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Good morning gamers, Ages ago, Centaur, Rythbyrt, and I did a podcast episode where we talked about the Fall of the Necromancer Legendary Le...

Saturday, October 6, 2012

On Rocky Ground: Goblin Town, Part 1

So with Goblin month underway, we're going to spend much of our time working on terrain (in rapid preparation for the Hunter's Red October tournament). The focus of this post will be to provide an update on the various terrain projects I have in the works and show the new base job for the army.

1) Base-coating rocky terrain

Rocks, rocks, rocks. If you're looking for a diverse set of terrain for underground, tunnel fights, you really need a LOT of creativity. On the positive side, it can be easy to put together terrain for a game, as you just need to throw a pile of rocks together. In these cases, I've got a few pieces of terrain that are completely new and need a black base-painting.
Wall Spackle (available in many places) provides a great "smooth wall" texture for the Styrofoam used here. You can tell in this shot the difference between a Spackle piece and a non-Spackle piece. Mixing the different terrain pieces provides additional variety and can show different locales within a tunnel network.
2) Application of grey paint

Some of the underground terrain has been base-painted for a while, but now needs additional color and detail. Adding grey to the black gives a lighter tone to the terrain and also increases the "stoniness" of it. I'm also happy that the grey is being added because it will match the bases of both Dwarves and Goblins better.
3) Basing
The other day, I picked up some Gorilla Glue from a hardware store (strongly recommend it) and finished the basing for my Goblins, the Unexpected Company, and Radagast the Brown. I'm really happy that the basing turned out okay and everyone looks much, much better. You can see a close-up on a few of them below.
I'm planning to turn two of my archers into shamans to complete my warbands, as I've been unimpressed the last few games with Goblin Captains (2 Might, 2 Attacks, and Defense 6 with shields is nice, but I really need to keep guys alive and on the field...and Fight 3 is killing me).
4) New Terrain Projects (in the coming month)

We have a real board now! Gone are the days of meat paper on cardboard, welcome the real stuff! I picked up five sheets of 3/4" polystyrene foam board from a hardware store, soon to be touched up with some grey spray paint primer (not spray paint, as it attacks the polystyrene). The board will contain four modular sections which measure 24" x 24", allowing for various terrain configurations. I'm planning on taking my wife's hair dryer to a part of two sections to make what could be a chasm, river, or a ditch, depending what the players in the game want to do.

The additional segment I picked up from the store will be turned into several Dwarf hall town squares, pillars, shops, and statues - all modular. Going underground is going to be so much fun now! Coming up in the next few posts will be continued work on the board as well as finishing the bases for the tunnel terrain pieces, so watch this space!

Thursday, October 4, 2012

Rohan Update: New Units, New Poses

Dear Reader,

As I mentioned in my last post, I've been working on some new poses for a number of my units. Some of the transformations are simple switches to keep all of my units from looking alike, while others are projects that went through several phases, and I'm really excited by how they turned out. So, for all of the craftsmen out there that love seeing some variety in the soldiers they slaughter, here are a few of the things we've been working on at the Forge, :)

Some of the switches were very simple. Take these two guys as examples:



These guys just switched fighting hands. Usually the swordsman has his weapon in a defensive neutral stance (you'll see one of those later), and the axeman has his weapon raised and behind his head. So, I got to thinking, "Why can't we have an axeman in a defensive neutral stance, and a warrior brandishing a sword above his head when bracing against an attacker?" So the switch was made, and I think it turned out pretty well.

Other switches involved receiving new weapons from my good buddy Tiberius. I currently possess two axes from his Dwarves, and he has one of my Rohan swords (which you can find on his model for Thorin Oakenshield) and one of my Mordor Orc pick axes (dwarf miner, anyone?). One of the axes ended up on this guy, whose double is situated next to him in the picture:



The other axe ended up on one of my cavalrymen, and is the reason for my 7th of 8 unique riders. The traditional rider is on the left, and my new rider is on the right:



Now, the astute observer will note that there are six riders that come in a set, and thus to have eight unique riders, there must be another rider floating around that went through a transformation. The original is on the left, and the new guy is on the right in the picture below:



Step back for a moment: how many of you would have pegged these two as twin models before the transformation? :) It's amazing what trimming back ever so slightly on the model's grounding peg to set him more forward on the horse, coupled with an arm from a Royal Guard can do! I really like these guys, and they serve as blood brothers riding with the Edoras detachment.

