|
I've been playing with the idea of starting up a League for sometime now. but I didn't just want another tournament league, I wanted something that would be REALLY fast paced and a whole bunch of fun to play... Here's what I have come up with... tell me what you think and if your interested in playing... Also on a side note, I'm also working on a version for 40k too... (i'll post it when it's done)
Warhammer Skirmish League.
For a long time now, I’ve wanted to create a fast-paced Warhammer league that plays really fast games in a high octane environment. But as most of you know, Warhammer can be slow, especially in 2,000 point games and up. For this very reason I have came up with the these rules. First thing I should Clarify is that these rules are adapted from an old play system from back in the glory days of 5th edition when the Border Patrol rules were released unto the world These games were played with 500 point “border patrol“ forces and tended to played very quickly. I have tried to update these rules for the latest incarnation of the rules and any problems or feedback that you give will not only be noted, and most likely incorporated into this league if this insanity continues that I am trying to create… So lets get started shall we?
One thing I noticed while play testing these rules is that these games are very fast and frantic and can usually be played in around 30 to 45 minutes. Making this a great game for those of you who want to play this during lunch hours or for those of you who are in a busy Gaming clubs and table space is fought over constantly. The fast and frantic pace of these battles also presents a great opportunity for small one day tournaments or rapid campaigns, Or as I explain in here… A League! The other great thing about these rules are that if your considering getting into the wonderful world of Warhammer, you can utilize these rules and build yourself a small “test force” and therefore you can really get a feel for the army that works best for you.
The Idea behind these small forces are they are a Vanguard or Scouting force. No general worth his salt would send an entire battalion to capture a small raiding post when the job could be done just as well with a small raiding party. I always have the image of Inglorious Basterds when I think of these types of games.
Force limitations and rules
There are some restrictions on what you can field in a game this small. This is to balance out points and this is also an attempt to try and level the playing field. The restrictions are as follows:
No force may have more than eight units (not including hero) and no single unit may have more than twenty-five infantry models, 10 cavalry models, or 6 Ogre size models.* No unit may upgrade their status to the elite core choice… e.g. Orcs cannot become “Big ’Uns”, Dwarf Warriors cannot be upgraded to Longbeards, No special spawning for Lizardmen, High Elf units cannot choose “First among equals”, Etc… Lords: NO Lords may be fielded in a 500 points game Heroes: The player MUST have ONE hero choice character and this character may cost no more than 175pts including ALL equipment, magic items and mounts. These characters may only be mounted on a mount with one wound. (e.g. Steed of Slaanesh, Nightmare, Warhorse, etc) If the rider is slain regardless of the mount, the entire model is removed. Also, if you have a Hero choice it MUST be your general. Battle standards may not be chosen (this includes Icon bearers.) Core: Core choices must be AT LEAST 50% of your army composition with a minimum of two core choices. Units that do not count towards minimum core choices such as Dire wolves or Chaos Furies do not count towards the minimum two core choices, though may still be purchased for the army as normal. Special and Rare: You may chose either one special OR rare choice but not one of each. Something that would cost an extra choice slot such as a Chaos Hell cannon cannot be fielded as this exceeds the maximum limit of one choice.* Warmachines: A player may only contain ONE warmachine in it’s force.* Once this force is chosen it must be fielded the same way every game until the league ends.
*There are some Army specific rules later in this rules pamphlet that deal with exceptions to these rules.*
All scenarios are played on a table 3 feet by 4 feet and are played lengthways to avoid most flanking maneuvers. All games last FOUR TURNS. There are three types of scenario that can be played. (roll a D6 before the battle)
1-3: Pitched battle: Played as a normal game of Warhammer with all normal victory conditions.
4-5: Take and Hold: Both players attempt to capture an objective, the player closest to the objective at the end of the game wins. If both players are at an equal distance form the objective the game is a draw.
