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Association of miniature collectors, modellers and tabletop-wargamers

“Agram”

AGRAM ARENA

WINTER 2014 Tournament Pack

About this rules pack

This pack contains the full Agram Arena Winter 2014. Tournament rules specially adapted for the

tournament organized by UMS "Agram" to be held on 6th and 7

th of December 2014 in Zagreb,

Croatia.

The location of the Tournament is Zvonimir Gallery, MORH, located in Bauerova 33

(http://www.zagrebtouristinfo.hr/index.php?id=94&l=e&nav=nav5&solo=478).

The entire Tournament material will be published or presented in English, interpreters or translations

can be provided only for Croatian language due to the variety of nationalities that we expect to attend

the tournament.

Entry to the tournament is FREE for all participants and includes refreshing drinks!

Accommodation cost is 10 Euro for Saturday night!

Special offer: Participant who has never participated at AAW before – is going to get free

accommodation (Saturday night) and free lunch for both days of the tournament!

To make our job easier – make a note with your registration that this is your first Arena Winter!

We can make reservations for Friday and Sunday nights if you need them (at 15 Euro per person per

night). Please make a note in your registration if you need extra accommodation.

Maximum number of participants is 68.

If you have any questions about the event please e-mail: [email protected].

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Agram Arena Winter 2014

International Warhammer Fantasy Tournament

Rules pack

1.) General rules Tournament will be played using the 8

th edition rulebook, ignoring the changes to army selection

introduced by Warhammer End Times.

Rosters and descriptions of your forces to be handed in have to be in English.

The Chief Referee’s decision is final.

All competitors should be aware that where any rules interpretation is required, the UK standard will

be upheld (for Games Workshop games), all rulebook and army book FAQs are applied! Note that

Games Workshop started updating their FAQs regularly, so the newest version of FAQ will be

enforced! In addition to GW FaQ, ETC FaQ will be used:

https://docs.google.com/document/d/11F6qQpGqsDjizrWCps3EJemQPfZGkzgaUU6RkMI1hDQ/pub.

Please note that most of the rules included in this rules pack are written, published and owned by

Games Workshop. All rights reserved. Schedule for the tournament as well as scoring systems and

some adaptations to the rules are written by members of UMS "Agram" and are copy free.

1.1 Force roster / army list Force roster must be submitted 7 days before the tournament at the latest. Last day for receiving the

roster is November 29th. If you don’t send your force roster in due time, you will play with an open

list in the tournament. Referees will check your roster and if it’s ok you’ll get one copy of it when you

arrive at the tournament, and this is the roster you must be using. Nobody but the referees will see the

army lists until you get them. This means that you can not change your army once you’ve sent the

roster. You can send it via mail at: [email protected] or via Post: UMS "Agram",

Frankopanska 4, HR, 10000 Zagreb (with a note: AAW army list). Preferably the roster should be

included in your registration mail or post.

Should the player send his army list by November 22nd

he will receive a 3 point bonus to his

sportsmanship score at the end of the tournament, in addition if the list is sent without any mistakes he

will receive an additional 2 points.

The roster must be sent as a text document following this format:

[PLAYER NAME & SURNAME] – [FULL ARMY NAME]: [ARMY NICKNAME](it is not obligatory )

First line – Character/Unit name (army role) @ points cost

Second line – Magic lore, Magic level, Mundane equipment, Mundane upgrades, Mounts

Third line – Magic items

TOTAL: [total cost]

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Example army list:

1.2 The forces No more than 2500 points can be spent on the army.

Also, no less can be spent on the army than what is the minium number of points which prevents the

player to add any additional models/upgrades to units/characters.

Armies must follow the restrictions on army selection of their own army book (which were changed in

FAQ to conform with the 8th edition rulebook)

Proxies can not be used (use of stand-ins, like toys, models from different armies or the same

army but different unit type). Of course, conversions aren't proxies, and they can, naturally, be used.

For a unit to be allowed, no less than 70% of models in it must have the appropriate equipment

(spears, shields etc.)! Every model in the army must be assembled, glued to the appropriate base

and painted in 3 colors! Models not following these guidelines may be removed from the game

by a referee.* Non GW models can be used. Those models must also fit into a Warhammer universe

and everyone must be able to clearly see what those figures are supposed to be (they must be

completely WYSIWYG).

Special Characters are allowed.

Dogs of War have not been updated for 8th edition by Games Workshop and as such may NOT be

used.

HRVOJE HORVAT – DARK ELVES: HAR GANETH'S REAVERS Dreadlord (general) @ 276 pts

Sea dragon cloak, Halberd, Cold One

Ring of Hotek, Armour of Fortune, The Other Trickters Shard

Supreme Sorceress @ 295 pts Level 4, Dark magic, Dark Steed Tome of Furion, Obsidian Amulet

Death Hag (bsb) @ 370 pts

Witchbrew, Ogre Blade

Khainite Assassin @ 162 pts

Additional hand weapon, Manbane,

Cloak of Twilight

31 Witch Elves @ 381 pts

Musician, Standard, Champion

Banner of Eternal Flame

6 Dark Riders @ 130 pts

Musician, Repeater crossbows, Shields

6 Dark Riders @ 130 pts

Musician, Repeater crossbows, Shields

9 Cold One Knights @ 350 pts

Musician, Standard, Champion, Razor Standard, Warrior Bane

5 Shades: 80

Repeater Bolt Thrower: 70

Repeater Bolt Thrower: 70

7 Doomfire Warlocks @ 185 pts

Champion, Level 2

TOTAL: 2499

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All units, consisting of more than one model, must be placed on appropriate movement trays. This

includes skirmishers as well!