So, if this guy received a whole new arm, where did the spear go? I hate having extra bits lying around (which is why 40K and Fantasy are driving me up a wall right now - does anybody want a ton of plasma pistols for Space Wolves?), so I took the spear and placed it on the back of my "Warden" (who will appear below; if you get the LOTRO reference, just wait until you see the unit; I really like him, :) ). After finding a spearman and switching out their hands, my Warden is now a legit Rohan Warrior with throwing spears, including an extra supply mounted on his back:



As you can see, the warden and the other new guy are the middle, with their original models on the wings. They look different enough, and yet there's a solid resemblance with the originals. I really like the new poses, and they usually form the flanks of the front rank for the Dunharrow Detachment.

There's nothing earth shattering here (nothing like Zorro's elf transformation from a previous post), but as you can tell, I've had some fun playing around with a number of the poses of my units, just as I did with my Mordor orcs, as you can see in a past post). I'm looking forward to playing with more of them, as I've not even touched the spearmen yet, and I've got 16 of them now, :)

Until the next post (which will hopefully cover my Grey Company forces), happy hobbying!

Watching the stars,

Glenstorm

Tuesday, October 2, 2012

Rohan Army Tactics: Tricks of the Trade

Dear Reader,

Greetings again from the Forge! The How has been a busy place, with lots of comings and goings, and not all of them from the world of Tolkien (as you might have noticed from the wolves in the background of my rider picture from the last post, which are definitely not wolves from Isengard or the Misty Mountaints, :D ). More on those and other things in a future post.

I promised some time ago that I'd feature my Rohan forces and some of the tactics I use in a post, and with the TMAT tournament coming up this month, I'm releasing some of my thoughts to our readership for your feedback. These strategies are ones that I commonly employ, and I'd love to hear your thoughts before I bring them out to their first tournament.

Philosophy for Rohan Forces

Before discussing some of the strategies and tactics that I have found effective in rolling with Rohan, I think it's helpful to first lay out my philosophy as a Rohan player, as the reader's thought process and my approach may be radically different. Out of all of the things I have learned from playing with Rohan over the years, three things are blazoned in my mind:

1. High Casualty Count: Your units are light - with a few exceptions, your units are primarily D4 or D5, and especially against Elves and Uruk-Hai, this creates a problem. Being wounded on 4s or 5s is "not exactly conducive to our health," to quote a science fiction rogue I know, but it is an essential gulp that every Rohan player will likely need to make: get used to the idea of losing guys. I have had some games where I only lost a handful of soldiers while taking out dozens of enemies, but these games are rare: in general, prepare for a slugfest, and plan on having to courage test.

2. Bait & Switch: Few armies get the luxury of 6" movement with throwing weapons, and even fewer of those also get shields for additional defense. Rohan's strength is in harrassing forces, whittling them down to a more manageable size, and then closing for an engulfing attack through sheer numbers (because, let's face it: how many armies of good get solid rank-and-file infantry for 6-7 points?). The primary aim of any Rohan force is to remove any spear advantage that an enemy has against them, as it will cause you to lose a lot of soldiers very quickly (unless you shield a lot, which will be covered later).

3. Archery - Or the Lack Thereof: You have archers, and their range is not bad: S2 bows at 24" with a 4+ shoot value. That said, your archers are D4, and have no special rules (like their Haradrim counterparts) to assist them in landing hits more often. More than that, they are not as good as Elves and Dunedain at landing hits on enemies, and are pretty much only useful as a cheap volley line (I'll talk about Outriders in a bit). As I mentioned in a previous post, you should always ultimately read "swordsman" when you read "archer" - they hit more often, and are generally more deadly in that role.

This point deserves further consideration in the case of Rohan Outriders. Someone will astutely point out that Rohan Outriders pass their to-hit rolls on a 3+, and thus should make for more quality archery choices than the Rohan Warriors I have referred to here. First of all, this is true: outriders give Rohan a competent ability to land to-hit rolls on their enemies. They suffer from lower defense (D3, so you have to guard them like Wood Elves), and because of this, I do not prefer using them, as they do not double well as swordsmen. Experience tells me that my archers are almost always assaulted, and I like more durable infantry than the chance of landing to-hit rolls that may not convert into wounds.

Battle Teams - How to Deploy Your Rohan Forces

Now to the fun stuff, :) What follows are some of the tactics I have experimented with, following the paradigm I laid out above.

