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Warmachine is a fast-paced 30mm skirmish game that can be played with as few as two models per side, though it's best with at least four.  Besides models and game rules, all that is needed are record sheets, six-sided dice and rulers.  A Warmachine game can be played in as little as 30 minutes on a table as small as 30" across, or atop epic landscapes as large as you're willing to craft.

The central strategy of Warmachine is in the allocation of the warcaster's resources to the battlegroup.  Should the warcaster concentrate on destroying a fleeing enemy by allocating "focus points" for a nearby warjack to charge?  Or are the resources better spent on a shield spell for an allied warjack in a tight spot?  Each turn, you will make tough tactical decisions, all the while making sure that the warcaster is close enough to the action to remain effective.  Retreat is not an option, for the cunning warcaster will emerge victorious.


Warmachine Campaign Style Tournament

Date: Saturday 9th September 2006
Time: 11:00am Start
Cost: $15.00

Contact: Greg Douglas gdoug36@bigpond.net.au

Army Construction

Armies must be up to 1,500 points and a maximum of 3 warcasters (no epics).

Each player must have a list of the contents of his or her army so that the TO can verify army-building compliance before the tournament starts.

Only one Character it of any figure (unit) is allowed in an army.

The same unit/figure may be proxied multiple times on army list. Eg
If you only own one Defender Warjack, you can put 3 Defenders on
your army list but can only field one at a time.

No Hordes allowed

Tournament Format

The tournament will be run using the Swiss format.   Matches will be 90 minutes long

Each round, players will use up to 500 points of units from their
battleforces. 4 rounds.

Scenario for each round will be Total Control of the battlefield, which is the winner will be the last man standing on the board.

Destroyed units are removed from the tournament and cannot be used
by any player in later rounds; they must be marked off their army
lists. Eg If the Butcher gets kill in round one he can no longer be
used for the remaining rounds

Units that have fled will be considered destroyed.

All damaged jacks/units are fully repaired/reinforced between
rounds.

Only the winners disabled jacks can be repaired, the losers jacks
will be marked as destroyed

Between rounds, players can swap out surviving units from their
battleforces with units in their army reserves as long as the point
totals of their armies for the next round do not exceed 500 points.

Withdrawing

A unit with a speed value of at least 1 that begins its turn in its
deployment zone touching the map edge can be given a move order to leave the map.

Units must follow free strike rules, as applicable.

Withdrawn units are not destroyed, and can be used in later rounds.

Withdrawn units count at full value for your opponent's VP's score.

Tournament Prizes.

Tournament Champion
- Hardcover Superiority Rulebook
Best Cygnar - Epic Warcaster Captain Allister Caine
Best Cryx - Epic Warcaster Skarre, Queen of the Broken Coast
Best Menoth - Epic Warcaster Feora, Protectore of the Flame
Best Khador - Epic Warcaster Kommander Orsus Zoktavir
Best Mecrenary - Epic Warcaster Magnus the Warlord

Other Prizes TBA


 WARMACHINE LEAGUE TABLE

Name

WINS

LOSS

VCs

Doug Orr

0

0

0

Erik Luke

0

0

0

James Orr

0

0

0

Greg Douglas

0

0

0

Rowan Leech

0

0

0

Last Updates 8th July 2005

FACTIONS

Menacing clouds ever obscure the dark island kingdom of the Cryx.  The Cryx sail from their islands spilling hundreds of pirates, warriors, and evil necromantic constructs onto the shores.  They stalk the mainland for resources, slaves, and the most heinous of raw materials...the dead.  In the Cryxian Empire, death itself is the lubricant for the cogs of its hideous war machine.    

The crown jewel of the Iron Kingdoms, Cygnar is the birthplace of warjack technology.  Disciplined, inventive, steadfast, unfaltering - these are the core traits of the Cygnarian people. And as a result, Cygnar, in the center of all the Iron Kingdoms, has the greatest resources and most advanced technology. But with prosperity comes a great price...for it will be here that the greatest battles will be fought.... 

Khador, the harsh wintery realm to the far north, is home to the most massive warjacks in the Iron Kingdoms.  Khadorans are a weathered and proud people that endure long bitter battles in the protection and expansion of the great Motherland.  In the Khardic tongue, there is no word for "surrender," but over a dozen synonymous for "revenge."

A powerful god, Menoth harshly punishes worthless souls in the afterlife.  Likewise, in this life, the people of the Protectorate of Menoth harshly punish those without faith.  Punishment often comes in the form of great warjacks and soldiers bearing the cleansing fiery oil...Menoth's Fury.  So even in their barren and rocky kingdom,  faith is a powerful provider...  especially the faith and fanatical devotion of the Menites. 

 

WARMACHINE, the Iron Kingdoms, and all images, names, characters, and places copyright and trademark, Privateer Press.

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