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Uprising 2010

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Uprising  2010 Empty Uprising 2010

Post  Guest Tue Mar 23, 2010 9:58 am

Hey i would like to know more about the tournamnet in novi sad this year, you already posted on your forum in romania but i would like to know more information about this, is this the right place to ask?
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Uprising  2010 Empty Re: Uprising 2010

Post  severian Tue Mar 23, 2010 12:30 pm

This ok place to sak questions. I am ready to answer them.
severian
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Join date : 2010-03-15
Age : 48
Location : Novi Sad

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Uprising  2010 Empty Re: Uprising 2010

Post  Guest Tue Mar 23, 2010 1:05 pm

So number one what kind of missons will there be played, or is it straight pitched battle.
second, armies should be wisiwig?
third models that are not gw made are allowed, as long as they look similar with what they should be?
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Uprising  2010 Empty Re: Uprising 2010

Post  Guest Wed Mar 31, 2010 8:35 pm

no answer nice.....
i will add one more question.
For Dogs of War armies are they allowed to take Kislev contigent as allies?
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Uprising  2010 Empty Re: Uprising 2010

Post  kgkid Wed Mar 31, 2010 9:15 pm

just to join the community with the following:
"please, we need the rules pack"

and yes, this does mean that there are some chances that I'll participate Wink
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Race: Dwarf
Gender: Male

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Uprising  2010 Empty Re: Uprising 2010

Post  severian Thu Apr 01, 2010 12:46 am

Uprising 2010 - The International Warhammer tournament rules pack

This pack contains the full Tournament rules specially adapted for the tournament organized by gaming club Valhala."Uprising" is to be held on April 2010 in Novi Sad, Serbia

The tournament will be held on 24th and 25th of April in SPENS main hall for the first time.
All of the rules and White Dwarf references are from UK publications.
All competitors should be aware that where any rules interpretation is required, the UK standard will be
upheld, and that the Chief Referee will be consulted for any particularly contentious issues.
All Tournament material will be published or presented in English, interpreters or translations can be
provided only for Serbian language due to the variety of nationalities that we expect to attend the
tournament. That is why all players have to understand English or Serbian.
Rosters and descriptions of your forces to be handed in have to be in English or Serbian.
The Chief Referee’s decision will be final.
Entry fee is 10 Euro and includes refreshing drinks for all players for both days.
Please note that the most of the rules included in this rules pack are written, published and owned by
Games Workshop. All rights reserved.
If you have any questions about the event please e-mail: drseverian@gmail.com


1). General rules
Army restriction:

- 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
Bretonnia
Chaos Dwarfs
Dwarfs
High Elves
Warriors of Chaos
Tomb Kings
Wood Elves

Category C (2600pts)
Beastman
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.
SKAVEN: Max. 3 large targets (Hell Pit Abomination and Doomwheel count as 2 each; HPA also counts as 2 rare slots); for each unit of Clanrats/Stormvermin you may have up to 1 unit each of Skavenslaves, Rat Swarms and Giant Rats; Stormbanner is BSB only; Doom Rocket, Poison Wind Mortar, Jezzail units and a Doomweel count as warmachines

Proxies cannot 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 50% of models in it must have appropriate equipment (spears, shields etc.)!

Every model in the army must be assembled and glued to the appropriate base.
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).
All non-skirmish units, consisting of more than one model, must be placed on appropriate movement trays.

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 randomly. After that, competitors will be matched based on their 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. However team mates will not be paired to play against eachother. Competitors can never play the same opponent twice nor will they play their teammates. 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.
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.
All official errata and FAQs on actual Army books must be used.
The official languages of the tournament are Serbian and English, so it is imperative that you undestand
Serbian and/or English, otherways you might not be allowed to participate in the tournament.

Instead of 6th game, we will organize a little competition between teams: These competitions are meant to promote friendship and goodwill. Each of competitions will reflect theme of this happening which is Pirates of the Carribian. Wining teams will be proclaimed True Prates. Players will also get some victory points that will be added to their overall score.
Some of the competitions are:
Rope tugging
Tattoo painting
Walking the plank
Liars dice
Dart throwing…
2). The Scenarios:

2.1 Generalship points (0-120 pts)
Generalship points (0-120) are scored as detailed in the Rulebook and shown below, with an addition of
the following scenarios:
Level of victory

Points difference Victory points Victory points
0 - 99 Draw 10 10
100-199 Minor victory 11 9
200-299 12 8
300-399 13 7
400-499 Solid victory 14 6
500-599 15 5
600-699 16 4
700-899 Crushing victory 17 3
900-999 18 2
1000-1199 19 1
1200 and more Massacre 20 0

At the begging of the game the player can opt to play a scenario. If he does that, he will get points as detailed on a scenario card.

