EURO
- Jedy Knight
- Forma Skrótowa
- Posty: 3439
Ziemko pisze:Jaka jest strona Euro ? Ile poki co zglosilo sie juz krajow ? Cos planowane jest z uzupelnianiem skladow ?
1 - http://abfab.net/
2 - koło 16
3 - Tak.
Obywatelu, zrób sobie dobrze sam.
Ad. 3
Na jakich zasadach ?
Na jakich zasadach ?
popieram thuriona.....
z Legnicy co najmniej 2 osoby będą na pewno...
do użycia jako najemnicy albo na lokalu
a może tak jak w zeszłym roku ? równolegle lokal i Euro ?
a jeśli nie......to pozostaje się umówić z kimś i zagrać "obok" Euro.....
z Legnicy co najmniej 2 osoby będą na pewno...
do użycia jako najemnicy albo na lokalu
a może tak jak w zeszłym roku ? równolegle lokal i Euro ?
a jeśli nie......to pozostaje się umówić z kimś i zagrać "obok" Euro.....
Rozmawialem juz dawno ze Szmaja , bedzie na pewno rownolegly lokal na zasadach Euro...
- Jedy Knight
- Forma Skrótowa
- Posty: 3439
Woluntarystycznych.Ziemko pisze:Ad. 3
Na jakich zasadach ?
(To nie jest odpowiedź opryskliwa, po prostu, na razie za dużo niewaidomych - Ilość drużym, składy, ilość potrzebnych najemników)
Turniej na zasadach Euro, jak rok temu, będzie w tej samej sali.
Przyjeżdżajcie!
Obywatelu, zrób sobie dobrze sam.
- Jedy Knight
- Forma Skrótowa
- Posty: 3439
Kupa.BOGINS pisze:Hmm mi ta stronka nie działa... kupa?
Ale przejściowa.
Obywatelu, zrób sobie dobrze sam.
oficjalna informacja
bedzie lokal (spory) na zasady COMP euro. turniej bedzie singlowy. sytuacja ma sie analogicznie w 40K.
temat i zasady pojawia sie na dniach...
bedzie lokal (spory) na zasady COMP euro. turniej bedzie singlowy. sytuacja ma sie analogicznie w 40K.
temat i zasady pojawia sie na dniach...
- Jedy Knight
- Forma Skrótowa
- Posty: 3439
A reminder about the "Sidewinder" Tiournament, 11-12 August, GW, same school as ETC
• Format: 2250p (non-secret rosters)
• Rosters: Rosters have to be sent to rogaty-szczur@o2.pl till 08.08.2007r (23:59) Preferably in the RST or *html (Army Builder) format. 2 added points for sending it until the 08.08.2007r. Please include name, country, club, tel/gg/skype/mail etc.
• Tables & Terrain: Tables 72x48 inches. Terrain set up by referees, maps of terrain on the table.
• Fee: 10 Euro (30zł) - payment on the spot.
• 4 Games
• 6 turns or 3 hours per game.
• 2 games on Saturday
Registration 10.00 - 10.45
I - 11.00 - 14.00
II - 14.30 - 17.30
• 2 games on Sunday
III - 10.30 - 13.30
IV - 14.00 - 17.00
• Players will be paired according to the Swiss system.
• Hobby: Points from Hobby are included in the general standings.
a) Precision of painting (0 to 5)
b) Bases (0 to 3)
c) WYSIWYG (0 to 3)
d) Conversions (0 to 3)
e) WOW: Army climate, army history, one painting scheme etc. (0 to 3)
f) Roster (0 to 3)
Dreaded Knowledge Test - 10 points, included in the general score.
Max Points: 80 from battle. 20 Hobby + 2 for Roster. 10 from test.
Total - 112.
• Scenarios:
All games STANDARD BATTLE
Deployment: 12 inches from table edge, Armies are 24 inches apart.
Who go first?: Before Battle throw D6. Winner chooses to go first or chooses side. Winner starts deploying first.
Bonus VP: Banners, quarters etc. - as in RB .
• Battle points:
Battle points are counted the following way
0-400 10/10
401-600 12/8
601-850 14/6
851-1150 16/4
1151-1500 18/2
1500+ 20/0
Plus "Euro-pack" rules clarifications and Army restrictions - as in Euro.
• Format: 2250p (non-secret rosters)
• Rosters: Rosters have to be sent to rogaty-szczur@o2.pl till 08.08.2007r (23:59) Preferably in the RST or *html (Army Builder) format. 2 added points for sending it until the 08.08.2007r. Please include name, country, club, tel/gg/skype/mail etc.
• Tables & Terrain: Tables 72x48 inches. Terrain set up by referees, maps of terrain on the table.
• Fee: 10 Euro (30zł) - payment on the spot.
• 4 Games
• 6 turns or 3 hours per game.
• 2 games on Saturday
Registration 10.00 - 10.45
I - 11.00 - 14.00
II - 14.30 - 17.30
• 2 games on Sunday
III - 10.30 - 13.30
IV - 14.00 - 17.00
• Players will be paired according to the Swiss system.
