GF14 WHFB Restrictions

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Giant Fanatic 14 WARHAMMER RESTRICTIONS & SCENARIOS Giant Fanatic 14 D. 30/09–02/10 Page 1 of 9 Last update 26/07/2011

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Giant Fanatic 14

WARHAMMER 

RESTRICTIONS& SCENARIOS

Giant Fanatic 14D. 30/09–02/10

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This BriefingWelcome to the Warhammer tournament at Giant Fanatic 14. In this part of the tournament pack you’ll findthe restrictions for building your armies and the rules for Scenarios, how to play them and how to determinethe winner of your games.

BackgroundPeople attending Giant Fanatic year after year will know that we strive to challenge the players every year;new scenarios, new rules and restrictions, etc. Even veterans of Giant Fanatic should read the TournamentPack carefully to avoid unpleasant surprises.

Restrictions

 At this years Giant Fanatic fantasy tournament we have several restrictions affecting the game and the armyconstruction. Giant Fanatic has almost always aimed for a lower power level than the one presented in thestandard GW rulebook, and GF14 is no exception. Therefore there are some restrictions on how you cancompose your army, and though we know they aren't entirely fair they are made to stop synergy effects andenforce variety. If you do have a really great idea that has been limited by these restrictions, remember tolook under the section below called “Breaking the System” where such ideas can be allowed.

Breaking the SystemWhen you read the rules below some of you are bound to think  “what morons wrote these restrictions and why did they restrict my perfectly fluffy night goblin army with six night goblin units?”  And of course you areright, restricting that makes no sense! Hence we have made this thing called “Breaking the System”!Basically it means that you can send in your army list to us while it only follows the very basic GW rules, andits assigned points values. In essence you can bring anything you want to!Of course there is a catch... We will have to approve your list first, and we will try to do that based on theoverall power level of the army. Hence as long as you want to “Break the System” by bringing somethingweaker, chances are you will get accepted! Unfortunately we can not promise you that we can give infinitefeedback. We will strive to give any rejected lists suggestions for minor fixes that can be made to allow thelist, but we simply can not guarantee so in advance.

 A soon as you are registered for the tournament you can submit a list. That means at the earliest on the 1 st

of August and the latest on the 16 th of September as we need them two weeks prior to the event. Yoursubmission will not be ‘processed’ unless you include your registration no. in the subject title of the mail.Send your submission to: [email protected] 

 Victory points Victory points scored as per the rulebook, with the exceptions that:

units that are at 25% or less of their original models yield 50% VP's to the opponent (characters,

monsters and handlers, war machines and single models are unaffected).

units that are fleeing at the end of the battle yield 50% VP's to the opponent.

In both cases, bonuses (for generals, banners, etc.) are not counted towards the 50%. Units thatare both: fleeing and at/below ¼ strength still only yield 50% VP’s.

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Giant Fanatic 14 – Warhammer Fantasy Restrictions• No character may cost more

than 450pts• Max 2 identical character

choices• Max 1 scouting unit

(characters excluded)• Max 2 flying units (characters

excluded)• Warmachines and Monsters

(mounts included) may not beduplicated (boltthrowers of all

types may be duplicatedonce)

• Max 6 chariots per army

• Only fully painted armiesallowed (see the paintingguide in the Info Pack.

• All GW supported armiesallowed, plus Dogs of Warand Dwarfs of Chaos1

• No named characters• No dogs of war/regiments of 

renown, in non dogs of wararmies

• All Battle Standard Bearers

may buy equipment as if they were a normal hero of their type

Banned items/gifts/etc:• Power Scroll (Com)

• Crown of Command (Com)

• Fozzrik's Folding Fortress (Com)

• Neferra's Scrolls (TK)

• Siren Song (DoC)

• Pendant of Khaeleth (DE)

• Book of Hoeth (HE)

• Infernal Puppet (WoC)

• Becalming Cogitations (LM)

• Cupped Hands (LM)

• Bane head (LM)

• Higher state of consciousness (LM)

• Drakenhoff Banner (VC)

• Red Fury (VC)

• Doomrocket (Skv)

Monster Mash! Dark Elves (2200pts) Demons (2200pts)

• The following monsters get a100pts reduction: Abyssal terror, all Giants,Lammasu, Great Taurus,all Daemon Princes, Shaggoth,Zombie Dragon, Wyvern,

Jabberslythe, Cygor, Ghorgon, Vermin Lord, Manticore,Carnosaur, Forest dragon,

 Arachnarork, Griffon, DragonMage, Hippogryph,Necrosphinx

• Max 25 repeater crossbows• Shades are 5-8• Max one of the following:

