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WHFB Turnyras Taline: Tactica Improvisada
Lakissov
Sveiki,

noreciau pranesti, kad spalio menesi vyks WHFB turnyras Taline. tiksli data bus paskelbta rugsejo menesi.
turnyre svarbiausia bus taktika, t.y. sugebejimas greitai veikti ivairiose situacijose uztikrins pergale. turnyro pavadinimas yra Tactica Improvisada, t.y. improvizuota taktika.
turnyre gali dalyvauti ne daugiau kaip 30 zaideju, gali buti maziau (priklausomai nuo vietos, kuria pavyks rasti). rugsejo pradzioje pranesiu daugiau tikslesniu detaliu apie turbyra: laikas, vieta, grafikas, dalyvio mokestis ir kt. turnyras vyks pagal sias taisykles (galimi nedideli pakeitimai)... (zr. zemiau)

Note: I don't speak Lithuanian, so one friend translated this for me. If you have questions, then answering questions in English or Russian will take significantly less time than questions in Lithuanian.


Dear All
I would like to announce that in October a WHFB tournament will be held in Tallinn. The exact date is yet to be determined, and it will be announced in September.
The idea of the tournament is to have a tactical competition, in which the ability to react quickly to different situations will be key to victory. Hence the name of the tournament is Tactica Improvisada, i.e. improvised tactics.
The number of participants will be limited to 30, may be less (it will depend on the place that I manage to secure for the tournament).
I will make an announcement somewhere in the beginning of September regarding the more exact details of the tournament: date, place, schedule, participation fee etc. So far, here is the rules pack that will be used (some slight changes are still possible):

Time and place

The tournament will take place on October 18-19 in Tallinn Polytechnic School, Pärnu mnt. 57 (same place as the previous tournament).

The schedule:

October 18
9:00 Check-in
9:30 - 12:30 Game I
12:30 - 13:30 Lunch time
13:30 - 16:30 Game II
17:00 - 20:00 Game III

October 19:
9:30 Check-in
10:00 - 13:00 Game IV
13:00 - 14:00 Lunch
14:00 - 17:00 Game V
17:00 - 17:30 Closing

---

Tactica Improvisada rules pack

Models

Models do not have to be painted, but they must me assembled and no proxies are allowed (although wysiwyg is not required).
Non-GW models and conversions are perfectly fine.
All models have to be based on the proper sized base (check the base size chart), although a model may be based on a bigger base, if that is the base that is supplied with it when purchased from the supplier.

Allowed army lists

Usual army lists, which have been out by registration deadline
Mortal Chaos and Beasts ignore the new list in the White Dwarf and use the lists from their current army books.
Dogs of War from White Dwarf # 251 (link: http://uk.games-workshop.com/dogsofwar/lists/)
Chaos Dwarfs
No Storm of Chaos army lists

Army composition

2000 points

Dogs of War allowed (only the ones from WD #251), Regiments of Renown not allowed
No special characters
No Storm of Chaos and Albion magic items or units
Maximum three slots dedicated to war machines
Maximum three slots dedicated to chariots. If a character rides a chariot, then this counts as using a slot if and only if it is stated in the army list that the chariot takes an additional slot.
Maximum three slots dedicated to units with gunpowder weapons. Characters and war machines are not counted for the purpose of this restriction.
Maximum three flying units; any character mounted on a flying creature counts as a flying unit, as well as a character that for some reason has the ability to fly (e.g. due to a magic item). Any dragon (together with its rider) counts as two flying units for the purpose of this restriction, except high elf star dragon and sun dragon; star dragon counts as three flying units and sun dragon as one flying unit.
The following units may not be taken in doubles: steam tank, treeman, hydra, giant, wraith, flamers
Skaven: maximum three clanrat/stormvermin weapon teams.
Ogres: may take one unit of Rhinox riders as one rare choice (upgradeable to bull rhinox as per the normal rules)
Orcs & Goblins: armies where all characters are goblins gain two extra hero slots, which may not be spent for wizards
Lizardmen: must choose one of the following two restrictions:
1. maximum three units of skinks (excluding chameleons)
2. no Charm of the Jaguar Warrior
Dark Elves: the sum of amounts of units of harpies and dark riders is five at most
Wood Elves: the sum of amounts of units of dryads, glade riders and wild riders is five at most
Daemons:
1. Pure Tzeench armies may use up to 15 power dice instead of 10
2. Pure Khorne armies may use up to 10 dispel dice instead of 9
3. No Siren Song and only 0-1 Siren Standard; these restrictions are abandoned for pure Slaanesh armies
4. No Staff of Nurgle, and Nurgle heralds may not join plaguebearer units; these restrictions are abandoned for pure Nurgle armies
(inclusion of chaos furies doesn't prevent an army from being pure)
Vampire counts:
1. A BSB with the Drakenhoff banner may not join a unit of grave guard
2. A Vampire with Red Fury may not have any armour or a mount that grants armour save

Magic

Maximum 10 power dice can be used per magic phase.
Maximum 9 dispel dice can be used per magic phase.

