The NorthPhoenixIrregulars Wild West WAB IV
Date: Saturday, November 4th, 2006
Location: Imperial Outpost Games, 4920 W. Thunderbird Rd., Ste.121, Glendale, AZ 85306
Start Time: 10:00 a.m. arrival/set-up; 10:30 a.m. First Game.
Entry Fee: $5; Room for 16 participants.
Prizes: Dark Age Team, Classical Team, Warlord, and Emperor.
This event will be our first “campaign” driven tournament. Players will sign up in either the “Dark Age Campaign” or the “Classical Campaign”. Players will then be divided into teams that will compete against each other for “World Domination!”, while the individual players compete for the titles of “WARLORD!” and “EMPEROR!”.
Due to the format of this event being a “campaign”, we’d like for only certain armies to participate to facilitate better match-ups. For the “Dark Age Campaign”, all armies from Shieldwall, El Cid, and Beyond the Golden Gate are eligible. For the “Classical Campaign”, all armies from Hannibal and the Punic Wars, Alexander the Great, Spartacus, the Romans and Barbarians from the WAB Main Rulebook, and play test lists from the forthcoming Successors supplement are eligible. If you would like to play, but do not have an army that fits into either of these periods, contact Tom O. (ponatowski@aol.com) so he can discuss getting a “loaner” army for the day for you. Please sign-up and submit your lists to Tom no later than Saturday, October 21st. We would like 8 players for each of the Campaigns, but will adjust accordingly if necessary.
TOURNAMENT RULES
Scale: 25/28mm Armies MUST BE PAINTED; Table size 8x4. Terrain will be randomly determined, but preset on the tables prior to the tournament start. Players will not move terrain, it will remain in place, but players will move between the tables. If a player ends up on a table that he already played on, he must use the other side. Otherwise, each player rolls 1d6 and the high roller then picks the side of the table he wants to use.
Army size: Players need to bring 3 lists and the appropriate troops for their army; one list each for 1800 points, 2000 points, and 2200 points. You do not have to have the same troops in each list and you will only use each list only once during the day.
Teams: Players will be divided into 2 teams for each of the “campaigns” prior to start. Players on each team will then roll off (1d6 with high die winning) for command of their side for the first round. The commanders for each side will then roll off (1d6 with high die winning) to determine the match-ups. The winning commander picks who from his team will fight which opposing player; the losing commander then picks which table this battle will take place on. The losing commander chooses the second match-up, with the winning commander picking the table for the game. The commanders alternate in this fashion until all players are paired off for the first round.
Game 1: Once players are at their tables and have diced for table-side, each decides which of their 3 army lists to use for that game…remember, you will only use each list once during the tournament! Game 1 will be a “Meeting Engagement” (see the score-sheet for set-up and results).
Between Games 1 and 2: Scores will be recorded and the commander for each side will now be the high-scoring player from Game 1.
Game 2: Once players are at their tables and have diced for table-side, each decides which of their 2 army lists to use for that game…remember, you will only use each list once during the tournament! Game 2 will be a “Pitched Battle” (see the score-sheet for set-up and results).
Between Games 2 and 3: Scores will be recorded and the commander for each side will now be the player with the highest cumulative score.
Game 3: Players will dice for table side and use their remaining army list for the last game which will also be a “Pitched Battle”.
Game Length: 2 1/2 hours or 7 turns or 25% break point - which ever comes first
Generals: Your army must include an army General. If you did not purchase a general one model (a character) must be designated the army general for victory point purposes.
Errata: The following errata/additions will be used along with the WAB 1.5 clarifications (but not the “Optional” rules”) that are in the new version of the rulebook, as well as online at:
http://www.warhammer-historical.com/ancientbattles/errata.asp
Skirmisher screen rules
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1. Troops that are in skirmish formation can be used to *screen* friendly units that are within 2" of the skirmishers. 2. A single unit of skirmishers can screen any number of friendly units, just as long as all the screened units have a model within 2" of a model from the unit in skirmish formation. 3. A unit that is screened by a unit in skirmish formation counts as being in soft cover if it is shot at by a unit that draws a line of sight through the skirmish screen. 4. If a unit being screened declares a charge, then the skirmish screen may 'flee' out of the way. 5. The screening unit makes its move in the Declare Charges segment of the movement phase rather than the compulsory move segment, before the chargers are moved or charge reactions are made. They *are* therefore allowed to attempt to rally in the ensuing 'rally fleeing troops' segment of the movement phase. 6. Rule 5 aside they are treated in the same manner as any other fleeing unit. |
Additional Elephant rules
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1. All skirmisher infantry and all drilled infantry in the army are considered to be 'used to' elephants. 2. All tournament armies that have an elephant are considered to be "Used to" elephants. (This means your own cavalry/chariots do not have to take a terror test while deploying/moving within 8" of an elephant. They may still not charge an elephant and must flee or fire & flee if charged by one). 3. The Skirmish vs. Elephant and Elephant Proximity optional rules from Alexander the Great will be used. Basically Elephants hit skirmishers on a ‘6’, but crew hit normally. Also, Elephants cause panic checks on other elephants when they stampede. |
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Thank you to the following companies for helping to sponsor this event!
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