Grab a partner! On June 26th we'll be hosting a Warhammer Fantasy Doubles tournament at the Granite Run Bunker.
Hosted by Showcase Comics in Media,
PA. and the BigGunz-NE gaming club.
Obviously, mixing two armies together may make for a few odd occurrences. We'll have fun and the
TO will figure these out before hand if you ask about them, or the day of as they pop up.
Format:
-Players may sign up as two person teams.
-Three games will be played by each team vs other teams.
-Pairings for round 1 will random, and then a swiss scoring system will be used for rounds two and three. (Top two teams play, etc.)
-Games will be 3 hours long with a 1/2 hour break between games. A warning will be given at 2:45. Players should finish that current turn. Dice down at 3 hours.
-All three games will be pitched battles.
-Terrain will be preset and 8' tables will be used to play on.
Scoring:
20 points per game, plus a possible 20 points for painting. Painting score will be based on the teams best painted army.
Prizes:
1st Overall, Best Generals, Best Painted. Depending on the number of players we may add 2nd place prizes for overall, paint, and general.
Overall scores will be calculated from the 3 battles plus painting score of the best painted army of the team.
Best Generals will be the team with the highest battle points.
Best painted will reflect the paint scores of both players on the team.
Army composition:
Armies may use any of the current WFB army books. Armies must follow the current
ETC rules. A team may not have more than one A or C army. Each team will have one General for both armies, this will be the character with the highest leadership. Likewise, each team may have one army standard. Effects of army standards and generals apply to both armies.
Models must be
WYSIWYG, but do not have to be painted. Obviously this hurts your painting score however, and will affect your overall score if your partner also doesn't have a painted army. Most of your army should be
GW models, or conversions based on
GW models. If you have a question about your army, ask the
TO ahead of time.
Magic Phase:
During the magic phase, a team must decide which player will cast spells first. He may use any of his wizards to cast spells. When finished, the second player may have his wizards cast spells. Power dice are kept separate for each army and may not be shared. Each player will have a normal amount of dice, (2 in the pool + Dice generated by wizards). Dispel dice are generated as normal for each army, and pooled together. Either player may use dispel dice to dispel a spell if he so chooses.
Cost is 30.00 per team, and will include lunch. Might be smoke chicken, or sausage sandwhiches. Or might be snotling surprise!
Sign up on the website at BigGunZ-NE.com or at Showcase Comics.
Registration will go live by June 1st.
SHOWCASE COMICS AND BIGGUNZ-NE
ETC RULES
The rules for this tournament are the ones used in Europe for the Team Champions tournament. We did a couple of small tweaks and wording changes. Complete rules are at
http://www.wh-etc.com/en/whfb/rules
Note that
ETC is a different style of tournament.
-If it says you can't take something, then you just can't take it. End of story. No special characters means no named characters, unique unite upgrades, etc. If you have a question, ask the
TO.
-There is no comp scoring. Make the hardest army you can within this framework.
-Scoring will also follow the
ETC pattern.
-Bring a relaxed attitude, have some fun with a new format.
Schedule for the WFB Doubles Tournament:
Registration and check in: 8:00am to 8:45am
Pairings for round 1 at 8:45am:
Round 1 9:00 to 12:00
Break: 12:00 to 12:30
Round 2: 12:30 to 3:30
Break: 3:30 to 4:00
Round 3: 4:00 to 7:00
Awards at 7:30 or sooner
Scoring is: 75% battle, 25% appearance
-Painting scores will be done by a checklist, this will be similar to what we've used before, and will be posted on the Showcase Forums.
-THERE IS NO COMP. Bring whatever army you want to field within the restrictions below.
-THERE IS NO SPORTS SCORE. Come have fun. Play Warhammer. Know the rules. Have your list printed out and copies for your opponents. Bring your rulebook, dice, templates etc. Judges reserve the right to inform a player if he is out of line. Relax, have fun, don't be 'That Guy'.
Pairings are random and Swiss. All games are pitched battles. Scenery will be placed by the judges on each table, and not moved by players. Main reason for this is time. It gives you 15 more minutes per game if you don't have a 'scenery placement' phase.
- Armies are 2000/2250/2600 points.
- No characters that are: special, named or Albion (this includes named unit upgrades such as the Changeling.)
- No
DoW or RoR in non-
DoW armies . (Ogre Kingdoms may use Rhinox Cav, but please know the rules, and bring
a copy with you.)
- No Storm of Chaos armies, ‘back of the book’ armies, or armies from White Dwarf.
The ladder system:
All armies are divided into three categories; A, B and C. Category A armies are limited to 2000pts, B to 2250pts, C to 2600pts
To calculate victory points at the end of the game, add 10% to any category A armys' losses, and for category C armies reduce the losses by 20%, rounding up. Use the adjusted total to figure out the final results of the game. Note: you only adjust losses, not points gained from captured banners, table quarters etc.