Each bound spell which is not ‘one-use only’ counts, when activated, as one power die used. Each bound spell which is ‘one-use only’, counts, when activated, as one power die used in the current magic phase and also all subsequent magic phases.

Each dispel scroll used counts as two dispel dice used in the current magic phase and also all subsequent magic phases.

Dice used to cast spells that grant additional power dice are not counted towards the maximum limit of power dice. Dispel dice/scrolls used to dispel such spells are not counted towards the maximum amount of dispel dice.

Terrain

Terrain will be set up by the organizer prior to the battle. In all scenarios, wood elves get to place their free wood, if they can provide one (organizer won’t). The wood must be possible to contain within a 6”x6” rectangle, and it must have a base determining the borders of the wood (and the wood should look aesthetic; you can’t just cut out a piece of card and put some branches on it).

Most tables will have a special object – either a building or a ‘special object’ as per the rules in the Warhammer rule book.

The rules for Arcane Monolith will be modified: the additional power die gained will not be counted towards the amount of dice used for the purposes of restrictions on maximum amount of power dice used.

The rules for Ancient Idol will be modified: all units in the army that controls this feature re-roll all failed leadership tests.

In addition, you may encounter the following special objects:

Monument of Khorne

The army controlling the monument gains one extra dispel die in each magic phase. Also, this additional die doesn’t count towards the amount of dice used for the purpose of restrictions on maximum amount of dispel dice used.

Cauldron of Blood

As long as a unit controls the cauldron of blood, all friendly units fully or partly within 12” of the cauldron (including the unit controlling the cauldron) are stubborn.

Scenarios

Before each game, roll 2d6. Add the results and consult the following table to determine which scenario to play:
2: Breakthrough
3 - 4: Last stand
5: Secure resources
6: Destroy supplies
7: Pitched battle
8: Clear the way
9: Breakthrough
10-11: Ambush
12: Secure resources

1. Breakthrough

One army blocks the path of the other one. It is important for the attackers to get as many troops as possible through the enemy line, and for the defenders not to let the enemy through. Maybe, the defender guards the flank of a bigger army from attacker’s fresh forces; maybe, the attacker plans a punitive raid into the defender’s territory; maybe, the attackers are the last survivors of an army trying to get back to their own side.

Roll off. The player that scores highest can choose to be the defender or the attacker; dwarfs may always choose to be the defender. Then determine table sides and deploy as normal, but choose the short table sides instead of long table sides. Deployment zones stretch 24” from each short side of the table toward the center.



Attacker’s units may escape the table from the defender’s table edge, and then they count as having broken through (unless they were fleeing while escaping); non-fleeing attacker’s units within 18” from the defender’s table edge at the end of the game also count as having broken through. For each attacker’s unit with US 5 or more that has broken through, the attacker gets 200 VP and another 200 VP for the general. Defender gets double VP for attacker’s units.

No VPs are scored for table quarters.

2. Last stand

The defender’s army has been encircled by the attacker, and is determined to sell its life dearly

Roll off. The player that scores highest can choose to be the defender or the attacker.

First, the defender deploys his entire force, including scouts, in his deployment zone (see chart below), and then the attacker deploys his army in his deployment zone (and scouts according to the usual rules). Attacker gets +1 to the roll determining who gets the first turn.



A wood elf player can put his free wood up to 9” away from his deployment zone.

The defender gets double the usual VPs for the attacker’s units. No VPs are scored to any player for table quarters.

3. Secure resources

According to scouts’ reports, there is a cart with some valuable resources (food, clean water, warp stone, magic items, gold or whatever relevant) in the area, but there are also enemies nearby. The generals send armed contingents to retrieve the cart.

The organizer places the resource marker somewhere approximately in the middle of the table prior to deployment. Deploy and play the game as normal.

In order to capture the resource cart, the player needs to bring one of his units with US5 or more in base contact with the resource marker. From then on, the unit is assumed to carry the cart; it can only use ground movement, and it can’t charge (these effects end if the cart is abandoned, which can be done voluntarily at any time when the unit can move, in which case the resource marker is placed touching the front of the unit). If the unit flees, is destroyed or reduced below US5, then the cart is abandoned (the marker is placed touching the back of the unit before it flees) and can be picked up by any other unit with US5 or more.

The resource marker may never move more than 7 inches during one game phase (but it may, for example, move 7 inches in movement phase and then another 7 inches in the magic phase of the same player).

