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5:00 PM 9:00 AM FRIDAY :: MARCH 24 KINGS OF WAR CAMPAIGN: A WINTER’S END Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

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  • 5:00 PM

    9:00 AM

    FRIDAY :: MARCH 24

    KINGS OF WAR CAMPAIGN: A WINTER’S END

    Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

  • WINTER’S END – A KINGS OF WAR CAMPAIGN Stories had been told of the long winter, and the final battle against the Winter herself. Mere stories to tell the children around the fire at night. Spring always came now, or so it had seemed. People were starting to worry when this unnaturally long winter would end. The snow and ice have taken their toll, supplies are low, and the enemy forces have not abandoned their relentless attack. You only hope relies on a desperate call for your ancient allies to come to your aid. Will they arrive in time, and with their help can you finally put an end to this magical winter?

    BASIC RULES Requirements: This uses the Kings of War 2015 rules (2rd edition). You will need a 1000 pt main army, and a 500 pt allied army. The allied force is must be a legal Kings of War ally (so no good/evil combinations), and may be from the same list as the main force. Neither of these forces may take additional allies.

    Restrictions: Forces must be taken from one of the army lists noted below:

    From the Main Kings of War rulebook: Elves; Orcs; Dwarfs; Kingdoms of Men; Abyssal Dwarfs; Undead; Goblins; Twilight Kin*, Ogres, Basileans, Forces of Nature and Forces of the Abyss.

    From Uncharted Empires: The Brotherhood, Salamanders, The Herd, The League of Rhordia, The Trident Realms of Nertica, The Empire of Dust, Night-stalkers, Ratkin and Varangur.

    * The Twilight Kin army list is available for download from the Mantic web site.

    No unique characters (those marked with [1] in the army listing)

    In addition to the normal game rules and those tournament rules detailed above, the following additions and modifications will be in effect for all games played on the weekend.

    Army Selection: Within your combined force, you cannot select the same unit entry of type War Engine, Hero or Monster more than 3 times. For example, in a goblin army, you could take a maximum of 3 War Trombones and a maximum of 3 Wiz heroes. You could still then take up to 3 Biggits of course.

    Allies: You MAY NOT include allies within either of your forces

    Force Lists: You are required to submit a copy of your Force List to the organizers at the start of the tournament. You should also have at least one copy for yourself and another spare for your opponents to reference on request.

    Your army list must include: • All of the models in your army • Their equipment and the points value of everything in your army • Your name on all copies of the roster • Please do not use acronyms on any copy of your Force List.

    Items you should provide: In addition to your army and copies of your army list, you need to make sure you bring all dice, tape-measures, rule-books, damage markers, pencils and other gaming accessories you will need. Make it clear to your opponents how you will be tracking damage.

    Having a large tray or display board to carry your army between games is a great way of keeping the tournament moving smoothly and in a timely fashion (also, display boards are included as part of the painting score).

    GAME SEQUENCE The scenario for each game will be announced by the organizer at the start of each game. Please note that these campaign scenarios have different victory conditions compared to standard games. For each scenario there will be certain objectives to obtain – please note these as they will affect subsequent games. In addition, there may be special deployment rules – these will be noted in the scenario. Otherwise, each game will use the following sequence.

    • Meet your opponents at the table and discuss the terrain and how you will treat it during the game. Use the terrain as it is laid out on the table. Place any objective markers, and finally roll-off for table side. Players should discuss before the game how they will deal with cocked dice and in what circumstances they should be re-rolled.

    • Sit on your own side of the table and place your army on your side of the table, so that the opponent can see your models and your force list and ask any questions.

    • Roll-off to decide who is going to set up first. The winner of the roll chooses who deploys first. Players alternate deploying units until all units are deployed.

    • Vanguard moves. Roll-off to decide who is going to start making Vanguard moves, then alternate moving units with the vanguard rule.

  • • Roll-off to decide who is going to take the first turn • The game lasts 12 turns (each player taking 6 turns). At the end of turn 12, the player rolls a die. On a 1-3 the game

    ends. On a 4-6 both players play an extra turn and then the game ends – work out the winner as normal. • Time during the games will be announced. Once there are 10 minutes left in the game, no new turns should be

    started. When final time is called all games end immediately.

    Rounds: The match-ups of the first round (Game 1) will be random. In the following rounds (Game 2 onwards) players will be paired using Tournament Points (TP), as explained below. Once players have completed their game in a given round they should jointly complete the result sheet provided and hand it in to the tournament organizers as soon as possible so that the next rounds can be organized in time.

