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SATURDAY APRIL 20 ------------------ 8:30AM 5:00PM 9:00AM 7:00PM ------------------ 9:00AM 5:00PM WARHAMMER ANCIENTS SINGLES TOURNAMENT 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!

WARHAMMER ANCIENT BATTLES SINGLES TOURNAMENT Last Update: 11.15.2012 AdeptiCon reserves the right to modify, update, clarify, or change event rules in the interest of making AdeptiCon the best event possible. No fundamental rules changes will be made after 2/1/2013. GENERAL RULES Scale: 25/28mm Armies. ALL ARMIES MUST BE COMPLETELY PAINTED. Table and Terrain: The table size will be 4x8. Terrain will be randomly determined, but preset on the tables prior to the start of the tournament. 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, follow the instructions in the scenario for each round. Army Size: Armies must be 2800 points or less, including generals, from any list out of AoA v2. Generals: Your army must include an army General. If your chosen list does not require you to purchase a general and you haven t, one model (a character) must be designated the army general for victory point purposes. Games: There will be 3 rounds. Match-ups will be historically accurate if possible the first round, then match ups will be made using the Swiss System. Game Length: 2 ½ hours or 7 turns or 25% Army break point - whichever comes first, unless specified by the scenario. Rules/Errata: WAB 2nd Edition, AoA v2 and the FAQ at the WABGT Download site will be used. Please email a copy of your army list to: AdepticonWAB@gmail.com by April 1 st, 2013. Be sure to include your name, the specific army list name, and page number reference from AoA v2. Each player must provide five (5) PRINTED, not handwritten, army lists, one for each of their opponents, one to be turned in at check-in to the judges and one for their own reference. Be sure to include your name, the specific army list name, and page number reference from AoA v2. All players are expected to abide by the AdeptiCon Conduct Policy. The models used in your army must comply with the AdeptiCon Model Policy (all models MUST be WYSIWYG and painted to a 3-color minimum standard). SCORING AND AWARDS Best General: Win-loss record, with head to head, then Battle Points as tie breakers. Best Painted Army: As selected by the players. Favorite Opponent: As selected by the players. The Death March Award: The player that traveled the farthest to the convention. SCHEDULE SATURDAY (9:00AM 7:00PM) 9:00AM 9:30AM Registration 9:30AM 12:00PM Game #1 12:00PM 1:00PM Lunch Break & Appearance Judging 1:00PM 3:30PM Game #2 3:30PM 3:45PM Break 3:45PM 6:15PM Game #3 6:30PM Awards

SCENARIO 1: AT DAWN, THEY MET *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** The two armies have not been able to pinpoint the location of their enemy s forces despite the best efforts of their scouts. According to each General s spy network however, the general vicinity has been identified and each thinks he is outnumbered. As such, both Generals have called for as many reinforcements as he can bring to bear. The additional units are maneuvering to rendezvous with the main body, executing night marches to the general area. Will the reinforcements make it in time? BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers. DEPLOYMENT Each player must place 25% of the total number of units in his force in Reserve (rounding up, so a total of 13 units mean 4 units in reserve). The remaining units make up the main body and are deployed before the battle starts according to the deployment diagram. The Army General and Army Standard Bearer (if there is one) must deploy with the main body. Other characters may deploy with the Reserve. Players roll a die and the high scorer chooses a long table edge to be his base and then deploys a unit from the main body. The players then alternate placing units. After both players main body has deployed, any units in skirmish formation may make a free 4 inch move starting with the player that deployed the first unit. Players then roll a die with the player that finished deploying first adding a +1 to the roll. The high scorer gets to choose whether to go first or defer to his opponent. Starting on the player s 3rd turn, roll a die for each unit in the reserve force. On a 5 or 6, that unit arrives on the field. On the 4th turn, roll a die for each unit still in reserve. On a 3-6 that unit arrives on the field. On turns 5-7, roll a die for any units still in reserve. On a roll of 1 the unit is lost in the wilds and does not arrive. On any other roll, the unit finally arrives on the field. Any units that never make it to the field DO NOT count as Victory Points for the opposing player. The unit simply does not take part in the battle. When a reserve unit arrives, roll a die and deploy that unit according to the deployment diagram. On the roll of 1 or 2 the unit arrives on the owning player s right flank. On a roll of 3 or 4 the unit arrives anywhere along the player s base edge. On a roll of 5 or 6, the unit arrives on the player s left flank. Reserve units arriving on the right or left flank may enter the table anywhere up to 16 inches from the base edge. Reserve units entering the table may move and shoot normally, but may not declare charges. 1-2 16 16 ARRIVAL OF RESERVES 3-4 5-6 5-6 3-4 ARRIVAL OF RESERVES GAME LENGTH The game lasts 2.5 hours, 7 turns or when an army reaches its break point. VICTORY CONDITIONS The player with the highest total of Victory Points is the winner. Use the standard Victory Points chart on page 149 in the WAB rule book. SCORE SHEET Use the score sheet to calculate Victory Points for the round. Fill in the score sheet and turn it in at the judge s table. 16 16 1-2