• Hobby: Points from Hobby are included in the general standings.
a) Precision of painting (0 to 5)
b) Bases (0 to 3)
c) WYSIWYG (0 to 3)
d) Conversions (0 to 3)
e) WOW: Army climate, army history, one painting scheme etc. (0 to 3)
f) Roster (0 to 3)
Dreaded Knowledge Test - 10 points, included in the general score.
Max Points: 80 from battle. 20 Hobby + 2 for Roster. 10 from test.
Total - 112.
• Scenarios:
All games STANDARD BATTLE
Deployment: 12 inches from table edge, Armies are 24 inches apart.
Who go first?: Before Battle throw D6. Winner chooses to go first or chooses side. Winner starts deploying first.
Bonus VP: Banners, quarters etc. - as in RB .
• Battle points:
Battle points are counted the following way
0-400 10/10
401-600 12/8
601-850 14/6
851-1150 16/4
1151-1500 18/2
1500+ 20/0
Plus "Euro-pack" rules clarifications and Army restrictions - as in Euro.
Obywatelu, zrób sobie dobrze sam.
moze ktos podac link do zasad euro, bo tyle postow, ze szukac ciezko??
"Nigdy nie oszukuję i nie kradnę. Nie noszę także cylindra do płaszcza i nie wcinam bananów idąc ulicą, bo dżentelmen nie robi żadnej z tych rzeczy. Zrobiłbym jedno tak samo niechętnie jak drugie – bo jedno i drugie jest sprawą harmonii i dobrego smaku".
- Jedy Knight
- Forma Skrótowa
- Posty: 3439
Mój podpis.bigees pisze:moze ktos podac link do zasad euro, bo tyle postow, ze szukac ciezko??
Ponadto.....
The Venue
11-12 August 2007 Gorzów Wielkopolski Poland
Price - 15 Euro, school accommodation and grill included.
The System
Teams of eight players, the right to the country's name - only if 4+ players come from the said country.
6 games
3 games on Saturday
I - 9-12.30 -
Lunch
II 13 - 16.30
Tea -
III- 17.00 - 20.30
3 on Sunday
I - 9-12.30 -
Lunch
II 13 - 16.30
Tea -
III- 17.00 - 20.30
6 turns or 3,5 hours per game.
One dice roll. The winner decides to start or to choose the side. The winner starts deploying first.
Full paint, WYSIWYG.
Non GW and scratch-built are warmly welcome.
Tables 72x48 inches.
Terrain set up by referees, maps of terrain on the table.
Army size 2250
Semi-secret rosters (no magic items, fanatics and point values)
Teams will be paired according to the Swiss system.
Pairing of players.
First - the Captains challenge.
If in dire straits of a mismatch a Captain may refuse the challenge, then simply The Brave Captain chooses himself an opponent from the other players.
D8 or draw the number of the table where the challenge is played.
7 Pairings remain.
Roll a dice. Winner = Team 1.
1- Team 1 decides whether to put up a player, or force Team 2 to put up a player
Let's say that Team 1 decided to put up a player.
2. Team 2 puts up an opponent for that player
3. Team 1 picks there table where they fight.
4. Team 2 puts up a player
All this must be time limited to 30 minutes max.
0-20 Battle-points per game
0-160 Battle-points per team
One Team Match Point for the winning team. Half a point if match drawn.
A match is drawn only if the score is 80-80, 82 - 78, 84-76, or 86-74. Both teams get half a Team Match Point should this occur.
In case of a draw in Team Match Points at the end - Battle-points decide.
Battle-points:
0-400 Victory-Points difference - 10/10
401-600 - 12/8
601-850 - 14/6
851-1150 - 16/4
1151-1500 - 18/2
1500+ - 20/0
Restrictions on the composition of the army;
Army restriction
No army can be doubled, SoC counts as the same army.
SoC lists count as the same armybook they are taken from originally.
SoC allowed if source army book not revised, which means that Slayers, ArdBoyz and Middenheim are banned.
General
- Armies are 2250 points.
- No characters that are: special or Albion
- No DoW war machines, in none DoW
- Rare choices may not be repeated
- Max. 2 of the same Special choice.
- Max. 3 of the same Core choice, except ranked infantry without missile weapons.
- Max. 9 PD/10DD usable *
*Magic description
You can use a maximum of 9 power dice in each magic phase. Each bound spell you use count as 1 power dice, all following bound spells from magic items, and only magic items, in the same turn counts as 2 power dice. For example a Treemans treesinging or Grave markers, only count as 1 power dice each time they are used, even if more than 1 is used in a turn.
All dice you would not normally regenerate, such as 2 gen Slann free dice, Skaven warpstones, night goblin mushrooms etc., also count in the total number of dice you can use in a magic phase.
Tomb Kings count each dice they use for a spell as 1 power dice and casket of souls counts as 2. They can not chose not to use all the dice when casting an incantation, for example a Liche Priest can’t choose only to use 1 dice on a spell. You can how ever choose not to cast a spell with a model. The 2 basic power dice all armies get only counts if they are used to dispel RIP spells with.
Max 10 dispel dice per army. First dispel scroll (and similar working items) you have in your army counts as 1 dispel dice, in EACH magic phase. The second and all other scrolls, counts as 2 dispel dice in each magic phase. So if you have 3 scrolls you can use a maximum of 5 dispel dice each magic phase. Dice from magic resistance does NOT count in this maximum.
