The Art of Waagh 1750 Points

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    1750 point Fantasy Tournament The Art of Waagh

    In respect of military method, we have, firstly, Measurement; secondly, Estimation ofQuantity; thirdly, Calculation; fourthly, Balancing of Chances; fifthly, Victory.Sun Tzu

    On Wednesday the 6th October I am organizing a day of Fantasy games at The Outpost

    Games Bunker. I am hoping to get 6 to 12 people together for a one day, mini tournament.

    We are playing games of 1750 points, as this seems to be a challenging and thought

    provoking level. We are using Scenarios, so that army lists should reflect versatile andbalanced armies.

    Even if you can only make it for a couple of games then let me know and I might be able to

    organise a system with a Bye. If a lift to the Outpost is a problem, then I might be able to

    swing by and pick someone up on the way to and from there, as long as you dont live out atCoonamble or somewhere! If you need help with your army list and coming up with

    something that will work with scenarios, then please send me a message and Ill help as

    much as I can.

    General Rules- Warhammer Fantasy 8th Edition rules, plus GW rulebook and army FAQs.- 3 Rounds with 2 hours duration- No Special Characters- A typed Army List will need to be brought along on the day. Please make it easy to

    follow and display the points that you have spent on each category (Lords, Hero,

    Core, Special, Rare)- Meet by 9:30 upstairs at the Outpost for a 10:00 start.- Bring your own Army Book, Templates if possible, movement trays and army of

    course

    - Tournament Organiser Robert Hughes I will be playing, but cant win any prizesPoints Limits

    Army Total 1750 Other LimitsLords max 437.50 Max 1 each Lord choice

    Heros max 437.50 Max 3 each Hero choiceCore min 437.50 Max Unit size of 40 models

    Special max 875 Max 2 of each Special

    Rare max 437.50 Max 1 of each Rare (unless you can think of a fair

    exception for your army, which you should post as a request here in this thread)

    Game Setup

    Opponents for Round 1 will be chosen randomly or by grudging an opponent by mutual

    agreement. Rounds 2 and 3 will be players of similar battle points playing each other.

    Each round we will roll for which scenario the whole group will play for. Each scenario will

    be used a maximum of 2 times (Pitched Battle maximum of once).

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    Each battle will see players use the Battle Rulebook rules for generating and placing D6 + 4terrain pieces. Each player can choose 1 piece of terrain to roll for a magical effect. Consult

    the Random Terrain Chart (pg 142 of mini rulebook) to find out what effects there are (Thisis after deploying).

    Targeting and Line of SightThis will be as per the book, except for hills, which will be imagined to be high enough to

    conceal any model placed behind them. Remember that whilst this means that you cannot be

    shot at, you also cannot see models on the other side to shoot at or declare a charge against.

    Tips for playing with ScenariosPart of the reasoning behind scenarios is to force a player into making tough decisions to

    drop choices that may be a no brainer choice in pitched battles, in favour of a more

    versatile army. Therefore we wont be applying many restrictions to army lists for this day,such as maximum number of war machines etc. If someone were to turn up with 6 war

    machines, for example, they would be virtually guaranteed of losses in the Blood and Gloryand Watchtower scenarios before a dice is even rolled. The chance of fighting in any of the 6

    scenarios (possibly twice) means that an all round or balanced list would be the best choice.

    Specific advice:

    Battle for the Pass There is a potential in this one for your force to be deployed a long way

    off from your opponent. Considerations here could include; Do I need scouts in case my

    opponent has war machines, will some faster units such as Flyers, War Beasts or Fast

    Cavalry be of benefit to ensure reaching your opponent on your terms?

    Blood and Glory This battle can be won by depleting an armies characters and standards,so make sure that you bring enough standards! Basically, each standard (including BSB)

    gives you one point of fortitude and a General gives you two. Once an army reaches 2 pointsof fortitude remaining, then the battle ends in their opponents victory. Therefore if you lose

    your general early in the game and only have a BSB and a single unit standard, then the

    game will end in victory for your opponent (though I suggest playing out the rest of the

    battle for fun anyway). Personally I would suggest at least 5 points of fortitude in yourstarting army.