All armies must be in order with Army Composition (see below)

*Examples of what is considered legal and what is not:

1.3 The matches Each player will play 5 games in the tournament. The time limit for each game is 2 hours and 30

minutes.

Tournament is played according to the Swiss-type: in the first round, competitors will be matched

according to their Army Composition score. After that, competitors will be matched based on their

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points for Generalship. To match competitors by their Generalship score we will rank them from the

highest score to the lowest, VPs difference being the tie-breaker. We will pair the competitors from

this ranked list. The two players in first and second place will play each other, the players in third and

fourth place will play each other, and so on. Competitors can never play the same opponent twice. For

the first round only, the players from the same club won't be paired against each other. Each battle will

be fought on a 6' by 4' table. Each table will be a pre-designed battlefield with fixed scenery. Each

player will have to bring the following things (in addition to his army): a copy of his Army Book, all

the necessary dice and templates and a tape measure.

Please note – EACH AND EVERY die you use in the tournament HAS TO HAVE ALL THE

FACES CLEARLY DISTINGUISHABLE! All the dice that require more than a glance to see what

the roll is are FORBIDDEN, and as such will be removed from the play by the referees. This means

that all the dice that are faded or hard to read due to color combinations are not going to be allowed in

the tournament. This does NOT include the dice which have a different ‘1’ or ‘6’. Please come

prepared with this in mind.

Unless the players agree otherwise, movement trays are NOT considered to be parts of their units.

Should a player be late for more than 29 minutes for his game, his opponent will score a Massacre

victory.

The official languages of the tournament are Croatian and English, so it is imperative that you speak

Croatian and/or English, otherwise you might not be allowed to participate in the tournament.

The prizes are won in the following categories: First, Second and Third Place Overall (Generalship

points (0-100) + Army Painting (0-12) + Sportsmanship points (-22-33) + Army Composition (10-

20)), first place for Best Painted Army and Best Background. There will also be a certificate for the

Best General, the Worst General and a People’s Choice Army award. Note that this year there will be

increase in prize value for the Best Sportsmanship award, so keep that in mind – it pays off to be nice.

2.) Army Composition

To break the routine of previous years we will be using a different army composition, this year we will

use one based on the Swedish Army Comp:

http://www.ums-agram.hr/app/webroot/dokumenti/aaw2014-AC.pdf

2.1 Army Composition points (10-20 pts) For the purpose of this tournament for an army to be considered legal it must have no less than 10

and no more than 20 points on the army composition score. This score will be entered before the

tournament and will be used to determine the pairings for first round.

In addition the Army Composition score will influence individual games. Before the game starts both

players are to compare their Army Composition scores and deduct the lower score from the higher

one. The difference is then multiplied by one hundred. The result is then converted into victory points

and at the end of the game will be added to the total victory points score of the player with the higher

Army Composition score.

Example:

Player A has an Army Composition score of 14.3

Player B has an Army Composition score of 17.7

(17.7 – 14.3) x 100 = 340

At the end of the game Player B will score an additional 340 victory points

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Therefore if the player has scored 1243 victory points through play his total would be 1583 victory

points for that game.

2.2 Units: • Special or Named characters are allowed:

o They must be represented by their official miniature

o In case there is no official miniature conversion are acceptable but must clearly represent the

character in question and must be clearly distinguishable as some special from the rest of the

models in army. If you are unsure if your model conforms to these rules send us a picture and

we will respond as soon as possible.

Example:

In case a Warrior of Chaos player would like to use Kholek Suneater special character it

would not be enough to just use the Dragon Ogre Shaggoth model but would recquire to

convert the model’s axe into a hammer and add additional armour onto the model to represent

his much better save in comparions to a normal Dragon Ogre Shaggoth

2.3 Items: The following common items are banned:

• Fozzrik's Folding Fortress

2.4 Magic: • Maximum number of power dice that can EVER be used in a single magic phase is 12

• Maximum number of additional power dice that can be generated (including channeling) is 2

o This includes any and all sources of additional dice, such as Lore of Death attribute or

Casket of Souls special rule

• Maximum number of additional dispel dice that can be generated (including channeling) is 3. If the

army includes a level 3 and/or 4 caster then the maximum is 2

o This includes any and all sources of additional dice, such as Luminark of Hysh, dispel dice

“stealing”, magical items, etc…

• Maximum number of dice used to cast any single spell is 4 (instead of 6). No power, ability, or

anything else can ever increase this to 5 or more dice.

2.4.1 Lore of Undeath: • All Wizards have access to the Lore of Undeath from Warhammer: Nagash

• All summoned units must be represented by appropriate models. The models must be tournament

legal (see section 1.2), but if you wish they will not be evaluated for the purpose of your army painting

score.

• Summoned units DO award points to the opponent if destroyed equal to their value.