    SCORING Each game will have specific objectives and scoring conditions. Be prepared for something a little different than a ‘standard’ tournament.

    Scoring Objectives: In some games, objectives will be used to help determine the winner (e.g. Pillage scenarios). See page 47 of the main rulebook for rules on controlling objectives.

    Campaign Points: Each scenario will list the victory conditions, objectives and tournament points for the scenario. Please review these before beginning the game as they may be quite different than the requirements for standard games.

    From the second round, players will be paired using a Swiss system (i.e. matching players on the same amount of CPs, in descending order).

    In case of more than two players on the same number of CPs, players will be matched in order of descending ‘Attrition Score’.

    By ‘Attrition Score’, we mean the amount of points of enemy units routed by the player until that point in the Tournament (including in Pillage! games). At all times, the tournament organizer will endeavor to avoid player’s re-playing an opponent they have already faced but on occasion, this may become unavoidable and a minor adjustment made. Appearance Points: Kings of War is a hobby as much as it is a game, so points are also given for appearance. A maximum of 20 tournament points will be awarded for tabletop standard armies (as judged Category 1 of the Appearance Scoring document). In addition, one tournament point will be awarded for each Favorite Army vote. Best Appearance will use the full score from the Appearance Scoring sheet (max of 32 points), as well as the tournament points earned from favorite army voting.

    Winning the Campaign: The winner is determined at the end of the last round, according to the following criteria: • The player with the most CP will be the winner • In the case of players having the same highest CP, the winner will be the player with the highest ‘Attrition Score’. • If both the CP and Attrition Scores are matched, games where these players have played each other during the course

    of the tournament will be evaluated and the winner will be the winner of such a match. • Finally, if the players cannot be split, the tournament ends with a joint victory and the players share the first prize.

    OTHER NOTES Prizes: There will be prizes for 1st and 2nd places as well as best appearance. The main force and allied force will be judged together for appearance scoring.

    Items You Should Provide: In addition to your army and copies of your army list, you need to make sure you bring the following:

    • All dice, tape-measures, rule-books, damage markers, pencils and other gaming accessories you will need. Make it clear to your opponents how you will be tracking damage.

    • It will be a good idea to have your units mounted on unit bases or movement trays – if you insist on individually moving all the models in an Endless Zombie Swarm, you’ll soon run out of time! Unit footprints must conform to the appropriate size of course.

    • Having a display board to carry your army between games is a great way of keeping the tournament moving smoothly and in a timely fashion, and is included in your painting scores.

    Sportsmanship: There are no sportsmanship scores at this tournament. However, we expect all games to be played in an enjoyable manner. We feel that all players should be fair and respectful to their opponent, displaying a fun and inclusive attitude to the game for themselves and their opponent. You will be able to vote for your favorite opponent, and each vote will add one tournament point to that person’s overall score.

  • Rules Questions and Player Conduct: As noted, all rules will be taken from the Kings of War 2012 (3rd edition) hardback book, as well as the official Kings and Legends and Basilean Legacy supplements. In addition, any official FAQ rulings and errata from Mantic Games (published on their website or official forums) will also be used.

    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 in doubt, the organizers are available to resolve your problem. Please also respect the time each player has. If a question cannot be resolved quickly, please stop the clock until the answer or a solution is decided upon.

    Judges will be on hand if players require a ruling. Your judges for the event will be pointed out at the start of the day. A judge’s ruling is final.

    The organizers reserve the right to take appropriate action for any player they deem to be playing unfairly or acting inappropriately. This may be in the form of a warning, a time or TP penalty or even a forced Time Out result. In extreme circumstances a player may be ejected from the Tournament for inappropriate behavior (such as cheating, excessive swearing, shouting or verbal abuse).

    Crowd at the Table: If one player feels discomfort with amount of spectators present at his table, he may request them to step aside. When this happens, a referee will ask everyone around to step away from the table.

    Reporting Battle Results: As noted previously, players will be given enough time to play a full game of Kings of War and enough time to hand in results. In order to ensure that the tournament runs smoothly, TP penalties (2 points) will be given to players that report battle results after the scheduled time is over. This penalty will always affect both players. Note the attached game reporting sheets. These are labeled with the first game being the last sheet so that as each game is reported, the sheet for the game can be removed and handed in to the organizers. For the third game, there is also a place to note your choice for best appearance. This can be any army in the tournament, not just one which you played.

