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ExecutionerofKhaine.
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Joined: 30 Nov 2010
Posts: 2420

PostPosted: Wed Oct 16, 2013 4:14 pm    Post subject: Grate Pumpkins tourney Reply with quote

Here are some of the details.


10/26/2013- Saturday- Warhammer Fantasy Tournament starting at 1:00pm- "Da Rise of Da Grate Punkin" annual tournament!

Da Rise of Da Grate Punkin

So how do I participate in this tournament? Fiendishly easy lads!
Craft a list of 2500 points, using standard rules as appropriate in your Warhammer armybook. Next conjure up four copies of your army list. Pack up your good humor, holy wards and good spirits. Make the trek to YHP through the ghost filled lands of Martinsburg, and get ready for some terrifyingly good fun! Good cheer will abound, hopefully keeping the evil spirits at bay, as they do like to bay! However, be warned traveler…this is not an event for the faint of heart. Many players seeking to lay claim to Da Grate Punkin have ended up bloodied and battered, their sanity shattered, never the same again. Ye have been warned!

See you at Your Hobby Place!
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Joey

9th Age Armies
Vermin Swarms 8-5-1
Mixed Daemons 2-6-0
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ExecutionerofKhaine.
Shade


Joined: 30 Nov 2010
Posts: 2420

PostPosted: Wed Oct 16, 2013 4:20 pm    Post subject: Reply with quote

It is in Martinsburg WV a short drive for most of you, at a store called Your Hobby Place, a very nice store run by awesome people. Definitely a drive worth making for a 1 day, 3 game tournament. Brian Collett is putting it on and may come on and post tournament rules for us. I will look later, he says it is posted on Your Hobby place Facebook page as the stores forum is have we type issues right now. Most of you may remember Brian, he was previously known on our forum as Bigdogsnaga( or something like that) and is now capt Blacksquig and does a bit of bartering now and again with most of us.

I know it's a $5 entry. I am struggling finding the rules specifics though. Brian told me that we get a bonus( re-roll maybe, memory is not my best feature) for a terrain piece themed to the tournament. I am working on a piece myself.
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Joey

9th Age Armies
Vermin Swarms 8-5-1
Mixed Daemons 2-6-0
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Skipschnit
Herr Pyramid Dictator!


Joined: 29 Nov 2010
Posts: 2274

PostPosted: Wed Oct 16, 2013 8:53 pm    Post subject: Reply with quote

I was getting excited to come up there and play when you told me about it...but alas....the shrieking banshee of a wife skreached out "hell no"....so I can't make it.
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Thanks,
Ben J.

Orationem pulchram non habens, scribo ista linea in lingua Latina
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headgasket



Joined: 05 Dec 2010
Posts: 465

PostPosted: Wed Oct 16, 2013 9:12 pm    Post subject: Reply with quote

Ben I commend you for admitting it. The question I have is didn't you know she would say no. You expended some hard earned collateral in that request.
That is at least 5 loads of laundry, 56 crappy diapers, and 1 load of mulch worth of collateral you just blew.


Andy
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Skipschnit
Herr Pyramid Dictator!


Joined: 29 Nov 2010
Posts: 2274

PostPosted: Wed Oct 16, 2013 9:34 pm    Post subject: Reply with quote

It was worth a shot. Embarassed Rolling Eyes
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Ben J.

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Kaptain BlackSquig



Joined: 31 Jan 2011
Posts: 244
Location: The Wilds of West Virginia

PostPosted: Thu Oct 17, 2013 4:09 pm    Post subject: Da Quest for Da Grate Punkin Reply with quote

Da Rise of Da Grate Punkin

So how do I participate in this tournament? Fiendishly easy lads!
Craft a list of 2500 points, using standard rules as appropriate in your Warhammer armybook. Next conjure up four copies of your army list. Pack up your good humor, holy wards and good spirits. Make the trek to YHP through the ghost filled lands of Martinsburg, and get ready for some terrifyingly good fun! Good cheer will abound, hopefully keeping the evil spirits at bay, as they do like to bay! However, be warned traveler…this is not an event for the faint of heart. Many players seeking to lay claim to Da Grate Punkin have ended up bloodied and battered, their sanity shattered, never the same again. Ye have been warned!

Schedule of Events
Check In: 12:00pm
Scenario One: 12:30pm (or sooner!)
Rest for the Wicked: 2:30pm
Scenario Two: 3:00 pm
Rest for the Wicked: 5:00
Third Scenario: 5:30 pm
Rest for the Wicked: 7:30pm
Awards and the Long trek Home: 8:00pm

There is a modest $5 entry fee and prize support along with a number of awards. Joey lucked out in 2010 and won it all! We missed out the past two years so we are working to make this an even better event. If you have not been to Your Hobby Place, I will tell you that there is lots of space to play, plenty of terrain (you can bring a mat if you like, Dave has some mats, some carpet tops, some textured boards, etc), snacks, a great food place 20 feet from the store and TWO bathrooms!

Each game lasts for two hours so make sure you are ready to go at the start of the round! This schedule will allow folks to participate in the tournament and be able to get in three scary games of Warhammer! So please show your fellow gamers the same respect you would want and get to your games early! We MUST start on time at 12:30pm to make it through the three rounds and let folks get home to their kids and spouses!