• For the purpose of maintaing summoned units treat the Wizard with the Lore of Undeath as a

Summoner (see below).

THE SUMMONER

If the Summoner is destroyed, the magical animus of the army starts to dissipate. At the end of the

phase in which the Summoner is removed as a casuality, and at the start of every friendly turn

thereafter, all friendly Undead units on the battlefield must take a Leadership test. If the test is failed,

the unit immediately suffers a number of Wounds equal to the amount by which it failed the

Leadership test, with no saves of any kind allowed. These Wounds are distributed as if from a

shooting attack.

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If, at the start of any of your turns following the death of the Summoner, there is one or more friendly

Wizards on the table who know spells from the Lore of Undeath, no unit in the army needs to take this

Leadership test – the Wizards’ powers are sufficient to sustain the Undead for now.

2.4.2 Summon Infernal Legion

• All Wizards from Beastmen, Daemons of Chaos and Warriors of Chaos army books have access to

Summon Infernal Legion spell

• All summoned units must be represented by appropriate models. The models must be tournament

legal (see section 1.2), but if you wish they will not be evaluated for the purpose of your army painting

score.

• Summoned units DO award points to the opponent if destroyed equal to their value.

2.5 Special restrictions and exceptions:

BEASTMEN:

Amends

• Replace Beastmen Ambush special rule with Ambush special rule from the rulebook

• Beastmen of Chaos: Beastmen units may take a Mark of Chaos(detailed below). If a unit takes a

Mark of Chaos, all models in that unit must take the same mark. A model cannot have more than one

Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has a different Mark of

Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character

that has a different Mark of Chaos.

Mark of Khorne: 2 points per model (10 points if Hero, Lord, Chariot or Monster)

A model with the Mark of Khorne has the Frenzy special rule. If taken by a wizard the model will not

be able to generate or cast any spells, but will gain +1 to dispel enemy spells as long as there aren't any

other wizards in the army without the Mark of Khorne.

Mark of Tzeentch: 2 points per model (10 points if Hero, Lord, Chariot or Monster)

A model with the Mark of Tzeentch has a 6+ ward save. If a model with the Mark of Tzeentch

aldready has a ward save, the Mark of Tzeentch improves that ward save by 1 instead (to a maximum

of 3+). A wizard with the Mark of Tzeentch re-rolls any channeling dice rolls of a 1. In addition the

wizard has access to the Lore of Tzeentch as found in the Warriors of Chaos army book.

Mark of Nurgle: 2 points per model (10 points if Hero, Lord, Chariot or Monster)

Enemy models attacking a model with the Mark of Nurgle in close combat suffer a -1 penalty To Hit.

In addition a wizard with the Mark of Nurgle has access to the Lore of Nurgle as found in the Warriors

of Chaos army book.

Mark of Slaanesh: 1 points per model (5 points if Hero, Lord, Chariot or Monster)

If the majority of the models in a unit have the Mark of Slaanesh, the unit automatically passes any

Fear, Terror and Panic test it has to take. In addition a wizard with the Mark of Slaanesh has access to

the Lore of Slaanesh as found in the Warriors of Chaos army book.

These models may not purchase a Mark of Chaos: Khazrak, Malagor, Taurox, Morghur,

Slugtounge, Moonclaw, Ungrol, Chaos Warhounds, Ghorros, Harpies, Razorgor Herd, Cygor,

Ghorgon, Chaos Spawn, Giant, Jaberslythe

Clarifications

• Herdstone Shard is counted as impassable terrain and can only be placed on open terrain (it must be

no more than 60mm in diameter)

BRETONNIA:

Amends

• Sacrament of the Lady; exchange the second sentence with “The model may roll 3 additional dice

when attempting to channel power dice, but may not cast any spells that turn.”

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CHAOS DWARFS:

Clarifications

• Chalice of Blood and Darkness: Roll for the effect after the number of power dice or dispel dice in a

given magic phase is determined, but before any attempts to cast a spell.

DAEMONS OF CHAOS:

Amends

• Banned: The Rock of Inevitability

DARK ELVES:

Clarifications

• Strength of Khaine: It only works in close combat.

DWARFS:

EMPIRE:

Amends

• Steam Tank - loses Random Movement special rule and is treated like a normal chariot with

movement value of nD6“(n being the number of Steam Points used for movement), meaning it moves

and charges nD6“. When charging, it declares a normal charge and the opposing player can chose to

react as normal. When it moves it doesn't have to move in a straight line but like a normal chariot.

HIGH ELVES:

Amends

• Banner of the World Dragon: Army Battle Standard only

LIZARDMEN:

Clarifications

• Predatory Fighter: It does not work on supporting attacks.

OGRE KINGDOMS:

Amends

• Banned: Hellheart

ORCS & GOBLINS:

Clarifications

• Magic Mushrooms do NOT count as power dice, so can be used in conjunction with 4 normal dice

SKAVEN:

Amends

• Hellpit Abomination - loses Random Movement special rule and is treated like a normal monster

with movement value of 3D6", meaning it moves, charges and flees 3D6. When charging, it declares a

normal charge and the opposing player can choose to react as normal. When it moves it doesn't have to

move in a straight line but like a normal monster.

