Army construction is a normally constructed 2000 point army with 500
points of monsters from either Storms of Magic or Monstrous Arcanum. For every unit taken in that 500 point
selection, 1 wizard must be taken. There
are consequences for that wizard dying.
In addition, if the monster unit is also a wizard (as some dragons and
others are); either that unit or the parent unit miscasting requires that BOTH
of them roll on the table – ouch. Just
with the loss of power dice that is going to wreck your magic phase. What is also means is that you need to leave
points in your 2000 point army for at least 1 wizard to even have access to the
additional 500 points.
While the event doesn’t allow the items from either of the supplemental
books, the event does have a list of its own magic items. Originally, as it was last year, the magic
items were out of the 2000 points. Later
in the process it was switched to come out of the 500 points (though still not
allowing a character to have two in a category). I think this is a better place to put
them. Lots of the monsters don’t add up
to a clean 500 points, and having a few ways to use up those extra points is a
good bonus. It is too bad that the magic
banner still requires a character to be able to actually have a magic banner.
Magic Weapons:
Bizarro Hammer (50 points) – 2 hands, +2S, and once per game gives ASF
and HKB
Whip of Bestial Subjugation (10 points) – Always wounds on 5+. Causes monsters fear (on their own
leadership), and effects monsters otherwise who wouldn’t be effected by fear
Magic Banner:
Banner of Pillowy Mist (25 points) – One use only. All modes with “Fly” must take a dangerous
terrain test or suffer D6 wounds. All
missile fire is -1 to hit. All artillery
scatters further (No BS correct for indirect fire, otherwise additional D3
inches). Cannons shift their first point
with a scatter die. – This is basically
a very weird Storm Banner.
Talisman:
LowKee’s Loadstone of Dubious Worth (5 points) – All models within 6”
of the item that are hit by S5 or greater missile weapons get a look out
sir. Successful hits are applied to the
bearer. The bearer gets no saves and all
shots become magical (screw you ethereal).
Enchanted Item:
Enrapturing Ball of FETCH! (15 points) – One Use Only. At the beginning of your opponents turn,
target a spot 18” away and fire like a stone thrower – all monsters, war beasts
and monstrous cavalry (friend or foe) within 12” must take a leadership test
using their base leadership (even if ITP).
If failed they must immediately attempt to make a normal move (including
marching) into contact with that point.
If it lands on an enemy they will charge it possible.
These items add some interesting ideas.
The first year, the Ball of FETCH made monsters stupid within a certain
range, including your own. It suffered
from post-errata dark elf anti magic ring (can’t think of name), in that it
hurts you in the beginning and then you hope to get it into a position to hurt
your opponent. Now it has the chance to
do something funny. Last year the
Bizarro Hammer (unchanged) was very popular, though I’m not sure how well it
worked out for their users. I didn’t
take any of the special magic items, and am not going to again this year
(though doubling Banner of Pillowy Mist and Storm Banner into one army would be
very funny).
In addition to the game being win/loss, every round a special objective
is chosen by each player and not revealed to the opponent until the end of the
game. They are all monster themed.
1.
Love Connection – have your contingent kill
their contingent (2 for killing, 1 for only engaging)
2.
Mark the Territory – 2 points for having a
contingent at tallest terrain feature at end of game, 1 point if it got there
at any time
3.
Don’t Tread on my turf – 2 points for having a
clear deployment zone, 1 point for having more units in your deployment zone
then they do (Also gives your monsters ITP and auto pass reaction tests in your
deployment zone)
4.
Fito Sick Balls – 2 points for killing opposing
general, 1 point for just doing a wound to him (Also gives your monsters hatred
versus the general)
5.
Feed the Beast – 2 points for destroying largest
unit (with some weighting for unit type), 1 point for killing half the unit
6.
Top of Food Chain – 2 points for killing entire
contingent, 1 point for killing half the points of contingent.
There is also a composition system for the event, which is used in the
first two round’s pairings and added into some of the scores. It will be judge subjective comp, but they
did provide some guidelines to keep in mind.
Things that will tend to knock DOWN your score (down is bad):
Multiple monsters costing 300 points
Ethereal units of more than 200 pointsVP denial
Multiples of same rare choice that’s more than 100 points
More than 2 S9 artillery pieces
3 of the same special choices
More than 50 BS shots
More than three warmachines
Things that will help knock your score UP:
Multiple monsters with no save
Themed armyAll core army (huh?)
No rare choices
Overpriced units
Zoo contingent themed with army (yay brood horrors!)
Flying monsters characters with no save
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