Topor Team Tournament 2010 Rulespack … Tournament … 202010.pdf

[size=140]About this rulespack[/size]

This rulespack contains all the rules for Topor Team Tournament 2010 that will be held on 29th and 30th of May, 2010 in Samobor organised by Association of Fantasy fans and Tabletop wargamers “Topor” („Association“ in further text).
The tournament will be held in the small hall of „Pučko otvoreno učilište“ in Samobor at Trg Matice hrvatske 3.
All rules and clarifications refer to UK publications.
In all rulings, the UK standard will be upheld, and all disputes will be resolved by either rolling off or asking the referee.
All referee’s rulings are final.
Participation fee is 5€ per participant, adding up to 10€ per team.
Accommodation can be arranged in Samobor hostel ( link ).
Warhammer Fantasy Battles rules mentioned in this rulespack are property of Games Workshop.
For any additional questions contact us on our e-mail address:

[size=140]Topor Team Tournament 2010
Warhammer Fantasy Tournament[/size]

[size=130]Rules pack[/size]

  1. Application

Send your applications to by 14th May 2010 at the latest. If we get more applications then available spots, non Croatian citizens will have priority. All teams should send only one application that contains all the pertinent information (first and last name of team members, e-mail address or phone number for contact and both armylists). Please do not send individual applications, send a team application instead.

  1. General rules

Tournament will be played by 7th edition rules.

2.1 Army lists

Teams must send their army lists by May 14th, 2010.
A printout of your lists will be handed to you upon registration.

2.2 Armies

Army size is 1500 points per player. Unused points can’t be used for the team mate’s army. Armies must be from two different armybooks (no duplicate army in one team).
All list restrictions from armybooks apply. Any models can be used as long as they approximately match GW models in size, are glued to appropriate bases and fulfil the WYSIWYG requirement (what you see is what you get – clear representation of the unit in question and its equipment).
Each model in the army must be assembled and glued to the appropriate base. Rank and file units must have appropriate movement trays.

2.3 Games

Each team will play five (5) games. Game duration is 3 hours.
Tournament will be played using Swiss-system for pairing: In the first game teams will be paired randomly (avoiding matching club mates against each other if possible). After that teams will be paired depending on their current generalship score.
After each game, teams will be ranked by their current score in generalship (VPs will be the tie-breaker).
First two teams will be paired, then third and fourth etc… Exceptions will be made in order to never pair the same two teams if at all possible.
Each game will be played on a 6’ x 4’ table.
Terrains will be set by the organiser. Participants should return the terrain to its original position after they finished their game in case it has been moved during the match (e.g. WE magic).
Apart from his army, each player is required to bring: Armybook for his army, all necessary dice and a tape measure marked in inches.
Unless opponents agree otherwise, all measurements are made from bases, not movement trays.
If a team is late for the game more than 30 minutes, the opponent gets a 20-0 victory with maximum VPs (including quarters, banners and generals) and a sports score of 4 for that game, while the offending team gets 2 points in sports.
Current erratas and FAQs published before May 1st, 2010 will be used.

  1. Army Composition
  • No Special or Named characters
  • Max 2 same core choices except for ranked infantry with no shooting
  • No duplicate specials
  • No free rare slots (no 2-for-1)
  • No double rare
  • Max 4 wizards in both armies (count each warrior priest and each unit of 15+ horrors as one wizard)
  • DE Assassin counts as character
  • Max 4 warmachines in both armies
  • Max 4 chariots or units of chariots in both armies, characters included
  • Max 1 terror causing unit per army
  • Max 4 per army: (DoC)flamers, (Lizz)terradons, (VC)wraiths, (Bret)pegasus knights
  • Max 7 per army: (DoC)fleshhounds, (DE)shades, (VC)black knights
  • No Banners costing 100 points or more
  1. Team Battle:

The following rules apply to all five games unless stated otherwise.

A normal Team Battle follows all rules for Pitched Battle as described in the Warhammer 7th edition Rulebook with following changes:

Characters, Generals & Battle Standards:

Each army has its own general and battle standard (if present in rooster).

Allied units can use the allied general’s leadership value, but only if he is within 6’’ (note that using the best available LD rule still applies). Same goes for break test re-roll if within 6’’ of allied Battle Standard Bearer. There is no additional benefit for being in range of both BSBs. Only one re-roll of a break test is possible.