TOMB KINGS:

Amends

• Nehekharan Undead: replace the last sentence in the second paragraph with – Units with this special

rule may make march moves if they are within 12” of the army Hierophant and if they pass a Ld test.

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• The Hierophant: replace the last sentence in the second paragraph with – The Hierophant must use

either the Lore of Nehekhara or the Lore of Undeath. Also add the following paragraph to the rule – If,

at the start of any of your turns following the death of the Hierophant, there is one or more friendly

Wizards on the table who know spells from the Lore of Nehekhara or the Lore of Undeath, no unit in

the army needs to take this Leadership test – the Wizards’ powers are sufficient to sustain the

Nehekharan Undead for now.

• The Restless Dead: remove the last sentence

• Resurrecting Fallen Warriors: add the following sentence – Units with the Animated Construct

special rule can only ever recover a single lost wound per successful casting of a spell or use of a

magic item that restores lost wounds.

VAMPIRE COUNTS:

Amends

• The Generals of Undeath: replace the last sentence of the first paragraph with – If he is able to

choose a spell lore, he must use either the Lore of Vampires or the Lore of Undeath. Also replace the

last paragraph with the following - If, at the start of any of your turns following the death of the

General, there is one or more friendly Wizards on the table who know spells from the Lore of

Vampires or the Lore of Undeath, no unit in the army needs to take this Leadership test – the Wizards’

powers are sufficient to sustain the Undead for now.

WARRIORS OF CHAOS:

Amends

• Daemon Princes created from unit champions give 150 points if killed

Clarifications

• Soulfeeder: Roll at the end of the Close Combat phase.

WOOD ELVES:

Clarifications

• The Arrow of Kurnous: It takes place before the Vanguard move.

• Ambush from the Worldroots: The additional forest should be a Citadel Wood terrain or a custom

made forest of the approximately same footprint. The forest may not be larger but can be smaller then

Citadel Wood terrain.

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3.) The Scenarios:

3.1 Generalship points (0-100 pts) Generalship points (0-100, 20 max per game) are scored at the end of each game based on the rules of

the scenario played.

Games are decided by the use of victory points, which are calculated as detailed in the Rulebook. At

the end of the game sum up the victory points for each player, find the victory points difference, and

consult the following chart for the result:

Victory Points Difference -- Score

0-200 -- 10/10

201-400 -- 11/9

401-600 -- 12/8

601-800 -- 13/7

801-1000 -- 14/6

1001-1200 -- 15/5

1201-1400 -- 16/4

1401-1600 -- 17/3

1601-1800 -- 18/2

1801-2000 -- 19/1

2001+ -- 20/0

3.2 Scenarios:

1st battle: Blood and Glory

• This game is set up and played as described in the 8th edition rulebook (page 148)

• This scenario uses victory points for determining the winner

• In addition to points scored during the game each player will be awarded additional points

• Blood and Glory points are awarded as following:

o The player who first breaks his opponent gets 400 victory points

o The player who breaks his opponent after he had been broken gets 200 victory points

2nd battle: Battleline

• This game is set up and played as described in the 8th edition rulebook (page 144)

3rd battle: Master of the Field

• This game is set up following the rules for Battleline scenario (page 144) with following

changes:

o In the centre of table players put a marker (a coin will do).

o At the end of the battle, the player that has more non-fleeing units with a complete

rank within 6'' from the marker (unit doesn’t have to be wholly inside 6'') gets

additional 500 victory points.

o If both players have the same number of scoring (see above) units within 6'' from the

marker, player that has more scoring units with banners within 6'' of the marker earns

extra 500 victory points.

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4th battle: Battleline

• This game is set up and played as described in the 8th edition rulebook (page 144)

5th battle: Breakthrough

• This game is set up following the rules for Battleline scenario (page 144)

• In addition to points scored during the game each player will be awarded additional points

• Breakthrough points are awarded as following:

o Each non-fleeing unit with a complete rank that finishes the game in the opponent’s

deployment zone: 50 victory points

o Each banner that finishes the game in the opponent's deployment zone: 50 victory

points

o Characters do NOT count as units for this scenario, neither single characters nor two

or more characters forming a unit, nor characters on any kind of mounts.

4.) Rules commentary

4.1 Terrain rules Forests do not block line of sight. Instead, if a model is shooting INTO or THROUGH a forest, the

target is considered to be “in cover” (-1 to hit with missile weapons). Models shooting out of the

forest do not receive any penalties.

Open terrian is still a type of terrain for the purpose of certain rules and spell effects.

You cannot deploy units inside terrain which is for any reason impassable to them.

Special terrain feature charts will not be used in the tournament, except for the free forest used by the

Wood Elves or the forests produced by the Acorns of the Ages magic item.

BUT, note that players, who are willing, are more than welcome to play the game using the special

terrain rules (Rulebook pages 116-131) if both players agree to it before the game. We only ask you to

do so if you feel the increased length of the game will still be within the time limit. Note that you will

NOT get any bonus time from the referees because of this.

4.2 Line of sight True line of sight, as presented in the 8th edition rulebook will NOT be used. Instead, the following

rules will be in effect in the tournament:

Note that these rules are pretty intuitive once you try them out. Putting them on paper and in a set of

rules makes them seem a bit intimidating, but carefully reading them should help in visualizing how

they work.

