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 STORM OF MONSTERS. WHF TOURNAMENT.

Πήγαινε κάτω 
+3
Laskoulas
kiour_gr
Asarnil the Dragonlord
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Asarnil the Dragonlord
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Αριθμός μηνυμάτων : 13942
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Currently Playing : Warhammer Fantasy, Nicknames
Registration date : 15/09/2008

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ΔημοσίευσηΘέμα: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 00:13

Το 2ο δεκαήμερο του Σεπτεμβρίου, θα διοργανωθεί τουρνουά WHF με ένα διαφορετικό rulepack από εκείνο του ETC. Σε αυτό το τουρνουά, θα δωθεί η ευκαιρία σε ΟΛΟΥΣ τους στρατούς να έχουν μια ικανοποιητική παρουσία αφού το composition είναι τέτοιο που να εξασφαλίζει μέσω διαφορετικών παραμέτρων την "ισοτητα" ολων των φυλών του Old World.

Το τουρνουά είναι βασισμένο πάνω στους κανόνες του Giant Fanatic 14. To ίδιο ισχύει και για τα 6 σενάρια του τουρνουά. Σε αυτά ίσως προστεθούν και κάποια από τα Monsters του SoM. Επίσης , θα συμπεριληφθουν οι νέες μονάδες VC (Τerrorgheist, Wraiths, Banshee).

Θα ακολουθήσει μήνυμα με τους κανόνες του GF14.



Ξέρω πως κάποιοι από τους κανόνες θα "ξινίσουν" , αφου είναι σε κάποιες περιπτώσεις έξω από τη νοοτροπία της 8ης (ειδικά) στη μαγεία.

Όμως, σε σύνολο το comp θεωρώ πως είναι ιδανικό για ατομικά τουρνουά.



Όποιος θέλει ας αρχίσει να προβάρει τις λίστες του. Είναι ένα εντελώς νέο περιβάλλον γεμάτο προκλήσεις αλλά και πολύ στρατηγική, το οποίο όμως σε κανένα σημείο δεν χάνει τον κύριο στόχο του σαν χόμπυ. Τη διασκέδαση δηλαδή.


Έχει επεξεργασθεί από τον/την Dr.Edd στις Τετ 17 Αυγ 2011, 01:11, 1 φορά
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kiour_gr
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 00:15

Καλη φαση.

Release the beasts! Roaaar.
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Laskoulas
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 00:30

Kαλη φαση , να δουμε αναλυτικα τι παιζει και παμε για "πολεμο" Razz
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Asarnil the Dragonlord
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 00:47

Giant Fanatic 14


WARHAMMER
RESTRICTIONS
& SCENARIOS


Giant Fanatic 14

Page 1 of 9 Last update 26/07/2011

D. 30/09–02/10

This Briefing


Welcome to the Warhammer tournament at Giant Fanatic 14. In this part of the tournament pack you’ll find
the restrictions for building your armies and the rules for Scenarios, how to play them and how to determine
the winner of your games.

Background

People attending Giant Fanatic year after year will know that we strive to challenge the players every year;
new scenarios, new rules and restrictions, etc. Even veterans of Giant Fanatic should read the Tournament
Pack carefully to avoid unpleasant surprises.

Restrictions

At this years Giant Fanatic fantasy tournament we have several restrictions affecting the game and the army
construction. Giant Fanatic has almost always aimed for a lower power level than the one presented in the
standard GW rulebook, and GF14 is no exception. Therefore there are some restrictions on how you can
compose your army, and though we know they aren't entirely fair they are made to stop synergy effects and
enforce variety. If you do have a really great idea that has been limited by these restrictions, remember to
look under the section below called “Breaking the System” where such ideas can be allowed.

Breaking the System

When you read the rules below some of you are bound to think “what morons wrote these restrictions and
why did they restrict my perfectly fluffy night goblin army with six night goblin units?” And of course you are
right, restricting that makes no sense! Hence we have made this thing called “Breaking the System”!
Basically it means that you can send in your army list to us while it only follows the very basic GW rules, and
its assigned points values. In essence you can bring anything you want to!
Of course there is a catch... We will have to approve your list first, and we will try to do that based on the
overall power level of the army. Hence as long as you want to “Break the System” by bringing something
weaker, chances are you will get accepted! Unfortunately we can not promise you that we can give infinite
feedback. We will strive to give any rejected lists suggestions for minor fixes that can be made to allow the
list, but we simply can not guarantee so in advance.
A soon as you are registered for the tournament you can submit a list. That means at the earliest on the 1st
of August and the latest on the 16th of September as we need them two weeks prior to the event. Your
submission will not be ‘processed’ unless you include your registration no. in the subject title of the mail.
Send your submission to: whfb@giantfanatic.dk

Victory points

Victory points scored as per the rulebook, with the exceptions that:

.
units that are at 25% or less of their original models yield 50% VP's to the opponent (characters,
monsters and handlers, war machines and single models are unaffected).

