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“In respect of military method, we have, firstly, Measurement; secondly, Estimation of Quantity; thirdly, Calculation; fourthly, Balancing of Chances; fifthly, Victory.” Sun Tzu On Wednesday the 6th October I am organizing a day of Fantasy games at The Outpost Games Bunker. I am hoping to get 6 to 12 people together for a one day, mini tournament. We are playing games of 1750 points, as this seems to be a challenging and thought provoking level. We are using Scenarios, so that army lists should reflect versatile and balanced armies. Even if you can only make it for a couple of games then let me know and I might be able to organise a system with a Bye. If a lift to the Outpost is a problem, then I might be able to swing by and pick someone up on the way to and from there, as long as you don’t live out at Coonamble or somewhere! If you need help with your army list and coming up with something that will work with scenarios, then please send me a message and I’ll help as much as I can. General Rules - Warhammer Fantasy 8th Edition rules, plus GW rulebook and army FAQs. - 3 Rounds with 2 hours duration - No Special Characters - A typed Army List will need to be brought along on the day. Please make it easy to follow and display the points that you have spent on each category (Lords, Hero, Core, Special, Rare) - Meet by 9:30 upstairs at the Outpost for a 10:00 start. - Bring your own Army Book, Templates if possible, movement trays and army of course - Tournament Organiser – Robert Hughes – I will be playing, but can’t win any prizes Points Limits Army Total 1750 Other Limits Lords max 437.50 Max 1 each Lord choice Heros max 437.50 Max 3 each Hero choice Core min 437.50 Max Unit size of 40 models Special max 875 Max 2 of each Special Rare max 437.50 Max 1 of each Rare (unless you can think of a fair exception for your army, which you should post as a request here in this thread) Game Setup Opponents for Round 1 will be chosen randomly or by ‘grudging’ an opponent by mutual agreement. Rounds 2 and 3 will be players of similar battle points playing each other. Each round we will roll for which scenario the whole group will play for. Each scenario will be used a maximum of 2 times (Pitched Battle maximum of once).
which will be imagined to be high enough to conceal any model placed behind them. Do I need scouts in case my opponent has war machines. for example. “Now the General who wins a battle makes many calculations in his temple ere the battle is fought. in favour of a more versatile army. . Consult the Random Terrain Chart (pg 142 of mini rulebook) to find out what effects there are (This is after deploying). Once an army reaches 2 points of fortitude remaining. there are a couple of magic items or choices that we don’t really want to see. The Watchtower – At the start of this one it is necessary for one side to deploy a Core unit of no more than 20 models in the Watchtower in the centre of the battlefield. such as maximum number of war machines etc. Therefore we won’t be applying many restrictions to army lists for this day. then the battle ends in their opponents’ victory. Specific advice: Battle for the Pass – There is a potential in this one for your force to be deployed a long way off from your opponent.Each battle will see players use the Battle Rulebook rules for generating and placing D6 + 4 terrain pieces. each standard (including BSB) gives you one point of fortitude and a General gives you two. so make sure that you bring enough standards! Basically. Tips for playing with Scenarios Part of the reasoning behind scenarios is to force a player into making tough decisions to drop choices that may be a ‘no brainer’ choice in pitched battles. you’re cut.” The Banhammer Ok. Book of Hoeth. Remember that whilst this means that you cannot be shot at. you also cannot see models on the other side to shoot at or declare a charge against. Considerations here could include. Each player can choose 1 piece of terrain to roll for a magical effect. Personally I would suggest at least 5 points of fortitude in your starting army. will some faster units such as Flyers. Firstly Power Scroll. Targeting and Line of Sight This will be as per the book. being a small to medium sized battle and a bit of a fun tournament. then the game will end in victory for your opponent (though I suggest playing out the rest of the battle for fun anyway). War Beasts or Fast Cavalry be of benefit to ensure reaching your opponent on your terms? Blood and Glory – This battle can be won by depleting an armies characters and standards. in fact anything that messes around with Irresistible Force and Miscasts we can do without for this games day at least. Therefore if you lose your general early in the game and only have a BSB and a single unit standard. they would be virtually guaranteed of losses in the Blood and Glory and Watchtower scenarios before a dice is even rolled. Make sure that you have at least one unit of 20 or less Core troops in your army list. you’re cut. except for hills. If someone were to turn up with 6 war machines. The chance of fighting in any of the 6 scenarios (possibly twice) means that an all round or balanced list would be the best choice.
then it will be a 20 – 0 win.e gravel/sand + flock etc) 1 – Characters are interesting and stand out from the crowd 1 – Evidence of conversions amongst your army 1 – The army has a consistent feel .” Painting (9 points) 1 – Undercoated 1 – At least 3 colours 1 – Based 1 – Washed or Shaded by some means 1 – Highlighted 1 – Bases uses at least 2 materials (i. If you have scored more than 750 the difference. then add up your respective scores.Scoring Battle Points (60 points) Score Diff W L 0 – 150 10 – 10 150 – 300 11 – 9 300 – 450 12 – 8 450 – 600 13 – 7 600 – 750 14 – 6 750 – 900 15 – 5 900 – 1100 16 – 4 1100 – 1300 17 – 3 1300 – 1500 18 – 2 1500 – 1700 19 – 1 1700 + 20 – 0 Blood and Glory and Watchtower – Winning the Victory Conditions here will give you a 15 – 5 win. Fleeing Units at the end of the game – Fleeing units at a games’ completion will reward half the points value of the unit. This is a compromise between those that want to play Rules as Written (fleeing units return no points) and those that think fleeing units should return full points (like in 7th Edition). and characters therein. Feign disorder and crush him. “Hold out baits to entice the enemy. If it appears that you have scored at least 750 more battle points than your opponent. to your opponent. so that players don’t elect to flee units at the end of the battle to deny their enemy potential points in a combat situation.