There are levels of height:

• Level 0: Swarms

• Level 1: Infantry and War machines

• Level 2: Cavalry, Monstrous infantry/beasts, War beasts, Chariots

• Level 3: Monstrous cavalry

• Level 4: Large Targets(Warmachine on Carriage), Monsters, Hills (units on a hill add their

level to the hill level)

• A house counts as a level 3 for the purpose of determining what can be seen from the

building during the Magic and Shooting phase. To determine how many models can shoot

from a house roll a D3 before the game; number of models that can shoot is D3x5.

• All skirmishers count as 1 level lower than their unit type.

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These levels interact in the following way:

1. The unit does NOT see over the level equal to or greater than its own level (i.e., war

machines do not see through infantry, but do see through skirmishers and over swarms) unless

the target is of level higher than the object(terrain, units...) in the way.

2. The unit sees over the level less than its own (i.e., cavalry sees over infantry)

3. If the unit is shooting over a unit that is lower than its own level by 1, then their target is

considered to be “in cover” (-2 to hit with missile weapons)

4. If the unit is shooting over a unit that is lower than its own level by 2 or more, then their

target is NOT considered to be “in cover” (no penalty to hit with missile weapons)

5. Large targets cannot get cover save from units or obstacles, but can from other terrain.

6. Impassable terrain and buildings count as always blocking line of sight.

7. Cannons when shooting only need to see the model they are targeting. They do not have to

see the spot on the table they are picking before the bounce roll.

4.3 Tables It is considered to be given than if a scenario (Battleline, for example) requires units to be deployed

24" (or any other number) apart, this condition is met automatically. Should players accidentally place

their units slightly closer to the enemy than allowed, than the actual measurements are disregarded in

favour of this assumption. In other words, nothing that has precisely 24" shooting range can hit an

enemy on the first turn without moving slightly (or unless the enemy came closer). The same goes for

spells, charges (helped by animosity or magic) etc. with a range of 24".

5.) Army books commentary

The following Army Lists can be used:

Beastmen:

Warhammer Armies: Beastmen

Bretonnia:

Warhammer Armies: Bretonnia

Chaos Dwarfs:

Tamurkhan: The Legion of Azgorh

Daemons of Chaos:

Warhammer Armies: Daemons of Chaos

Dark Elves:

Warhammer Armies: Dark Elves

Dwarfs:

Warhammer Armies: Dwarfs

The Empire:

Warhammer Armies: Empire

High Elves:

Warhammer Armies: High Elves

Lizardmen:

Warhammer Armies: Lizardmen

Ogre Kingdoms:

Warhammer Armies: Ogre Kingdoms

Orcs and Goblins:

Warhammer Armies: Orcs and Goblins

Skaven:

Warhammer Armies: Skaven

Tomb Kings:

Warhammer Armies: Tomb Kings

Warhammer: Nagash

Vampire Counts:

Warhammer Armies: Vampire counts

Warhammer: Nagash

Warriors of Chaos:

Warhammer Armies: Warriors of Chaos

Warhammer: Glotkin

Wood Elves:

Warhammer Armies: Wood Elves

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6.) Army Fluff Again this year, we have decided to give a little incentive for the fluffy gamers to create a theme for

their army. We realize this is not something everyone likes or wants to do, so we have kept things

simple.

The fluff will be presented by a backstory of your army, which will be handed in at the same time as

the army list (that means in your registration mail; no further stories will be accepted). The story must

be at least 500 words long and it shouldn't be longer than 2500 words (quantity isn't always quality).

What we would like to see, if you will write such a backstory, is something about your army, about its

characters, where do they come from and what are they doing in life. A very important aspect of the

backstory is the ability to visually connect what is written with the army you field.

The story will be graded by one of the judges who is well versed in the Warhammer universe and will

be able to „judge” the quality of your writing. All of the stories have to be submited in either Croatian

or English writen in the latin script. The author of the best background story will be rewarded.

7.) Army Painting points description (0-12) The referees will divide all armies into 3 categories:

Category C (0 points):

The army is painted to a 3 colour minimum. The bases don’t need to be textured or painted. If just

one model falls into this category, then the whole army falls into this category!

Bonus points:

• The army has movement trays (textured or painted) for all units except single models. (+1)

• Army display base (has to fit the theme of the army). (+1)

• Extra points for a particularly well painted and/or converted miniature or unit. (+1 or +2)

(referee’s decission)

Category B (4 points):

The army is painted to a tabletop standard (fully painted with 1 highlight, drybrush, washed, inked

or dipped). The bases don’t need to be textured but have to be painted.

Bonus points:

• The army has movement trays (textured and painted) for all units except single models. (+1)

• Army display base (has to fit the theme of the army). (+1)

• Extra points for a particularly well painted and/or converted miniature or unit. (+1 or +2)

(referee’s decision)

Category A (8 points):

The army is painted to a high standard (fully painted with several highlights, with attention to

details). The bases and movement trays have to be textured and painted in a unified style. All

models have to meet this requirement in order that the army falls into category A!

Bonus points:

• Army display base (has to fit the theme of the army). (+1)

• Extra points for a particularly well painted and/or converted miniature or unit. (+1, +2 or +3)

(referee’s decision)

WYSIWYG

The referees will check if the armies comply to the below presented guidelines. If they do not,

offending models/units will be removed.