Tournament Battles - A battle described on page 2 of the 7th edition rulebook, with exception of terrain
being set up before the battle by the referees.

You will play six scenarios:

BATTLEFIELD CONDITIONS

SCENARIO 1: BREAKTHROUGH

SET UP: See the diagram below for deployment zones. Players set up and deploy their troops as per the rules for Pitched Battle, found on p2 of the core rulebook.
• Both players roll a dice, the player scoring the highest gets to choose which side of the table they deploy on.
• The players roll a dice, the player scoring the highest gets to choose whether they deploy first or second.
WHO GOES FIRST: Both players roll a dice, the player who finished their deployment first may add +1 to their dice roll. The player who scores the highest may choose to go first or second (re-roll ties).
LENGTH OF GAME: Six turns.
VICTORY CONDITIONS:
• At the end of the battle, each attacking unit in the opponent’s deployment zone is worth its points in Victory Points; you score half the unit’s value if it’s under half strength and full points if it’s at full strength.
• Units that are fleeing, monsters, monsters and handlers, single models and characters do not count towards this total. No other Victory points are used.
• The side with the most points wins the battle.



SCENARIO 2: PITCHED BATTLE
See rules for Pitched Battle, found on page 2 of the Warhammer Core Rule Book.


SCENARIO 3: DAWN ATTACK

SET UP: See the diagram below for the deployment zones. After marching all day to get to the battle field, you have decided to make camp for the night before mounting a Dawn attack. With your general having already planned out the army’s deployment, your troops take up position as soon as the sun rises.
• Roll off to see which player picks the half of the table they wish to deploy in. The opponent deploys in the other half.
• Roll a D6 on the table below:
WHO GOES FIRST? Both players roll a dice, the player who finished their deployment first may add +1 to their dice roll. The player who scores the highest may choose to go first or second (reroll ties).
LENGTH OF GAME: Six turns.
VICTORY CONDITIONS: The player that scored the most victory points is the winner.
D6Roll Deployment Zone
1 Left Flank: The unit is placed in their half more than 12” from the centre line, and within 18” of the narrow table edge on the player’s left.
2 Right Flank: The unit must be placed in their half more than 12” from the centre line, and within 18” of the narrow edge on the player’s right
3- 5 Centre: The unit must be placed in their half more than 12” from the centre line, and more than 18” from either narrow edge.
6 Choose: You may choose to deploy the unit on the left flank, the centre or the right flank.



SCENARIO 4: TRIAL OF BATTLE

SET UP:
See rules for Pitched Battle, found on page 2 of the core rule book.
VICTORY CONDITIONS:
Each table quarter is worth a certain number of points. To capture a table quarter, follow the rules in the Warhammer rulebook on page 102. Additionally:
• Your own table quarters are worth 1pt each.
• Your opponent’s table quarters are worth 3pts each.
• The winner is the player with the most points.
• Only scoring units may contest table quarters.
• A scoring unit must have unit strength of five or more and may not be a single model.
• Calculate victory points in the usual way and record these on your results sheet. These will be used as a sort after tournament points.
NB: If you wipe out your opponent or he concedes, you automatically win.


SCENARIO 5: FOG OF WAR!

SET UP: See the rules for Pitched Battle, found on page 2 of the core rule book. Use the deployment zones from that scenario forthis round.
• Both players roll a dice to decide who gets to set up first or second.
• The player who goes first must draw a map of the table and clearly mark on it where each of their units will be deployed. – Please bear in mind that this will not be an exact science and that a degree of sportsmanship and common sense should be applied to this process!
• The player who came second must deploy his units on the table.
• The first player then reveals his map and deploys his army exactly as drawn. Scouts are then rolled for and deployed as normal.
• Both players then roll a dice and the winner chooses to go first or second.
LENGTH OF GAME: Six turns.
VICTORY CONDITIONS: The player that scored the most victory points is the winner.

