
Правила будут использоваться с ЕТЦ 2010.
Будет 5 игр, каждая игра будет иметь свой сценарий.
Стоимость участия для игроков 7 Лс или 10 Евро.
Расписание:
Saturday
09:00 Registration
09:30 - 12:30 First game
12:30 - 12:50 Break
12:50 - 15:50 Second game
15:50 - 16:30 Break
16:30 - 19:30 Third game
19:30 End of first day
Sunday
10:00 - 13:00 First game
13:00 - 13:40 Break
13:40 - 16:40 Second game
16:40 End of second day / rewarding
Турнир будет проходить в Риге, "младшем" корпусе Рижской 71-ой средней школы (ул. Гривас 26). Координаты в GoogleMap: 56.963813,24.048429
Ростера и вопросы присылать Conjurer-у: +371_26_555_973 ([email protected])
Будет 3 приза за первые 3 места. Приз за лучшую покраску и приз зрительских симпатий.
Очки начисляются по такой схеме:
Scoring System:
Massacre 20
Solid victory 17
Minor victory 13
Draw 10
Minor lost 7
Solid lost 3
Massacred 0
Дополнительный бонус будут иметь те армии - которые просто покрашены в 3 цвета = +5 очков к сумме очков.
В случае одинаковых очков - место по таблице будет считаться по разнице полученных очков.
Визивиг приветсвуется, но не обязательный.
Прокси запрещены.
Будет отдельный приз - за лучшую покраску армии, претендовать могут только полностью покрашенные армии и те кто сам красил, приз может получить тот кто за эту же армию не получал в прошлом призы на рижском турнире.
Будет так же разыгран приз зрительских симпатия - получит тот человек, армия которго визуально понравится остальным игрокам - путём голосования.
Итак правила ЕТЦ (за исключением ограничений по скавенам):
Army Restrictions for the European Team Championship
- Armies cannot be duplicated.
- Armies are 2000/2250/2600 points.
- No characters that are: special, named or Albion
- No DoW or RoR in non-DoW armies . (OK may use Rhinox Cav)
- No SoC armies.
The ladder system:
All armies are divided into three categories; A, B and C. Category A armies are limited to 2000pts, B to 2250pts, C to 2600pts
When calculating victory points at the end of the game, once you have the result, then add 10% to any category A army's losses rounding off as normal. Any category C army would conversely have its losses reduced by 20%
Category A (2000pts)
Demons of Chaos
Category B (2250pts)
Dark Elves
Vampires
Empire
Lizardmen
Skaven (to be confirmed end of February)
Bretonnia
Chaos Dwarfs
Dwarfs
High Elves
Warriors of Chaos
Tomb Kings
Wood Elves
Category C (2600pts)
Beastmen (to be confirmed end of April)
Ogre Kingdoms
Orcs & Goblins
Dogs of War
General composition rules:
- Band C Armies may have 6 Special and 4 Rare Choices.
- Max. 1 of each rare choice (Max.2 of each for High Elves)
- Max. 2 of the same Special choice
- Max. 3 of the same Core choice, except ranked infantry without missile weapons and beast herds.
- Max. 3 chariots (incl. characters and units).
- Max. 3 units of flyers (incl. characters)
- Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).
- Max. 5 warmachines.
- Max. 9 PD in an army *
*Magic description
You can use a maximum of 9 power dice in each magic phase. Each bound spell you use count as 1 power dice, all following bound spells used in the same turn counts as 2 power dice.
Every ability that grants the bearer complete knowledge of a single lore counts as one power dice in each magic phase.
All dice you would not normally generate, such as Focused Rumination Slann free dice, Skaven warpstones, night goblin mushrooms, power of darkness etc., also count in the total number of dice you can use in a magic phase.
Tomb Kings count each dice they use for a spell as 1 power dice and casket of souls counts as 2 dice total. They can not chose not to use all the dice when casting an incantation, for example a Liche Priest can’t choose only to use 1 dice on a spell. You can how ever choose not to cast a spell with a model. The 2 basic power dice all armies get only counts if they are used to dispel RIP spells with.
Max 10 dispel dice per army. First dispel scroll (and similar working items) you have in your army counts as 1 dispel dice, in EACH magic phase. The second and all other scrolls, counts as 2 dispel dice in each magic phase. So if you have 3 scrolls you can use a maximum of 5 dispel dice each magic phase. Dice from magic resistance does count in this maximum. Being allowed to reroll your dispel dice every turn counts as 1 dispel dice.