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Guidelines:

• In a unit more than 70% of the models must have the appropriate equipment.

• Command groups must be faithfully represented.

• Characters must have the appropriate mundane equipment.

Armies will be judged during breaks between games and before the first game on

Sunday so please after games leave your armies neatly aranged along, with your name,

in order to be judged.

If possible arange your army as soon as you register.

7.1) Best Painted Army award The armies with the highest painting scores will be examined once more with a more complex system.

The army that scores the most points in this category will win the Best Painted Army award. These

scorings will not go into the main tournament scoring. It is just a way to judge the Best Painted

Army.

Painters not present at AAW can still win the Best Painted Army award if the player playing said army

provides us with the name of the painter. We believe in giving credit where credit is due.

Judging Guidelines

You will be able to get 7,5 points. In all categories marked with * it is mandatory that ALL models in

the army are painted to the appropriate standard. E.g. if you leave a single base bare, you will not get

any points in the bases category at all, not even if all other bases are extraordinary. So watch out for

the weak links in your painting chain.

Bases (0-0,5pts)*

• 0 pts: Only painted in a single colour, with no additions on them.

• 0,2 pts: Bases are textured with one kind of texture or one kind of flock.

• 0,4 pts: Bases are textured and/or flocked with water features, snow, bushes, stone cobbles etc...

• +0,1 pt: Display base (having a cardboard/wooden/plastic tray doesn’t constitute a display base;

piece of scenery doesn’t constitute a display base; Scenic piece with slots for the miniature

bases and/or movement tray is considered a display base for the purposes of this scoring)

Shading and Highlighting (0-1,8 pts)*

• 0 pts: There are no shading or highlighting attempts on your models.

• 1,2 pts: There are only crude shading or highlighting techniques on your models, like

drybrushing.

• 1,5 pts: Your models are highlighted and/or shaded.

• 1,8 pts: Your models have shading and highlighting with clear shadows present.

Details (0-1,8 pts)*

• 0 pts: You didn't bother with any details or your details are very untidy. Also, some of your

models have visible moulding lines.

• 1,0 pts: Your details are neatly painted, but not very precise (like painting gems, swords or

armour etc. in a flat colour...) but there are no moulding lines.

• 1,4 pts: Your details are very good (like painting gems, swords, or armour etc. in several shades

of the same colour, eyes are also painted).

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• 1,8 pts: All of your details are stunning (all the eyes and teeth are masterfully painted, facial

expressions are clearly visible - please note that just painted eyes do not count as a facial

expression).

Conversions (0-0,9 pts)

• 0 pts: Your crew has no conversions, it is „straight from the box/clam“.

• 0,4 pts: Your crew has some minor conversions, like head or arm swapping.

• 0,7 pts: Your crew has, in addition to minor, several complex conversions, involving green

stuff.

• 0,9 pts: Your crew has 25% of models converted with various techniques involving power tools

like drills or saws as well as green stuff, or are even scratchbuilt.

Army Character (0-1,6 pts) – UNIFORMITY* - this is introduced to "punish" the players with

borrowed models.

• 0 pts: Either your army has no visible unifying colour scheme or one or more units are borrowed

and a clash of painting styles is visible.

• 1,0 pts: Your army has a unifying painting scheme (ie, several main colours are used on most

troop types).

• 1,3 pts: The same as for one point, but also your bases are all done in a style to match your

army. Also, there is a higher degree of character detail present.

• 1,6 pts: your bases and colour painting scheme correspond tightly with the background story!

Heroes (0-0,3 pts) - this category is introduced so the players can more easily recognize the

opponent's heroes.

• 0 pts: Your characters don't stand out from the rest of your crew, neither by painting or

converting.

• 0,2 pts: Your characters do stand out from your crew and special care in painting or creating

bases has been paid to them.

• 0,3 pts: Your characters are heavily converted and painted so that they stand out from the rest of

the crew.

Expert Painting (0-0,3 pts)

• 0 pts: Either your crew has no centerpiece model(s) or your painting isn't that great.

• 0,1 pts: Your heroes and large models (50mm bases...) are painted or based in such a manner

that one can not see the strokes of the brush.

• 0,3 pts: Your entire crew is painted in the above mentioned fashion.

Expert Conversions (0-0,3 pts)

• 0 pts: Either your crew has no centerpiece model(s) or your converting isn't that great.

• 0,1 pts: Your heroes and large models (50mm base) are converted in such a manner that they

hardly resemble the original and/or are scratchbuilt..

• 0,3 pts: At least 75% of your crew is converted in the above mentioned fashion.

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8.) Sportsmanship and Rules Questions

The primary purpose of this tournament is to get together for the weekend, so that we can play our

favorite game

and meet other players who share our interests. Finding ‘champion players’ of our games is a

byproduct of this, and we’re really much more interested in creating a quality gaming experience for

all the people that take part, where they get to play lots of games and meet a whole bunch of new

players.

This being said we do understand that sometimes even the friendliest of players can lose their cool,

especially if the dice have been going against them all day. The most common causes of friction in a

game are questions about the rules of the game. Rules questions arise in most games, both because the

huge number of variables involved in the game make it just about impossible for the rules manual to

cover every situation that might occure, and because different people interpret the rules in different

ways.

