Monday, July 05, 2010

The Twin Tailed Comet, WFB tournament info

Hello all,

We are organizing a Warhammer Fantasy Tournament in anticipation of the new 8th Edition of Warhammer.

This tournament will be using 7th Edition rules.

Date July 4, 2010
Venue : Glorietta 5 (provided by NG)
TO (Tournament Organizers) : Ian Navarro, Oberon.

Points: 2,000
Number of rounds: TBA
Registration: 10:00 - 10:30am
Game time : 10:40am
Entrance Fee : 500 pesos

Overall : 8th Edition Rulebook Warhammer Fantasy Battle
Best General : P1000 gift certificate NG
Best Painting : P1000 gift certificate NG
Best Sportsmanship P500 gift certificate NG


All are subject to change and other rules are to be announced.

Will be joining to complete my once a year quota of WHFB gaming.

1. Midnight - OGRES!!!!
2. Henri - Empire Troops
3. Ross - Vampire Counts...
4. Lucas - High Elves (tentative)
5. Mark - Dark Elves (tentative)
6. Clarence - Dark elves or VC
7. Jun - choas
8. naj - brets
9 carlos - vc
10. joel - Woodies

THE TWIN TAILED COMET

Pointage: One army list of 2,000 points. A player may not exceed 2,000 points and may not go under 1,900 points.
Army Books: Latest edition of an army’s army book is required. No appendix army lists allowed (if applicable).
Time Limit: 2.5 hours per game, strict Dice Down rule in effect. Deployment is included in the time limit. Players with horde armies are expected to deploy faster and play faster – as a player, you adjust to the event; not the other way around.

Player Responsibilities

Players participating in the Twin Tailed Comet must bring all their own models, army books, dice, measuring devices, tokens, markers and templates they require for play.

Players must also bring at least two printed or legibly handwritten copies of their army list, complete with points cost and an army point total.

A Player is expected to take note of any Victory Points gained from special scenario objectives, slain Generals, captured standards and table quarters at the end of each game.

Conduct/Sportsmanship

Players must fully cooperate with their opponent to answer any question that arise when resolving any element of gameplay. Refusing to do so is explicitly unsportsmanlike. Players must remain courteous and patient with their opponents and the TO. The TO always has the final word on rules questions or debates. Players must accept the rulings made by the TO whether or not they agree. We assume all players are good sports who understand fair play. If a dispute arises, call the TO for assistance.

Players will remain mature, polite and fair to their opponents. Failure to do so will result in immediate disqualification. A TO may eject a player for any incident that is deemed unsporting. This includes, but is not limited to, offensive or abusive conduct, bullying, cheating, constant rules arguments, stalling game play, and other immature actions. If stalling is suspected, the TO should be called to monitor play.

Dice Down

After the time limit for a match has expired, the TO calls “dice down”. When dice down is called, the current turn immediately ends. The end of the turn and game due to dice down does prompt a final iteration of scenario scoring. If the player is in the process of moving a model or unit, he finishes that movement and then the turn and game ends. If the player is in the process if making a roll of any kind, he completes that single roll and then the turn and game ends.

Best General

Best General is determined by the result of his games.

A player who has completed his games (completed the game until all rounds are finished) has precedence in this award than players who have not completed their games.

In the case of two players with the same score, one will rank higher by Strength of Schedule. The scores of the players’ opponents in the previous rounds will be added up. The player whose opponents’ total scores are higher earns the higher rank (equates to the player having fought harder opponents). On the chance that a tie still occurs, the player who has claimed more dead generals and/or standards and/or table quarters Victory Points earns the higher rank.

Best Painting

Best Painted is judged by the TO.

An army must be fully-painted and based to the TO’s judging standards in order to qualify for Best Painted. If some of the models are unfinished, the army is not qualified for this award.

A player who painted his army himself will take precedence in this category over a player who has had his army painted by another or has had assistance from others.

When asked by the TO, a player is expected to be honest with regards to painting his army. If a player wins this award and is discovered to have been dishonest with the answer, the prize must be forfeit and the player will no longer be eligible for future Best Painted awards hosted by the TO/group.

Best Sportsmanship

Sportsmanship is a score given to a player by his opponents.

Players who have won Best Sportsmanship before in previous events are still eligible to win this award in this event.

Variable Game Length

A game normally consists of six game rounds, with each player receiving a turn per round. At the end of the second player’s sixth turn, there is a chance that the game may continue. Roll a d6, the game continues for a seventh round on a 4+.

The game ends at the end of the second player’s seventh turn (no additional turn will follow).

Victory Points -- All or Nothing

A player receives a number of Victory Points equal to the points value of each enemy unit destroyed.

At the end of the game, a player receives a number of Victory Points equal to the points value of each enemy unit that are fleeing or have fled off the table.

At the end of the game, enemy units that are half strength and/or multi-wound model with damage DO NOT provide Victory Points to the opponent.

Victory Points – Table Quarters

Only Controlling Units may claim the table quarters Victory Points at the end of the game.

A Controlling Unit:
• Must be at least Unit Strength 5
• Must have a standard bearer and a musician
• Must not be in base contact with an enemy unit of at least Unit Strength 5
• Must not be fleeing
• Must not be a skirmish unit

The only way to contest an enemy Controlling Unit is to engage it with a friendly unit of at least Unit Strength 5.

If a Controlling unit is found to be in more than one table quarter, randomly determine which table quarter it is on.

Victory Points – Enemy General Slain, Captured Units’ Standards, Captured Battle Standard

Follow as normal in the WFB rulebook.

Scenario 1 – Divide and Conquer

At the end of each player’s turn, starting on the first player’s second turn, either player can earn 50 Victory Points for each Controlling Unit on his enemy’s deployment zone. Note: Victory Points earned this way can be earned even on the opponent’s turn.

A Controlling Unit:
• Must be at least Unit Strength 5
• Must have a standard bearer and a musician
• Must not be in base contact with an enemy unit of at least Unit Strength 5
• Must not be fleeing
• Must not be a skirmish unit

The only way to contest an enemy Controlling Unit is to engage it with a friendly unit of at least Unit Strength 5.

When the game ends, friendly models/units within 12” of the owning player’s table edge are worth double Victory Points.

Scenario 2 – Deadly Ground

Mark the center of the table. At the end of each player’s turn, starting on the first player’s second turn, either player can earn 50 Victory Points for each Controlling Unit that is within 8” of the center of the table. Note: Victory Points earned this way can be earned even on the opponent’s turn.

A Controlling Unit:
• Must be at least Unit Strength 5
• Must have a standard bearer and a musician
• Must not be in base contact with an enemy unit of at least Unit Strength 5
• Must not be fleeing
• Must not be a skirmish unit

The only way to contest an enemy Controlling Unit is to engage it with a friendly unit of at least Unit Strength 5.

Scenario 3 – Absolute Attrition

On the first round, spells or effects that reduce the movement of enemy models are ignored. On the first round, models/units may march even if within 8” of an enemy unit.

At the end of each player’s turn, starting on the first player’s second turn, models and units with models within 12” of their table edge are automatically removed from the game (i.e. if a the rear rank of a unit of cavalry is within 12” of the table edge, the whole unit is removed from the game; if one crewman of a war machine crew is within 12” of the table edge, the whole unit, war machine and crew, are removed from the game). Models/units removed this way count towards Victory Points for the opponent.

Victory points from destroyed Lords and Heroes are worth double. Victory Points for Enemy General Slain is also double (200 VP instead of 100 VP).

(as posted by Ian Navarro on MWPH)

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