SPECIAL MISSIONS & THE MASTER STRATEGIST AWARD

We will give out a separate award for the player (or players!) who managed to score the highest number of Strategy Points over the weekend and who will be awarded the accolade of the Master Strategist for the event.
Over the course of the event, you will be issued with 6 Special Mission Cards for use during the tournament. These allow you to play as part of a separate challenge to the main competition in order to find the player with the most tactically astute mind at the event. They are also intended to give players something else to
think about in addition to completing the challenges they will face during the scenarios they will play.
You will play one card per round that you will choose. When you decide what it is, make a note of it on your results card but don’t show your opponent.
Each Mission is worth a certain number of Victory Points that must be recorded as part of your results for that round. Please note: you must mark on your results card whether or not you were successful in completing your mission.

They are as follows:
1 Assassination! “Cut away the Head and the body will crumble…” Your mission is to eliminate the enemy general. At the end of the game if the enemy general is either destroyed or fleeing you gain 400 VPs.
2 Wood for the War Effort! “Wood is needed to fuel your campaign, capture those trees.” Your mission is to control more woods on the table than your opponent at the end of the game. To control a wood, at least half of the remaining models in one of your scoring units must be in the wood with no enemy in the same wood. Scoring units have at least US5, are not a single model or monsters and handlers, fliers or raised/summoned units. If you complete this mission, you receive 400 VPs.
3 Higher Ground! “An elevated position is needed to establish a forward offensive.” Your mission is to control more hills on the table than your opponent at the end of the game. To control a hill, at least half of the remaining models in one of your scoring units must be on the hill with no enemy on the same hill. Scoring units have at least US5, are not a single model or monsters and handlers, fliers or raised/summoned units. If you complete this mission, you receive 400 VPs.
4 Forward Offensive! “Get moving soldiers, we need to break through their lines!” To complete this mission, you must finish the game with three scoring units above half strength in the enemy deployment zone. Scoring units have at least US5, are not a single model or monsters and handlers, fliers or raised/summoned units. If you complete this mission, you receive 400 VPs.
5 Surgical Strike! “Concentrate efforts on the General’s Elite, we must eliminate them!” Your mission is to destroy your opponent’s most expensive unit. If at the end of the game, you opponent’s most expensive unit is either fleeing or dead, you receive 400 VPs. If two or more units are the most expensive; you complete the mission if you destroy at least one of them.
6 Crushing Blow! “Destroy the enemy’s morale by destroying his finest warriors!” Your mission is to destroy more of your opponent’s Special and Rare units than he does of yours. Fleeing units also count. If you complete this mission, you receive 400 VPs.


3.) Rules commentary

3.1 Line of sight: Units on hills see everything (LoS arc permitting) except for: units behind other hills, 2
ranks of infantry units (20x20, 25x25 mm bases) or one rank of cavalry units (25x50, 40x40, 50x100 mm
bases) that are behind wood or building, if they are touching that wood or building. Larger (deeper) units
cannot hide behind woods or buildings.

3.2 Line of sight: All normal sized units (on ground level and hill) can always see Large target unit (and
shoot at it with an additional rank) unless Large target unit is directly behind a wood or building larger
than the model. Large target unit must be touching that piece of scenery. In that case, both normal sized
units and Large target unit cannot see each other. This represents the situation where a Large target unit
is trying to hide.

4.3 Rules interpretations:

1) Movement

a) Random movement (2d6" in the case of spawn, pump wagons, etc.) and magic movement with a fixed or random value (2d6" or 8") is subject to normal terrain modifications.
b) Units coming back onto the battlefield which normally move in the compulsory movement phase (such as squig hoppers or spawn), can move as normal, but cannot charge as a result of their movement – they are stopped 1” from an enemy unit which they would contact if their full movement was executed.

2) Charges

a) You cannot declare improbable charges.
b) Charges are measured using miniature bases, not movement trays.
c) Charges in different phases: because a single unit can be charged in several phases (for example, by normal goblins, and then by squigs) and can thus declare charge reactions several times, it should be assumed that the final declaration takes precedence.
d) Frenzied charges: a unit which is being charged by a frenzied enemy may (after checking whether the charge will actually take place – after measuring the range) declare reactions as normal.
e) Frenzied charges and magic banners giving movement bonuses: Before measuring whether a charge must be declared, the player declares the use of a magic banner. If the distance added by the banner is not enough for a charge to happen, the banner is treated as used (if it was a one-use only item).
f) Frenzied charges: as with normal charge declarations it should be determined whether a charge is possible (and thus must be declared) by taking into account the possible movement of all units which will happen before the frenzied unit’s charge.

