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TEAM AMERICA PRESENTS: FOOD FOR THE BLOOD GOD!


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TEAM AMERICA: WARHAMER POLICE PRESENTS
FOOD FOR THE BLOOD GOD!
A one day, three round Warhammer Fantasy Battle Tournament to benefit Oregon Food Bank.
 
 
Located at Ancient Wonders in Tualatin at 19060 SW Boones Ferry Rd, on March 15th 2013
This will be a 2800 point, no comp, out of the book event with a twist!
• 5 Cans of food, or $10 gets you in
Tournament re-rolls can be purchased at a rate of 1 can per re-roll!
There will be no limit to how many re-rolls you can buy. The more you buy, the more people you can
help! You can also purchase a one-time per tournament use extra dispel scroll (even Daemon players!)
for $10.
We have Room for 20 players, and WE WANT YOU!
To Sign up, please contact us at teamamericaWHP@gmail.com and we will get you on the list. Please
include your name, contact information and what army you will be playing. You can also contact
Ancient Wonders for availability at (503) 692-0753.
Players will need to arrive by 9:30 am, and gaming will start promptly at 10:00 am.
The rounds will be 2 ½ hours with a 60 minute break for lunch between rounds 1 and 2
Scoring will be a 10-5-0 system with extra points given for secondary, and tertiary objectives in each
battle. There will be awards for Best General, Best Sports, and Most Re-Rolls Purchased!
This will also be a closed list event. Bring what you want and prepare to have fun doing it. Painting is
not required, but highly encouraged. We also require that your models clearly represent what they are
and how they are equipped. The ultimate goal of this event are to help those in need, and to have a blast
doing it!
A Players pack will be posted in the ordofanaticus.com events forum on January 15th with scenarios

 

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Food for the Blood God!

Players pack

 

First and foremost, this tournament is designed to have fun while raising food and funds for the

Oregon Food Bank. Though there is no comp or army restrictions other than those outlined in the

Warhammer Fantasy Battle rule book, courtesy and good sportsmanship is expected from all

participants.

 

General Rules:

 

Terrain:

All terrain is fixed, and is not to be moved unless the scenario calls for it. If a terrain feature is

magical, it will be listed and described in the mission scenario. All other terrain is to be treated as

generic.

 

Tournament Re-Rolls:

A player can purchase tournament re-rolls at a cost of 1 can/box of food. These re-rolls may be

used at any time, and in any quantity. However, just like in the BRB, you CANNOT re-roll a reroll.

 

Tournament Dispel Scroll:

A single one-time use Dispel Scroll can be purchased for $10, and used at any time per the

normal rules for a Dispel Scroll in the Arcane Items section of the BRB. You can buy this even if

you have no wizards, or are Playing Daemons of Chaos.

Scroll: You're a frog!:

For $30 a player can purchase a one-time use Sivejir's Hex Scroll instead of the extra dispel

scroll.

 

What you need to bring:

A copy of the BRB, the appropriate Army Book, a TYPED and accurate army List, dice,

templates, tape measure, and your army’s FAQ's, if any. BRING THEM! NO EXCUSES! These

are the tools of our game, and are just as important to playing the game as your army. If you

forget your dice, tape measure or templates they can be purchased at Ancient Wonders the day of

the tournament.

 

Your Army:

A painted army is not required, but is highly encouraged. Your army needs to be fully assembled,

mounted on bases, and in appropriate movement trays. All models must represent what they are,

and how they are equipped.

 

SCHEDULE:

9:30 – Check in

10:00 to 12:30 - Game 1

12:30 to 1:30 - Lunch

1:30 to 3:00 - Game 2

3:10 to 5:40 - Game 3

6:00 - Awards

 

Scoring:

The Best General Award will be based on the sum of a 10, 5, 0 (win, draw, loss) score plus

tournament points for secondary and tertiary objectives.

The Best Sport Award will be based on scores given to you by your opponent as reflected on a

scale of 1-5 in each game.

 

 

SCENARIO  1:

The Ancient Wonders

Deployment – Meeting Engagement (page 149)

Primary objective - Players will take turns placing d3+3 Ancient Wonders tokens on the table, but

not in their deployment zone. Units must charge the Wonder to collect it. Once contacted, the

player rolls a d6. On a 2-6 they collect the treasure. On a 1, the Wonder finds them lacking and

punishes them as it explodes. Place a small template centered on the unit, and it suffers a hit

exactly as if directly stuck by a stone thrower. Only units with fortitude (Banner, BSB, or

General) may collect the Wonder. The player with the most Ancient Wonders wins.

Secondary objective – Push your opponent past its breaking point (taking it's fortitude to 3 or

less) collects 3 tournament points.

Tertiary objective – Table quarters; the player with the most table quarters controlled collects 1

tournament point.

Terrain: All forests are random magical forests (BRB page 119)

 

SCENARIO  2:

The Watch Tower

Deployment – The Watch Tower (page 150)

Primary objective – The player who controls the Watch Tower wins.

Secondary objective – The player with the most Victory Points collects 5 tournament points.

Tertiary objective – The player who “buys” the most re-rolls collects 3 tournament points.

