A Grim World of Perilous Adventure

A Grim World of Perilous Adventure – Warhammer “Low Fantasy” Tournament
Saturday, June 23rd, 2014
The Battle Standard
Format:
-
1000 points
Four rounds
Schedule:
-
Arrival time: 9:00am
Round One: 9:30am – 11:15am
Lunch: 11:15am – 12:00pm
Round Two: 12:00pm – 1:45pm
Break: 1:45pm – 2:15pm
Round Three: 2:15pm – 4:00pm
Break: 4:00pm – 4:30pm
Round Four: 4:30 – 6:15pm
Voting and Awards: 6:15pm – 6:30pm
Scoring:
-
-$15 entry fee
-No painting requirement
A maximum of 100 points can be earned throughout the day. Your final score at the end of the day will
determine your ranking in the tournament.
Battle Points:
o A maximum of 60 battle points can be earned throughout the day. This means that in each round a
maximum of 15 battle points can be earned. Each round will have a specific scenario which will
outline how to earn the points. The scenarios can be found at the end of this document.
Sportsmanship:
o A maximum of 20 points for sportsmanship can be earned throughout the day. Each round your
opponent will award you a sportsmanship score of 0-5, based upon a rubric. The rubric can be found
at the end of this document.
Painting:
o A maximum of 20 points can be earned for having a painted army. You should be able to determine
your painting score prior to the event, using the chart found at the end of this document. Please note
that you are not required to have a painted army.
Fluff:
o A single point will be awarded to each player who writes fluff about their army. This may be as simple
as a brief paragraph about where your army hails from, the motives of your general, etc.
Awards:
- Note that each player may only receive one award.
Best Overall:
o The player with the highest total score at the end of the day will be awarded Best Overall. This player
will receive a trophy as well as a gift certificate to the Battle Standard. The gift certificate will be worth:
 ((15 x n) / 5) x 2 where n is equal to the total number of players
Best General:
o The player with the highest total battle points at the end of the day will be awarded Best General. This
player will receive a gift certificate to the Battle Standard. The gift certificate will be worth:
 (15 x n) / 5 where n is equal to the total number of players
Best Appearance:
o The player with the best painted army will be awarded Best Appearance. At the end of the fourth
round each player will vote for his/her favorite army. The player with the most votes will be deemed
the winner. In the event of a tie, the player with the most overall points will receive the award. This
player will receive a gift certificate to the Battle Standard. The gift certificate will be worth:
 (15 x n) / 5 where n is equal to the total number of players
Best Sportsmanship:
o The player who is the best received by his/her opponents will be awarded Best Sportsmanship. At the
end of the fourth round each player will vote for his/her favorite opponent. Each vote is worth ½ point.
These points will be added to the sportsmanship score in order to determine the winner. In the event
of a tie, the player with the most overall points will receive the award. This player will receive a gift
certificate to the Battle Standard. The gift certificate will be worth:
 (15 x n) / 5 where n is equal to the total number of players
“Low Fantasy” Army Composition:
The term “Low Fantasy” refers to a subgenre that encompasses the dark and gritty side of the Warhammer World. Instead
of mighty heroes, potent sorcery, and fearsome monsters, this subgenre emphasizes the common rank ‘n file troops. The
army composition guidelines below have been implemented in an attempt to ensure that players field armies that fit the
theme. These restrictions are based upon the “Low Fantasy” article that appeared in White Dwarf issue 313.
Characters
- No Lord level characters may be fielded.
- A maximum of 3 characters may be fielded.
- No Magic Items over 25 points may be fielded.
- A maximum of 3 Magic Items may be fielded.
Magic
- A maximum of 3 levels of Magic may be present in the army. Characters/Units that have access to Bound
Spells count as 1 level towards this limit.
- A maximum of 12 power dice may be used in a single magic phase. Dice not specifically categorized as
power dice do not count towards this total.
- A maximum of 4 power dice may be used in a casting attempt. Dice not specifically categorized as power dice
do not count towards this limit.
Unit Types
- All Infantry units may upgrade to full command for free. If a unit does not have access to all three command
options, this bonus will still apply. Infantry units that take less than full command must pay the points as
normal. For example, if I choose to field Swordmasters with only a Musician, I must pay the normal 10 points.
- Infantry units may earn up to +5 points of Combat Resolution for Rank Bonuses.
- A maximum of 10 Cavalry models may be fielded. Fast Cavalry models count as .5 models towards this limit.
A Bretonnian army may increase this limit to 20 models instead of 10.
- A maximum of 3 Monstrous Cavalry models OR 1 Monster may be fielded.
- A maximum of 2 War Machines may be fielded. All War Machines suffer a -1 penalty to their Misfire results. 2
Gyrocopters or 1 Gyrobomber count as a single War Machine towards this limit. The Steam Tank, Skull
Cannon, Ironblaster, Gnoblar Scrap Launcher, and Trebuchet count as 2 War Machines towards this limit.
- The maximum points you may spend on a single, non-character unit is 333 points.
Registration:
- In order to register for the tournament, participants must contact the tournament organizer (Greg Person) via
e-mail at [email protected] Please note that space is limited. All interested players are advised to register
as soon as possible in order to guarantee a spot.