BSB, Cauldron or Hydra• Black Guards are 0-1• Cloak of Hag Graef and

Dawnstone can't be taken onthe same character

• All rare choices are 0-1• No repetition of gifts/icons• No gifts or icon on BSB• Fiends are 1-5• Demon Prince can pick 100pts of 

gifts (still max 50pts in chaos god

specific)

No additional restrictions Vampire Counts (2200pts) Lizardmen (2200pts)

• High Elves (2400pts)• Skaven (2400pts)• Wood Elves (2600pts)• Bretonnia (2600pts)• Dogs of War (2700pts)

• All rare choices are 0-1• Wraiths are 3-4• Blood Knights are 4-6• Helm of Commandment is

'Wight King only'

• Max 2 Salamanders in total• Max one of the following:

BSB or Slann• Skink skirmish units are 0-3

(chameleon skinks excluded)

Empire (2400pts) Dwarfs (2400pts) Tomb Kings (2400pts)• Steam Tank is 0-1, and

Toughness 6• Max two of the following:Anvil, Miners, Rangers

• Max 12 chariots allowed• Max 6 chariots per unit

Chaos Dwarf (2400pts) Beastmen (2600pts) Orcs & goblins (2600pts)

• Death rocket and earth shakerare 0-1 each

• 25 Bestigors allowed per unit(50 per army)

• 25 Black Orcs allowed per unit (50per army)

• Night Goblin Shaman's extra dicecount as power dice for allpurposes

Warriors of Chaos (2400pts) Ogre Kingdoms (2700pts)

• Max 12 Chosen • Can have Rhinox riders(Monstrous Cavalry)2

1 The armies mentioned here are the only armies that are allowed at GF14. The Chaos Dwarf list allowed is the Indy GT Chaos Dwarf 

list, which can be found here: http://www.giantfanatic.dk/download/42/ The 8th edition Chaos Dwarf Q&A can be found here:http://warmongers.ziggyqubert.com/wmbb/viewtopic.php?f=19&t=14931

2The rules for Rhinox Riders can be downloaded here: http://www.giantfanatic.dk/download/9/

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Unit SizesIn addition to the mentioned restrictions there are some restrictions on maximum unit sizes. When picking aunit you first need to look up how many you can have in the army in total, and secondly how many you canhave in a single unit at once. You do this by looking in the index below:

   U  n   i   t   S   i  z  e   R  e  s   t  r

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Unit entry(check the examples below!)

Maximum modelsallowed in the army

(at basic points)

Maximum modelsallowed in a unit

(including upgrades)

Infantry costing 3pts or less 100 50

Infantry costing 4-5pts 80 40

Infantry costing 6-9pts 60 30

Infantry costing 10pts or more 40 20

Cavalry 18 9

Monstrous Inf/Cav/Beasts 12 6

The maximum models allowed in the army is always at the basic cost excluding equipment/upgrades.

The maximum models allowed in a unit is at the cost of the model including all upgrades paid permodel (excluding command models or other unit wide upgrades).

Example 1: You can field 40 White Lions (15pts/model) in an army, but no more than 20 in a single unit.How many White Lions you bring does not affect how many other infantry models costing 10pts or more you can field. The restriction is solely aimed at each individual unit.

Example 2: You can field 18 Knights of the Realm (Cavalry) in an army, but no more than 9 in a single unit. How many Knights of the Realm you bring does not affect how many other Cavalry models you can field. The restriction is solely aimed at each individual unit. So if you have 18 Knight of the Realm in your army you can still have 18 Knights Errant.

Example 3:  A unit of Marauders (4pts/model) would allow you to field 80 in the army regardless of any upgrades. If you buy light armour and shields for them (now 6pts/model), the maximum unit size would be 30 for that unit, though you would still be allowed 80 per army.

Units of mixed models are restricted within each individual category of models, with the caveat that thecombined amount of wounds can never exceed 40.

Example 4: Skinks (5pts) and Kroxigors (Monstrous Inf) are restricted to respectively 40 and 6 models per unit, though the combined wounds can never exceed 40. The amount of Kroxigors brought in mixed units does not affect the amount of Kroxigors allowed outside mixed units.

These unit size restrictions are in addition to the existing ones in the individual army books, and in anysituation where there are different indicators, the most restrictive one is always used.

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Five is the Magic NumberThese are the magic restrictions for GF14. We've noticed a certain arms race towards everyone fielding aLvl4 and we wanted to try to break that cycle. More over there has also been a tendency towards throwingthe maximum allowed dice at the most powerful and game changing spells, which makes those magicphases very all or nothing. We've tried to reign in these different elements, while also setting a generallymore low key power level, through the rules presented below.

 A maximum of 12 power dice (pd) in total may be used in any magic phase, regardless of the

source. Wizards never add their level when casting or dispelling (all other bonuses still apply).

