Post by commissardanno on Feb 12, 2014 21:15:10 GMT -5
This is a notice that I am planning a 2.5K Tournament for April 6th. Here is the info for it. We need 5+ people to commit to the tournament in order to make it happen, if we get less than 5 then we'll just have a games day.
Time: April 5th 2014, Show up between 9AM and 9:30AM for registration
Location: Goshen, New Hampshire. Goshen Town Hall. Parking is across from the town hall here 37 Mill Village RD North (RT10) Goshen NH 03752. The town is 5 miles south of Newport NH.
Cost: $15 in cash.
Food: There will be a cereal bar in the morning and later on pizza will be served at noon.
Rounds: There are to be three rounds starting at 9:30 AM sharp with a break at 12PM to 1PM or earlier. The Tournament is expected to end at 6PM.
Restrictions: Telcis is not allowed, as well as the lore of death and the dwellers below spell is restricted, if you roll this result you must re-roll it.
Armies Allowed: All official army books for Warhammer fantasy may be used in addition to Tamurkhan from forge world. The only unofficial armies allowed are from this site battlereporter.freeforums.org/fan-made-unofficial-armies-f88.html Inform me before you use them though.
Prizes: There are prizes for 1st, 2'd, 3'd places and best painted army (the army must be fully painted to a three color standard), along with a non-monetary prize for worst overall. Due to the cost of hosting the event $75 dollars will be deducted from the prize pool, any left over money from this deduction will be added back in.
Scenarios- For all scenarios the winner is determined by Victory Points. If a draw is a result then each scenario has special battle points, the person with the highest amount of battle points wins in the case of a draw. Should this result in a draw then the game it self is a draw.
Scenario -Round 1 (This scenario comes from the Green Mountain Boys Tournament pack)
Deployment, first turn and game length are played as outlined in the Battleline Scenario.
Special Rules: Targets of opportunity: After deployment each player will choose 3 of his opponents units to be targets of opportunity. You must choose only one target from each classification of units, heroes, lords, core, special and rare. If your opponent doesn't have 3 different classifications of units then you may select more than one from one class
+1 Battle point for each target of opportunity you eliminate.
+1 Battle point for each target of opportunity on your side which isn't eliminated.
Scenario- Round 2 Breaking through the pass
Deployment, first turn and game length are played as outlined with the Battle of the Pass scenario
Special Rules: Breaking through the pass: The objective is to have your units break through your opponents lines and to his broad edge while at the same time trying to stop him from doing the same.
+1 Battle Point for every unit within 6" of the enemies broad edge.
+1 Battle point for each enemy unit broken or destroyed
-1Battle point for each enemy unit in your broad edge.
Scenario- Round 3 That annoying git....
Deployment, first turn and game length are played as outlined in Battleline scenario.
Special Rules: After a long campaign both armies have gotten tied of the antics of the other, this is now a battle to take on the most annoying units the army hates! After deployment each player designates either one model or unit on the opponents side as a target (if a character joins a unit that unit also becomes a target so long as the character is alive), the entire army Hates that unit/model and has Hatred when in close combat with it. If the enemy unit already attacking the target has hatred then it gains Eternal Hatred while fighting the target unit.
+1 Battle point for each captured banner, the unit that captures it must be alive at the end of the game
+1 Battle point for killing the target unit
+1 Battle point for your own targeted unit surviving
-1 Battle point for your own targeted being destroyed
During the wait between the first and second game the players can participate in a mini-game of jousting. No prize. Here are the rules.
1: Set up Jousting ring. Ether a miniature fence, tape or string will do, but it must be 14 inches long.
2: Select your jousters. The jouster must be mounted and carry a lance.(Optional, use either the reference in the Warhammer Rule Book or Corresponding Army Book when selecting your jouster.)
3: Set up the jousters opposite of each other.
4: Roll to charge, instead of moving that many inches the jouster with the highest charge value adds +1 to his ‘To Damage Roll’ and has the first hit. Note that if the value is a tie compare initiatives or roll off to see who hits who first.
5: The Jousters move and meet each other at 7inches from their starting point. They roll to hit, on a 4+ the model hits his target.(Optional, you can use the profiles in the warhammer rule book when doing this instead, just agree before hand with your opponent)
6: If a jouster hits his enemy roll a D6 and consult the table below.
- On a 1-2 the jouster hits his target and scores 3 points
- On a 3-4 the jouster hits his target and breaks his lance, scoring 5 points
- On a 5-6* the jouster dismounts his target, scoring 10 points
*If a natural 6 is rolled by the jouster with the highest charge value, then his target is both dismounted and counted as yielding, thus the game is won immediately by the jouster with highest charge value
7: Repeat 3 more times till a winner is determined
8: Te winner is determined by the by the highest number of points scored. Though if there is a tie there will be a tie breaker Joust.