- All participants registered for the tournament must submit their army list to the tournament organizer (Greg
Person) via e-mail at [email protected] no later than three days before the tournament, 08/20/14.
Lists will be checked for legality. In the event that an error is found, participants will be notified and given time
to make the necessary corrections. Participants who do not submit their lists on time will lose their spot in the
tournament.
A Final Note:
- My goal as a tournament organizer is to ensure that participants have four enjoyable, well fought games. All
current FAQ and Errata documents for individual army books as well as the main rulebook will be in effect.
Please be knowledgeable of the rules as they pertain to your army. In the event that a rules dispute should
arise, please notify myself or another judge. All rulings will be made based upon available information and are
final. A rule which stumps a judge will be resolved with the roll of a die so that play can resume as quickly as
possible.
Player Name: ______________________________________________________
Score: ________________________
Painting Rubric
Army Appearance (worth up to 20 points)
Check One Box
□ Army contains un-painted and/or un-based models. 0
□ Army is fully painted and based to a minimum standard. It is legal to field on the table, but only just. 10
□ Army is fully painted and based to a decent standard: your average GT level army. 15
□ Army is fully painted and based to a very high standard. The army includes extra elements, such as a display board, custom
movement trays, freehand designs, expert shading/highlighting, conversions, etc. 20
Round: ________ Your Name: _____________________________ Opponent’s Name ____________________________
Sportsmanship Checklist*
Compulsory Trappings: These are the items an opponent can reasonably expect you to be prepared with, including
being on time and playing promptly.
(Y/N)
1. Did your opponent show up on time (or early)?
(Y/N)
2. Did your opponent have all the materials they needed to play (dice, templates, army list, rules for their
army, rules for the game)?
(Y/N)
3. Did your opponent play their turns in a reasonable amount of time (taking into account time to plan
strategy, and includes playing throughout all the phases)?
Game Play: The items include courses of action your opponent took during the game or in deciding what to field in their
army.
(Y/N) 4. Did your opponent measure accurately for both model moves and shooting distances?
(Y/N) 5. Did your opponent solve rules disputes by showing you the relevant passages in their rulebook (or, if that
could not be found or remained confusing, was amicable about bringing over the Rules Judge)?
(Y/N) 6. Was your opponent’s army easy to understand with clear conversions or completely WYSIWYG?
(Y/N) 7. Do you think your opponent built an army based on the theme of the relevant gaming universe and supplied
background for that army (as opposed to a force built purely for winning with little or no regard to that
army’s established background)?
Behaviors: These items include basic social skills.
(Y/N) 8. Was your opponent of good humor and amicable when not concentrating on strategy or planning out moves
(this does not mean they put on a one man circus for you, but rather was not
angry/grumbling/complaining/obtuse during your game)?
(Y/N) 9. Was your opponent helpful in explaining correct rules, explaining how their army works?
(Y/N) 10. Win or lose, was this person the type of opponent you look forward to playing again?
*
Copyright Games Workshop Limited 2008
Round One - Sound the Alarm!
Two small forces are patrolling the borders of their empires when they unexpectedly come into contact with
one another! Fearing that the worst has yet to come on, your commander quickly instructs the troops to send a
carrier pigeon back to the capital and ask for reinforcements. Amidst all of the confusion and commotion, the
carrier pigeon has escaped! In addition to fending off the enemy, you need to track down that confounded
pigeon and deliver your message.
The Battlefield:
-Terrain will be set up by the tournament organizer prior to the start of the tournament. This terrain will remain
fixed throughout the day. Unless otherwise noted, treat all forests as mysterious, all rivers as mysterious, and
all hills are normal hills. Please ask the tournament organizer if clarification is needed with regards to terrain.
Deployment:
-Follow the rules outlined on page 144 of the main rulebook.
First Turn:
-Follow the rules outlined on page 144 of the main rulebook.
Game Length:
-Follow the rules outlined on page 144 of the main rulebook.
Victory Conditions:
-Use victory points to determine the winner of the battle:
Difference
Result
0 – 250
8–8
251+
12 – 4
Scenario Special Rules:
-Before deployment, each player places an objective marker (roughly the size of a penny) in the center of the
board and scatter it 2d6” in a random direction. If a “hit” is rolled, the objective marker scatters in the direction
of the little arrow. The objective marker will stop 1” away from any piece of impassible terrain. Roll off to see
which player places their objective marker first.
-Any unit may pick up an objective marker (their own or their opponent’s) by moving/marching into contact with
it. A unit may not pick up an objective marker by charging/fleeing/overrunning/pursuing through it. No single
unit may control more than one objective marker at a given time. If a unit flees for any reason or is destroyed
outright they will drop the objective marker at the center of the unit’s position prior to fleeing/being destroyed. If
a unit with an objective marker is broken or destroyed in close combat, the enemy unit immediately takes
control of the objective marker (unless they already control an objective marker). Note that the enemy unit
does not have to pursue in order to steal the objective marker.
Battle Point Modifiers:
+2 Battle Points for successfully moving your own objective marker off of any table edge by the end of the
game. This is accomplished when a unit controlling your own objective marker moves into contact with (or
overruns/pursues off of) any table edge.
