Army Painting TP (0-40 TP)
+6 Roster
The player has a full and clearly legible army roster with
their force, including player name and entry number.
+6 Themed
The player has themed the force, adding a piece of
background text to the force roster which is clearly
representative of the force itself and the particular
theme the player is presenting. The background text is
legible and between 200 and 600 words in length.
+7 WYSIWYG
?What you see is what you get?, all the models in the army
correspond exactly to those included in the roster, including
any extra equipment that has been bought for them.
+7 Painted
The forces are painted. All of the models have at least three
colours painted onto them.
+7 Based
All of the bases of the miniatures are painted and textured
in some manner. The baseline for texture is flock as a
minimum. Black edges are acceptable, providing the tops
are textured and painted.
+7 Banners & Markings
All of the models have had unit details, banners and
associated Iconography added to them. Each unit is clearly
distinguishable from the others by the use of these
markings. In armies or units that do not use banners or
formal iconography, the unit is distinguishable by some
other clear marking, such as tattoos, skin striping or
uniformly painted trappings.
Warhammer Rules and World knowledge TP (0-20 TP)
Before lunch on the second day of the tournament (30th of October) a test of your Warhammer rules and world knowledge will take place. Each participant will get a paper with 20 questions. After everyone recieves the paper, the participants will be instructed to turn it around and start doing the test. The test is multiple choice and each correct answer nets you 1 TP. The time you are given to complete the test is five minutes.
REFEREEING
We expect every player to conduct himself in a friendly and sportslike manner. If there are any rules disputes, the smartest thing to do is to check in rulebooks (BRB, Annuals, Army Books).
The referees will use the Direwolf FAQ when situations that are not covered by GW rulebooks surface. We advise you to get a copy for yourself from the following Web adress:
geocities.com/mi_whplayers/dwfaq.html
Of course, the ultimate and often the best solution is to roll a d6. You need to call a referee only when you and your opponent are unable to reach an agreement. But, be warned: the referee will do only one of the following two things: he will point out the rule or the Direwolf ruling OR he will instruct you to roll a dice.
Anyone who keeps on spoiling a game with picky rules questions or who consistently bends the rules in their favour will be shown a YELLOW CARD. If the participant continues with such behaviour, he will be shown a RED CARD by a referee. Each RED CARD will mean a 10 TP penalty for that participant.
SCENERY
The players should take time before every battle to reach and agreement concerning the exact nature of each piece of terrain and what can be hidden form line of sight behind each peace of terrain on the table.
Mandatory terrain rules:
High terrain (such as hills, forests and large buildings) hides anything from the view of anything else that is situated on ground level; such terrain can only hide a unit or a model from the view of those situated on hills if the base or one edge of the unit that is hiding is touching the terrain itself.
All rivers on every table count as very difficult ground, except where there are fords or crossings or bridges, where they count as open terrain.
SCENARIOS
You will play six battles on the tournament, and each battle will be a specific scenario. Here are the scenarios, presented in the order they will be played on the tournament.
1: SLAUGHTER or KILL 'EM ALL
Pitched Battle, with following special rules:
Double Victory Points for destroyed units and characters. No other Victory Points are scored - none for table quarters, fleeing units, units below half strength, captured banners, etc. Units that have fled off the battlefield do count as destroyed for this purpose. Units may rally below 25% strength.
2: THE GRUDGE or VENGEANCE
Pitched Battle, with following special rules:
Enemy general is worth +500 VPs rather than +100 VPs. The two generals Hate each other, even if normally Immune to Psychology.
3: KING OF THE HILL or CAPTURE
Pitched Battle, with following special rules:
Place an objective in the middle of the table, no larger than 6" square. At the end of the battle, add up the Unit Strength of all non-fleeing units within 6" of the objective. The side with the greater Unit Strength earns +500 VPs.
4: RUN, BOYS, RUN or MESSENGERS
Pitched Battle, with following special rules:
Deployment: Starting with the player who placed his final unit last, players alternate deploying Messengers anywhere in their Deployment Zone.
Messengers: The Messengers have the following profile:
M WS BS S T W I A LD
5 4 3 3 4 2 3 1 9
The Messenger is armed with a hand weapon and has a 5+ ward save. Messengers are immune to Fear and Terror. They do not prevent enemy units from Marching regardless of how close they are. In addition, Messengers do not trigger events or reactions in enemy units of any kind (e.g., Night Goblin Fanatics, units with Frenzy). Messengers may not charge enemy units of any kind for any reason but will fight back as normal if they are engaged in combat and may make charge reactions as normal. Messengers must try to escape the battlefield via their opponent's far table edge. Models that are chased or driven from the field count as escaping as long as they weren't destroyed in the process. Each Messenger is duty bound to go in a different direction. Thus, each one must leave the table via a different escape zone. Break down the long table edge into three 2' sections. Each 2' section is one of three escape routes.
VP: Each Messenger that makes it off the table via its proper escape route is worth an additional 200 Victory Points. Losing a messenger costs you -100 penalty VP for each. No Victory Points are scored for controlling table sectors.
5: ONWARD, LADS or ADVANCE
Pitched Battle, with following special rules:
Non-fleeing units (NOT characters) in the enemy deployment zone at the end of the battle earn VPs equal to their points value (or half their points value if below half strength).
6: PITCHED BATTLE or PITCHED BATTLE
Normal Pitched Battle.
