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11th CONFLICT FANTASY - Tournament Schedule and Scoring

SCENARIO'S

Magic energy
For every scenario of the tournament the rules for Magic Energy as explained below are in play.
At the start of your own magic phase you nominate one of your own units. Before rolling for winds of magic.
It can be any unit, even a lone character, even in combat, But not a fleeing unit.
The unit can be blessed or accursed depending on the dice roll for the winds of magic.
The effect will end at the start of your own next magic phase, for example like the spell flesh to Stone, Wyssan’s Wildform,… .
The effect is always cast automatically and cannot be dispelled.
Tabel
dice roll for winds of magic effect
2 Each stat is increased by 1, max 10, example Ld 8 Ld 9, S3 S4
3,4 Strenght and toughness is increased by 1, max 10, ex T4T5
5,6 Ws and Bs is increased by 1, max 10 ,ex Bs 3  Bs 4
7 Initiative is increased by 1, max 10,ex I 4  I 5
8,9 Ws and Bs is decreased by 1,min 1, ex Ws 3  Ws 2
10,11 Strenght and toughness is decreased by 1,min 1, ex S3 S2
12 Each stat is decreased by 1, min 1, example 2 A 1 A, S3 S2

Special rule, it is not always bad:
Once in a battle you may First roll for winds of magic and then nominate one of your units. This can prove a valuable tactical choice.






Scenario: Surprise Encounter

Altered somewhat from Rulebook p389
Not all battles are carefully planned. Sometimes patrols foraging ahead of two armies will stumble upon each other, encountering an enemy where non was expected. What starts as a bloody skirmish will quickly develop in a full-blown battle, as additional troops from each side are drawn towards the sound of conflict.

DEPLOYMENT:
The table is divided into six equal-sized areas and the players then roll off to see who goes first. The player that loses the roll-off must place a single non-character unit (first use core units until no core units available and then going to special and last your rare units) so that it is fully within any one of the 6 areas of the table.
The opponent then places a single non-character unit (first use core units until no core units available and then going to special and last your rare units) in any of the remaining areas, and so on, taking turns until both players have deployed three non-character units and there is a single unit in each of the six areas.
No characters are placed from the start.
All remaining units and characters will enter play as reinforcements and are placed in reserve. Check the rulebook also page 27 and 142 for rules about reinforcements and reserves.
Deployment map according to p389 of the rulebook.
FIRST TURN:
Roll of after deployment to see which player receives the first turn. The player that finished deploying his army first adds +1 to his roll.
GAME LENGTH:
The battle will last for six turns, or until the time limit is reached, whichever comes first.
VICTORY CONDITIONS:
Use victory points to determine the winner of the battle.
SCENARIO SPECIAL RULES:
Surprise:
Units must pass a Leadership test in order to declare a charge during the first game turn. If the Leadership test is failed, the unit can still move normally.
Reserves:
Reserves enter play from the first turn on a roll of 5+ (roll 1D6 for each unit). Units failing their reserve-roll enter play from the second turn on a roll of 4+ (roll 1D6 for each unit); units failing their second reserve-roll enter play on the third turn on a roll of 3+ (roll 1D6 for each unit); units failing their third reserve-roll enter play on the fourth turn on a roll of 2+ (roll 1D6 for each unit); units failing their fourth reserve-roll automatically enter play on turn five. Reserves enter at any point on the table edge of one of the three areas in which the player deployed his units at the start of the battle. Roll a D3 to randomly determine which of the three areas the unit must use. Roll for each character separately (this is different to the reserve rules on page 142) after you rolled for your non character units in reserve. A character can enter play in a unit that also arrives on that specific area.



Scenario: Delirium Tremens

Deployment for this scenario is according the deployment rules for the rulebook scenario DAWN ATTACK which can be found on page 145.
After army set-up there are on the center line 5 pink elephants (one in the center, one on each side 12 'of the table edge, and the other two proportional in between) or an equivalent for these animals.
The 5 pink elephants will be supplied by the tournament organization.
In order to get a pink elephant, it is sufficient that a unit moves against it and his move (charge, compulsory, random, Remaining, fly, ...) ends up immediately as pink elephants are difficult to tame.

Pink elephants have the following properties:
- D6” move in a random direction at the beginning of each players turn, if not caught.
- no movement penalties and no dangerous terrain tests
- Cannot move in a different way (not vanhels or other spells)
- Cannot be shot, beaten, magically dispelled, ... (also not with aspirin and sufficient water)
- They will leave the unit if the unit loses a round of combat, flees or is destroyed. Leaving a unit is 2D6” in a random direction before the unit itself makes any move.
- Pink elephants trapped in a unit at the end of the battle, are each worth 99 VP
- Pink elephants that walk off the board are lost.
- If a fleeing unit ends its flee move upon a pink elephant the unit will move further until not upon a pink elephant.
- if a pink elephant moves against a unit then this unit has captured the pink elephant and cannot move in any way that turn.
- a pink elephant that hits a impassable terrain feature or building will end his move also when the elephant has collided a fellow pink elephant he ends his move. The other pink elephant can still move if not already done so this turn.


Scenario: Extra bloody glory

This is a Blood and Glory scenario (as described on p. 148 of the Main Rulebook) with the following exceptions:

The game will NOT end if an army’s Breaking Point is reached. Instead the ‘breaking’ army will continue to fight, terrified of their enemies and lost faith in their so-called leaders, so the breaking army will continue the game with these downsides:

- Units may not use the General’s ‘Inspiring Presence’ special rule, if he is still
alive.
- Units may not use the Battle Standard Bearer’s ‘Hold Your Ground’ special rule,
if he is still alive.
- Characters in units still give their Ld to the unit.
- All leadership tests will be taken at an extra -2 (plus any other normal modifiers)
Calculate victory points at the end of the game to determine the winner.
- Units cannot claim steadfast anymore.
- Stubborn units get also -2 to their Ld.

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