Exception: Demonic and undead units cannot benefit from proximity of allied Battle Standard Bearers.

Characters can only join own units (from same rooster) following all normal restrictions given in the armybook. It is not possible to join allied units.

Deployment is resolved as if both allied armies were one army in any order the team agrees upon within standard Pitched Battle restrictions.

Before starting the game, even before choosing sides, the teams must agree on which player from a team will make his moves first. Each team plays one full turn before giving the other team its turn in the same way players exchange turns in normal 1 vs. 1 game.

Within one turn, teammates play in the following order:

Start of turn; remaining moves; shooting phase:

In these phases each player from team plays with all of his units before the second one can play. It is done in the order established before the start of the game.

Declare charges, compulsory movement, move chargers and all related charge reactions:

Team mates do these sub-phases simultaneously (in their respective sub-phases) as if both armies from a team were one.

Magic phase:

Exception from normal rules:
Each army that would normally get two power dice in its pool gets only one (1) PD, dispel dice follow normal rules (four for Dwarves and two for all other armies).

Teams exchange turns in the same way as in previously mentioned phases.

Team which is in its magic phase plays in the following way:
Each player has his own PD pool. The first player casts his spells followed by dispelling RiP spells with his own remaining PD before the second player can cast his spells.

Team that has the dispel phase has its DD divided in the same way (each has his pool), but any of them can dispel any spell cast using their own DD pool or any dispel scrolls or similar items and abilities they may have regardless of which opposing player is doing the casting. When both opposing players finish their casting and dispelling of spells in play, both players can use their remaining DD to dispel RiP spells in any order they wish. All this is done without mixing of dispel pools.

Combat phase:

Combat (and related break tests, flees and pursuits) are done as if both armies in one team were a single army. Order of combats is determined by the team whose turn it is. Challenges and order of rolling for attacks is done in the same way as in a normal game as if each team had a single army (including the one challenge per combat rule).

There are two exceptions from the „one army“ rule:

  1. Characters, Generals & Battle Standards (see above)
  2. Combat resolution: each ally can count one of his banners for combat resolution bonus (maximum of +2 per side) and both Battle Standard Bearers (if present) count as +1 for CR (making it a +2 if both are present). Flank/rear bonus and rank bonus is calculated as if both allied armies were one.
  1. Tournament Points

a) Generalship

VP difference TP 0 - 449 10 / 10 450 - 899 13 / 7 900 - 1799 17 / 3 1800 + 20 / 0

b) Sportsmanship

1 (lowest) – 5 (highest)

  1. Scenarios

Game 1:

Team Battle, as described in chapter 4.

Game 2:

The battlefield is covered in heavy fog causing the armies to split on approach and making it difficult to see the enemy.

Team Battle with following changes:


Each army goes into one area, no mixing of allied armies in deployment areas.
Colours define allied positions.

Each shooting attempt (any form of attack in the shooting phase) fails unless you roll a 4+ before all other rolls. No need to roll anything else, the unit can’t make out its target and doesn’t even attempt to shoot.

Game 3:

A heavy downpour strikes the battlefield, causing the ground to become muddy and unstable and preventing flyers from leaving the ground.

Team Battle with following changes:

Deployment: Normal.

Only infantry units (characters included) may march in this scenario (charge movement is doubled as normal).
All flyers may not fly but must use their ground movement at all times (including when charging).
All units on the battlefield have a 5+ ward save against any wounds suffered in the shooting phase (unless they normally have better).

Game 4:

Winds of Chaos
Some previous sorcerouss battle caused the Winds of Magic to be more erratic here than in other areas making it perilous to cast spells (more so than usual). An elven Waystone was placed here to repair the damage, but it was done recently making only a small area around it safe for undisturbed casters.

Team Battle with following changes:


Within 12’’ in the middle of the battlefield (red zone in the picture) magic works as normal but only for single characters outside units.

In all other cases (including units with spell-like abilities) casting follows these rules:
1st casting attempt* in the phase – double 1 and single dice spells rolling a 1 are a miscast
2nd casting attempt* in the phase - double 1,2 and single dice spells rolling a 1,2 are a miscast
3rd casting attempt* in the phase - double 1,2,3 and single dice spells rolling a 1,2,3 are a miscast
4th (and each following) casting attempt* in the phase - double 1,2,3,4 and single dice spells rolling a 1,2,3,4 are a miscast

  • „Casting attempt“ means each roll for the power level of a spell. Entire magic phase (both allies) has the same counter, meaning if Ally1 has 3 casting attempts, the first casting of Ally2 is considered to be the 4th attempt in that magic phase etc…

Any use of ability or an item that influences a miscast directly in any way, fails on a roll of 4+. One use items that fail in this way are considered to be used up by the attempt.