By Mihailo Tesic
+6 Roster
The player has a full and clearly legible army roster with
their force, including player name and entry number.
+6 Themed
The player has themed the force, adding a piece of
background text to the force roster which is clearly
representative of the force itself and the particular
theme the player is presenting. The background text is
legible and between 200 and 600 words in length.
+7 WYSIWYG
?What you see is what you get?, all the models in the army
correspond exactly to those included in the roster, including
any extra equipment that has been bought for them.
+7 Painted
The forces are painted. All of the models have at least three
colours painted onto them.
+7 Based
All of the bases of the miniatures are painted and textured
in some manner. The baseline for texture is flock as a
minimum. Black edges are acceptable, providing the tops
are textured and painted.
+7 Banners & Markings
All of the models have had unit details, banners and
associated Iconography added to them. Each unit is clearly
distinguishable from the others by the use of these
markings. In armies or units that do not use banners or
formal iconography, the unit is distinguishable by some
other clear marking, such as tattoos, skin striping or
uniformly painted trappings.
Warhammer Rules and World knowledge TP (0-20 TP)
Before lunch on the second day of the tournament (30th of October) a test of your Warhammer rules and world knowledge will take place. Each participant will get a paper with 20 questions. After everyone recieves the paper, the participants will be instructed to turn it around and start doing the test. The test is multiple choice and each correct answer nets you 1 TP. The time you are given to complete the test is five minutes.
REFEREEING
We expect every player to conduct himself in a friendly and sportslike manner. If there are any rules disputes, the smartest thing to do is to check in rulebooks (BRB, Annuals, Army Books).
The referees will use the Direwolf FAQ when situations that are not covered by GW rulebooks surface. We advise you to get a copy for yourself from the following Web adress:
geocities.com/mi_whplayers/dwfaq.html
Of course, the ultimate and often the best solution is to roll a d6. You need to call a referee only when you and your opponent are unable to reach an agreement. But, be warned: the referee will do only one of the following two things: he will point out the rule or the Direwolf ruling OR he will instruct you to roll a dice.
Anyone who keeps on spoiling a game with picky rules questions or who consistently bends the rules in their favour will be shown a YELLOW CARD. If the participant continues with such behaviour, he will be shown a RED CARD by a referee. Each RED CARD will mean a 10 TP penalty for that participant.
SCENERY
The players should take time before every battle to reach and agreement concerning the exact nature of each piece of terrain and what can be hidden form line of sight behind each peace of terrain on the table.
Mandatory terrain rules:
High terrain (such as hills, forests and large buildings) hides anything from the view of anything else that is situated on ground level; such terrain can only hide a unit or a model from the view of those situated on hills if the base or one edge of the unit that is hiding is touching the terrain itself.
All rivers on every table count as very difficult ground, except where there are fords or crossings or bridges, where they count as open terrain.
SCENARIOS
You will play six battles on the tournament, and each battle will be a specific scenario. Here are the scenarios, presented in the order they will be played on the tournament.
1: SLAUGHTER or KILL 'EM ALL
Pitched Battle, with following special rules:
Double Victory Points for destroyed units and characters. No other Victory Points are scored - none for table quarters, fleeing units, units below half strength, captured banners, etc. Units that have fled off the battlefield do count as destroyed for this purpose. Units may rally below 25% strength.
2: THE GRUDGE or VENGEANCE
Pitched Battle, with following special rules:
Enemy general is worth +500 VPs rather than +100 VPs. The two generals Hate each other, even if normally Immune to Psychology.
3: KING OF THE HILL or CAPTURE
Pitched Battle, with following special rules:
Place an objective in the middle of the table, no larger than 6" square. At the end of the battle, add up the Unit Strength of all non-fleeing units within 6" of the objective. The side with the greater Unit Strength earns +500 VPs.
4: RUN, BOYS, RUN or MESSENGERS
Pitched Battle, with following special rules:
Deployment: Starting with the player who placed his final unit last, players alternate deploying Messengers anywhere in their Deployment Zone.
Messengers: The Messengers have the following profile:
M WS BS S T W I A LD
5 4 3 3 4 2 3 1 9
The Messenger is armed with a hand weapon and has a 5+ ward save. Messengers are immune to Fear and Terror. They do not prevent enemy units from Marching regardless of how close they are. In addition, Messengers do not trigger events or reactions in enemy units of any kind (e.g., Night Goblin Fanatics, units with Frenzy). Messengers may not charge enemy units of any kind for any reason but will fight back as normal if they are engaged in combat and may make charge reactions as normal. Messengers must try to escape the battlefield via their opponent's far table edge. Models that are chased or driven from the field count as escaping as long as they weren't destroyed in the process. Each Messenger is duty bound to go in a different direction. Thus, each one must leave the table via a different escape zone. Break down the long table edge into three 2' sections. Each 2' section is one of three escape routes.
VP: Each Messenger that makes it off the table via its proper escape route is worth an additional 200 Victory Points. Losing a messenger costs you -100 penalty VP for each. No Victory Points are scored for controlling table sectors.
5: ONWARD, LADS or ADVANCE
Pitched Battle, with following special rules:
Non-fleeing units (NOT characters) in the enemy deployment zone at the end of the battle earn VPs equal to their points value (or half their points value if below half strength).
6: PITCHED BATTLE or PITCHED BATTLE
Normal Pitched Battle.
By Mihailo Tesic