Dice removed by the Chaos Dwarf Chalice of Darkness count as dice used. You remove 3 power dice, you can use only 6 more in your magic phase.
Race specific:
DAEMONS OF CHAOS - All Greater Daemons count as an additional hero choice; Herald BSB may take either daemonic gifts or a daemonic icon, not both; Daemonic Gifts may not be duplicated (except for Spellbreakers); Horrors are limited to 0-2.
DARK ELVES -Max. 35 repeater crossbows in the army; Max. 8 shades per unit; Max. 2 flying units or characters; Assassins after the first take a hero choice; Pendant of khaleth takes a hero choice; Ring of hotek takes a hero choice; Max. 1 Large Target; Max. 1 Rare choice
EMPIRE - Steam Tank counts as 2 rare choices; Max. 3 Wizards (Including the Arch Lector)
LIZARDMEN - Characters mounted on Stegadons also use the relevant special or rare slot; Max. 6 Terradons in army (excl. characters); All disciplines taken after the third count as an additional hero slot (Slann BSB counts as 1, Becalming Cogitation as 2 Disciplines); max. 2 Stegadons of any type
ORCS & GOBLINS - Max 6 goblin fanatics.
VAMPIRE COUNTS - The Drakenhoff banner counts as an additional hero choice; The Helm of Command counts as an additional hero choice; Each +1 to cast in the army counts as 1 powerdice in each phase. Max. 5 Cairn Wraiths
WOOD ELVES - Treeman Ancient counts as Treeman.
Дополнительные ссылки
Правила ЕТЦ
Разъяснения по правилам
Сценарии:
Round 1 – “Low Fog and Mud”
Opposing armies clash on a typically miserable spring day. The ground has been softened by days of constant rain, from the ever present low clouds, making the going slippery and dangerous.
Normal pitched battle with the following additional rules:
Flyers are restricted to a maximum Fly move of 10’’. They may elect to move using their ground movement as normal. Bat Swarms are unaffected.
Warmachine movement is halved.
Round 2 – “Braveheart”
You face the auld enemy one more. Your leaders give a stirring oratory exhorting their troops to throw themselves without abandon at their most hated foe. One regiment in particular is whipped into a frenzy.
Normal pitched battle with the following additional rules:
All units gain “hate” all enemies.
One unit (not including characters) may be given the frenzy special rule.
Corner deployment - Each army deploys in 30’’ (long edge) by 18’’ (short edge) rectangular deployment zones. (Wood elf players may only deploy their wood in their own deployment zone)
Round 3 – “Dark Magic Infuence”
Revenge and enemy soul hunger over the commanders. The dark sky and magic flux change the world.
Normal pitched battle with the following additional rules:
For killing enemy characters - twice points than ussual. Characters - should always issue chalanges.
The magic is unstable - the Irressible force can be at two 5, miscast can be at two 2. The same rule for disppelling.
Round 4 - “Sneaky Stealing”
You have hired the services of a clandestine mage to scout out and perhaps nullify the enemies’ abilities.
Normal pitched battle with the following additional rules:
Corner deployment - Each army deploys in 30’’ (long edge) by 18’’ (short edge) rectangular deployment zones. (Wood elf players may only deploy their wood in their own deployment zone)
A list of every magic item, demonic gift, bloodline power, big name, Brettonian vow etc. (if in doubt ask the Warhammer Category GM) must be given to your opponent (but not who/what has them) prior to deployment, you should also be prepared to give your opponent a brief description of what the item does and it’s points cost. (Note – Please prepare these lists in advance, and submit a copy along with your army list.) Upto two may be “nullified” – If “nullified” your opponent does not have the use of them for this battle. At the end of the game your opponent receives bonus victory points worth triple the points value of any items “nullified” (e.g. a 20pt item you “nullified” would be worth 60 extra victory points to your opponent at the end of the battle). Roll off to decide who “nullifies” items first.
Round 5 – “Hold Ground”
With your elites taking the fight for the enemy, your troops are tasked with capturing and holding an inspiring totem as well as pushing into enemy territory.
Normal pitched battle with the following additional rules:
All psychology tests may be re-rolled.
A central objective is worth 300 pts - count up the unit strength of all core units with at least one model within 6’’ of the objective at the end of the game. The army with the highest combined unit strength captures it. Only core units count for table quarter capturing/contesting purposes (summoned units do not count).