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Forum Udruge minijaturista, maketara i igrača stolnih strateških igara "Agram"
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PostPostano: sri, srp 25.07.2012 • 11:56 pm 
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Pridružen/a: čet, lip 05.06.2003 • 4:32 pm
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Svrha ovog topica je imati prikazanu aktualnu inačicu UMS-AGRAM AC-a za članove igračke zajednice izvan UMS-AGRAMA ukoliko je žele koristiti. Tu će se nalaziti isključivo AC.

UMS-AGRAM AC 04.09.2011.

Citat:

Lords 0-25%
Heroes 0-25%
Core 25% +
Special 0-50%
Rare 0-25%



Citat:
2.) Army Composition

Army Composition file

2.1 Army Composition points (10-20 pts)

For the purpose of this tournament for an army to be considered legal it must have no less than 10 and no more than 20 points on the army composition score. This score will be entered before the tournament and will be used to determine the pairings for first round.

In addition the Army Composition score will influence individual games. Before the game starts both players are to compare their Army Composition scores and deduct the lower score from the higher one. The difference is then multiplied by one hundred. The result is then converted into victory points and at the end of the game will be added to the total victory points score of the player with the higher Army Composition score.

Example:
Player A has an Army Composition score of 14.3
Player B has an Army Composition score of 17.7
(17.7 – 14.3) x 100 = 340
At the end of the game Player B will score an additional 340 victory points
Therefore if the player has scored 1243 victory points through play his total would be 1583 victory points for that game.


2.2 Units:
• Special or Named characters are allowed:
o They must be represented by their official miniature
o In case there is no official miniature conversion are acceptable but must clearly represent the character in question and must be clearly distinguishable as some special from the rest of the models in army. If you are unsure if your model conforms to these rules send us a picture and we will respond as soon as possible.

Example:
In case a Warrior of Chaos player would like to use Kholek Suneater special character it would not be enough to just use the Dragon Ogre Shaggoth model but would recquire to convert the model’s axe into a hammer and add additional armour onto the model to represent his much better save in comparions to a normal Dragon Ogre Shaggoth


2.3 Items:
The following common items are banned:
• Folding watchtower


2.4 Magic:
• Maximum number of power dice that can EVER be used in a single magic phase is 12
• Maximum number of additional power dice that can be generated (including channeling) is 2
o This includes any and all sources of additional dice, such as Lore of Death attribute or Casket of Souls special rule
• Maximum number of additional dispel dice that can be generated (including channeling) is 3. If the army includes a level 3 and/or 4 caster then the maximum is 2
o This includes any and all sources of additional dice, such as Luminark of Hysh, dispel dice
“stealing”, magical items, etc…
• Maximum number of dice used to cast any single spell is 4 (instead of 6). No power, ability, or anything else can ever increase this to 5 or more dice.


2.4.1 Lore of Undeath:
• All Wizards have access to the Lore of Undeath from Warhammer: Nagash
• All summoned units must be represented by appropriate models. The models must be tournament legal (see section 1.2), but if you wish they will not be evaluated for the purpose of your army painting score.
• Summoned units DO award points to the opponent if the destroyed equal to their value.
• For the purpose of maintaing summoned units treat the Wizard with the Lore of Undeath as a Summoner (see Undead Legions below).


2.5 Special restrictions and exceptions:


BEASTMEN:
Amends
• Replace Beastmen Ambush special rule with Ambush special rule from the rulebook
Clarifications
• Herdstone Shard is counted as impassable terrain and can only be placed on open terrain (it must be no more than 60mm in diameter)

BRETONNIA:
Amends
• Sacrament of the Lady; exchange the second sentence with “The model may roll 3 additional dice when attempting to channel power dice, but may not cast any spells that turn.”

CHAOS DWARFS:
Clarifications

• Chalice of Blood and Darkness: Roll for the effect after the number of power dice or dispel dice in a given magic phase is determined, but before any attempts to cast a spell.