    The Watchtower At the start of this one it is necessary for one side to deploy a Core unit of

    no more than 20 models in the Watchtower in the centre of the battlefield. Make sure that

    you have at least one unit of 20 or less Core troops in your army list.

    Now the General who wins a battle makes many calculations in his temple ere the battle is

    fought.

    The Banhammer

    Ok, being a small to medium sized battle and a bit of a fun tournament, there are a couple of

    magic items or choices that we dont really want to see.

    Firstly Power Scroll, youre cut, Book of Hoeth, youre cut, in fact anything that messes

    around with Irresistible Force and Miscasts we can do without for this games day at least.

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    Scoring

    Battle Points (60 points)

    Score Diff W L0 150 10 10

    150 300 11 9

    300 450 12 8

    450 600 13 7

    600 750 14 6

    750 900 15 5

    900 1100 16 4

    1100 1300 17 31300 1500 18 2

    1500 1700 19 1

    1700 + 20 0

    Blood and Glory and Watchtower Winning the Victory Conditions here will give you a 15 5 win. If it appears that you have scored at least 750 more battle points than your

    opponent, then add up your respective scores. If you have scored more than 750 the

    difference, then it will be a 20 0 win.

    Fleeing Units at the end of the game Fleeing units at a games completion will reward half

    the points value of the unit, and characters therein, to your opponent. This is a compromise

    between those that want to play Rules as Written (fleeing units return no points) and those

    that think fleeing units should return full points (like in 7th

    Edition), so that players dont

    elect to flee units at the end of the battle to deny their enemy potential points in a combatsituation.

    Hold out baits to entice the enemy. Feign disorder and crush him.

    Painting (9 points)1 Undercoated1 At least 3 colours

    1 Based

    1 Washed or Shaded by some means

    1 Highlighted

    1 Bases uses at least 2 materials (i.e gravel/sand + flock etc)1 Characters are interesting and stand out from the crowd

    1 Evidence of conversions amongst your army

    1 The army has a consistent feel

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    Composition (16 points)After each battle you will need to give your opponents army a score that reflects how fair or

    overpowered their list was. Each army gets a base score as outlined below. From this youwill either give them a 1 to that score if their army had combinations of magic items or

    units that were just way over the top, give them the standard score if it was what you would

    expect for an average army of that type or give them + 1 if you can see that they have chosen

    an army centred around a theme or designed to be more fun to play with rather than focusing

    on winning only.

    You will also be required to giveyour army a score at the end of the tournament as well, so

    that each person will end up with 4 scores between 0 and 4, for a maximum of 16

    composition points

    Armies Starting Scores

    Score of 1 Skaven, Lizardmen, Vampire Counts, DaemonsScore of 2 Bretonnia, Dwarfs, Empire, High Elves, Dark Elves, Warriors of Chaos

    Score of 3 Tomb Kings, Wood Elves, Ogre Kingdoms, Beastmen, Orks and Goblins

    He will win who knows how to handle both superior and inferior forces

    Sports (15 points)You will need to give your opponent a score out of 5 for the manner in which they played

    the game. Please see 5 as the default score, which says that your game was fun and your

    opponent was someone that youd enjoy playing against again. A lower score would indicate

    that your opponent either tried to push the rules to their absolute limits or threw tantrums

    when thing didnt go their way.

    Final ScoreThe final tournament score will include

    0 60 battle points

    0 9 painting points

    0 16 composition points0 15 sports points

    Total out of 100

    Prizes

    If we can get enough players, then I will put up some prizes. Obviously I wont be eligible,but if we can get a total of 6 players, then I will put up in this thread what I have available

    for prizes. I have some pretty cool things in mind if we can get a group together. (Anyone

    want to try SCUBA Diving?)

