Table Packet Day 1

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PAIRINGS PREGAME

Texas Masters GT: A bracket system will be used and winners advance Players will roll off and the winner will choose to be the Defender or the
in the bracket. If you lose a bracket, your next opponent will be Attacker.
determined using the Best Coast Pairings app. If someone drops, we will
attempt to backfill any open spots from the Texas Masters Open. Defender
The Defender will set up the terrain per the core rules. Each terrain feature
Texas Masters Open: Pairings will be done using the Best Coast must be set up more than 3” from the battlefield edge, more than 6” from
Pairings app. Matchups will be randomly determined round 1. Players all other terrain features, and more than 3” from all objectives. Defensible
from the same club should ensure club names are identical to best avoid terrain must be more than 6” from all objectives (see below). For the
matching up during the first round. Master's GT if a game does turn out to be a draw, the Defender will
win a minor victory.
ROUND SCORING Win By Scored As
Games will be scored using a custom 25+ 20/0 Attacker
differential scoring scorecard in Best Coast 22-24 19/1 The Attacker chooses his deployment zone and takes the first drop.
Pairings and will be submitted by players via 19-21 18/2
the app at the end of each round. Special thanks 16-18 17/3 Mysterious Terrain
to Garrett Mulroney from Best Coast Pairings 13-15 16/4 Your table has tokens with one instance of Arcane, Damned, Deadly,
for getting the scorecard set up for us. 10-12 15/5 Inspiring, Mystical, and Sinister terrain. Any additional terrain features
7-9 14/6 will not have Mysterious Terrain rules. After the battlefield is set, the
Players will input total victory points, number of 4-6 13/7 Defender will choose where to place the Mysterious Terrain tokens.
battle tactics completed, and if they completed 1-3 12/8
their grand strategy. Scores will be automatically Minor 11/9 There will be extra tokens on the table to mark Defensible, Impassable,
calculated using the table to the right. Draw 10/10 and Obscuring terrain features. Use your best judgement as to what
rule a terrain piece should have. For example, buildings should be either
Texas Masters GT: Due to the GT incorporating a bracket system, Defensible or Impassable, pillars, walls, and crags that cannot support
there are no draw games. If a game does turn out to be a draw, the models standing on them should be Impassable, forests should be
Defender will win a minor victory. Obscuring, etc. If you aren't sure where these should be placed, talk it
out with your opponent before alerting a judge. If a player is unable to
deploy their faction terrain after the battlefield has been set, please alert
a judge and they will adjust it for you.

■ Defensible: These terrain features can be garrisoned (see 17.2) by


up to 10 models. You cannot move models over a defensible terrain
feature unless the model can fly, and you cannot move a model onto a
defensible terrain feature (even if it can fly) unless it is garrisoning the
terrain feature.
■ Impassable: You cannot move models over this terrain feature unless
the model can fly, and you cannot set up or move a model onto this
terrain feature (even if it can fly).
■ Obscuring: Visibility between 2 models is blocked if a straight line
1mm wide drawn between the closest point of the two models passes
across more than 3” of an Obscuring terrain feature. Visibility to
or from models with a Wounds characteristic of 10 or more is not
blocked by Obscuring terrain features.

1
BATTLEPLAN

GAME 1: THE NIDUS PATHS


Nidus Path B Nidus Path A

ATTACKER’S
TERRITORY

DEFENDER’S
TERRITORY

Nidus Path A Nidus Path B

This area is riddled with tunnels and holes, THE NIDUS PATH GRAND STRATEGY
as though it were the hive of some colony of The battlefield hosts 4 tunnels called nidus Each player scores 3 victory points at the end of
monstrous insects. Right now, pondering paths. Each nidus path is located at a corner of the battle if they completed their grand strategy.
what may have created them will do you no the battlefield edge as shown on the map.
good, for the enemy approaches. However, BATTLE LENGTH
these twisted paths might well provide the At the end of their movement phase, players The battle lasts for 5 battle rounds.
perfect opportunity to launch a surprise can pick 1 friendly unit wholly within 6" of a
attack… nidus path. If they do so, they must remove GLORIOUS VICTORY
that unit from the battlefield and set it up again The player with the most victory points at the
THE ARMIES wholly within 6" of that nidus path’s twin, more end of the battle wins a major victory.
Each player picks an army and then they roll than 9" from all enemy units.
off. The winner chooses which player is the If the players are tied on victory points at
attacker and which is the defender. For example, if a unit is removed from the the end of the battle, then the player that
battlefield via nidus path B in the top-left completed the most battle tactics wins a
THE BATTLEFIELD corner of the map, that unit must be set up minor victory.
The defender sets up the battlefield. First, they again wholly within 6" of nidus path B in the
set up objectives as shown on the map. Then, bottom-right corner of the map. If both players completed the same number
they set up the recommended number of of battle tactics, then if only one player
terrain features shown on the Pitched Battles VICTORY POINTS completed their grand strategy, that player
table (GHB, pg 9). Each player scores victory points at the end of wins a minor victory. If both players or
each of their turns as follows: neither player completed their grand strategy,
DEPLOYMENT the battle is a draw.
■ Score 1 victory point if you control at least
The attacker picks which territory is their territory.
one objective.
The other territory is the defender’s territory. ■ Score 1 victory point if you control two or
The players then use alternating deployment, more objectives.
starting with the attacker. Each player must set ■ Score 1 victory point if you control more
up their units wholly within their territory and objectives than your opponent.
more than 9” from their opponent’s territory.
■ Score 2 victory points if you completed the
battle tactic you picked that turn.

