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AlsterKloppen XIV - ETC Alsterchallenge - Information and Rules

Veranstalter
Die Organisatoren schließen ausdrücklich eine persönliche Haftung aus. Veranstalter ist der Verein WCH - Tabletop-und Spieleclub Hamburg.
Die Organisatoren handeln als dessen Erfüllungsgehilfen.
Mit der Anmeldung und Teilnahme an der Veranstaltung wird dies ausdrücklich akzeptiert.


Veranstaltungsort
Schorsch - Haus der Jugend St. Georg
Kirchenweg 20
20099 Hamburg

Für Autofahrer befinden sich die Parkplätze gegenüber von der Rostocker Straße 16. Es sind aber nur begrenzte Parkmöglichkeiten vorhanden, die sich aber direkt auf dem Gelände das Schorsch befinden (hinter einer Schranke).


Allgemeines
Das mitbringen von Alkohol ist untersagt! Für das leibliche Wohl zum Mittag ist aber gesorgt.
Morgens gibt es Frühstück mit belegten Brötchen und Kaffee. Mittags ist ein leckeres Chili geplant. Das Catering Team wird uns während des Tages auch mit kühlem Bier und anderen kühlen Getränken direkt an der Platte beglücken!

Von allen die unter 18 Jahren sind brauchen wir eine Einverständniserklärung der Eltern, aus der hervorgeht, das Sie an dem Turnier teilnehmen dürfen und zur Kenntnis genommen wurde das eine Aufsicht durch den WCH nicht erfolgt. Es reicht, wenn sie am Turnierbeginn vorgelegt wird.

Der Austragungsort befindet sich nur 5 Minuten vom Hauptbahnhof entfernt, so dass alle Nicht- Hamburger auch mit der Bahn anreisen können. Da die Parkplätze beschränkt sind empfehlen wir allen die Anreise mit der Bahn bzw. HVV.

Bezahlung
Bitte überweist das Startgeld für das ganze Team in Höhe von 125,00 Euro auf folgendes Konto:
Kontoinhaber: WCH-Tabletop&Spieleclub Hamburg
Bankinstitut: Deutsche Skatbank
Kontonummer: 4663756
Bankleitzahl: 83065408
BIC: GENODEF1SLR
IBAN: DE89830654080004663756
Verwendungszweck: AKXIV ETC + "Teamname"


Timetable/Zeitplan

First Pairings will be annouced (Teams Arrived Friday will be paired against Teams also in attening Friday the rest will be determited randomly)
You will be allowed to challenge your first Round opponent. If they agree please inform us per email. warhammerclubhamburg@gmx.de
Pairing mode is updated on the t3 page.

Friday/ Freitag 21:00 - open end First Round ( Optional )
Saturday/Samstag
Hall opens 9:00
First game: 10-13
Break 13-13:30
Second game 13:30-16:30
Break 16:30-16:45
Thrid game 16:45-19:45

Sunday/Sonntag
Hall opens 9:00
Fourth game 9:30-12:30
Break 12:30-12:45
fifth game 12:45-15:45
Cermony 16:15 ...




ETC Rules


Rules changes:
Two characters per unit (owner's choice) will get "look out sir" versus the following spells that automatically kill models or automatically remove an entire regiment: Dwellers Below, Final Transmutation, Dreaded 13th, Infernal Gateway 11-12 effect. Normal requirements for lookout sir apply.

- Folding Fortress is not allowed


Army Restrictions:
- 2400 Points.
- No Special or Named Characters.
- Army used can be any of the currently published GW Army books. Forge World based army lists & units may not be used on the event, except for Chaos Dwarves.
- An army may have up to 4 war machines and shooting template weapons. Warmachines that use a template count as a single choice in this regard. All template weapons (from magic items, abilities, etc.) count, except for spells. Bolt Throwers count as ½ a war machine(round up)
- Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).
- All BSBs can take all the Equipment, their unit type has acces to as if they weren't BSBs.
- Units cannot be more than 40 models nor 450 points (including all command, upgrades, magic items/banners). This restriction applies during the creation of the roster - unit size/cost may be increased during the game (for example - by joining characters to the unit). This restriction does not apply to characters.