DAEMONS OF CHAOS:
Amends

• Banned: The Rock of Inevitability

DARK ELVES:
Clarifications

• Strength of Khaine: It only works in close combat.

DWARFS:

EMPIRE:
Amends

• Steam Tank - loses Random Movement special rule and is treated like a normal chariot with movement value of nD6“(n being the number of Steam Points used for movement), meaning it moves and charges nD6“. When charging, it declares a normal charge and the opposing player can chose to react as normal. When it moves it doesn't have to move in a straight line but like a normal chariot.

HIGH ELVES:
Amends

• Banner of the World Dragon: Army Battle Standard only

LIZARDMEN:
Clarifications

• Predatory Fighter: It does not work on supporting attacks.

OGRE KINGDOMS:
Amends

• Banned: Hellheart

ORCS & GOBLINS:
Clarifications

• Magic Mushrooms do NOT count as power dice, so can be used in conjunction with 4 normal dice

SKAVEN:
Amends

• Hellpit Abomination - loses Random Movement special rule and is treated like a normal monster with movement value of 3D6", meaning it moves, charges and flees 3D6. When charging, it declares a normal charge and the opposing player can choose to react as normal. When it moves it doesn't have to move in a straight line but like a normal monster.

TOMB KINGS:
Amends

• Nehekharan Undead: replace the last sentence in the second paragraph with – Units with this special rule cannot make march moves unless they are within 12” of the army Hierophant.
• The Hierophant: replace the last sentence in the second paragraph with – The Hierophant must use either the Lore of Nehekhara or the Lore of Undeath. Also add the following paragraph to the rule – If, at the start of any of your turns following the death of the Hierophant, there is one or more friendly Wizards on the table who know spells from the Lore of Nehekhara or the Lore of Undeath, no unit in the army needs to take this Leadership test – the Wizards’ powers are sufficient to sustain the Nehekharan Undead for now.
• The Restless Dead: remove the last sentence
• Resurrecting Fallen Warriors: add the following sentence – Units with the Animated Construct special rule can only ever recover a single lost wound per successful casting of a spell or use of a magic item that restores lost wounds.

UNDEAD LEGIONS:
Amends
• Add the following rules to the army:

THE SUMMONER
Every Undead Legions army is animated and driven onwards by the sorcery of one of the masters of undeath, be they a powerful Vampire, a decrepit Liche Priest or a Necromancer. Colloquially these undead wizards are known as the Summoners.

Your army must include at least one Undead Wizard to be the army’s Summoner. If your army includes several Wizards, this will be the one with the highest Wizard Level. If two or more models have the highest Wizard Level, choose which of them will be the Summoner. Remember to tell your opponent which one is the Summoner at the start of the battle. The Summoner must use either: the Lore of Undeath, the Lore of Nehekhara or the Lore of Vampires.

If the Summoner is destroyed, the magical animus of the army starts to dissipate. At the end of the phase in which the Summoner is removed as a casuality, and at the start of every friendly turn thereafter, all friendly Undead units on the battlefield must take a Leadership test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the Leadership test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.

If, at the start of any of your turns following the death of the Summoner, there is one or more friendly Wizards on the table who know spells from the Lore of Undeath, no unit in the army needs to take this Leadership test – the Wizards’ powers are sufficient to sustain the Undead for now.

If, at the start of any of your turns following the death of the Summoner, there is one or more friendly Wizards on the table who know spells from the Lore of Nehekhara, no unit in the army selected from Warhammer: Tomb Kings needs to take this Leadership test – the Wizards’ powers are sufficient to sustain the Undead for now. Other units must test.

If, at the start of any of your turns following the death of the Summoner, there is one or more friendly Wizards on the table who know spells from the Lore of Vampires, no unit in the army selected from Warhammer: Vampire Counts needs to take this Leadership test – the Wizards’ powers are sufficient to sustain the Undead for now. Other units must test.

