Shakandara Posted April 29, 2012 Share Posted April 29, 2012 Yes. With any luck, they will be posted later today. ~v Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted April 30, 2012 Author Share Posted April 30, 2012 Just a quick post to say that I have updated the opening post to include the scenarios for this tourney. And give you a teaser pic from one of the tournament tables work in progress pictures.... Quote Link to comment Share on other sites More sharing options...
Shakandara Posted April 30, 2012 Share Posted April 30, 2012 (edited) I have been watching the WIPs of the Island for the tournament, and they are nothing short of spectacular. Combineb with a story-arc driven set of tournament scenarios, and this year's Warlord Tournament should be awesome to play in, regardless of where you finish in the final standards. EDIT: Your link isn't working for me, Jason. The image doesn't load. ~v Edited April 30, 2012 by Shakandara Quote Link to comment Share on other sites More sharing options...
psyberwolfe1 Posted April 30, 2012 Share Posted April 30, 2012 So yeah The Demonic conclave just effectively gutted the Darkspawn demons. A fix looking for a problem because what hasn't won a Tournament is the Demonic Conclave. Whatever no turn 1 alpha strike. I'll admit that which I've been practicing all year long to get shut down two weeks before the event is a bit aggravating. So perhaps we'll see my Speedy Gonzalez Mercs or horde DS Tough to tell but It will probably not be an army I'll get any practice with. I'll get over it but next time if you're doing something that guts an FA or SA more than two weeks heads up would be nice. 1 Quote Link to comment Share on other sites More sharing options...
outek Posted April 30, 2012 Share Posted April 30, 2012 Some quick questions after scanning the scenarios: All Ashore: "Deployment: Each player deploys a maximum of 600 points of their force. Only complete troops (including Solos and Banded Troops) may be deployed." Question: What if a player is fielding a single troop that is over 600 points? "Reinforcements: Models not deployed during the deployment phase may begin coming ashore in Turn 2, and must come ashore as a full troop. Models may come ashore up to 10 base sizes at a time per Turn (where Standard = 1 base, Large and Cavalry = 2 bases, and Giant = 3 basses)...." Question: What if a player does not field any troops that are 10 or less base sizes? [Example - troop(s) consists of 11+ Standard bases; 6+ Large bases; Combination that exceeds 10...3 Large and 5+ Standard; etc.] Question: Some pieces of equipment require a model, namely the Familiar and Totem of Battle. How are these pieces of equipment to be handled? [Familiar(s) may put a troop over the 10 base sizes limit; Totem of Battle is not a troop; If only troop available to move Totem of Battle ashore consists of Large/Cavalry bases = 11 base sizes (8 + 3 ); etc.] "Scoring: ... All unearned points from the battle are split evenly." Question: To clarify, does this mean models still on board for both sides totalled, then the total split? Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted April 30, 2012 Author Share Posted April 30, 2012 Psyberwolfe: Although I will disagree about the end result of our "errata rule" if you will related to the demon enclave, I do appreciate your frustration related and will try to do a better job of making the announcements out sooner next time. Outek: I think all three questions can be responded to with the same answer: A troop may not leave the deployment area til all of its members are accounted for. So, in either case, where a troop has more than 10 or a troop is lareger than the initial 600, then it simply means they all have to sit around in the deployment zone until the rest of their troop comes ashore. All pieces of equipment and items have value or size and can be included in calculations easy enough. As to the unearned points, well just for example, in scenario 3 there are 3 control spots to earn points from each turn. Well, if no one is on a spot to control it on any particular turn then those points for that turn went unearned. So, at the end of the game those unearned points would get split evenly between the two players, unless those points were an odd number of points, in which case the one extra point would go to the player with a higher kill amount. Quote Link to comment Share on other sites More sharing options...
haldir Posted April 30, 2012 Share Posted April 30, 2012 Awesome looking terrain. I may have to take a peek in on that one when its in play. btw link works if you open it in anther tab (Chrome) Quote Link to comment Share on other sites More sharing options...
psyberwolfe1 Posted April 30, 2012 Share Posted April 30, 2012 Stubdog I'll let you pick where I make the case why my assertion that of a fix looking for a problem has merit. Here, PM, or the Warlord rule chat forum. Quote Link to comment Share on other sites More sharing options...
Don Rodolfo Graziani Posted April 30, 2012 Share Posted April 30, 2012 I can't believe I haven't seen this thread until today. Guess I'm not on here enough. Please, put me down for Friday. And that is some seriously awesome terrain. Quote Link to comment Share on other sites More sharing options...
Shakandara Posted April 30, 2012 Share Posted April 30, 2012 So yeah The Demonic conclave just effectively gutted the Darkspawn demons. This is an exaggeration. I understand where it is coming from, but the Darkspawn demons did not suddenly become unplayable because of this rule. It does not prevent the army from performing the Daisy Chain, or even from alpha striking. What it does do, however, is return a tactical element to a gimmick that required no effort or forethought to play. And honestly, it makes sense. Why should puny little imps (or bone devils, goat demons, or any of the lesser demons) be able to call Rauthuros? The big demons call the little demons to do the dirty work, not the other way around. I do feel your pain on the timing, however. Jason is one guy, and can't get everything done by himself, especially when the terrain project for the con is as huge as it is. Hopefully the awesome tables help make up for it a little. Also, don't quit on the Darkspawn. I'd be glad to have a tactical discussion with you about them, taking into consideration the tournament rule. Outek: It refers to the scenario scoring points, rather than the point value of the models. There have been scenarios like this one in the past, and there are 3 things that can cause unearned points in the first scenario. 1) Since points are awarded only for every full 100 points of models you kill, even if your opponent gets all his surviving models off the board, it is not only possible but likely to have unearned points. If you kill anything other than something exactly divisible by 100, there will be a remainder, both for you and the opponent. 2) By the same token, even if you get all your surviving models off the board, you only earn 1 point per full 100 points you get across the finish line. Again, it is likely that there will be an unearned point here for the remainders. 3) Finally, should any models be on the board for either side, these are completely unearned, and could inflate the number of unearned points from the remainders mentioned in 1 & 2 above. Example: You kill 425 (rounds down to 4 points), get 501 (rounds down to 5 points) off the board, and strand 133 on the board. Your opponent kills 366 (rounds down to 3 points), gets 333 (rounds down to 3 points) off the board, and strands 242 on the board. You score would be 4+5=9. Your opponent would get 3+3=6. This leaves 5 unearned points (each scenario is worth a full 20 points). Each side would get an addition 2 points, and since you had more kills, the extra point would go to you. The final score would be 12-8, in your favor. ~v Quote Link to comment Share on other sites More sharing options...