Magic Restrictions:
- No duplicate non-signature spells(not including bound spells) and max 2 Spirit Leach
- Apart from Winds of magic, an army may only use 2 PD/DD per magic phase. After an army generates the limit all the other
extra dice are discarded. This includes channeled PD/DD.
- Player can use maximum 5 PD to cast a spell. For death & shadow spells this max is lowered to 4 power dice.
- An army may use up to 12 PD during each phase.
- You may have units/abilities that actually would generate more than 2 extra dice, but any excess dice are lost
- Some magic items/abilities count as generating dice toward this limit.
- “Count as” items/abilities may never exceed a cumulative 2 PD/DD per phase. This means that player who already spent his
limit PD limit, can’t take more items which “count as adding PD” or add PD from channeling during game (same for DD).

All modifiers are applied from the army list and will not change during the game.
If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is removed from the opponent’s pool and then discarded.

Some special items and abilities DECREASE the limit of power or dispel dice you can add to the pool. We refer to those as
“count as” items. What this means is that, if your roster includes one “counts as 1 Power Dice (PD)” item, your army can only add 1 power dice (instead of the usual 2 dice) to the pool in each of your own magic phases of the entire game (regardless of whether the item is destroyed or used up).
you cannot have a combination of items that would decrease the limit of extra power or dispel dice to below zero.
Any item that auto-dispels a spell counts as generating 1 DD each magic phase.


Army Specific Restrictions:

Beastmen: Beastmen armies have an extra 200 points for their roster (2600 total)
All victory points scored against this army are decreased by 10% (excluding bonus points for banners, general, etc.)
Beastmen can generate 3 extra pd instead of 2
Tuskgor Chariots, Ungor Raiders 0-4 each
A unit cap of 50 models per unit and point cap on units 550 instead of 450 pts.

Bretonnia: No Restrictions

Chaos Dwarfs:Hellcannon, Iron daemon are each 0-1.
Hobgoblin Khan 0-3
Lore of Hashut can be cast with max 4 PD.
Chalice or Sorcerer Prophet. Chalice of darkness counts as 2 pd
Iron daemon, K'daii destroyer, taur'ruk, count as war machines.
Max 3 out of Str. 5 shooting templates/Lore of death/Lore of Hashut.
Daemon Flask of Ashak/Bale taurus, max 1 in total
Crown of Command/Iron deamon, max 1 in total.
Dark Elves:Reaper Bolt Throwers, Harpies units are 0-2 each.
Dark riders 0-3
Hydra is a 0-1 choice.
Max. 35 repeater Crossbows (excluding chariots & characters) in the army.
Shades max 20 models per army.
Pendant of Khaeleth cannot be taken by lord characters.
Pendant of Khaeleth/Crown of command/Cauldron of Blood/Hydra max 2 in total
Sacrificial dagger/mage lord, max 2 in total
Pegasus/mage lord/Standard of Discipline/Pendant of Khaeleth, max 3 in total
Assassins/Rendering stars max 4 in total.

Dwarfs:Each spellbreaker/spelleater rune counts as +1 DD
Grudge Throwers are a 0-2 choice
May generate Max. +4 dispel dice instead of +2
Gyrocopter doesn't count for max 4 war machine/template.
Can have 5 war wachines, anvil counts as 2.

Daemons of Chaos:Max. 30 Models per unit
All daemonic gifts are 0-1
Daemonic Battle Standard can have gifts if his magic banner does not cost over 50pts
Siren song cannot be taken by Herald of Slaanesh
Master of Sorcery: For Heralds of Tzeentch only it is a 0-2 gift and the Loremaster rule is removed; instead randomly determine spells (as a normal lvl 2) from any of the 8 rulebook lores.
Flyers 0-3
Soulgrinder 0-1
Bloodletter/Herald of Khorne max 4 in total


Empire: Knightly orders 0-3
Steam tank 0-1.
Demigryphs max 8 models.
Cannon/Steam tank/Standard of Discipline, max 3 in total.
Crown of Command/Steamtank, max 1 in total.