3) Close combat

a) If a model with a magic item or ability which affects the entire combat is killed (a vampire with the cursed book being a good example), the effects of this item or ability stop immediately – that is why all attacks should be performed in the order of initiative.
b) Challenge: if a hero or champion is the only model in base to base contact with an enemy (for example, a goblin hero on a wolf leading a column of five wolf riders) and is taking part in a challenge, then all enemy models which are in contact with that hero/champion (and not actually fighting in the challenge, of course) cannot attack at all.

4) Combat results

a) With the exception of rank bonuses, which is calculated at the beginning of close combat phase, all other combat resolution is calculated at the end of combat.
b) For purposes of "higher ground", the position of the fighting ranks should be analyzed.
A regiment which has its entire fighting rank higher than the enemy receives the bonus. If one regiment has its entire fighting rank on a hill, and the other only parts of it (for example, a unit of cavalry which can only get the front halves of the first rank's bases on a hill), the bonus is applied and is given to the unit which has its entire fighting rank on the hill.

5) Fleeing and pursuit

a)Units which declare a „Flee” reaction from more than one charge will flee from the charging enemy with the largest Unit Strength (if several chargers have the same US, roll a dice). After the fleeing unit is moved it should be determined whether one of the charging regiments is capable of catching it in its new position.
b) In order to determine, which zone of a regiment (flank, rear, front) is charged by an overrunning enemy, we should move the overrunning unit straight forward – the first point of contact is the point where the charge will „hit”.

6) Shooting

a) When declaring a shot from a catapult/cannon/etc. it is best, in order to avoid misunderstandings, always declare the exact center of a single enemy model as the point which is being shot at.

7) Psychology

a) Fear test: if, as a result of a failed fear test, a regiment will hit the enemy on 6's, then this applies only to attacks allocated against the unit which caused the failed fear test.

8 ) Bases

a) Bases for war machines are not required, however, when shooting from a catapult or similar machine, it should be assumed that the base is not smaller than 40x40 mm. It is recommended that war machines be placed on such bases.

b) Base sizes:
Giant Cave Squigs should be fielded on 40x40 mm bases

9) Magic

a) The decision to dispel a spell (or not) is made before the range is measured.
b) After a 5-6 miscast result (enemy may cast own spell), the player whose turn it is may use a dispel scroll to block that spell as normal.

10) Tables

a) It is considered to be given than if a scenario (pitched battle, 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 favor 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".

11) Declaring

Players should not declare impossible or improbable actions in order to "accidentally" achieve other goals which would not otherwise be possible to achieve. Because there are many situations in which such unsporting declarations can be made, referees should refer (!) to their common sense in passing judgement on such actions.
It is especially foul and undesirable to:
a) Declare improbable charges
b) Declare improbable shots or "guess" improbable ranges (all forms, including template shooting) in order to hit models/units which you are unable to target otherwise.

12) Miscellaneous

a) Line of sight can be measured at any time during the battle, but only of a player's own units.
b) Re-rolls made for heroes which are inside a unit can only be made for actions which the hero himself (or herself) is undertaking, and so cannot be used for the entire regiment’s break tests, stupidity, etc.
c) If a unit with the tunneling, or similar, rule (such as tomb scorpions, tunneling teams) digs out beneath a regiment which is placed in such a manner that other regiments make it physically impossible to place the tunneler on the board and in contact with the unit – the blocking units are moved so that the tunneler can be aligned with the enemy unit. Regiments moved in this manner are not treated as having moved for purposes of shooting, etc.
e) Magic weapons which give a bonus to characteristics also modify these characteristics for purposes of effects caused by spells and similar, unless the description of the weapon clearly states that it only modifies characteristics in a given phase (example- sword of might).
f) Re-rolls: all dice in a single batch must be re-rolled at the same time, it is not permissible to re-roll them one at a time.
g) Monsters: Because the rulebook description of monsters is very unclear:
1) Characters are never monsters. Truly large characters only follow some of the rules for monsters – namely movement rules (see errata). Because of this, Greater Daemons, Ancient Treemen and Shaggoth Champions are not considered monsters.
2) All monstrous mounts (see rulebook p. 59) are monsters.
3) All creatures on 50x50 mm and larger bases are monsters, with the exception of the Ogre Hunter. Please note that Tomb Scorpions are also fielded on 50x50 mm bases (see Anthony Reynolds FAQ) and are monsters.
4) The following creatures on 40x40 mm bases (and on bases the size of which has not been specified by GW) are also monsters: great eagle, gorger, spawn of chaos, hellcannon.
h) In the case of items, spells etc. which affect specifically attacks made by “steeds”, it is assumed that:
Bloodcrushers: From their 4 attacks, 2 are made by the rider (including one due to frenzy) and two – by the mount :
Plagueriders: the rider has one attack, the plaguebeast has k6+1 attacks
Changebringers: The rider has two attacks, the disc - one
Pleasureseekers: The daemonette has two attacks, the mount also has two.
Spells, items and abilities which affect steed attacks do not apply to attacks made by squig hoppers and other similar units without a separate „steed” profile which were not listed above.

