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Newsletter Febuary 2004 |
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Next meeting:
Saturday Febuary 14th 2004, at St. Johns Church Hall, Norrie St., Drury, starting at 9a.m.
Please Note Club fees are now overdue Please pay this month or ...........
Games arranged:
Morning session: 9.30 am to 1.00pm
| 1 | Arthur v Rob | FOW | 2000 |
| 2 | Kevin v Glen O | FOW | 2000 |
| 3 | Dan B v Glen T | WHFB | 2000 |
| 4 | Damien v Pete | WHFB | 1000 |
| 5 | Wade v Marcel | WH40K | 1000 |
| 6 | Jason/Dean/Arden | LOTR | |
| 7 |
Afternoon session: 1.30pm to 5.00pm
| 1 | Arthur
v Kevin |
FOW | 2000 |
| 2 | Glen O v Rob | FOW | 2000 |
| 3 | Garth v Glen T | WHFB | 2000 |
| 4 | Pete v Wade | WHFB | 1000 |
| 5 | John
v Marcelle |
WHFB | 2000 |
| 6 | Jason/Dean/Arden | LOTR | |
| 7 |
Copy for the news letter needs to be to me by week before we meet .- Kevin
The SAMWC Forum
| The Lord of the Rings Tournament |
| Well, I hope you guys enjoyed the tournament as much as I did, definitely an easier, more hassle-free affair than the last Fantasy tournament I messed up |
| The results of this tournament are as follows |
| Over-All Score: |
| 1. Damien - 22 |
| 2. Peter - 17 |
| 3. Ivan - 16 |
| 4/5. Dean and Jason - 15 |
| 6/7/8. Wade, Anthony, and Kevin - 11 |
| 9. Adam - 10 |
| 10. Arthur - 7 |
| Game Points: |
| 1. Damien - 19 |
| 2. Ivan - 17 |
| 3. Peter - 15 |
| 4th equal. Dean and Jason - 13 |
| 6. Wade - 11 |
| 7. Anthony - 10 |
| 8. Kevin - 9 |
| 9. Adam - 8 |
| 10. Arthur - 5 |
| The Points Ladder |
| Okay, this officially kicked in at January's meeting. |
| And, of course, it is the responsibility of each and every club member to inform me of the pertinent information in order to achieve points on the Points Ladder system. |
| If those who played last month, but not in the Tournament, wish to receive points for those games played, please get in contact with me and I will note down the information and add you into the points ladder. |
| The Points Ladder runs like this: |
| Each Arranged Game played - 5 points |
| Winning an Arranged Game - 5 points |
| Drawing an Arranged Game - 3 points |
| Writing a Battle Report for the Club Newsletter - 15 points |
| Making a Newsletter Submission - 10 points |
| Adbsence from your Arranged Games without notification - 30 points reduction to your current score |
| So far, the scores on the points ladder are: |
| Damien - 42 |
| Peter - 37 |
| Jason - 35 |
| Dean - 35 |
| Kevin - 31 |
| Wade - 31 |
| Anthony - 31 |
| Adam - 30 |
| Arthur - 27 |
| Don't worry about my name being second on that list. As the umpire of the ladder, the talley man, I'm excluded from the Points Ladder, I can't win or place in it, I'm just keeping track because of ego/pride |
| Fantasy Campaign |
| The Fantasy Campaign is going to be a simple, easily maintained thing. I've decided to forego a theme/background/plot, knowing that mercilessly crushing your opposition is reason enough to fight |
| I'm trying to keep things as simple as possible. |
| You guys will see the map for the first time at the February club meeting. It'll be ugly as sin, but that can't be helped. |
| All your games will be the same, but they may be just a little more connected... if you catch my meaning. |
| The draft of the rules will be included just below. By the meeting this saturday I'll have a more comprehensive, easily understood version of these same rules. |
| KEY: |
| Hex - hexagonal grid section constituting one territory |
| DR - Distant Realm - An enemy Realm not touching your own Realm |
| NR - Neighbouring Realm - Realm seperate from your own by only one Hex (i.e. a Distant Realm that |
| is only one hex spacing away at any of its nearest points to you. Not a Border Realm) |
| BR - Border Realm - Enemy Realm touching you own Realm |
| NRA - Non Realm Army - An army that may not capture territory, and has no territory of its own. Each player in the campaign may choose 1 army to capture and control territory, known as his Realm army, and all other armies this player uses are considered NRAs |
| PITCHED BATTLE/FLANK ATTACK |
| Draw - No effect |
| Minor Victory - DR - Winner gains on unoccupied Hex adjacent to his Realm, |
| chosen by his opponent. No effect if no unoccupied Hex's available. |
| BR - As with DR, unless winner has no unoccupied |
| adjacent Hex, in which case he takes one of the losers border Hex's, chosen |
| by the loser. |
| NRA - As with DR, unless NRA wins, in which case |
| there is no effect |
| Solid Victory - DR - Winner gains one unoccupied Hex adjacent to his Realm, |
| of his own choosing. No effect if no unoccupied Hex is available. |
| BR - As with DR, unless no unoccupied Hex is |
| available, in which case the winner may choose one of his opponents Hex's |
| adjacent to his own Realm. |
| NRA - As with DR, unles NRA wins, in which case the |
| loser loses his Staked Hex |
| Massacre - DR - Winner gains one unnocupied Hex adjacent to his own Realm, |
| of his own choosing, unless no unoccupied Hex is available. Also, the loser |
