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Hi all...I've been trying to generate ideas for a tournament. It'd have been a great one for Halloween, but alas, I didn't have the ideas in time.
Still, it plays off of the recent Kemmler and Wood Elves hullabaloo. I'd really benefit from any constructive criticism you folks might have. What loopholes do you see, what have I neglected to consider, what might make it more fun, and so on.
Thanks in advance...
Heinrich Kemmler and his Barrow Kings at last have fallen to the denizens of Athel Loren. After such great effort, the Asrai have retreated to their homes to recuperate and begin rebuilding, as the forest spirits toil to cleanse the battle sites before resting for the winter.
In the wake of this great and brutal battle come looters of every ilk and from every land. Marauding warbands scavenge in the deep forest and clash over lost booty.
Each player can take up to 225 points in a Warband. You can find these rules at http://us.games-workshop.com/games/w...os/default.htm. Players are encouraged to take Warbands other than Vampire Counts and Wood Elves as doing so makes little sense, so have a good explanation ready if youâ€™ve nothing else to field.
The battle is played on a 6 x 4 board, which represents a forest area. One-third to one-half of the board should be covered with trees and other woodland terrain.
There are two objectives. The Best General is the player who keeps the greatest number of his Warband alive. Calculate the value of all remaining models. The general with the most points remaining has achieved this objective.
The Treasure Hunter is the player who collects the most loot during the game. Among the ruined forest are artifacts and landmarks of the Wood Elvesâ€™ and Kemmlerâ€™s armies. Search these to acquire loot of various values. The player with the most loot at the gameâ€™s end has achieved this objective.
Players will deploy according the rules established by Games Workshop for multiplayer Warband games. You can find these rules at http://us.games-workshop.com/games/w...os/default.htm.
Who goes first?
Each player rolls a D6, and the player with the highest roll goes first. Turns then proceed clockwise from that person.
Length of game
The game lasts six turns.
Loot - Loot can be acquired in three ways. First, come into contact with a Vampire Counts or Wood Elves terrain piece. Second, destroy or break a unit that is carrying loot to capture that loot just as if it were a standard in a pitched battle. Third, lingering combatants (see below) will obtain any loot from a unit that they that destroy or break; kill these lingering combatants to acquire the loot as if it were a standard. Any unit carrying loot which is destroyed from missile fire will drop its loot at the spot it was destroyed. Otherwise, only units that are destroyed during or break from combat will drop loot, again just as a standard.
Forested - The entire gaming area is forested; therefore all models are always in soft cover and benefit against shooting per the normal rules. Actual forest terrain on the gaming area represents dense thickets in the forest and is therefore difficult terrain (though it should be noted that the forest as a whole is not difficult terrain, just these thickets and any other terrain agreed upon by the players). Models in thickets benefit from an additional -1 to hit against shooting, for a total of -2 with the Forested rule. Warbands may not field any model classed as a war machine as they are exceptionally unwieldy in the forest. Likewise, Warbands may not field chariots.
Traps! The forest still contains numerous traps scattered about by the Wood Elves. Some are dummies while others are not. Models that move within 1â€? of an active trap must roll a D6. On a roll of 3+, that model has triggered the trap. On a roll of one or two, the trap remains active and can be triggered by subsequent movement, but it is now plainly visible to all and remains revealed for the remainder of the game. Once a trap is activated, it can not be triggered again as the snared model would have disarmed it, or died trying. The exception to this is a pit which cannot be disarmed; however, models will fall into the pit only if they cross the trap itself.
If the model that triggers a trap is part of a larger unit, then follow these rules. The model closest to the trap is the only one effected. Members of that snared modelâ€™s unit may not move until their comrade is freed or dead.
There are five pits, five tripwires, and five snares, along with ten dummies. If a gamemaster is running the battle, but not playing, then that person will distribute the traps. Otherwise, the players will divide each group of traps, including the dummies, as evenly as possible. Roll off for each remaining trap; the player with the highest roll can place that one trap. Roll off until all odd
traps are placed.
The following rules are taken from http://us.games-workshop.com/games/w...ht/default.htm with slight modifications.
Snare - I edited this out as to not risk infringing on GW...I made the traps slightly less likely to trigger and that's about the only change
Lingering Combatants - The Battle of the Cairns has ended just days before. Dazed, forgotten, and wounded combatants still linger on the battlefield. Whenever you loot a site, roll a D6. On a 4+ you have attracted unwanted attention and must prepare for battle. Roll a scatter die along with a D6. The attacking model(s) will appear at the location indicated by the two dice. On a roll of a hit, the attacking model(s) appear in base to base to contact with your unit and count as having charged.
At the start of the third turn of the game, roll a D6. On a roll of a 4+, a particularly nasty entity appears in the center of the forest. If no entity appears, roll again in each subsequent turn, but reducing the roll needed each time to a 3+, 2+, or 1+.
1. Dryads, per the rules in the WE codex.
2. D3 Zombies, per the rules in the VC codex.
3. A Rumpus of Spites, per the following rules: Strikes as a Murder of Spites (D6 magical, poisoned attacks) at WS 4, Str 2, To 2, In 4, US 3, with 3 wounds.
A Banshee or Treekin