SCENARIO 2: I VE GOT A PLAN! LET S FLANK EM! *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** The first engagement, while brutal, was indecisive. Both forces have fought their enemy to a standstill. Councils of War for both Generals are discussing plans to break the stalemate. A flank attack just might be the answer! BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers. DEPLOYMENT Before rolling any dice, each player MAY choose to send up to 25% of the total number of units in his force on the flank march (rounding up, so a total of 13 units mean 4 units). Secretly write down on a piece of paper the units included in the flanking force and which flank this force will enter on (i.e. my left flank or my right flank ). Be advised that both players may choose the same flank! The Army General and Army Standard Bearer (if there is one) and any other characters may go with the flanking force. Players roll a die and the high scorer chooses a long table edge to be his base and then deploys a unit according to the deployment diagram. The players then alternate placing units, deploying their entire army. Once both armies are deployed, the players reveal any and all units in their flanking force and remove them from the table. Once this is done, any remaining units in skirmish formation may make a free 4 inch move starting with the player that deployed the first unit. Players then roll a die with the player that finished deploying first (prior to removing the flanking force) adding a +1 to the roll. The high scorer gets to choose whether to go first or defer to his opponent. Starting on the player s 3rd turn, roll a die for each unit on the flank march. On a 5 or 6, that unit arrives on the field on the flank the player secretly wrote down prior to the start of the game. On the 4th turn, roll a die for each unit still on the flank march. On a 3-6 that unit arrives on the field. On turns 5-7, roll a die for any units still on the flank march. On a roll of 1 the unit is lost in the wilds and does not arrive. On any other roll, the unit finally arrives on the field. Any units that never make it to the field DO NOT count as Victory Points for the opposing player. The unit simply does not take part in the battle. When a flanking unit arrives, it may enter the table anywhere up to 24 inches from the base edge on the flank the player secretly wrote down prior to the start of the game. Remember, both players may choose the same flank! Flanking units entering the table may move and shoot normally, but may not declare charges. Flank March Forces (24 ) GAME LENGTH The game lasts 2.5 hours, 7 turns or when an army reaches its break point. VICTORY CONDITIONS The player with the highest total of Victory Points is the winner. Use the standard Victory Points chart on page 149 in the WAB rule book. SCORE SHEET Use the score sheet to calculate Victory Points for the round. Fill in the score sheet and turn it in at the judge s table. Flank March Forces (24 )