Race specific
- Max 3 ratlings
- Max 3 chariots (units of chariots)
- Max 6 goblin fanatics.
- Treeman ancient counts as Treeman
*Same as last year, copy and paste.
Soft scores.
While giving the results of the last battle, Captains fill the name of the Team that gave them the most enjoyable game.
If one team gets the most votes, such a team will receive half a Team Match Point, putting it above all the other teams with same amount of MP.
All other soft scores will have no bearing on the overall standings.
Polish Rule-pack for 7th Edition coming out in English soon. No Direwolf Wood Elf nonsense. Will be upgraded to fit in with GW FAQs, and amended to your liking ( buildings, walls, LOS, terrain, whatever)
Semi-secret Rosters to be published here no later than July 12.
All the rosters sent later - Open Rosters. Sorry guys, life is brutal.
Both secret and open rosters to be sent to jedyknight@poczta.fm
Rules Clarifications.
The below rules interpretations for Warhammer Fantasy Battles are for informative
purposes only. They do not change or replace the rules published by Games
Workshop. However, it should be expected that referees at Polish tournaments will
adhere to these interpretations when making a ruling.
Check http://uk.games-workshop.com/news/errata/
The site http://www.geocities.com/mi_whplayers/dwfaq.html has practically all
rules changes, FAQs etc. published by Games Workshop for every army.
Please note, however, that some of the rulings published there are not official
GW materials, but the club’s own interpretations (these items are clearly
marked as such). I the case that any Direwolf council rulings conflict with the
present interpretations, the interpretations take precedence.
I. Army lists and rules acceptable at „Limited” class tourneys
RACE ARMY LISTS AND UNITS/ITEMS ACCEPTABLE AT „LIMITED” CLASS TOURNEYS
Warhammer Armies – Beasts of ChaosBeasts of Chaos
Warhammer Armies – BretonniaBretonnia
Storm of Chaos – Errantry War
Warhammer Armies – Hordes of ChaosChaos
Storm of Chaos – Daemonic Legions
Storm of Chaos – Archaon’s Horde
! Mounted Daemonettes, Chronicles 2004
The „Ravening Hordes” list; greenskin unitsChaos Dwarfs from the 7th ed. „Orcs & Goblins” army book, animosity table form Ravening Hordes
Warhammer Armies: Dark ElvesDark Elves
Storm of Chaos – Cult of Pleasure
City Garrison DE
! Hydras (from the Annual)
Dwarfs* Warhammer Armies - Dwarfs
Chronicles 2004 (as an independentDogs of War army)
Warhammer Armies – EmpireEmpire*
Warhammer Armies:High Elves High Elves
Storm of Chaos – High Elf Sea Patrol
ChroniclesKislev 2004 (as an independent army and as allies)
Warhammer Armies –Lizardmen Lizardmen (including the Southlands list)
Sacred Spawnings (White Dwarf)
Warhammer Armies - Ogre KingdomsOgre Kingdoms
! Rhinox Riders
Orcs & Warhammer Armies - OrcsGoblins* & Goblins
Skaven Warhammer Armies – Skaven
Storm of Chaos – Clan Eshin
Tomb Kings Warhammer Armies - Tomb Kings
Warhammer Armies - VampireVampire Counts Counts
Storm of Chaos – Sylvania
Warhammer Armies – WoodWood Elves Elves
All armies O Dogs of War (DoW) and Regiments of Renown (RoR) regiments can be fielded as mercenaries in other armies, EXCEPT single models which take up a hero slot, such as Asarnil or the Dark Emissary. See edition-specific rules listed below.
O Special characters cannot be used (Exception: heroes which come together with DoW and RoR regiments)
7th edition armies O 7th ed. Armies may take DoW and RoR units according to the Dogs of War rules (typically as a rare slot)
Armie 6 ed O Alternative armies (from the backs of army books) cannot be used
O Treasures of the old ones items are allowed
O DoW and RoR can only be fielded by armies which have the option clearly marked in the given army list (listed as a rare option).
* 7th ed. armies are marked in yellow
I.1. Using sixth edition army lists (such as Storm of Chaos armies) in seventh edition.
From the moment a new 7 edition army book is released, starting with Warhammer Armies: Dwarfs, ALL rules for units, magic items etc. published for this race during 6th edition can no longer be used (this includes Storm of Chaos army lists, Treasures of the Old Ones etc.); only the new army book and any materials published by GW after the new army book are valid (no special characters).
I.2. Rules in effect at the tournament.
All Games Workshop publications, errata and FAQs are in effect at a tourney if they had been available (in stores or on the Internet) for at least 7 days.
Translated rules and army books are considered to be the equivalent of their English versions. However, if there are any differences between the translations and originals, the latter take precedence.
6th edition rules errata and FAQs do not apply to the 7th edition rulebook. FAQs and errata for 6th edition army books are in effect until a new, 7 ed. army book is published.
