Regular Dakkanaut
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1 week away! Email me if you're interested in signing up or have any questions! GenJP777@gmail.com.
Orctoberfest Tournament
Date: October 4th, 2014
2,500pts / 3 games / Entry Fee: $20.00
Time Line:
10:30-11am - Arrival, setup, pairings
11:00am-1:30pm - Round 1
1:30-2:30pm - Lunch
2:30-5:00pm - Round 2
5-5:30pm - Break
5:30-8:00pm - Round 3
8:00pm - Prizes
Scoring:
Battle Points:
LOSS
Loss by > 1501 VP = 0 Battle Points
Loss by 1351 to 1500 VP = 1 Battle Points
Loss by 1201 to 1350 VP = 2 Battle Points
Loss by 1051 to 1200 VP = 3 Battle Points
Loss by 901 to 1050 VP = 4 Battle Points
Loss by 751 to 900 VP = 5 Battle Points
Loss by 601 to 750 VP = 6 Battle Points
Loss by 451 to 600 VP = 7 Battle Points
Loss by 301 to 450 VP = 8 Battle Points
Loss by 151 to 300 VP = 9 Battle Points
Win/Loss by > < 150 VP = 10 Battle Points
WIN
Win/Loss < 150 VP = 10 Battle Points
Win by 151 to 300 VP = 11 Battle Points
Win by 301 to 450 VP = 12 Battle Points
Win by 451 to 600 VP = 13 Battle Points
Win by 601 to 750 VP = 14 Battle Points
Win by 751 to 900 VP = 15 Battle Points
Win by 901 to 1050 VP = 16 Battle Points
Win by 1051 to 1200 VP = 17 Battle Points
Win by 1201 to 1350 VP = 18 Battle Points
Win by 1351 to 1500 VP = 19 Battle Points
Win > 1501 VP = 20 Battle Points
Painting:
Fully painted armies are not required.
Awards:
Best General
2nd Best General
3rd Best General
You should bring:
2500 Point Army
Most recent Army Book and current copy of the Army Book's FAQ
8th Edition Rule Book
Templates
Dice
Measuring Tape
Three extra copies of your Army List, not hand written, for your opponent if requested at the end of your game
Pen/Pencils/paper
Markers/Tokens
Anything else you would need to help you get through your game from start to finish without delaying yourself or your opponent
General Rules:
- While competitive, this is still a friendly tournament and should be regarded as such. All players are expected to behave well mannered and show the same respect to your opponent and those taking part in the event as you would expect back in kind. Blatant misconduct could be subject to forfeiture of your game and possible dismissal from the Tournament.
- Players may field an army of up to 2,500pts and not a point more, using the requirements and allowances for a 2,500pt army as specified in the Big Red Book.
- This is a closed list tournament. Though your opponent reserves the right to view your list after the game, should they ask to do so.
- You must use the same army list for each round.
- You must indicate which lore each Wizard will be using for the entire tournament on your army list.
- SPECIAL NAMED CHARACTERS will NOT be allowed.
- HALF Points are Awarded for units below 25% of their starting strength.
- There are no item restrictions.
- Characters affected by the spells that would instantly remove them from the table with no armor or ward save allowed, may get a Look Out Sir roll: This does not apply if you are a lone character outside of a unit.
- All BSBs can take mundane equipment and Armour available to normal heroes in their army book.
- Models should be fully built.
- In order to keep the event on schedule, all players must drop the dice and stop playing when time is called for a round. Because of this, please be aware of the time left in the round and do not start a game turn you cannot finish.
- You are responsible for being familiar and having a copy of all current Errata and FAQs.
- All contests that cannot be settled will be taken to the T.O. for a final decision.
- Models are expected to be WYSIWYG ( What you see is what you get). Proxies, conversions, bitz and other models are allowed as long as other players can clearly tell what the model represents. No paper cut outs or empty bases, etc. Your opponent must be able to see and understand what he is fighting against. If your models are questionable, you must discuss the matter with your opponent before the game.
If you clearly can not tell what a model or unit is intended to represent from that players army book and / or it is too confusing, please address the issue with the Tournament Organizer. The model or unit may be removed, but the game allowed to begin, with the player who's model / units were removed, still allowed to participate with what he has left.
Control of an Objective:
Control of an objective or terrain feature is decided by whichever player has more wounds within 12" of the center of the objective. Example: 3 single unit characters may offer up 7 wounds between them, but 1 unit of 20 rank and file infantry within the same 12" radius would control the feature. If you have only one model in the corner of a 20 man unit within the 12" radius, only the 1 model is counted, not the rest of the unit. The rest of the unit would have to be within the 12" for their wounds to count towards control. Only the wounds left on a model count towards your total for deciding control.
Fleeing units can not control an objective.
Finishing the Game:
All Games will be played 6 Turns, or until time is up.
If you have managed to table your opponent, or your opponent has forfeited early on, you may play out the rest of your remaining turns to allow your units the chance to Control a Feature on the table.
Terrain:
All Terrain will be normal. Hills block line of sight. No Mysterious terrain. Allows for all players dealing with the same type of terrain in each round.
Each table will have terrain preset. When you have finished your game, please make sure the terrain is in the same place it was originally positioned.
Buildings will be considered 3 story.
Introduction:
The Old World is no stranger to the skirmishes along its borders by Orc and Goblin raids. Where brute force fails, sneaky and underhanded measures surface. The Night Goblins have been busy, and coming out of the mountains in scores. They have experiments with magic and their mushroom farms have bee successful. A mist has come out of the mountains with them, and spreads across the lands. All over, there are many hallucinogenic madcap mushrooms growing. Many with great magical properties the Night Goblins hope to harvest and use.
