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Hear ye Hear ye!

 

Announcing the Dragon-T weekend to be eld in the greater Dallas, TX area the weekend of Saturday, August 9th.

 

This three round tourney is to happen at the Game Exchange in Lewisville.

 

The grand prize will be among other things, a Reaper Dragon. Hey pretty novel idea considering the name of the day... Since I am trying to get players to overlook the distance factor in this, I am also leaning towards paying for the gas for the winner based on mileage. There wll of course be other prizes, but wanted to at least list those in hopes of attracting some attention.

 

I had originally wanted to do this on August 2nd, but had to change to the 9th based on store availability.

 

It will be a 3 round event. But, it will have a few twists and turns that I will be anouncing in the next week or two.

 

So, respond here or throw me PM bone if you are interested and think you might be able to join in the fun and fury.

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Awesome to hear sir...

 

But, hold off a day or two before army crunching... I am finishing up the details for the tourney and I am sure it will affect everyone's army lists. I should be able to post up the details by next week, which will still give everyone a good month or more to prepare.

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More details still to come later this week, but here is some stuff to help you start planning...

 

 

It will be 1000 point builds.

NOTE: ALL solos get a 20% discount to their cost (before adding equipment or other add-ons)

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The following are the three scenarios that shall be played during the Dragon Tourney:

 

Scenario: Dragon Sky

Set up: The table will start off clear of terrain.

Objective: To destroy your enemy

Deployment: 18”x12” centered deployment areas on opposing edges of the board. During deployment, each player will add three cards to the deck, each one representing a piece of terrain. Each player may add either a troop or a piece of terrain when their card comes up such that by the end of deployment all items will be placed. Terrain may be placed anywhere on the board that is not already occupied (may not move friendly or enemy models to place a piece of terrain.

 

Description: You are meeting on a battlefield during the middle of a unnatural firestorm. Great balls of fiery hail rain down as the battle commences. But, you are already here, no reason to turn back now. Smash your enemy and be done with them. Objective is pretty simple, destroy your enemy.

 

Starting with turn #2, at the beginning of every full game turn, 3 large fireballs will rain down from the skies above. To simulate this, roll 3D10. Measuring from the center point of the table in the direction of each dice multiply the result by 2 and that is how many inches in that direction the fireball will land. The fireballs will have a 2 inch AOE at the target location and has a chance to affect any model where it overlaps their base in any way. With an affective CP 5, any models that the fireball successfully impacts will take 2 points of damage.

 

Also, each player will have at their disposal 3 items, each of which can be used one time in the game. Any model may use one of the items, no model may use more than one item. But again only one time per player in the game for each item. The items are as follows:

 

Wings of the Dragon: This item creates a roaring wind around the target model . As a free action a model may force all models in B2B to immediately disengage and move back 2 inches directly away from the target model. No rolls are required and no damage is done on either players models. If there are any obstacles blocking the ability to move the full two inches, then the models will move until they come into contact with the impediment only.

 

Dragon Breath: This item creates a great flame to shoot out from the target model. As part of a melee action, a model may declare he will use the dragon breath item. The model chooses a target within 1 inch of B2B (or can be a model in B2B). This model is and all enemy models within a 2 inch AOE of the center of the target model are engulfed in flames. The declaring model then rolls all of his attack dice one time, with the result of the dice being used against all models in the flames.

 

Dragon Claw: This item forms a claw of energy that forms around the users weapons. As part of all combat for one turn, any models successfully damaged by this weapon must make a successful DIS check or become shaken.

 

Victory Points:

Thru out the game:

- 1 tie breaker point for each of the three items used

- 1 tie breaker point for each enemy model that retreats

At the end of each turn:

- 1 victory point for any enemy initiative card lost that turn

At the end of the game:- 1 victory point for every 100 points worth of enemy casualty points

- 2 victory points for the player with the highest caused casualty points.

- 3 additional victory points if the winning player is the last model standing..

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Scenario: Loadstones

Set up: The table will start off clear of terrain . 5 loadstones will be placed on the table along the center dividing line between opponents, starting 6 inches away from the side and 9 inches apart from each other.

Objective: Players have 5 turns to push all stones back into your deployment area.

Deployment: 12”x30” centered deployment areas on opposing edges of the board. During deployment, each player will add three cards to the deck, each one representing a piece of terrain. Each player may add either a troop or a piece of terrain when their card comes up such that by the end of deployment all items will be placed. Terrain may be placed anywhere on the board that is not already occupied (may not move friendly or enemy models to place a piece of terrain.

