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 convention club V8

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3 participants
AuteurMessage
grimladris
Elfe perméable
grimladris


Nombre de messages : 2084
Age : 47
Localisation : haut elfes, hommes lezards, empire, elfes noirs
Loisirs : echecs, cartes addicted, squash..... WHB
Date d'inscription : 22/12/2005

convention club V8 Empty
MessageSujet: convention club V8   convention club V8 Icon_minitimeDim 20 Mar 2011 - 23:45

Même si personnelement, j'apprécie la v8 battle (Pour le positif de la V8, je retiens les çàç bien violents comparé au çàç V7 ou il y avait parfois 2-3 attaques par tour de çàç vu que seul le 1er rang frappait - les morts, ce qui ne laissait plus grand chose, le tir sur 2 rangs, les vents de magie aléatoires,le mesurage à tout va I love you )
il est clair qu'elle n'est pas parfaite.

Plutot que de maudir la v8 pour tel ou tel aspect ( et oui, les distances de charge sont aléatoires), nous pourrions édicter des conventions club pour les points qui font l'unanimité contre eux.

je pense par exemple à la répartition des points de victoires.

Nous pourrions décider, si tel est le choix du plus grand nombre, de donner des points de victoires pour les unités à 50% ( 50% de la valeur),les unités en fuites à la fin de la partie ( 100% de la valeur) et dissossions les montures des cavalier ( ou prophète sur cloche, etc) pour les gains de points de victoires.

Cela pourrait être utiliser pour les parties au club, les tournois que nous organiserons ( si on en organise encore avant la V9), les futures coupes, futures campagnes...

Je ne vois pas d'autres points à "conventionner" mais peut être que vous en aurez à proposer.
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Sidious
Troll du chaos
Sidious


Nombre de messages : 459
Age : 35
Loisirs : Nains, Hauts-Elfes
Date d'inscription : 26/09/2008

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MessageSujet: Re: convention club V8   convention club V8 Icon_minitimeLun 21 Mar 2011 - 1:43

ETC AR 5.0

Open rosters are to be sent to jedyknight@poczta.fm by the captains of the teams, by July 14th.

Open rosters will be published on this forum as soon as possible, all at the same time.

Faulty rosters, or the ones sent after this date shall be penalized. (Basic penatly = 5 points).

Force majeure exemptions possible.



Rules changes:

- Characters will get "look out sir" versus the following spells that
automatically kill models or automatically remove an entire regiment:
Dwellers Below, Final Transmutation, Dreaded 13th, Infernal Gateway
11-12 effect. Normal requirements for lookout sir apply.



I. General Restrictions:



2400 Points.

No Special or Named Characters.

Army used can be any of the currently published GW Army books.

A maximum of 3 identical core choices may be taken (regardless of equipment and other upgrades)

An army may have up to 5 war machines and template weapons. Warmachines
that use a template count as a single choice in this regard. All
template weapons (from magic items, abilities, etc.) count, except for
spells.

Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).



Unit sizes are limited as follows:

Units cannot be more than 40 models nor 450 points[/color] (including
all command, upgrades, magic items/banners). This restriction applies
during the creation of the roster - unit size/cost may be increased
during the game (for example - by joining characters to the unit). This
restriction does not apply to characters.



Magic Restrictions:

- Apart from Winds of magic and Channeling, an army may only generate 2 PD/DD per magic phase.

- You may have units/abilities that actually would generate more than 2 extra dice, but any excess dice are lost

- Some magic items/abilities count as generating dice toward this limit.

- “Count as” items/abilities may never exceed a cumulative 2 PD/DD per
phase. This means that if you take the Book of Hoeth, you may not take
any other items that “count as adding PD/DD”

- All modifiers are applied from the army list and will not change during the game.



Detailed description

Apart from winds of magic and through the channeling rule, an army may
only ever add 2 dice to its power or dispel pool in each magic phase.
Any dice added to the pool, regardless of source (generated, stolen,
stored from previous magic phases, generated by magic items/abilities to
boost spellcasting before or after the casting attempt, produced by
spells, lore abilities, and so on) count. Excess dice are simply
discarded and cannot be used in any way (i.e. - they can’t be stored).