While Easterling, Gondorian, and your standard "Fist of Isengard"-style armies can afford to place most of their troops in one concentrated block (due to spears, pikes, and halberds backing up heavy infantry), Rohan cannot function like a "regular army": battle teams and small warbands are essential to survival as a Rohan commander. The advantage that Rohan gets, however, is that your units are very cheap, and thus you can generally field more units than your average opponent (Moria being the notable exception, but more on them later).

In this vein, I developed three basic fighting styles, each of which is embodied in a different detachment in my army. Let's examine each of the battle teams in turn.

1. Westfold Warriors



I wanted horsemen for each battle group, with Edoras having the largest number (because, after all, it's Edoras). So I chose two riders that appeared to have the lowest upkeep cost for armaments (simpler helms, leather armor as opposed to chainmail, etc.), and assigned these two to the Westfold fighters. You'll notice that most of the Westfold warriors look pretty tattered and plain: this is part of how I envision them (as Tolkien and Jackson are quiet on the issue), though I give each of my battalions two Royal Guards for durability.

The farmers of the Westfold employ my strategy for taking down bodies of archers: a wide spread of forces (to mitigate the effectiveness of volleying and picking your target), coupled with cavalry. The Scatter Formation is especially useful on an opponent's flank, as the units are 1) hard to engage while remaining in a solid formation (which eliminates the spear advantage), and can easily be obscured by enemy lines and scenery from archery as well. I don't get this option often, but when it presents itself, it is very useful.

2. Dunharrow Detachment



In Rohan's darkest days, it was the men of Dunharrow, led by Eomer, Third Marshall of the Riddermark, that kept the forces of evil at bay. I almost always use this detachment in combat, in part because I love their poses and color theme, but also because, for reasons unknown to man, they are an exceptionally durable troop. In all of the games that I have played, this body of soldiers has either killed its points worth in enemy forces and paid the full measure for the freedom of their lands, or they have refused to die (even if it means successfully shielding 7 consecutive rounds against three Uruk-Hai, on one occasion). In the 19 games that I have played with this full unit, none of them have ever run from battle by failing a courage test, either. I think that's pretty amazing, :)

What the Men of Dunharrow offer the army is one of the tactics I am most well-known for: the Wag. Like a dog's tail, this force is designed to move from one flank to the other, crushing into enemy formations to trap enemies and pepper enemy lines through throwing weapons, a few archers, horsemen, and a captain and banner to maintain their fighting vigor and potency. Placing the banner in this detachment allows me more chances to win in the more critical combats that could change the tide of a battle, and accompany him with some of my strongest units.

I also recommend to all Rohan players that they divide up their F4 units. Units like Royal Guards, Captains, and heroes (like Eomer) should never be situated side-by-side, as it takes away the opportunity to turn more of your combats into Fight 4, as opposed to a Fight 3 combat (and against Uruk-Hai especially, this can make a huge difference, as it will lead to a roll off on a tie, as opposed to an automatic win on a tie in favor of Isengard). Thus, you can see that I have split up my captain and my Guards, but all of them are still within the 3" banner range (which is also optimal).

3. Edoras Regiment


The warriors for Edoras are by far the most numerous, and form the core of the army of Rohan. Usually accompanied by the Huntsman (who is in the back by the volley line), this force relies on brute strength covering for a substantial amount of cavalry, using the Scorpion or "Flying Columns" tactic employed in Ancient and medieval military history. Most of the units from Edoras use throwing weapons, allowing them to form two ranks that will quickly become an extended single rank, providing the length and depth of warriors to surround and trap enemy infantry ranks.

Utilized by Joshua and the Israelites, Hannibal, and many other generals throughout the ages, the Flying Columns strategy presents a solid block of infantry, which will meet and engage the enemy. I primarily use the following detachment, with a heavy emphasis on shielding to keep us alive:



On either side, a body of infantry or horsemen form up to press in on the enemy position, trapping and flanking the enemy units in an attempt to weaken their morale, and force a retreat. In history, this strategy met with wild success, and in Lord of the Rings, the same holds true: when you trap a unit, you double your wound dice, and thus there is a strong advantage in using this tactic (you also remove the spear advantage that other civs have that is noticeably lacking for Rohan). My flanking bodies of infantry especially tend to use throwing weapons to soften up the enemy for the punch, much like what you see here:



This force is most effective against large blocks of infantry (like Uruk or Easterling formations). Archers throw some disorganization and chaos into the pretty ranks of the invaders, and then double as substitutes to fill in casualty gaps, allowing more of the warriors to surround the enemy block. Horsemen close the ring, striking far and fast against the middle spearmen by hurling spears while rushing to the extreme rear of an enemy formation.