| must forfeit his Staked Hex |
| BR - Winner gains one adjacent Hex, either unoccupied or |
| belonging to his opponent. Loser must forfeit his Staked Hex |
| NRA - As with DR, unless NRA wins, in which case the |
| loser must forfeit one hex, chosen by the NRA |
| MEETING ENGAGEMENT |
| NRs only |
| Draw - No Effect. |
| Minor Victory - Winner gains one Hex adjacent to both Realms, chosen by the |
| loser. |
| Solid Victory - As with Minor, winner chooses the Hex though. |
| Massacre - As with Solid, loser must forfeit Staked Hex also. |
| CAPTURE |
| NR - Players choose one Hex adjacent to both Realms (if unable to decide, |
| roll off, highest roller chooses) |
| Winner gains the Hex. |
| NRA - If NRA wins, the loser forfeits his Staked Hex. No effect otherwise. |
| AMBUSH |
| If the Attacker wins, the Defender cannot gain a Hex from his next game. NRA |
| will ALWAYS be the Attacker. |
| LAST STAND/REAR GUARD/SHEER HEROISM! |
| May only be played against an NRA. |
| NRA is always the attacker. |
| Defender chooses one of his Border Hex's. If he loses the game, this Hex is |
| lost. The chosen Hex is the only that may be Staked. |
| I hope that sort of makes sense |
| I'll be available to explain things at this Saturday's meeting anyway |
| Oh, and you can gain no more than two territories a month. |
| Cheers |
| -Pete |
Okay so before I get started I just wanted to ask, what the hell is going on? out of the 14 or so warhammer fantasy players we have, 9 are now playing chaos?? what is going on here. I had thought of playing chaos myself but now? my god, the summer of chaos is looking really difficult for us good guys. but anyway, I deviate from the topic at hand and that is......my battle report!
Yay!
okay in short I played Garth. nice guy, has some cool models and is nicely laid back and easy going. His dice however, are evil little bastards that need to either be pawned off to some innocent bystander and all screams of pain ignored or another virgin needs to be sacrificed to them as they were purely evil towards him. Maybe it was due to the fact of 'fickle chaos gods' or maybe that he went on a great Christmas trip and didn't take them to see the sights? I don't know you work it out?
The first couple of turns were laid back really, just a lot of moving on both sides.......yes yes yes, I moved. Dwarf with manoeuvres, but they worked for me didn't they? It was in turn 3 that everything turned on him. My rune of dismay allowed me to take his right flank and in that same turn he charged a spawn and chariot into a combat against slayers who were in combat with a spawn already. Dread filled me but after viewing his 2 impact hits with one dead dwarf. crew and horses missing and his spawn ineffectually flailing around, I knew his dice were being evil. In the same turn he had charged his exalted demon in the flank of 10 warriors. He lost!? and then dissipated. just like that. Gone? me I was still wondering what happened and was in a daze when I charged his chariot with my warriors and made it flee through a forest? what was going on? I got to charge and made someone flee. an exalted demon was beaten back by warriors?
well his dice ended up doing that for the whole game. any roll he could fail that he really needed, failed. Of course on a side note, the spell doom and darkness hurts when you get charged and lose combat by 3 and test on a leadership of 3. I am a dwarf and not used to this at all. oh well, life rolls on. Me? I should have asked him if he wanted to play a campaign game not too sure where we were going to go on that count so just left it alone, but no Garth is a good guy, play him, he is nice and tries new things and has some good jokes, but don't let him take out his dice.....evil I tell you.....EVIL.
Okay like I have already said. too many chaos players. too many hacking and beatings, too many whips and leather, too much......sorry was confused for a second, was thinking of last night when.......ahhhh sorry enough of that. Well I have a request. anyone at all out there want to help me beat some sense into all these chaos players? please help. okay onto my next battle report. Paul is cool. just started out and hasn't played much but has a lethal array, not only on the table but in his box. The man has 6 chariots at hand. 6 CHARIOTS! luckily he only used one in this game but it was still close. I have employed what is called a detachment theme to my army which means I have a few flanking forces. Yes, Dwarfs have flanking forces. amazing I know, bow down at my feet yes nice....sorry dreaming of my world domination at the hands of my flanking
This newsletter is edited by Kevin Carberry so anything you would like included in the newsletter should be sent to me at kevin@profax.co.nz
Peter "Evil Gnome" Colson is the Club President so any queries, problems, issues or suggestions about the club should go to him at colson@xtra.co.nz or deathloveswar2@hotmail.com (for e-mails with attachments only), monday-thursday, and all day friday and saturday (09) 298-7293