Druchii.net 1st Universal Battles Tournament Rules Pack
Posted: Fri Feb 06, 2015 10:02 pm
Army list composition
The following armies are permitted;
- Beastmen
- Bretonnia
- Chaos Dwarfs
- Daemons of Chaos
- Dark Elves
- Dwarfs
- High Elves
- Lizardmen
- Ogre Kingdoms
- Orcs and Goblins
- Skaven
- The Empire
- Tomb Kings
- Warriors of Chaos
- Wood Elves
- Vampire Counts
Limits and exceptions
- 2,500 points limit
- No special characters permitted
- New units (excluding characters) introduced in the End Times books are permitted
- New units (excluding characters) introduced in Tamurkhan are permitted.
- No End Times factions permitted
- No allies
Composition
- Minimum of 3 units
- Minimum of 1 character that can be the army general
- Maximum of 50% of points spent on lords
- Maximum of 50% of points spent on heroes
- Minimum of 25% of points spent on core units
- Maximum of 50% of points spent on special units
- Maximum of 25% of points spent on rare choices
Magic Phase & Items
- Lore of Undeath is permitted
- End Times magic rules are not used
- Maximum 12 power dice per phase
- Storm of Magic items and spells are not used
- Fozzrik’s Folding Fortress may not be taken
General information
- Current rulebook and GW FAQ and errata used, no additional sources
- Units that are fleeing or reduced below 25% of their starting size on the end of the battle yield 50% of their points
- Games will be 6 turns or if a player concedes, in which case the victor wins 20-0
- Map will be provided by TO.
- All scenery is non magical.
Line of Sight
Simple Line of Site will be used instead of True Line of Sight as defined below, this is purely due to playing in a 2D format (replication of ETC 2015 rules):
Terrain pieces are divided into ones that:
- Block LoS: Hills, Buildings and impassable terrain.
- Don't block LoS: all other terrain.
Exception - Ponds/Water: Does not block LoS, players should agree beforehand whether the body of water is impassable or not.
Unit is considered to be in hard cover when:
- Majority of unit's footprint is obscured from shooter's Line of Sight by one or more Interfering Unit(s) or LOS blocking terrain(s), as described on page 41 BRB
- Unit is garrisoning a Building, as described on page 127 BRB
- Majority of unit's front rank is defending an obstacle, as described on page 122 BRB. If the unit is being shot from the flank or the rear, treat the corresponding file or the last rank, respectively, as the front rank
- Majority of unit's footprint is in Ruins
Unit is considered to be in soft cover when:
- Majority of unit's footprint is in or behind woods, as described on page 119 BRB
Models shooting from hills or buildings don't get the hard cover penalty for shooting through interfering units, unless interfering the unit is also on hill.
Units with majority of its models on hill do not receive hard cover for being shot at through interfering units, unless that part of the units which interferes is also on hill. Units with majority of its models on hill do not receive hard cover for being partially obscured from the shooter's LoS by the same hill they are on
Large Targets can't claim cover for obstacles, ruins and interfering units, unless interfering unit is also a Large Target. Large Targets which shoot don't suffer any penalties for interfering units, unless interfering unit is also a Large Target.
Scenarios and scoring
Each pair will be assigned one of the following six scenarios randomly generated by the organiser at the time of the draw. Both players must agree on the final score, any disputes should be sent for adjudication with a screenshot and summary notes from both players to the organiser.
The player named first in the draw will be expected to submit the result to the organiser unless agreed with the opponent. Please also feel free to post battle reports on Druchii.net.
In each battle, points are divided between the two players. Up to 16 points are divided based on victory points where 1 battle point = 200 victory points difference. Then up to 4 further points are awarded for scenario objectives as described below.
VP differences
0-200 VP – 8-8
201-400 VP – 9-7
401-600 VP – 10-6
601-800 VP – 11-5
801-1000 VP – 12-4
1001-1200 VP – 13-3
1201-1400 VP – 14-2
1401-1600 VP - 15-1
1601+ VP - 16-0
1. Blood and glory
Deployment and fortitude as per rulebook. You gain two battle points for breaking your opponent first, one for killing his general, one for preserving your own.
2. Dawn attack
Deployment as per rulebook with the following exception: you are allowed not to roll for any of your units and deploy it wherever you like. However, this unit is then worth 100 points more. Characters may join such a unit for no additional penalty if they have the same rule type (Flyer /Scout/Fast Cav). You gain two points for killing more fast units than your opponent and two more points for preserving more than your opponent, if number of units destroyed or remaining are equal, assign a single point to each player in each case. A fast unit is defined as a ‘Flyer’ or a unit designated with ‘Fast cavalry’, ‘Skirmisher’ or ‘Scout’ rules.
3. Table quarters
Deployment as per battleline. The table gets divided in four quarters of the same size. At the end of the game you count all non character units in each of the quarters. The players who has more units in a quarter gets one point, a unit with a banner counts as two. In the case of an equal number of units in a quarter the player with the most banners will gain the point, if this is still equal assign half a point each . A unit cannot occupy two quarters at the same time - the players have to decide simultaneously in which quarter their units actually are before counting begins.
