BHG · Ticket

( 15th Nov. ~ 0930, Sun. ) -- The Fallen Star | 600pt. 3 Round - Old World Battle March Event


Price:
BHG Price$35.00
Stock:
In stock (12 units), ready to be shipped

Description

The night sky alights in a sickly green for but a moment, before a deafening impact shakes the ground beneath your feet. Scouting parties are sent from all over the old world in a race to claim the celestial treasure, but who will prevail…?

+ + Event Specifics + +

Registration, List Submission & Check-In is to be completed by players through BestCoastPairings by Sunday 8th of November.
https://www.bestcoastpairings.com/event/9N2gMsKMdnEJ
Pairings & Placings are determined according to Swiss Score, Battle Points SoS, Battle Points, Margin of Victory.

Points: 600

Game length: 1.5 hours max, 3 Rounds

Rules: Renegade Packs, Core Rules, Battle March Rules


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+ + Event Program (15th Nov.) + +

0930-1000 - Arrival, briefing, expectations, pairings.

1000-1130: Scenario 1

1130-1330 : Scenario 2

1330-1400 : Lunch Break

1400-1530 : Mission 3 – Optional on player vote)

1530-1600: Results, Presentation & Prizing

1600+ : Hang@BHG and/or Safe Travels

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+ Player Requirements

- A valid 600 point Battle March list (Alternatively, any muster list from the Battle March: Generals Companion is acceptable)

- All Miniatures Required

- Dice & Tape Measure

- Pencil and Paper

- 3 Secret Objectives


+ + Army Construction and Army Lists + +

Character Limitations

- One character must be the General (Give them a name!)

- When writing their muster lists, neither player may spend more than 150-points (25% of their army’s total points value) on any single character. 

Unit Limitations: 

To represent the small size of the forces that took part in such battles, neither player may spend more than:

> 210 points (35% of their army’s total points value) on a single Core unit.

> 180 points (30% of their army’s total points value) on a single Special unit.

150 points (25% of their army’s total points value) on a single Rare or Mercenary unit.

 - Minimum of 2 non-character units (swarms and warbeasts do not count)

 - Unit strength capped at US20

0-X Per 1,000 Points: 

In the core rules, many units or options are limited to ‘0-X per 1,000 points’. This means that such options would not normally be allowed when writing a 600-point muster list. However, rather than preclude such options entirely, the players may include a single such option. This might be a unit, a character or even an upgrade listed within a unit’s options.

Magic:

 - No bound magic missiles, 

 - can only cast 1 magic missile per turn

 Ethereal:

 - Maximum of 1 Ethereal unit per army.

+ + Secret Objectives + +
(as per the Battle March General’s Compendium)

- Pick 3 from the below list:

Well-Laid Ambush:

Cause an enemy unit to fall back in good order or flee during any shooting phase

     > Bonus 20 VP

Reconnoitre:

Have a unit with a unit strength of 5 or more within 3”of a board edge within your opponent’s deployment zone at the end of the battle

     > Bonus 20 VP

Scouting the Area:

At the beginning of the game, secretly nominate a terrain feature. To fulfil this objective, you must have a friendly unit with a unit strength of 5 or more completely within the nominated feature when the game ends

     > Bonus 25 VP 

Outlast the Enemy:

Secretly nominate a friendly unit at the beginning of the game. To fulfil this objective, this Unit must be alive and not fleeing at the end of the game, and have a unit strength of 5 or more

     > Bonus 50 VP

Duellist’s Flourish:

Slay either an enemy character or enemy unit champion in a challenge

     > If you slew an enemy character Bonus 30VP, OR,

     > If you slew an enemy unit champion, bonus 20VP

Gather Resources:

Have friendly units with a unit strength of 5 or more wholly within two different Rocky terrain features and / or woods at the end of the game

     > Bonus 30VP

Slay the Beast:

Kill a unit in your opponent’s army whose troop type is ‘monster’, ‘monstrous infantry’, or ‘monstrous cavalry’. 

Any such enemy units that have fled off the battlefield, or that are fleeing at the end of the battle, count towards fulfilling this objective.

     > Bonus 50VP

Magical Mastery:

Successfully cast two spells (including bound spells) without having them dispelled by your opponent, or dispel two of your opponent’s spells and without suffering a miscast yourself during the same turn.

     > Bonus 50 VP

Hold them Back:

There must be no enemy units with a unit strength of 5 or more inside your deployment zone at the end of the game

     > Bonus 75VP

Seize the Tower:

Have a friendly unit controlling a strategic location or a building at the end of the game

     > Bonus 40 BP

Secret Objectives Cont.

At the start of each game, each player must choose one of their secret objectives and make a note of it on a piece of paper which should then be placed face-down at the edge of the battlefield.

At the end of the game, when calculating victory points, both players reveal their secret objective. If they have achieved theirs, they win a VP bonus as stated in that objective description.

After each round, when submitting results to the scorekeeper, each player must also record which secret objective they chose for that round, and whether they were successful in achieving it.

You may only use each secret objective once.

+ + Battlefield + +

 All scenarios will be played on a battlefield measuring 30″ x 44″.

+ + Terrain Features + +

+ Hills

 - Beyond the Crest: If a hill lies between two models and if neither model is upon the hill, a line of sight can only be drawn between them if an uninterrupted line can be drawn between their bases without crossing over or through the hill.

 - Vantage Point: A unit on a hill can fire with one additional rank compared to a unit on flat ground.