Under no circumstances can you use more than 5pd to cast a spell (not even Dark Elves).

In addition “Look out, sir” can be used against all damage dealing #6 spells.

(e.g. Infernal Gateway, Dreaded 13th

, and the #6 spells of Death, Life and Metal) Okkam’s Mindrazor grants +2 strength, to a maximum of strength 6 - no other strength modifiers of 

any kind apply.  You may only gain up to 1/2/3 extra power and dispel dice (dd) per turn in your entire army

(Channelling is exempt from this rule). How many depends on your army (see below).

Each dispel scroll (or other item that automatically dispels a spell) reduces the number of extra ddyou can generate by 1.

# of extra pd/dd Race

1 extra pd/dd Dark Elves, Vampires, Lizardmen2 extra pd/dd The rest3 extra pd/dd Orcs & Goblins, Dwarfs

Simple Line of SightThe True Line of Sight rules (TLoS) as presented in the 8th edition rulebook gives us concern with regards tolimiting peoples creativity when converting models for their army, or buying from alternative producers.These are elements of the hobby that we would hate to see diminished at Giant Fanatic.

 A more practical problem is, that the TLoS rules combined with the terrain, demand that we rethink how weuse terrain now and in the future. Unfortunately it is not economically possible for us to update all theterrain we have already acquired which as above gives us some additional concerns using the TLoS ruleswhen we have the wrong tools for doing it.Last year we tried Systematic Line of Sight a line of sight system that worked all right, but it was a bitcomplicated. This year we have tried to make things simpler and we present Simple Line of Sight (SloS).This year Simple Line of Sight will be used in all five games at GF14.

 All units and terrain pieces are divided into the following three categories. Blocking: Hills, Buildings and impassable terrain.

These block Line of Sight, even to other blocking terrain (You can't see through it). Non-Blocking: Rivers, marches and swarms.

Does not block Line of Sight (You can see through them/it). Interfering: All other terrain and units.

Does not block Line of Sight (You can see through them/it).

If you shoot through interfering units or terrain there is a -2 to hit penalty, only -1 for woods (never

cumulative). If shooting at a large target, units in buildings or on hills there are no to hit modifiers for interfering

or non-blocking terrain or units, unless it is an interfering wood.

When such a unit is doing the shooting there are no to hit penalties for interfering or non-blockingunits or terrain, other than interfering woods.

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Scenarios

 At this years Giant Fanatic there will be 6 different scenarios pre-set on the tables across the hall. As such

you do not know which scenario you will be playing each round. More over you are not guaranteed to play

all scenarios either. We will try to strive for you not to play each scenario multiple times if possible, but

unfortunately it will not be possible for all of you, so expect it to happen!

The terrain will be pre-set by the referees to match the scenario, if anything looks out of place then feel free

to call down a referee at the start of the game and they will help you rearrange it if needed.

The games at GF14 use the following victory points (VP) table to convert VP into battle points (BP).

 Victory Points Table Victory Points Battle Points

0- 149vps150- 299vps300- 449vps450- 599vps600- 749vps

750- 899vps900- 1049vps1050- 1199vps1200- 1349vps1350- 1499vps1500+

=====

======

10- 10 BPs11- 9 BPs12- 8 BPs13- 7 BPs14- 6 BPs

15- 5 Bps16- 4 Bps17- 3 Bps18- 2 Bps19- 1 Bps20- 0 Bps

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Scenario 1 – BattlelineGame Length: 6 turns

Background: Your army will confront the enemy in a classic pitched battle

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook 

Scenario Objective: The objective of this scenario is to crush your opponent into a bloody pulp, scoring asmany VP as possible.

Scenario 2 – Meteor StrikeGame Length: 6 turns

Background: The evil moon, Morrslieb, hangs low in the night sky, and great lumps of wyrdstone areraining from the skies. These deadly meteors have left the area pockmarked with craters, but the wyrdstonefragments are valuable beyond compare, and you better seize them before someone else does.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook with the following additional special rules:

Special rule – Landing points:Before deploying the armies you must deploy 3 markers each to represent the “Landing points”. Startingwith the player who rolls highest on 1d6, you take turns deploying a single marker anywhere on the tableoutside of the deployment zones. A marker can never be placed closer than 10” to another marker. Themarkers are supplied by the organizers, though you do not get to keep them!

Special rule – Meteor strikesEach player turn begins with a meteor strike (12 per game).

Before doing anything else when you begin your turn, roll a D6 to determine randomly which of the 6 “Landing points” is about to be struck. Then, roll a scatter dice and 2D6 to determine the exact landing spotof the meteor (in case you roll a “HIT”, use the small arrow on the scatter dice to determine the direction of 

the scatter).

