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Warhammer Fantasy Battles 2012 Season Rules Packet

Overview This year's fantasy campaign will be a hybrid of campaign event with league event. It will feature the backdrop from the War in the Badlands campaign setting with the structure of a tournament league. Rules and FAQs: The core 8th edition rules will be used with the exception of some league-house rules noted below. In addition, all current FAQs for core rules and army books will be utilized. Army Construction Armies will be 2000 points and will be constructed normally following the standard armylist building rules for the spring and summer seasons. Armies will be 2250 points for the fall and winter season. Schedule Campaign scheduling and standings - There will be a total of nine normal rounds that all players will play in. Each set of three rounds represents a season, starting with spring, per the War in the Badlands campaign book. Players will be given their schedule and will play two rounds per month, at any time during the month, with their scheduled opponents. It is up to the players to schedule their games accordingly. In the event that a game does not occur, the player who was available will be rewarded a default win. If neither player could match schedules, the game will be declared a draw. Army Composition Rules (Comp) There are no comp rules in this event. Comp is enforced by the scenarios found in the rulebook. At the beginning of each game, the players will roll randomly their scenario. Scenarios may not be rerolled. It is up to the players to make a balanced army list that takes all scenarios into consideration. If your army list is unbalanced and a scenario puts you at a severe disadvantage, remember that for next time. Each scenario tests certain aspects of your abilities as a player and of your army. Know them all and build accordingly. Every third cycle the top players at the time will play a special event scenario which can reward campaign items. These events will be noted in the schedule. Campaign Fee $10 will be collected from each player for the purposes of award. It is hoped to award the overall winner, the player voted to have the best painted army, and the player voted to be the best overall Opponent based off of army composition and sportsmanship.

House Rules The philosophy in this is to keep as many changes to a minimum as possible. Bearing that in mind, there are a couple of items with the current ruleset which generate the most complaints which will be addressed. Those two areas are: army lists constructed of one or two giant units which take advantage of the steadfast rules and the fact that points are not awarded for units unless they are totally destroyed, and of the magic system, which encourages tossing as many dice as possible in the hopes of letting off the powerful spells which can end the game in one turn. The following rules changes are in effect for this league: * Disruption cancels out steadfast. Disruption requires ten or more models to be flanking or in the rear of a unit. What does this do? #1 - it adds strategic weight to maneuvering. Currently, flanks mean little and games are often just two or three large units in the center of the table wailing on each other. Having to watch your flank means that positioning has more reward and means that giant blocks are vulnerable (intended) Secondary benefits are that cavalry units gain some utility, whereas now they are often discarded. The complaint that this takes the game back to 7th edition where little cavalry units rolled up flanks is not valid, as you need ten models to disrupt, and a cavalry unit composed of ten or more models is not a small unit. This was chosen in favor of unit caps, because unit caps cannot be fairly applied across the table. Some armies suffer more from unit caps than others. For example: Ogre units wouldn't mind being capped at 40 models, because a 40 model ogre unit is still obscenely powerful. * - You gain half points for units taken to half strength or below but not destroyed. This removes the tactic of fielding giant units which cannot be scored upon due to their mathematical size. This is the same scoring methods as used in previous editions. * - Double one on a casting roll is always a miscast and takes priority over a double six. This is the same as the miscasting roll used in previous editions. A double six is still irresistible force and no longer causes a miscast. Miscast spells can always be dispelled as normal (though the miscast result always applies) if the spell had enough power to go off. Miscasts always take priority over irresistible force. This addresses the tactic of throwing as many dice at a big spell hoping for double six. You can still do this, but as in previous editions, doing so has a little more risk involved. * - Magic resistance will always be in effect against spells. This makes magic resistance somewhat useful again, whereas now it is largely ignored as the big spells ignore it.

* - To address the watchtower scenario complaints, models in the watchtower are limited to a unit of 20 for 20/25mm based infantry and 10 for monstrous infantry. You can no longer place Teclis and a huge unit inside of the watchtower and just win based off of that. We don't want games that are won and lost by these tricks. * - Folding fortresses have a model count cap of 20. SPECIAL CHARACTERS It is the objective of the campaign to allow all characters to be used. Players are restricted to just one named character for the duration of the league, and their name must be given before the first game of the regular season. Changes to Teclis - he is the same as in the high elf book except that he only ignores the first miscast, not one miscast per turn.