II. Tournament rules
III. Terrain rules
We suggest that the tourney use the rulebook terrain rules with the
following changes and modifications:
a) Models cannot see over hills
b) Units cannot see over forests. Units can fly over forests unless such movement would force them to land in a forest. You can see 2" from inside a forest and 2” into a forest, but units cannot see through forests which are between them and potential targets.
c) Buildings block line of sight completely, as do forests and obelisks. You cannot use buildings to cast spells such as master of stone or master of wood. For entering buildings – see the rulebook.
d) Walls provide hard cover, are treated as obstacles, are not considered stone features and do not block line of sight.
e) Fences provide soft cover, are treated as obstacles, are not treated as wood features and do not block line of sight.
f) In order to cross walls, fences and other obstacles, a unit (every model in the unit) must use half of its movement allowance.
g) Ruins and obelisks are made of stone. Ruins do not block line of sight. Ruins are difficult terrain and can provide soft or hard cover (as determined by a referee or the tourney organizers).
h) You cannot deploy units inside terrain which is for any reason impassable to them.
i) Rivers should be treated as very difficult terrain for all units (including skirmishers) with the exception of Aquatic and ethereal creatures. Lakes are impassable for all units except for ethereals and aquatics, which can pass through such terrain. Please note, however, that ethereals cannot end their movement in impassable terrain.
Edges of river/lake terrain features are open ground. Lakes and rivers are impassable to war machines, chariots, tanks, etc. No anvils or similar units can be deployed in rivers. All bridges and fords are treated as open ground.
IV. Rules interpretations
1) Movement
a) Random movement (2d6" in the case of spawn, pump wagons, etc.) and magic movement with a fixed or random value (2d6" or 8") is subject to normal terrain modifications.
b) Units coming back onto the battlefield which normally move in the compulsory movement phase (such as squig hoppers or spawn), can move as normal, but cannot charge as a result of their movement – they are stopped 1” from an enemy unit which they would contact if their full movement was executed.
2) Charges
a) You cannot declare improbable charges.
b) Charges are measured using miniature bases, not movement trays.
c) Charges in different phases: because a single unit can be charged in several phases (for example, by normal goblins, and then by squigs) and can thus declare charge reactions several times, it should be assumed that the final declaration takes precedence.
d) Frenzied charges: a unit which is being charged by a frenzied enemy may (after checking whether the charge will actually take place – after measuring the range) declare reactions as normal.
e) Frenzied charges and magic banners giving movement bonuses: Before measuring whether a charge must be declared, the player declares the use of a magic banner. If the distance added by the banner is not enough for a charge to happen, the banner is treated as used (if it was a one-use only item).
f) Frenzied charges: as with normal charge declarations it should be determined whether a charge is possible (and thus must be declared) by taking into account the possible movement of all units which will happen before the frenzied unit’s charge.
3) Close combat
a) If a model with a magic item or ability which affects the entire combat is killed (a vampire with the cursed book being a good example), the effects of this item or ability stop immediately – that is why all attacks should be performed in the order of initiative.
b) Challenge: if a hero or champion is the only model in base to base contact with an enemy (for example, a goblin hero on a wolf leading a column of five wolf riders) and is taking part in a challenge, then all enemy models which are in contact with that hero/champion (and not actually fighting in the challenge, of course) cannot attack at
all.
4) Combat results
a) With the exception of rank bonuses, which is calculated at the beginning of close combat phase, all other combat resolution is calculated at the end of combat.
b) For purposes of "higher ground", the position of the fighting ranks should be analyzed.
6A regiment which has its entire fighting rank higher than the enemy receives the bonus. If one regiment has its entire fighting rank on a hill, and the other only parts of it (for example, a unit of cavalry which can only get the front halves of the first rank's bases on a hill), the bonus is applied and is given to the unit which has its entire fighting rank on the hill.
Fleeing and pursuit )
Units which declare a „Flee” reaction from more than one charge will flee from the charging enemy with the largest Unit Strength (if several chargers have the same US, roll a dice). After the fleeing unit is moved it should be determined whether one of the charging regiments is capable of catching it in its new position.
) Shooting
) When declaring a shot from a catapult/cannon/etc. it is best, in order to avoid misunderstandings, always declare the exact center of a single enemy model as the point which is being shot at.
Psychology
) Fear test: if, as a result of a failed fear test, a regiment will hit the enemy on 6's, then
this applies only to attacks allocated against the unit which caused the failed fear test.
bases
) Bases for war machines are not required, however, when shooting from a catapult or
similar machine, it should be assumed that the base is not smaller than 40x40 mm. It is
recommended that war machines be placed on such bases.
) Base sizes:
Giant Cave Squigs should be fielded on 40x40 mm bases
Magic
) The decision to dispel a spell (or not) is made before the range is measured.
) After a 5-6 miscast result (enemy may cast own spell), the player whose turn it is may
use a dispel scroll to block that spell as normal.
Tables
) It is considered to be given than if a scenario (pitched battle, for example) requires
units to be deployed 24" (or any other number) apart, this condition is met
automatically. Should players accidentally place their units slightly closer to the enemy than allowed, than the actual measurements are disregarded in favor of this assumption.
In other words, nothing that has precisely 24" shooting range can hit an enemy on the first turn without moving slightly (or unless the enemy came closer). The same goes
for spells, charges (helped by animosity or magic) etc. with a range of 24".