If a dice is stolen from the opponent’s pool, but your army has already
generated two extra dice, the dice is removed from the opponent’s pool
and then discarded.



Some special items and abilities DECREASE the limit of power or dispel
dice you can add to the pool. We refer to those as “count as” items.
What this means is that, if your roster includes one “counts as 1 Power
Dice (PD)” item, your army can only add 1 power dice (instead of the
usual 2 dice) to the pool in each of your own magic phases of the entire
game (regardless of whether the item is destroyed or used up).

Please note that you cannot have a combination of items that would
decrease the limit of extra power or dispel dice to below zero.



Item restrictions:

- Power Scroll is banned

- Each Loremaster ability counts as generating 1 PD each magic phase

- Any item that auto-dispels a spell counts as generating 1 DD each magic phase.

- Folding Fortress is not allowed



Army Specific Restrictions:

Beastmen: Beastmen armies have an extra 200 points for their roster (2600 total).

Bretts: No Restrictions

Dark Elves: Hydra is a 0-1 choice. Max. 35 repeater Crossbows in the
army. Repeater Bolt Throwers 0-2. Flying units (inc. characters on
flying steeds) in the army limited to 0-3. Shades max 20 models per
army. Dreadlord on pegasus cannot take Crown of Command.

Dwarves: Each spellbreaker/spelleater rune counts as +1 DD. Grudge
Throwers are a 0-2 choice; May generate Max. +4 dispel dice instead of
+2

DOC: Max. 28 Models per unit; Flamers are a 0-1 choice. All daemonic
gifts are 0-1. Bloodletters and Herald of Khorne are 0-3 total. Daemonic
Battle Standard can take either daemonic icon or gifts.

Empire: Steam Tank counts as a war machine; Tank, Rocket battery and Engineers are a 0-1 choice

High Elves: Max. 500 points or 40 models per unit; Vortex Shard counts
as +1DD; Book of Hoeth counts as 2PD and 2 DD; Banner of the World
Dragon counts as +1 DD

Lizardmen: Salamanders are a 0-1 Choice; Terradons, Chameleon Skinks and
Stegadons (any kind) are 0-2 choices; Beclaming Cogitations counts as
+2DD; Cupped hands counts as +2PD

Ogres: Ogre Kingdoms armies have an extra 200 points for their roster (2600 total).

O&G: No Restrictions

Skaven: All Skaven rare choices 0-1; Gutter runners are a 0-2 choice; Engineers are a 0-3 choice;

Vampires: Wraiths and Varghulf are 0-1 choices. Wraith unit size -
maximum 5 models. Army may have maximum two units (total) of: wraiths,
black coach or spirit hosts. Army with grave guard using great weapons
may not have Drakenhoff Banner.

TK: Tomb King armies have an extra 200 points for their roster (2600 total).

WE: Wand of Wych Elm counts as +1 DD

Warriors of Chaos: Hellcannon is a 0-1 choice. Infernal Puppet counts as
+1 PD and +2DD; Tendrils of Tzeench and Conjoined Homunculus both
counts as +1 PD. Favour of the Gods cannot be taken by a Champion of a
Chosen of Tzeentch unit



II. Pairings.



1.

Both Teams put up 1 army.

Both Teams put up 2 opponents

Both Teams choose their match



2.

Both Teams put up 1 army.

Both Teams put up 2 opponents

Both Teams choose their match



3.

Both Teams put up 1 army.

Both Teams put up 2 opponents

Both Teams choose their match



4.

Both teams put up 1 army.

Those 2 armies face each other.

The remaining 2 armies face each other.



All this must be time limited to 30 minutes max.

Tables - random.





III. Scoring



We are (still) considering the following victory points mechanic, and encourage you to test it and provide feedback:

Victory points scored as per the rulebook, with the exceptions that:

- units that are at 25% or less of their original models yield 50% VP's
to the opponent (characters, monsters and handlers, war machines and
single models are unaffected).

-units that are fleeing at the end of the battle yield 50% VP's to the opponent.



In both cases, bonuses (for generals, banners, etc.) are not counted towards the 50%.