4. Sacking the camp
Deployment as per battleline. At the end of the sixth turn, you count how many ranks each player has in the opponent's deployment zone. Characters are ignored (they can beef up the number of ranks of a unit though), incomplete ranks are ignored, if there is a unit with less than one rank remaining (or a lone monster for example) it counts as 0.5 ranks.
The scoring is then as follows:
If both players have the same number of ranks in the enemy deployment zone: each gets 2 scenario points
If a player has at least one rank more: 3 points for him, 1 for the opponent
If a player has at least three ranks and at the same time he has more than twice as many ranks as his opponent: 4 points for him, nothing for the opponent
5. Arch Enemy
Deployment as per blood and glory. Each player nominates two units or characters of his opponent. Those units will then be worth one scenario point each for the player who kills or preserves them.
6. King of the Hill
Deployment as in battleline. A hill must be deployed in the centre of the battlefield and the centre of this hill will be marked by a dot, this should be the centre point of the map. The player who has an unengaged unit (not a lone character) on the dot at the end of turn 6 earns four scenario points if the unit has a banner and at least a rank and three points otherwise. If no player has a unit standing exactly on the dot or if this unit is engaged in melee combat both players earn two scenario points.
Participation
Please be respectful to your opponent at all times. If you feel that you have been unfairly treated or insulted, then please report immediately to the organiser with screenshots.
Communication should always be in English unless both players agree to use a different tongue.
Lose of Internet connection or no show
If someone loses internet connection during the game or does not appear at the agreed time, the opponent will wait for an hour. If the member does not turn up or cannot retrieve the connection the game is forfeit and a 20-0 result registered. This is to prevent bad sportsmanship and logging off when losing and making excuses about connection later. An hour should be enough to go to the nearest public wi-fi after all. The opponent is allowed to be exceptionally kind and offer a rematch of course. Please inform the organiser if this is the case regardless.
If two players find out they are unable to match their schedules they are to contact the organisers. There is a potential that a member on the reserve list will be available to compete. If no options are available then both players will be awarded 10 points, this is only available once or at the discretion of the organisers, further misses will result in 0 points being awarded.
If a pair would be able to fight their battle within a week after the deadline they should contact the organizer and they might be given an exception on discretion. Otherwise, if the battle is not played, both players will be awarded 10 points [or 0] as described in the previous paragraph.
If someone's opponent falls silent and ceases to be accessible via PM this then you should inform the organizer. He will try to contact this opponent himself and if this fails as well, the player without an opponent wins 20-0. The opponent that ceased to respond will then be excluded from other pairings until he shows up again.
The following armies are permitted;
- Beastmen
- Bretonnia
- Chaos Dwarfs
- Daemons of Chaos
- Dark Elves
- Dwarfs
- High Elves
- Lizardmen
- Ogre Kingdoms
- Orcs and Goblins
- Skaven
- The Empire
- Tomb Kings
- Warriors of Chaos
- Wood Elves
- Vampire Counts
Limits and exceptions
- 2,500 points limit
- No special characters permitted
- New units (excluding characters) introduced in the End Times books are permitted
- New units (excluding characters) introduced in Tamurkhan are permitted.
- No End Times factions permitted
- No allies
Composition
- Minimum of 3 units
- Minimum of 1 character that can be the army general
- Maximum of 50% of points spent on lords
- Maximum of 50% of points spent on heroes
- Minimum of 25% of points spent on core units
- Maximum of 50% of points spent on special units
- Maximum of 25% of points spent on rare choices
Magic Phase & Items
- Lore of Undeath is permitted
- End Times magic rules are not used
- Maximum 12 power dice per phase
- Storm of Magic items and spells are not used
- Fozzrik’s Folding Fortress may not be taken
General information
- Current rulebook and GW FAQ and errata used, no additional sources
- Units that are fleeing or reduced below 25% of their starting size on the end of the battle yield 50% of their points
- Games will be 6 turns or if a player concedes, in which case the victor wins 20-0
- Map will be provided by TO.
- All scenery is non magical.
Line of Sight
Simple Line of Site will be used instead of True Line of Sight as defined below, this is purely due to playing in a 2D format (replication of ETC 2015 rules):
Terrain pieces are divided into ones that:
- Block LoS: Hills, Buildings and impassable terrain.
- Don't block LoS: all other terrain.
Exception - Ponds/Water: Does not block LoS, players should agree beforehand whether the body of water is impassable or not.
Unit is considered to be in hard cover when:
- Majority of unit's footprint is obscured from shooter's Line of Sight by one or more Interfering Unit(s) or LOS blocking terrain(s), as described on page 41 BRB
- Unit is garrisoning a Building, as described on page 127 BRB
- Majority of unit's front rank is defending an obstacle, as described on page 122 BRB. If the unit is being shot from the flank or the rear, treat the corresponding file or the last rank, respectively, as the front rank
- Majority of unit's footprint is in Ruins
Unit is considered to be in soft cover when:
- Majority of unit's footprint is in or behind woods, as described on page 119 BRB
Models shooting from hills or buildings don't get the hard cover penalty for shooting through interfering units, unless interfering the unit is also on hill.
