Post by MarkM on Oct 31, 2016 7:56:38 GMT
Hi all,
I thought i'd start a thread on the subject and initially post the comp guidelines/rules, so that users have a place they can quickly check them.
The first post will look at the competition rules
The second post will contain the terrain table
Anything after that will be results/smack talk etc.
I've also attached the quick start guide and results sheet below.
SELWG 2016 Fantasy Competition v8
(12/10/2016)
Competition Basic Rules
The Competition will be played using the rules found in 8th Edition Warhammer unless stated otherwise. In cases of individual rules coming into conflict with one another, follow the order of precedence below.
1. The rules of the competition as laid out here. Competition Rules override those found in the army books or Rulebook.
2. The rules as found in each army book. Rules found here will trump those found in the rulebook, but need to be checked by an adjudicator.
3. The Warhammer main rulebook.
4. Competition Adjudicator (Steve McGuire)
Competition Structure
The competition will be comprised of 2 group stages and the Finals stages.
Group Stage 1
• June 10th – Oct 21st
• Each player plays each other in their group once.
• All results feed into a single league table.
Group Stage 2
At the end of Group Stage 1, players are seeded into 4 groups by their Group Stage 1 results, i.e. the top 4 players go into ‘Group A’, the next 4 into ‘Group B’, etc. At this stage, new club members may have the opportunity to enter, and will be randomly distributed within Groups C and D.
• Nov 4th – Feb 24th
• Each player plays each other in their group once.
• All results feed into individual league tables.
• Players in groups A and B get a 5 point bonus for retaining the same army book and another 5 for sticking to their group stage 1 list.
• Players in groups C and D are free to change army book or amend their army list.
Final groups Stage
The top 3 players from each of Groups A and B, and the top 1 player from each of Groups C and D will play in the quarter finals in the following ‘seeded’ format:
QF1: Group A 1st v Group D 1st
QF2: Group B 1st v Group C 1st
QF3: Group A 2nd v Group B 3rd
QF4: Group B 2nd v Group A 3rd
SF1: Winner QF1 v Winner QF4
SF2: Winner QF2 v Winner QF3
FINAL: Winner SF1 v Winner SF2
Army Lists
• Each Army, except for the exceptions below, must be no more than 2500 points. These lists will be checked and cleared by an adjudicator and will be open to all once cleared.
• No End Times Rules or Armies.
• No Allies may be taken.
• Wizards must use the same magic lore that they started the competition with throughout the competition. However, wizards that are allowed to generate spells from multiple magic lore’s are allowed to do so. For example, Skaven wizards that are allowed to generate spells from either Plague & Ruin before each game will be allowed to.
• No Special characters are allowed.
• No Forge World rules/stat lines apart from Chaos Dwarfs.
Army lists will be as follows:
Standard army 2500AP
The following composition restrictions apply:
Lords and Heroes Up to 50% No double Lords; no triple heroes
Core At least 25%
Special Up to 50% No triples
Rare Up to 25% No doubles
2015 Semi-finalists only:
Lords Up to 25% No doubles
Heroes Up to 25% No triples
In addition, the following limits apply:
Up to 3 (2*) units and/or characters classified as Monster
Up to 3(2*) units and/or characters with AS 1+
Up to 3 (2*) units and/or characters with the Flyer special rule
No Wizards with the Flying special rule (including mounts)
Up to 5 (3*) war machines / engineers / war machines upgrades / models with war machine weapons
(such as Ironblasters, Gyrocopters, Hellcannons)
No 4+ Wound MC / MB units with 17+ wounds
No other Cv or MC units with 16+ wounds
No other units with 40+ wounds
* limit in brackets only apply to 2015 quarter and semi-finalists.
FAQ / Errata / House Rules
• The current GW FAQ and Errata will apply.
• Unmodified leadership is the highest leadership in the unit, but not including Inspiring Presence, although BSB re-roll allowed.
• Look out Sir’s allowed against Dwellers, Dreaded 13th & Final transmutation, providing there are enough rank & file in the unit see P93.
• High magic Lore “Drain Magic” does not affect Plague of Rust, Wither, or similar non Remains in Play spells that are in place for the remainder of the game.
