September 14, 2025, 11:27:49 PM

Author Topic: Warmaster One Dayer. Warhammer World 17 Nov 2012.  (Read 40043 times)

Offline Lex

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #120 on: November 13, 2012, 09:50:29 PM »
deploy counters and roll for which ones turn into outriders will force the attacker to consider placement.....

But either will work.. 

Offline forbes

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #121 on: November 14, 2012, 06:32:02 AM »
Good news about ooPaul. I will do a High Elf list for him tonight.

Offline forbes

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #122 on: November 14, 2012, 09:19:38 PM »
Here is the second contingent of Elves

if ooPaul want's to change it then I have figures for pretty much any choices

Warmaster Army Selector
High Elf Tournament Army, 2500 points
Warmaster Trial Armies Compendium 2009
----------------------------------------------------------------
 240 -  4 Spearmen
 300 -  4 Archers
 660 -  6 Silver Helms
 270 -  3 Reavers
 140 -  2 Giant Eagles
 110 -  2 Elven Bolt Thrower
 210 -  1 General
     -  1 Orb of Majesty (30)
 380 -  2 Hero
     -  2 Dragon (200)
     -  1 Sword of Cleaving (10)
     -  1 Sword of Might (10)
 190 -  2 Wizard
     -  1 Rod of Repetition (10)
----------------------------------------------------------------
2500 - 21/11

Offline pw

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #123 on: November 14, 2012, 09:59:32 PM »
Thanks, I've sent it over. I'm sure he won't want to change anything at all.

Offline pw

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #124 on: November 15, 2012, 02:20:20 PM »
Here's the latest version of the rules pack:


FORCES

This is a multi-player battle, involving two Armies each made up of three independent ‘Forces’. Each Force is 2500 points and selected using the min/max rules for 2000 point armies.

The Good Army (High Elves and Empire) are the defenders. The Evil Army (Chaos and Dark Elves) are the Attackers.

The following rules relate to the use of the combined Army:

1)   Each Force functions independently with units ordered only by characters from the same Force and magic spells/items effecting only friendly units from the same Force as the magic user. The only exception to this is that units from one Force may support units from another force during combats (for clarity: units from two forces may not brigade).
2)   The Army has a combined break point (add all the units in the three forces and divide by two, rounding up as normal). In other words, an individual Force will never break from the battle, it’s all or nothing.
3)   Killing the general of a single Force will not result in that Force withdrawing. It is necessary to kill the two generals from the same Army to force the Army to withdraw (at this point the entire Army will withdraw from the battle).

THE BATTLEFIELD

The game is played lengthways on a 12 x 4 table. Terrain should be set up in a mutually agreeable manner.

Defender deployment

The defending Army deploys first. The army is set up in three deployment zones:

D1: Vanguard
D2: Main
D3: Rearguard

Units of the same Force may be brigaded and should be in "marching" order with no more then 2 units abreast. No more than 2/3rds of the units (not points) in any one force may deploy in a single deployment zone. '

Outriders: Both the vanguard and the rear may employ up to four units each as "Outriders". These should be single units (anything other than Machine and Monster). To place outriders, take a number of tokens that is twice the number of outriders selected and place them on the table (within 30cms of at least one stand in D2 or D3). Note down which represent outrider units and which are ‘bluffs’. The counters are replaced with units once after the attacker has deployed.

Outriders move parallel to the main army-column and in ANY GIVEN TURN may make one full move "forward", unless they spot an enemy (in LOS and within 20cm) or see other outriders in LOS fall back on the main army. IN either case they will make a initiative move DIRECTLY towards the central axis of the table (selecting their facing at the end of the move).

Baggage train: The defending army deploys ten baggage train wagons. Five with the Main and five with the Rearguard. During the command phase Wagons may move 20cm directly towards the Defender’s exit table edge (they do not need to be given orders to do this). Alternatively they can be given individual orders (a maximum of two per turn). Wagons are treated as chariots for the purposes of terrain, they cannot be brigaded, and cannot be driven back by missile fire.


Attacker deployment

Attackers/ambushers divide their army in brigades and may start the game with 2 brigades AND their general on the table edge OR deployed in woods/built up terrain within 20 cm of a table edge. For the purpose of deployment the table should be divided into 4' sections. Section 0 being the edge where the ambushed army will try and leave the table. An attacker can opt to use any 2 adjacent zones for his original deployment and to bring on his reserves. Reserves need to be ordered onto the table, which can be done by any character already deployed (taking in applicable penalties) or by attaching a not-already deployed character with the brigade, in which case they character is placed on the desired entry point and the brigade can be brought on with one successful order.