While the Goblin tribes are readying their mischief, their bigger cousins, the Orcs, are plotting raids at strategic locations along the Empire's borders. Those who control such locations will easily control the outcome of this new invasion.
Special Rules for all rounds:
Magic Mushrooms: With an increasing growth rate of Madcap Mushrooms springing up around the Kingdom, their accessibility is in abundance. While Night Goblin Shaman are insane enough to consume them to assist their spell casting, their appeal to other Wizards has increased.
While Night Goblin Shaman maintain their own batch and Must consume a magic mushroom each time they attempt to cast a spell, all other Wizards may choose to eat a magic mushroom.
Each time they attempt to cast a spell, after the casting dice have been rolled, declare that your wizard is eating a magic mushroom. This adds 1D6 to the casting result. This dice does NOT count as a power dice, and can NOT contribute to irresistible Force. However, if you roll a 1-2 on this dice, you must roll a further D6 ( Night Goblin Shaman do this only on a roll of a 1). On a roll of a 4+ nothing happens, but on a roll of 1-3 the mushroom was poisonous, and the Wizard suffers a wound with no armor saves allowed. Finally, unless the spell was cast with Irresistible Force, the spell automatically fails.
Animosity: Eager to see their followers battle the enemy and not each other, the gods Gork and Mork bless the tribes with focus and discipline.
Orc and Goblin Armies may re-roll failed Animosity tests.
Choppas: An energy of rage fills the air as the Orc gods Gork and Mork are eager to see blood shed all around.
Pick one Core or Special Unit to have the Choppas Special Rule. This unit should be marked to be visible that it has this rule.
This applies to the unit only and not any characters that may join it.
The unit with the Choppas special rule gains +1 Strength in the first round of each combat. This strength bonus is in addition to any other bonuses for weapons, magic items, spells, and so on. Mounts do not receive this bonus.
Scenario 1 - They came from the Mountains
Mission: Many tribes of Orcs and Goblins have come down from the mountains to march upon and raid the Empire's towns. Deep in the valley they've stashed away supplies to use if they are pushed back. Capture these and rob them of their aid!
Terrain: Preset. Keep all terrain where it is before, during, and after the game. Please make sure it is left in its original position for the next round.
Deployment: Deploy as described in the Battle for the Pass mission on page 146.
Game Length: 6 Turns or until time is up.
Scenario Special Rules:
There will be a marker in the middle of the board and in each deployment zone that represents the supply cache. Meet the requirements for controlling objectives to control these markers. It can not be picked up and moved and stays where it is.
Victory Conditions:
Use victory points to determine the winner of the battle, as described on page 143 of the Warhammer Fantasy Rule Book, with the following exceptions:
Control of a marker in each deployment zone is worth 100VP.
Control of the marker in the center of the board is worth 200VP.
Half pts awarded for units below 25% of their starting strength.
Battle Points:
+1 Battle Point for every marker captured.
+1 Battle Point if the enemy has not captured any markers.
+2 Battle Points if you have more units in your enemies deployment zone than he has in yours.
Scenario 2 - Water under the Bridge
Mission: Further into the Empire territory flows the River Aver, within Averland, West of Nuln. Without any naval transport or risking miles to get around it, the quickest way across is over the Bridges of trade town of Averheim. These two bridges provide an excellent route delving deeper into the Empire where more towns await pillaging. Control the Bridges and control the route!
Terrain: Preset. Keep all terrain where it is before, during, and after the game. Please make sure it is left in its original position for the next round.
River: There will be a 6" wide River going across the board, from the bottom left corner to the top right corner. This river will be preset.
The River will be a normal river. All rules for rivers will be in use and can be found on page 120.
Bridges: There will be Two bridges already preset over the river.
Deployment: Deploy as described in Meeting Engagement mission on page 149.
EXCEPTION: Deployment Zone is 6" away from the edge of the River on your side.
Game Length: 6 Turns or until time is up.
Victory Conditions:
Use victory points to determine the winner of the battle, as described on page 143 of the Warhammer Fantasy Rule Book, with the following exceptions:
+200 Bonus Victory Points for each Bridge under your control. Follow the rules for controlling an objective to determine control of the bridge at the end of the game. Most wounds within 12" of the center of the bridge.
Half pts awarded for units below 25% of their starting strength.
Battle Points:
+1 Battle Point for every enemy Core unit destroyed on the bridge ( Max of 1).
+1 Battle Point for every bridge you control at the end of the game.
+1 Battle Point for every enemy character you've killed on a bridge ( Max of 2).
Scenario 3 - The Power of the WAAAGH! Compels You!
Mission: The Greenskin Invasion has come past your door step and has made way into your Kingdom! It is here where you will make your final stand. Rally your forces and prepare for a head on collision with the enemy!
Terrain: Preset. Keep all terrain where it is before, during, and after the game. Please make sure it is left in its original position.
Deployment: Deploy as described in the Battle Line Mission on page 144.
EXCEPTION: Deployment Zone is 15" in.
Game Length: 6 Turns or until time is up.
Special Rules:
None.
Victory Conditions:
Use victory points to determine the winner of the battle, as described on page 143 of the Warhammer Fantasy Rule Book, with the following exceptions:
Half pts awarded for units below 25% of their starting strength.
Battle Points:
+1 for every standard you capture.
+1 for winning a challenge ( Max of 1)
+1 If the enemy General is dead.
+1 If your General is alive and not fleeing at the end of the game.
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