The game ends when one of the players carries the cart away from the battlefield (from his side of the table), when there are no more units with US5 or more on the battlefield (count units that pursued off the table and units in ambush/miners/etc. as being on the battlefield), or when the time ends.

Victory points are scored only for bringing the cart away from the battlefield. The player that manages to do so, scores as many victory points as he has non-fleeing troops left on the battlefield (excluding the unit carrying the cart and any units that are not in the roster of the player – like raised zombies for example) when the cart is carried away from it. The player (or players) that don’t manage to carry the cart away gets zero victory points.

4. Destroy supplies/protect supplies

Scouts have found the location where the enemy keeps the supplies for the army, but unfortunately the supplies are well-guarded. A raiding party has been sent to destroy the enemy supplies.

Roll off. The player that scores highest can choose to be the defender or the attacker. Then determine table sides and deploy as normal.

After deployment is finished, the defender takes three resource markers (supplied by the organizer) and places them beside three of his units with US5 or more. These units are then assumed to be guarding the resources.

If a unit guarding the resources makes a fly move, is destroyed, forced to flee or reduced below US5, then it is assumed that the resources are lost, and the resource marker is given over to the attacker.

When calculating VPs, each marker in the possession of the player gives 500 VPs. No VPs are scored for table quarters, banners and killing the enemy general.

5. Clear the way

Several wagons carrying supplies for the army are going to pass through the area, which is infested with enemies. An armed contingent is sent into the area in order to clear it from enemy and allow the supply wagons to pass unhindered.

Roll off. The player that scores highest chooses to be the ambushers or the guards. Ambushers want to stay in the area to attack the wagons with supplies, and the guards want to press the ambushers away from the area.

The game is played as normal, but no points are scored for banners and killing the general. For table quarters, victory points are scored in the following way:
- if guards claim four quarters, they get 800 points
- if guards claim three quarters, they get 400 points
- if guards claim two adjacent quarters, they get 200 points
- if guards claim two non-adjacent quarters, nobody gets points
- if guards claim one quarter, ambushers get 200 points
- if guards claim no quarters, ambushers get 400 points
In this scenario, the guards don't need to have their units in a quarter to claim it. If the quarter is not contested by the ambushers, then it is assumed to be claimed by the guards.

6. Ambush

An armed contingent was caught off guard by an enemy force. The ambushing party has struck the extended line of troops and has the opportunity to deal with the enemy army piecemeal, or at least to kill some enemy troops and then withdraw.

Roll off before deployment. The player that scores highest may choose to be the ambusher or the defender.

The defender chooses half of his units, with which he will start the battle (if there is an odd number of units, counting each character and warmachine as a separate unit, then round upward). Only these units of the defender are deployed, while ambusher deploys all units - use the normal deployment procedure. The rest of the units enter from the controlling player’s side of the table starting from turn 2 if the player rolls 4+ (roll for each unit separately). In turn three the required roll is reduced to 3+, in turn 4 to 2+ and in turn 5 all remaining units automatically enter the board. Treat units entering the board like units that return after having pursued off the table. All defender’s units that have special deployment rules, such as scout, ambush, tunneling, underground advance etc, are assumed not to have these rules. Ambusher gets the first turn (and may not refuse from getting the first turn, but Bretonnians may always choose to be the defender). When all defender’s troops enter the board, this becomes the last turn of the game.

The ambusher doesn’t receive any victory points for units that were not on the table in the beginning of the game (nor for their banners or for the general if he were not on the table from the start). No victory points are scored for table quarters.

Weather effects

After the scenario has been chosen, roll 2d6 to determine if any weather effects apply, and consult the following table in case of a double:

11. Rain
It’s raining during the battle. Bowstrings are wet; dry powder is difficult to come by.
All shooting is at -1; gunpowder shooting is at -2; all shooting and war machines that do not use ballistic skill (including also breath weapons) can only shoot if the controlling player rolls 4+ (roll for each such unit each turn when it wants to shoot).

22. Hurricane
The wind is storming over the battlefield. Arrows deviate from their target; powder tends to scatter before guns can be loaded. Flying in such weather is very difficult.
All shooting is at -1; all shooting and war machines that do not use ballistic skill can only shoot if the controlling player rolls 2+ (roll for each such unit each turn). Fly move is 14 inches instead of 20 inches.

33. Fog
The morning fog still hasn’t lifted when the battle started, and so it is difficult to see far away. Most likely, the fog will lift soon.
Line of sight is limited to 14 inches. At the start of the second turn and each player turn thereafter, roll a die; if the result is 6, the fog lifts and has no effect for the remainder of the game.