Starting the game:

If no Defending outrider units are in 20cm of a unit in the attacking Army then Attacker gets 1st turn, if Outriders spot the enemy then Defender goes first

GAME LENGTH

As long as we have.


VICTORY CONDITIONS

Victory Points are awarded normally for units reduced to a single stand or destroyed, as described on page 63 of the Warmaster rulebook. The army with the highest Victory Points total at the end of the game is the winner.

Bonus Victory Points

Escape: The defenders gain additional Victory Points for each unit of two or more stands that exits the table (Units of one stand or flying units do not count).

•   Vanguard units moved of edge #0 count as HALF their value towards their armies VP.
•   Main units moved of edge #0 count as FULL value towards their armies VPs
•   Rearguard units moved of edge #0 count as double their value.

Baggage Train: Wagons are captured by inflicting one hit on the wagon (which has no armour and which doesn't fight back). Units engaged with enemy troops cannot attack wagons. Once a wagon is captured, remove the model from the table. At the end of the game roll D6 for each wagon plundered:

1 = 0
2-3 = 100
4-5 = 200
6 = 300

Generals: generals killed count for double victory points but their deaths do not force an army to withdraw unless all three are killed (at which point the whole army withdraws. Generals may not voluntarily leave the table until all units in their army have left the table.

Offline pw

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #125 on: November 15, 2012, 02:24:36 PM »
Oh, and on the above, feel free to comment/suggest stuff. I'll finalize it all tonight and will email it to all concerned (I'll also bring printed copies along). Of course, we may decide to just play a 'normal but big' game and that option can be kept open until we meet on Saturday.

I'd also suggest/request that everyone bring along army lists for a couple of points value armies (2000, 2500 at least) and maybe extra figures too. There's always the chance we'll have a last minute cancellation (though I hope not) and/or surprise arrivals (though this is unlikely). We might also finish very quickly if we go with a scenario (who knows what'll happen!) and so we might have time for a smaller game afterwards.

So, last minute suggestions/corrections please (my current concern is with 'who goes first' and the use of 'outriders', I'm not sure if it doesn't actually disadvantage the defender to send out scouts who might get smashed in combat and allow advance moves onto the main army).

Offline Lex

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #126 on: November 15, 2012, 02:54:16 PM »
Quote
(within 30cms of at least one stand in D2 or D3

Make that "20 cm or more away from any table edge". Should make spotting the ambush a bit more easy and reduce the overrun result risk !

Offline pw

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #127 on: November 15, 2012, 05:09:00 PM »
Good spot, I'll amend.

Offline pw

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #128 on: November 16, 2012, 06:30:03 AM »
Bad news, we're a Paul down. The first other Pauls family has been struck by a horrible bug. With his wife and eldest both ill it's really unlikely he will make it.

If we end up a five, how about the other other Paul joins the evil side as dark elves and the good guys expand their armies to 3750 each?

Offline forbes

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #129 on: November 16, 2012, 04:31:54 PM »
Paul, If you can get the DE figures off of one Paul for the other Paul then that's fine. Mark and me can bring bigger armies.

Offline pw

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #130 on: November 16, 2012, 05:12:37 PM »
I've got the dark elves packed, so hopefully we'll have what we need.

Offline David Wasilewski

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #131 on: November 16, 2012, 05:39:43 PM »
Yes, we don't want to shrink the armies as we do want the game to last a whole day.

It's a bit starnge actually - we have 4 players from the North West of England all going down to Lenton to play a 5 man game of warmaster - we could have played it round mine in Chorley and save a lot on petrol/train fare.

Still, it'll be good to see GW central again, I haven't been there for years!

Dave

Offline pw

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #132 on: November 16, 2012, 05:48:58 PM »
Yep, it's fair to say that this isn't quite going to plan! Still, I'm looking forward to hanging out in GWs castle for a day.

Offline honestmistake

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #133 on: November 16, 2012, 06:22:44 PM »
If i'd know sooner I would have tried to make this... as it is it's too short notice and i am at a 40th birthday 2moro so can't make it... There probably would have been 3 of us from the NW too  ::)

Offline markyparky

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Re: Warmaster One Dayer. Warhammer World 17 Nov 2012.
« Reply #134 on: November 16, 2012, 07:00:21 PM »
Hey guys Vos mentioned the original concept of gaming and cakes, just to let you know I have pulled out the stops and have just finished baking my own cakes (my wife's recipe) apple dappie muffins, so please don't forget to bring your cakes along for the group to share. Looking forward to it and yes Forbes I will bring along all my high elves just in case we need more goodies.