    UNIT ENTRY CHANGES AND SPECIAL RULES In addition to the normal game rules and those tournament rules detailed above, for the North American Clash of Kings 2017, the following additions and modifications will be in effect for all games played on the weekend. Any new FAQ’s that are released by February 22nd will be used for this tournament.

    Unit Entry Changes • Empire of Dust

    o Ahmunite Pharaoh– This unit has defense 5 not 6. The point value remains the same.

    • Nightstalkers o Fiends – Nerve is reduced – Regiment 12/15 , Horde 15/18 o Mind Screech – Nerve reduced to 14/17

    • Orcs o The following units have Fury: Fightwagons, Morax, Krudger, Krudger on Slasher, Krudger on Gore Chariot,

    Gakamak

    • Ratkin o Death Engine - Reduce De to 4+ if the Vile Sorcery upgrade is taken.

    • Salamanders o The following units have Vicious: Kaisenor Lancers, Fire Drake, Clan Lord, Clan Lord on Fire Drake

    • Trident Realms o The following units have Ensnare: Placoderms, Placoderm Defender, Riverguard, Riverguard Captain, Nokken

    • Undead o Cursed Pharaoh – This unit has Defence 5 not 6. The point value remains the same. o Vampire – This unit has Defence 5 not 6. The point value remains the same.

    • Varangur o Herja – Replace Judgment rules with: This is a ranged attack that can be used once per game. It follows the

    same rules as a Heal (5) that can be used on any friendly non-allied unit on the board, regardless of range or Line of Sight.

  • Special Rules: Note the amendments to the following special rule:

    • Breath Attack & Spells o When targeting enemy units in cover or with the Stealthy rule, these attacks hit on a 5+ instead of a 4+

    • Fly o While Disordered, units lose the Fly special rule including the Nimble that it grants. If the unit has Nimble via

    another method (e.g. Individual or Wine of Elvenkind) then they will remain Nimble while Disordered.

    • Bane-Chant (Spell) o This will only grant or improve Piercing if two or more hits are scored.

    Artefacts Removed Artefacts - The following Magical Artefacts will NOT be allowed:

    • Ensorcelled Armour • Brew of Keen-eyeness • Medallion of Life

    Players may use the new spells and artifacts from the Clash of Kings book.

    SCHEDULE

    FRIDAY, MARCH 24th, 2017 9:00AM - 9:30AM Check-in and Registration

    9:30AM - 10:30AM Game #1 10:30AM – 11:00AM Break 11:00AM – 11:30M Game #2 11:30AM – 1:00PM Lunch Break and Appearance Judging 1:00PM – 2:30PM Game #3 2:30PM – 3:00PM Break 3:00PM – 4:30PM Game #4

    4:45PM Awards

  • KINGS OF WAR CAMPAIGN: A WINTER’S END

    YOUR NAME YOUR ARMY

    GAME 1: CALL FOR HELP!

    OPPONENT

    TABLE NO.

    CAMPAIGN POINTS

    ATTRITION SCORE

    Did your messenger make it off the board?

    YES NO

    WINTER’S END CAMPAIGN TRACKING SHEET

    GAME 3: NICK OF TIME

    OPPONENT

    TABLE NO.

    CAMPAIGN POINTS

    ATTRITION SCORE

    Number of Crates Controlled?

    1 2 3 4 5

    GAME 2: HOLD ON, WE’RE COMING!

    OPPONENT

    TABLE NO.

    CAMPAIGN POINTS

    ATTRITION SCORE

    Number of Scrolls Found

    1 2 3

    Units in Opponent’s Deployment Zone

    Units On Board Not in Deployment Zone

    GAME 4: WINTER’S END

    OPPONENT

    TABLE NO.

    CAMPAIGN POINTS

    ATTRITION SCORE

    Did You Destroy the Portal?

    YES NO

  • KINGS OF WAR CAMPAIGN: A WINTER’S END

    GAME 4: WINTER’S END!

    Finally, a clue to ending this long winter has been found! The scrolls your allies recovered reveal the location of the portal that is the source of the unnatural winter, and the key to destroying it. Only because of the fresh supplies are you able to continue. You summon the last of your forces for one last engagement against the enemy, with the fate of the world in your hands. The winter portal must be destroyed, or this winter will never end.