Terrain: All hills are Anvils of Vaul (BRB page 118). All marshes are Khemrian Quicksand (BRB

page 121)

 

SCENARIO  3:

Blood for the Blood God!

Deployment – Battle Line (page 144)

Primary objective – Victory Points; the player with the most VP's wins!

Secondary objective – The player collects 1 tournament point for each Challenge won, plus 1

point if a champion kills a hero; plus 1 if a hero kills a lord; plus 2 points if a champion kills a

lord; and 1 additional point if a hero or lord rides a monster (the monster must also be killed to

get this point).

Tertiary objective – Fortune favors the bold; collect 2 tournament points if you have more units

in your opponent’s deployment zone then he has in yours.

Terrain: All hills are Temples of Skulls (BRB page 118), and all rivers/water obstacles are

Magical (BRB page 120)

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I have a question about the models needing to represent what they are.  I am working on a themed Dark Elf army and am using Maurader Horsemen as Dark Riders.  This is to represent Morathi bribing the tribes of the northern chaos wastes into service for the Witch King, as my armies fluff is that they are stationed at the towers in the chaos wastes.  Will this be acceptable?

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I have a few questions for Scenario 1:

 

1) It states that units must charge to collect a token.  Is there anything that prevents a unit from ending its move on top of the token without claiming the token?

 

2) If you have a token, what happens if you break from combat?  Does your opponent's unit get the token?  If your opponent does get the token, what happens if the unit that broke you doesn't have fortitude? Is the token dropped on the table where the unit contolling the token broke from?

 

3) If you have a token, what happens if you flee?  Do you drop the token from the spot your unit flees from?

 

4) If you do drop the token for the above questions, would you need to roll to see if the token explodes?

 

6) If you don't drop the token when you break in combat, if you've been completely wiped out in combat, or from fleeing, do you still control the token if your unit is fleeing but not fled off the table at the end of the game?

 

7) What models/units are able to control table quarters?

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I have a question about the models needing to represent what they are.  I am working on a themed Dark Elf army and am using Maurader Horsemen as Dark Riders.  This is to represent Morathi bribing the tribes of the northern chaos wastes into service for the Witch King, as my armies fluff is that they are stationed at the towers in the chaos wastes.  Will this be acceptable?

As long as they are modeled in such a way as it is clear what they are equipped with, that is fine. Themed Conversions are always great.

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I have a few questions for Scenario 1:

 

1) It states that units must charge to collect a token.  Is there anything that prevents a unit from ending its move on top of the token without claiming the token?

 

2) If you have a token, what happens if you break from combat?  Does your opponent's unit get the token?  If your opponent does get the token, what happens if the unit that broke you doesn't have fortitude? Is the token dropped on the table where the unit contolling the token broke from?

 

3) If you have a token, what happens if you flee?  Do you drop the token from the spot your unit flees from?

 

4) If you do drop the token for the above questions, would you need to roll to see if the token explodes?

 

6) If you don't drop the token when you break in combat, if you've been completely wiped out in combat, or from fleeing, do you still control the token if your unit is fleeing but not fled off the table at the end of the game?

 

7) What models/units are able to control table quarters?

I'll answer in order.

 

1) No. You may move over the token or stop on it without claiming it, however if you are over top of it, it will them be out of your front arc, and you will not be able to eclair the charge to claim it the following turn.

 

2) If you Break from Combat, the token is dropped. The winning player may choose to restrain, overrun the fleeing unit, or "charge" the token as if they were preforming an over run into a new unit. If the winning unit has no fortitude, it cannot collect the token. The token will fall at the location of unit that carried it broke from.

 

3) If you flee as a charge reaction you may keep the token.

 

4) Yes. The Ancient Wonders are fickle things.

 

5) See #2

 

6) If you have units in a table quarter, and your opponent does not you control it. If you have a unit in more then one quarter, it counts as being in whatever quarter the majority of the units is in. Also, a unit with characters only counts as one unit regardless of how many characters are in it.

 

Hope that clears it up for you. Thanks for the questions. if you have more, feel free to ask!

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Here is a list of what Oregon Food Bank Needs, and a list of what they can't use. Sign up, and bring your 5 cans to play, and don't forget to bring extra for your re-rolls.

 

 

Oregon Food Bank needs these nutritious foods:
  • Shelf-stable milk
  • Foods high in protein such as canned meats (i.e., tuna, chicken, salmon) and canned or dried beans
  • Foods high in nutrients, such as canned fruits and vegetables (preferably with reduced sodium and reduced sugar)
  • Whole-grain foods such as brown rice, whole grain cereal and whole-wheat pasta
  • Soups, chilies and stews (preferably with reduced sodium and reduced fat)
  • 100 percent fruit juice (canned, plastic or boxed)
  • Unsaturated cooking oils
  • And other nutritious, “healthy-choice” foods (preferably with reduced fat, sodium and sugar)


 

Oregon Food Bank can't use:

To ensure food safety, we cannot use:

  • rusty or unlabeled cans
  • perishable items (applies only to food drive donations)
  • homemade items
  • noncommercial canned or packaged items
  • alcoholic beverages, mixes or soda
  • open or used items
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