Kuro Cleanbrush Posted April 30, 2012 Share Posted April 30, 2012 First off, everything looks awesome, and I'm super excited! The scenario rules will be rough on my army (...at least that's my initial thoughts), but, hey, I never planned to be a contender. I just want to show up with an army that looks awesome (though the ice-themed bases may not go very well with the pirate decor, methinks ) Second, I'm kind of running into the problem that outek was talking about since I have a single troop that weighs in at 605 points. Now, this could be brought down a little by swapping elites with another troop, but that would be a permanent change, correct? I could not swap the elites back into their original troops in subsequent battles according to my understanding of things. Quote Link to comment Share on other sites More sharing options...
psyberwolfe1 Posted May 1, 2012 Share Posted May 1, 2012 This is an exaggeration. I understand where it is coming from, but the Darkspawn demons did not suddenly become unplayable because of this rule. It does not prevent the army from performing the Daisy Chain, or even from alpha striking. What it does do, however, is return a tactical element to a gimmick that required no effort or forethought to play. And honestly, it makes sense. Why should puny little imps (or bone devils, goat demons, or any of the lesser demons) be able to call Rauthuros? The big demons call the little demons to do the dirty work, not the other way around. A touch of exageration? Sure. However I said gutted, not unplayable. Here are the big problems. The demon elites and monsters can only be summoned by Rauthuros which in effect forces a player to take Rauthy. (The Marilith can be summoned by the Baron of Pain Whooptee Do!) All of the other demon elites and monsters require the presence of Rauthy to be summoned, which forces me to take, or not, certain models, which no other faction has been nerfed to do. The reason the daisy chain works is it is a delivery system for the big bad because Warlord clearly favors melee, elite, multi wound, gobs of SA models over the sword and board soldier. The mooks are so you can field the awesome dudes. First to make it to melee with the big bad typically wins. You also make the assertion it forces you to be more tactical and the reply is no it tells me take another army because Mercs, Nefsokar, Crusaders, and Necropolis all have some insane alpha strike capabilities and yet they weren't nerfed. Also using your same logic: boss doesn't walk across the field. Mooks face that hazard and then call me, the big bad, when it's go time. (I've played GW games so long I can do the fluff argument for anything all day long. ) I do feel your pain on the timing, however. Jason is one guy, and can't get everything done by himself, especially when the terrain project for the con is as huge as it is. Hopefully the awesome tables help make up for it a little. Also, don't quit on the Darkspawn. I'd be glad to have a tactical discussion with you about them, taking into consideration the tournament rule. I'd be happy to have that discussion. There is part of me that is glad I didn't paint the force because, holy crap, I would probably have quit outright. However I won't but I can't guarantee I'm sticking with the DS force. Quote Link to comment Share on other sites More sharing options...
haldir Posted May 1, 2012 Share Posted May 1, 2012 (though the ice-themed bases may not go very well with the pirate decor, methinks ) Hey come on "Ice Pirates" was a cool movie (well at least it was back in the day ) Looking forward to see yours & everyone else army up close. I'll be the guy just meandering among the players. 1 Quote Link to comment Share on other sites More sharing options...
Shakandara Posted May 1, 2012 Share Posted May 1, 2012 Second, I'm kind of running into the problem that outek was talking about since I have a single troop that weighs in at 605 points. Now, this could be brought down a little by swapping elites with another troop, but that would be a permanent change, correct? I could not swap the elites back into their original troops in subsequent battles according to my understanding of things. If the point value of the troop is too high, then you won't be able to deploy it. Yes, you use the same list for all three games. So, that leaves you with the following options: 1. Edit your build so that the troop is less than 600 points. 2. Deploy other troops during Deploymeny for All Ashore, and bring the 600+ point troop on shore after Turn 1. If it has too many base-sizes, then you will have to hold it until the full troop has been delivered to finally deploy it. Doing so, however, hands your opponent a rather sizable advantage. ~v Quote Link to comment Share on other sites More sharing options...
Kuro Cleanbrush Posted May 1, 2012 Share Posted May 1, 2012 If the point value of the troop is too high, then you won't be able to deploy it. Yes, you use the same list for all three games. So, that leaves you with the following options: 1. Edit your build so that the troop is less than 600 points. 2. Deploy other troops during Deploymeny for All Ashore, and bring the 600+ point troop on shore after Turn 1. If it has too many base-sizes, then you will have to hold it until the full troop has been delivered to finally deploy it. Doing so, however, hands your opponent a rather sizable advantage. ~v Yeah, it's a 13-base troop, so holding them in reserve is not an option. Thanks for the help! Now I'll see what I can do... Quote Link to comment Share on other sites More sharing options...
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