarters
Assassins!
Each player will receive an assassin before the game begins. After deployment but before rolls are made for who goes first both players will secretly record the location of their assassin.
The assassins will follow all the rules for Shadowblade found on page 68 of the Dark Elves army hand book. If players do not own a suitable model for the assassin, one will be provided by tournament staff. Full details on Shadowblade will be provided at the tournament.
Battle Points• Player A achieves a Massacre – A scores 17, B scores 3
• Player A achieves a Solid Victory – A scores 14, B scores 6
• Player A achieves a Minor Victory – A scores 12, B scores 8
• Players achieve a Draw – A scores 9, B scores 9
Bonus points:Your assassin kills an enemy character (not a unit champ, Heroes & Lords only): +1
Your assassin survives: +1
Killing the enemy assassin: +1
Additional Bonus Point: Both players of a given game will be awarded 1 additional bonus point for completing all 6 turns of their game.