• Storm banner - rolled for at the beginning of each players turn by the Skaven player.
• A unit may not swift reform and move into a building in the same movement phase.
• Only 1 method of augmenting Channelling may be used at a time, e.g. a wizard bearing a Channelling Staff within 6” of Arcane Ruins can use the extra dice from the Ruins or +1 from the Staff, not both.
• Maximum of 12 dice per magic phase. This includes dice carried over.
• An augmented/hexed unit that “borrows” a stat from another model/unit still has to apply the augment/hex value to the new stat.
• The free pivot (of up to 90o) available during a charge can only be used to avoid intervening terrain and/or units, not to change the final orientation of the charging unit.
Terrain
Terrain will be set up as per the using the tournament terrain table. All obstacles will be non-magical.
When setting up:
• A single normal river may be placed and it must fully traverse the table.
• All buildings will count as having 3 floors, and cannot be placed within 12” of the table edge.
• Any obstacles must touch at least one part of the building they came with.
• Forest / Hills can be no more than 12” across.
• Buildings can be no more than 6” across.
• Marshes can be no more than 9” across.
• Buildings / Sanctums may not be placed within 6” of magical / mysterious terrain.
• Magical / mysterious terrain may not be placed within 6” of buildings
All other FAQs can be found in the Independent WHFB FAQ Document v1.4.
Please note that the management reserve the right to override any and all FAQs and errata if they feel it disrupts the spirit of the game.
2016 SELWG WFB Scenarios
Roll a D6 and consult the following:
1 = Battleline
Played as per the Battleline rulebook scenario, except:
• Victory goes to the general that scores 200+ VPs more than his enemy.
2 = Dawn Attack
Played as per the Dawn Attack rulebook scenario, except:
• Victory goes to the general that can claim the most points for quadrants**:
Own deployment quadrant = 1
Enemy deployment quadrant = 2
** A quadrant is claimed by the general with the highest number of non-fleeing units wholly in that quadrant supported by at least one point of Unit Fortitude*** wholly in the same quadrant.
3 = Take and Hold
Played as per the Battle for the Pass rulebook scenario, except:
• Victory goes to the general with the most Unit Fortitude*** in his opponent’s half at the end of the battle.
4 = Blood and Glory
Played as per the Blood and Glory rulebook scenario, except:
• The game continues for 6 turns even after victory conditions are met.
Note: The unit size restriction for Unit Fortitude*** does not apply to the requirements of the Blood & Glory scenario. A unit has to be destroyed to count towards breaking an army..
5 = Meeting Engagement
Played as per the Meeting Engagement rulebook scenario, except:
• Victory goes to the general that scores 200+ VPs more than his enemy.
6 = King of the Hill
Played as per the Battleline rulebook scenario, except:
• When generating the terrain for the battle, the first item is automatically a hill.
• Place this hill in the centre of the board.
• Place a 1” objective marker on the hill to mark the centre of the board.
- A charging unit may move onto the objective in the Charge phase (including a failed charge).
- A non-marching unit may move onto the objective in the remaining moves sub-phase.
- The move must include the 1” objective diameter or the unit stops 1” short (charges and moves).
- Only 1 unit may “occupy” the objective.
- A successful or failed charge move that moves a unit so that it covers the 1” objective diameter
• Victory goes to the general which has a Unit Fortitude-bearing*** unit on the objective at the end of the game.
*** Unit Fortitude is defined as a non-fleeing unit with a Standard Bearer which comprises not less than 5 models (3 for Monstrous units).
A General adds 2 point to Unit Fortitude and the BSB adds 1 point to Unit Fortitude.
Game Format and Scoring
Win Loss Draw
Games will be W, L, D as per the Rulebook criteria, except where specified in the tournament scenarios victory conditions.
Tournament Points will be awarded as follows:
WIN = 15 points
DRAW= 10 points
LOSS = 5 points
Secondary Points
For each battle pick a ‘Secret Mission’. This must be done after deployment, but before the first turn is underway. Players must note down their mission, and hand it to someone at another table for safe keeping until it is revealed at the end of the game.
