January 22-23, 2005
"The Colonial"
North East Indy GT
 

1. You must bring a 2250 pt army using the most current army list for your army. If you have a question, ask. In addition, your army must be broken down into 3 forces. There is no lower limit on the number of points which can be included in each of the 3 forces. Each force must have an army general although he can be a unit champion. Each force must include at least 1 unit. Number these force 1-3. They will be used in the 4th game (see details below). Note that army lists will be vetted by tournament organizers.

2. No special characters are allowed. No non-official appendix/back of the book army lists are allowed. If you have a question, ask.

3. All of the most recent rules errata/modifications are in effect. In addition, the updated rules for Beast, Heavens and Life magic lores in WD264 are official. All Direwolf FAQ’s are official. The word of the Tournament Judges is final.

4. WYSIWYG models are required. Painted armies are not required although there will be an Army Appearance component of Best Overall.

5. Bring everything you will need to play: measuring device, dice, templates, army lists, rules.

6. Good sportsmanship is important. Violations of this philosophy will have consequences.

7. There are 4 scoring components: Battle, Sportsmanship, Army Composition, Army Appearance. Each will have equal weight. Battle is base solely on win/loss. Sportsmanship is completely judged by your opponents after the game is over. Army Composition and Army Appearance have both a player-judged component and a tournament official-judged component. There will be 5 awards: Best Overall is an equally weighted combination of all 4 categories. Sportsmanship will be the tie breaker. Best Sportsmanship is based on the Sportsmanship score given you by your opponents with bonus points for being listed as Best Opponent. Army Composition will be the tie breaker. Best General is based on Battle Points. Sportsmanship will be the tie breaker. Best Army is a combination of Army Composition and Army Appearance. Sportsmanship will be the tie breaker. Misfire is for the player with the worst luck. Submit these as they happen. Tournament organizers will be final Judge.

8. The tournament will consist of 5 games, 3 on Saturday and 2 on Sunday. The 1st, 2nd, 3rd and 5th will all be scored 15/10/5 for win/draw/loss + up to 5 points for victory conditions specific to each scenario. 300+ victory points using all standard conditions is a win. The scenarios will be designed to reward balanced armies. Each of these games will be 2 hr 15 min long. The 4th game will be different. It will consist of three 1 hr 10 min games against the same opponent, using the 3 divisions into which you have broken your army (Division 1 for the 1st game through Division 3 in the 3rd game). Each game will be score 5/3/2 for win/draw/loss + up to 2 bonus points for each scenario. 150+ victory points using modified values (all non-unit values are halved, e.g. table quarters and standards are only worth 50 pts).

9. [Insert descriptions of Scenarios 1, 2, 3, and 5. I recommend that Scenario 5 be a straight meeting engagement with no funky rules.]

10 Pairing for the 1st game will be random. After that a modified Swiss System will be used to determine pairings, i.e. you will be playing opponents with similar Battle scores.

All Scenarios

Scenario 1

Set up as for a standard meeting engagement, rulebook page 203. Units with special deployment rules may not use them. Dwarves, but not slayer armies, may deploy up to 16” in. Each player rolls a die. Winner gets to pick either the side of the board he wants or whether to deploy 1st or 2nd. Loser gets the remaining choice. Roll for choice of first turn as normal. Standard VP rules with additions noted below. At the end of the game to hold or contest a board quarter units must have AT LEAST US5.

Battle Points: 15/10/5 for Win/draw/lose

Bonus Battle Points:
+1 For possessing 1 more objective than your opponent
+2 For possessing 2 more objectives than your opponent
+1 For killing your opponents general
+1 for winning by more than 900 VP’s


Special Rules:

There will be 3 objectives on the Table. Starting at a point midway between the two long edges of the board at one short side of the board, the objectives will be at 1’, 3’, and 5’. The two outer objectives are worth 200 VP’s, the middle objective is worth 300 VP’s. Possession requires that a non-routing US7+ unit be occupying the objective at game’s end and that there be at least as may friendly models within 8” of the objective as enemy models.

A misty rain is falling. Any missile weapon, which uses BS to fire fires at +1. This includes Tzeentch flamers. Any missile weapon, which fires w/o using BS will not fire on a 5-6. This includes skaven weapon teams and warp-lightening cannons. All magic missiles casting values are +2 to casting value and -1 to dispel value needed,(i.e. if the magic missile has a casting value of 6+, the new casting value will be 8+ and the new dispel value will be 5+.)

Movement is also affected. All movement of more than 6” is -1”. Note that this will affect pursuit and overrun dice as well.

Scenario 2

Set up as for a standard pitched battle, rulebook page 199. Units with special deployment rules may use them. Each player rolls a die. Winner gets to pick either the side of the board he wants or whether to deploy 1st or 2nd. Loser gets the remaining choice. Roll for choice of first turn as normal. Standard VP rules with additions noted below. At the end of the game to hold or contest a board quarter units must have AT LEAST US5.

Battle Points: 15/10/5 for Win/draw/lose

Bonus Battle Points:
+1 Win by 600+ VP’s
+1 Kill opponents general
+1 Enemy’s largest unit is destroyed or fleeing
+1 Hold more Table Quarters than your opponent
+1 An enemy wizard, including any model or unit which can cast spells or adds dispel or power dice, is dead or fleeing at the end of the game

Special Rules:

The Winds of Magic are gusting fitfully so magic is adversely affected in this game. At the start of each magic phase roll a d6 and consult the following list:

1-2 Cast Spells as normal, but discard any roll of a 6.
3-5 Cast Spells as normal, but discard any roll of a 5 or 6.
6 Cast Spells as normal, but all dispel attempts are +2.

