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December Destruction - Information and Rules

December Destruction 2013 - a GWG tournament

Army Selection and Restrictions
• Armies will be a maximum of 2400 points and not a point more.
• Special/named characters and unit champions are not allowed.
• Non-War machine shooting is limited to 80 shots in total per army - count the number of shots, not models. So for example Dark Elf Warriors with repeater crossbows count as 2 shots and therefore may have up to 40 models with repeater crossbows in total.
Chariots and ranked (non-skirmisher) infantry with missile weapons with a range of 12" or less are excluded from this restriction. (See Notes below for additional clarification).
• An army may not include more than 2 War machines of the same type and no more than 4 in an army.
• No unit may have more than 50 models OR cost over 450 points (this restriction does not apply to characters). During the game the unit may be increased in size or point cost via magic (Vampire Counts and Daemons) or the addition of characters.
• No more than 3 units of the same unit choice (however they are armed; also counts for characters).
• No triple special, unless all 3 choices are below 100 points. Dark Elves may take a maximum of 3 boltthrowers.
• No duplicate rare (unless each choice is 100 points or less). High Elves may take a maximum of 3 boltthrowers.
• Max 4 units/characters with the fly special rule.

*Notes:
(1) Any model with a fixed maximum amount of shots (read: shooting attacks) counts that maximum towards the shot cap (i.e. blowpipes = 2, RXB = 2, Reaver Bow = 3) but those with a random/variable number (Treeman, Razordon, Hail of Doom arrow, Flamers, etc) count as 1.
(2) Units that utilise a ranged template or attack (such as Salamanders) count as 1 shot. Units with the Breath weapon special rule do not count as a “shot”.
(3) Do not count the possibility of Tomb Kings being able to fire twice against this shot limit. For example a Skeleton Bowman counts as 1 shot, despite the possibly that with magic he could fire twice.

Magic restrictions
• You may only take one item that automatically dispels a spell.
• Maximum 12 dice can be used in a single magic phase. Additional dice are lost.
• You may only add an additional 2 dice (power or dispel) regardless of the source. The only exception to this is through channelling. Night Goblin Mushroom D6 do not count as "power dice" as per their Army book.
• All armies may only use a maximum of 5 dice to cast a spell (including bonus dice from Warp Tokens, Mushroom, etc.).
• No (signature) spell can be chosen/present in the army more than twice.
• Characters in units are allowed a Look-out-sir roll against the spells Dwellers Below (lore of life), Final Transmutation (lore of metal) and Curse of the Horned Rat (Skaven lore of ruin).
• Only two characters in a single unit get a Look-out-sir roll against template weapons and effects (including magic). For example: an Ogre Irongut unit containing 3 characters is hit by a stonethrower and all 3 characters are hit. The Ogre player may now nominate two models for Look-out-Sir rolls. The third character is hit automatically.
• The most recent GW FAQ contradicts itself regarding using “Unmodified Leadership” and its application to spells. At this tournament Unmodified Leadership will be the highest leadership in the unit, without using Inspiring Presence if not present in the same unit (any other modifiers such as Doom and Darkness or Standard of Discipline are ignored).
I.e. Spirit leech against a Level 2 mage (Ld8) in a unit also containing the Prince (Ld10 and General) will be using the Prince’s Leadership. Spirit Leech against a chariot (Ld8) within 12” of the same General (Ld10) will be using Ld8 from the chariot.





Terrain and Line of Sight
• The Mysterious terrain rules will not be used. All woods, rivers, etc count as normal terrain of their type.
• Buildings are impassable and block line of sight.
• Hills and impassable terrain count as blocking line of sight if a model/unit is completely behind it.


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% Victory Points to the opponent (characters, monsters and handlers, war machines and single models are unaffected).
• Units that are fleeing at the end of the battle yield 50% Victory Points 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 25% of the original unit size at the end of the game still only yield 50% Victory Points.

Per game 20 tournament points can be obtained. Calculate the victory point difference and check the table below for the amount of Tournament points:

Victory point difference Tournament points
0 - 200 10 - 10
201 - 400 11 - 9
401 - 600 12 - 8
601 - 800 13 - 7
801 - 1000 14 - 6
1001 - 1200 15 - 5
1201 - 1400 16 - 4
1401 - 1600 17 - 3
1601 - 1800 18 - 2
1801 - 2000 19 - 1
2001+ 20 - 0


Scenarios:

Game 1:
Battleline (page 144).
Place a marker (a coin will do) in the centre of the table. The player who has the most models within 6” of the marker at the end of the battle, is allowed to take two (2) steps in his/her favour in the Tournament points table. For example: the game ends in a draw (10-10), but one player has more models within 6” of the marker. This player then takes two steps in the table and wins the game 12-8.

Game 2:
Blood and Glory (page 148) with the exception that the game continues after one of the armies has broken.
At the end of the game, calculate victory points as normal. The player who broke their opponent first, is allowed to take two (2) steps in the tournament points table. When both players break in the same turn or neither player has broken, calculate victory points as normal.

Game 3:
Battleline (page 144, no additional rules)

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