Category A (2000pts)
Demons of Chaos
Category B (2250pts)
Dark Elves
Vampires
Empire
Lizardmen
Skaven
Bretonnia
Chaos Dwarfs
High Elves
Warriors of Chaos
Tomb Kings
Wood Elves
Category C (2600pts)
Beastmen
Dwarves
Ogre Kingdoms
Orcs & Goblins
Dogs of War
General composition rules:
- Band C Armies may have 6 Special and 4 Rare Choices.
- Max. 1 of each rare choice (Max.2 of each for High Elves)
- Max. 2 of the same Special choice
- 2 for 1 options like bolt throwers are only one choice (so dark elves can have 2 bolt throwers, because they are one rare choice for example)
- Max. 3 of the same Core choice, except ranked infantry without missile weapons (or skaven, chaos dwarf or other shooting weapons teams)
- Max. 3 chariots (incl. characters and units).
- Max. 3 units of flyers (incl. characters)
- Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).
- Max. 5 warmachines.
- Max. 9 PD in an army *
*Magic Rules description / restrictions
You can use a maximum of 9 power dice in each magic phase. The first bound spell you use count as 1 power dice, all following bound spells used in the same turn counts as 2 power dice.
Every ability that grants the bearer complete knowledge of a single lore counts as one power dice in each magic phase.
All dice you would not normally generate, such as Focused Rumination Slann free dice, Skaven warpstones, night goblin mushrooms, power of darkness etc., also count in the total number of dice you can use in a magic phase.
Tomb Kings count each dice they use for a spell as 1 power dice and casket of souls counts as 2 dice total. They can not chose not to use all the dice when casting an incantation, for example a Liche Priest can’t choose only to use 1 dice on a spell. You can how ever choose not to cast a spell with a model. The 2 basic power dice all armies get only counts if they are used to dispel RIP spells with.
Max 10 dispel dice per army. First dispel scroll (and similar working items) you have in your army counts as 1 dispel dice, in EACH magic phase, even after it is used. The second and all other scrolls, counts as 2 dispel dice in each magic phase, even after they are used. The Hexacon of Hashut counts as a dispel scroll for these calculations. So if you have 3 scrolls you can use a maximum of 5 dispel dice each magic phase. Dice from magic resistance does count in this maximum. Being allowed to reroll your dispel dice every turn counts as 1 dispel dice.
Dice removed by the Chaos Dwarf Chalice of Darkness count as dice used. You remove 3 power dice, you can use only 6 more in your magic phase. Dice 'stolen' from another players pool count as well.
Race specific:
BEASTS - All Large Target Rare choices must be properly modelled. No Substitutions are allowed. It must be a reasonable representation of the model described in the book, and not something else (so no using a Shaggoth as a Jabberwocky or a Gorgon, for example).
DAEMONS OF CHAOS - All Greater Daemons count as an additional hero choice; Herald
BSB may take either daemonic gifts or a daemonic icon, not both; Daemonic Gifts may not be duplicated (except for Spellbreakers); Horrors are limited to 0-2.
DARK ELVES -Max. 35 repeater crossbows in the army; Max. 8 shades per unit; Max. 2 flying units or characters; Assassins after the first take a hero choice; Pendant of khaleth takes a hero choice; Ring of hotek takes a hero choice. Max 1 rare choice.
Dwarves - If an Anvil is taken, the army is moved to category B.
EMPIRE - Steam Tank counts as 2 rare choices; Max. 3 Wizards (Including the Arch Lector).
LIZARDMEN - Characters mounted on Stegadons also use the relevant special or rare slot; Max. 6 Terradons in army (excl. characters); All disciplines taken after the third count as an additional hero slot (Slann
BSB counts as 1, Becalming Cogitation as 2 Disciplines); max. 2 Stegadons of any type
ORCS & GOBLINS - Max 6 goblin fanatics.
SKAVEN - Max. 3 large targets (Hell Pit Abomination and Doomwheel count as 2 each; HPA also counts as 2 rare slots); for each unit of Clanrats/Stormvermin you may have up to 1 unit each of Skavenslaves, Rat Swarms and Giant Rats; Stormbanner is
BSB only; Doom Rocket, Poison Wind Mortar, Jezzail units and a Doomweel count as warmachines
TOMB KINGS - can have 3 units of chariots. Each character on a chariot counts as a unit of chariots. So you could have a king on a chariot and 2 core chariot units, or 3 core chariot units.
VAMPIRE COUNTS - The Drakenhoff banner counts as an additional hero choice; The Helm of Command counts as an additional hero choice; Each +1 to cast in the army counts as 1 powerdice in each phase. Max. 5 Cairn Wraiths
WOOD ELVES - Treeman Ancient counts as Treeman