2008 Recap
Wow!
With 48 players in attendance we more than doubled our attendance since last year. A big round of applause for Jeff, Bill, Chad, Tom, our Judges, and everyone else who made this possible.
Also a big thank you to everyone who came out and played! Without your dedication to the game Buckeye Battles would not have been possible.
I had a great time meeting new people and getting to play some Warhammer Fantasy with people from outside our club. I've already committed myself to be back next year (as a volunteer this time). See you there.
Have pics? Email them to link@buckeyebattles.com
Scenarios
Scenarios:
Game 1 – Hidden Deployment
The armies force a night march to arrive at the battlefield and take their positions for the coming battle. They do not have time to react to the position of the enemy and must fight from the location their general selected prior to the battle.
This is otherwise a normal pitched battle, but you will not be able to see how your opponent deploys due to a screen across the table. Scouts, tunnelers, and ambushers will work as normal and placed after the screen is removed. There is no modifier to the roll for who goes 1st.
VPs Each table corner is worth 200 VPs and can only be taken by a unit with at least US5 and contain a banner, captured banner, or a BSB. Other VPs are counted as normal.
Battle Points
• +1 Point for having a Battle Standard in your possession (this may be your opponents standard if captured) • +1 Point for possessing more banners than your opponent. Both captured banners and held banners of your own count for this total. • +1 Point if your enemy’s most expensive unit is dead or fleeing at the end. (characters do not count toward the cost of any units for this point).
Game 2 - The best layed plans…
Standard Pitched Battle. In preparation for the battle, your general prepared some innovations to face the enemy. Prior to the game, display your army to your opponent and circle which innovation you wish to utilize (actual lists are not open, just a visual of the army). Reveal your choice to your opponent simultaneously prior to deployment.
You may choose which innovations you will use.
1) Divine Intervention. 1 roll of 2d6 (only a 2d6 roll) will automatically be a 7 as well as the general and his unit gain a 6+ ward save.
2) Infantry Training Sir! Ranked infantry with shields get an extra +1 armor save vs shooting as they form a shieldwall. In addition, all infantry with shields may use the hand weapon/shield bonus including spears. Halberds are armor piercing.
3) Inspiring Presence. The general’s influence spreads to 18” maximum and he may redeploy 1 unit (not a warmachine) after regular deployment, but before scouts. The unit the general is in also may reroll psychology as long as he is alive.
4) Locket in his Pocket. The general carries a talisman that generates an additional dispell die in the players’ pool each turn. Also he may reroll 1d6 (cannot be used to prevent a miscast or cause irrestible force) on a single d6 roll for the army that game.
Battle Points
• +1 Point for your largest unit remain above half strength. • +1 Point for capturing more table corners than your opponent.
• +1 If your general is alive and not fleeing at the end of the game
Game 3 Attack! Defend! When will it end?! Game length: 6 turns
Objective: The battlefield is divided into 4 territories as shown on the map, and the objective is to capture the opponents while defending your own. The lines are from center side to center front and corner to corner. You must estimate their location like table corners until after the game when you check to see which territory your units are in. NO VPs for Table corners, instead A&D are worth 200 VPs each.
The territories A and D are the ‘home-base’ territories of each player, and they are assigned to the player whose deployment zone they lie in. • The two middle territories are the neutral territories and each of them is assigned to the player whose home-base they border. • At the end of the battle count the number of scoring units in each territory. If you have more than your opponent in your own territory, you successfully defended it. A Scoring unit is any unit that is US 9 with any command model in it. • The enemy home-base territory (A&D) provides 2 additional Battle Points for the Controlling player.
The enemy neutral territory gives 1 additional
Game 4 – Capture
In this scenario you fight to control important objectives across the battlefield. This is a standard Pitched Battle as detailed in the Warhammer rulebook with the addition of objective markers.
2 objective markers are placed before deployment 24” in from the long table edges. And 12” to each side of the center.
Each objective which is controlled is worth 200 VPs. Only units which have US 10 or more can claim an objective. Characters can never claim objectives regardless of their US.
No Unit can claim both objectives, and in order to claim an objective a unit must have at least one model wholly within 3” of the objective edge.
If both players have eligible unit(s) near the objective marker, the player with the highest combined unit strength in his eligible unit(s) controls the objective marker. Banners count as unit strength 10 for this purpose. Battle Standard Bearers count as unit strength 10 only if they are in a unit and not on their own.
Special rules
Please note that there are no victory points for table quarters in this game.
Battle Points
• +1 Point for taking more objectives than your opponent. • +1 Point for each objective marker that there are no enemy within 6”.
.Game 5
Standard Pitched Battle
VPs +50 for each terrain piece you control at the end of the game.
Battle Points
• +1 Point for Controlling at least one of the two table quarters on your opponent’s half of the field. • +1 Point for possessing more banners than your opponent. Both captured banners and held banners of your own count for this total. • +1 for both players finishing 6 turns.
Schedule 2008
July 12th -13th
Friday
Open gaming & Arena of Death
Saturday
8AM-9AM Registration
9AM-11:30AM Round 1
11:30PM-12:30PM Lunch Break (Leave armies out for players choice, lunch provided)
12:30PM-3:00PM Round 2
3:00PM- 3:30PM Break
3:30PM-6PM Round 3
6:30PM- Open Gaming/ Painting Judging. Leave army at venue during dinner.
Sunday
9:AM-11:30PM Round 4 (BE there by 845 please)
11:30-1230 Lunch
12:45PM- 3:15 Round 5
3:15-4PM Clean up and final tabulations. Players asked to help.
4:00 PM Awards
(Subject to Change)
Indy GT Circuit
2008
March
Maruaders Mayhem Spring March 28th -30th
April
May
June
The Necromonicon 13th-15th
July
Buckeye Battles 12th - 13th
October
Marauder 10-12th
Get Listed at IndyGT.com