Units with majority of its models on hill do not receive hard cover for being shot at through interfering units, unless that part of the units which interferes is also on hill. Units with majority of its models on hill do not receive hard cover for being partially obscured from the shooter's LoS by the same hill they are on
Large Targets can't claim cover for obstacles, ruins and interfering units, unless interfering unit is also a Large Target. Large Targets which shoot don't suffer any penalties for interfering units, unless interfering unit is also a Large Target.
Scenarios and scoring
Each pair will be assigned one of the following six scenarios randomly generated by the organiser at the time of the draw. Both players must agree on the final score, any disputes should be sent for adjudication with a screenshot and summary notes from both players to the organiser.
The player named first in the draw will be expected to submit the result to the organiser unless agreed with the opponent. Please also feel free to post battle reports on Druchii.net.
In each battle, points are divided between the two players. Up to 16 points are divided based on victory points where 1 battle point = 200 victory points difference. Then up to 4 further points are awarded for scenario objectives as described below.
VP differences
0-200 VP – 8-8
201-400 VP – 9-7
401-600 VP – 10-6
601-800 VP – 11-5
801-1000 VP – 12-4
1001-1200 VP – 13-3
1201-1400 VP – 14-2
1401-1600 VP - 15-1
1601+ VP - 16-0
1. Blood and glory
Deployment and fortitude as per rulebook. You gain two battle points for breaking your opponent first, one for killing his general, one for preserving your own.
2. Dawn attack
Deployment as per rulebook with the following exception: you are allowed not to roll for any of your units and deploy it wherever you like. However, this unit is then worth 100 points more. Characters may join such a unit for no additional penalty if they have the same rule type (Flyer /Scout/Fast Cav). You gain two points for killing more fast units than your opponent and two more points for preserving more than your opponent, if number of units destroyed or remaining are equal, assign a single point to each player in each case. A fast unit is defined as a ‘Flyer’ or a unit designated with ‘Fast cavalry’, ‘Skirmisher’ or ‘Scout’ rules.
3. Table quarters
Deployment as per battleline. The table gets divided in four quarters of the same size. At the end of the game you count all non character units in each of the quarters. The players who has more units in a quarter gets one point, a unit with a banner counts as two. In the case of an equal number of units in a quarter the player with the most banners will gain the point, if this is still equal assign half a point each . A unit cannot occupy two quarters at the same time - the players have to decide simultaneously in which quarter their units actually are before counting begins.
4. Sacking the camp
Deployment as per battleline. At the end of the sixth turn, you count how many ranks each player has in the opponent's deployment zone. Characters are ignored (they can beef up the number of ranks of a unit though), incomplete ranks are ignored, if there is a unit with less than one rank remaining (or a lone monster for example) it counts as 0.5 ranks.
The scoring is then as follows:
If both players have the same number of ranks in the enemy deployment zone: each gets 2 scenario points
If a player has at least one rank more: 3 points for him, 1 for the opponent
If a player has at least three ranks and at the same time he has more than twice as many ranks as his opponent: 4 points for him, nothing for the opponent
5. Arch Enemy
Deployment as per blood and glory. Each player nominates two units or characters of his opponent. Those units will then be worth one scenario point each for the player who kills or preserves them.
6. King of the Hill
Deployment as in battleline. A hill must be deployed in the centre of the battlefield and the centre of this hill will be marked by a dot, this should be the centre point of the map. The player who has an unengaged unit (not a lone character) on the dot at the end of turn 6 earns four scenario points if the unit has a banner and at least a rank and three points otherwise. If no player has a unit standing exactly on the dot or if this unit is engaged in melee combat both players earn two scenario points.
Participation
Please be respectful to your opponent at all times. If you feel that you have been unfairly treated or insulted, then please report immediately to the organiser with screenshots.
Communication should always be in English unless both players agree to use a different tongue.
Lose of Internet connection or no show
If someone loses internet connection during the game or does not appear at the agreed time, the opponent will wait for an hour. If the member does not turn up or cannot retrieve the connection the game is forfeit and a 20-0 result registered. This is to prevent bad sportsmanship and logging off when losing and making excuses about connection later. An hour should be enough to go to the nearest public wi-fi after all. The opponent is allowed to be exceptionally kind and offer a rematch of course. Please inform the organiser if this is the case regardless.
If two players find out they are unable to match their schedules they are to contact the organisers. There is a potential that a member on the reserve list will be available to compete. If no options are available then both players will be awarded 10 points, this is only available once or at the discretion of the organisers, further misses will result in 0 points being awarded.
If a pair would be able to fight their battle within a week after the deadline they should contact the organizer and they might be given an exception on discretion. Otherwise, if the battle is not played, both players will be awarded 10 points [or 0] as described in the previous paragraph.
If someone's opponent falls silent and ceases to be accessible via PM this then you should inform the organizer. He will try to contact this opponent himself and if this fails as well, the player without an opponent wins 20-0. The opponent that ceased to respond will then be excluded from other pairings until he shows up again.