Time: April 5th 2014, Show up between 9AM and 9:30AM for registration
Location: Goshen, New Hampshire. Goshen Town Hall. Parking is across from the town hall here 37 Mill Village RD North (RT10) Goshen NH 03752. The town is 5 miles south of Newport NH.
Cost: $15 in cash.
Food: There will be a cereal bar in the morning and later on pizza will be served at noon.
Rounds: There are to be three rounds starting at 9:30 AM sharp with a break at 12PM to 1PM or earlier. The Tournament is expected to end at 6PM.
Restrictions: Telcis is not allowed, as well as the lore of death and the dwellers below spell is restricted, if you roll this result you must re-roll it.
Armies Allowed: All official army books for Warhammer fantasy may be used in addition to Tamurkhan from forge world. The only unofficial armies allowed are from this site battlereporter.freeforums.org/fan-made-unofficial-armies-f88.html Inform me before you use them though.
Prizes: There are prizes for 1st, 2'd, 3'd places and best painted army (the army must be fully painted to a three color standard), along with a non-monetary prize for worst overall. Due to the cost of hosting the event $75 dollars will be deducted from the prize pool, any left over money from this deduction will be added back in.
Scenarios- For all scenarios the winner is determined by Victory Points. If a draw is a result then each scenario has special battle points, the person with the highest amount of battle points wins in the case of a draw. Should this result in a draw then the game it self is a draw.
Scenario -Round 1 (This scenario comes from the Green Mountain Boys Tournament pack)
Deployment, first turn and game length are played as outlined in the Battleline Scenario.
Special Rules: Targets of opportunity: After deployment each player will choose 3 of his opponents units to be targets of opportunity. You must choose only one target from each classification of units, heroes, lords, core, special and rare. If your opponent doesn't have 3 different classifications of units then you may select more than one from one class
+1 Battle point for each target of opportunity you eliminate.
+1 Battle point for each target of opportunity on your side which isn't eliminated.
Scenario- Round 2 Breaking through the pass
Deployment, first turn and game length are played as outlined with the Battle of the Pass scenario
Special Rules: Breaking through the pass: The objective is to have your units break through your opponents lines and to his broad edge while at the same time trying to stop him from doing the same.
+1 Battle Point for every unit within 6" of the enemies broad edge.
+1 Battle point for each enemy unit broken or destroyed
-1Battle point for each enemy unit in your broad edge.
Scenario- Round 3 That annoying git....
Deployment, first turn and game length are played as outlined in Battleline scenario.
Special Rules: After a long campaign both armies have gotten tied of the antics of the other, this is now a battle to take on the most annoying units the army hates! After deployment each player designates either one model or unit on the opponents side as a target (if a character joins a unit that unit also becomes a target so long as the character is alive), the entire army Hates that unit/model and has Hatred when in close combat with it. If the enemy unit already attacking the target has hatred then it gains Eternal Hatred while fighting the target unit.
+1 Battle point for each captured banner, the unit that captures it must be alive at the end of the game
+1 Battle point for killing the target unit
+1 Battle point for your own targeted unit surviving
-1 Battle point for your own targeted being destroyed
During the wait between the first and second game the players can participate in a mini-game of jousting. No prize. Here are the rules.
1: Set up Jousting ring. Ether a miniature fence, tape or string will do, but it must be 14 inches long.
2: Select your jousters. The jouster must be mounted and carry a lance.(Optional, use either the reference in the Warhammer Rule Book or Corresponding Army Book when selecting your jouster.)
3: Set up the jousters opposite of each other.
4: Roll to charge, instead of moving that many inches the jouster with the highest charge value adds +1 to his ‘To Damage Roll’ and has the first hit. Note that if the value is a tie compare initiatives or roll off to see who hits who first.
5: The Jousters move and meet each other at 7inches from their starting point. They roll to hit, on a 4+ the model hits his target.(Optional, you can use the profiles in the warhammer rule book when doing this instead, just agree before hand with your opponent)
6: If a jouster hits his enemy roll a D6 and consult the table below.
- On a 1-2 the jouster hits his target and scores 3 points
- On a 3-4 the jouster hits his target and breaks his lance, scoring 5 points
- On a 5-6* the jouster dismounts his target, scoring 10 points
*If a natural 6 is rolled by the jouster with the highest charge value, then his target is both dismounted and counted as yielding, thus the game is won immediately by the jouster with highest charge value
7: Repeat 3 more times till a winner is determined
8: Te winner is determined by the by the highest number of points scored. Though if there is a tie there will be a tie breaker Joust.