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Warhammer Fantasy Campaign Day
Saturday 20th February 2010
Schedule
10:00 – 13:00: 500pts Border Patrol battles Good Vs Evil 13:00 – 13:30: Lunch 13:30 – 15:30: 500pts Border Patrol battles Good Vs Evil 15:30 – 16:30: Arena of Death, Siege Setup 16:30 – 17:00: Break 17:00 – 22:00: Siege Battle
Border Patrol games
All Border Patrol games played as part of this campaign must meet the requirements laid out in the Kingdom Of Adventure Ladder League.
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Good
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Evil
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Neutral
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Bretonnians
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Beastmen
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Orcs and Goblins
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Dwarfs
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Daemons of Chaos
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Ogre Kingdoms
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Empire
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Dark Elves
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Tomb Kings
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High Elves
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Skaven
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Wood Elves
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Warriors of Chaos
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Lizardmen
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Vampire Counts
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All games will be Good Versus Evil. Neutral Armies will decide before the game what side they will fight for. This means that a neutral player can play on both sides although this is not advised as the winning side will get benefits in the final battle dependant on the results of the border patrol games. So pick a side and fight!
The scoring is allocated to the winning side and will go as follows:
Per game:
· Winning a Single Border Patrol game: 1pt
· Winning a Doubles Border Patrol game (2 x 500pts per side): 3pts
· Killing an enemy hero in a challenge: 1pt
Overall:
· Most kills by hero (in combat and shooting): 2pts (Perk given in final game)
· Most miscasts: -2pts (perk given in final game)
· In the result of a draw a roll of the die will decide
· 215 points to spend on any hero level character from your race.
· Characters must be painted to a minimum 3 colours and based.
· No magic casters.
· No ethereal characters allowed.
· No ranged weapons.
· No mounts with more than 1 wound.
· You are allowed to select any magic items as long as the overall cost of your character does not exceed 215pts. This means you can have over your normal allocation i.e. 50pts of magic items.
· The model with the highest movement counts as charging.
· Fights are to the death. The winner will move onto the next round.
· The Champion of the arena will gain a perk for their side in the final game.
· Vampires may gain a wound a turn on a 5+ (Cannot take above starting wounds).
· Tomb Princes may gain a wound on a 6+ (Cannot take above starting wounds).
Final Siege Battle
This will be a mega battle with the winning side of the day’s battles being the defender of a castle and receiving Perks for being the defenders. The attackers will be the losing side of the day’s events. Neutral players will play for the side they fought the most number of battles for. The defenders must not allow the castle to be breached (Enemy models of unit strength 5+ in the courtyard/on the ramparts/inside towers) at the end of the game. The attackers simply have to breach the Castle. There will only be one winner of this game (2 will fight, 1 will fall).
Perks for final battle
Defenders
Man the walls - As long as the castle is not breached any unit within 3 inches of the castle walls/towers will be stubborn. Barrage: 5D6 BS3 S2 (-2 to armour saves)shots at D3 units per turn (Roll shots for each unit individually). This perk only lasts until the castle is breached.
Attackers
Palisades: 15pts per unit. Gives a +2 armour save against shooting attacks. Ramming speed – Any infantry unit can take a ram so long as they have a unit strength of 20+ for 15pts per unit. They can charge a gate or door to the castle doing D3 S10 (D3 wounds) impact hits against the gate.
Castle structure values
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Structure
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Toughness
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Wounds
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Gate
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7
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5
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Wall Section
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9
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8
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Tower
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10
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12
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If any structure is taken down to 0 wounds then that structure is destroyed. Any units on the structure (i.e. on the walls/in or on a tower) take 2D6 S5 hits (if any wounds are taken the unit takes a panic test). If the unit survives they form up where the structure was.
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