11) Declaring
Players should not declare impossible or improbable actions in order to "accidentally" achieve other goals which would not otherwise be possible to achieve.
Because there are many situations in which such unsporting declarations can be made, referees should refer (!) to their common sense in passing judgement on such actions.
It is especially foul and undesirable to:
a) Declare improbable charges
b) Declare improbable shots or "guess" improbable ranges (all forms, including template shooting) in order to hit models/units which you are unable to target otherwise.
12) Miscellaneous
a) Line of sight can be measured at any time during the battle, but only of a player's own
units.
b) Re-rolls made for heroes which are inside a unit can only be made for actions which
the hero himself (or herself) is undertaking, and so cannot be used for the entire
regiment’s break tests, stupidity, etc.
c) If a unit with the tunneling, or similar, rule (such as tomb scorpions, tunneling teams) digs out beneath a regiment which is placed in such a manner that other regiments make it physically impossible to place the tunneler on the board and in contact with the unit – the blocking units are moved so that the tunneler can be aligned with the enemy unit. Regiments moved in this manner are not treated as having moved for
purposes of shooting, etc.
e) Magic weapons which give a bonus to characteristics also modify these characteristics for purposes of effects caused by spells and similar, unless the description of the weapon clearly states that it only modifies characteristics in a given phase (example- sword of might).
f) Re-rolls: all dice in a single batch must be re-rolled at the same time, it is not permissible to re-roll them one at a time.
g) Monsters: Because the rulebook description of monsters is very unclear:
1) Characters are never monsters. Truly large characters only follow some of the rules
for monsters – namely movement rules (see errata). Because of this, Greater Daemons,
Ancient Treemen and Shaggoth Champions are not considered monsters.
2) All monstrous mounts (see rulebook p. 59) are monsters.
3) All creatures on 50x50 mm and larger bases are monsters, with the exception of the
Ogre Hunter. Please note that Tomb Scorpions are also fielded on 50x50 mm bases
(see Anthony Reynolds FAQ) and are monsters.
4) The following creatures on 40x40 mm bases (and on bases the size of which has not
been specified by GW) are also monsters: great eagle, gorger, spawn
of chaos, hellcannon, merwyrm.
h) In the case of items, spells etc. which affect specifically attacks made by “steeds”, it is assumed that:
Bloodcrushers: From their 4 attacks, 2 are made by the rider (including one due to
8frenzy) and two – by the mount
Plagueriders: the rider has one attack, the plaguebeast has k6+1 attacks
Changebringers: The rider has two attacks, the disc - one
Pleasureseekers: The daemonette has two attacks, the mount also has two.
Spells, items and abilities which affect steed attacks do not apply to attacks made by terradons, squig hoppers and other similar units without a separate „steed” profile which were not listed above.
VI. Worst Play
VI) Army rules clarifications
1) Orcs & Goblins
a) The Black Orc BSB may not use a great weapon/additional hand weapon etc. in
combat, though it has this equipment as a result of being "armed to da teeth"
b) If a shaman joins a unit which has failed its animosity test and squabbles, he cannot
cast spells in this turn – the regiment does nothing in the entire turn and this effect
extends to any heroes that join it.
c) The distance that a fanatic moves is measured from the edge of the regiment. We do
NOT deploy a fanatic and then measure the distance from the front of its base.
2) Dark Elves
a) The rules for scoring Victory Points for a war hydra are as follows: 100% for killing
the hydra, regardless of surviving accompanying beastmasters, 50% for dealing half or
more the number of original wounds.
b) Cult of Pleasure army heroes with the Mark of Slaanesh can use the chaos daemon
sword
3) Chaos Dwarfs
Direwolf
4) Chaos
a) Tzeentch’s will allows the bearer make a re-roll only in situations which involve him
directly.
b) A model with the Mark of Khorne and the Chaos Daemon Sword has a strength of six,
as the sword does not transfer the bloodthirster's daemonic gift, giving it +1 S, onto
the bearer.
c) Effects of the blade of ether can be combined with the flaming sword of rhuin.
5) Dwarfs
a) The Anvil of doom may be entrenched just like any other war machine
b) The ancient rune of wrath and ruin restricts flying/movement just like its "small"
version
c) The rune of wrath and ruin may be used against banshees and ratling guns.
d) Damage done by the anvil of doom is not treated as shooting (in regard to ward saves
against missile attacks etc.)
10e) Master runes may be used on normal - regimental - banners
f) The rune of steel works against all hits, not just in hand-to-hand.
g) Dwarfs rolling a break test on a single die cannot get an „insane courage” result -
insane courage requires a double one.
h) Dwarf war machine crews must pursue enemies that they hate, or if the Dwarfs are
frenzied for any reason.
i) Killing blow does not affect the Dwarf lord carried on a shield, as the model has a US
= 3.
Skaven
a) Warpstone luck charm allows the bearer to make a re-roll only in situations which
involve him directly.
b) The warp lightning cannon should be treated as a cannon in all respects not directly
addressed in its special rules - except that it cannot use grapeshot, of course.
c) The special rules for visibility regarding the warp lighting cannon only work during
the Skaven shooting phase (and so cannot be used to block the deployment of enemy
scouts and cannot be harmed by the Casket of Souls - without normal LOS).