0-20 Victory-Points per game

60-100 Battle-Points per team, except for the last round, when the lower limit is dropped.

(The losing team gets 60 points even if they score less[except in the
final round] – the winning team never gets more than 100 points, even if
they score more. Real Battle Points [non-limited by the 100-60 bracket]
will be used in case of the Battle Points tie as tie-breaker.)



Victory points to Battle points per game:



0-150 Victory-Points difference - 10-10

151-300 - 11-9

301-450 - 12-8

451-600 - 13-7

601-750 - 14-6

751-900 – 15-5

901-1050 – 16-6

1051-1200- 17-3

1201-1350- 18-2

1351-1500-19-1

1500+ - 20/0



IV. Scenarios



There will be no scenarios at the ETC due to: lack of good proposals and balance issues.



V. Virtual Line of Sight



Size chart:

0: Swarms - models of this size never block line of sight or give cover.

1: Infantry, War Beasts, War Machines

2: Cavalry, Monstrous Infantry/Cavalry/Beasts, Chariots, Unique without the Large Target rule

3: Monsters, all Large Targets



Line of sight is always checked virtually, drawn "base to base". Models
see in their front 1/4 zone. Line of Sight is blocked by models that are
equal to or larger than both: the model whose line of sight we are
checking and its target.



Line of sight and war machines:

Catapults (and similar) can place their template so that the center is
over any one unit that is at least partially visible to them.

Cannons can choose any point between themselves and a visible target
when firing. Over- or under-guessing to shoot at units the cannon does
not have line of sight to is not allowed



Terrain

Hills are size two for each level (so a 3-step hill is size 6) and block
sight / give hard cover just like models of that size. Models standing
on hills add the hill size to their own size. Buildings and large rocks
always block line of sight completely. Forests do not block line of
sight, but soft cover applies to all shots fired through or into (but
not out of) forests. Ruins do not block line of sight, but hard cover
applies to all shots fired into (but not through/out of) ruins. Units
standing behind obstacles gain soft (wood) or hard (stone) cover as per
the RB.



Cover from intervening units/terrain

Cover is granted when at least 50% of models in target unit are fully or
partially obscurred by other units/terrain from the shooting model. In
order for intervening models to grant cover, their size must be at
least: one point smaller than both the target unit and the shooting
model.



Skirmishers

Skirmishers never block LoS, and are seen in accordance with their size
on the chart, but provide cover as per the above rules. The gap between
skirmishers is treated as part of the unit when determining if
skirmishers give cover to something behind them. Skirmishers formed up
for combat block Line of Sight like normal units.
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Far2Casual
Adorateur de la véouit
Far2Casual


Nombre de messages : 5659
Age : 40
Date d'inscription : 07/09/2010

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MessageSujet: Re: convention club V8   convention club V8 Icon_minitimeLun 21 Mar 2011 - 9:59

Les trucs inutiles :

- Je suis pas chaud pour les points pour les unités en fuite. Etre en fuite n'est pas être détruit, que ce soit au tour 6 ou au tour 1 l'unité est toujours en jeu. Par contre, la proposition de l'ETC, 50% des points si une unité à 25% ou moins de ses figurines me parait bonne. Et ceci n'affecte pas les persos, machines, chars, monstres, etc.
- Les restrictions d'armées de manière générale. En tournoi, je peux comprendre certains trucs afin d'avoir des listes d'armées équilibrées. A-t-on vraiment besoin de ça chez nous pour jouer entre nous ? Est-ce que quelqu'un trouve que mes 50 Gnoblars sont déséquilibrés ?
- Leur truc pour les lignes de vue, quel brol !

Les trucs utiles :

- Pas de parchemin de pouvoir et de forteresse pliable. Les tactiques qui en découlent sont bidons, je comprends.
- Une protection des persos contre les sorts ultimes. Un Attention Messire semble effectivement le bienvenu contre les Etres du Dessous, Transmutation Ultime et autre.
- La génération de dés je peux comprendre, le problème c'est les LA qui accordent des trucs qui ne cadrent pas avec les nouvelles règles, comme le spam de Prêtre-Guerriers qui chient des dés de dissipation gratos.
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