High Elves: High Elves armies have an extra 100 points for their roster (2500 total); High elves army can generate extra 3 powerdice instead of 2; Vortex Shard counts as +1DD; Book of Hoeth counts as 3PD and 2 DD; Banner of the World Dragon counts as +1 DD

Lizardmen:Jungle swarm, Skinks, Skinks skirmish 0-3 each.
Salamanders are a 0-1
Scar-Veterans 0-2,
Cogitations counts as +2DD
Cupped hands of the Old Ones +2PD
Scroll/Cube of darkness/1 or more slanns, max 2 in total.
Death lore/bane head/feedback scroll/Cupped hands of the Old Ones, max 1 in total.
Crown of Comand/Standard of Discipline/Focused Rumination/Higher State of Consciusness/1 or more slanns, max 2 in total.
Skinks <20/Skink skirmirshers/Jungle swarms/Chameleon skinks/Terradons/Salamanders/Razordons/Slann, units are max 9 in total.


Ogre Kingdoms:Dispell scroll/Hell heart, max 1 in total.
Hell heart count as 1 DD
Rune Maw Banner counts as 1dd.
Iron Blaster/Crown of Command, max 1 in total.
Slaugther master/Iron blaster/Standard of Discipline, max 2 in total.
Each leadbelcher/sniper maneater with pistol(s) counts as 3 models towards to shooting cap.
Max 3 combined units of Mournfang Cav & Ironblaster.
Maximum of 8 Mournfang models
Orcs&Goblins:Night Goblin Shamans mushroom dice do not count as power dice in regard to the PD limit
Maximum model cap is 60 models per unit
Fanatics/Manglers max 9
O&G have an extra 200 pts for their roster (2600 total), scores are NOT decreased by 10%

Skaven: Slaves 0-3
Rat Packs <20 0-2
All Skaven rare choices 0-1
Gutter runners are limited by 2 units & 20 models total
Engineers are a 0-3 choice
Screaming Bell/Second Grey Seer/Power scroll, max 1 in total.
Hellpit Abomination/Screaming Bell/2nd Assassin, max 2 in total
Doom Rocket/Brass Orb/Storm Banner max 2 in total


Vampire Counts: Zombies, Dire Wolfs units are 0-3 each
Master of Black Arts/Blasphemous Tome upgrade are 1pd each
Ethereal units 0-3, and max 2 of same kind/characters.
Howls/shrieks max 2 in total.
Flying units 0-4
Max 15 mounted characters and black knights combined
Vargheists max 8 models
Red Fury/Quick Blood/Terrorgheist/Necromancer Lord, max 2 in total.
Terrorgheist 0-1

Tomb Kings: Tomb King armies have an extra 200 points for their roster (2600 total)
All victory points scored against this army are decreased by 10% (excluding bonus points for banners, general, etc.)
Neferra's Scrolls of Mighty Incantations counts as 2 PD and 2 DD
Hierotitan is worth 1 PD so long as it's alive
Skeleton Horsemen, Skeleton Horse archers, Chariots units are 0-3 each
Warsphinx/Necrosphinx max 3 in total
Tomb Kings may generate up to 3 power dice per phase


Wood Elves: Wood Elf armies have an extra 200 points for their roster (2600 total)
All victory points scored against this army are decreased by 10% (excluding bonus points for banners, general, etc.)
Only Glade guards (including scouts) count for max of 45 models with shooting weapons.
Glade Riders, Scouts units are 0-3 each
Wood Elves may take a maximum of 70 models with a missile weapon instead of 45

Warriors of Chaos:
0-1 Crown of Command, 3+ Wardsave
0-3 Flyers
0-3 Corechariots
0-3 Chaos Warhounds
0-3 Marauder Horseman
0-1 Hellcannon

Pairings

Pairings have to be done in under 20 minutes. After scheduled time for pairings is over, teams are bound to determine rest of the
pairings randomly. Tables are determined randomly, as soon as the pairing is over.
1. (1&2th match up of Team A v. Team B)
Both Teams put up 1 army.
Both Teams put up 2 opponents
Both Teams choose their match
2. (3&4)
Both Teams put up 1 army.
Both Teams put up 2 opponents
Both Teams choose their match
4. (5)
Not chosen army of Team A plays against Team B not chosen army.

