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1 :: NOTE: 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!

2 W A R H A M M E R A N C I E N T S S I N G L E S T O U R N A M E N T GENERAL RULES Scale: 25/28mm Armies MUST BE COMPLETELY PAINTED; Table size 8x4. Terrain will be randomly determined, but preset on the tables prior to the tournament start. Players will not move terrain, it will remain in place, but players will move between the tables. If a player ends up on a table that he already played on, he must use the other side. Otherwise, each player rolls 1d6 and the high roller then picks the side of the table he wants to use. Army size: Armies must be 2000 points or less, including generals. Generals: Your army must include an army General. If you did not purchase a general one model (a character) must be designated the army general for victory point purposes. Games: There will be 3 rounds. Game Length: 2 1/2 hours or 7 turns or 25% Army break point - whichever comes first Rule Set: The WAB 1.5 rule set will be used. Errata: The errata and the WAB 1.5 clarifications that are in the new version of the rulebook, as well as online at the Warhammer Historical Website will be used. A R M I E S All armies from the following supplements are allowed: Chariot Wars, Fall of the West, Shieldwall, El Cid, Alexander the Great, Hannibal and the Punic Wars, Beyond the Golden Gate, Spartacus, Age of Arthur, Armies of Chivalry, Art of War, and Vlad the Impaler. In addition, the Early Imperial Roman and Barbarian armies from the main rule book are allowed. The only armies allowed from the Armies of Antiquity supplement are those that do not have a new list published in another supplement (for example, the Early Persians, Crusaders, etc. but not the Vikings, Normans, or Saxons). Only allies allowed by in your chosen army list are allowed. C L A S S I C A L C A M P A I G N Armies of the classical period will compete against each other in a campaign style. Players are divided into four teams: Rome and her allies (Italian tribes, allied Celts) Carthage and her allies (allied Spanish, allied Celts, Numidians) Macedonian/Successors (Greek states) Minor/Neutral Powers (free tribes, mercenaries, Indian, Persian) To represent the territorial ambitions of the factions, game pairings will be selected by the players. Each round, the team with the highest Team Point (+1 point for victory, -1 point for loss) total will challenge members of the other teams to games. Remaining members of the team with the next highest average will issue challenges until all players have game assignments. Team ranking for the first tournament round will be determined by the AdeptiCon Classical campaign played at: wab.adepticon.org. Army lists eligible for the campaign include: 'Hannibal & the Punic Wars', 'Alexander the Great', Ancient Greek and Barbarian rosters from the WAB 1.5 rule book. O P E N D I V I S I O N Any army not included in the Classical Campaign, will play in the Open Division. Players will be assigned games using the swiss pairing system. Should an odd number of players be present in the division, the most appropriate army will be moved to the Classical Campaign division. Players in the Open Division are eligible for all awards with the exception of the Champion Faction award. TOURNAMENT SCORING Battle points scored to a maximum of 20 points per round. Appearance scored from Judged checklist. Sportsmanship scored by player vote of opponent displaying the best sportsmanship. Champion Faction award given to the team with highest team point total. A W A R D S Best Sportsmanship: Scored by opponent vote Best General: Highest overall battle score Best Appearance: Best painted army Champion Faction: Team award S C H E D U L E 8:00AM 8:30AM Registration 8:30AM 11:00AM Game #1 11:00AM 12:00PM Lunch Break & Appearance Judging 12:00PM 2:30PM Game #2 2:45PM 5:15PM Game #3