.
units that are fleeing at the end of the battle yield 50% VP's to the opponent.

In both cases, bonuses (for generals, banners, etc.) are not counted towards the 50%. Units that
are both: fleeing and at/below . strength still only yield 50% VP’s.

Giant Fanatic 14

Page 2 of 9
Last update 26/07/2011

D. 30/09–02/10

General Restrictions
Giant Fanatic 14 – Warhammer Fantasy Restrictions
• No character may cost more
than 450pts
• Max 2 identical character
choices
• Max 1 scouting unit
(characters excluded)
• Max 2 flying units (characters
excluded)
• Warmachines and Monsters
(mounts included) may not be
duplicated (boltthrowers of all
types may be duplicated
once)
• Max 6 chariots per army
• Only fully painted armies
allowed (see the painting
guide in the Info Pack.
• All GW supported armies
allowed, plus Dogs of War
and Dwarfs of Chaos1
• No named characters
• No dogs of war/regiments of
renown, in non dogs of war
armies
• All Battle Standard Bearers
may buy equipment as if
they were a normal hero of
their type
Banned items/gifts/etc:
• Power Scroll (Com)
• Crown of Command (Com)
• Fozzrik's Folding Fortress (Com)
• Neferra's Scrolls (TK)
• Siren Song (DoC)
• Pendant of Khaeleth (DE)
• Book of Hoeth (HE)
• Infernal Puppet (WoC)
• Becalming Cogitations (LM)
• Cupped Hands (LM)
• Bane head (LM)
• Higher state of consciousness (LM)
• Drakenhoff Banner (VC)
• Red Fury (VC)
• Doomrocket (Skv)



Monster Mash!
• The following monsters get a
100pts reduction:
Abyssal terror, all Giants,
Lammasu, Great Taurus,
all Daemon Princes, Shaggoth,
Zombie Dragon, Wyvern,
Jabberslythe, Cygor, Ghorgon,
Vermin Lord, Manticore,
Carnosaur, Forest dragon,
Arachnarork, Griffon, Dragon
Mage, Hippogryph,
Necrosphinx



DE 2200 points
• Max 25 repeater crossbows
• Shades are 5-8
• Max one of the following:
BSB, Cauldron or Hydra
• Black Guards are 0-1
• Cloak of Hag Graef and
Dawnstone can't be taken on
the same character



Daemons 2200 points
• All rare choices are 0-1
• No repetition of gifts/icons
• No gifts or icon on BSB
• Fiends are 1-5
• Demon Prince can pick 100pts of
gifts (still max 50pts in chaos god
specific)


No additional restrictions
• High Elves (2400pts)
• Skaven (2400pts)
• Wood Elves (2600pts)
• Bretonnia (2600pts)
• Dogs of War (2700pts)



VC 2200 points
• All rare choices are 0-1
• Wraiths are 3-4
• Blood Knights are 4-6
• Helm of Commandment is
'Wight King only'



Lizardmen 2200 points
• Max 2 Salamanders in total
• Max one of the following:
BSB or Slann
• Skink skirmish units are 0-3
(chameleon skinks excluded)


Empire (2400pts)• Steam Tank is 0-1, and
Toughness 6




Dwarfs (2400 pts)
• Max two of the following:
Anvil, Miners, Rangers




Tomb Kings (2400 pts)
• Max 12 chariots allowed
• Max 6 chariots per unit



Chaos Dwarf (2400pts)
• Death rocket and earth shaker
are 0-1 each



Beast of Chaos(2600 pts)
• 25 Bestigors allowed per unit
(50 per army)



Orcs And Goblins (2600 πτσ)
• 25 Black Orcs allowed per unit (50
per army)
• Night Goblin Shaman's extra dice
count as power dice for all
purposes


Warriors of Chaos (2400pts)

