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WARMASTER TOURNAMENT - · PDF fileWARMASTER TOURNAMENT INTRODUCTION Welcome to the AdeptiCon...

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FRIDAY APRIL 4 ------------------ 9:00AM 10:30PM WARMASTER TOURNAMENT Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points! 9:00AM 5:00PM ------------------ 9:00AM 9:00PM
Transcript

FRIDAY APRIL 4

------------------

9:00AM 10:30PM

WARMASTER TOURNAMENT

Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

9:00AM 5:00PM

------------------

9:00AM 9:00PM

WARMASTER TOURNAMENT

INTRODUCTION Welcome to the AdeptiCon 2014 Warmaster Tournament. This is fantasy combat on a grand scale! To help lead your troops to victory, here are a few basics to get you started:

• The tournament will last three rounds. • Everyone’s score will be based on victory points earned during game play, sportsmanship points

assigned by their opponents, and points for army appearance assigned by the tournament judge. • Any issues, or disputes, that cannot be worked out between the players will be handled by the

tournament judge. If there are any questions, please don’t hesitate to ask. • For the tournament, you will be required to divide your army into three groups. The groups will be

assigned the names: Vanguard, Rearguard, and the Main Body. The Vanguard and Rearguard groups will be composed as follows:

o 450 – 550 points o Must be led by at least one character. o All points for characters, magic items and mounts are included in the cost.

• The Main Body has the rest of the army not assigned in the Vanguard and Rearguard and must include the general. Not all the scenarios use the three groups. When they don’t, use standard deployment rules per the Warmaster rulebook.

WARMASTER TOURNAMENT

SCENARIO 1: REINFORCEMENTS *** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***

Both sides begin a battle knowing that reinforcements are on the way. They are just not sure exactly where the reinforcements will join the battle.

BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers.

DEPLOYMENT The game is played on a 4’ x 6’ table. For this scenario, the players will deploy their armies using the Vanguard, Main body and Rearguard groups. Both players will start with only the Main body on the table. Use the standard deployment of armies as explained on page 79 of the Warmaster rulebook for the Main body.

On turn two randomly determine which of the two remaining groups enters play. On turn four the final group enters play. Use the following procedure to bring the Vanguard and Rearguard into play.

1. After determining which group enters play, randomly determine which table edge the group will come in on. Roll one die. On a “1”, the group comes in on the left flank, “2-5” the group enters from the player’s edge, “6” the group deploys on the right flank.

2. Take the character/s from the group and place them on the table edge that was determined above. To bring regiments/brigades on the table, issue an order with that character. There are no modifiers for the initial order to bring them on the table except for orders on the flanks. If the order is successful, the units ordered may enter the table within 20 cm of the character issuing the order and may move up to their normal movement allowance. If unsuccessful, the units ordered do not enter play and the character is done issuing orders as normal. Blunders are ignored when bringing units on the table and count as just a failed command.

3. For groups that enter on one of the flanks, the controlling player has two options. If the player wants the group to enter on his half of the table, use the above procedure. The player could also choose to have the group enter on his opponent’s half of the table. If he chooses to do so, the character has a -1 command penalty applied to the die roll to bring units on the table. When considering table halves, the entire group must be wholly on one half or the other (you can’t place the character/s on your half of the table and have the units enter within the 20 cm but on your opponent’s half of the table).

4. Units may not charge enemy units on the move they enter the table, but are free to charge on successive orders. To calculate distances with successive orders, measure from the units as normal to the character on the table edge.

5. If a character fails to give a successful order to bring units on the table, he may not change his position on the table edge, cast spells or move onto the table. The character is not considered to actually be on the table. Once any of the regiments/brigades from the group are in play, any characters from the group may be moved onto the table as long as they have not failed to issue any orders that turn to bring units on the table.

6. Characters may move onto the table during the normal phase for moving characters even if all of the units in the group have not entered play. If he wants, the player may keep the character on the table edge to bring in more units from the group into play if there are units remaining to be brought into play. If a character that has moved onto the table tries to bring in a regiment/brigade from the group that has not yet entered play, measure the distance from the character to the table edge where the units are to enter play and assign an additional -1 command penalty to the distance modifier for issuing commands on the player’s half of the table and a -2 modifier if on the opponent’s half of the table. As long as Wizards and any characters trying to issue orders to flying units are within the 20 cm command distance of the table edge, they may still bring units onto the table, but still apply the penalty.

7. Only the characters from the group may bring their group’s regiments/brigades into play. Once regiments/brigades are brought into play any character may command them.

8. During the game the break point is based off the number of regiments that are on the table. Do not include those regiments that have not yet entered play.

9. Those regiments that have not entered play by the end of the game are considered destroyed for victory point purposes.

GAME LENGTH The scenario lasts until either one army is broken or eight turns have elapsed.

VICTORY CONDITIONS Players score victory points as per the score sheet.

