Stomping Grounds Games and Hobbies First Fantasy Tournament primer!
Location: 1005 county line road Warminster PA
Date: Saturday July 21 at 10:30 AM
Rules: 2500 Points All standard army books allowed (This will be updated based upon what books have come out). Newest FAQs will be used. Chaos Dwarves from the Tamurkhan- The Throne of Chaos book are allowed. If you decide to bring this army you need to let me know prior. You must have a copy of the FW book or a print out of the relevant rule sections for your army.
This is a closed list event in terms of optional equipment taken. You must (obviously) disclose what equipment piece/special ability you are using once it has been used. In addition, if a character you control ENTERS a challenge you must disclose all equipment the model is carrying. If you are using hidden units you must write down somewhere which unit he is in, so your opponent can verify
Terrain Special Rules
No building on the board may be entered. The only exception is a building is created via an army special ability or magic item. Such buildings have a limit of 25 models
All Forests/Rivers are mystical
Rounds 3 Rounds, 2.5 hours per round with an additional 15 minutes given for deployment (Total of 2:45). Do not start another game turn if you cannot finish. There will be a break between either round 1 & 2 or 2 & 3..
Massacre - 20 points (Won by over 1375 VP) Opponent gets 1 point
Major victory - 17 points (Won by over 875 VP) Opponent gets 4 points
Minor victory - 13 points (Won by over 250 VP) Opponent gets 7 points
Draw - 10 (Less than a 250 difference in VP) Opponent gets 10 points
Wipeout: If you completely destroy an opponent’s entire army then you gain +1 bonus point up to a maximum of 25 battle points per mission. Note this does not mean you score an automatic massacre, use victory points still
Mission 1 - Magical Mischief
Deployment: This mission uses the rules for Battle for the Pass (Scenario 3).
Special Rule: All spells (Not bound spells or bound items) cast by a Wizard gain the lore attribute of the Lore of Shadows. Additionally, if a wizard casts a spell with Irresistible Force (In any manner) then after the spell’s resolution but before any miscast roll takes place the opposing player may automatically cast the same spell. This duplication cannot be dispelled and its point origin (For determining range and line of sight) may be any Lord or Hero on either side that the opposing player chooses. After the second spell is cast then any miscast result for the original wizard takes place.
+1 point if you killed an enemy wizard
+2 points if all of your non-warmachine units are across the middle of the board
+1 point if your general is alive at the end of the battle
+1 point if you killed the opposing general
Mission 2 - Gunners of Nuln
Deployment: Use rules for Battle Line (Scenario 1)
Special: Once per turn and only on their turn a player may re-roll a single Misfire rolled on an artillery die. Additionally, each unit that elects to Stand and Shoot as a charge reaction ignores the -1 to hit penalty once per game.
However, if a model that uses this special re-roll rolls a second Misfire then that player must apply both Misfire results (Typically this means 2 rolls on the appropriate table).
+1 point if you voluntarily charged a unit that used Stand and Shoot as a charge reaction
+1 point if the opponent has no war machines on the board at the end of the game
+2 points if you didn’t use any of this missions special abilities at any point in the game
+1 point if your general is still alive
Mission 3 - Heads on a Pike
Deployment: Use rules for Blood and Glory (scenario 4) and take note that deployment is 15” from your board edge in that scenario. The following modifications to the mission rules are in effect.
Breaking Point: Each army has a breaking point of 3. An army does not lose if it reaches its breaking point but instead can gain no bonus victory points for captured enemy standards . In addition, the player who breaks his opponents army first will increase the victory point bonus for captured unit standards to +100 (Up from 25) and +200 for Battle Standards (Up from 100)
Fortitude: Use the standard rules, however if an army would start the game at or below its breaking point then the army’s general grants bonus fortitude until the army is 1 above its breaking point. For example a Troll Army led by Throgg has no army standards and thus its fortitude would only be 2. At the start of the game Throgg’s fortitude value is increased to 4.
Special Rules: For EACH enemy standard a unit “captures” either as a result of killing a standard bearer in close combat or catching them if they flee they gain a +1 to combat resolution. This bonus is applied in any close combat they are a part of but no side may gain more than +3 combat resolution in this manner.
+1 point if you captured and still control an enemy standard at end of game
+2 points if you reduced your opponent to 0 fortitude and you never reached your breaking point
+1 point if you killed the opposing general or forced him to flee off the board
+1 point if your battle standard bearer is still alive and not fleeing