Tuesday, January 26, 2010

The New Warhammer Fantasy League Rules!

Hey Fantasy players,

As you can see we are planning our next Warhammer Fantasy league. Storm of Chaos will be the theme and we are planning on having roughly 12 players, hopefully more. This however does NOT mean that you can use lists from the Storm of Chaos book. The league will begin Wednesday, February 10TH. The new Chaos Beastmen are released the week before, so this gives everyone a chance to look over the army and see if they'd like to play them in this league.


 

-The league starts on the 10th of February and ends the 6th of April.  Winners will be decided by wins and losses, then if there are any ties, by battle points. Make sure to fill out the whole result slip that is provided for you, or the game might not count. Also, you must decide on which army you are going to play the whole league. You will not be able to change it, so choose wisely.


 

-8 Week League, $8 League Fee (Please make sure to pay your league fees before you play your first league game). The best of 8 games will win (per person). If there are ties for winners, then we will go to tiebreakers by looking at overall games. If there are still ties, then there will be one last tournament, points and scenario decided by us.


 

-The more people that sign up, the more players will win. Signups start now.


 

-Call ahead to reserve a gaming table for yourself and your opponent to guarantee your space.  Wednesday nights will be the official league night, which guarantees the most room for Warhammer Fantasy players to schedule your games.  Games played during the weekdays cannot start any later then 7pm. Sunday games will be scheduled in two shifts, 12-3pm & 3-6pm. If you plan to play a game on any day that is not Wednesday, you must call and reserve a space.


 

-All League games must be played in the store. 


 

 -If you can't attend a scheduled game, you must notify your opponents 3 hours in advance to avoid default. If you don't your opponents get an automatic win.


 

-Models must at least be assembled; all units must be represented by an appropriate model/s.  If there is something in your army that is not WYSIWYG, you must inform your opponents. Paper, cups, plates, etc..., is not allowed to be used as models. If you don't have a model to represent it, you can't field it. You are allowed to proxy (bring in a different model to represent a certain other model) if you do not own the exact model. For instance, if you wanted to try a certain Lord from the new Beastmen Armies Book, but only have a Dark Elf Assassin, he can represent the Beastmen Lord. But the Assassin cannot represent a Giant, for he is not the correct size. Just let your opponent know about the changes.

 
 

-As new Warhammer Supplements come out, we will incorporate them into the league.  You MUST have a copy of the rules with you at the game (GW Standard). Make sure to have your own dice, ruler, and templates.


 

-As always there will be a Sportsmanship award.


 

There will be a team aspect to this league. Order vs. Destruction. If you have any questions about what side you will be on ask Mike or Cameron about which side. If there aren't enough people on a certain side we will compensate accordingly.

The battle lines have been drawn and the storm is on the horizon and its name is chaos. The Empires first line of defense, Praag, has fallen and the forces of destruction are amassing. As the chaos armies march on the Empire old alliances are called upon. The Storm of Chaos has begun.


 

The point style for the league is going to be as follows:

Weeks 1-3 will be 500 points - 1000 points No Lords, Specials, or Rares allowed

Weeks 4-6 will be 1000 points - 1500 points No Lords, or Rares allowed

Weeks 7-8 will be 1500 points – 2000 points All is allowed

This will allow all those who have never played before have fun in learning the game and their army, while enjoying the game itself. It also keeps certain army lists from dominating the whole time, and ruining everyone's good time.


 

The Scenarios for the league are as follows:

Week 1 and 2: Boom Boom Pow

A band of rogue orks have attacked a gun powder supply line and left the gun powder behind (what are orks going to do with that). A token will be placed at the center of the battlefield. When a unit touches the token and ends its turn touching it, they count as having the gun powder. If the unit gets the gun powder back to their deployment zone they get an extra 250 extra victory points. If a unit kills a unit holding the gunpowder they immediately pick up the gun powder. If the unit dies from ranged the gunpowder is dropped where the unit was. This goes as well if the unit flees.


 

Week 3 and 4: The Winds of Magic

The winds of magic have been effected by the chaos attack as well. At the beginning of each magic phase roll on this chart and follow the effects for the current magic phase:

Dice Roll         Effect

  1. Magic has no effect this turn, the winds of magic are to strong.


     

  2. Spells being cast during this magic phase take 2 more to cast.

3-5         Spells cast normally and there is no adverse effect

6    Each spell you cast gets an additional dice that does not count toward miscast but does count toward irresistible force

Week 5 and 6: Riders on the Storm

    The entire sky is filled with heavy rain, winds strong enough to knock down grown men, and thunderclap that deafens all. All base movement is shortened by 2 (i.e. cavalry movement of 8 is now 6, which means they can march or charge at 12 inches instead of 16) due to the ground being muddy and each step they take wearing them down. The rains are so heavy and the sky is thick with clouds that all ranged attacks are halved, and you take an additional -1 penalty in the shooting phase. The thunder is so loud and sporadic that even the most hardened fighters jump as the sky explodes above them. All leaderships are at a -1 penalty permanently, and cannot be altered by any spell, banner, or any other means.


 

Week 7 and 8: Enemies at the Gate

It has come to this and the Chaos are on the footstep of the Empire's front door. The Forces of Good must last for as long as they can. The Horde of Destruction must kill every last defender of the light. The terrain will be set up by the order player and he will be the defender. The deployment zone for the defender is 12 inches from the short board edges and 24 inches between the attacker and defender. The attacker has the normal 12 inch deployment zone. The defender deploys his/her entire army first. Then the attacker deploys their entire army. The attacker takes the first turn and the game lasts until all of the defenders are destroyed. Any attacker unit that is destroyed is then redeployed during the attackers next movement phase. In addition any attacker unit that is 25% or less and fleeing at the beginning of the turn may be removed and redeployed in the same turn. Victory is calculated as such:


 

Turns Played:

3 or less    Attacker Massacre

4        Attacker Major Victory

5        Attacker Minor Victory

6        Defender Minor Victory

7        Defender Major Victory

8        Defender Massacre