    It is only one who is acquainted with the evils of war that can thoroughly understand the

    profitable way of carrying it on

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    LastlyFor this games day I want to try a little idea called Espionage, as a means of evening up last

    round match-ups. With a smallish crowd and only 3 rounds, there could be some largeimbalances of skill and experience by the time we reach the last game. Please bear with me

    as we try this and see if it adds to the events fun.

    All warfare is based on deception

    Espionage

    For each Round 3 battle, the player with the lowest amount of battle points will resort to

    sneaky espionage tactics. They will bring the full force of their assassins, spies and magicalscrying to give them an advantage in the coming battle. The player using Espionage will roll

    a D6 before either side deploys and be rewarded with the following:

    Dice Roll

    1 What Are You Staring At? Your spy in the enemy camp has sown seeds ofdissent amongst your opponents troops. The men distrust each other and it will

    take all of his Generals ability to keep the men together as a fighting force. All

    of your opponents Core troops are at 1 Leadership for the first two turns ofbattle. This represents the level of suspicion amongst the men until battle is

    joined proper and the heat of battle gives them less time to think.

    2 Its a Trap! With advanced warning of the enemies approach, you haveprepared a small field of Caltrops (spiky anti-horse and anti-personnel spikes that

    were the landmines of their day). Place a 6 x 3 marker (provided by the TO)anywhere within your half of the table, to represent the area that has been booby

    trapped, as one of your placements during your deployment phase. Any Infantryor Cavalry sized models take Dangerous Terrain tests whilst passing though the

    Caltrops and any unit of Monstrous Beasts/Cavalry/Infantry take D6 strength 4

    hits (No AS). Only Flyers and small models like Swarms are unaffected.

    3 Whos in Charge Here? After harrying your enemy with surprise attacks andpsychological warfare day and night they have begun to crack under the strain.

    Your opponents General has started to make sloppy mistakes. After the

    deployment phase is complete, you can swap the position of two of your

    opponents core units (Not including those garrisoned in the Watchtowerscenario), to represent your opponent making a mistake in deploying his forces.

    Please try to put them as close as possible to the original position of the unit they

    are swapping with.

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    4 Its a Sabotaaaage Your best spies have infiltrated the enemy camp andmanaged to seriously damage one of their war machines. They have sliced

    through some of the ropes on their Stone Thrower or contaminated the Cannonsgunpowder (or possibly fed Chilis to the Hellcannon). Randomly choose (by

    rolling a dice) one of your opponents war machines after all forces are deployed.

    This machine is unable to fire during your opponents first turn as the crew

    scramble to repair it. If your opponent has no War Machines, randomly choose a

    unit of core shooting infantry and they cant fire the first turn, as their bow-

    strings have been cut or their crossbow bolts hidden.

    5 Shhh, Theyre Coming Having spied out your opponents plans or movements,you have managed to conceal a unit to spring a trap upon your enemy. Select one

    of your Core units and they can use the Scout rule for this battle. The unit has to

    be Infantry or Cavalry and cannot be a Chariot. All other Scout rules apply (i.e.no first turn charges).

    6 Sir, You Dont Look So Well One of your spies in the enemy camp havemanaged to ingratiate themselves close to the enemy General and have slipped a

    slow acting poison into his meal on the night before the battle. The Generalproves to have a strong fortitude and has survived the incident, but is very unwell

    indeed. Your opponents General will begin the battle with 1 less wound than

    normal. If they manage to survive the battle however, your opponent will score

    50 battle points in deference to his Generals resolve and skill. If the enemy

    General only has 1 wound to begin with, then they will suffer minus 1 Toughness

    instead.

    If you are interested, then please drop me an email at [email protected]

    OR, visit our thread on The Oupost Games Bunker website, here,

    http://outpostgamesbunker.freeforums.org/post14702.html#p14702

    Rob.