There will be awards aplenty for those attend, from an Overall Fiend to the Scariest Sport. Several special rules will be employed in the scenarios, as listed below. Some are wacky, this is a light-hearted tourney so the rules are more in line with the spirit of the holiday as opposed to mechanical tactics. Wacky and insane things have happened in the past! You will be asked to judge your peers on their army appearance and pick you friendliest sport. Forms will be provided for this during each game and will aid the judges in awarding prizes. Battle Points per round will be factored simply as:


Win: 12 Points
Draw: 6 Points
Loss: 3 Points


Scenarios will vary between objective based, table quarters and victory points. Any bonus points will be detailed on the scenario cards. Scenarios will be revealed on the Facebook page and copies will be left in the vaults of YHP as well. We lost our forums (damn super forums) and are working on a new forum. I will post the link here as soon as this is done (no later than the end of this weekend).

Each player will be granted a special Punkin Pass. players can receive an additional Punkin Pass if they bring a Halloween/Scary/Warhammer-esque themed painted piece of terrain. The pass has special powers to help combat the dark energies at work against us that day. The terrain piece should be something that is at least 5" x 5". It could be a grove of scary trees, a cemetery, a crumbling tower; you get the idea so long as it is painted and thematic. Army specific and thematic are even better!

Quote:
SPECIAL RULES: Below is a list of special rules for this tournament. Each scenario will list the special rules that are in play, these are in addition to any normal rules that the scenario calls for. Note that not all of these are used in every scenario, except Punkin Passes!

Punkin Passes:
While the evil of Da Grate Punkin is terrible to behold, benign Punkin Passes arise from the chaos to aid those fighting the evil of the malignant artifact. Bearers of a Punkin Pass may use it ONCE to do one of the following:

• Automatically pass one Break, Panic, Fear or Terror test that they are required to make. Do not roll any dice, simply announce you are using your Punkin Pass and consider the check passed.
• Cancel out a spell in the same manner as a Dispel Scroll, and cause the caster to automatically suffer a Miscast as if they had rolled Irresistible Force.
• Re-roll a single dice roll (including scatter dice and misfire dice but not both!) No die may ever be re-rolled more than once, even if other abilities allow a re-roll. And the die roll must always be accepted if it is a worst result.

Once use only! While you might be tempted to "save" a Punkin Pass for later games, we found that it is best to use it when most needed in your current game!

Morrslich: When the chaos moon is high in the night sky, fell shadows fall across the lands and the living know their mortality. Game Effect: For each turn in play, roll an Artillery Die. The amount rolled is multiplied X4. This is the distance that models can see in the dark. Spells that referenced needing line of sight do not require line of sight but war machines that use a BS value do. War machines that use scatter rules must roll TWICE and take the result of the second roll. If a Misfire is rolled on the Artillery, there is just enough light to see by and line of sight is normal. Boo!

Seeds of Da Grate Punkin: As Da grate Punkin forces its way into the realms of man, it bursts through the topsoil, spraying shards of its malignant body across the land. Game Effect: Each Seed of Da Grate Punkin grants MR (1). No more than one Seed may be possessed by a single unit/character, the power would be too dangerous. Note that Seeds CANNOT be combined with other spells/banners/magic items that also grant MR. Seeds themselves CANNOT be combined in a single unit. In other words, two characters each possessing a Seed CANNOT be in the same unit. If circumstances make this happen, one character must leave the unit immediately, move them 1" away, in whatever direction the owning player wants.

Come Endless Darkness: As the powers of the Da Grate Punkin are unleashed, strange and terrible enemies assault the battlefield, sewing terror and chaos in equal measure. Game Effects: Starting in Turn One, the effects below are used. These are not cumulative and disappear at the end of the turn, after BOTH players have completed their turns:

Turn One: Dark Winds Blow: Game Effect: All magic used this turn gain a +2 bonus to the casting. Bound items are cast at +2 to the Bound Roll as well.

Turn Two: The Dead Move Fast: Game Effect: Each player may pick one unit at the start of their turn that may immediately make a free move (no marching) before declaring charges. While the unit can then still declare a charge or march move, they do count as having moved for all intents & purposes. Players that control one or more Seeds of Da Grate Punkin may move TWO units instead of one.

Turn Three: The Curse of Usher: Game Effect: At the start of the turn one unit picked by each player is subject to Frenzy for this turn only. If they are already subject to Frenzy, then they may not lose it for the rest of the battle. If they already cannot lose their Frenzy for the battle, they gain +1 to hit this turn.

Turn Four: Mouths of Madness: Game Effect: One unit, each chosen by the opponent at the start of the turn, is subject to Stupidity for the rest of the game, even if the unit is Immune to Psychology. If the unit already suffers from Stupidity, it instead may not move at all this turn.

Turn Five: Morr Preserve Us: Game Effect: All dispels cast this turn gain a +4 bonus to dispel attempts.

Turn Six: Telltale Hearts: Game Effect: All units within 6” of the General become Stubborn. If the General is slain or has fled, there is no further affect.


And that's about it. The scenarios will be given out at the tourney, we will do our best to make sure that you don't have to play someone you do on a regular basis (unless you want to!) and try and give you some new faces to beat up on! This is a laid-back tourney so please come and join us and have some fiendish fun!

BrianC
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