High Elves
Khemri
a) The Casket of Souls does not affect units engaged in hand-to-hand combat.
b) A Mummy wearing the Armour of The Ages still has Unit Strength = 1.
c) Wounds cannot be transferred onto the Casket of Souls using the Collar of Sepesh
Wood Elves
a) Waywatcher kindred: a hero can be equipped with two hand weapons
b) Wild rider kindred: a hero does not have a bow in his basic equipment
c) Briarsheath: the -1/-2 to hit modifiers mentioned in the description are magical
modifiers which are in addition to normal modifiers for single model on foot/being in
a forest.
d) Gaemrath - Banner of Midwinter: Cannot be used during an opponent's movement
phase, effect lasts until the next turn of the player who used it.
e) The Hidden Path spell - the terrain is treated as open ground only for the purposes of
movement
f) Glade guard scouts can have a command group, just like normal glade guard
g) A hero armed with "wardancer weapons" does not receive bonuses for having great
weapons, two hand weapons, etc - the rules for wardancer weapons replace the rules
of any normal weapons.
h) Likewise, heroes fighting in "eternal guard fighting style" lose all normal bonuses for
their weapons in favor of the effects of "eternal guard fighting style"
i) Moonstone of the hidden ways: can only be used during the owner's movement phase.
Cannot be used to teleport out of hand-to-hand combat.
11
j) A battle standard bearer can have a magical bow. A magic standard cannot be
combined with spites.
k) The spirit sword: regeneration works against additional wounds dealt by this weapon,
and the general's leadership can be used as normal.
l) An eternal kindred hero inside a unit which benefits from the "bodyguard" special rule
only gives "stubborn" to the regiment, not to himself (and thus stubborn can only be
tested on the unit's own Ld.)
m) Stone of Rebirth: works as a one-use 2+ ward save. Can be used not only when the
hero is on his last wound, but also when a hero suffers multiple wounds as a result of,
for example, cannon hit, and these are sufficient to kill him - the save can then be
taken and, if successful, the hero will stay alive and with a single wound on his profile.
n) The spell treesinging may be used to deal damage to an enemy unit in any forest on
the battlefield..
l) A treeman can not stand and shoot as it does not have a missile weapon. It cannot use
its shooting attack if it is in close combat.
) Lizardmen
a) When calculating Victory Points for Salamander Packs, the number of models in the
regiment should be taken into account. 1 VPs are awarded for killing half the models
in the unit, be they skinks or salamanders. A monster reaction test is made only after
the last skink is dead and it is a single test for the whole regiment.
b) Marks cannot be doubled.
) Bretonnia
a) The option to pray and get the Blessing can always be selected by the Bretonnian
player. This decision is made after both armies have been deployed.
b) The grail shield increases the bearer’s ward save only; it does not affect the mount’s
ward save.
c) Overrunning Knights errant are treated as if the were charging in regard to being
immune to psychology.
) Vampire Counts
a) Live characters (i.e. Dogs of War) cannot join regiments with the undead special rule.
Undead characters cannot join live regiments.
b) The Banshee's scream - Skaven can use their rank bonus, just as if it were a normal
Ld test. The banshee's scream is not "missile fire" and, as such, is not affected by
magic/magic items/abilities which affect missile fire (such as the storm banner, ward
saves against missiles only, etc.)
The Players
LeonDeGrande pisze:
Actual number of players: 128 (16 Teams) plus 12 reserve players
ETC Referees
Ul "Kaz" Christensen
Jacek "Jedy Knight" Jedynak
Team Austria
Mario "Eusebio" Huslich (Captain)
Erich "Erich" Hochauer
Roland "Alirion Schattenblatt" Stegmüller
Robert "Xenojäger" Aumaier
Thomas "Stormgarde" Wild
Niclas "Belenus" Müller
Clemens "Lakai des Malekith" Bauer
Wolfgang "Ruffy" Weber
Team Belgium
Klaas "Klaw" Luyckx (Captain)
Christophe "WYSiWYG" Dirckx
Wannes "One-S" Machiels
Thomas "Furion" Chaineux
Mathieu "Le Gob Flamboyant" Van Overeem
Dorian "Alaric" Sprumont
Stéphane "Gandalf" Derdi
Gentes "Warlord Ghazak Gazhkull" De Clerck
