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"Winter Warlord-land" Tournament at The Whiz!

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"Winter Warlord-land" Tournament at The Whiz!

December 9, $15 Entry Fee

Army registration 9AM, Tourney Start 10AM

 

Location: The Whiz Store, 276 Turnpike Rd, Westborough, MA 01581

 

Army composition: 1501 points. Warlords required to be at least 400 points. (Stop whining, Dwarf players, we evened it up!) Maximum 10 initiative cards, including tactician cards. Printed rosters required, no handwritten rosters. Handwritten corrections to Army Builder lists are acceptable. Any army list from core rulebook, Reaper web site, or army books allowed. If the Overlord book is out by then, it's legal!

 

Unpainted armies allowed, reasonable proxies accepted but model and base size must be compatible. We love conversions, but misleading or empty base proxies are not allowed. That troll had better be big and scary, and on the right size base. Don't expect to use a halfling to proxy him! And vice versa, for that matter. Dark Heavens may be freely substituted, but models from other games are allowed only if based correctly AND the model was purchased at the Whiz. (Sales receipts required.)

 

Tourney Format: Three rounds, Swiss pairing, 2 hour games on 4'x4' boards. Each round will have a different scenario. (See details below.) Wins are worth 15 tourney points, losses are worth 5 tourney points, draws are worth 9 tourney points, plus scenarios may award other tourney points for achieving specific goals. Each player gets one additional tourney point for each full turn completed, up to a maximum of five. Win, lose or draw, the more rounds you complete, the more tournament points you get! Fast play encouraged! Completely painted armies (which requires finished bases and three colors on each and every model) get one additional tourney point per round.

 

Victory point calculation: When time is called, all models may take their normal tough checks before calculating victory points. VP are calculated by summing up damage to enemy models. Multi-track models count proportionally to actual damage taken. IE, a three track model with two wounds is worth 2/3 of the points for the model. All models include the cost of equipment in point calculation, spellcasters include the cost of their spells. Additional victory points may be awarded for achieving scenario goals. Expended spells or equipment do not count against you for victory points, only damage to models. A game is counted as a draw if the difference in victory points is less than or equal to 10% of the cost of the army. (IE, you must win by 151 victory points to get 15 tournament points.)

 

Entry Fee: $15, $12.50 if you register and pay before 8PM of the Thursday before the tourney.

 

Prizes: First place $100 gift certificate, $25 best painted army as determined by player vote. If we get 12 or more participants, 2nd place will also receive a $50 certificate. Depending upon attendance, random door prizes of Warlord or Dark Heaven minis and Reaper paints may also be awarded. (Store choice.)

 

Food: The entry fee includes two slices of pizza between the first and second games. Additional snacks and sodas are available at the store. No other outside food allowed, please.

 

Schedule: Armies must be registered and presented for acceptance by 9:30AM. Armies presented after 9:30AM may have reduced time for the first round, or may miss it altogether.

 

First round, 10AM-12noon.

Pizza and painting contest voting, 12noon-12:30.

Second round, 12:30PM-2:30PM.

Third round, 3PM-5PM.

Open play, 5PM-8PM.

 

Reapergames.com: We will get forum names for all participants, and will post the results on our website at www.whiznet.com. Winners are responsible for reporting battle results on ReaperGames.com.

 

Scenario 1: Race for the Treasure

 

You have discovered a treasure trove, and are determined to claim it! Unfortunately, others have also learned of the treasure, and you find yourself in a deadly race. Get there first to claim the first cut of the treasure! Better yet, drive off the rival claimant and enjoy the treasure at your leisure!

 

Setup and Scoring: Place a marker on a standard sized base, centered upon the exact middle of the board. The marker may not be moved, but it may be looted. The first player to loot the marker gets 100 additional victory points, and gains control of the marker. Control of the marker goes to the last player to loot it. Control of the marker at the end of the game is worth 100 additional victory points, and 1 tournament point. If you kill the enemy warlord, gain 1 tournament point. If the enemy has no troop leaders or solos left, gain 1 tournament point. If your warlord fails to wound an enemy model, lose 1 tournament point

 

Deployment: Standard tourney setup, 12" by 24" deployment zone. First player to deploy picks board side as they deploy. Deployment time counts against the two hours for play, move quickly!

 

Scenario 2: Battlefield Domination

 

You have orders to secure a strategic area from the enemy. Drive them from the field and claim victory!

 

Deployment: First player picks a 12" by 24" deployment zone, but the deployment zone must include one of the board corners. Second player automatically takes the 12"x24" deployment zone farthest away from the first player's deployment zone. Deployment time counts against the two hours for play, move quickly!

 

Scoring: Consider the board as four 2'x2' quadrants. A troop is considered a scoring troop if more than half of the original troop is alive and located within a single quadrant. Count models, not damage tracks, when determining if a troop is above half strength. If both players have a scoring troop within a quadrant, the quadrant is considered contested and neither side controls it. Note that it takes a troop of multiple models to control a quadrant, solos cannot control or contest quadrants.