3 W A R H A M M E R A N C I E N T S S I N G L E S T O U R N A M E N T S C E N A R I O 1 : MEETING ENGAGEMENT *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers. DEPLOYMENT Roll 1d6 for table edge. High roll picks the side of the table he wants. Each player then records his army s marching order. List each unit in the order it will be placed on the table. Artillery is placed last on the list and is deployed last, no matter how many pieces/batteries are used. Generals, Army Standard Bearers, and other characters starting the game independently are placed next to last as a group (just before artillery) and are deployed at that time. Roll 1d6 with High roll having the choice of which side deploys a unit first. Players then alternate placing units in the order they had written down. Units may deploy up to 6 from the table centerline, but cannot deploy closer than 18 from the nearest enemy unit. Units may not deploy within 6 of either table edge. (No ability to make opponent set up first is allowed for this game). SPECIAL RULES Skirmishers do not get their free 4 move in this game! WHO GOES FIRST The player that was done placing units first has the choice of who goes first, except if one player has artillery the side without the artillery chooses who goes first. If both have artillery, then the side done placing units first chooses. GAME LENGTH The game ends after 7 turns or 2 ½ hours or at the end of the turn when one player s army is reduced below 25% of the starting number of models in the army. V I C T O R Y C O N D I T I O N S +The points cost for each enemy unit destroyed, fleeing at the end of the game, or fled off of the table. for each enemy unit standard captured by breaking a unit in melee for the first time; not panic test failures. (Also remember, that after the standard is captured, the unit no longer gets a +1CR for it!) for killing the Enemy Army General. for capturing the Enemy Army Standard; in this case, the Army Standard can only be captured if the Army Standard Bearer is slain in combat or caught while fleeing.

4 W A R H A M M E R A N C I E N T S S I N G L E S T O U R N A M E N T S C E N A R I O 2: TAKE AND HOLD *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers. DEPLOYMENT Roll 1d6 for table edge. High roll picks the side of the table he wants. The objective of this game is to take and hold an objective. The objective is the center of the table. The side with any non-fleeing formed unit of at least 5 models holding this at the end of the game gains bonus points (see Victory Conditions) To be considered holding the position, the unit must be within 4 of that spot without any enemy units (except skirmishers, characters, units under 5 models, and fleeing units) within 4 of that point. If neither player has a unit that meets these criteria, neither gets the points for the objective. Players roll 1d6 with the high roller deciding whether to deploy first or second. The player deploying first deploys all units in skirmish formation first, and then the other player deploys all skirmishing units and one other unit. After that, players alternate placing units. Units can be deployed to the side edges, and can be deployed up to 12 in from the players baseline. (Hidden Ambush Force, Scouts, etc. may be used). SPECIAL RULES Skirmishers get their free 4 move in this game. WHO GOES FIRST After deployment, each player rolls 1d6 with the player that was done placing units first getting a +1 to his roll. High roll chooses which player goes first. GAME LENGTH The game ends after 7 turns or 2 ½ hours or at the end of the turn when one player s army is reduced below 25% of the starting number of models in the army. V I C T O R Y C O N D I T I O N S +The points cost for each enemy unit destroyed, fleeing at the end of the game, or fled off of the table. for each enemy unit standard captured by breaking a unit in melee for the first time; not panic test failures. (Also remember, that after the standard is captured, the unit no longer gets a +1CR) points for each holding the objective at the center of the table. for killing the Enemy Army General. for capturing the Enemy Army Standard; in this case, the Army Standard can only be captured if the Army Standard Bearer is slain in combat or caught while fleeing.

5 W A R H A M M E R A N C I E N T S S I N G L E S T O U R N A M E N T S C E N A R I O 3: PITCHED BATTLE *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers. DEPLOYMENT Roll 1d6 for table edge. High roll picks the side of the table he wants. Each player rolls 1d6 with the high roller deciding which side starts deployment. The player deploying first deploys all units starting the game in skirmish formation first, and then the other player deploys all skirmishing units and one other unit. Then the players alternate deploying units. Units can be deployed to the side edges, and can be deployed up to 12 in from the players baseline. (Hidden Ambush Force, Scouts, etc. may be used). Points are awarded for table thirds (32 sectionsleft, center, right) controlled in this game. SPECIAL RULES Skirmishers get their free 4 move in this game. WHO GOES FIRST After deployment, each player rolls 1d6 with the player that was done placing units first getting a +1 to his roll. High roll chooses which player goes first. GAME LENGTH The game ends after 7 turns or 2 ½ hours or at the end of the turn when one player s army is reduced below 25% of the starting number of models in the army. V I C T O R Y C O N D I T I O N S +The points cost for each enemy unit destroyed, fleeing at the end of the game, or fled off of the table. for each enemy unit standard captured by breaking a unit in melee for the first time; not panic test failures. (Also remember, that after the standard is captured, the unit no longer gets a +1CR for it!) for each table third occupied exclusively by at least one friendly unit in good order this unit cannot be an elephant, skirmishers, or single characters. The table thirds represent the left, center and right of an army. Each third is the applicable 32 section that runs from baseline to baseline. for killing the Enemy Army General. for capturing the Enemy Army Standard; in this case, the Army Standard can only be captured if the Army Standard Bearer is slain in combat or caught while fleeing.

