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Autor Wątek: Gamegrinder III - 08.05.2011 1600pkt  (Przeczytany 5225 razy)

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Gamegrinder III - 08.05.2011 1600pkt
« dnia: Kwietnia 29, 2011, 22:59:32 »
AKMF Olifant ma zaszczyt zaprosic graczy WFB na turniej organizowany w ramach konwentu gier planszowych GAMEGRINDER III.

Miejsce: Centrum konferencyjne na kortowie ul. Dybowskiego 6 http://www.uwm.edu.pl/cks/dokumenty/plan%20kortowa_20x30.jpg żółty budynek z numerkiem 2
Na terenie UWM obowiazuje zakaz spozywania alkoholu.
Termin: 08.05.2011
Format: 1600 Single, 8 ed. jawne rozpiski
Bitwy: 4x Scenariusze
Wjazd: 10 zł (przyp. o skladkach czlonkowskich na min 3m-ce wstecz)
Cattering: jak zwykle
Nagrody: w trakcie realizacji
Sędzia:Lohost
Stoły:60x48, tereny po obrysie, jednostki w lesie wzbudzaja strach.

- gramy 6 bitew ( 6 tur lub 2h)
- turniej zaliczany jest do Rankingu Ligi Ogólnopolskiej
- gramy oczywiście na 8 ED , oraz wszystkie aktualne podręczniki armijne
- dopuszczony Chaos Dwarfs z INDY GT z wszelkimi erratami nowo edycyjnymi
- dopuszczony Ogre Kingdoms Rhinox Raiders wg White Dwarfa UK 309
- dopuszczony Dogs of War wg Warhammer Chronicles 2004 [tylko jako samodzielna armia ] + ROR , ale bez MMM , Dark Emissary i Truthsayera
- gramy wg. wszystkich errat i uściśleń sędziowskich
- Rozpoczęcie takie jak opisano w scenariuszu
- VLOS by LS

Gramy wg zasad euro, warto zwrocic uwage na zmiany w najnowszym pakiecie euro. Organizator wprowadza nastepujace zmiany w kompozycji armii(poza euro):

- Nie wystawiamy lordów
- Nie wystawiamy specjalnych bohaterów
- Maksymalnie 1 mag w armii może znać cały Lore
- Zakaz dublowania Rare'ów (HE maksymalnie 2 takie same Rare'y)
- Zakaz triplowania Special'i (HE także)
- Max 1 LT na slot special, rare, hero (czyli mozna max wystawic 3 LT, ale kazdy z innego slotu)
- Maksymalnie 3 sloty mogą być przeznaczone na maszyny
- Pink Horrors of Tzeentch mogą osiągnąć maksymalnie 2 poziom magiczny nie zależnie od wielkości oddziału.
- Zakaz wykupienia Power Scrolla
- zakaz wykupienia Pendant of Kaleth u DE
- VC moga wybrac tylko jedno z wymienionych: Helm of Commandment, Master of the Black Arts, Drakenhoff Banner



ZASADY EURO PRZED MODYFIKACJAMI "DO ROZMIARU" TURNIEJU:

Rules changes:
- Characters 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.
- Dark Elf Sorceresses cannot cast spells using more dice than normal wizards .

2400 points
No Special or Named Characters.
Army used can be any of the currently published GW Army books.
A maximum of 3 identical core choices may be taken (regardless of equipment and other upgrades)
An army may have up to 5 war machines and 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.
Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).

Unit sizes are limited as follows:
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:
- Apart from Winds of magic and Channeling, an army may only generate 2 PD/DD per magic 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 if you take the Book of Hoeth, you may not take any other items that “count as adding PD/DD”
- All modifiers are applied from the army list and will not change during the game.

Detailed description
Apart from winds of magic and through the channeling rule, an army may only ever add 2 dice to its power or dispel pool in each magic phase. Any dice added to the pool, regardless of source (generated, stolen, stored from previous magic phases, generated by magic items/abilities to boost spellcasting before or after the casting attempt, produced by spells, lore abilities, and so on) count. Excess dice are simply discarded and cannot be used in any way (i.e. - they can’t be stored).