    SPECIAL RULES Forces: This game uses the main (1000 pt) force, and the ally (500 pt) force. All units deploy using normal rules.

    Winter’s Portal: The winter portal is placed in the center of the board, parallel to the long edges. The portal is blocking terrain and the swirling energies within block all line of site through it. At the end of each player’s shooting phase, EVERY unit within 24” of the portal will suffer a Zap!(4) attack from it. However this is modified by the number of crates recovered in the previous game – so if one crate was recovered then it is only a Zap!(3), etc.

    Destroying the portal: At the end of each player’s turn, if that player controls the portal (See pg 47 of the rule book for controlling objectives (noting that only solid units can control objectives)) then they can attempt to destroy it. This is a single attack roll, needing a 6+ to succeed. This roll is modified by the number of scrolls retrieved in the second scenario (so if one scroll was retrieved then the portal is destroyed on a 5+, etc).

    Game Length: In addition to the normal rules for game length, the game immediately ends if the portal is destroyed, with the player who destroys the portal the victor.

    SCORING/CAMPAIGN POINTS

    3 points For destroying the portal 1 point If one of your units was routed from the portal’s Zap! attack. 1 point For turning in all paperwork on time

    The Attrition score is the value of all units you routed in the game.

    RESULTS FOR GAME 4: WINTER’S END!

    YOUR NAME CAMPAIGN POINTS ATTRITION

    OPPONENT’S NAME CAMPAIGN POINTS ATTRITION

    FAVORITE OPPONENT

    FAVORITE ARMY*

    * Did not have to play against this army.

    TABLE NO.

  • KINGS OF WAR CAMPAIGN: A WINTER’S END

    GAME 3: NICK OF TIME! Moving as fast as they can, marching against the bitter cold, the relief forces begin arriving at last. The trip has been hard, and some of the force has fallen behind, but will soon arrive. Some of the supply wagons have broken down in the snow and ice, and the supplies must be recovered. The relief force has found valuable information during their journey that may lead to the end of this unnatural winter.

    SPECIAL RULES Forces: This game uses the main (1000 pt) force and the ally (500 pt) force as reinforcements.

    Setup: Before rolling for deployment, roll off to place the 5 supply crates. The first crate is placed in the center of the table. Players alternate placing crates – each must be at least 8” from any other crate, however no crates may be placed within 18” of any long table edge.

    Supply Crates: In order to claim a supply crate, a unit composed of at least 3 models must end its movement in contact with the crate. The crate is then placed with the unit. If the unit is routed then the crate is dropped where the leader of the unit was, however if routed from close combat then one of the units in contact with the routed unit may claim the crate. A unit may only carry one crate at a time. A unit carrying a crate may voluntarily drop it at any time.

    Icy Wind: Due to the high winds, FLYING units may not move At the Double.

    Reinforcements (Ally Force): If a unit ended game 2 in the opponent’s deployment zone, then it deploys normally with the main force. If a unit was still on the board, but not in the opponent’s deployment zone, then it comes in as a reserve on turn 2. If a unit was routed in game 2, then at the beginning of each turn starting with turn 3, roll a die for it. On a 4+ the unit comes in as a reserve unit.

    Reserve Units: At the beginning of each turn, any reserve unit that arrives is deployed. Place the unit with its back edge on any table edge on your side of the battlefield (your long edge, or up to 24” up on either of the short edges). The unit MAY NOT declare a charge nor move at the double, but otherwise can move normally the turn it comes on.

    SCORING/CAMPAIGN POINTS

    1 point For each supply crate you control (max 3). 1 point Routing an opposing unit with the individual rule. If they do not have any units with the individual rule then

    you automatically get this point. 1 point Having more banners on the battlefield at the end of the game than your opponent. If you did not take any

    banners then you CANNOT claim this point.

    The Attrition score is the value of all units you routed in the game.

    GAME 3: NICK OF TIME!

    YOUR NAME CAMPAIGN POINTS ATTRITION

    OPPONENT’S NAME CAMPAIGN POINTS ATTRITION

    TABLE NO.

  • KINGS OF WAR CAMPAIGN: A WINTER’S END

    GAME 2: HOLD ON, WE’RE COMING!

    The doors to the hold burst open, pushed by the howling winds and snow. A single figure stumbles through as the guards quickly shut the doors to keep what little heat is in the ancient fortress from escaping. You recognize the messenger as one of our ancient allies – those whom you have sworn to protect in treaties signed long ago. He manages to barely speak the location of the army trapped in the ice and snow before he collapses from the journey, never to rise again.