6 R E S U L T S F O R S C E N A R I O 3: PITCHED BATTLE G A M E S C O R I N G + Cost The points cost for each enemy unit destroyed, fleeing at the end of the game, or fled off of the table. For each enemy unit standard captured by breaking a unit in melee for the first time; not panic test failures. (Also remember, that after the standard is captured, the unit no longer gets a +1CR for it!) For each table third occupied exclusively by at least one friendly unit in good order this unit cannot be an elephant, skirmishers, or single characters. The table thirds represent the left, center and right of an army. Each third is the applicable 32 section that runs from baseline to baseline. For killing the Enemy Army General. For capturing the Enemy Army Standard; in this case, the Army Standard can only be captured if the Army Standard Bearer is slain in combat or caught while fleeing. Unit Points Standards Captured Each Table Third Occupied Army General Killed Army Standard Captured Total Game Score Game Score Difference Opponent Conceded = 16 VP Win (beat opponent by 375+ points) = 12 VP Tie (neither player winning by 375+ points) = 8 VP Loss (beaten by 375+ points by opponent) = 4 VP Conceded to Opponent = 3 VP Enemy General Killed = 1 VP Enemy Army Standard Captured = 1 VP V I C T O R Y P O I N T S Highest point cost enemy unit destroyed/fled = 1 VP No good order enemy on your half of table, but you have units in his half = 1 VP Opponent won more games = 1 VP No enemy unit less than 50% = minus 1 VP TOTAL VP Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.

7 SPORTSMANSHIP SHEET FOR S C E N A R I O 3: PITCHED BATTLE *** STOP *** Now, in private, rate your Opponent s Sportsmanship by circling the numbers on the left for all choices that apply. Do NOT share these results with your opponent. G A M E P L A Y Did your opponent measure accurately for both model moves and shooting distances? Did your opponent solve rules disputes by showing you the relevant passages in their rulebook (or, if that could not be found or remained confusing, was amicable about bringing over a Rules Judge)? Was your opponent s army easy to understand with clear conversions or completely WYSWIG? Do you think your opponent built an army based on the Historical background of the army (as opposed to a force built purely for winning with little or no regard to that army s Historical background)? B E H A V I O R Was your opponent of good humor and amicable when not concentrating on strategy or planning out moves (this does not mean they put on a one man circus for you, but rather was not angry/grumbling/complaining/obtuse during your game)? Was your opponent helpful in explaining correct rules, explaining how their army works? Win or lose, was this person the type of opponent you look forward to playing again? TOTAL SPORTSMANSHIP SCORE 2 Bonus Points BONUS POINTS VOTE AFTER YOUR FINAL GAME! Choose one player from the tournament (this can be any player in the tournament, regardless if you played this person or not) that you would like to play or play again. Write their name below :