Obviously I won’t be eligible. Orks and Goblins “He will win who knows how to handle both superior and inferior forces” Sports (15 points) You will need to give your opponent a score out of 5 for the manner in which they played the game. Ogre Kingdoms. A lower score would indicate that your opponent either tried to push the rules to their absolute limits or threw tantrums when thing didn’t go their way. then I will put up some prizes. Dwarfs. Daemons Score of 2 – Bretonnia. High Elves. Empire. Wood Elves. Dark Elves. From this you will either give them a –1 to that score if their army had combinations of magic items or units that were just way over the top. give them the standard score if it was what you would expect for an average army of that type or give them + 1 if you can see that they have chosen an army centred around a theme or designed to be more fun to play with rather than focusing on winning only. Beastmen. but if we can get a total of 6 players. Warriors of Chaos Score of 3 – Tomb Kings. Each army gets a base score as outlined below. so that each person will end up with 4 scores between 0 and 4. Please see 5 as the default score. then I will put up in this thread what I have available for prizes. which says that your game was fun and your opponent was someone that you’d enjoy playing against again. You will also be required to give your army a score at the end of the tournament as well. Final Score The final tournament score will include 0 – 60 battle points 0 – 9 painting points 0 – 16 composition points 0 – 15 sports points Total out of 100 Prizes If we can get enough players. (Anyone want to try SCUBA Diving?) It is only one who is acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on” . for a maximum of 16 composition points Armies Starting Scores Score of 1 – Skaven. I have some pretty cool things in mind if we can get a group together.Composition (16 points) After each battle you will need to give your opponents army a score that reflects how fair or overpowered their list was. Lizardmen. Vampire Counts.
This represents the level of suspicion amongst the men until battle is joined proper and the heat of battle gives them less time to think. With a smallish crowd and only 3 rounds. to represent your opponent making a mistake in deploying his forces. as one of your placements during your deployment phase. the player with the lowest amount of battle points will resort to sneaky espionage tactics. “All warfare is based on deception” Espionage For each Round 3 battle. to represent the area that has been booby trapped. After the deployment phase is complete. there could be some large imbalances of skill and experience by the time we reach the last game. Who’s in Charge Here? – After harrying your enemy with surprise attacks and psychological warfare day and night they have begun to crack under the strain. Please try to put them as close as possible to the original position of the unit they are swapping with. Only Flyers and small models like Swarms are unaffected. The player using Espionage will roll a D6 before either side deploys and be rewarded with the following: Dice Roll 1 What Are You Staring At? – Your spy in the enemy camp has sown seeds of dissent amongst your opponents’ troops. as a means of evening up last round match-ups. you can swap the position of two of your opponents core units (Not including those garrisoned in the Watchtower scenario). The men distrust each other and it will take all of his Generals’ ability to keep the men together as a fighting force. Any Infantry or Cavalry sized models take Dangerous Terrain tests whilst passing though the Caltrops and any unit of Monstrous Beasts/Cavalry/Infantry take D6 strength 4 hits (No AS). All of your opponents Core troops are at – 1 Leadership for the first two turns of battle. Please bear with me as we try this and see if it adds to the events fun. Place a 6” x 3” marker (provided by the TO) anywhere within your half of the table. Your opponents General has started to make sloppy mistakes. They will bring the full force of their assassins. 2 It’s a Trap! – With advanced warning of the enemies approach. spies and magical scrying to give them an advantage in the coming battle. you have prepared a small field of Caltrops (spiky anti-horse and anti-personnel spikes that were the landmines of their day). 3 .Lastly… For this games day I want to try a little idea called Espionage.
Shhh.html#p14702 Rob. You Don’t Look So Well – One of your spies in the enemy camp have managed to ingratiate themselves close to the enemy General and have slipped a slow acting poison into his meal on the night before the battle.e. here.org/post14702. If they manage to survive the battle however. randomly choose a unit of core shooting infantry and they can’t fire the first turn. Randomly choose (by rolling a dice) one of your opponents war machines after all forces are deployed. you have managed to conceal a unit to spring a trap upon your enemy. If your opponent has no War Machines. as their bowstrings have been cut or their crossbow bolts hidden.freeforums. no first turn charges). but is very unwell indeed. 5 6 If you are interested. http://outpostgamesbunker. Select one of your Core units and they can use the Scout rule for this battle. The General proves to have a strong fortitude and has survived the incident. Sir. The unit has to be Infantry or Cavalry and cannot be a Chariot. your opponent will score 50 battle points in deference to his Generals resolve and skill. . If the enemy General only has 1 wound to begin with. then please drop me an email at rojo_hughes@hotmail. This machine is unable to fire during your opponents first turn as the crew scramble to repair it. They have sliced through some of the ropes on their Stone Thrower or contaminated the Cannons gunpowder (or possibly fed Chili’s to the Hellcannon). Your opponents’ General will begin the battle with 1 less wound than normal.com OR. All other Scout rules apply (i.4 It’s a Sabotaaaage – Your best spies have infiltrated the enemy camp and managed to seriously damage one of their war machines. visit our thread on The Oupost Games Bunker website. They’re Coming – Having spied out your opponents plans or movements. then they will suffer minus 1 Toughness instead.
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