Single players with two 1,000 point armies. Current participants are all Saffron Walden veterans, so only key information below. If you want to join them, contact me through this site or Alex Janaway aka Janners on FB.
TIMINGS
Three games: 0930-1200 | 1230-1500 | 1530-1800.
We will be using ‘soft clocks’. Each player gets 1 hour and 15 minutes on a chess clock. The time allocation includes the deployment of scouts and armies. Instead of a ‘hard clock’ where running out of time means automatic loss, if your clock runs out you can take no further actions while your opponent can continue to make their moves.
Of course your troops can fight back if attacked, and all the normalthings that happen in your opponent’s turn, but any offensive action(such as taking up the option of a pursuit) must happen on your clock not theirs.
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)
Warmaster Allies & Mercenaries Trial Rules v2.5
ALLIES
Two or more armies of the same size may ally together in a battle.
For simplicity, they will be referred to as allies.
COMBINATIONS
Alliances cannot be made between ‘good’ lists (Empire, High Elf,
Dwarf, Bretonnia, Kislev, Witch Hunters, Wood Elf, Lizardmen) and
‘evil’ lists (Chaos, Orcs, Goblins, Skaven, Dark Elf, Vampire Count,
Daemon, Beastmen, Chaos Dwarf). All other lists are ‘neutral’ and can
combine with anyone.
WITHDRAWAL
Allies each have individual ‘break points’. If one army withdraws,
the other(s) continue(s) fighting.
COMMAND
Allied armies each have their own general but orders given to allies
incur a minus 1 command penalty.
MAGIC
Allied armies can each take their own quota of magic items.