WARMASTER TOURNAMENT

SCENARIO 2: SKIRMISHERS *** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***

Both armies have assembled on the battlefield and begin to send out groups to engage the enemy from forward positions.

BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers.

DEPLOYMENT The game is played on a 4’ x 6’ table. Players will use the three groups (Vanguard, Main Body, and Rearguard) in this game.

Before deployment begins, the positions of the three groups must be determined. For the Main Body, use the standard deployment on page 79 of the Warmaster rulebook. For the Vanguard and Rearguard, the players alternate placing one character from each group, starting with the player that has the most regiments in his army. Only one character from each of the two groups is placed on the table and that character represents where that group is located. The two characters representing the two groups must be placed outside of the normal 20 cm deployment zone of the Main Body and somewhere on the player’s half of the table.

The players then place their regiments as normal with the exception that the regiments for the Vanguard and Rearguard must be placed within 30 cm of the character used to show the group’s location on the battlefield.

The game is then played as normal.

GAME LENGTH The scenario lasts until either one army is broken or eight turns have elapsed.

VICTORY CONDITIONS Players score victory points as per the score sheet.

WARMASTER TOURNAMENT

SCENARIO 3: THE SPOILS OF WAR *** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***

Three days after a great battle, all the bodies had been buried by the local inhabitants. They had collected the weapons and armor of the fallen and piled them high in two great mounds at the center of the battlefield for anyone who wanted to collect. Little did they know or expect, their actions were observed. The next day, two armies met on that same battlefield to collect the spoils of war.

BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers.

DEPLOYMENT The game is played on a 4’ x 6’ table. For this game the three groups (Vanguard, Main Body, and Rearguard) will not be used for this scenario.

The two armies are deployed using the guidelines on page 79 of the Warmaster rulebook. Roll one die. The player who rolls the highest shall place his objective marker somewhere on the dividing line between the two table halves. The other player shall do the same, but cannot place his objective marker closer than 30 cm to the first objective marker.

Play begins as normal. The player who has the highest point value in units within 15 cm of an objective marker may claim that marker.

GAME LENGTH The scenario lasts until either one army is broken or eight turns have elapsed.

VICTORY CONDITIONS Players score victory points as per the score sheet. Each marker that is controlled by a player grants a 200 point bonus to the final victory point total for the player.

WARMASTER TOURNAMENT

RESULTS FOR SCENARIO 3: THE SPOILS OF WAR

YOUR NAME OPPONENT’S NAME

YOUR SCORE LAST ROUND

YOUR SCORE THIS ROUND OPPONENT’S SCORE

TOTAL SCORE THUS FAR SPORTSMANSHIP FOR OPPONENT

Award your opponent between 0-15 points for Sportsmanship. If a scenario determines the winner by victory points, your score is based off the difference:

Result Points

Lost the Scenario 3 points Draw 5 points 1-100 Victory Point Difference Minor Victory, 7 points 101- 300 Victory Point Difference Major Victory, 14 points 201- 700 Victory Point Difference Outstanding Victory, 21 points 701+ Victory Point Difference You da Man! 30 points

Please turn in this sheet to the judge’s booth after your game TOGETHER with your opponent.

WARMASTER TOURNAMENT

RESULTS FOR SCENARIO 2: SKIRMISHERS

YOUR NAME OPPONENT’S NAME

YOUR SCORE LAST ROUND

YOUR SCORE THIS ROUND OPPONENT’S SCORE

TOTAL SCORE THUS FAR SPORTSMANSHIP FOR OPPONENT

Award your opponent between 0-15 points for Sportsmanship. If a scenario determines the winner by victory points, your score is based off the difference:

Result Points

Lost the Scenario 3 points Draw 5 points 1-100 Victory Point Difference Minor Victory, 7 points 101- 300 Victory Point Difference Major Victory, 14 points 201- 700 Victory Point Difference Outstanding Victory, 21 points 701+ Victory Point Difference You da Man! 30 points

Please turn in this sheet to the judge’s booth after your game TOGETHER with your opponent.

WARMASTER TOURNAMENT

RESULTS FOR SCENARIO 1: REINFORCEMENTS

YOUR NAME OPPONENT’S NAME

YOUR SCORE LAST ROUND

YOUR SCORE THIS ROUND OPPONENT’S SCORE

TOTAL SCORE THUS FAR SPORTSMANSHIP FOR OPPONENT

Award your opponent between 0-15 points for Sportsmanship. If a scenario determines the winner by victory points, your score is based off the difference:

Result Points

Lost the Scenario 3 points Draw 5 points 1-100 Victory Point Difference Minor Victory, 7 points 101- 300 Victory Point Difference Major Victory, 14 points 201- 700 Victory Point Difference Outstanding Victory, 21 points 701+ Victory Point Difference You da Man! 30 points

Please turn in this sheet to the judge’s booth after your game TOGETHER with your opponent.


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