Varied Legions
Gathered from many places various Undead often require different kinds of magic to be sustained. If at the beginning of any turn, including the first, there are units from Warhammer: Tomb Kings and there isn’t a Wizard on the table with either the Lore of Undeath or the Lore of Nehekhara they will have to test as if the Summoner had been slain. Also if at the beginning of any turn, including the first, there are units from Warhammer: Vampire Counts and there isn’t a Wizard on the table with either the Lore of Undeath or the Lore of Vampires they will have to test as if the Summoner had been slain. Likewise if at the beginning of any turn, including the first, there are units from Warhammer: Nagash and there isn’t a Wizard on the table with the Lore of Undeath they will have to test as if the Summoner had been slain.

LORDS OF THE LEGION
Along with the Wizards who summon the armies of Undead Legions to war these are often commanded by cruel Wights, vengeful Mummies or bloodthirsty Vampires who direct them in combat. An Undead Legions army must always include a General. The General is the character in your army with the highest Leadership. If more than one characters share the highest Leadership value, you can choose which one is your General. Should the Summoner also have the highest Leadership he will be your army General.

• Undead: replace the last two sentences with - Units with this special rule cannot make march moves unless they are within 12” of the army Hierophant. Note, however, that this range is not increased to 18” if the army Summoner is mounted on a Large Target.
Clarifications
• Master of the Dead: works on Skeleton Warriors – not Skeleton Archers – from Warhammer: Tomb Kings

Designer’s Note
Considering the fact the Undead Legions army list and rules have been created for a very specific purpose we have decided to add a few things that will allow it to be used in games of Warhammer outside the enviourment it was designed for. Also some changes are here to add more flavour like ‘Varied Legions’ which shows that the greatest among the Undead can bind the lesser creatures by their will alone but these other Undead are at all times at danger of crumbling apart unless sustained by appropriate source of magic.


VAMPIRE COUNTS:
Amends

• The Generals of Undeath: replace the last sentence of the first paragraph with – If he is able to choose a spell lore, he must use either the Lore of Vampires or the Lore of Undeath. Also replace the last paragraph with the following - If, at the start of any of your turns following the death of the General, there is one or more friendly Wizards on the table who know spells from the Lore of Vampires or the Lore of Undeath, no unit in the army needs to take this Leadership test – the Wizards’ powers are sufficient to sustain the Undead for now.

WARRIORS OF CHAOS:
Amends

• Daemon Princes created from unit champions give 150 points if killed
Clarifications
• Soulfeeder: Roll at the end of the Close Combat phase.

WOOD ELVES:
Clarifications

• The Arrow of Kurnous: It takes place before the Vanguard move.
• Ambush from the Worldroots: The additional forest should be a Citadel Wood terrain or a custom made forest of the approximately same footprint. The forest may not be larger but can be smaller then Citadel Wood terrain.


Citat:
3.) The Scenarios:

3.1 Generalship points (0-100 pts)
Generalship points (0-100, 20 max per game) are scored at the end of each game based on the rules of the scenario played.

Games are decided by the use of victory points, which are calculated as detailed in the Rulebook. At the end of the game sum up the victory points for each player, find the victory points difference, and consult the following chart for the result:

Victory Points Difference -- Score
0-200 -- 10/10
201-400 -- 11/9
401-600 -- 12/8
601-800 -- 13/7
801-1000 -- 14/6
1001-1200 -- 15/5
1201-1400 -- 16/4
1401-1600 -- 17/3
1601-1800 -- 18/2
1801-2000 -- 19/1
2001+ -- 20/0


3.2 Scenarios:


1st battle: Blood and Glory
• This game is set up and played as described in the 8th edition rulebook (page 148)
• This scenario uses victory points for determining the winner
• In addition to points scored during the game each player will be awarded additional points
• Blood and Glory points are awarded as following:
o The player who first breaks his opponent gets 400 victory points
o The player who breaks his opponent after he had been broken gets 200 victory points


2nd battle: Master of the Field
• This game is set up following the rules for Battleline scenario (page 144) with following changes:
o In the centre of table players put a marker (a coin will do).
o At the end of the battle, the player that has more non-fleeing units with a complete rank within 6'' from the marker (unit doesn’t have to be wholly inside 6'') gets additional 500 victory points.
o If both players have the same number of scoring (see above) units within 6'' from the marker, player that has more scoring units with banners within 6'' of the marker earns extra 500 victory points.