In order to avoid arguments we recommend that you refer to the appropriate rules manual as soon as a

question arises. Please note that there is absolutely nothing wrong with asking an opponent if they can

show you the appropriate rule or set of characteristics so that you can check for yourself that

everything is being done correctly. All we require is that you ask nicely and politely, and that you do

your best to sort out any problems yourselves.

If you want a Referee to arbitrate a rules question or help you out with a situation both players

genuinely don’t understand, then you are free to call one over, and our Referees may intervene if they

see an argument.

You should also note that the prime duty of our Referees is to make sure that the majority of players in

the tournament get a nice friendly game where winning is secondary to having a good time. Anyone

who keeps on spoiling a game with picky rules questions or who consistently bends the rules in their

favor will be asked to desist or suffer the consequences. Referees will have a simple card system to

adjudicate this kind of ruling:

• YELLOW: A Yellow Card will be shown to the player(s) and their player number and name

logged. This card is a warning.

• RED: A Red Card will be shown to the player(s) and their player number and name logged.

In addition 5 points per Red Card will be taken from a Red booked player’s Sportsmanship

totals. Should the player(s) be shown a third Red Card he will be asked to leave the

tournament and a reserve player will take his place.

The decision of the Chief Referee is final, and no discussion will be entered into.

Arguing with the Chief Referee following a decision will be a RED CARD offense.

9.) Sportsmanship points (-22-33 pts)

At the end of your each fight, you will mark each of your opponents with a Sportsmanship grade. This

grade should represent how much you enjoyed the game and how friendly your opponent was. This

grade should not represent weather you lost or won your game or what did you think of your

opponents' list. In other words, this is not a composition score! You will mark each of your opponents

with a grade between 1 and 3 (1 being a bad game which included lots of rule problems, 2 being a

normal tournament game and 3 being a very fun and easy going game).

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Also, at the end of the 5th game, you may (but don't have to) mark one player for an additional point,

for being the best game of your tournament.

After each player receives all the Sportsmanship points, we will deduct the highest and the lowest

mark and add the others to your grand total. Additional points cannot be deducted.

Examples:

• If you get 1,3,3,3+1,3, you would remove lowest grade (1), highest grade (3) and add up the

rest: 3+3+3+1 =10

• If you get max score from all games (3+1, 3+1, 3+1, 3+1, 3+1), you would remove lowest

grade (3), highest grade (3) and add up the rest: 3+3+3+3+5*1 =17

10). Forbidden moves and Stalling

10.1 Forbiden moves

The 8th edition Warhammer Fantasy Battle rules make it possible to create situations where a unit

performs unbelievable feats on the battlefield, such as inexplicably freezing enemy units in their tracks

with no possibility of retaliation or moving great distances across the battlefield in the blink of an eye

without a large movement attribute or special rules. At the AGRAM ARENA we deem these not as

maneuvers that require great intellect or skill to use, but as loopholes in the way rules are written and

which should not be allowed. Some of the most common situations are described below. Players are

not allowed to use these, and if your opponent seems to be trying to take advantage of the rules in

these ways, summon the judges. If the situations create themselves accidentally, such as units

accidentally overruning to positions such as these (this should be highly unlikely), try to agree with

your opponent how to slightly shift/pivot units or otherwise fix units. If you can’t agree, call a judge.

1. The skirmisher contraction: Skirmishers are in a long line right in front of an enemy unit. The enemy can’t move normally, so

declares a charge, but fails due to skirmishers contracting so far away that it can no longer catch them

with the max. 90 degrees wheel allowed. Suggested solution: have the skirmishers contract differently.

For example, around the middle model in the line.

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2. Two skirmisher units contracting:

Similar to 1, in this situation a unit can’t move normally, but can declare a charge against either

skirmish A or B unit, but will fail its charge in both situations because after the contraction the other

unit is now in the way. Suggested solution: Have the unit charged contract against a different model,

such as the rightmost model in Skirmish A or leftmost in Skirmish B.

3. No charge to the correct zone In this situation two great eagles or similar units have moved in front of a wide unit. The blocked unit

can’t move normally. It can’t declare a charge, because it can’t reach the correct frontage of either of

Eagle A or B. Suggested solution: pivot the closer eagle so that the unit can charge it.

4. Completely blocked by invisible models In this situation the unit can’t see the units to its sides and can’t move, because the 1” zone from the

enemies gets in the way. Suggested solution: push the blocking units back slightly to allow the

blocked unit to move forward.

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5. Completely blocked by visible models In this situation a unit can’t move normally or charge, because a charge against either of the blocking

enemy units is impossible due to the door closing failing. The blockers can’t close the door against the

charger, because they’re both blocking each other too. There are many variations to this trick. The

important thing to remember is that units should be allowed to stand in the way of enemy charges to a

certain degree, as long as the would-be charger is not completely blocked from doing anything but

reforming on spot. Suggested solution: It’s hard to come up with a good solution, apart from

fudging. A fudge should affect as little as possible the position of units, overrun/pursuit paths, line of

sights, and so on. Call a judge if you can’t agree on the fudge. Don’t place your units like this on

purpose!