• Each Player completing their secret mission is awarded = 7 points
• Each ‘Secret Mission’ can only be used once during each league stage.
“Three and Fourpence” – Move a Fortitude*** bearing friendly unit off the table (along the Enemy deployment base line) to succeed in your mission to send reinforcements to your embattled allies. Such a unit may not leave the table in turn 1. Only 1 unit may leave the table. VPs are not lost for this unit. The unit may use a March move to exit the table.
“Take a Message” – Specify a model in your army to be a messenger. Specify a fortitude-bearing unit in the enemy army that contains your spy. Get your messenger model into contact with the spy’s unit. If the spy’s unit is alive at the end of the game your mission has succeeded. The messenger model does not have to be a character model.
“Cut off the Head” – Kill the Enemy General in HTH combat by the end of the game. Any mount does not need to be killed.
“Hero-Hammered” – To have amassed the biggest tally of dead Enemy characters at the end of the game. For calculation purposes, each Hero level character is worth ‘1 point’ and each Lord level character is worth ‘2 points’.
“Stash the Cash” – When you write down your mission also specify one terrain feature outside your deployment zone where your paychest is buried. If, at the end of the game, no enemy units occupy**** that terrain feature, you have secured the cash, prevented your troops from staging a mutiny and your mission is a success. You cannot select a piece of impassable terrain to stash the cash.
**** To count as occupying a terrain feature, an enemy unit must not be fleeing and must have at least 1 rank of troops (or the complete base for single models) wholly within the feature.
Tertiary Points
In a gentle attempt to encourage the completion of games and that they are played using painted armies, but also to reward hobby activity, the following points are available in each battle:
If your army is fully painted = 2 point
If you have demonstrably completed a unit since your last league game = 1 point
If the game is fully completed on the night, each player shall be awarded = 1 point
Total Game Points
A maximum of 25 TPs are up for grabs in each game and there is no cap.
Bonus Tournament Points:
Tournament points will be awarded for the following:
• Submission of your Group Stage 1 tournament list by 4th June 2016 = 5 Points
• Submission of your Group Stage 2 tournament list by 29th October 2016 = 5 Points
I thought i'd start a thread on the subject and initially post the comp guidelines/rules, so that users have a place they can quickly check them.
The first post will look at the competition rules
The second post will contain the terrain table
Anything after that will be results/smack talk etc.
I've also attached the quick start guide and results sheet below.
SELWG 2016 Fantasy Competition v8
(12/10/2016)
Competition Basic Rules
The Competition will be played using the rules found in 8th Edition Warhammer unless stated otherwise. In cases of individual rules coming into conflict with one another, follow the order of precedence below.
1. The rules of the competition as laid out here. Competition Rules override those found in the army books or Rulebook.
2. The rules as found in each army book. Rules found here will trump those found in the rulebook, but need to be checked by an adjudicator.
3. The Warhammer main rulebook.
4. Competition Adjudicator (Steve McGuire)
Competition Structure
The competition will be comprised of 2 group stages and the Finals stages.
Group Stage 1
• June 10th – Oct 21st
• Each player plays each other in their group once.
• All results feed into a single league table.
Group Stage 2
At the end of Group Stage 1, players are seeded into 4 groups by their Group Stage 1 results, i.e. the top 4 players go into ‘Group A’, the next 4 into ‘Group B’, etc. At this stage, new club members may have the opportunity to enter, and will be randomly distributed within Groups C and D.
• Nov 4th – Feb 24th
• Each player plays each other in their group once.
• All results feed into individual league tables.
• Players in groups A and B get a 5 point bonus for retaining the same army book and another 5 for sticking to their group stage 1 list.
• Players in groups C and D are free to change army book or amend their army list.
Final groups Stage
The top 3 players from each of Groups A and B, and the top 1 player from each of Groups C and D will play in the quarter finals in the following ‘seeded’ format:
QF1: Group A 1st v Group D 1st
QF2: Group B 1st v Group C 1st
QF3: Group A 2nd v Group B 3rd
QF4: Group B 2nd v Group A 3rd
SF1: Winner QF1 v Winner QF4
SF2: Winner QF2 v Winner QF3
FINAL: Winner SF1 v Winner SF2
Army Lists
• Each Army, except for the exceptions below, must be no more than 2500 points. These lists will be checked and cleared by an adjudicator and will be open to all once cleared.