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BATTLEPLAN

GAME 2: OURS FOR THE TAKING


Home ATTACKER’S TERRITORY
Objective

Centre
Objective

Home
DEFENDER’S TERRITORY Objective

A great prize in enemy territory lies DEPLOYMENT BATTLE LENGTH


tantalisingly close; however, your own The attacker picks which territory is their The battle lasts for 5 battle rounds.
resources are equally exposed. You must territory. The other territory is the defender’s
focus your efforts on protecting what’s yours territory. The players then use alternating GLORIOUS VICTORY
while pushing to seize the valuables of the deployment (GHB, pg 11), starting with the The player with the most victory points at the
foe. A capable leader centrally positioned attacker. Each player must set up their units end of the battle wins a major victory.
would be a boon in such a confrontation, wholly within their territory.
as they would provide an anchor for the If the players are tied on victory points at
simultaneous offensive and defence. VICTORY POINTS the end of the battle, then the player that
Each player scores victory points at the end of completed the most battle tactics wins a
THE ARMIES each of their turns as follows: minor victory.
Each player picks an army and then they roll
■ Score 1 victory point if you control your
off. The winner chooses which player is the If both players completed the same number
home objective.
attacker and which is the defender. of battle tactics, then if only one player
■ Score 1 victory point if you control the completed their grand strategy, that player
THE BATTLEFIELD centre objective. wins a minor victory. If both players or
The defender sets up the battlefield. First, they ■ Score 2 victory points if you control the neither player completed their grand strategy,
set up objectives as shown on the map. Then, enemy’s home objective. the battle is a draw.
they set up the recommended number of
terrain features shown on the Pitched Battles ■ Score 1 victory point if you control the
table (GHB, pg 9). centre objective and that objective is
contested by a friendly Galletian
HOME OBJECTIVES Champion.
The objective on the border of each territory is ■ Score 2 victory points if you completed the
the home objective of the relevant player. battle tactic you picked that turn.

GRAND STRATEGY
Each player scores 3 victory points at the end of
the battle if they completed their grand strategy.

3
BATTLEPLAN

GAME 3: THE SILKSTEEL NESTS


ATTACKER’S TERRITORY

DEFENDER’S TERRITORY

Silksteel fetches a hefty price in the markets PILLAGING OBJECTIVES GRAND STRATEGY
of the realms. Your scouts have reported a From the start of the second battle round, after Each player scores 3 victory points at the end of
cavern in the vicinity replete with the stuff, you score victory points, you can pillage 1 the battle if they completed their grand strategy.
and you intend to lay claim to its bounty objective that you control, that is wholly within
before the enemy does the same. Your your opponent’s territory and that is within BATTLE LENGTH
rushed efforts to harvest the resource may 1" of a friendly unit. If you do so, you score 1 The battle lasts for 5 battle rounds.
well draw the attention of its unsettling additional victory point. The objective is then
creators, but this is a risk that you are willing removed from play. You cannot pillage more GLORIOUS VICTORY
to take! than 1 objective per turn. The player with the most victory points at the
end of the battle wins a major victory.
THE ARMIES SCUTTLING HORRORS If the players are tied on victory points at
Each player picks an army and then they roll After an objective has been pillaged, before it the end of the battle, then the player that
off. The winner chooses which player is the is removed from play, the player whose turn is completed the most battle tactics wins a
attacker and which is the defender. taking place must roll 2D6 for each unit within minor victory.
9" of the pillaged objective. If the roll is equal to
THE BATTLEFIELD or greater than the Bravery characteristic of that If both players completed the same number
The defender sets up the battlefield. First, they unit, that unit suffers D3 mortal wounds. of battle tactics, then if only one player
set up objectives as shown on the map. Then, completed their grand strategy, that player
they set up the recommended number of VICTORY POINTS wins a minor victory. If both players or
terrain features shown on the Pitched Battles Each player scores victory points at the end of neither player completed their grand strategy,
table (GHB, pg 9). each of their turns as follows: the battle is a draw.
■ Score 1 victory point if you control at least
DEPLOYMENT one objective.
The attacker picks which territory is their ■ Score 1 victory point if you control two or
territory. The other territory is the defender’s more objectives.
territory. The players then use alternating ■ Score 1 victory point if you control more
deployment (GHB, pg 11), starting with the objectives than your opponent.
attacker. Each player must set up their units
■ Score 2 victory points if you completed the
wholly within their territory and more than 9”
battle tactic you picked that turn.
from their opponent’s territory.