 - In addition, any unit that is entirely on a hill can draw a line of sight across or through other units or models that are not themselves on a hill. However, due to its elevated position, a unit that is entirely on a hill can also be seen more easily. Therefore, any unit that is not on a hill can draw a line of sight to a unit that is entirely on a hill across or through other units or models.

+ Woods

 - Woods are treated as difficult terrain.

 - Woodland Boundaries: A wood terrain feature must have a clearly defined edge. This allows individual trees to be removed and replaced to facilitate the movement of models.

Regardless of the position of any individual trees within the terrain feature, any model or unit counts as being behind partial cover as long as up to half of the model, or up to half of the models within the unit, is within the woods (i.e., within the terrain feature’s clearly defined edge).

 - Arboreal Gloom: Woods of any size are dark places, filled with branches and trailing vines. Seeing clearly through such arboreal gloom is difficult to say the least. If a wood lies between two models and if neither model is within the wood, a line of sight can only be drawn between them if an uninterrupted line can be drawn between their bases without crossing over or through the wood.

+ Ruins

 - Ruins are treated as impassable terrain.

Impassable terrain cannot be crossed during the course of a battle – units must go around it. In addition, if it is not possible to align a charging unit to the enemy unit due to the presence of impassable terrain, the charging unit has made a disordered charge.

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+ + Scenarios + +

+ Round 1: The Tower
(all out brawl!)

The nearby tower may prove useful in locating the fallen star. Curses! You aren’t the only faction seeking it, quickly dispatch the rival army before they get in your way!

 - Map: Pitched Battle (BMGC: P.26)

 - Objectives: Special objectives

2 x Special objectives will be placed around the map per the special objectives rule (10 points to the closest controlling unit at the start of each turn; controlling units must be US5 or more to control an objective.

Place a tower on the map, this feature will be treated like impassable terrain.

+ Round 2: Supply Run 
(Gather your resources!)

That last fight took more out of you than you realised. Luckily there’s a small village up ahead where you can resupply…what was that noise?

 - Map: Meeting engagement

 - Objectives: Special objectives, Domination

4 x Special objectives will be placed around the map per the special objectives rule (10 points to the closest controlling unit at the start of each turn; controlling units must be US5 or more to control an objective

Domination: https://tow.whfb.app/matched-play/domination

+ Round 3: The Fallen Star
(Special Feature)

 At last, you’ve found it, the fallen star in all its splendor, but it looks like you weren’t the only one…

 - Map: close encounter

 - Objectives: Special feature

Special features: The Meteorite

You stand before the fallen meteorite in all its glory, you may not be the first, you certainly won’t be the last. The meteorite may take the form of any special feature no more than 6” at its widest point

The meteorite follows all rules for the ‘special features’ secondary objective rules with the following amendments:

 - Controlling a special feature:  During each Start of Turn sub-phase, a special feature can be controlled by a single Core unit that is within 6" of it, that has a Unit Strength of 5 or more, that is not fleeing and that has not succumbed to Stupidity

 - Still fresh: during each start of turn subphase, the unit controlling the special feature takes 1d3 strength 3 hits with the 'flaming attack' special rule 

 Victory Points: if either player controls a special feature at the end of the battle, they win a bonus of 100 VP

 
+ + Unusual Properties + +

Special features are possessed of ever-changing and highly unusual properties. During any Start of Turn sub-phase in which a unit is determined to be in control of a special feature, that unit's controlling player rolls on the table below to determine the special features current unusual property. The controlling unit benefits from that Unusual Property until the end of that turn:

     > 1-2: A Tingle in the Air: The air around the special feature tingles strangely, and those that stand too close report of a funny taste in their mouths.

 - Whilst a unit controls this special feature, it gains Magic Resistance (-3).

     > 3-4: Honour Thy Forebears: Filled with a sense of righteous pride by the sight of this special feature, those that control it will defend it vigorously.

 - Whilst a unit controls this special feature, it gains the Hatred (all enemies) special rule.

     > 5-6: An Inspirational Sight: The special feature fills all who look upon it with courage and inspires them to ever greater acts of bravery. 

 - Whilst a unit controls this special feature, it gains the Unbreakable special rule.


+ + Victory + +

After each scenario, note down your points: use differentials per Matched Play Guide

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+ + Prizing + +

Prizing will be awarded with Store Credit as follows if minimum player requirement for this bracket is reached (12 players):

1st = $2x Entry

2nd = $1.5x Entry

3rd = $1x Entry

4th = $0.5x Entry

Last = $0.25x Entry

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+ + Player Behaviour Expectations + +

Players are expected to be:

• Punctual & prudent.

• Respectful & restrained.

• Happy & hygienic.

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+ + Rules, Discrepancies, & Violations + +

If there is ever a rule in question; (discrepancy in list, representation of minis, misleading information, questionable errors, consistent misplay etc.), give the playing the benefit of the doubt as much as is reasonable. If this continues during play, if a rule/situation etc. is in doubt with differing opinion between players, call a Judge immediately for a ruling. Failure to do so may result in a warning for both parties for intentional stalling and not following procedure. In the case of slow-play, both parties must consent to the use of a chess-clock if one is requested to be used.

+ + Ticketing & Non-attendance Policy + +

Tickets are to be purchased before the event from BHG in person or from the BHG webstore (link provided). Non-attendance will forfeit ticket refund if less than 48 hours notice is provided

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