STANDINGS will be kept online as will the schedule. The first schedule listing the first two games will be published in late June and take effect starting in July. Standings will be ordered weighted by wins first, then draws, then losses. In the case of a tie, relic count will be used. Relics are rewarded after each game based off of win type and mission objectives being met. Accumulated relics can be used to reward a players army as detailed at a later time. Players will receive 1 relic for a draw (a game whose two scores are within 100 points of each other). Players receive 2 relics for a minor victory (winning by 101 600 points). Players receive 3 relics for a solid victory (winning by 601 1200 points). Players receive 4 relics for a massacre victory (winning by more than 1200 points) Final Playoff Tournament At the end of the ninth cycle, the top eight players will participate in the Winter season, which is the final set of battles and represent a single elimination playoff tournament. If you win, you advance to the next round. If you lose, your army is done for the season. This tournament will be seeded. The #1 ranked player will face the #8 player. The #2 ranked player will face the #7 ranked player. The #3 player will face the #6 ranked player. The #4 player will face the #5 player. Standings will be determined by win/loss and tie breakers will be won off of relic count. Each cycle will present chances for your army to collect relics. These will take the form of secondary objectives. TABLES All game tables should be either six feet long and four feet wide, or up to eight feet long and four feet wide. Terrain will either be set up by a neutral third party, or randomly. Random generation should ensure that the table is symmetrical in appearance and looks good. Terrain should be important but

should never decide a game by itself. If the table is setup in such a way where one side is going to have a significant advantage over the other, the table is probably not set up correctly for a league game. GAME RESULTS After a game, the organizer must be informed of the result. There will be no re-dos or do-overs. In the event of a rules dispute, the event organizer will dispute any issues based on the core rules and FAQs. The overall schedule looks as follows: July 2012 - Games #1 & #2 (spring season) August 2012 - Game #3 (special spring scenario) and Game #4 (summer) September 2012 - Game #5 (summer scenario) and Game #6 (special summer scenario) October 2012 - Game #7 and #8 (fall scenario) November 2012 - Game #9 (special fall scenario) Tournament Round 1 (nov 2012) - #1 v #8; #2 v #7; #3 v #6; #4 v #5 Tournament Final Four (dec 2012) - winner 1v8 vs 4v5; winner 2v7 vs 3v6 Tournament Finals - last two armies in the campaign ending storm of magic battle over the floating palace There will be a couple of storm of magic scenarios in the mix somewhere.

Reporting Scores
Games must be reported in a timely manner. A proper report to the organizer will contain the complete score, any relics that were used to garner extra magic item points, and any relics that were used to garner unit upgrades. You may not upgrade a unit at any time other than after a game with your opponent present. Failure to report relics being used correctly will result in a penalty of one relic off of your standings for the first time, and three after that. PAINTING AND HOBBYING Many tournaments require painting. We do not. However, to support painting and the hobby aspect, some minor bonuses will be given to painting. A unit that is fully painted (consisting of three colors and a finished base) will gain one re-roll per game. This re-roll can be used to roll an entire set of dice but the re-roll result must be kept. Note that the entire unit must be painted. Characters on their own count as their own unit. Characters within a unit count the unit and themselves as a unit for these purposes. An entire army that is fully painted will gain D3 re-rolls which they may use during their game to re-roll an entire set of dice. NOTE: You may never re-roll a re-roll. For example, if a unit is near a battle standard and they fail a leadership roll and use the battle standard to re-roll the result, they may never use the units special reroll to re-roll the battle standard result (which was a re-roll)