6). Army Painting

6.1 PART A: This section is to be filled out by you, the player.

Your Name (Very Important!)
Is every single model in the army painted? (If no, score is 0 – do not proceed any further.) YES NO
Did you paint ALL of the army yourself? (If no, player is ineligible for WOW! mark) YES NO

There will be two painting judges on the tournament. The judges will grade all the armies, and total will be divided by two, for a total of 30 points.

6.2 PART B: This section is to be filled out by the judges - not you!

Painted:
a) Your army isn't painted - 0 points
b) Your army has 3 colours - 3 points
c) Every part of every miniature in your army is painted with at least 1 non-prime colour - 5 points
Details:
a) No details - 0 points
b) At least some attempt is made to make details (either eyes and nails and hoofs of your miniatures (so all of those, as long as you have them), single colour is ok, or you done some level of shading (be it drybrush, highlight, or something else) - 3 points
c) Each of your miniatures have painted eyes, hoof, nails (or whatever of those your miniatures have (or something else of course)), plus you have at least 2 levels of shading on your miniatures (background colour and highlight for example) - 5 points
Bases:
a) No bases - 0 points
b) You have done at least something on your bases (flock for example) - 3 points
c) You have either done scenic base (with stirodur or greenstuff for example), or you have 2 things on your bases (for example sand and static grass) - 5 points
Converting:
a) No converting done - 0 points
b) at least 1 of your miniatures is converted - 3 points
c) you eiher have 1 complex conversion (for example: green stuff used, or using parts from multiple models), or at least 30% of your army (round up number of models if it matters) has at least some level of conversion (for example head swaps) - 5 points
Movement trays:
a) no movement trays - 0 points
b) you have movement trays - 3 points
c) you have movement trays, and some attempt is done to make them look better, be it painting, or placing static grass on their edges or something else - 5 points
Freehand:
a) no freehand - 0 points
b) Army has at least one freehand (flag,shield…) - 3 points
c) Army has many freehand drawings (flags, shields, tattoos….) - 5 points.
Judge 1 Signature:
Judge 2 Signature:
TOTAL SCORE.

6.3 WYSIWYG (0-5 pts)

This category is not marked by painting judges, but by your opponents. Before every game, you'll mark your opponent's army; if you think his army is completely WYSIWYG, you'll tick 'yes', if not, you'll tick 'no'. Note that we truthfully hope that every army will get all the points for this category.

What must a model/unit have visible to be a WYSIWYG:
• All the appropriate weapons and amour (including shields), other than a basic hand weapon.
• The appropriate mounts
• All the command group members that you have bought for your units
• All the upgrades that you have bought (like banners)

What a model/unit does not have to have visible to be a WYSIWYG:
• All the magical items other than Weapons and Amour (your models don't have to have Arcane or
Enchanted items represented on them)
• The right type of amour (light amour could be considered heavy etc)
• Hand weapon (every model is considered to have one, as per rules)

0 pts: Three or more of your opponents think that your army isn't fully WYSIWYG.
3 pts: One or two of your opponents think that your army isn't fully WYSIWYG.
5 pts: All of your opponents think that your army is WYSIWYG.