All scenarios are Battleline.

Scoring
Victory points scored as per the rulebook, with the exceptions that:
- units that are at 25% or less of their original models yield 50% VP's to the opponent (characters, monsters and handlers, warmachines and single models are unaffected).
-units that are fleeing at the end of the battle yield 50% VP's to the opponent.
In both cases, bonuses (for generals, banners, etc.) are not counted towards the 50%. Units that are both: fleeing and at/below ¼
strength still only yield 50% VP’s.

Consult the Victory Points difference with table below:


Difference Win Loss
0 -150 10 : 10
151 - 300 11 : 9
301 - 450 12 : 8
451 - 600 13 : 7
601 - 750 14 : 6
751 - 900 15 : 5
901 - 1050 16 : 4
1051 - 1200 17 : 3
1201 - 1350 18 : 2
1351 - 1500 19 : 1
1501 + 20 : 0

Sum up the number of points. The team can score from 0 to 100 Battle Points per game, however there is a cap of a min/max 35-65 Match Points (in all rounds), which means that the losing team gets 35 points even if they score less and the winning team never gets more than 65 points, even if they score more. Battle Points will be used in case of the Match Points tie as tie-breaker.


Line of Sight
Terrain pieces are divided into ones that:
- Block LoS: Hills, Buildings and impassable terrain.
- Don't block LoS: all other terrain.

Unit is considered to be in hard cover when:
- your models shoot through interfering unit, as described on page 41 BRB
- unit is garrisoning a Building, as described on page 127 BRB
- unit is defending an obstacle, as described on page 122 BRB
- majority of unit's footprint is obscured from shooter's LoS by LoS blocking terrain, as described on page 41 BRB majority of unit's footprint is in Ruins

Unit is considered to be in soft cover when:
- your models shoot through or into woods, as described on page 119 BRB
-majority of unit's footprint is in Fields

Units on hills don't get the hard cover penalty for being shot or for shooting through interfering units, unless interfering unit is on hill.
Unit shooting from a building is treated as if on hill regarding it's LoS and therefore possible Hard Cover for interfering units.
Large Targets can't claim cover for obstacles, ruins, fields and interferring units.






TEAM COMPOSITION AND CAPTAIN / COACH RESPONSIBILITIES
Each Team consists of 5 or 6 people.
5 have to be players.
1 must be captain Captain (may be player aswell)
1 may be Coach / non-playing captain
A Captain may be non-playing. In that case he combines the responsibilities of both Captain and non-playing Captain / Coach.

Captain's responsibilties:
results are handed over only by Captains.
ETC will begin with captains' briefing. Captains are expected to brief their players afterwards. A Captain may nominate a nonplaying
Captain / Coach to attend the meeting.

A Captain can by no means directly influence the game. A player may ask Captain only for general guidance, he can't discuss
the battlefield issues specifically. He may ask if he "should risk or play safe". Captain must not suggest how a player should
play.

It is important to note that, while playing, all conversations within the team must be made in English.
non-playing Captain / Coach responsibilities:

it is up to country teams to decide what power non-playing Captain / Coach have during the pairings
if his players can't find a solution to certain rules issue, he reasons with the opponent team's non-playing Captain / Coach to come up with a ruling. Should that fail, he asks referee to come to the table. Note that such a non-playing captain is not
allowed to help with rulings at any table but his own.
if one of his players can't continue the game (ie. needs a bathroom break or feels ill) then the non-playing Captain / Coach may step into the game for the period of time needed, however it is highly recommended that it happens during the opponent's turn, so a game can progress with as little impact from coach as necessary. it is prohibited to watch other teams pairings, rosters or to carry out any other form of espionage.


