EuroGt Tournament
a brief survey
Welcome to the Tower of Skull campagin PartII
It seems obvoius that the empires of Good and Evil would clash again on the Island of the former Highkings als called Rooyland.
In the middle of this continent is the former center of power where reality was folded and mighty magic was woven. But not only good can be done with these powerful magic lands...evil lurks there and it seem as if it will soon be unleashed against your people.
The Tower of Skulls(TOS) are a network of thousands of small temples and left villages full of eerie and strange music connected together via magical pathways.
Wohever controlls just one part of these magical lands can unleash it magical central core to spread havoc under his enemies alternatively you can use it to gain D4 ressources.
In Gameterms the TOS is a three ressource location. However controll one of the three parts so you can activate the lethal magic beam wich destroys one random basic ressource of every opponent and adds these ressources to your empire.
But if you control one of these parts for yourself...you can use it to intercept that spell....so possesion of the TOS is crucial..but be aware the TOS are no easy prey ..the Highking or Lex of Rooyland knew that younger races would come which would pervert their ideas of peace and wisdom and therfore they placed troops of famous marshalls there to defend the TOS..
WHFB
Basically WYSIWYG applies ..as a minimum the first rank has to be the indicated troops..but DON´T do this more than ONCE---painiting is nice and empires with fully painted armies will benefit...
Armycomposition
Basically a 1800 pts army divided in 3 Banners 600pts (+/- 10% leeway). Magic item up to 50 pts are allowed to be taken. Each character can only take ONE magic item. Your Empires willl get decent Magic Items that you can give your heroes..only exception to the ONE magic item per character rule are dispell scrolls.... but be cautious it might well be that these items are"one use only"
Time table:
We devide the event in BR (battle round) of 60 min and OP (order phases) of 30 min here orders and building is done (see meta game)
Start of tourney
Briefing 8.45-900 briefing; this is VERY important so be sure to be there
9.40 OP
10.00 BR 11.00 BR 12.00 BR "Break+OP(this is intended for people to go for lunch or play on
14.00 BR 15.00 BR 16.00 OP 16.3o
17.00 BR 18.00 BR 19.00 end of day one..
Orders for Big Battes (2 BR 120 min)
Offensive
Attack
To destroy an opponents ressource. You need 3 intel to do so.
Raid (Plünderung)
to plunder rob and steal..means you just take some decent patriots and pillage an opponents ressource, therefore blocking its use for D3 rounds and reducing the surrounding ressources to just basic outpput. (somebody has to repair the damage).
Neutral
Barrack
Well the order for..everything except playing...(lunch dinner find a GirlFriend get drunk etc) ..on gameterms your troops are on holiday or home and helping there..gains you one ressource roll for your empire. If you spent one intel you can support your allies with one banner.
Explore
You are looking for new ressources..so does everybody else...if you want it you have to come and get it...but you don´t wander alone in the wilderness ..scouting is essentiell..explore needs 2 intel
Defense
Patrol
Your patriots who are determined NOT to let their homes burned and pillaged...
Defend
Your Garrison troops ..ready to intercept attackers on the Border...and repell them of course...
Und what happens if...........
Explore Attack Raid
Explore Pitched 3vs 3 Banner x x
Battle
Patrol x 2vs3 Banner 2vs 2 PB Breakthrough
Defend x 3vs 3 Banner 2 vs 3 Banner
King of the Hill Ambush
*King of the Hill. A Hill in the middle on it a 3" template. Who has more US at the end of turn 6 wins the game. The hill has a 3" cover area. (means behind the hill you can´t be targeted) Every modell counts even touching.
*central missionobjective in a central 12X12 / defender places 0ne Banner afterwards attacker places his two banner; the objective is moveable so if you get it you can run with it....only normal movement only troops can transport (no etheraels no monsters no flyers no single models no swarms)
i turn 2 one banner of the defender comes to the rescue and in turn 3 yeah you got it ..third banner...at a tableedge chose by the defender...
whoever has possesion over the missioobjective wins...units in HTH can´t claim the objective fleeing units throw it away...
*Breakthrough; the patrolling units try desperatly to fend of the opponent..so the attacker has 3 Banners...
Borderpatrols (1 vs 1 banners on a smaller table one BR planned for completing; 60min)
NOTE. you HAVE to have a hero to lead the Banner and you are not allowed to take the banner with the rare choice.
Border Patrol has following restirction
1) one banner
2) one hero (none is NO option)
3) 2-4 units not more
4) one unit of cav
5) one warmachine (yes chariots are warmachines) and only 1 ...
6) at least one unit of infantrie 10+
7) no rare choice, only one special choice
no modell is allowed to cost mor than 125 pts..
