Here are the details for the tournament. Places are limited due to the size of the venue, so if you are interested in playing please PM me as soon as possible.
VENUE
St Mary’s Church Parish Rooms CB10 1JP.
FORMAT
Three games: 0845-1130 | 1200-1445 | 1515-1800.
After two hours of play an alarm will be sounded. Players must then complete the turn they are on. If they then wish to continue beyond the end of that turn, it can only be by mutual consent and play must cease after a further 45 minutes regardless of the circumstances.
In the first two rounds opponents will be randomly allocated but you won't play the same team twice. The third round will be based on the rankings at the end of the second round.
Scoring will be as follows:
5 points for win & break both opponents
4 points for win & break one opponent
3 points for win (with more than 750 points damage inflicted on opponents)
2 points for win (with less than 750 points damage inflicted on opponents)
2 points for lose & break one opponent
1 point for a draw (both sides within 250 points of damage)
To save me the hassle of accountancy after each round, ties will be resolved through ‘strength of schedule’, ie. the number of points scored by your opponents during the previous rounds.
ARMIES
Teams of two 1,500 point armies from the standard or trial lists
https://sites.google.com/site/wmplaytest/work-in-progress-1/publicationsYou can use either standard or tournament versions of an army. An individual army’s first 1,000 points must conform to normal min/max. For the additional 500 points the mins/maxs are halved with mins rounded up and maxs rounded down. For example, a 1,500 point Empire army must take 3 units of halberdiers but may only take 1 unit of cannons and no more than 4 units of handgunners [min 2H/2 = 1; max 1C/2 = 0.5 rounded down = 0; max 3HG/2 = 1.5 rounded down = 1].
ERRATA
We will be using the rules available on the Warmuster site
https://sites.google.com/site/wmplaytest/work-in-progress-1/publicationswith the following errata:
Support.
Count support before removing casualties. If a combat is won, units not in contact with the enemy but with stands in support of the combat can either stand their ground or fall back. However, they cannot go forward of an imaginary line drawn across the main line of the combat. Therefore if the enemy is pushed back 2cm or less, the supporting stands can be moved back into a supporting position. Supporting units are also eligible to reform at the end of the combat phase.
Flanks.
To hit a unit in the flank the bulk of the charging unit must be inside a 45 degree arc of the side of the target unit. This applies even if the only part of the target unit they can see is the flank.
Fight to front.
Stands must fight directly to their front if possible, engaging the stand with which they have the longest edge-to-edge contact. If two enemy stands are of equal contact length, they may choose which one to engage. Corner-to-corner engagement only occurs if there is no other alternative.
Fall-back.
In the event of a drawn combat, fall-back moves can only be made sideways or backwards, ie. a unit cannot go forward of an imaginary line drawn across the main line of contact they had with the enemy.
Terrain.
If a unit is on/inside difficult terrain but one or more stands are partly outside, then those stands still count defended (5+ to hit) but the attacking stands don’t lose their charge bonus. Broken ground such as cultivated fields count as ‘open’ but attackers do not gain their charge bonuses.
Scouting.
To represent the pre-battle struggle for information between opposing armies’ scouts, and their commanders carrying out personal reconnaissance, an army’s scouting points are calculated as follows. Fractions are rounded up.
Role | Scouting Points | Troop Types
Flyers | 3 | any flying unit or any flying character or character on a flying mount; Waywatchers.
Scouts | 2 | any unit of cavalry with 0 or 6+ armour; Rangers; Gutter Runners; Ethereal Hosts; Dryads; Centigors; Yhetees; non-flying command 10 characters.
Patrols | 1 | any unit of cavalry with 5+ armour; Glade Guard; non-flying command 9 characters.
Piquets | 0.5 | any unit of shooting infantry with 0 or 6+ armour; non-flying command 8 characters.
Players first decide which units and/or characters they wish to commit to scouting. Each player then rolls 2D6 and adds this to their number of committed scouting points. The player with the higher total places their committed scouting units and/or characters within their normal deployment zone. Units which are allowed to infiltrate or ambush do not need to be placed at this stage. Next the player with the lower total must place all of their units and characters within their normal deployment zone. Finally, the player who ‘won’ the scouting roll then places the remainder of their units in their deployment zone.
DOUBLES
The following doubles-specific rules will apply:
Combinations
Alliances cannot be made between ‘good’ lists (Empire, High Elf, Dwarf, Bretonnia, Kislev, Witch Hunters, Wood Elf, Lizardmen) and ‘evil’ lists (Chaos, Orc, Goblin, Skaven, Dark Elf, Vampire Count, Daemon, Beastmen, Chaos Dwarf). All other lists are ‘neutral’ and can combine with anyone.
Scouting
The two armies’ Scouting Points will be combined into a single scouting roll.
Withdrawal
Allied armies each have individual ‘break points’. If one army withdraws, the other continues fighting.
Command
Allied armies each have their own general but any orders given to allies incur a minus 1 command penalty.
Magic
Casting upon allied units incurs a minus 1 penalty. Before dicing for any spell that affects multiple units, the player must declare whether they wish it to also affect their allies and apply the penalty if they do. Dispel rolls against spells cast upon allies incur a minus 1 penalty. Allied armies can each take their own quota of magic items.