Max 12 chosen



Ogre Kingdoms (2700pts)
Can have Rhinox riders
(Monstrous Cavalry)2

1
The armies mentioned here are the only armies that are allowed at GF14. The Chaos Dwarf list allowed is the Indy GT Chaos Dwarf
list, which can be found here: http://www.giantfanatic.dk/download/42/ The 8th edition Chaos Dwarf Q&A can be found here:
http://warmongers.ziggyqubert.com/wmbb/viewtopic.php?f=19&t=14931

2
The rules for Rhinox Riders can be downloaded here: http://www.giantfanatic.dk/download/9/

Giant Fanatic 14

Page 3 of 9
Last update 26/07/2011

D. 30/09–02/10

Unit Sizes


In addition to the mentioned restrictions there are some restrictions on maximum unit sizes. When picking a
unit you first need to look up how many you can have in the army in total, and secondly how many you can
have in a single unit at once. You do this by looking in the index below:
Unit Size Restrictions
Unit entry
(check the examples below!)
Maximum models
allowed in the army
(at basic points)
Maximum models
allowed in a unit
(including upgrades)


Παράθεση :
Infantry costing 3pts or less 100 50
Infantry costing 4-5pts 80 40
Infantry costing 6-9pts 60 30
Infantry costing 10pts or more 40 20
Cavalry 18 9
Monstrous Inf/Cav/Beasts 12 6


The maximum models allowed in the army is always at the basic cost excluding equipment/upgrades.
The maximum models allowed in a unit is at the cost of the model including all upgrades paid per
model (excluding command models or other unit wide upgrades).
Example 1: You can field 40 White Lions (15pts/model) in an army, but no more than 20 in a single unit.
How many White Lions you bring does not affect how many other infantry models costing 10pts or more
you can field. The restriction is solely aimed at each individual unit.
Example 2: You can field 18 Knights of the Realm (Cavalry) in an army, but no more than 9 in a single
unit. How many Knights of the Realm you bring does not affect how many other Cavalry models you can
field. The restriction is solely aimed at each individual unit. So if you have 18 Knight of the Realm in your
army you can still have 18 Knights Errant.
Example 3: A unit of Marauders (4pts/model) would allow you to field 80 in the army regardless of any
upgrades. If you buy light armour and shields for them (now 6pts/model), the maximum unit size would be
30 for that unit, though you would still be allowed 80 per army.
Units of mixed models are restricted within each individual category of models, with the caveat that the
combined amount of wounds can never exceed 40.
Example 4: Skinks (5pts) and Kroxigors (Monstrous Inf) are restricted to respectively 40 and 6 models per
unit, though the combined wounds can never exceed 40. The amount of Kroxigors brought in mixed units
does not affect the amount of Kroxigors allowed outside mixed units.
These unit size restrictions are in addition to the existing ones in the individual army books, and in any
situation where there are different indicators, the most restrictive one is always used.


Giant Fanatic 14
D. 30/09–02/10 Page 4 of 9 Last update 26/07/2011



Five is the Magic Number

These are the magic restrictions for GF14. We've noticed a certain arms race towards everyone fielding a
Lvl4 and we wanted to try to break that cycle. More over there has also been a tendency towards throwing
the maximum allowed dice at the most powerful and game changing spells, which makes those magic
phases very all or nothing. We've tried to reign in these different elements, while also setting a generally
more low key power level, through the rules presented below.

.
A maximum of 12 power dice (pd) in total may be used in any magic phase, regardless of the source.

.
Wizards never add their level when casting or dispelling (all other bonuses still apply).

.
Under no circumstances can you use more than 5pd to cast a spell (not even Dark Elves).

.
In addition “Look out, sir” can be used against all damage dealing #6 spells.

(e.g. Infernal Gateway, Dreaded 13th, and the #6 spells of Death, Life and Metal)
.
Okkam’s Mindrazor grants +3 strength, to a maximum of strength 6 - no other strength modifiers of
any kind apply.
.
You may only gain up to 1/2/3 extra power and dispel dice (dd) per turn in your entire army
(Channelling is exempt from this rule). How many depends on your army (see below).
.
Each dispel scroll (or other item that automatically dispels a spell) reduces the number of extra dd
you can generate by 1.