BEHAVIOR AND SPORTSMANSHIP The group consists of a mix of veteran players and newer players. Please have patience when playing your game with someone who may not be as familiar with the rules. Sportsmanship is also a good gauge of a player. Please refrain from cursing, verbally abusing, or taunting your opponent. Some of that goes without saying but in the heat of the moment we can sometimes lose ourselves. Relax and realize its only a game. On the other side, please do not denigrate a result by accusing your opponent of being cheesy or having a broken list or anything like that. This league has competitive aspects and because of that, you are expected to face off against challenging opponents. LIST ABUSE This year the onus sits on the player to not abuse broken rules or loopholes. There is no comp, nor do we want to implement comp. That being said, there are certain lists that are banned from many tournaments due to their taking advantage of loop holes. The Khalida Tomb Kings list where the Tomb Queen sits with 100 skeleton archers would be a good example of something not to take. The league will monitor lists on an as-needed basis. Take a strong list, but please refrain from going over the top with it. RULES DISPUTES In the world of Games-Workshop games, there come many times where a rule is not clear or a dispute can happen. If you have a rules dispute, do not take longer than five minutes to resolve it. If a league official is nearby, get an interpretation and move on. Discuss any rules debates outside of the game. Any rules clarifications that need to be made that do not exist in a published FAQ or the rulebook will be added to the league website. PLAYER RESPONSIBILITIES * Players are expected to field a constructed army that is fully assembled. Painting is not required. Please do not show up with an army of empty bases. These can be confusing, cause conflict, and lessen the experience of the game. * Models do not need to be Games Workshop models. They must conform to scale and be based properly. Conversions are welcomed and encouraged. Proxies must be representative of the model they are standing in for. Unit fillers may be used to fill out units but should not count for more than 25% of your models in the unit. * Players are expected to have access to a rulebook and know their army rules at a minimum. Knowing your rules will speed your game up considerably.

* Players are expected to have printed out their army roster or have their roster available on a laptop or tablet at their game. Rosters may not solely exist on a cell phone, or in your head. New Players, Odd Players, Dropping Out Players dropping out will forfeit their current standings. New players coming in will be accommodated as best as possible to bring them up to speed. Odd number of players will result in a bye per cycle for one person. We will do our best to accommodate scheduling. Re-Rolls Some campaign bonuses give re-rolls. Re-rolls can be used to roll any set of dice thrown. A re-roll result must be adhered to, and you can never re-roll a re-roll (so if you are near a battle standard for example, and you fail a leadership roll, fail the standards ability for a re-roll, you couldnt burn an army re-roll to re-roll that) Re-rolls cannot be used to nullify a miscast or cause an irresistible force, though miscast spells may be rerolled to get a higher casting value for dispel purposes. GAME LOCATIONS Default location to play at is a store. If both players agree, play the game wherever you and your opponent wish. You will know your opponents per month and a phone roster and email roster will be available. It is up to the players to schedule their games in a timely manner. If a player cannot free up time for their game, they will forfeit their game to their opponent. You will have a month to schedule two games, this should not be an issue. CONTACT INFORMATION If you are interested in joining, please email the coordinator at icedcrow@yahoo.com with your intent. Games start in July.

RELIC USES
The system allows gaining and utilizing relics. Relics are items that armies find on the campaign trail which have several uses. They are a form of currency. Players gain relics from battles. Draws are worth +1 relic. Minor victories are worth +2 relics. Major victories are worth +3 relics. Massacre victories are worth +4 relics. Additionally, succeeding in your secondary objective is worth +1 relic. All preseason games are worth +1 relic regardless of outcome. Uses for relics are detailed below: They form tie breakers in standings. If two players have the same W/L record, their current relic-count will be considered when placing them on the standings tree. Relics can be spent to obtain bonuses for the army. For every three relics spent, a unit may be allowed to roll on the upgrade charts below. These veteran units must be rolled for after a game is finished and reported on the result sheet sent to the organizer. **You may not roll for an upgrade after this fact so if you are going to spend relic points to upgrade units, remember to do so before the battle has been reported** Units upgraded in this manner must have survived the battle (or not be fleeing or having fled off the table at the end). Units upgraded in this manner receive a points increase equal to 10% of their current value. A unit may receive a maximum of three upgrades. Units receiving their second upgrade move up one level on the rarity chart (so core goes to special, and special to rare) Special characters may never be upgraded. If a unit or character receives an upgrade that they already possess, they may roll again. All rolls are 2D6 based. Units upgraded may never exceed the size that they originally were when upgraded. Units may only be upgraded once per game. Units that are taken below half strength or are destroyed (or counted as having been destroyed) lose a unit upgrade of the controlling players choice. A player may spend relics to stand in for magic item points costs. One relic is worth 20 points of magic items. This is a one time use.