44. Heat
This has been a hot day, and the soldiers are exhausted. It is difficult for even the best commanders to force them to make the effort that is required to move faster.
At the start of each player turn, roll 1 for each controlling player’s unit. If the result is 1, the unit can’t march nor charge this turn. If a unit moves a random distance, then this weather has no effect on it. Affected flyers may only fly 10 inches. Vampire counts units instead suffer 1d6 wounds with no armor saves allowed (except heroes) to represent the fact that the animated flesh dries off and dissipates. Tomb kings units are immune to the effects of this weather.

55. Frost
The cold makes the soldiers’ limbs sore, making their movements clumsy and slow.
At the start of each player turn, roll 1 for each controlling player’s unit. If the result is 1, the unit’s WS, I and M are reduced by 1 until the beginning of their next turn. Undead units instead suffer 1d6 wounds with no armor saves allowed (except heroes) to represent the fact that cold makes the animated flesh and bones very fragile. Ogre kingdoms units are immune to the effects of this weather.

66. Mud
It’s been raining heavily in the night, and the morning is not sunny enough to dry the land. The land is soaked in mud, making it difficult to move in ranks.
At the start of each player turn, roll 1 for each controlling player’s unit (or single model, such as fanatics). If the result is 1, the unit counts as being in difficult terrain until the beginning of their next turn (if they enter or already are in difficult terrain, is still counts as difficult; if they enter or already are in very difficult terrain, it still counts as very difficult). If a unit can’t move into difficult terrain (e.g. steam tank), then it can’t move at all this turn. If a unit is damaged in some way by difficult terrain (such as fanatics, who are destroyed when getting into any terrain), then it suffers the respective damage. Cavalry units are affected on a roll of 1 or 2.

Scoring system

For each game played, the player will get some points. The points will depend on the outcome of the game and on the relative strength of the players. The procedure is as follows:

First the raw score for the battle is calculated, based on the outcome of the game and disregarding any differences in relative strength of the players. Then, the actual score is calculated by adjusting the raw score.

The raw score for a game for a certain player is determined using the following formulae:

Raw Score = 10 + Difference/200
Difference = Player’s VP - Opponent’s VP


Raw score belongs to the interval [0; 20] – if the formula result is below 0, then the Raw Score is 0; if it is more than 20, then the Raw Score is 20.

The actual score for a certain game for a certain player is determined using the following formulae:

Modified Score = Raw Score * Opponent’s Points Total / Player’s Points Total
Points Total = sum of the player’s Actual Scores for all games in the tournament
Actual Score = Modified Score * 20 / (Modified Score + Opponent’s Modified Score)


The last line ensures that the sum of Actual Scores gained by the two players for the game is 20.

The modified score makes sure that the player with a smaller points total will get proportionally more points for a certain result (getting a draw with a player that has performed better than you in a tournament will get relatively more points than getting a draw against a player whose overall performance was worse than your own)

A note for the mathematically inclined: you have probably noticed that the Actual Score is calculated based on the Points Total, while the Points Total is calculated based on Actual Scores for all games. This means that the Actual Scores and the Points Total are going to be calculated using an iterative process. In practice, this will be done in excel by using solver. Also, the Actual Scores for earlier games will change after each new game played, because the Points Total changes after each new game played.

In addition to points for games, there will be points for painting in the tournament. Although the tournament is positioned as a tournament which is all about generalship, the local specifics is such that the players need to be encouraged to paint their armies. The amount of points for painting is determined by the organizer using the following guidelines:
The army is unpainted: 0 points
The army is undercoated: 5 points
The army is painted and based: 10 points
The army is painted in one theme: +5 points (for wholly painted armies only)
The army has noticeable conversions and/or outstanding centerpiece miniatures: +5 points (for wholly painted armies only)

There will be a separate prize for the most impressive painting/conversion.

The discussion on estonian WH forum is here: http://www.warhammer.pri.ee/forum/viewtopic.php?f=32&t=753
Redagavo Lakissov 2008-10-02 16:08
Lakissov
Hi again
I have added the information about date and time.

I am interested if anyone is planning to come from Lithuania - I would need to know in order to plan the accomodation for guests.
Probe
Hmm, ruosiasi kas nors apsilankyti?
Kronas
Būtų visai įdomu sudalyvaut, bet 17 d. Vader atvažiuoja į Vilnių, tai nelabai man gaunasi... (eilinį sykį) :/
Redagavo Kronas 2008-09-28 10:29
If you kill one man you are murderer.
If you kill ten you are a monster.
If you kill a hundred you are a hero.
If you kill ten thousand you are a conqueror!
Boyar Aleksandr of Kislev
Lakissov
One more small announcement:
If someone, despite the silence int his topic, decides that it's worth to get to Tallinn for a week-end to play in the tournie (and of course have some socializing with local players as well), the registration for the tournament starts on Monday 28 September, and ends on Sunday 5th November. If you wish to participate, just write me an e-mail, and enclose also the list for the tournament. My e-mail is lakissov [at] gmail.com