7). 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 occur, 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. If the rules do not cover the situation, then roll a dice to decide what happens. In other words, a friendly dice roll should decide any question that cannot be answered by referring to the rules.
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 really 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.
Be warned, however, that our Referees are under strict instructions to give players one of two answers to any question they are asked:

1. They will show you the rule in its relevant place in the rulebook (or Chronicles / Annual / WD).
2. To roll a D6 to sort out any rules problems not solved by the above.

Discussion about rules with referees during battles is not allowed and it is considered red card
offence.

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.
Five points per Red Card will be taken from a Red booked player’s Generalship totals.
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.

8.) Sportsmanship points (0-26 pts)

Every round, you will be judged on your sportsmanship – the measure of a player’s patience, fairness, respect for his opponent, and (most importantly) his sense of fun. Also we included a section that judges your opponent’s army. It is meant to discourage powerplayers. Always keep at the forefront of your mind that you are entering into the Tournament to have a good time, see other armies, and play with toy soldiers. Remember, having a rules disagreement is not cause to mark someone down in sportsmanship if you can amicably reach an agreement. It is okay to call a judge over to get an official ruling during the tournament. Sometimes players can misread rules or mistake a house rule they’re accustomed to for an official rule. You should mark someone down in sportsmanship only if they blatantly bend or break the rules on a consistent basis, if they are unusually argumentative, or if they are (unfortunately) just plain jerks. Please score your opponents honestly – otherwise, the system won’t work. Also, be aware that if we suspect someone is marking opponents low (or high) on purpose rather than in the spirit of the sportsmanship rules, Games Workshop judges will adjust the scores as they deem fit. Each round is worth between 0 and 5 points. See the table below for a breakdown of sportsmanship points per round.

Your Opponent’s Army
2 pts This army was great and an ideal example of what the army should be.
1 pts This army was fair and balanced.
0 pts This army was intentionally created to exploit loopholes and does not follow the feel or background of the army.
Your Opponent
3pts This game was particularly exciting and enjoyable. Your opponent was a pleasure to game with and thanks to them it was the kind of game you will remember for some time and perhaps even become the basis of an anecdote or two.
2pts The game was a typically entertaining game of Warhammer. Your opponent played in the right spirit and helped to ensure you got just the sort of game you came to the Tournament to experience. This should be the default selection if neither of the others applies..
1pts This game had a few problems, but overall it was okay.
0pts This game was no fun at all primarily because your opponent played the game in poor spirit. He/she either quibbled excessively or was too aggressive in interpreting the rules. This was a game you wish you hadn’t had to play.

At the end of your 6th battle (and not after each fight), you will mark one of your opponents as a player that you had best time playing with. That player will get additional point in overall score.

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.
Example: If you got 3,3,4,4,2,5, your total would be 14 (3+3+4+4, without 2 and 5)
If you got 5,5,5,5,5,0, your total would be 20 (5+5+5+5, without 0 and 5)

9). Best Painted Army competition
In addition to the main Tournament, Best Painted Army competition will be incorporated in Zlatni Perun competition. During the battles, painting judges will mark all armies. The top five armies will be in the competition for the Best Army. Each player 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
-if your army was the Best Army winner on Uprising tournament ever, then it cannot compete.

10). Team competition
In addition to the Tournament we will also grade teams. Participants can apply in teams that consist of 2-4 players. Benefit of teams is that team mates will not be matched to play against eachother. Also, there are prizes meant for best teams.

The prizes

The prizes are won for the following categories:

• First place overall
• Second place overall
• Third place overall
• Master strategist
• Players Favorite Army
• Best General
• Friendliest player
• First Team overall
• Second Team overall
• Third Team overall

SCHEDULE
SATURDAY
9:00 – 10:00 earliest entry and registration
10:00 – 10:30 Briefing and introduction
10:30 – 13:00 ROUND 1
13:00 – 14:00 Break for lunch
14.00 – 16.30 ROUND 2
16:30 – 17:00 Best Painted Army Voting
17:00 – 19:30 ROUND 3
SUNDAY
10:00 – 12:30 ROUND 4
12:00 – 13:00 Lunch break
13:00 – 15:30 ROUND 5
16:00 – 18:30 ROUND 6 (which is not warhammer but team competition)
19:00 - Awards Ceremony
20:00 - End of the Tournament

Registration
It is very important that all players who are interested in taking part at the tournament register before 19th April.

