Update. Tournament happening - details below. As before, PM me if you're interested or just want to be put on the mailing list for future events.
VENUE
St Mary’s Church Parish Rooms CB10 1JP. It’s the big church on the hill in the centre of Saffron Walden protected by a fiendish one-way traffic system and marauding bands of parking enforcement officers. The parish rooms are on the north side of the church. If you need to drop things off before parking up, the best route is westwards along Church Street and then north on Museum Street. The best cark park to use is the Swan Meadow long-stay one which is a 5-minute walk from the venue.
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 person twice. The third round will be based on the rankings at the end of the second round.
Scoring will be as follows:
4 points for win & break opponent
3 points for win (with more than 600 points damage inflicted on opponent)
2 points for win (with less than 600 points damage inflicted on opponent)
1 point for a draw (both sides within 150 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
2,000 point armies from any of 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.
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. [please note clarification added with final sentence - thank you to Christof for reminding us of the rule!]
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. And remember that if a unit can only contact the corner of the target, the charge cannot happen.
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.