Non-playing Coach /
Captain must never be involved in any other table but his own.

certain actions (such as stalling) should be reported by non-playing Captain / Coach. If this should be the case, it will be
recorded.

A Coach / non-playing Captain can by no means directly influence the game. A player may ask Coach / non-playing Captain
only for general guidance, he can't discuss the battlefield issues specifically. He may ask if he "should risk or play safe". Coach
/ non-playing Captain must not suggest how a player should play. It is important to note that, while playing, all conversations
within the team must be made in English.
Referee Decisions Page 1 of 3



GAMING SAVOIR VIVRE

95% of all problems that occur are caused by improper communication. Try to communicate clearly, make sure that your opponent
understands what you are doing. Remember to:

Agree on the set of dice.
Players may agree to use one set of dice or both. If your opponent feels discomfort about your dice (too big / too custom made or unreadable) then you should agree on one set of dice. If this is an issue, ask a referee.

Let the dice remain on the table long enough after being rolled. Don't remove your dice too quickly from the table to avoid confusion. Shake and roll dice properly. Arranging your dice so they have 11 / 66 on top and "rolling" them by having them move only slightly upwards in the air and then letting them land on the table without rolling is not accepted. Give your dice a nice, quick shake and roll them with
enough force. Remember that this is an international event. While playing, players are expected to use English, even when speaking with passerby or Coach. That is, unless they agree to do otherwise!

Express your intentions clearly. Expect agreement from your opponent.
"these are out of LoS" or "here is more than 17" or “this charge needs a roll of 7” are just examples. Make sure that your opponent has heard and has approved of the move.

Be precise. If your unit is meant to be slightly over 17" from enemy, make it as close to 17" as possible. Putting your unit at 15" then claiming it is 17" is unacceptable.

Signal your concerns to your opponent without delay. If your opponent puts his units too close to each other or if you think that he has moved them too much, you should signal this to him immediately. Having said that, don't be intrusive. Be sure to mark everything important. It is common that in the heat of battle players forget how many wounds a dragon had left or whether the dispel scroll was used. Marking those with a special dice or writing it down on a piece of paper should remove any doubts.

LIST OF NON-OFFENCES
Not allowing your opponent to make a non-mandatory action.
We expect ETC players to know the rules and to play in the correct way. If you forget to make an action after performing at least one action from the next phase, your opponent may deny you the right to do it without any consequences. Consequently, we don't encourage such behaviour. Playing in a friendly atmosphere is important, try not to sow any seeds of discord.

Forgotten mandatory rolls
…like Comet of Casandora, have to be made until the forgetfulness has reached a point of no return. If in doubt about
whether or not this applies, ask a referee.

Realignments.
Realignments are allowed, as long as they have not been affected in any meaningful way by later dice rolls (e.g. could be
failed march/reform checks), and the original position can be determined in a satisfactory manner. If in doubt (disagreement)
about whether or not this applies, ask a Referee. Please note that you cannot realign your units during deployment.
Referee Decisions Page 2 of 3

OFFENCES CARRYING A PENALTY OF WARNING:
inappropriate behaviour (0)
This includes, but is not limited to: excessive swearing, shouting, speaking to your fellow-countrymen in a language other than English while playing. Excessive use of judges (0) Referees are for you, the players, to make your games run smoothly and to ensure that any rule problems you encounter are dealt with quickly so a game can progress. However, bear in mind that calling a referee every 2 minutes to confirm something (especially basic rule questions) is not an acceptable practice, because of the need to provide rulings for all players.