Character Upgrades (Combat)


2D6 Roll 2 3 4 5 6 7-8 9 10 11 12 Result Wound The character gains an additional wound Attribute Raise The character may add +1 S or T Weapons Master The character may re-roll missed combat rolls to hit Defender The character may force the opponent to reroll one hit on him per turn Fear The character causes fear. If he already caused fear, he now causes Terror Attribute Raise The character may add +1 WS or BS Leader The character may add +1 leadership (max 10) Attack The character gains an additional attack Quickness The character gains a point of initiative Feel No Pain The character gains the Feel No Pain rule

Character Upgrades (Wizard)


2D6 Roll 2 3 4 5 6 7-8 9 10 11 12 Result Wound The character gains an additional wound Attribute Raise The character may add +1 S or T Spell Master The character may re-roll on the miscast chart Power The character generates one additional power dice he can use Fear The character causes fear. If he already caused fear, he now causes Terror Spell Efficiency The character adds +1 to casting attempts Leader The character may add +1 leadership (max 10) Learned The character knows an additional spell Spell Defense The character generates an additional dispel dice and is +1 to dispel spells Loremaster The character may re-roll once per turn spell casting attempts

Unit Upgrades
2D6 Roll 2 3 4 5 6 7-8 9 10 11 12 Result Armor Piercing The unit has the Armor Piercing rule Stubborn The unit has the Stubborn rule Hard Charging The unit may reroll to hit and to wound rolls on turn they charge Fear The unit causes fear. If it already causes fear it now causes Terror Hatred The unit gains the Hatred rule Attribute Raise The unit may add +1 WS or BS Lucky The unit may re-roll one D6 per turn Immune to Psychology The unit is Immune to Psychology Quick The unit gains +1 Init Extra Rank The unit may fight with an additional rank in combat

Secondary Objectives
D6
1

Secondary Objective
Kill them All wipe out the enemy. No enemy units can be left standing at the end of the game. Standards Capture the enemys battle standard. If there is none then collect three normal standards. Standards Do not lose your army standard. If you do not take one, do not lose three or more standards. Landmark nominate a terrain piece. You must be in possession of this at the end of the game. Prisoners eliminate all of the enemy heroes. Rivalry the enemy general must be slain

5 6

Spring Cycle 3 Master Battles


The top six players will participate in three special scenarios in Cycle 3, which highlight the end of the spring cycle. The rules for these scenarios are found in the Blood in the Badlands campaign book where not spelled out in this document for legal and copyright reasons. Regardless of which scenario is played, all six participants will generate an additional D3 relics from playing these scenarios. In addition, the winners of these scenarios may choose ONE of the following special magic items which may be taken free of cost for the remainder of the 2012 league. This item must be noted and will be put up on the website for each player. The Shield of Ekrund Shield. When wielded with a hand weapon, this gives the bearer a 5+ parry save. Belonged to Osrik the Indomitable, the last Ironbreaker to fall defending Ekrund from the greenskins Banner of Mount Bloodhorn - Models in the unit that has this gain the Devastating Charge special rule the first time they charge in the game. This is a greenskin banner, echoing their bloodlust. Icon of the Siegebreaker When fighting in a siege, you may re-roll all the dice when rolling for Attacking or Defensive Artillery Fire.