 

 

Description: No model may touch a loadstone on turn 1 of play.

Beginning on turn 2, a model may use a non combat action to push a loadstone in a straight line directly away from itself. The distance the stone travels is based on the base size of the model plus a die roll.

 

Standard = 1D6 * 1 inches

Cavalry = 1D6 * 2 inches

Large = 1D6+1 * 3 inches

Giant = 1D6+2 * 4 inches

 

As the stones are considered to have “SA: Hovering”, they will travel past any blocking models. If the stopping point, based on the above base and dice roll, result in the stone coming to rest on top of a model, then it will stop just short of that model instead. Pushes that result in a stone going off the edge of the table, the stone will stop at the edge instead. Stones will also stop when coming into contact with impassable terrain.

 

In any single activation, a troop may make up to 3 push actions no matter how many stones those 3 are used on .

 

As the stones are hovering just off the ground, models that are flying or burrowed will have to surface to be able to perform a push action on a stone.

 

Stones cannot be the target for any spells.

 

Models may attempt to retrieve stones out of enemy deployment zones too.

 

 

Victory Points:

Thru out the game:- 1 tie breaker point for every push greater than 5 inches

- Or

- 2 tie breaker points for every push greater than 10 inches

 

At the end of each turn:- 1 victory point for each stone in friendly deployment zones

 

At the end of the game:

- 2 victory point for every stone in friendly deployment zones.

- 2 victory points for the player inflicting the most points worth of casualties to the opponent.

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Scenario: Loot the stash

Set up: The table will start off clear of terrain. Three locations of coins will be placed on the table equally fair distances from each player. Each stash will contain 8 coins.

Objective: Collect the coins and kill everything that tries to take them away from you.

Deployment: 6”x 40” centered deployment areas on opposing edges of the board. During deployment, each player will add three cards to the deck, each one representing a piece of terrain. Each player may add either a troop or a piece of terrain when their card comes up such that by the end of deployment all items will be placed. Terrain may be placed anywhere on the board that is not already occupied (may not move friendly or enemy models to place a piece of terrain.

 

 

Description: You have made into the Dragon’s lair. Unfortunately, so has your opponent. Grab as much loot as you can before dragon comes home.

 

It takes a non combat action to pick up a coin. It also takes a non combat action each turn to continue to hold the coin and models must remain surfaced while in possession of a coin.

 

Only half of the number of living models of any troop (rounded up) may be in possession of a coin at any time. At the end of any activation where any models that are holding coins whose troop has lost enough members to be over the limit, must declare which models will immediately drop their coins to meet the limitation.

 

If a model holding a coin is damaged in any way, it immediately drops any coins it is holding.

 

Players may attempt to retreive cons from the oppoents deployment zone.

 

At the end of turn 1, one player will roll a D10, if the result is an 6 or higher, then the dragon’s initiative cards (2) will be added to the deck. If not then at the end of turn 2 the cards will automatically be added.

 

The datacard for the extremely scary dragon (approximately 600 point dragon) will be shared at the tourney.

 

During play when the first dragon card is picked, the players will roll off, with the highest roll getting to activate the dragon for his team. He may play the dragon however he sees fit for that activation. When the second dragon card is picked the other player may now activate the dragon for his team and likewise may play the dragon however he sees fit.

 

If a player decides to have the dragon attack his own models (which might happen based on the scoring chart) the opposite player will handle the dice rolls.

 

Victory Points:

Thru out the game:

- 1 tie breaker point for each enemy model that retreats

- In reverse order, for every damage track worth of damage caused to the dragon the player will earn that many victory points. That is Track 0 is worth 8 points, track 2 = 7 points, track 3=6 points, etc..

 

At the end of each turn:

- 1 victory point for each coin in possession on hand or in the friendly deployment zone

 

At the end of the game:

- 1 tie breaker point for every 100 points worth of enemy casualty points

- 3 victory points for the player with the highest caused casualty points to the other player.

- 3 victory points for the player with the most coins in possession or in their deployment zone.

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  • 2 weeks later...
Damn, and I was looking forward to kicking Bill's butt again. It's been at least a year and a half... :;):

 

~v

 

Yeah, but I was playing a one-troop Razig army, not the Dwarves. So therefore the butt-kicking doesn't count. ::P: And you were cheating with your "Mine Goes To 11" army as well. ::P:

 

:lol:

 

Sorry guys. I hope you have fun without me. ::):

 

Wild Bill :blues:

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