Παράθεση :
# of extra pd/dd Race
1 extra pd/dd Dark Elves, Vampires, Lizardmen
2 extra pd/dd The rest
3 extra pd/dd Orcs & Goblins, Dwarfs


Simple Line of Sight

The True Line of Sight rules (TLoS) as presented in the 8th edition rulebook gives us concern with regards to
limiting peoples creativity when converting models for their army, or buying from alternative producers.
These are elements of the hobby that we would hate to see diminished at Giant Fanatic.
A more practical problem is, that the TLoS rules combined with the terrain, demand that we rethink how we
use terrain now and in the future. Unfortunately it is not economically possible for us to update all the
terrain we have already acquired which as above gives us some additional concerns using the TLoS rules
when we have the wrong tools for doing it.
Last year we tried Systematic Line of Sight a line of sight system that worked all right, but it was a bit
complicated. This year we have tried to make things simpler and we present Simple Line of Sight (SloS).
This year Simple Line of Sight will be used in all five games at GF14.


Παράθεση :
All units and terrain pieces are divided into the following three categories.
.
Blocking: Hills, Buildings and impassable terrain.
These block Line of Sight, even to other blocking terrain (You can't see through it).
.
Non-Blocking: Rivers, marches and swarms.
Does not block Line of Sight (You can see through them/it).
.
Interfering: All other terrain and units.
Does not block Line of Sight (You can see through them/it).

.
If you shoot through interfering units or terrain there is a -2 to hit penalty, only -1 for woods (never
cumulative).
.
If shooting at a large target, units in buildings or on hills there are no to hit modifiers for interfering
or non-blocking terrain or units, unless it is an interfering wood.
.
When such a unit is doing the shooting there are no to hit penalties for interfering or non-blocking
units or terrain, other than interfering woods.


Giant Fanatic 14

Page 5 of 9
Last update 26/07/2011

D. 30/09–02/10

Scenarios


At this years Giant Fanatic there will be 6 different scenarios pre-set on the tables across the hall. As such
you do not know which scenario you will be playing each round. More over you are not guaranteed to play
all scenarios either. We will try to strive for you not to play each scenario multiple times if possible, but
unfortunately it will not be possible for all of you, so expect it to happen!
The terrain will be pre-set by the referees to match the scenario, if anything looks out of place then feel free
to call down a referee at the start of the game and they will help you rearrange it if needed.
The games at GF14 use the following victory points (VP) table to convert VP into battle points (BP).
Victory Points Table
Victory Points Battle Points
0- 149vps
150- 299vps
300- 449vps
450- 599vps
600- 749vps
750- 899vps
900- 1049vps
1050- 1199vps
1200- 1349vps
1350- 1499vps
1500+

Scenario 1 – Battleline

Game Length: 6 turns

Background: Your army will confront the enemy in a classic pitched battle

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook

Scenario Objective: The objective of this scenario is to crush your opponent into a bloody pulp, scoring as
many VP as possible.

Scenario 2 – Meteor Strike

Game Length: 6 turns

Background: The evil moon, Morrslieb, hangs low in the night sky, and great lumps of wyrdstone are
raining from the skies. These deadly meteors have left the area pockmarked with craters, but the wyrdstone
fragments are valuable beyond compare, and you better seize them before someone else does.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following additional special rules:

Special rule – Landing points:

Before deploying the armies you must deploy 3 markers each to represent the “Landing points”. Starting
with the player who rolls highest on 1d6, you take turns deploying a single marker anywhere on the table
outside of the deployment zones. A marker can never be placed closer than 10” to another marker. The
markers are supplied by the organizers, though you do not get to keep them!

Special rule – Meteor strikes

Each player turn begins with a meteor strike (12 per game).

Before doing anything else when you begin your turn, roll a D6 to determine randomly which of the 6
“Landing points” is about to be struck. Then, roll a scatter dice and 2D6 to determine the exact landing spot
of the meteor (in case you roll a “HIT”, use the small arrow on the scatter dice to determine the direction of
the scatter).

Once the final landing spot is determined, resolve the meteor strike exactly like a hit from a stone thrower,
with a strength of 2 (strength 6 under the central hole but no multiple wounds) and with any hits counting
as both magical and flaming.

Finally, leave a wyrdstone (markers will also be supplied) at the landing spot. Any non-fleeing, non-character
unit touching the marker at any time will automatically pick it up. Once picked up, the wyrdstone can only
ever be lost if the unit is destroyed or flees off the table, which in both cases means that the wyrdstone is
destroyed too. A unit can carry up to three wyrdstones.

Scenario Objective: The objective of this scenario is to seize the wyrdstones. At the end of the game each
piece of wyrdstone which is held by one of your units (even fleeing units), will provide you with 50 VP.