The Gates of Ekrund


The first and second ranked army will clash at the foot of Mount Bloodhorn at the Gates of the ancient dwarven stead of Ekrund. This will be a SIEGE battle, using the siege rules found in the Blood in the Badlands book on page 88. If players do not have a copy of these rules, the league admin can be there, and has all of the siege terrain and equipment that is needed. The Gates themselves are built into the mountainside. To represent this, six fortress sections will be used in the corner of the table. The #1 ranked army may decide to be the attacker or the defender. Neither side will have relief forces in this game. The game itself will be 2000 points. The army that holds Ekrund will gain a couple of league benefits. * Dwarf allies will slide up one slot on the ally chart. This can be thought of as either them being friendly to your cause, or you taking them as slaves and drugging them to do your will. * Access to one dwarven cannon as a special choice (see dwarf army book for its details). Normally allies will only be able to take from a hero choice and core choices. * The lost Airship of Grungii This relic takes the form of a huge airship warmachine. Its profile is below:

Grungii Airship Rare choice 500 pts


Airship: Toughness 6, Wounds 10 Dwarf Crew x10: WS4 BS3 S3 T4 W1 I2 A1 Ld10 Special Rules: Unbreakable, Large Target, Magic Resistance (3), Ward Save (6), Hover Gun Platform may fire its weapons when moving Five Organ Guns each takes two crew to fire. Draw line of sight from each gun barrel Bombs can drop one bomb a turn. Like a stone thrower 3-12 Str 3(6) multiple wounds (D3) Misfire on a destroyed result does D3 wounds to the ship Disaster when destroyed scatters 3D6 in a random direction and crashes. All models under the final position suffer a S8 hit. Nullstone All spellcasters within 12 of the airship suffer miscasts on any roll of a double

The Battle for Bitterstone Mines


The third and fourth ranked armies will clash underground in the Bitterstone Mines. This battle takes place underground. Generate terrain as normal, except re-roll any forests generated. The tunnels lie underneath Ekrund. The battle will be the Battle for the Pass scenario found in the main rule book and the Underground rules. The army that holds the mines may take one of the unique items described above. In addition, the player that owns the Bitterstone mines may include a unit of dwarven golems found within the mines. These ancient constructs were once used by the dwarves to help clear out the mines of trash and debris, and were also used during the war against the goblins.

Dwarven Golem Special choice 75 pts


M4 WS3 BS2 S5 T5 W3 I1 A3 Ld8 Armor Save: 4+ Unit Size: 3+ Special Rules: Animated Construct, 2+ Ward vs Flaming attacks, Fear, Unbreakable

The Battle for Stonemine Tower


The fifth and sixth rank armies will face near Ekrund in the Battle for Stonemine Tower. The winner of this scenario will get to pick a unique item as above. The scearnio uses the Watchtower scenario. The #5 ranked army gets to choose if they control the tower or if they are attacking the tower.

Cycle 6 Summer Marshes of Madness Special Rules and Master Battles


All battles fought in the Marshes of Madness below are subject to the following special rules: Mass Hysteria The marshes of madness exert a strange influence on any who enter its depths, causing soldiers to turn on their friends and driving men insane with horror. At the start of each game fought in the marshes, roll a D6 for each unit. On a roll of a 1, that unit succumbs to insanity. Roll again to see what happens (characters in the unit are affected the same no matter if they leave the unit later or not) 1-2 Gibbering Madness! The unit is subject to stupidity for the rest of the game 3-4 Maddening Rage! Unit is subject to frenzy for the rest of the game 5-6 Inured Immune to psychology At the end of the game roll again for each affected unit. On the roll of a 1 that unit is permanently affected by the insanity and the league admin should be notified. On Deadly Ground There is little dry ground in the marshes. When setting your table up, keep this in mind. Tables should be covered in copious forests and swamps. Any roll of a hill on the random terrain chart should be treated as a swamp instead. No villages exist in the swamps either, treat them like swamps instead. Each swamp has special properties. Roll a D6 for each generated: 1 Suffocating counts as Khemrian quicksand 2 Septic counts as necrotic ooze 3 Bubbling counts as a boiling flood 4 Fumy counts as a mist wreathed swamp 5 Macabre counts as a charnel pit 6 Enchanted counts as an earthblood mere Victory Spoils All participants in the Marshes of Madness receive a bonus D3 relics win or lose. In addition to whatever the scenario grants the victor, the victor may also select one of the following items: Fimir-Skin Cloak (talisman) Wearer grants a 6+ scaly skin save Mad Marsh Waders (enchanted item) The wearer and any unit he joins gains Swamp Strider special rule and are always steadfast when in a marsh. The Crown of Nicodemos the Nonsensical (enchanted item) Wearer counts as a level 1 wizard and knows a random spell from Lore of Shadow. He also suffers from stupidity. Bog Standard One use only. Activated after charges declared but before distance rolled. Any enemy charging this unit must make dangerous terrain checks as though charging through a marsh.