And, of course, there are many more formations and deployments that you can do with these battle groups, but these are a few that I use consistently, and can now do with greater success because of the great influx of infantry and cavalry at my disposal.

Conclusion

Now, obviously, these strategies will not help players that rely primarily on Rohan's all-star cast of heroes (from their list or as allies), nor will it prove useful for those who like well-mapped out plans that detail how to adjust the formation or battle group as the fight continues. Each of these strategies is planned up until you engage the enemy in melee combat; from that point on, they are completely organic, taking new nature and form as changes are made to the balance and distribution of your forces. Above all, Rohan is designed for flexibility: they give you a lot of options in the event that a plan fails, so be open-minded to altering your plan to accommodate unforeseen developments in the scenario.

In my next post, I'll discuss some of the tweaks I made to some of my models, as some of the new poses are pretty sweet, and make my army different from your typical Rohan force. I'll hopefully also have some news on these other guys I'm working on (which you got a glimpse at in the last battle report):



(...Oh, and you can ignore the chocolate-colored knights in the back for now - I'll have more on them in a future post, :) As I said, we've got a lot of projects going on right now at the Forge, :) )

Watching the stars,

Glenstorm

"Will they follow me?" - High King Peter
"To the death." - Oreius

Friday, September 28, 2012

To The Death: Goblins vs. Dunedain


So, with Goblin month upon us, I'm planning on getting a few games in with them while focusing my efforts on terrain and basing. Today's game (actually played a few weeks ago) is with Glenstorm and his defenders of Arnor. Here are the forces:

The Denizens of Moria: 600 points

Durburz, Goblin King of Moria - 60 points
Goblin Shaman - 45 points
2 Goblin Captains with shields - 80 points
14 Goblin Warriors with shields - 70 points
16 Goblin Warriors with spears - 80 points
14 Goblin Warriors with Orc bows - 70 points
1 Cave Troll - 80 points
1 Bat Swarm - 35 points
Ally: The Witch King of Angmar with 1M/10W/1F - 80 points

51 units, 14 Orc bows, 5 heroes

The Guards of the North: 598 points

Aragorn, Isildur's Heir - 200 points
Elladan and Elrohir with Elf bows and heavy armor - 160 points
2 Rangers of the North - 50 points
2 Dunedain with spears - 50 points
6 Rangers of Arnor with spears - 54 points
9 Rangers of Arnor - 72 points
3 Hobbit Archers - 12 points

25 units, 23 bows + 2 Elf bows, 3+4 heroes

I'm realizing looking at the army list now, that the Rangers might be over their bow limit with their hobbits, but we didn't care about that when we played (and it's 3 more hobbits, right?). The scenario we will be playing is a To The Death game on a board that is roughly 24" x 48". The game is played until one side is reduced to 25% of its starting size. At the end of that turn, the points are scored as follows:
  • 3 point for breaking the enemy OR 5 points if the enemy is broken and your force is not;
  • 1 point for wounding the enemy army leader OR 3 points if the enemy army leader is killed;
  • 1 point if you have a banner at the end of the game OR 2 points if you have a banner and your opponent does not (only applies to Aragorn, Isildur's Heir this game).
The map is set up as follows: we had a few ruins in the center of the map, a few woods (for the benefit of Isildur's Heir) and several other buildings for cover. The warbands were deployed beginning with the Goblins, with both of the Ranger squads deployed in the front half of their deployment zone and most of the Goblins deployed at the utmost point of their own deployment zone.


Turn 1: Battle Is Joined (Priority - Goblins)

I'm surprised, but on Turn 1, we will have melee fights! Yaye! I was really concerned I'd need to chase down the enemy and after weathering a few turns of archery, I'd be slammed with a solid line of heroes and Fight 4 rangers. My Shaman, though, rolled a 2 on his Fury roll, so I decided that, instead of risking a turn of melee with no protection to pay my Might point to make it work (1/1M, 1/3W). The Witch King attempted to cast Transfix on Aragorn with a single dice, but rolled a 1, fizzling his magic out this turn. Rats (1/10W). Nothing of interest happened in the Shoot phase - thank goodness.
I should probably mention that there are only three combats this round, and each involved an epic hero from the Rangers. Oh, and each became a Heroic Combat. Aragorn and a Ranger of the North killed my Goblin Captain (free Might) on the right side (oh man...) while Elrohir (I think) killed a Goblin with shield and promptly moved on to another one (1/3M). Elladan (so I'm going to call him until he gets his name painted on his base) failed to wound his foe and merely pushed him backwards (1/3M). Go team! I failed my Fury rolls, by the way.
The resulting fights worked out as expected: Aragorn and Elrohir won their fights, and two more Goblins bit the dust (Elrohir: 2/3M). At least one of the twins is running out of Might points...
Kill count: Rangers 3/51, Goblins 0/25.



