Tuesday, September 15, 2009

Round 1

Round one is about to begin, so it's time to finalise armies and sort out the rules.

Here are the guidelines:

Points - 500 pts
Table size - 4x4 foot
Every player plays every other player once





Bonus Scenario: Strange Alliances
One general has clawed his way to the top of heap, and has proven through cunning and steel to stand above the crowd in terms of battlefield prowess and tactical acumen. In an attempt to bring an end to this onslaught, the other generals have agreed to combine their forces and drive this potential victor from the field once and for all.

Woe be to those who seek such alliances, however, as the conspirators by nature aren't far from treachery...

Defender: Player in first position + player in second position
Attacker: The remainder of the field

Deployment: roll a D6 for each unit or war machine in the attacking army. On a roll of 1 the unit is not deployed as normal, but instead moves onto the board in the first turn as though returning from pursuit off the table. The defending army begins the deployment sequence.

Turns: the attacking army plays the first turn. The game lasts for 6 turns.

Victory: standard VPs apply.

Alliance rules: armies can only use the leadership/rerolls of their own general/battle standard - their is no overall general for the force. Likewise, only one BSB counts per side in a combat at any time. Each player has their own dispel and power pool as normal, and these dice cannot be shared or pooled (for instance, you can't all throw your dice in together for one huge dispel attempt).




So, everyone should submit their army list in the next few days (with character/unit names, etc, if you're feeling a little... uh, flowery), and then I'm sure we can write up some sort of ridiculous narrative to explain why these miscreants from far-flung reaches are all fighting skirmishes against one another.

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