8 R E S U L T S F O R S C E N A R I O 2: T A K E A N D H O L D G A M E S C O R I N G + Cost The points cost for each enemy unit destroyed, fleeing at the end of the game, or fled off of the table. For each enemy unit standard captured by breaking a unit in melee for the first time; not panic test failures. (Also remember, that after the standard is captured, the unit no longer gets a +1CR for it!) +375 points For each holding the objective at the center of the table. For killing the Enemy Army General. For capturing the Enemy Army Standard; in this case, the Army Standard can only be captured if the Army Standard Bearer is slain in combat or caught while fleeing. Unit Points Standards Captured Objective: Table Center Army General Killed Army Standard Captured Total Game Score Game Score Difference Opponent Conceded = 16 VP Win (beat opponent by 375+ points) = 12 VP Tie (neither player winning by 375+ points) = 8 VP Loss (beaten by 375+ points by opponent) = 4 VP Conceded to Opponent = 3 VP Enemy General Killed = 1 VP Enemy Army Standard Captured = 1 VP V I C T O R Y P O I N T S Highest point cost enemy unit destroyed/fled = 1 VP No good order enemy on your half of table, but you have units in his half = 1 VP Opponent won more games = 1 VP No enemy unit less than 50% = minus 1 VP TOTAL VP Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.

9 SPORTSMANSHIP SHEET FOR S C E N A R I O 2: T A K E A N D H O L D *** STOP *** Now, in private, rate your Opponent s Sportsmanship by circling the numbers on the left for all choices that apply. Do NOT share these results with your opponent. G A M E P L A Y Did your opponent measure accurately for both model moves and shooting distances? Did your opponent solve rules disputes by showing you the relevant passages in their rulebook (or, if that could not be found or remained confusing, was amicable about bringing over a Rules Judge)? Was your opponent s army easy to understand with clear conversions or completely WYSWIG? Do you think your opponent built an army based on the Historical background of the army (as opposed to a force built purely for winning with little or no regard to that army s Historical background)? B E H A V I O R Was your opponent of good humor and amicable when not concentrating on strategy or planning out moves (this does not mean they put on a one man circus for you, but rather was not angry/grumbling/complaining/obtuse during your game)? Was your opponent helpful in explaining correct rules, explaining how their army works? Win or lose, was this person the type of opponent you look forward to playing again? TOTAL SPORTSMANSHIP SCORE

10 R E S U L T S F O R S C E N A R I O 1 : MEETING ENGAGEMENT G A M E S C O R I N G + Cost The points cost for each enemy unit destroyed, fleeing at the end of the game, or fled off of the table. For each enemy unit standard captured by breaking a unit in melee for the first time; not panic test failures. (Also remember, that after the standard is captured, the unit no longer gets a +1CR for it!) For killing the Enemy Army General. For capturing the Enemy Army Standard; in this case, the Army Standard can only be captured if the Army Standard Bearer is slain in combat or caught while fleeing. Unit Points Standards Captured Army General Killed Army Standard Captured Total Game Score Game Score Difference Opponent Conceded = 16 VP Win (beat opponent by 375+ points) = 12 VP Tie (neither player winning by 375+ points) = 8 VP Loss (beaten by 375+ points by opponent) = 4 VP Conceded to Opponent = 3 VP Enemy General Killed = 1 VP Enemy Army Standard Captured = 1 VP V I C T O R Y P O I N T S Highest point cost enemy unit destroyed/fled = 1 VP No good order enemy on your half of table, but you have units in his half = 1 VP Opponent won more games = 1 VP No enemy unit less than 50% = minus 1 VP TOTAL VP Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.

11 SPORTSMANSHIP SHEET FOR S C E N A R I O 1: MEETING ENGAGEMENT *** STOP *** Now, in private, rate your Opponent s Sportsmanship by circling the numbers on the left for all choices that apply. Do NOT share these results with your opponent. G A M E P L A Y Did your opponent measure accurately for both model moves and shooting distances? Did your opponent solve rules disputes by showing you the relevant passages in their rulebook (or, if that could not be found or remained confusing, was amicable about bringing over a Rules Judge)? Was your opponent s army easy to understand with clear conversions or completely WYSWIG? Do you think your opponent built an army based on the Historical background of the army (as opposed to a force built purely for winning with little or no regard to that army s Historical background)? B E H A V I O R Was your opponent of good humor and amicable when not concentrating on strategy or planning out moves (this does not mean they put on a one man circus for you, but rather was not angry/grumbling/complaining/obtuse during your game)? Was your opponent helpful in explaining correct rules, explaining how their army works? Win or lose, was this person the type of opponent you look forward to playing again? TOTAL SPORTSMANSHIP SCORE

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