Scenario 3 – The Tower

Game Length: 6 turns

Background: A great tower looms over the battlefield. Capture it and drive the enemy away to secure
victory.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following additional special rules:

Special rules -The Tower: There is a large tower in the centre of the battlefield. The tower follows the
normal rules for impassable terrain, which obviously means that it is not a building.

Scenario Objective: The objective of this scenario is to seize the tower. At the end of the game, the player
with the most non-fleeing, non-character units with one or more models at least partially within 6” of the
tower will gain an additional 400 VP.

Scenario 4 – The Portals

Game Length: 6 turns

Background: Mysterious, sorcerous portals of great power dominate the edges of this field of battle. If you
have the courage to send your troops trough the portal, you may find a quick path to victory.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following additional special rules:

Special rules -The Portals: There are two portals on the battlefield, deployed in two opposite corners.
Both portals together count as one single building which happens to be two places at once (yes, really). No
unit can begin the game deployed in the portals. Otherwise, you can garrison, leave, target and assault the
portals just like a normal building. Just remember that if a unit is inside one portal it is also inside the other
portal. It is effectively two places at once.

Movement: The portals can be entered by contacting either portal. When leaving the portals, a garrisoning
unit can leave from either portal. A garrisoning unit can be assaulted by assaulting either portal (though as
per the normal building rules, only one enemy unit can assault it a turn).

Magic and Shooting: The garrisoning unit can cast spells and shoot from either portal. It can be affected by
spells and shot at in both portals.

Combat: If the garrisoning unit is forced to leave as a result of being assaulted, it will leave from the portal
which was assaulted.

Scenario Objective: The objective of this scenario is to crush your opponent into a bloody pulp scoring as
many VP as possible.

Scenario 5 – Acid Rain

Game Length: 6 turns

Background: Perhaps it was unwise to lead your army to battle in the blasted wastes of the Dark Lands at
a place so polluted by the sorcerous industry of the Chaos Dwarfs that even they have abandoned the area.
Not only do the low-hanging rain clouds that move erratically across the yellow sky look menacing – they
also leave your troops soaked by something far worse than water.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following additional special rules:

Special Rules – The clouds:

The board has 3 special terrain features - the clouds - which begin the game roughly at the centre of the
board. Each cloud is the same size and shape as the large 5” template, and they count as open terrain,
which can be entered freely. The clouds do not affect movement or line of sight in any way. If a unit ends its
move inside a cloud, it suffers the effects described below and the cloud is moved by the shortest possible
route to a spot where it is 1" free of units and terrain. Any other units touched due to this are not affected
by the cloud.

At the beginning of each player’s magic phase, the clouds move randomly about as if they were magical
vortex following the same rules, but only moving 1D6”. Roll the scatter dice once and distance once and
apply the result to all three clouds. If a cloud would end its move on top of another piece of terrain
(including other clouds) it will continue moving in the same direction until it is 1” clear of any terrain features
and units. If a cloud touches a table edge it leaves the board and does not come back.

If a unit touches one or more clouds at any point during a turn, it immediately has its WS, BS and armour
save reduced by 1 point until the end of that turn. Each unit can only be affected once per turn no matter
how many times it touches a cloud in a single turn. As mentioned above, the cloud does not affect units if it
is moving because another unit has ended its move inside it. Try as much as you want, you can't “blow” the
clouds on top of your enemies!

Scenario Objective: The objective of this scenario is to crush your opponent into a bloody pulp, scoring as
many VP as possible.

Scenario 6 – Secret Dispositions

Game Length: 6 turns

Background: You have cunningly deployed your troops at the dead of night leaving your opponent no
chance of knowing where your ruthless attack will strike – unless of course he has been even more cunning
than you...

Scenario rules: This game works almost exactly like the Battleline scenario from page 144 in the WHFB
Rulebook. However, there is a screen between you and your opponent during deployment. You must deploy
your entire army without seeing the deployment of the opposing army and vice versa. No peeking!

Scenario Objective: The objective of this scenario is to crush your opponent into a bloody pulp, scoring as
many VP as possible.




Έχει επεξεργασθεί από τον/την Dr.Edd στις Τετ 17 Αυγ 2011, 21:40, 3 φορές συνολικά
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 01:07

http://www.giantfanatic.dk/giant-fanatic/



Eδω θα τα δείτε καλύτερα.

Μέσα στη βδομάδα θα ανακοινωθεί και το μέρος που θα διεξαχθεί το τουρνουά, το κόστος συμμετοχής, ο αριθμός των ατόμων που μπορούν να λάβουν μέρος (μακάρι να υπάρξει ικανοποιητική συμμετοχή) αλλά και ποια τέρατα από το Storm of Magic μπορούν να παίξουν στο τουρνουά.

