Post by ash on May 18, 2009 20:14:22 GMT 9.5
The Riverland Gamers Guild Presents
Ye Olde Time Warhammer Tournament
Crappy name I know but gives the general idea for the tournament. We are going back to the old school!
What: 1750pt Warhammer Fantasy Battle Tournament (restrictions as per your army books)
When: 11-12th July, starting 10:30am both days
Why: To kick it back to the old school
How Much: $25 covers entry, BBQ etc
Where: Riverland Gamers Guild Shop 1, 137 Fifteenth Street Renmark SA
It will be a 1750pt Warhammer Fantasy Battle Tournament and the twist takes us back two editions....
No, we are not going to use an old ruleset or even old army books. What we are going to do is inject some of the fun old scenarios that were around 'back in the day'.
Its been a long time since warhammer used anything but the classic pitched battle scenario and I think its time to relive the past days of glorious scenarios such as the 'Meeting Engagement', 'Flank Attack', 'Ambush' and 'The Last Stand'!
A lot of you will agree with me that some of these scenarios favor one side more than the other and you would be right but I am not going to try to balance the issue. This will be a reminiscent experience for some of the more vintage gamers and a great experience for some of the newer generation to see what it was like way back when.
Scenarios
This is a 5 game tournament with 3 being played the first day and 2 the second day. The following scenarios will be used and are taken from the Warhammer Battle Book from 1996 (2 editions ago, Lizardmen and Bretonians) and are altered ever so slightly. All games will be played with a 6 turn limit or 2.5 hours- whichever comes first.
Scenario 1: Secret Dispositions.
Pretty much a standard pitched battle with a 12inch deployment zone for each player and no unit to be deployed within 12 inches of a short table edge. Where this scenario is different is that you have no idea how your opponent is deploying!
You will be deploying either by map or behind a screen that runs the length of the table (screen preferable but dependant on whether enough suitable screens can be found) after deployment is complete any scouts can be deployed as normal.
Scenario 2: Flank Attack
A dice is rolled, the winner can choose whether or not to be the flanking player.
The flanking player divides his army into 2 seperate forces: a frontal force and a flanking force. Each force must contain at least 600points. The flanking player only deploys his frontal force onto the table at the start of the game.
Armies are deployed in a 12 inch deployment zone and no unit may be deployed within 12 inches of a short table edge.
The game plays as normal after deployment with a roll deciding who goes first... until turn 3 that is...
On turn 3 the flanking army arrives and is deployed along one of the short table edges (owners choice) up to 12inches into the table. They may act as normal but may not declare charges or accidental charges as they have missed the opportunity to do so.
The game then resumes as normal.
Scenario 3: Breakthrough
In this scenario one army is trying to break through the other. Players roll a die and the highest roller gets to choose whether to be the player breaking through (breakout player) or trying to stop it (the blocker)
The deployment zones are 12 inches into the table but no closer than 12 inches to the short edges.
The blocker is the only player allowed to make use of deploying units outside of this deployment zone (scouts etc)
The game is played for 6 turns (victory points) each unit belonging to the breaking through player that makes it off of the table is worth VP's equal to its vale for that player.
Scenario 4: Meeting Engagement
Before deployment each player makes a list of the units in their army and this list represents their marching order. Characters are listed together as are war machines and large monsters. Characters are always placed at the bottom of the list and monsters/war machines can not be placed at the top of the list.
Once the lists are completed the player with the most entries places the first unit on his list on the table, then his opponent does so. Players take it in turns alternating the placement of their units until they reach the end of their list (the characters) these characters can be deployed either on their own or as part of a unit.
Units can be placed on their own half of the table no closer to 6 inches from the centre line (running the lenght of the table) and no closer than 12 inches to a short table edge. In addition no unit can be placed within 18inches of a previously placed unit.
Units which can scout etc can not use their special deployment rules. Skirmishing units can not be placed in skirmishing formation but may disperse into skirmishing formation on their first turn.
The players then roll for first turn and the game is played as normal.
Scenario 5: Last Stand
(note that this has been quite modified from the original version...)
Normally the defender would only use half of their army but I have done away with this rule and have come up with the following:
Players roll a dice and the winner decides whether they will be the attacker or defender.
The defending player deploys first in the centre of the table in a 18inch band that joins the 2 long edges of the table (sorry if my explanation is dodgy, i'll try to get a pic happening) The attacker can then set up his troops anywhere either side of the defenders but not within 18inches of a defending unit. At least 600pts must be deployed on each side of the defender.
No scouting moves can be used or any other move that gives you special deployment.
The defender gets the first turn.
Note. the defenders position is very precarious as he is open to attacks from the front and behind. Luckily due to their dogged determination all defending models may add +1 to their leadership up to a maximum of 10!