 

Victory points are awarded for killing enemy models, as normal. Additional VP are awarded for control of quadrants, as shown below. Contested quadrants score no additional victory points for either player.

 

- Control of the quadrant that contains your deployment zone: 0 points

- Control of the quadrant on the same side of the board as your deployment zone: 50 victory points

- Control of the quadrant on the same side of the board as your opponent's deployment zone: 100 victory points

- Control of the quadrant that contains your opponent's deployment zone: 200 victory points and 1 tournament point

 

If you kill the enemy warlord, gain 1 tournament point.

If the enemy has no scoring troops remaining, gain 1 tournament point.

If your warlord fails to wound an enemy model, lose 1 tournament point

 

Scenario 3: Arch-enemy Assassination

 

You really hate the opposing warlord. Nobody can say that about your mother and live! Winning the battle is almost secondary for you. You will only be satisfied feeling the opposing warlord's cooling lifeblood with your own hands...

 

Setup and Deployment: Standard board, standard 12"x24" deployment zones. First player to deploy picks board side with their first placement. Deployment time counts against the two hours for play, move quickly!

 

Scoring: Score victory points as normal for killing enemy models. Killing the enemy warlord is worth an additional 100 victory points. Leave any deceased warlord model where it lays for the rest of the scenario. Gain an additional 400 victory points, and 1 tournament point, if your warlord survives the battle and any of the following conditions applies:

 

- Your warlord denied the opposing warlord a Tough check, by performing coup-de-grace, the use of Bane or Mercy SAs, a firestorm spell, or any other means. Note that Dark Energy checks are NOT Tough checks! If your Crypt Legion warlord is coup’d, the opposing player gets 400 victory points and 1 tourney point, regardless of whether or not Moandain stands back up!

- Your warlord performed a loot action upon the body of the opposing warlord.

 

If your warlord survives the battle, score one additional tourney point for each wound your warlord caused to the enemy warlord. (Max four.) Note that wounds negated by Divine Favor do not gain additional tournament points.

 

If your warlord failed to wound the enemy warlord, lose one tournament point.

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Good Grief, that sounds like fun! I even looked up how far to the store. Alas, 1500 miles. About one mile for each point in my army. It's...just...too...far...

Wow, that 400 point Warlord rule is harsh. You'll have some tricked out Warlords running around.

Have a great time without me.

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Wow, that 400 point Warlord rule is harsh. You'll have some tricked out Warlords running around.

 

That is part of the design. It occurred to me, that outside of Equipment Ho! scenarios, the big boys rarely make it to the board, and if they do, they spend the whole time beating up on outclassed enemy troopers. I want to see the big fellas going toe to toe in this one.

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Too bad it's on the other side of the world!?!? :upside: Ok ok ok. So, it's on the other side of the States but it might as well be the other side of the world!! :lol::devil:

 

That sounds like a fun tournament. Maybe one of these years I'll be able to afford to go up there... :down:

 

Wild Bill :blues:

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If your warlord fails to wound an enemy model, lose 1 tournament point...

If your warlord fails to wound an enemy model, lose 1 tournament point...

If your warlord failed to wound the enemy warlord, lose one tournament point.

There are 3 points lost by Mother Superior Kristianna!

 

Rich

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Also, curious why all Warlords have to be 400+ when Dwarves have a 300 point Warlord available to them. It's their choice to field the more expensive one. And forcing people to jack up their less expensive Warlords doesn't really fix the problem since their less expensive Warlord is now THAT much more powerful, it just means people can't field 4 or 5 more grunts. And with the new Cleric Warlord's Data Card available, there is no reason why someone can't proxy for him at 200 points as well.

 

Not a huge fan of the scoring since it favors melee Warlords, or heavy offensive Magic Warlords like Witch Queen, Ashkrypt, Moandain, which means most Clerical Warlords catch short shrift. Not all warlords are meant to fight toe to toe with each other, or to fight at all.

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Warlords required to be at least 400 points. (Stop whining, Dwarf players, we evened it up!)

My idea for making all warlords "fair" is the following: The two most expensive models in the army must be at least a total of 500 points, including equipment and spells. This allows a lot more choice than simply saying that everyone has to pump up their warlords to match Thorgram. It also makes some of the other expensive and little used models more attractive, not just the warlords.

 

Rich

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There are 3 points lost by Mother Superior Kristianna!

 

Don't forget that she is able to use the Call Lightning spell. :devil:

 

She also has Holy Burst which, if you're facing Nefsokar or Necropolis can come in handy.

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There are 3 points lost by Mother Superior Kristianna!

 

With any set of tourney restrictions, there will be some options more attractive than others. I suppose if one must play a cleric WL, you can take some damage dealing spells. Felling the Firstborn may even be worth it in this event!!! :devil:

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There are 3 points lost by Mother Superior Kristianna!

 

With any set of tourney restrictions, there will be some options more attractive than others. I suppose if one must play a cleric WL, you can take some damage dealing spells. Felling the Firstborn may even be worth it in this event!!! :devil:

 

that's why i plan on bringing a only a few troops and plenty of clerics.

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