The Battle for Morgheim


The #1 and #2 seeded players play for the honor of securing the ancient necropolis Morgheim. Deep in the Marshes of Madness, this accursed place holds ancient fey powers which can be of use to secure the Flying Fortress. The following features may be generated for the table: * Ruins * Cemetaries * Magical Mysteries and Arcane Structures * Swamps * Rivers and lakes * Forests The Battle uses the Mountain Pass scenario though the edges of the table are heavy forest, not mountain. Players may purchase Fenbeasts, Truthsayers or Dark Emissaries from the Storm of Magic book. Victory victory here grants the winner Morgheim Necropolis and the ability to purchase Fenbeats, Truthsayers, or Dark Emissaries in any of their remaining games

The Battle for the Black Tower


The #3 and #4 seeded players play for the Black Tower of Arkhan. Famous lieutenant of Nagash, this tower contains many necromantic mysteries. Generate a swampy table per normal. A tower dominates the center of the table. This scenario uses the Watchtower scenario. Victory victory here grants the winner access to the Book of Nagash. This tome may be given to a wizard on the controlling players side. That wizard gains +1 level and may choose spells from the Vampire lore.

Galbaraz Mining Camp


The #5 and #6 seeded players play for the Mining Camp, which has been long abandoned by dwarves. Generate a swampy table as normal, and one of the terrain features should be several buildings that count as the mining camp. The scenario used is Dawn Assault. Victory Victory here grants nothing extra other than the bonus item and extra relics.

Cycle 9 Geheimnisnacht The Night of Mysteries


The final regular season battle of the 2012 campaign in the Badlands features a team battle held on the Night of Mysteries. This battle is for Fozzriks Gatehouse, which has finally appeared. This eerie ethereal tower appears and from it radiates a swirling arcane vortex. This tower is the tether an anchor point that will allow the Flying Fastness to come to rest upon the ground once more. Whoever has control over the gatehouse when it appears on Winters Eve will have a powerful advantage when it comes to breaching it The scenario is set for two evenly matched armies composed of teams ranked by the standings. The suggested format is two players on each team, each fielding 2500 point armies and fielding an extra 500 points of Storm of Magic items and boons/pacts for a total of 3000 points per player and 6000 points per side. If an odd number of players exists then it is acceptable for 3 to take on 2 or 3 on 3, etc so long as the total overall points are the same. I will leave it up to the players of that game to come up with a suitable points total so long as the sides are evenly matched. Each player may field for FREE a wizard or runesmith hero. The player may upgrade the wizard or runesmith for FREE to level 2 (or whatever the army may cap it out at) and give him magic items following the normal rules for giving magic items (no duplicates in that players army) so long as the total cost for that hero does not exceed 500 points. The Battlefield Preferably an 8 x 4 table minimum. In the very center of the table is a large arcane fulcrum. This represents Fozzriks gatehouse. After that, each player rolls a D6 and each player then takes it in turns to place an arcane fulcrum in the center of their 2x2 squares. After this, each player must place a wizard or runesmith on top of their fulcrum. Once each player has done this, roll off once more to determine the order of deployment. Each player may deploy his units within 12 of his table edge OR within 6 of their arcane fulcrum. Any units that cannot be deployed enter play following the rules for reinforcements, except that they begin arriving on turn one. First Turn Team captains roll off to see who takes the first turn as normal. Game Length The game lasts six turns. Victory Conditions At the end of the game whichever team controls the most fulcrums wins the battle. If both teams control the same number, the team that controls the gatehouse wins. If neither team controls the gatehouse, then use victory points to break the tie.