SCENARIO 3: I VE GOT YOUR READ (GUARD) SIR! *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** The battles have been intense and bloody. For one force, an opportunity exists to breach a hole and crush the enemy. For the other, a successful strategic retrograde hinges on the rearguard so that the army may live to fight another day. BATTLEFIELD Terrain will be stationary and predetermined by the Tournament Organizers. DEPLOYMENT Establish which force is the attacker and which is the defender. Compare total Victory Points scored in the previous rounds. The force with the higher Victory Point total is the attacker. The defender chooses a long table edge to defend. This half of the table is the defender s deployment area. The defender then places an objective marker on their side of the centerline at least 8 from any table edge and 8 from the centerline. Next, the attacker places two objective markers in the same area such that no two objective markers are farther than 48 apart and all objective markers are more than 8 apart. The defender then deploys their entire force. They may hold one unit in ambush (see ambush rule below). The attacker then deploys their force in their half of the table at least 18 from the centerline. Both players, starting with the defender, may move skirmishing units up to a normal move. After all skirmishing units have moved, the attacker has the first turn. Starting on their 3rd turn, each turn the defender must withdraw a unit of their choice IF their force still contains five or more units. If less than five units, the defender gains a delay marker. When the total of remaining units and delay markers equals five or more, the defender removes all delay markers and one unit. The withdrawing unit can be engaged at the time of withdrawal, suffers no free strikes and does not count toward Victory Points for the attacker. However, withdrawing units do count against the Army Break Point. In the defender s turn 6, then again in turn 7, the defender removes one of the attacker s objectives. The chosen objective may be removed even if the attacker gained control of the objective in their half of the turn. Turn 3 4 5 6 7 8 TURN EVENT CHART Event Defender withdraws a unit if 5+ units, otherwise gains a delay marker. Withdraw a unit and all markers if 5+ units/delay markers, otherwise gain a delay marker. Repeat withdrawal as above. Defender removes one attacker objective, repeat withdrawal as above. Defender removes the other attacker objective, repeat withdrawal as above. Check to see if the attacker controls an objective, game over! Defender Deploys Anwhere in this Table Half. SPECIAL RULES To Control an Objective: The attacker must have a formed unit of five or more models within 4 of the objective and no enemy unit of any type of five or more models within 4 contesting it. Ambush Rule: The defender s ambushing unit may be deployed anywhere on the table outside the attacker s deployment area at the very start of any of his turns in the Start of Turn phase. The unit may be in the open and must be more than 18 from any enemy unit or more than 8 from any enemy unit and in or behind concealing terrain out of any enemy unit s line of sight. GAME LENGTH The game lasts 2.5 hours, or ends if either army reaches its Army Break Point or if the attacker starts any turn in control of an objective, to include the Start of Turn phase of turn 8 (to see if the attacker controls an objective). VICTORY CONDITIONS If the attacker begins any turn controlling an objective, the attacker wins. Otherwise, the defender conducted a successful rearguard action and saved the army from total destruction! Regardless of who won, track and record Victory Points in this final battle for tie breaker purposes. See the Victory Point chart on page 149 in the WAB rule book. SCORE SHEET Fill in the score sheet and turn it in at the judge s table.

RESULTS FOR SCENARIO 3: I VE GOT YOUR READ (GUARD) SIR! YOUR NAME OPPONENT S NAME WON OR LOST? WON OR LOST? *** STOP *** Now, in private, choose your Favorite Opponent from the tournament and vote for the Best Painted Army. Do NOT share these results with your final opponent. FAVORITE OPPONENT (VOTE AFTER YOUR FINAL GAME!) Of the three players you gamed against today, which opponent displayed the highest standards of sportsmanship? List that player s name below: Opponent s Name: BEST PAINTED ARMY (VOTE AFTER YOUR FINAL GAME!) Of all the armies here today, which one is painted to the highest standard? List that player s name below: Player s Name: Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.

RESULTS FOR SCENARIO 2: I VE GOT A PLAN! LET S FLANK EM! YOUR NAME OPPONENT S NAME Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.

RESULTS FOR SCENARIO 1: AT DAWN, THEY MET YOUR NAME OPPONENT S NAME Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.