More info as I make it up!
Ye Olde Time Warhammer Tournament
Crappy name I know but gives the general idea for the tournament. We are going back to the old school!
What: 1750pt Warhammer Fantasy Battle Tournament (restrictions as per your army books)
When: 11-12th July, starting 10:30am both days
Why: To kick it back to the old school
How Much: $25 covers entry, BBQ etc
Where: Riverland Gamers Guild Shop 1, 137 Fifteenth Street Renmark SA
It will be a 1750pt Warhammer Fantasy Battle Tournament and the twist takes us back two editions....
No, we are not going to use an old ruleset or even old army books. What we are going to do is inject some of the fun old scenarios that were around 'back in the day'.
Its been a long time since warhammer used anything but the classic pitched battle scenario and I think its time to relive the past days of glorious scenarios such as the 'Meeting Engagement', 'Flank Attack', 'Ambush' and 'The Last Stand'!
A lot of you will agree with me that some of these scenarios favor one side more than the other and you would be right but I am not going to try to balance the issue. This will be a reminiscent experience for some of the more vintage gamers and a great experience for some of the newer generation to see what it was like way back when.
Scenarios
This is a 5 game tournament with 3 being played the first day and 2 the second day. The following scenarios will be used and are taken from the Warhammer Battle Book from 1996 (2 editions ago, Lizardmen and Bretonians) and are altered ever so slightly. All games will be played with a 6 turn limit or 2.5 hours- whichever comes first.
Scenario 1: Secret Dispositions.
Pretty much a standard pitched battle with a 12inch deployment zone for each player and no unit to be deployed within 12 inches of a short table edge. Where this scenario is different is that you have no idea how your opponent is deploying!
You will be deploying either by map or behind a screen that runs the length of the table (screen preferable but dependant on whether enough suitable screens can be found) after deployment is complete any scouts can be deployed as normal.
Scenario 2: Flank Attack
A dice is rolled, the winner can choose whether or not to be the flanking player.
The flanking player divides his army into 2 seperate forces: a frontal force and a flanking force. Each force must contain at least 600points. The flanking player only deploys his frontal force onto the table at the start of the game.
Armies are deployed in a 12 inch deployment zone and no unit may be deployed within 12 inches of a short table edge.
The game plays as normal after deployment with a roll deciding who goes first... until turn 3 that is...
On turn 3 the flanking army arrives and is deployed along one of the short table edges (owners choice) up to 12inches into the table. They may act as normal but may not declare charges or accidental charges as they have missed the opportunity to do so.
The game then resumes as normal.
Scenario 3: Breakthrough
In this scenario one army is trying to break through the other. Players roll a die and the highest roller gets to choose whether to be the player breaking through (breakout player) or trying to stop it (the blocker)
The deployment zones are 12 inches into the table but no closer than 12 inches to the short edges.
The blocker is the only player allowed to make use of deploying units outside of this deployment zone (scouts etc)
The game is played for 6 turns (victory points) each unit belonging to the breaking through player that makes it off of the table is worth VP's equal to its vale for that player.
Scenario 4: Meeting Engagement
Before deployment each player makes a list of the units in their army and this list represents their marching order. Characters are listed together as are war machines and large monsters. Characters are always placed at the bottom of the list and monsters/war machines can not be placed at the top of the list.
Once the lists are completed the player with the most entries places the first unit on his list on the table, then his opponent does so. Players take it in turns alternating the placement of their units until they reach the end of their list (the characters) these characters can be deployed either on their own or as part of a unit.
Units can be placed on their own half of the table no closer to 6 inches from the centre line (running the lenght of the table) and no closer than 12 inches to a short table edge. In addition no unit can be placed within 18inches of a previously placed unit.
Units which can scout etc can not use their special deployment rules. Skirmishing units can not be placed in skirmishing formation but may disperse into skirmishing formation on their first turn.
The players then roll for first turn and the game is played as normal.
Scenario 5: Last Stand
(note that this has been quite modified from the original version...)
Normally the defender would only use half of their army but I have done away with this rule and have come up with the following:
Players roll a dice and the winner decides whether they will be the attacker or defender.
The defending player deploys first in the centre of the table in a 18inch band that joins the 2 long edges of the table (sorry if my explanation is dodgy, i'll try to get a pic happening) The attacker can then set up his troops anywhere either side of the defenders but not within 18inches of a defending unit. At least 600pts must be deployed on each side of the defender.
No scouting moves can be used or any other move that gives you special deployment.
The defender gets the first turn.
Note. the defenders position is very precarious as he is open to attacks from the front and behind. Luckily due to their dogged determination all defending models may add +1 to their leadership up to a maximum of 10!
More info as I make it up!