Registration could be sent via e-mail: drseverian@gmail.com ; Post (Vladimir Curcic, Nadezde Petrovic 8, 21000 Novi Sad, Serbia); telephone:+381 216315538 or GSM (sms): +381 69 3176302
Registration must 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: drseverian@gmail.com


Last edited by severian on Thu Apr 01, 2010 5:28 pm; edited 2 times in total (Reason for editing : greška u datumu)
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Post  severian Thu Apr 01, 2010 12:51 am

Sorry for late answers, we were very busy.

So number one what kind of missons will there be played, or is it straight pitched battle.
There are scenarios and missions.

second, armies should be wisiwig?
yes

third models that are not gw made are allowed, as long as they look similar with what they should be?
All models are alowed as long as it is clear what they represent.

For Dogs of War armies are they allowed to take Kislev contigent as allies?
I dont know. Crying or Very sad No one here plays that army. I will have to look it up.
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Post  Guest Thu Apr 01, 2010 1:16 pm

severian wrote:Uprising 2010 - The International Warhammer tournament rules pack

This pack contains the full Tournament rules specially adapted for the tournament organized by gaming club Valhala."Uprising" is to be held on April 2010 in Novi Sad, Serbia

The tournament will be held on 24th and 25th of March in SPENS main hall for the first time.

I thought it was on 24 - 25 of april. cause 24 and 25 of march kind of passed
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Post  тајнисвет Thu Apr 01, 2010 1:55 pm

There are couple of things wrong, besides the date. There are only 5 scenarios but there are scenario 6. I suppose that it is 4.
Adress for Vladimir Curcic is ok, but the post number is 21000.
And of course, april 24. and 25.
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Post  severian Thu Apr 01, 2010 5:29 pm

Sorry, It is better now. Anything else ? It is possible that I have missed few more things....
Note that beastman are in C group again
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Post  тајнисвет Thu Apr 01, 2010 6:32 pm

Ima jos nesto sitnih gresaka u pisanju, ali je ok ovako. Najvise gresaka je u odeljku kod objasnjenja pirata sa kariba i tog takmicenja.

Nego, sta se smatra za ranked core units? U prevodu, da li Ironguti pripadaju toj grupi ili upadaju u restrikcije do 3 unita?
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Post  тајнисвет Sat Apr 03, 2010 7:45 pm

http://warhammer.org.uk/phpBB/viewtopic.php?f=3&t=61692&start=0

Ево и одговора на моје питање, лик каже да докле год нешто основно не пуца од Огрова, може да се узме у више од три јединице (занимљиво је да Гноблари онда не могу да се узму у неограниченим бројкама). Могу ли добити одговор од стране организатора, јер ми много значи зарад одлуке да учествујем на турниру? Ако може, рачунајте ме за турнир.
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Post  Guest Sat Apr 03, 2010 9:07 pm

I still need an answer for the kislev contingent in an dogs of war army, i looked around and no one said i could use but i need your aprovement.
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Post  тајнисвет Sat Apr 03, 2010 10:39 pm

Personally, I'd allow it. It is rare to see DoW army at all, and if you are eager to play with them, it would be cool for me to see it and even play against it.

Someone from officials should say something soon, but maybe you can find answer yourself at the next link, so you can be sure.


http://warhammer.org.uk/phpBB/index.php

All the best, and hope to see you all guys at Uprising this year,
Stefan.
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Post  kgkid Sun Apr 04, 2010 11:34 am

As for the Ogres: As long as you have 1+ Bulls unit, Ironguts may be taken in as many units as desired. All the rules from BRB and Army books still have to be followed! Tournament rule set is just an addition to existing rules...

In a DoW army they are not Core, but Rare choice so they can not be doubled!

AS far as Kislev allies go: As far as this rule set goes (as written), (and ETC as well) the answer would be "no". Allies have access to additional heroes and units.

AS far as I am concerned, anyone prepared to take a DoW army to the tournament should be allowed to take Kislev as allies with all of the rules for allied contigent. My suggestion to organizers is to add this bit to the rules pack... Very Happy
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Post  severian Mon Apr 12, 2010 11:23 pm

I still need an answer for the kislev contingent in an dogs of war army, i looked around and no one said i could use but i need your aprovement.

Sorry, same rules for everyone. No allied contigent....
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Post  Putujuci Djindas Thu Apr 29, 2010 2:26 am

mogu li se videti konacne liste plasiranih na turniru?
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Post  тајнисвет Thu Apr 29, 2010 11:48 am

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