Okay I was told to hold off the mission till about a week before, but a day won't hurt. This tournament is still on.
Mission:
#1 Gathering Intel, Your army moves out to gather information on the local area and on other forces by capturing prisoners from the enemy’s command.
The Battlefield:
There should be two hills, two forests, a watchtower in the middle surrounded by obstacles on two sides.
Deployment:
Roll off to see which player picks the half of the table they will deploy in. The opponent will deploy in the other half. Players then take it in turn to place units on the table, using the alternate method of deployment described on page 142. Units may be placed anywhere in their deployment zone, which is up to 12 inches from their board edge. The player who finishes first receives plus one on the dice roll to go first, up to a maximum of 6.
Game Length:
The battle will last until turn 6 or when two and a half hours have passed. Once the time limit has been reached dice are down and no more rolling is to be had. It is very important then if both players cannot finish a full turn before time then they should not start one.
Victory Conditions:
The first army to force their enemy to retreat wins. If neither army forces the enemy to retreat then the winner will be determined by victory points. Tie breakers for the overall tournament will be decided by victory points so remember to tell the judge after every game how many you have.
Special Rules:
Retreat: An army is forced to retreat when the number of character models, including unit champions, that has been captured or killed equals their breaking point, as described on page 148.
Mission:
#2 Into the Fires of Battle, Onto the Anvil of War! The information you acquired from the prisoners has told you of a large force coming to attack and take the temple. You move your forces to fight and kill them off.
The Battlefield:
There should be two hills, two forests, a watchtower in the middle surrounded by obstacles on two sides.
Deployment:
Roll off to see which player picks the half of the table they will deploy in. The opponent will deploy in the other half. Players then take it in turn to place units on the table, using the alternate method of deployment described on page 142. Units may be placed anywhere in their deployment zone, which is up to 12 inches from their board edge. The player who finishes first receives plus one on the dice roll to go first, up to a maximum of 6.
Game Length:
The battle will last until turn 6 or when two and a half hours have passed. Once the time limit has been reached dice are down and no more rolling is to be had. It is very important then if both players cannot finish a full turn before time then they should not start one.
Victory Conditions:
Use victory points to determine the winner of the battle, as described on page 143.
Special Rules:
Reserves: Reserves are not deployed at the start of the battle. Instead they can enter play on any turn of their player’s choosing, on the long table (in their deployment zone) edge and using the reinforcement rules on page 27.
Mission:
#3 Taking the Temple, After fighting off the enemy your scouts report of a new army marching on the temple itself. You rush your forces out to meet them and prevent them from taking it at any cost.
The Battlefield:
There should be two hills, two forests, a watchtower in the middle surrounded by obstacles on two sides.
Deployment:
Roll off to see which player picks the half of the table they will deploy in. The opponent will deploy in the other half. Players then take it in turn to place units on the table, using the alternate method of deployment described on page 142. Units may be placed anywhere in their deployment zone, which is up to 12 inches from their board edge. The player who finishes first receives plus one on the dice roll to go first, up to a maximum of 6.
Game Length:
The battle will last until turn 6 or when two and a half hours have passed. Once the time limit has been reached dice are down and no more rolling is to be had. It is very important then if both players cannot finish a full turn before time then they should not start one.
Victory Conditions:
The winner is determined by who controls the temple at the end of the game. A unit can control the tower by being within 12 inches of the tower and being worth over 100 victory points and/or being over four models/wounds. If both players have units around the temple the one with more scoring units takes it.
Special Rules:
Ancient Power: The temple holds within its very walls and soil powerful energies. A character can call upon this energy at the beginning of the magic phase after rolling for winds to increase a stat, minus wounds, per attempt. Roll a
D6 and on a result of 3+ increase the chosen stat by 2. However on a 1 or 2 reduce that stat by 2.
Points:
Your round results will be determined as such.
-Win=6 points
-Draw= 4 per player
-Loss=0 Points
Painting:Your entire army, every model, must meet the requirement to receive the points.
-Bare Grey Plastic = 0 Points
-Primed Models = 1 Point
-A color of paint = 2 Points
-Two colors of paint = 3 Points
-Three Colors of paint = 4 Points
-Three colors of paint and based = 5 Points
No proxies will be allowed and count as conversions will be judged on a case by case basis. Feel free to
PM or email me to check those ahead of time.
email=
arinnoor@hotmail.com