Turn 2: A Furious Charge (P - Goblins)

Forgot to take a shot of the map, but everyone's fighting now. The Witch King rolled another dice to cast Transfix on Aragorn and scored a 5 (2/10W)! Aragorn rolled a dice in return and also rolled a 5 (1/3W). Grrr... In the Shoot phase, one of the rangers (pretty sure it was a Ranger of Arnor) killed a Goblin spearman with his bow. Elsewhere on the field, a courageous Ranger of Arnor wounded the Cave Troll (1/3H). All of the other supporting shots failed. Yaye me.
The fights were very messy, with two more heroic combats wrecking the field: Elladan killed his guy this time (2/3M) and Aragorn pummeled through 2 Goblin spearman, leaving his supporting Ranger behind him (free M). He then pulled a spearman out of a perfectly good fight and prepares to ravage on towards the Witch King.
The fights were...interesting this round. As you can see on the map, 5 Goblins were wounded on the left side of the screen, but 1 was saved by Fury.  On the other side, two Goblins bit the dust and one Ranger of Arnor was killed. Small benefit, but not great odds. The Bat Swarm lost and was wounded once only, which was amazing...but not as amazing as a lone Goblin spearman winning a fight against Aragorn and then promptly scoring a wound against the enemy army leader! He saved it on his first Fate point, but it was still pretty epic (1/3F).
Kill count: Rangers 9/51, Goblins 1/25. The Goblins are 17 units from breaking, while the Rangers are 12 units away...still anyone's game once the Troll arrives.



Turn 3: The Fury's Fervor (P - Rangers)

So, again, forgot to take a pic of the map, but the Witch King cast Transfix with a single dice again and this time rolled a 6 (3/10W). Aragorn cast a single dice and...as fate would have it...he also rolled a 6 (2/3W). This is really not good. Nothing of interest happened in the Shoot phase. In the fights that ensued, 2 more Rangers of Arnor died (one by the Troll's hammer and the other by the Bat's blinding and lots and lots of Goblins), while three Goblins died. No Fury saves.
On the other side of the field, the battle is getting rough: two Goblins died and no Rangers fell, and the Goblin Shaman was hard pressed by El...ro...hir? I think? Anyway, he suffered 3 wounds from the famed warrior, failed his Fate save, but then I remembered his Fury save...and guess what? He rolled two 6s. With a shaky laugh, the shaman prepared to inspire fury again... (1/1F, 1/2H).
Kill count: Rangers 14/51, Goblins 3/25. The Goblins are 12 units from breaking, while the Rangers are 10 units away...still anyone's game once the Troll arrives.



Turn 4: Collapsing Tide (P - Goblins)

So, here's a map shot: I've got the battles rolling now and lots of archers are coming in to protect the Witch King. The Witch King casts Transfix on Aragorn and rolls a 3, barely making it. Aragorn paid his last Will point and matched it, resisting the spell - come on (4/10W, 3/3W)! The rangers have pressed inside and prepare for some close-quarter combat with a large host of warriors on the right and a rapidly dwindling force on the left.
In the Shoot phase, a single Goblin archer was killed and no return archery was sustained.
After the fighting, the side with all the people still contains a lot of people: Aragorn killed the Goblin Captain he was fighting, who promptly failed his Fate save with a roll of a 1 and died horribly (1/1F, 2/2W) - but just barely. The rangers killed 1 other Goblin, while my Troll and flanking squad killed two Hobbit archers and a Ranger. So with this turn at an end, I decided to call the game in favor of the Rangers. Why would I call it when I've got a mostly-healthy troll romping through on this side?
...because besides the Bat Swarm and my Shaman (both of whom are squaring off against Elven heroes), I've got nothing left on the far side and both of the Ranger warbands are mostly intact...that's why. I might have been able to pull something out, but it would have been risky and tough (and would definitely depend on the troll mashing through the three major heroes of the enemy).
Kill count: Rangers 18/51, Goblins 6/25. The Goblins are 8 units from breaking, so we weren't broken when the game was called. Here's how the points flowed:

Goblins:
0 points for failing to break the enemy;
0 points for failing to wound/kill the enemy army leader;
0 points for not starting with a banner.