6. The fanatic slingshot Regardless of whether units that move in a single file contain fanatics, they can move great distances

over the battlefield in an unrealistic, unintended manner with simple wheels. No model in a unit

consisting of multiple models moving in a single file may ignore the 2 x movement limit during

wheels. In addition, very deep units with few files and many ranks can also create very weird

situations on the battlefield with drastic wheels. If you feel a unit is moving unnatural amounts well

over 2 x M, call the referees and have them evaluate the situation. Keep in mind that wheeling is

supposed to be a way for the unit to change direction, not the primary method of closing distances to

far away targets!

7. Overguessing Cannons are not allowed to fire at targets they can’t see. This means if a model is standing behind a

hill or a house or somesuch, unseen by the cannon, the cannon may not declare an optimal shot (or

indeed any shot, if no enemies are in the direction) against the hidden model. An optimal shot is one

that aims 10” short of the furthest (looking from the cannon) corner of the target.

8. Conga lines

Conga lines or in other words using units depoyed in a single file is not allowed. If you really need to

reform the unit into a single line to ensure a smoother progress of the game call a refferee.

10.2 Stalling and slow play

Over the years we had we had negative experience with very slow players, some of whome have been

suspected of intentionaly stalling the game to bring the odds to their favour. Therefore from last year

onwards we have decided to implement a system, that will hopefully intice players to finish their

games on time and penalize those that intentionaly stall their games.

All the players that finish their games in the proscribed 2.5 hours will receive 2 points. Those players

that do not finish their games on time will be awarded no points. If a game is still being played 15

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minutes* after the signal for the end of the round has been given, the game will be momentarily

stopped; and both players will be awarded a 3 point penalty. In addition if the player finishes all his

games on time the player will be awarded with an additional 1 point. At the end of the tournament

these points will be added to or deducted from the player’s Sportsmanship score.

*Though we believe that 2.5 hours is ample time to finish a game, we allow for various unpredictable

circumstances to prolong that. So we have provided the players with a window of time lasting 15

minutes to wrap up their game. As to why 15 minutes, it is because that is half the time between two

rounds and the remaining 15 minutes are necessary to be free for the tournament organisers in order

to ensure there are no delays and everything runs smoothly.

Examples:

• Player that has finished his game on time receives 2 points

• Player that has failed to finish his game on time receives no points

• Player whose game has to be ended by the referee will receive a 3 point penalty

• Player that has finished all his games on time will receive 1 additional point

Those players that start getting penalties will be more closely watched by the referees. In addition if

you feel that your opponent is stalling feel free to call a referee. Should a referee notice that staling is

at hand a yellow card will be issued, if it happens for a second time a red card will follow.

11). People’s Choice competition

In addition to the main Tournament, People’s Choice competition will be held. After the first day

players may nominate their armies for the competition. Each tournament participant (except the

competitors in the People’s Chioce competition) can then vote for one of the armies in the

competition. The army with the most votes will win. In case of a tie, all the painting judges will also

get to vote (their votes count also as only one vote each).

The following rules apply:

• you cannot vote for your own army (or the army you play with);

• if your army was the Best Painted Army winner on one of the previous Agram Arena Winters,

then it cannot compete;

• additionally, only armies painted completely by one person will be able to win the People’s

Choice. Of course we will not be able to verify that, but we expect you to be honest;

• painters not present at AAW can still win the People’s Choice if the player provides us with the

name of the painter. We believe in giving credit where credit is due.

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SCHEDULE

SATURDAY

09:00 – 10:00 earliest entry and registration

10:00 – 10:15 Briefing and introduction

10:15 – 13:00 ROUND 1

13:00 – 14:00 Break for lunch

14:00 – 16:30 ROUND 2

17:00 – 19:30 ROUND 3

SUNDAY

09:00 – 9:30 earliest entry

10:00 – 12:30 ROUND 4

12:30 – 13:30 Lunch break and People’s

Chioce Voting

13:30 – 16:00 ROUND 5

16:30 – 17:00 Awards Ceremony

17:00 - End of Tournament

Registration

It is very important that all players who are interested in taking part at the tournament register from

9th of November to 29

th of November 2014, which is the last day for normal registration. All

registrations after this date will be accepted, provided there is free space left, but we will not be able to

guarantee you an accommodation in a hostel, and you will be playing with an open roster.

As mentioned earlier – refreshing drinks will be free during the tournament, and we can provide a

lunch for both days of the tournament at a price of 5 €/day.

Another important thing - accommodation!

As in the previous years the participants, will have to pay 10 Euro for Saturday night, while UMS

“Agram” is going to cover the difference.

Accommodation for Friday and Sunday night remains the same as always - 15 Euro/person/night.

Since army lists are one of the main requirements, registration can only be sent via Post (UMS

"Agram", Frankopanska 4, HR-10000, Zagreb); e-mail: [email protected].

Registration must also include name of the participant(s), contact e-mail or GSM number.

Please let us know if you are vegetarian or have any special needs.

It is very important that you let us know if you need accommodation otherwise we will assume that

you will take care about it on your own!

A single person can send registrations for his/hers club/team mates (with their consent, of course)!

If you have any questions about the event please send an e-mail to: [email protected]