Team Croatia
Vid "Hruggek" Veic Sukreski (Captain)
Roko "KidA" Veic Sukreski
Tomislav Sehtel
Bojan Valentic
Ante Majic
Marko Lukic
Stjepan "St1v xtr1m" Pavuna
Nino "Duke Charkamange" Marasović
Team Czech Republic
Team Denmark
Kent Max ”EL Rey” Hansen (Captain)
Wilhelm Grøfte
Paul ”McPolle” Bridge
Daniel Hedegaard
Ask Guldbech Jensen
Michael Vedel
Asger Granerud
Mikkel ”Telmor” Skadhauge
Team Finland
Juuso "Amazing Slug" Lähdekorpi (Captain)
Kaarle "Pikku" Tukia
Marko "MakeH" Haatio
Olli "Nightwun" Katila
Risto "Sotalammas" Tepponen
Sami "Spjarv" Järvinen
Oskari "Osku" Kulmala
Simo "saimon" Stigman
Team France
Yann Lépine (Captain)
Guillaume Leguyader
Charles Oiknine
Jean-Baptiste Gaillet
Johann Meunier
Emmanuel Bertrand
Jérôme Martienne
Albani Simone
Team Germany
Sebastian "Akito Tenkawa" Ehrhardt (Captain)
Daniel "sithpark" Blagojevic
Sebastian "DeForestKelley" Funke
Markus „Rat der Raben“ Helmes
Boris „Bogrim“ Grimm
Thomas "Ghostdog" Kahlke
Guido "Gitzbang" Gerboth
Felix „MonstaGoblin“ Dahlke
Johannes "Macho" Jordan (Reserve)
Marc Oeser (Reserve)
Team Greece
Haridemos Pergantes (Captain)
Dimitris Kasdovasiles
Spyros Karakitsos
Eddie Espinoza
George Tzortzoglou
Teo Kapareliotis
Dimitris Kavalarakis
Yiannis Sotiropoulos
Konstantinos Panagopoulos (Reserve)
Dimitris Kapareliotis (Reserve)
Team Hungary
Gyozo Drozdy (Captain)
Ferenc Meszaros
Balazs Viszoczki
Peter Pal Hrivnak
Sandor Pap
Laszlo Balatincz
Tamas Winkler
Arpad Bujka
Tamas Sulyok (Reserve)
Szucsi (Reserve)
Team Italy
Michele "Fonta" Fontana (Captain)
Andrea "Il Porco" Manfroni
Marzio "L'Insetto" Ferretti
Singh "Love" Lovedeep
Paolo "Frack" Fracassini
Paolo "Poffo" Belluti
Massimiliano "Max" Bonifazi
Federico "Fievel" Brausi
Team Norway
Christian Vestol (Captain)
Espen Ronning
Terje Boye
Øystein Berg
Kim Gulbrandsen
Eivind Fjærvoll
Stian Engebretsen
Helge Aarvik
Team Poland
Karol Pietrowicz (Captain)
Zbyszek Łobocki
Bartłomiej Trętowski
Łukasz Łuczyński
Robert Mrozek
Michał Szczepaniak
Stanisław Scheiner
Paweł Paszek
Team Russia
Alexey "Enc" Petrov (Captain)
Alexander "Supic" Mezhebursky
Andrey “Zeffid” Romanov
Nikolai “Anglais” Zubkov
Semen "Sani" Nibur
Ivan “Telpe” Serebrennikov
Samir "Shamiloff" Shamilov
Anton “Revenant” Golubev
Team Slovenia
Andrej Kuci (Captain)
Blaz Pecek
Blaz Ravnikar
Danilo Steblaj
Gregor Sodec
Luka Magajna
Matic Sodnik
Tilen Zajc Kuhar
Jan Rugelj (Reserve)
Team Sweden
Björn Nilsson (Captain)
Morgan Andersson
John Scott
Jacob Scott
David Johansson
Johan Thulin
Christian Aas
Mats Skogfeldt
Magnus Elmqvist ( Reserve )
Patrik Svensson ( Reserve )
Team Switzerland
Stefan "Thalandor" Oberholzer (Captain)
David "Vespero" Blumer
Dimitri "Aargail" Spindler
Melanie Stofer
Fabian Salzmann
Jan Thomann
Oliver "DunkiElf" Weibel
Maurus "Calrissian" Markwalder
Hired Guns or Team UN
Olaf "Leondegrande" Behrens - Lizardmen
Blazej "bless" Misztal - VC/Sylvania
Dual-Blade
The Sword of Destiny has two blades. While one reaches for your enemy, the other goes for your heart.
For a long time I’ve been thinking how to measure the skill level of generals in WFB, irrespective of the strength of their army.
The solution is the Match-Revenge System. I ran many tournaments with it. Great Fun! Now the time has come to share my invention with you.
I’ve been trying to arrange a 3 week long WFB holiday in Poland this year, from the Euro to the Polish Team Championships. But for this year, the decision is to go for a less ambitious venue, and spare the lives and livers of some of you till next year.
The Plan for the Battle Week is as follows.
11-12 August – Euro. ETC, “Team Spirit2” in Gorzów Wielkopolski.
13-14 August – Dual-Blade, same school. (10 Euro – School Accommodation incl.)
15-19 August or longer – Holiday at Bush’s Sea Resort. (10 Euro per day)
(More info from Bush – the resort may not be his personal property, but he knows all about it)
The Dual-Blade tournament rule-pack.
WFB Army – 1500 limited, no restrictions, no spec heroes..
WFB clarifications from ETC apply.
Draw or challenges in the first round.
Swiss pairings from round 2
Da Plan
Monday
9 – 13 First round
13-14 Lunch
14 – 18 Second round
18 – Grill and Glory.
Tuesday
9 – 13 Third round
13-14 Lunch
14 – 18 Fourth round
18 – Results, Grill and Glory.