Rangers:
0 points for failing to break the enemy;
0 points for failing to wound/kill the enemy army leader;
2 points for having a banner (Aragorn) alive and no banners on the enemy side.

Final score: 2-0 Rangers, which ironically is a major victory for the Grey Company...huh...


Conclusion:

Assessment by Tiberius:

First lesson I learned this game is that archers are swordsmen - especially Goblin archers. They would have done a much better job standing directly in front of the warbands and charging on the right flank (where Elladan and Elrohir were), instead of reinforcing the center and attempting to volley. Besides that, I was surprised how poorly I rolled - you'd think I could have killed a few more than I did. I'm also thinking about trying out three shamans instead of one shaman and two captains, taking the hit in Might points for a chance to save any of my Goblins on the field (though I've read in an FAQ that multiple Fury spells don't stack). Well fought, sir, well fought.

Stellar unit for the Goblins: Goblin Shaman

I don't think there was any "stellar" unit, but the best event in the game was when the Shaman rolled double-6s to save himself via Fury from a cruel death by Elladan (or was it Elrohir?). I'll overlook the fact that he failed over 20 Fury saves, but he got that one. Oh well...

Saturday, September 22, 2012

The Hunter's Red October!

Hear ye, hear ye, hear ye!

This is the official announcement for the Hunter's Red October tournament to be held on Saturday, October 27, 2012 from 10:00am to 4:00pm in Purcellville, Virginia. For those in the Northern Virginia area and are interested in participating, please submit your army lists in comments. Unlike the TMAT tournament in March, this tournament is an experimental tournament with new rules that could be used in the next TMAT tournament. As such, we're going to try some of the new rules provided in the new sourcebooks (and if things end up being skewed in one army's favor more than the other...well, it's a red October - what did you expect?). The tournament is free and the rules for the tournament are provided below:

1) Thou Shalt Not Cross The Lines: all army lists will have a cap of 600 points with a .5% grace limit and a maximum of 75 units in the army. The army list must comply with the warband rules and unit lists from the new sourcebooks and the army leader for the army list must be identified.
2) Thy Friends Shall Be Few: no more than ONE allied contingent may be included in the army list and it must comply with both the warband rules and the traditional constraints of the Strategy Battle Game (bow limit, etc.).
3) Thou Shalt Submit Thy Force In Writing: army lists must be submitted before the day of the tournament, preferably in comments to this announcement.
4) Thou Shalt Keep Thy Word: after registration on the day of the tournament, the army lists (including equipment for units, who is the army leader, etc.) cannot be changed.
5) Thou Shalt Fight Thrice: three rounds of games will be played between an army of Good and an army of Evil, with players bringing either an army of Good or an army of Evil depending on how many of each army type are provided in comments. If too many armies of Good or Evil are submitted, the participant to submit his army lists last will change his army list unless other arrangements are made by the participant.
6) Thou Shalt Fight And Fight On: the scenarios to be played will be pre-determined on pre-set game boards measuring 48" by 48". The missions will be Domination, Hold Ground, and To The Death (with other scenarios chosen based on how many players are registered and will be selected in the following order: Lords of Battle, Reconnoiter, The High Ground). Deployment will be performed as described in the new sourcebooks, with the exception that the maximum distance from the board edge allowed in the To The Death and Domination missions is 18" instead of 24".
7) Thou Shalt Mind The Time: each round will have a 75 minute time limit. If the time expires before the victory conditions are obtained, the game ends at the end of the current turn. Points are tallied per the scenario rules in the new sourcebooks with the following exception: 0 victory points will be awarded for wounding the enemy army leader and 1 victory point will be awarded if the enemy Army Leader is killed.
8) Thou Shalt Have A Brief Respite: between each round will be 15 minutes of down-time to be spent moving your army to the next board, finishing an interrupted turn of the previous round, and refreshing as necessary. There will also be a 60-minute break for lunch at 11:45am.
9) Thou Shalt Find Agreement With Thy Fellows: if two players cannot resolve a rules question in their game, a red flag will be thrown: the round timer will be stopped and the other players will decide the result of the rules dispute. The decision of the other participants will be final.
10) Thou Shalt Not Spoil The Day: rules for common courtesy, good sportsmanship, and all-around fun will be upheld during this tournament. Failure to comply with these rules could result in subtracting victory points, awarding a loss, or ejection from the tournament based on the seriousness of the offense.

Looking forward to the tournament and seeing what army lists are provided in comments!

Tiberius