9) No Army standard bearer
Tom Kings use the liche priest as hero;
tomb kings can have more than one chariot
Well, you can´t just walk out there and conquer. You need to forage, scout and be sure where your enemies are. therfore we transformed the use of intel a little bit. It is the currency of information . You get these infos just by sending out your scouts..
all battles are played on a 4x3 " battlefield
1) Take the objektive
simpel objektive on the batlefield. Who has more US within 12 " wins.
D4 intel 1 intel for loser
2) Hero Hunt
the leading hero counts 200pts
D4 intel 1 intel for loser
3) Messenger
Each side gets 2 messengers. (mv 5 ws 4 tgh 3 sv 5 shield HW LAld 10) These have to break through to get a message to your HQ. for each Messenger who leaves the battlefield on you opponents deployment zone..note fleeing doesnot count as leaving..
D4+2 intel D4-2 intel for loser at least 1 intel
4) Border clash
pitched battle
D4-1 intel
Spec ops (1 BR)
1)Activate the GATE /if you want to aktivate your sppecial ressources
this is a defender attacker szenario....means if you want to activate your gate you probably get hindered....but you can try to shut one of the opponents as well
Defender deploys first 12" arround the gate which is situated in the middle
then Attacker deploy 18" away and gets the first turn..yes tough and if the attacker manages to be in contact with the objektive for one turmn..Aktivation !
2) Poison the well
Basically the same but with the exception that the attacker deploy 24" away and you roll off for first round.
consequence: lose D4 banners of random armes due to poisioning....means OPS rolls and determines the banners who have to withdraw....(medical treatment ya know)
3) Kill the General
Your General (the CIC is on a inspection journey) perfect for your hired assasins to kill this scumbag...
central 12 x 12 seployment area; in the middle the general;
defender deploys first; attacker second 18" away decides who goes first.If the general is killed...
-1 ld for all your armies; for undead -1 D8 modells per unit at the beginn of the batle.
note you get 300 pts extra as attacker...
4)Catch the spy..
Bassically the same as the messenger...
if you succed ..you will know the orders of ONE empire in advance...
the metagame
I would say we just stay with the basics there but add following
Watchtower: one intel per BR;
allows you to activate a Garrison to intercept raiders; cost 2 intelM
for the metagame eurogt.org
ok thats long any q ?
Sia
a brief survey
Welcome to the Tower of Skull campagin PartII
It seems obvoius that the empires of Good and Evil would clash again on the Island of the former Highkings als called Rooyland.
In the middle of this continent is the former center of power where reality was folded and mighty magic was woven. But not only good can be done with these powerful magic lands...evil lurks there and it seem as if it will soon be unleashed against your people.
The Tower of Skulls(TOS) are a network of thousands of small temples and left villages full of eerie and strange music connected together via magical pathways.
Wohever controlls just one part of these magical lands can unleash it magical central core to spread havoc under his enemies alternatively you can use it to gain D4 ressources.
In Gameterms the TOS is a three ressource location. However controll one of the three parts so you can activate the lethal magic beam wich destroys one random basic ressource of every opponent and adds these ressources to your empire.
But if you control one of these parts for yourself...you can use it to intercept that spell....so possesion of the TOS is crucial..but be aware the TOS are no easy prey ..the Highking or Lex of Rooyland knew that younger races would come which would pervert their ideas of peace and wisdom and therfore they placed troops of famous marshalls there to defend the TOS..
WHFB
Basically WYSIWYG applies ..as a minimum the first rank has to be the indicated troops..but DON´T do this more than ONCE---painiting is nice and empires with fully painted armies will benefit...
Armycomposition
Basically a 1800 pts army divided in 3 Banners 600pts (+/- 10% leeway). Magic item up to 50 pts are allowed to be taken. Each character can only take ONE magic item. Your Empires willl get decent Magic Items that you can give your heroes..only exception to the ONE magic item per character rule are dispell scrolls.... but be cautious it might well be that these items are"one use only"
Time table:
We devide the event in BR (battle round) of 60 min and OP (order phases) of 30 min here orders and building is done (see meta game)
Start of tourney
Briefing 8.45-900 briefing; this is VERY important so be sure to be there
9.40 OP
10.00 BR 11.00 BR 12.00 BR "Break+OP(this is intended for people to go for lunch or play on
14.00 BR 15.00 BR 16.00 OP 16.3o
17.00 BR 18.00 BR 19.00 end of day one..
Orders for Big Battes (2 BR 120 min)
Offensive
Attack
To destroy an opponents ressource. You need 3 intel to do so.
Raid (Plünderung)
to plunder rob and steal..means you just take some decent patriots and pillage an opponents ressource, therefore blocking its use for D3 rounds and reducing the surrounding ressources to just basic outpput. (somebody has to repair the damage).