• No End Times Rules or Armies.
• No Allies may be taken.
• Wizards must use the same magic lore that they started the competition with throughout the competition. However, wizards that are allowed to generate spells from multiple magic lore’s are allowed to do so. For example, Skaven wizards that are allowed to generate spells from either Plague & Ruin before each game will be allowed to.
• No Special characters are allowed.
• No Forge World rules/stat lines apart from Chaos Dwarfs.
Army lists will be as follows:
Standard army 2500AP
The following composition restrictions apply:
Lords and Heroes Up to 50% No double Lords; no triple heroes
Core At least 25%
Special Up to 50% No triples
Rare Up to 25% No doubles
2015 Semi-finalists only:
Lords Up to 25% No doubles
Heroes Up to 25% No triples
In addition, the following limits apply:
Up to 3 (2*) units and/or characters classified as Monster
Up to 3(2*) units and/or characters with AS 1+
Up to 3 (2*) units and/or characters with the Flyer special rule
No Wizards with the Flying special rule (including mounts)
Up to 5 (3*) war machines / engineers / war machines upgrades / models with war machine weapons
(such as Ironblasters, Gyrocopters, Hellcannons)
No 4+ Wound MC / MB units with 17+ wounds
No other Cv or MC units with 16+ wounds
No other units with 40+ wounds
* limit in brackets only apply to 2015 quarter and semi-finalists.
FAQ / Errata / House Rules
• The current GW FAQ and Errata will apply.
• Unmodified leadership is the highest leadership in the unit, but not including Inspiring Presence, although BSB re-roll allowed.
• Look out Sir’s allowed against Dwellers, Dreaded 13th & Final transmutation, providing there are enough rank & file in the unit see P93.
• High magic Lore “Drain Magic” does not affect Plague of Rust, Wither, or similar non Remains in Play spells that are in place for the remainder of the game.
• Storm banner - rolled for at the beginning of each players turn by the Skaven player.
• A unit may not swift reform and move into a building in the same movement phase.
• Only 1 method of augmenting Channelling may be used at a time, e.g. a wizard bearing a Channelling Staff within 6” of Arcane Ruins can use the extra dice from the Ruins or +1 from the Staff, not both.
• Maximum of 12 dice per magic phase. This includes dice carried over.
• An augmented/hexed unit that “borrows” a stat from another model/unit still has to apply the augment/hex value to the new stat.
• The free pivot (of up to 90o) available during a charge can only be used to avoid intervening terrain and/or units, not to change the final orientation of the charging unit.
Terrain
Terrain will be set up as per the using the tournament terrain table. All obstacles will be non-magical.
When setting up:
• A single normal river may be placed and it must fully traverse the table.
• All buildings will count as having 3 floors, and cannot be placed within 12” of the table edge.
• Any obstacles must touch at least one part of the building they came with.
• Forest / Hills can be no more than 12” across.
• Buildings can be no more than 6” across.
• Marshes can be no more than 9” across.
• Buildings / Sanctums may not be placed within 6” of magical / mysterious terrain.
• Magical / mysterious terrain may not be placed within 6” of buildings
All other FAQs can be found in the Independent WHFB FAQ Document v1.4.
Please note that the management reserve the right to override any and all FAQs and errata if they feel it disrupts the spirit of the game.
2016 SELWG WFB Scenarios
Roll a D6 and consult the following:
1 = Battleline
Played as per the Battleline rulebook scenario, except:
• Victory goes to the general that scores 200+ VPs more than his enemy.
2 = Dawn Attack
Played as per the Dawn Attack rulebook scenario, except:
• Victory goes to the general that can claim the most points for quadrants**:
Own deployment quadrant = 1
Enemy deployment quadrant = 2
** A quadrant is claimed by the general with the highest number of non-fleeing units wholly in that quadrant supported by at least one point of Unit Fortitude*** wholly in the same quadrant.