3rd battle: Breakthrough
• This game is set up following the rules for Battleline scenario (page 144)
• In addition to points scored during the game each player will be awarded additional points
• Breakthrough points are awarded as following:
o Each non-fleeing unit with a complete rank that finishes the game in the opponent’s deployment zone: 50 victory points
o Each banner that finishes the game in the opponent's deployment zone: 50 victory points
o Characters do NOT count as units for this scenario, neither single characters nor two or more
characters forming a unit, nor characters on any kind of mounts.


Citat:
4.) Rules commentary

4.1 Terrain rules

Forests do not block line of sight. Instead, if a model is shooting INTO or THROUGH a forest, the target is considered to be “in cover” (-1 to hit with missile weapons). Models shooting out of the forest do not receive any penalties.

Open terrian is still a type of terrain for the purpose of certain rules and spell effects.

You cannot deploy units inside terrain which is for any reason impassable to them.

Special terrain feature charts will not be used in the tournament, except for the free forest used by the Wood Elves or the forests produced by the Acorns of the Ages magic item.

BUT, note that players, who are willing, are more than welcome to play the game using the special terrain rules (Rulebook pages 116-131) if both players agree to it before the game. We only ask you to do so if you feel the increased length of the game will still be within the time limit. Note that you will NOT get any bonus time from the referees because of this.

4.2 Line of sight

True line of sight, as presented in the 8th edition rulebook will NOT be used. Instead, the following rules will be in effect in the tournament:

Note that these rules are pretty intuitive once you try them out. Putting them on paper and in a set of rules makes them seem a bit intimidating, but carefully reading them should help in visualizing how they work.

There are levels of height:
Level 0: Swarms
Level 1: Infantry and War machines
Level 2: Cavalry, Monstrous infantry/beasts, War beasts, Chariots
Level 3: Monstrous cavalry
Level 4: Large Targets(Warmachine on Carriage), Monsters, Hills (units on a hill add their level to the hill level)
• A house counts as a level 3 for the purpose of determining what can be seen from the building during the Magic and Shooting phase. To determine how many models can shoot from a house roll a D3 before the game; number of models that can shoot is D3x5.
• All skirmishers count as 1 level lower than their unit type.

These levels interact in the following way:
1. The unit does NOT see over the level equal to or greater than its own level (i.e., war machines do not see through infantry, but do see through skirmishers and over swarms) unless the target is of level higher than the object(terrain, units...) in the way.
2. The unit sees over the level less than its own (i.e., cavalry sees over infantry)
3. If the unit is shooting over a unit that is lower than its own level by 1, then their target is considered to be “in cover” (-2 to hit with missile weapons)
4. If the unit is shooting over a unit that is lower than its own level by 2 or more, then their target is NOT considered to be “in cover” (no penalty to hit with missile weapons)
5. Large targets cannot get cover save from units or obstacles, but can from other terrain.
6. Impassable terrain and buildings count as always blocking line of sight.
7. Cannons when shooting only need to see the model they are targeting. They do not have to see the spot on the table they are picking before the bounce roll.

4.3 Tables

It is considered to be given than if a scenario (Battleline, for example) requires units to be deployed 24" (or any other number) apart, this condition is met automatically. Should players accidentally place their units slightly closer to the enemy than allowed, than the actual measurements are disregarded in favour of this assumption. In other words, nothing that has precisely 24" shooting range can hit an enemy on the first turn without moving slightly (or unless the enemy came closer). The same goes for spells, charges (helped by animosity or magic) etc. with a range of 24".

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