Also, before attempting to use any Bound item, or ability that works as a bound item (i.e. Priestly Powers of Sigmar or Ulric) you must first roll a 4+ on a D6 to be able to attempt to use it. Dispel dice and abilities are unaffected.

Khemri incantations are affected as well, discarding casting dice with numbers as above. Should a Khemri player roll the dice for an incantation and the all the dice (or just 1 if 1 was used to cast) is/are a discarded number(s) (from the table above) the spell is still cast but is automatically dispelled by any dispel die roll (use of a dispel dice is still required).

The game uses standard Victory Points with the following additions:

Each Magic User (including Priests, models, or units that generate any additional casting or dispel dice) slain or fleeing at the end of the game is worth 150 Bonus VPs, on top of the Victory Points given as usual for slaying the character. No bonus points are awarded unless the magic user is actually slain or is fleeing.

Each Non Magic Using Character with a bound item that is slain or fleeing adds a bonus of 50 Bonus VP to the final total.

Scenario 3

Set up as for a standard pitched battle, rulebook page 199. Units with special deployment rules may not use them. Slayers do not get their free move although they may still roll 2 dice to determine who gets choice of first move. Dwarves, including slayer armies, may deploy an extra 4” in. All other armies may deploy up to 12”
Each player rolls a die. Winner gets to pick either the side of the board he wants or whether to deploy 1st or 2nd. Loser gets the remaining choice. Roll for choice of first turn as normal. Standard VP rules with additions noted below. At the end of the game to hold or contest a board quarter units must have AT LEAST US5.

Battle Points: 15/10/5 for Win/draw/lose

Bonus Battle Points:
+1 if you got Holy Grail off the table
+1 if an enemy mage is killed or fleeing at end of the battle
+1 if enemy general is killed or fleeing at end of the battle
+1 if enemy’s largest unit is destroyed or fleeing at end of the battle
+1 if you control more table quarters than your opponent

Special Rules:

In the exact middle of the board is the very powerful Holy Grail. Possession of the Holy Grail on the table at the end of the game is worth 200 VP’s. Getting the Holy Grail off the board is worth 300 VP’s + 1 Bonus Battle Point. On any turn that this Holy Grail is in your possession, you are -2 to the casting value rolled for each spell cast (yes, it is intended to be a penalty) and +1 dispel dice and +2 to the dispel roll for each attempted dispel (yes this is intended to be a bonus). Note that this does not affect Irresistible force, miscasts, automatic dispels, or automatic dispel failures.

To capture the Holy Grail, a unit of US7+ must move to the Holy Grail and stop moving to pick it up. The unit will receive a free 180-deg turn on the Turn following the Turn in which the Holy Grail is picked up. The unit can move a maximum of 5” when carrying the Holy Grail. Flying movement or magical movement with the Holy Grail is not allowed. An O&G unit holding the Holy Grail is not subject to animosity. The unit can drop to less than US7 and continue to hold the Holy Grail. If contacted in melee, the unit is stubborn. If beaten in melee, the winning unit cannot pursue if it wants to grab the Holy Grail. It can always not pursue even if it would otherwise be forced to pursue or overrun. The Holy Grail cannot be destroyed. If the unit possessing it is destroyed or flees, they drop the Holy Grail at that point.


Scenario 4

The 4th game will be different. It will consist of three 1 hr 10 min games against the same opponent, using the 3 divisions into which you have broken your army (Division 1 for the 1st game through Division 3 in the 3rd game). Set up each game as for a standard pitched battle, rulebook page 199. Units with special deployment rules may use them. For the first game each player rolls a die. Winner gets to pick either the side of the board he wants or whether to deploy 1st or 2nd. Loser gets the remaining choice. Roll for choice of first turn as normal. For the 2nd game, swap sides with your opponent. For the second game each player rolls a die. Winner chooses whether to deploy 1st or 2nd. Roll for choice of first turn as normal. For the third and final game, roll off for board side. Roll for choice of deployment and for choice of first turn as normal. A win is 150+ victory points using modified values (all non-unit values are halved, e.g. table quarters and standards are only worth 50 pts). At the end of the game to hold or contest a board quarter units must have AT LEAST US5.


Battle Points: 5/2/1 for Win/draw/lose for each of the three games

Bonus Battle Points:
+1 Kill opponents general
+1 Enemy’s largest unit is destroyed or fleeing
+1 Hold more Table Quarters than your opponent
+1 An enemy wizard, including any model our unit, which can cast spells or adds dispel or power dice, is dead or fleeing at the end of the game

Special Rules:

There are no other special rules.

Scenario 5

Set up as for a standard pitched battle, rulebook page 199. Units with special deployment rules may use them. Each player rolls a die. Winner gets to pick either the side of the board he wants or whether to deploy 1st or 2nd. Loser gets the remaining choice. Roll for choice of first turn as normal. Standard VP rules with additions noted below. At the end of the game to hold or contest a board quarter units must have AT LEAST US5.

Battle Points: 15/10/5 for Win/draw/lose

Bonus Battle Points:
+1 Win by 600+ VP’s
+1 Kill opponents general
+1 Enemy’s largest unit is destroyed or fleeing
+1 Hold more Table Quarters than your opponent
+1 Kill an enemy wizard, including any character or unit, which casts a spell or adds dispel or power dice.

Special Rules:

There are no other special rules.