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).
Please note that you cannot have a combination of items that would decrease the limit of extra power or dispel dice to below zero.

Item restrictions:
- Power Scroll is banned
- Each Loremaster ability counts as generating 1 PD each magic phase
- Any item that auto-dispels a spell counts as generating 1 DD each magic phase.
- Folding Fortress is not allowed

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.).
Bretts: No Restrictions
Dark Elves: Hydra is a 0-1 choice. Max. 35 repeater Crossbows in the army (regardless of who carries them). Repeater Bolt Throwers 0-2. Flying units (inc. characters on flying steeds) in the army limited to 0-3. Shades max 20 models per army. Dreadlord on pegasus cannot take Crown of Command.
Dwarves: Each spellbreaker/spelleater rune counts as +1 DD. Grudge Throwers are a 0-2 choice; May generate Max. +4 dispel dice instead of +2
DOC: Max. 28 Models per unit; Flamers are a 0-1 choice. All daemonic gifts are 0-1. Bloodletters and Herald of Khorne are 0-3 total. Daemonic Battle Standard can take either daemonic icon or gifts.
Empire: Steam Tank counts as a war machine; Tank, Rocket battery and Engineers are 0-1 choices
High Elves: Max. 500 points or 40 models per unit; Vortex Shard counts as +1DD; Book of Hoeth counts as 2PD and 2 DD; Banner of the World Dragon counts as +1 DD
Lizardmen: Salamanders are a 0-1 Choice ; Terradons and Stegadons (any kind) are 0-2 choices; Beclaming Cogitations counts as +2DD; Cupped hands counts as +2PD
Ogres: Ogre Kingdoms 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.). Rhinox Riders are allowed.
O&G: Night Goblin Shamans are 0-3 (max 3 of any kind of NG shaman); mushroom dice do not count as power dice in regard to the PD limit.
Skaven: All Skaven rare choices 0-1; Gutter runners are a 0-2 choice; Engineers are a 0-3 choice;
Vampires: Wraiths and Varghulf are 0-1 choices. Wraith unit size - maximum 5 models. Army may have maximum two units (total) of: wraiths, black coach or spirit hosts. Army may include a maximum of two of the following: Helm of Commandment, Master of the Black Arts, Drakenhoff Banner.
TK(old): Tomb King armies have an extra 200 points for their roster (2600 total). All victory points scored against this army armies are decreased by 10% (excluding bonus points for banners, general, etc.).
WE: Wand of Wych Elm counts as +1 DD
Warriors of Chaos: Hellcannon is a 0-1 choice. Infernal Puppet counts as +1 PD and +2DD; Tendrils of Tzeench and Conjoined Homunculus both counts as +1 PD. Favour of the Gods cannot be taken by a Champion of a Chosen of Tzeentch unit

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, war machines 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 yiled 50% VP’s.

Size chart:
0: Swarms - models of this size never block line of sight or give cover.
1: Infantry, War Beasts, War Machines, Unique without the Large Target rule
2: Cavalry, Monstrous Infantry/Cavalry/Beasts, Chariots, O&G Manglers
3: Monsters, all Large Targets

Line of sight is always checked virtually, drawn "base to base". Models see in their front 1/4 zone. Line of Sight is blocked by models that are equal to or larger than both: the model whose line of sight we are checking and its target.

Line of sight and war machines:
Catapults (and similar) can place their template so that the center is over any one unit that is at least partially visible to them.
Cannons can choose any point between themselves and a visible target when firing. Over- or under-guessing to shoot at units the cannon does not have line of sight to is not allowed

Terrain
Hills are size two for each level (so a 3-step hill is size 6) and block sight / give hard cover just like models of that size. Models standing on hills add the hill size to their own size. Buildings and large rocks always block line of sight completely.
Forests do not block line of sight, but soft cover applies to all shots fired through or into (but not out of) forests.
Ruins do not block line of sight, but hard cover applies to all shots fired into (but not through/out of) ruins.
Units standing behind obstacles gain soft (wood) or hard (stone) cover as per the RB.
Buildings are treated as: as infinitely high, units inside are height 2 I (in terms of what they can see and determining cover against their shots). All buildings are level 1
Lakes – treat lakes exactly the same as rivers in the Rulebook
Hedges/fences etc. – treat all of them as stone obstacles: grant hard cover and -1 to hit in close combat against the defender, exactly as per the rulebook.
Fields – Soft cover for any unit inside the terrain (discerned by majority of models/base), no other effects.