Neutral
Barrack
Well the order for..everything except playing...(lunch dinner find a GirlFriend get drunk etc) ..on gameterms your troops are on holiday or home and helping there..gains you one ressource roll for your empire. If you spent one intel you can support your allies with one banner.
Explore
You are looking for new ressources..so does everybody else...if you want it you have to come and get it...but you don´t wander alone in the wilderness ..scouting is essentiell..explore needs 2 intel
Defense
Patrol
Your patriots who are determined NOT to let their homes burned and pillaged...
Defend
Your Garrison troops ..ready to intercept attackers on the Border...and repell them of course...
Und what happens if...........
Explore Attack Raid
Explore Pitched 3vs 3 Banner x x
Battle
Patrol x 2vs3 Banner 2vs 2 PB Breakthrough
Defend x 3vs 3 Banner 2 vs 3 Banner
King of the Hill Ambush
*King of the Hill. A Hill in the middle on it a 3" template. Who has more US at the end of turn 6 wins the game. The hill has a 3" cover area. (means behind the hill you can´t be targeted) Every modell counts even touching.
*central missionobjective in a central 12X12 / defender places 0ne Banner afterwards attacker places his two banner; the objective is moveable so if you get it you can run with it....only normal movement only troops can transport (no etheraels no monsters no flyers no single models no swarms)
i turn 2 one banner of the defender comes to the rescue and in turn 3 yeah you got it ..third banner...at a tableedge chose by the defender...
whoever has possesion over the missioobjective wins...units in HTH can´t claim the objective fleeing units throw it away...
*Breakthrough; the patrolling units try desperatly to fend of the opponent..so the attacker has 3 Banners...
Borderpatrols (1 vs 1 banners on a smaller table one BR planned for completing; 60min)
NOTE. you HAVE to have a hero to lead the Banner and you are not allowed to take the banner with the rare choice.
Border Patrol has following restirction
1) one banner
2) one hero (none is NO option)
3) 2-4 units not more
4) one unit of cav
5) one warmachine (yes chariots are warmachines) and only 1 ...
6) at least one unit of infantrie 10+
7) no rare choice, only one special choice

9) No Army standard bearer
Tom Kings use the liche priest as hero;
tomb kings can have more than one chariot
Well, you can´t just walk out there and conquer. You need to forage, scout and be sure where your enemies are. therfore we transformed the use of intel a little bit. It is the currency of information . You get these infos just by sending out your scouts..
all battles are played on a 4x3 " battlefield
1) Take the objektive
simpel objektive on the batlefield. Who has more US within 12 " wins.
D4 intel 1 intel for loser
2) Hero Hunt
the leading hero counts 200pts
D4 intel 1 intel for loser
3) Messenger
Each side gets 2 messengers. (mv 5 ws 4 tgh 3 sv 5 shield HW LAld 10) These have to break through to get a message to your HQ. for each Messenger who leaves the battlefield on you opponents deployment zone..note fleeing doesnot count as leaving..
D4+2 intel D4-2 intel for loser at least 1 intel
4) Border clash
pitched battle
D4-1 intel
Spec ops (1 BR)
1)Activate the GATE /if you want to aktivate your sppecial ressources
this is a defender attacker szenario....means if you want to activate your gate you probably get hindered....but you can try to shut one of the opponents as well
Defender deploys first 12" arround the gate which is situated in the middle
then Attacker deploy 18" away and gets the first turn..yes tough and if the attacker manages to be in contact with the objektive for one turmn..Aktivation !
2) Poison the well
Basically the same but with the exception that the attacker deploy 24" away and you roll off for first round.
consequence: lose D4 banners of random armes due to poisioning....means OPS rolls and determines the banners who have to withdraw....(medical treatment ya know)
3) Kill the General
Your General (the CIC is on a inspection journey) perfect for your hired assasins to kill this scumbag...
central 12 x 12 seployment area; in the middle the general;
defender deploys first; attacker second 18" away decides who goes first.If the general is killed...
-1 ld for all your armies; for undead -1 D8 modells per unit at the beginn of the batle.
note you get 300 pts extra as attacker...
4)Catch the spy..
Bassically the same as the messenger...
if you succed ..you will know the orders of ONE empire in advance...
the metagame
I would say we just stay with the basics there but add following
Watchtower: one intel per BR;
allows you to activate a Garrison to intercept raiders; cost 2 intelM
for the metagame eurogt.org
ok thats long any q ?
Sia
Hoffnungsloser Fluffgamer, Jack of all Trades- Master of None
Erfinder der ÖMS und des Charity.
Erfinder der ÖMS und des Charity.