+1 Battle Point if your opponent fails to move their objective marker off of the table by the end of the game.
Round Two – The Sure Shot (Sure to Make The Bodies Drop)
You’ve succeeded in delivering your message. The carrier pigeon returns with a less than reassuring
response. Harsh economic times have befallen your capital, and the standing army has been dissolved.
Instead of sending reinforcements, the carrier pigeon is holding a pistol of considerable weight.
The Battlefield:
-Terrain will be set up by the tournament organizer prior to the start of the tournament. This terrain will remain
fixed throughout the day. Unless otherwise noted, treat all forests as mysterious, all rivers as mysterious, and
all hills are normal hills. Please ask the tournament organizer if clarification is needed with regards to terrain.
Deployment:
-Follow the rules outlined on page 144 of the main rulebook.
First Turn:
-Follow the rules outlined on page 144 of the main rulebook.
Game Length:
-Follow the rules outlined on page 144 of the main rulebook.
Victory Conditions:
-Use victory points to determine the winner of the battle:
Difference
Result
0 – 250
8–8
251+
12 – 4
Scenario Special Rules:
-Before deployment, nominate one character or unit champion to be equipped with “The Sure Shot.”
-The Sure Shot counts as a missile weapon with the following profile:
Name
The Sure Shot
Range
12”
Strength
Variable*
Special Rules
Armour Piercing;
Quick to Fire;
Sniper;
Temperamental
*Temperamental
It would seem that the name of the weapon belies the battlefield application. A veteran of many combats, this pistol
requires a delicate touch to fire properly.
When firing The Sure Shot, models do not use their Ballistic Skill. Instead, roll a D6 and consult the chart below:
D6
Result
1
Backfire! A searing pain shoots up the bearer’s arm as the pistol backfires. The bearer suffers a
Strength 2 hit that ignores Armour Saves and The Sure Shot may not be fired again.
2-3
Jam. The sensitive pistol was not loaded properly and the shot jams. The weapon has no effect.
Be sure to clean barrel thoroughly.
4-5
Success. The pistol fires cleanly and strikes home. The target suffers a Strength 4 hit.
6
CRACK! The pistol fires with a deafening roar. The target suffers D3 Strength 5 hits.
Battle Point Modifiers:
+1 Battle Point for successfully wounding an enemy model with The Sure Shot.
+1 Battle Point for killing the enemy model equipped with The Sure Shot.
+1 Battle Point if the model you nominated to wield The Sure Shot survives the battle.
-1 Battle Point if you never attempt to fire The Sure Shot during the course of the battle.
Round Three – Unwavering Courage!
Your troops are visibly shaken after As the battle rages on, you must instill your troops with courage by hoisting
your banners high and despoiling those of your enemy.
The Battlefield:
-Terrain will be set up by the tournament organizer prior to the start of the tournament. This terrain will remain
fixed throughout the day. Unless otherwise noted, treat all forests as mysterious, all rivers as mysterious, and
all hills are normal hills. Please ask the tournament organizer if clarification is needed with regards to terrain.
Deployment:
-Follow the rules outlined on page 144 of the main rulebook.
First Turn:
-Follow the rules outlined on page 144 of the main rulebook.
Game Length:
-Follow the rules outlined on page 144 of the main rulebook.
Victory Conditions:
-Use victory points to determine the winner of the battle:
Difference
Result
0 – 250
8–8
251+
12 – 4
Scenario Special Rules:
-None
Battle Point Modifiers:
+1 Battle Point (to a maximum of 3) for each standard you control at the end of the battle. This includes both
your own standards and any enemy standards you have captured. Fleeing standards do not count. If a unit
which has captured an enemy standard is fleeing or has been destroyed at the end of the battle, the captured
standard is not counted.
Round Four – Hold your Ground
As a long day of fighting draws to an end, it is imperative that your army secures the superior position. Drive
the enemy back and bring victory for your weary troops!
The Battlefield:
-Terrain will be set up by the tournament organizer prior to the start of the tournament. This terrain will remain
fixed throughout the day. Unless otherwise noted, treat all forests as mysterious, all rivers as mysterious, and
all hills are normal hills. Please ask the tournament organizer if clarification is needed with regards to terrain.
Deployment:
-Follow the rules outlined on page 144 of the main rulebook.
First Turn:
-Follow the rules outlined on page 144 of the main rulebook.
Game Length:
-Follow the rules outlined on page 144 of the main rulebook.
Victory Conditions:
-Use victory points to determine the winner of the battle:
Difference
Result
0 – 250
8–8
251+
12 – 4
Scenario Special Rules:
-Before deployment, place three objective markers (roughly the size of a penny) on the table. Place one in the
center of the board. Place the second 24” from the long table edge and 6” from right table edge. Place the third
24” from the long table edge and 6” from the left table edge.
Battle Point Modifiers:
+1 Battle Point (to a maximum of 3) for each objective you control by the end of the battle. An objective is
controlled by the closest unit within 6”. If it is a tie, the unit with more wounds counts as being in control. Note
that a single unit may not control more than one objective.