Fozzriks Gatehouse The gateway to the Flying Fastness only opens when Morrslieb is full and a storm of magic howls strong, manifesting itself as an arcane fulcrum that only a powerful mage can hope to harness. The gatehouse counts as both a fulcrum and a mysterious wizards tower (p.76 Storm of Magic) Special Rules Magical Flux, Arcane Fulcrums, Wild Magic, Cantrips, Cataclysm Spells (Storm of Magic) Every player gains D3 relics from this battle. In addition, the victorious side gains 2D6 extra relics. Team captains roll this per team and the number rolled is what EACH PLAYER on the team receives. In addition, the victorious side may choose from the below items to carry into the playoffs should they be qualified to do so The Tetragon of Tectonic Displacement Arcane Item Bound spell (level 10), one use only. Contains the Ribaulds Retroactive Illusion spell (lore of shadows) Helm of the Headless Horsemen Magical Armour The wearer counts his armour save as being one higher than normal. The wearers close combat attacks have both the KILLING BLOW and FLAMING attacks rules. Banner of the Valkyrie Magical Standard One use only. Until the start of the next player turn, the unit carrying this banner has the FLY special rule. Shard of Morrslieb Talisman The bearer is immune to KILLING BLOW and POISON, which must roll to wound as normal. He is also immune to the effects from the Lore of Death.

League Errata and Update 7/15/2012


As of Cycle 3, rerolls will only be earned for having an entire army painted. Individual units painted will no longer garner a free re-roll. Relics can also be burned for a reroll. Rerolls cannot allow a player to reroll artillery dice. Only a set of D6 rolls. Miscasts cannot be bypassed via a reroll. However a re-roll can be used to change the casting attempt of a spell, so a wizard may use a re-roll to get a higher score but will suffer any miscasts from the original (or re-roll) that he may have rolled. Allies As of Cycle 4 all armies will be boosted up to 2,250 points. These extra 250 points may be spent on additional units in your own army as normal, OR may be spent on allies. Allies may come from any army that is not considered a desperate ally (so order cannot ally with destruction). Allies may consist of ONE hero and/or core selection. As of Cycle 7 all armies will be boosted up to 2,500 points with the same rules applying, except that the extra 500 points may be spent on allies. Re-Rolls players may have a total of *3* re-rolls per game. This can come from the painting bonus, or by using relics. One re-roll can be used per turn. Forfeits , Missed Games, No-Shows We run a fairly open scheduling system designed to let you fit games into your time frame and work around your schedule. Sometimes things come up where you cant schedule a game in a timely manner, and that is fine. It is very important that you communicate with both the league administrators and your opponents when you must miss a scheduled game. Non-communication is defined as not returning calls, texts, or messages trying to schedule your game. Non-communication can break down a league and make scheduling difficult. Please respond to inquiries about your scheduling. If you do not schedule your game and you miss two cycles concurrently with no communication or contact, it will be assumed that you are not able to hold your commitment to the schedule, and the league admins may remove you from future scheduling to keep the flow of other games moving and to prevent scheduling an active player against a player that has gone missing. If a game that is scheduled must be rescheduled but is not ultimately played, a forfeit victory will be given to the player that showed up. If a game that is scheduled must be rescheduled by Player A is rescheduled, and then Player B misses the game, the game is held in contest and if not played results in a double loss if not played by the end of the schedule.

If a game is not scheduled by either party, the league admin will treat it as a double loss if not played by the end of the schedule.

It is assumed most games will take place on the weekend. Players that can only play during the middle of the week are treated as hardship players, and if against an opponent that can only play on weekends, should be rescheduled with a different opponent. If this cannot happen, this game is treated as a noncontest and the results are as if the game has not been played. Playoff Games and Forfeits The playoffs are a fast paced time where players have two weeks to get their game in. Whereas regular season games have several months, the same flexibility is not as available during playoffs. If a player cannot make the playoff schedule, he should notify the administrator and an able player can take his place. If a playoff game is scheduled and then one player has to reschedule, and if the game cannot occur in the time frame allowed, the player that could not show up during the agreed upon time will lose by forfeit to advance the games. Please keep this in mind when playoff time comes and if you are participating, please do your best to have an open schedule and be flexible.

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