.::. Table of Contents .::.
- High Elves (Olannon) - click
- Warriors of Chaos (Olannon) - click
- Dark Elves (Dark reaper) - click
- Warriors of Chaos (Dark reaper) - click
- Dwarfs (Strange) - click
- Tomb Kings (Strange) - click
- Ogre Kingdoms (Rusty) - click
- Wood Elves (Rusty) - click
- Battle Reports, Pairing Training & Sample Army Lists - click
- Pairing Thoughts and Ideas (this post)
- ETC General Restrictions (this post)
As a team, the maximum you can score for a round is 60-20. That means that even if all 4 players win 20-0, the result for that match will be 60-20 instead of 80-0. This impacts the way armies should be chosen and how pairing should be performed.
Pairing is as follows:
Team 1: A B C D
Team 2: E F G H
Team 1 puts out A (opener)
Team 2 puts out E (opener)
Both teams show their armies, i.e. A and E, at the same time.
Team 1 puts out B and C vs E (counters)
Team 2 puts out F and G vs A (counters)
Both teams show their counters, i.e. B and C & E and G, at the same time.
The teams then choose the matchups they want. I.e. Team 1 decides whether A faces F or G, while team 2 decides whether E faces B or C. The army you are left with on your hand, i.e. D for team 1 and H for team 2, faces the declined counter. For example Team 1 chooses to let their opener, A, face counter F. This leaves Team 1`s D to face counter G.
We believe in a balanced approach and our initial thoughts are to have 2 defensively oriented armies, and 2 offensively oriented ones. Based on armies played and preferences, myself and Dark reaper will play pushers while Strange and Rusty handle the defensive ones. We all keep 2 fractions as options, which in total gives us a great deal of variety and combinations.
For each army, we are looking to have no more than 1, or 2 at worst, truly terrible matchups based on fractions. To achieve this we have to make a few assumptions of course, but the idea is to make lists that are flexible. Since the even isn't until November, we have plenty of time to playtest and will actively seek out matchups we see as good and bad to test our theoryhammer and tune the lists and fractions.
.::. ETC General Restrictions .::.
Army Composition, Draft 3.5
1. Rule changes
• Up to 2 Characters per unit can get "look out sir" against the following spells: Dwellers Below, Final Transmutation and Dreaded 13th. Normal requirements for Look Out, Sir! apply.
• BSBs can take all the equipment their unit type has access to as if they weren't BSBs. Wood Elf BSB can take kindreds and do not lose their longbow.
2. Magic Restrictions
• An army may use up to maximum 12 power dice during each magic phase
• A player can never use more than 5 power dice to cast a spell, no matter the source. For the Lore of Death and the Okkam's Mindrazor spell, this is lowered to 4 power dice.
• Apart from Winds of Magic, an army may only generate up to 2 additional Power or Dispel Dice per magic phase (including channelling). Any extra dice above this is discarded and lost.
3. Team restrictions
• A team consists of 8 players, each of which with an army from a different army list
• A team may not contain more than 2 armies with 3 or more Lore of Death spells. Beastmen and Tomb Kings do not count towards this limit.
4. Army Building Restrictions
• All the Army building restrictions are applied only during the creation of the roster, and may be ignored during the game (for example, by joining characters to units or creating new units)
• The army lists allowed are those from any of the currently published GW Army Books, and The Legion of Azgorh from Tamurkhan. No other unit or army list may be used on the event.
• Special or Named Characters are not allowed
• Fozzrik’s Folding Fortress may not be taken.
• Units cannot be more than 60 models nor 450 points. This does not apply to characters.
• All army sizes are 2400 pt, except when specifically stated in brackets.