Once the final landing spot is determined, resolve the meteor strike exactly like a hit from a stone thrower,with a strength of 2 (strength 6 under the central hole but no multiple wounds) and with any hits countingas both magical and flaming.

Finally, leave a wyrdstone (markers will also be supplied) at the landing spot. Any non-fleeing, non-characterunit touching the marker at any time will automatically pick it up. Once picked up, the wyrdstone can onlyever be lost if the unit is destroyed or flees off the table, which in both cases means that the wyrdstone isdestroyed too. A unit can carry up to three wyrdstones.

Scenario Objective: The objective of this scenario is to seize the wyrdstones. At the end of the game eachpiece of wyrdstone which is held by one of your units (even fleeing units), will provide you with 50 VP.

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Scenario 3 – The TowerGame Length: 6 turns

Background: A great tower looms over the battlefield. Capture it and drive the enemy away to securevictory.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook with the following additional special rules:

Special rules -The Tower: There is a large tower in the centre of the battlefield. The tower follows thenormal rules for impassable terrain, which obviously means that it is not a building.

Scenario Objective: The objective of this scenario is to seize the tower. At the end of the game, the playerwith the most non-fleeing, non-character units with one or more models at least partially within 6” of thetower will gain an additional 400 VP.

Scenario 4 – The PortalsGame Length: 6 turns

Background: Mysterious, sorcerous portals of great power dominate the edges of this field of battle. If youhave the courage to send your troops trough the portal, you may find a quick path to victory.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook with the following additional special rules:

Special rules -The Portals: There are two portals on the battlefield, deployed in two opposite corners.Both portals together count as one single building which happens to be two places at once (yes, really). Nounit can begin the game deployed in the portals. Otherwise, you can garrison, leave, target and assault theportals just like a normal building. Just remember that if a unit is inside one portal it is also inside the otherportal. It is effectively two places at once.

Movement: The portals can be entered by contacting either portal. When leaving the portals, a garrisoningunit can leave from either portal. A garrisoning unit can be assaulted by assaulting either portal (though as

per the normal building rules, only one enemy unit can assault it a turn).

Magic and Shooting: The garrisoning unit can cast spells and shoot from either portal. It can be affected byspells and shot at in both portals.

Combat: If the garrisoning unit is forced to leave as a result of being assaulted, it will leave from the portalwhich was assaulted.

Scenario Objective: The objective of this scenario is to crush your opponent into a bloody pulp scoring asmany VP as possible.

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Scenario 5 – Acid RainGame Length: 6 turns

Background: Perhaps it was unwise to lead your army to battle in the blasted wastes of the Dark Lands ata place so polluted by the sorcerous industry of the Chaos Dwarfs that even they have abandoned the area.Not only do the low-hanging rain clouds that move erratically across the yellow sky look menacing – theyalso leave your troops soaked by something far worse than water.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook with the following additional special rules:

Special Rules – The clouds:The board has 3 special terrain features - the clouds - which begin the game roughly at the centre of theboard. Each cloud is the same size and shape as the large 5” template, and they count as open terrain,which can be entered freely. The clouds do not affect movement or line of sight in any way. If a unit ends itsmove inside a cloud, it suffers the effects described below and the cloud is moved by the shortest possibleroute to a spot where it is 1" free of units and terrain. Any other units touched due to this are not affectedby the cloud.

 At the beginning of each player’s magic phase, the clouds move randomly about as if they were magicalvortex following the same rules, but only moving 1D6”. Roll the scatter dice once and distance once andapply the result to all three clouds. If a cloud would end its move on top of another piece of terrain(including other clouds) it will continue moving in the same direction until it is 1” clear of any terrain features

and units. If a cloud touches a table edge it leaves the board and does not come back.

If a unit touches one or more clouds at any point during a turn, it immediately has its WS, BS and armoursave reduced by 1 point until the end of that turn. Each unit can only be affected once per turn no matterhow many times it touches a cloud in a single turn. As mentioned above, the cloud does not affect units if itis moving because another unit has ended its move inside it. Try as much as you want, you can't “blow” theclouds on top of your enemies!

Scenario Objective: The objective of this scenario is to crush your opponent into a bloody pulp, scoring asmany VP as possible.

Scenario 6 – Secret DispositionsGame Length: 6 turns

Background: You have cunningly deployed your troops at the dead of night leaving your opponent nochance of knowing where your ruthless attack will strike – unless of course he has been even more cunningthan you...

Scenario rules: This game works almost exactly like the Battleline scenario from page 144 in the WHFBRulebook. However, there is a screen between you and your opponent during deployment. You must deployyour entire army without seeing the deployment of the opposing army and vice versa. No peeking!

Scenario Objective: The objective of this scenario is to crush your opponent into a bloody pulp, scoring asmany VP as possible.

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