Progi punktowe co 135pkt.

Rozklad jazdy:
9.00-9.15-zapisy, paringi
9.15-11.30-   I bitwa
11.35-13.50- II bitwa
13.55-16.10- III bitwa
16.15-18.30- IV bitwa

Nie ma wymogu grania pomalowana armia, ale odbedzie sie ocena hobbystyczna wliczana do ogolnego wyniku, wg nastepujacych kryteriow:

Ocena malowania :
Jakość pomalowania 0-5
1 - paskudztwo ledwo na granicy dopuszczenia
2 - poprawnie nałożone 3/4 kolory
3 - poprawny table top (słaby drybrush, słabe bejcowanie, słabe malowanie tradycyjne)
4 - ładna armia (dobry drybrush, dobre bejcowanie, dobre malowanie tradycyjne)
5 - bardzo ładna armia (cieniowanie kilkuwarstwowe, wysoka starannosc pomalowanych modeli , bardziej zaawansowany techniki malarskie)

Podstawki modeli i oddziałów 0-4
1 - modele mają modelowane podstawki
2 - modele mają ładnie wymodelowane i pomalowane podstawki
+1 - jeden schemat modelowania i malowania podstawek
+1 - oddziały mają traye , traye są modelowane

WYSYWIG 0-3
0 - rażące braki wysywigu na oddziałach (jakikolwiek proks w armii, oczywiście z takich jakie są dopuszczalne typu Silver Helms za Dragon Princes)
1 - pojedyncze odstępstwa na modelach w oddziałach
2 - full wysywig na oddziałach
+1full wysywig na herosach (typ broni, tarcza, zbroje, łuki i kusze, magiczne przedmioty nie licza sie do wysiwygu)

Przygotowanie do gry 0-2
0 - brak jednego lub więcej z następujących przyborów: kości/miarki/podręcznik armijny/wzorniki używane przez armię/rozpiska
2 - pełne przygotowanie do gry

WOW 0-4

1- delikatne pojedyncze konwersje (konwulsje nie dostają punktów , zmienienie tarcz oddziałowi to nie konwersja)
2- kilka bardzo ładnych konwersji
+1 zachwyt sędziego (sędziowi opada koparka na widok tej armii , docelowo dostaje ten punkty tylko kilka armii na turnieju)
+1 spójność armii, jeden styl malowania, takie same traye, oddziały tworzą jedną armię

SCENARIUSZE:
1. Battleline
2. Blood and glory
3. Breaekthrough
4. Meeting Engagment

BLOOD&GLORY
Bitwa kończy się w momencie (natychmiast), kiedy odporność armii przeciwnika spada poniżej 3 (przez stratę generała lub sztandarów).
Wynik bitwy określa się następująco:
I tura 20-0, II tura 20-0, kolejne tury 19-1, 18-2, 17-3, 16-4 (jesli scenariusz nie zostanie rozstrzygniety, punkty zwyciestwa okresla sie jak w battleline)

BREAKTHROUGH
Rozstawienie jak battleline. Na koniec bitwy male punkty okresla sie na podstawie jednostek wlasnych znajdujacych sie na polowie przeciwnika(wiekszoc modelu lub oddzialu), mnozy sie je razy dwa i porownuje z punktami przeciwnika okreslonymi dokladnie w ten sam sposob.

Zgloszenia nalezy przesylac do 05.05.2011(wlacznie) na adres lohost@o2.pl, zgloszenie musi zawierac dane gracza oraz poprawna rozpiske. Zgloszenie wyslane w tym terminie daje dodatkowa premie +5DP

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