3 = Take and Hold
Played as per the Battle for the Pass rulebook scenario, except:
• Victory goes to the general with the most Unit Fortitude*** in his opponent’s half at the end of the battle.
4 = Blood and Glory
Played as per the Blood and Glory rulebook scenario, except:
• The game continues for 6 turns even after victory conditions are met.
Note: The unit size restriction for Unit Fortitude*** does not apply to the requirements of the Blood & Glory scenario. A unit has to be destroyed to count towards breaking an army..
5 = Meeting Engagement
Played as per the Meeting Engagement rulebook scenario, except:
• Victory goes to the general that scores 200+ VPs more than his enemy.
6 = King of the Hill
Played as per the Battleline rulebook scenario, except:
• When generating the terrain for the battle, the first item is automatically a hill.
• Place this hill in the centre of the board.
• Place a 1” objective marker on the hill to mark the centre of the board.
- A charging unit may move onto the objective in the Charge phase (including a failed charge).
- A non-marching unit may move onto the objective in the remaining moves sub-phase.
- The move must include the 1” objective diameter or the unit stops 1” short (charges and moves).
- Only 1 unit may “occupy” the objective.
- A successful or failed charge move that moves a unit so that it covers the 1” objective diameter
• Victory goes to the general which has a Unit Fortitude-bearing*** unit on the objective at the end of the game.
*** Unit Fortitude is defined as a non-fleeing unit with a Standard Bearer which comprises not less than 5 models (3 for Monstrous units).
A General adds 2 point to Unit Fortitude and the BSB adds 1 point to Unit Fortitude.
Game Format and Scoring
Win Loss Draw
Games will be W, L, D as per the Rulebook criteria, except where specified in the tournament scenarios victory conditions.
Tournament Points will be awarded as follows:
WIN = 15 points
DRAW= 10 points
LOSS = 5 points
Secondary Points
For each battle pick a ‘Secret Mission’. This must be done after deployment, but before the first turn is underway. Players must note down their mission, and hand it to someone at another table for safe keeping until it is revealed at the end of the game.
• Each Player completing their secret mission is awarded = 7 points
• Each ‘Secret Mission’ can only be used once during each league stage.
“Three and Fourpence” – Move a Fortitude*** bearing friendly unit off the table (along the Enemy deployment base line) to succeed in your mission to send reinforcements to your embattled allies. Such a unit may not leave the table in turn 1. Only 1 unit may leave the table. VPs are not lost for this unit. The unit may use a March move to exit the table.
“Take a Message” – Specify a model in your army to be a messenger. Specify a fortitude-bearing unit in the enemy army that contains your spy. Get your messenger model into contact with the spy’s unit. If the spy’s unit is alive at the end of the game your mission has succeeded. The messenger model does not have to be a character model.
“Cut off the Head” – Kill the Enemy General in HTH combat by the end of the game. Any mount does not need to be killed.
“Hero-Hammered” – To have amassed the biggest tally of dead Enemy characters at the end of the game. For calculation purposes, each Hero level character is worth ‘1 point’ and each Lord level character is worth ‘2 points’.
“Stash the Cash” – When you write down your mission also specify one terrain feature outside your deployment zone where your paychest is buried. If, at the end of the game, no enemy units occupy**** that terrain feature, you have secured the cash, prevented your troops from staging a mutiny and your mission is a success. You cannot select a piece of impassable terrain to stash the cash.
**** To count as occupying a terrain feature, an enemy unit must not be fleeing and must have at least 1 rank of troops (or the complete base for single models) wholly within the feature.
Tertiary Points
In a gentle attempt to encourage the completion of games and that they are played using painted armies, but also to reward hobby activity, the following points are available in each battle:
If your army is fully painted = 2 point
If you have demonstrably completed a unit since your last league game = 1 point
If the game is fully completed on the night, each player shall be awarded = 1 point
Total Game Points
A maximum of 25 TPs are up for grabs in each game and there is no cap.
Bonus Tournament Points:
Tournament points will be awarded for the following:
• Submission of your Group Stage 1 tournament list by 4th June 2016 = 5 Points
• Submission of your Group Stage 2 tournament list by 29th October 2016 = 5 Points