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What: Warhammer Fantasy RT
Date: Sunday - December 7
Points: 2500pts
Rounds: 3
Time Per Round: 2 hours 30 minutes
Cost: $10.00
Schedule:
10:00 - 10:30 = Registration
10:30 - 10:45 = Pairings
10:45 - 1:15 = Round 1
1:15 - 2:00 = Lunch
2:00 - 4:30 = Round 2
4:30 - 4:45 = Break
4:45 - 7:15 = Round 3
Army restrictions:
Undead Legion and Chaos Legions are allowed as well as 50% lords and heroes.
A minimum of 6 fortitude is recommended but not required.
Lore of Undeath can be used. Proxies are not allowed but suitable conversions are.
There has been some debate about whether or not character could be raised with the infantry spell. I am ruling that characters can only be summoned with the Harbinger spell. The new mortachs can only be raised using the Harbinger spell as well. If you have any questions, fell free to ask.
All daemons are unbreakable and unstable.
The new Reign of Chaos table and Eye of the gods table will be used if using a Chaos Legion army.
Banned rules/items:
The Folding Fortress is banned.
Nagash, Glottkin, and Karl Franz ascendant are banned.
The Chaos ascendant and the Undead ascendant rules are banned.
Lets give the new rules a test and see how everything goes.
A win is by 100+ points.
Scoring is this:
Win = 16
Draw = 10
Loss = 6
Here are 5 possible scenario's:
#1. Big Blind. (Uses Battleline deployment)
Each player has 3 coins to bet. Coins can only be placed in a unit that has full command. A full command for this purpose is a champion, musician, and standard. The player may place all 3 coins in the same unit or spread them out. Each coin held at the end of the game is worth 50 vp's. Each coin captured is worth 100 vp's. A unit may capture a coin by defeating and pursuing the unit that is holding a coin. If the coin was in a unit that was wiped out by shooting or magic, then the coin is placed where the middle of the front rank was located. If the unit carrying the coin fled off the board, then the coin is placed at the spot where the unit ran off the board. Only a unit with fortitude may capture or pick up a coin.
A unit holding has 1+ coin/die/marker has Magic Resistance (1).
Standard victory conditions with the coins being additional. (In place of the coin dice or any other suitable marker shall be used)
Bonus points
+1 for retaining all 3 of your coins
+1 for capturing a coin
+1 for capturing 2 coins
+1 for capturing all 3 of your opponents coins
#2. The Flop (Uses Dawn Attack setup/deployment with minor adjustment)
The deployment zone is 12" up and the width of the table. The deployment zone is divided into three 24" sections. Players will roll off to see who deploys first. The winner of the roll can choose to setup first OR make his opponent setup first. Whoever sets up first must roll for each individual unit. Character may be rolled for separately or with the unit they will be deployed in. Here is the roll:
D6
1-2 - Unit deploys on the left
3-4 - Unit deploys in the center
5-6 - Unit deploys on the right.
After the first player has setup then the second player set up exactly as the first player. Scouts deploy as normal. After both players have setup, the person who setup second can try to steal the initiative by rolling a 6. If the roll is failed then the player who set up first then goes first.
Standard victory conditions
Bonus points:
+1 for killing the General
+1 for killing the Battle Standard Bearer (If the enemy does not have a BSB then this is automatically awarded)
+1 for killing the enemy's highest point unit
+1 for keeping both the General and BSB alive
#3. The Turn (Blood and Glory deployment)
Standard Blood and Glory deployment. The first person to break the opponents fortitude gains 500 vp's.
Bonus battle points can be gained by controlling a table sections. There are 4 table sections. A table section is controlled by having the most fortitude in the section. If a unit is in 2 sections then the controlling player decides which section the unit is in. Summoned units do not count for this.
Standard victory conditions.
Bonus points:
+1 for having the most fortitude left on the table
+1 for holding the most table sections
+1 for having destroyed all of the opponents rare choices (If the opponent fields no rare choices, then this point is gained automatically)
+1 for having the most standards left on the table that aren't fleeing
#4 The River (Meeting Engagement rules)
Special Scenario rule: Dealing from the bottom of the deck. Each player nominates a unit champion (the Cheater). That unit champion can at the beginning of the game copy any one of the opponents spells. The spell is considered a Bound Spell. The casting value is whatever the lowest casting value is, if there is a choice. It is a one use item. The champion can cast this spell in any of his magic phases. It can be dispelled as normal. If the spell is cast with Irresistible Force then the champion will suffer the consequences of the miscast. If the champion rolls the power dice and fails to meet the casting value, the champion is considered to have miscast and must roll twice on the miscast table with the opponent choosing which result to apply.
Standard victory points with the following addidtion:
All units summoned via the Lore of Undeath give up vp's equal to their point cost upon being raised.
Bonus points
+1 for killing the Cheater
+1 for casting the Cheaters spell
+1 for killing a magic user ((the Cheater does not count for this) If the opponent has no casters than the player automatically scores this point
+1 for having the most wizard levels left at the end of the game
#5 Showdown (Battleline)
Special Scenario rules: It's time to go ALL IN! Each magic item/bloodline/chaos gift(daemon, warrior/beastmen), virtue, and big name) give up extra victory points in addition to the character/unit. Units carrying a magic standard will also give up the bonus points.For ex. A Vampire lord (220), level 2 (35), with the ogre blade (40), red fury (50), and quickblood (30), is 375pts. If he is killed he is worth 375pts PLUS 120pts for the magic items and bloodlines.
If the player brings a special character, then this is how the victory points are worked out. For ex. A Chaos player brings Festus and he is subsequently killed. Festus will give up his normal points with the following additions. Since Festus is a Hero and a hero could choose up to 50pts of magic items and 25pts of chaos gifts, then Festus would give up 190pts (his cost) and an additional 75pts. So he would be worth 265pts.
Standard Victory conditions
Bonus points
+1 for having the most points in magic items left on the table.
+1 for destroying the highest point unit on the table (If there are more than one at the same value then the opponent nominates one at the beginning of the game as the most expensive. If this isn't done then the opposing player automatically scores this.
+1 for the most characters alive at the end of the game
+1 for having destroyed the most points in magic items
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