Wednesday – trying to get up and go for the seaside. By Bush-Bus.
Or go home. Bush-Bus to Berlin.
What does a “round” of match-revenge consist of?
It consists of two games, pitched battles.
The first game is played with switched armies.
You switch with your opponent - army, army book, and roster. Ask all the questions you feel like.
Roll dice.
Winner chooses – which side or chooses who goes first. Brets can always pray.
Spells are rolled. All rolls stand for the second game, with one exception. If you decide to go for a different magic lore than you opponent has chosen – you roll for the spells from this lore.
Game is a standard pitched battle, WE nave their wood, score ranges every 150 points.
0-150 = 10-10
151-300 = 11-9
301-450 = 12-8
451-600 = 13-7
601-750 = 14-6
751-900 = 15-5
901-1050 = 16-4
1051-1200 = 17-3
1201-1350 = 18-2
1351 – 1500 = 19-1
1501+ = 20-0
Revenge!
Armies stay where they are, players change sides.
Dice have been rolled in the previous game. All dice rolls stand for the second game, with one exception. If you decide to go for a different magic lore than you opponent has chosen – you roll for the spells from this lore.
Same scoring.
You give the refs the results from both games**, and go for lunch/grill.
The winner can get 160 VP.
Don’t sneeze at this possibility. In the first Match=Revenge tournament Barbarossa did score the maximum VP by winning all his games by massacres.
In case of equal points, small battle points count.
They only drawback of the system is you have to let someone touch your precious ones.
However – no children with chocolate fingers will be present.
Hot beer will not be allowed near the tables.
Come and enjoy it!
Jacek Jedynak
A reminder about the "Sidewinder" Tiournament, 11-12 August, GW, same school as ETC
• Format: 2250p (non-secret rosters)
• Rosters: Rosters have to be sent to rogaty-szczur@o2.pl till 08.08.2007r (23:59) Preferably in the RST or *html (Army Builder) format. 2 added points for sending it until the 08.08.2007r. Please include name, country, club, tel/gg/skype/mail etc.
• Tables & Terrain: Tables 72x48 inches. Terrain set up by referees, maps of terrain on the table.
• Fee: 10 Euro (30zł) - payment on the spot.
• 4 Games
• 6 turns or 3 hours per game.
• 2 games on Saturday
Registration 10.00 - 10.45
I - 11.00 - 14.00
II - 14.30 - 17.30
• 2 games on Sunday
III - 10.30 - 13.30
IV - 14.00 - 17.00
• Players will be paired according to the Swiss system.
• Hobby: Points from Hobby are included in the general standings.
a) Precision of painting (0 to 5)
b) Bases (0 to 3)
c) WYSIWYG (0 to 3)
d) Conversions (0 to 3)
e) WOW: Army climate, army history, one painting scheme etc. (0 to 3)
f) Roster (0 to 3)
Dreaded Knowledge Test - 10 points, included in the general score.
Max Points: 80 from battle. 20 Hobby + 2 for Roster. 10 from test.
Total - 112.
• Scenarios:
All games STANDARD BATTLE
Deployment: 12 inches from table edge, Armies are 24 inches apart.
Who go first?: Before Battle throw D6. Winner chooses to go first or chooses side. Winner starts deploying first.
Bonus VP: Banners, quarters etc. - as in RB .
• Battle points:
Battle points are counted the following way
0-400 10/10
401-600 12/8
601-850 14/6
851-1150 16/4
1151-1500 18/2
1500+ 20/0
Plus "Euro-pack" rules clarifications and Army restrictions - as in Euro.
Obywatelu, zrób sobie dobrze sam.
trzeba sie jakos (poza wczesniejszymi rozpami) rejestrowac/zapisywac na euro-indywiduala??
"Nigdy nie oszukuję i nie kradnę. Nie noszę także cylindra do płaszcza i nie wcinam bananów idąc ulicą, bo dżentelmen nie robi żadnej z tych rzeczy. Zrobiłbym jedno tak samo niechętnie jak drugie – bo jedno i drugie jest sprawą harmonii i dobrego smaku".
6 games
3 games on Saturday
I - 9-12.30 -
Lunch
II 13 - 16.30
Tea -
III- 17.00 - 20.30
3 on Sunday
I - 9-12.30 -
Lunch
II 13 - 16.30
Tea -
III- 17.00 - 20.30
czy w zwiazku z tym ze jest az 6 bitew.. i turniej zaczyna sie o 9 w sobote a konczy w niedziele po 20 przewidziano nocleg w szkole z pt na sob oraz z niedz na pon ? (szczegolnie to pierwsze mnie interesuje)
pzdr
3 games on Saturday
I - 9-12.30 -
Lunch
II 13 - 16.30
Tea -
III- 17.00 - 20.30
3 on Sunday
I - 9-12.30 -
Lunch
II 13 - 16.30
Tea -
III- 17.00 - 20.30
czy w zwiazku z tym ze jest az 6 bitew.. i turniej zaczyna sie o 9 w sobote a konczy w niedziele po 20 przewidziano nocleg w szkole z pt na sob oraz z niedz na pon ? (szczegolnie to pierwsze mnie interesuje)
pzdr