    The treaty must be upheld. A force is prepared with warriors and supplies, and quickly heads out to join the battle.

    SPECIAL RULES Forces: This scenario uses ONLY the 500-point ally force.

    Messenger: If you got your messenger off the board in the previous scenario, then you may give one non-individual unit the VANGUARD special rule for free.

    Scrolls: 3 objective markers will be placed along the center line at 18”, 36” and 54”. Any unit passing over a marker may claim it. Keep the marker with the unit. The unit may voluntarily drop the scroll at any time. A unit may not carry more than one scroll at a time. You may steal a scroll from a unit by routing it in close combat (in which case give one of the attacking units (owner’s choice) takes the scroll). If a unit carrying a scroll is routed for any other reason however, this scroll is lost and they do not score a campaign point.

    Frozen River: There is a frozen river running through the center of the table. (Yes, the objectives are on the river). The river is dangerous terrain (as per pg 52), however it does not impede movement. It has the following profile: Me 5+, At 3+X, Crushing Strength 2. The number of attacks is three plus the following modifiers:

    -1 If the unit has the Individual rule +2 If the unit is a horde -1 If the unit has the Nimble rule* +1 If the unit is large infantry or large cavalry +1 If the unit is a regiment

    * does not stack with Individual

    In addition, units with the Fly special rule, or units that treat water-based terrain features as open ground are immune to these attacks.

    SCORING/CAMPAIGN POINTS

    1 point For each non-individual unit in the opponent’s deployment zone at the end of the game (up to 2 points max) 1 point Per scroll captured at the end of the game (3 max)

    The Attrition score is the value of all units you routed in the game.

    RESULTS FOR GAME 2: HOLD ON, WE’RE COMING!

    YOUR NAME CAMPAIGN POINTS ATTRITION

    OPPONENT’S NAME CAMPAIGN POINTS ATTRITION

    TABLE NO.

  • KINGS OF WAR CAMPAIGN: A WINTER’S END

    GAME 1: CALL FOR HELP!

    This has been no normal winter. When the calendar turned, the winter did not fade to spring as normal. Summer never came, and the bright colors of the fall were not to be seen beneath the layers of ice and snow. There is some mystical force that is ending the world in cold. Without the normal turn of the seasons, farmers were not able to grow their crops, so famine is a real factor in the land. Your supplies have run out, and your only hope is to send for the allies who pledged to support you in a treaty signed long ago. You send out a messenger to them with your last desperate hope that he can break through the enemy lines and bring back supplies and reinforcements.

    SPECIAL RULES Forces: This scenario uses ONLY the 1000-point main force.

    Campfires: Each player has three tokens representing campfires. Before deployment, both players roll off – the higher roll (reroll ties) deploys a campfire anywhere on the battlefield. Players then alternate deploying the rest of the campfires. During the game, any Infantry, Large Infantry or Cavalry unit that is not within 6” of a campfire (it does not matter who deployed it) will suffer -1 to hit when attacking, due to the bitter cold and not being near the warmth of the fire.

    Messenger: Each player will be given a model to represent their messenger. This model has your main force special army rules and the following stats:

    Type Size Sp Me Ra De At Ne Special Hero 1 5 3+ - 5+ 3 10/12 Individual, Vanguard

    Game Length: In addition to the normal rules for game length, if both messengers are either routed or have left the board, then the game ends on the turn the last one was routed / left.

    SCORING/CAMPAIGN POINTS

    1 point Moving your messenger off the long edge of your opponent’s deployment zone. 1 point Controlling more campfires than your opponent at the end of the game. See pg 47 of the rule book for

    controlling objectives (campfires) 1 point Routing your opponent’s messenger. 1 point Routing your opponent’s Highest cost unit. 1 point Completing a rear charge with a non-individual, non-flying unit during the game.

    The Attrition score is the value of all units you routed in the game (the messenger has no value).

    RESULTS FOR GAME 1: CALL FOR HELP!

    YOUR NAME CAMPAIGN POINTS ATTRITION

    OPPONENT’S NAME CAMPAIGN POINTS ATTRITION

    TABLE NO.

    2017 packet coversKoWCRulesKoWTrackingSheetKoWC4KoWC3KoWC2KoWC1