Subject: [WHFB] Tourney rules revised. Date: Sun, 19 Oct 1997 19:51:28 -0500 From: Lone WolfReply-To: Warhammerfb@direwolf.com To: "warhammerfb@direwolf.com" , Bob Lippman , dartfrog , Garry Walsh , Jim Bethke , "Kirklin E. Spencer" , "Reaver9474@aol.com" , Will Chris , "sage@gil.com.au" , Tony Scott ,
Prelude: by "Charles Davis"
The new system is pretty simple. in normal whfb you get 1 VP for units of
up to 199 points. And when you bring some units like Gobblin Squig hoppers
you pay the 25 points but your opponent would get 1 Victory point for each
Squig hopper you brought. With the new system that GW is using at the
grand tournies, you get the cost of the unit in Victory points, so a
squig hopper will give you 25 victory points. all the other point totals
for items like capturing a standard are multiplied by 100, so instead of 1
VP you get 100 victory points for capturing a standard, or killing a
general and holding a table quarter. Its the Victory point system that
should have been used back when 4th edition was written, and really works
well. It also takes out the necessity to design units to the victory point
break points ( you design a unit to get as near 199 points without going
over so you only give up 1 VP if the unit is destroyed), instead you can
field a Pump Wagon or small units of squig herders without worrying that
your opponent is getting more VP than the unit is worth. Also i can field
small units of Zombies as screening crumble units without having to worry
about giving up excessive victory points.
Lone Wolf:
Made up some tourney rules that seem to work reasonably well and keep
people from Min/Maxing their Vp's, Cheezy stuff are almost out of
question in this tourny rules also. Have fun with 'em. If you have any
comments please also foward them to me as I'm not on the list anymore. Thanks.
lwolf@cyberramp.net
Revised the rules a bit based on some more gameplay and balance. Hopefully you will enjoy it...also be aware I will be posting some battle reports from sage and myself soon. Hope ya are still having fun without me on the list.
Scarce Units/Items
-1000 points of scarcity is allowed
-Any Character and all of their equipment, magical or not.
-Any Magical or Runic Standards (note: regimental standard bearers do not count for this cost)
-Any Engineering Runes on warmachines (note: do not include the cost of the warmachine)
-Any creature/troop with 3 or more wounds (note: warmahcines are not included but Greater
Deamons, Treemen, Rat Ogres and their likes are)
General Rules:
-2000 points
-No magical items over 50 points allowed
-No magical users over level 4 allowed
-No magical spells of Power 3 or above allowed
-You may take 1 special character with 2 wounds or less
-No unmounted monsters (exception: swarms)
-Must have 1 unit for every 2 warmachines
-Each army draws from their own spell cards (ie: player "a" draws from his high deck,
and player "b" draws from his high deck)
-No allies
Optional Rules:
-No mounted dragons
-No greater deamons
-Allies come out of Scarce Unit Points, if you take a character or warmachine you must
include allied troops of the same army equal to or greater then half the points value
of the warmachine or character (with magical items included in the character or warmachine).
-If an army is fully painted award the player an extra 200 victory points.
Victory Point Modifactions:
-Each unit's point cost is equal to how much each unit's victory point total is worth.
-To gain victory points for a unit you must kill it all (note: characters are not
considered to be part of a unit for victory points.)
-Each character's point cost is equal to how many victory points he yields.
-Each warmachine's point cost is equal to how many victory points it yields.
-To gain victory points for a warmachine you must do either
a) Destroy the machine
* or *
b) Kill all the crews (note: horses in the case of chariots do not count as crews)
General Clarifications:
-All chariots, even those coming out of regimental points count as warmachines
-If there is a rules confliction dice off as said in the main rules
-Some magic items refer to "always do this" and others to "always do that".
If this is apparent in a game (ie: Helm of Many Eyes (always strike first) and
Executioner Axe (always strike last)) you have a 50 - 50 chance that one will
take precedence over the other.
-All of the Optional Rules in the Main Rule book will be used.
-We will use the tournament battle scenario from the battle book (9 or 10 I forgot)
--
Lone Wolf the Mighty,
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http://www.cyberramp.net/~lwolf/whfb/frames.htm
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Subject:
Re: Qs about your tourney rules
Date:
Sun, 12 Oct 1997 11:50:30 -0500
From:
Lone Wolf
To:
tonyko@concentric.net
References:
1 , 2 , 3
Tony C. Ko wrote:
>
> Q:
> With all these limitations would 75 or 100 or even no cap on M.I. still
> maintain deadly magic's flavor and not cheezy ... ?
Haven't tried it yet...might be worth a shot.
> Q: Who is not going to love your rules ...
> Chaos, since BT is not allowed in 2,000 game ...
> Kind of sad ... (love to see them field that sucker and nail it for lots
> of VPs)
> Bret. drop from 75% and virtue limit may post a prob.
> Undead is going to pay for it too.
Well, it levels the playing field a bit and IMHO Brets and Chaos can be
a lot deadlier with more rank and file.
> But again I am fairly new at this, the best thing might be just try it
> out and see what happen.
Okay, if you do try it out try out the 75 pts for magic items tell me
what happens...cya
lwolf@cyberramp.net