Επίσης, θα ληφθούν υπόψιν και το πόσο καλοβαμμένος είναι ο στρατός αλλά και το sportmanship.
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 09:21

ωραιο φαινεται εκ πρωτης οψης ..
δωστε περισσοτερες λεπτομερειες!
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 10:54

MONSTERS



Από το Storm of Magic OΛΟΙ οι στρατοι έχουν δικαίωμα να έχουν 1 scroll of Binding.

Δηλαδή ένα επιπλέον Monster ή μονάδα από αυτές που ανήκουν στην κατηγορία των binding creatures.

Oσοι στρατοί είναι στους 2700 έχουν δικαίωμα για 2 scrolls of binding.

Oι πόντοι που ξοδεύει κάποιος συνυπολογίζονται στο αθροισμα του στρατου. Π.χ. σε ενα στρατο DoW

heroes+core+special+rares+ SCROLLS of BINDING=2700.

Το επιτρεπομενο ποσο πόντων που διατίθεται για τα scrolls of binding είναι (είτε για 1 , είτε για 2 scrolls) ίσο με το 25% του αριθμού πόντων ενός στρατού. Δηλαδή, σε ένα στρατό VC, επιτρέπεται ΕΝΑ monster/μοναδα monsters μεχρι 550 πόντους.



Η αξία των τεράτων που υπάρχουν τόσο στο Storm of Magic όσο και στα επιμέρους βιβλία (armybooks) είναι εκείνη που υπάρχει στα αντίστοιχα armybooks ( με το -100 pts για όσα από αυτά προβλέπονται στο rulepack)

Για τα υπόλοιπα, οι τιμές είναι οι εξής

Hydra 220 pts

Cold ones (unit) 10 pts

Pegasi units 40 pts

Royal unicorns 50 pts

Great Stag 55 pts

Bonegrinder Giant 300 pts

Chaos War Mammoth 400 pts

Great Chaos Spawn 150 pts

Giant Spined Beast 200 pts

Cockatrice 150 pts

Rhinox 100 pts



Οι μοναδες των monsters από τα scrolls of binding δεν μπορουν να είναι duplicated.



Νext

Runes of...Magic
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 11:27

Και ολοκληρωνοντας το πακετο κανονων,



Runes of Magic



Καθε Anvil of Doom μετραει για +2Pd/dd (συνεπώς max 10 dice/turn)

O Runelord έχει δικαίωμα για 2 (δυο) προσπαθειες/γυρο για να χτυπησει το Αμόνι του. Mε τη γνωστή διαδικασία που αναφερεται στο armybook (καθε ρουνος ωστόσο μπορεί να ελευθερωθεί 1 φορά το γύρο από τον Runelord).

Στη συνέχεια, χρησιμοποιεί ζάρια από το Winds of Magic (1-5) για να δει πόσο ισχυρός είναι ο Ρούνος αυτό το γύρο.

Στις προσπάθειες για Ancient Power εάν υπάρχουν 2 6αρια στη ζαριά τότε ο Runelord, πέρα από IF υπόκειται σε miscast table.



Runesmiths & Runelords without Anvil

Χρησιμοποιούν τους Ancestor runes του Storm of Magic (1 per turn).

Aν υπάρχουν δύο 6αρια στη ζαριά, τότε εκτός από IF ο Runesmith/runelord υπόκειται σε miscast table.





Prepare your Monsters!!!!!!
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 17:38

Αυτό που με κάνει να απορώ είναι ότι δεν έχει κανένα restriciton για τα skaven.
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http://it.wikipedia.org/wiki/Manolesso
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 18:35

Διαβασε προσεκτικα το πακετο.
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 19:48

Λοοοολοι τύποι είναι αλεργικοί στο τυρί...δεν εξηγείται αλλιώς.
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΤετ 17 Αυγ 2011, 23:18

what morons wrote these restrictions ???

and

what morons copied these restrictions here ???
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ΔημοσίευσηΘέμα: Απ: STORM OF MONSTERS. WHF TOURNAMENT.   STORM OF MONSTERS. WHF TOURNAMENT. I_icon_minitimeΠεμ 18 Αυγ 2011, 00:15

Ειναι πακετο κανονων για διημερο τουρνουα. Για οποιον ενδιαφερεται.
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