4
BATTLEPLAN

CLOSE TO THE CHEST


ATTACKER’S TERRITORY

Defender's
Objective
Attacker's Attacker's
Objective Objective

Defender's Defender's
Objective Objective
Attacker's
Objective

DEFENDER’S TERRITORY

This vast cavern is rich in the treasures ALPHA OBJECTIVES BATTLE LENGTH
of Ghur, though your learned advisors The map shows which objectives belong to The battle lasts for 5 battle rounds.
inform you that some are more valuable which player. At the start of each player’s
than others. Seize what you can, and make turn, the opposing player picks 1 of their own GLORIOUS VICTORY
use of your runners to ensure that the objectives to be the alpha objective for that The player with the most victory points at the
most lucrative artefacts do not fall into the turn. For example, if it is attacker’s turn, the end of the battle wins a major victory.
enemy’s hands. defender picks 1 of the defender’s objectives (as
shown on the map) to be the alpha objective that If the players are tied on victory points at
THE ARMIES turn. the end of the battle, then the player that
Each player picks an army and then they roll completed the most battle tactics wins a
off. The winner chooses which player is the VICTORY POINTS minor victory.
attacker and which is the defender. Each player scores victory points at the end of
If both players completed the same number
each of their turns as follows:
THE BATTLEFIELD of battle tactics, then if only one player
■ Score 1 victory point if you control at least completed their grand strategy, that player
The defender sets up the battlefield. First, they one objective.
set up objectives as shown on the map. Then, wins a minor victory. If both players or
■ Score 1 victory point if you control two or neither player completed their grand strategy,
they set up the recommended number of more objectives.
terrain features shown on the Pitched Battles the battle is a draw.
■ Score 1 victory point if you control more
table (GHB, pg 9). objectives than your opponent.
■ Score 1 victory point if you control the
DEPLOYMENT alpha objective.
The attacker picks which territory is their
■ Score 2 victory points if you completed the
territory. The other territory is the defender’s battle tactic you picked that turn.
territory. The players then use alternating
deployment (GHB, pg 11), starting with the GRAND STRATEGY
attacker. Each player must set up their units Each player scores 3 victory points at the end of
wholly within their territory and more than 9" the battle if they completed their grand strategy.
from enemy territory.

5
BATTLEPLAN

POSITION OVER POWER


ATTACKER’S TERRITORY

DEFENDER’S TERRITORY

Chunks of amberbone have been exposed in DEPLOYMENT GRAND STRATEGY


the walls of this canyon by a recent tectonic The attacker picks which territory is their Each player scores 3 victory points at the end of
disturbance, but your advisors have warned territory. The other territory is the defender’s the battle if they completed their grand strategy.
that they will soon be swallowed up by the territory. The players then use alternating
hungry bedrock of Gallet. You must dispatch deployment (GHB, pg 11), starting with the BATTLE LENGTH
capable leaders to secure what they can from attacker. Each player must set up their units The battle lasts for 5 battle rounds.
these sites before the land reclaims them. wholly within their territory and more than 9”
from their opponent’s territory. GLORIOUS VICTORY
THE ARMIES The player with the most victory points at the
Each player picks an army and then they roll LOST IN THE LANDSLIDE end of the battle wins a major victory.
off. The winner chooses which player is the At the start of the fourth battle round, the flank
attacker and which is the defender. objectives are removed from play. If the players are tied on victory points at
the end of the battle, then the player that
THE BATTLEFIELD VICTORY POINTS completed the most battle tactics wins a
The defender sets up the battlefield. First, they Each player scores victory points at the end of minor victory.
set up objectives as shown on the map. Then, each of their turns as follows:
they set up the recommended number of If both players completed the same number
■ Score 1 victory point if you control at least
terrain features shown on the Pitched Battles of battle tactics, then if only one player
one objective.
table (GHB21, pg 9). completed their grand strategy, that player
■ Score 1 victory point if you control two or wins a minor victory. If both players or
OBJECTIVES more objectives. neither player completed their grand strategy,
The objectives at the centre of each narrow ■ Score 1 victory point if you control more the battle is a draw.
battlefield edge are the flank objectives. objectives than your opponent.
■ Score 1 victory point if you control any
flank objectives that are contested by a
friendly Galletian Champion.
■ Score 2 victory points if you completed the
battle tactic you picked that turn.

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