LIST OF YELLOW CARD OFFENCES:
unclear gameplay ie. taking your dice too fast after a roll, problems with your own roster (ie. which one of Saurus CO Hero has Sword of Might, which has the Burning Blade)
inappropriate behaviour (1) This includes, but is not limited to: excessive swearing, shouting, verbal abuse
stalling (1) Detailed description is provided later in this document.
lateness for battle. Unless both teams agree, you are expected to show and start your battle on time.
excessive use of judges (1)


LIST OF RED CARD OFFENCES:
inappropriate behaviour (2)
This includes, but is not limited to: excessive swearing, shouting, verbal abuse, insults directed at an opponent or referee,
intentional destruction of a miniature, physical assault
stalling (2)
denying your opponent the right to roll a particular dice of yours.
cheating.

STALLING
The difference between stalling and not playing a full 6-turn battle
Stalling is an action in which a player (or team) deliberately stalls the game, usually with the intention of using the delay to their advantage. If both players agree, they can play a battle in any way they see fit. This may include numerous cigarette breaks, breaks for drinking, for going for a walk. If they can’t finish a battle in such manner, then this is by no means a punishable offence.

How to report?
If you have such issues with your opponent, you should report them to your coach / captain during the game. He should then approach a Head Referee, or a Referee (if Head Referee is not available at a given moment) and make a report. If your team doesn’t have a coach or captain is busy, a player can approach a Referee directly. Referee Decisions Page 3 of 3

When to report? All stalling issues have to be done ASAP, during the game. Referees will not accept any complaints after the game is over. What will happen if I report such a game?
Games reported in this way will have an increased Referee's attention. In rare cases, a Referee may be delegated to watch the game personally. If he finds any flaws in player's playstyle, some action will be taken, usually a warning or a Yellow Card will be given. In cases of extreme stalling a Referee can make any decision he thinks is appropriate. This includes, but is not limited to: ending a phase, ending a turn, ending a battle with (or without) a change of result. Repeated offences Players that have been proved to be stalling will receive penalties if other players should have any further complaints.

POSSIBLE PENALTIES FOR OFFENCES:
Numbers in brackets specify the degree of guilt.
Warning / Yellow Card / Red Card can be given to a player, team or both. Therefore, consequences may affect a player, team or both. You can be sure that any penalty given will greatly outweigh any potential gain.
Warning: all further actions against a player / a team will be stricter.
Yellow Card: point penalties applied to player result or team result (Match Points affected)
Red Card: 0-20 for a player or 0-100 for a team, disqualification of a player, disqualification of a team.
Bear in mind that this list of possible outcomes is not comprehensive.
Also, note that offences accumulate. A player receiving his second warning will receive a Yellow Card penalty. Player receiving his
second Yellow Card will receive a Red Card penalty.

APPLYING PENALTIES
Team captain will be informed should any penalties be imposed on his team or player. All penalties will be imposed by the Chief
Referee, who may consult with other Head Referees, Referees and, if he thinks it necessary, Team Captains / Coaches and Players.

HOW TO APPEAL AGAINST A REFEREE DECISION
Issues concerning measurements
A player should inform a Referee that he wants to appeal against. Referee then reports to a Head Referee, and then he makes a decision. If such a decision is upheld by a Head Referee, then a player may be given a Warning or a Yellow Card. If the initial decision is made by a Head Referee, then it is non-appealable.

Issues regarding rule questions
Team Captain / Coach should approach Referee and point to him a source in Rulebook / Games Workshop FAQ / ETC FAQ that suggests another ruling. Referee then reports to a Head Referee, and then the latter makes a decision.

CROWD AT THE TABLE
If one player feels discomfort with amount of spectators present at his table, he may request them to step aside. When this happens,
all that are not Captains / Coaches, Referees are about step away from the table. Stubborn players who fail to comply will receive a
Warning or Yellow Card.

REPORTING BATTLE RESULTS
Players will be given enough time to play a full game of 8th Edition Warhammer Fantasy Battle. In order to ensure that the tournament
runs smoothly, penalties will be given to teams that report battle results after the scheduled time is over. This penalty will always affect
both teams and will always affect Match Points.

Info: Only the tournament organizer is responsible for the content of this site.
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