6: Take the tower: Similar to a take and hold battle with the exception that the winning player controls the tower by having models inside. To take the tower, use the rules for storming a building. Players in the tower may move to the top of the tower and fire from it. There are no windows in the tower, but firing at the models on top of the tower counts as firing from hard cover. Any models on top of the tower may be charged by fliers. Any models on top of the tower count as being outside of the building, but still count as holding the tower. Models on top of the tower may not help fight to defend it as they are not in combat within the tower. Cavalry models may not control the tower.
Scoring points As I stated before, this is for a League. Each time a player wins (or loses) a battle the player scores points. At the end of the allotted time for the league, the top four players of the league play a four-way battle and play a special Scenario. This scenario is decided by ALL players within the league. Or if there is an impartial referee, he (or she) may choose the scenario or even invent a special “death match”. The player who stands victorious at the end last scenario is the league champion. The points system is as follows:
Pitched battles Massacre: Beating an opponent by 75% or more points…………………. 5 points Major Victory: Beating an opponent by 50% more points………………. 4 points Minor Victory: Beating an opponent by 25% more points………………. 3 points Draw: Barely beating an opponent by 10% more points or less………….. 2 points Loss: Player loses battle………………………………...................…….. 1 point
Take and hold Total dominance: Control Objective with no opposition within 6”……… 5 points Partial control: Control Objective but opposition are within 6”…………. 4 points Draw: Both players contest the objective………………………………... 3 points Partial Loss: Opposition controls objective but your forces are within 6”.. 2 points Total loss: Opposition controls objective……………………………….... 1 point.
Take the Tower! Total dominance: Control tower with no opposition within 6”……….… 5 points Partial control: Control tower but opposition are within 6”…………….. 4 points Draw: Both players contest the objective………………………………… 3 points Partial Loss: Opposition controls tower but your forces are within 6”….. 2 points Total loss: Opposition controls tower…………………………….……… 1 point.
Army specific rules…
Bretonnia: Players are not required to take the compulsory battle standard as each army may only have one character. It is assumed that this force is merely scouting ahead for a greater army and the Battle standard is happy waving his banner back there. But, there is a minimum of 1+ Knights of the realm.
Lizardmen: Salamanders, Razordons, and all kinds of Stegadons count as warmachines for the purposes of troop selection.
Tomb kings: Your force may be led by a Tomb prince or a Liche priest. This model counts as your Hierophant for the purposes of the game. In addition, A tomb king force may take THREE chariots as a single war machine choice.
Vampire counts: A vampire count army has a limit of 45 zombies per a unit. This an exception to the normal limit of twenty-five infantry. All other units must still adhere to the maximum twenty-five models. This is to represent the sheer volume of zombies that can be raised, in the heat of battle.
Dwarves: Due to the sheer ingenuity that the dwarves possess, they are able to build all manor of machines. To represent this, a Dwarf player may field TWO warmachines, which may be an additional Special or Rare choice. Also, Dragon Slayers CANNOT be chosen as your hero choice as they may not lead the army.
Ogre Kingdoms: An Ogre Kingdoms force must contain at least one unit of Ogre bulls.
Skaven: To represent the sheer masses in their ranks, The maximum unit size for Skaven inventry is thirty models instead of the normal twenty-five.
Orcs and Goblins: Goblins come in massive numbers. To represent this, Night goblins and Goblins (models on foot only) have an increased unit size of 30. Note that all other units must adhere to the regular maximum unit sizes.
Dark Elves: No additional rules.
High Elves: A Dragon mage may NOT be taken in a border patrol force.
Wood Elves: A noble may not take the Wardancer kindred option.
Chaos (ALL): No additional rules.
Dogs of War: A wealthy general has many options available. To represent the amazing flexibility that Dogs of War have, They may field one additional special choice. In addition to this rule, The Dogs of War may field a single regiment of the renown, but the character that leads the unit is also the general. For example, if you have a unit of Legionnaires led by Leopold, he must be the army general and you forgo having a character in your army, in addition, the character may never leave it’s unit.
Empire: No additional rules.
_________________
 
Click on it... I need it to lvl... oh, and may the dice be with you!
|