Each bound item is used up (cannot be used again for the entire battle) unless you roll a 4+ after each attempt to use it.
Boundlike abilities (like warrior priest prayers or treeman treesinging) succeed only if you roll a 4+.

Game 5:

Team Battle, as described in chapter 4.

  1. Rules

Official publications FAQs and erratas that can be found on official UK GW sites are used.
Direwolf FAQs are also used on this tournament:
In case of conflicting answers, Direwolf has precedence.


Warhammer Fantasy Battles rulebook 7th edition rules apply with following changes and clarifications:

a. Units cannot be deployed inside terrain that they treat as impassable.
b. Hills and woods are considered infinitely high. They block line of sight for all units. Units on hills can see over all other units on ground level and all terrain save for hills and forests.
c. Units can fly over woods unless such movement would end inside them. In that case they stop at the edge at the side they came from. Inside woods (and from outside in) Line of Sight is limited to 2’’. Units with interposing woods have their LoS to each other blocked regardless of size of said woods.
d. Rivers and lakes are treated as difficult terrain except for units with „aquatic“ or similar special rules. They are impassable for war machines, chariots, steam tanks, etc. Anvil of Doom and similar units cannot be deployed in such terrain.
e. Rules for buildings from rulebook are not used (unless agreed differently by both teams). Depending on the building itself and its state, it is treated as difficult terrain or impassable (if teams cannot come to an agreement, consult the referee).


Line of Sight can be checked at any point during the game, but only for own or allied units.

  1. Army books

All armybooks published after April 1st, 2010 can’t be used. If a new armybook of existing army was published after this date, the older one is used (the most recent one published before April 1st, 2010). No „back-of-the-book“ lists. No Dogs of War / Regiments of Renown in non-DoW armies.

The following Armylists can be used:
The Empire:
Warhammer Armies: Empire
Orcs and Goblins:
Warhammer Armies: Orcs and Goblins
Warhammer Armies: Bretonnians
Warriors of Chaos:
Warhammer Armies: Warriors of Chaos
Beasts of Chaos:
Warhammer Armies: Beasts of Chaos
Demons of Chaos:
Warhammer Armies: Demons of Chaos
Warhammer Armies: Lizardmen
Warhammer Armies: Dwarfs
Ogre Kingdoms:
Warhammer Armies: Ogre Kingdoms
Rhinox cavalry can be used.
High Elves:
Warhammer Armies: High Elves
Wood Elves:
Warhammer Armies: Wood Elves
Dark Elves:
Warhammer Armies: Dark Elves
Vampire Counts:
Warhammer Armies: Vampire counts
Warhammer Armies: Skaven
Tomb Kings of Khemri:
Warhammer Armies: Tomb Kings
Dogs of War:
As published in Annual 2004, including all Regiments of Renown
Chaos Dwarfs: Ravening Hordes rules apply. Orcs and Goblins units use Warhammer Armies:
Orcs and Goblins book.

  1. Army Painting - Best Painted Army (BPA) competition

Painting judge will rate armies during Saturday games based on the following system:

Points Requirement
0 models are assembled, glued to appropriate bases and have appropriate trays (rank-and-file troops only)
2 mould lines removed, models are basecoated
4 models have at least three colours
6 bases are flocked and/or painted
8 models have more than three colours
10 freehands / details / detailed banners

Note that the 0 points requirement is the minimum for the army to be accepted upon registration before the first game. Also, each category assumes that all of the conditions from previous categories are met.

Three armies will be selected for BPA competition which will be held during Sunday lunch break (after game 4). The final vote will be cast by participants and the army with most votes wins the BPA competition.

Note that we fully expect to have more than three armies with full painting points. The best three will be determined by the painting referee at his own discretion.

This side-event will not influence the overall standings apart from disallowing teams without the 0 requirement to participate.

  1. Sportsmanship points

After the last game and before turning in your results, each team marks a number between 1 and 5 beside each game. This is the opponent’s sportsmanship. 1 is the lowest possible score you can give your opponent and it should be reserved for very poor games. 5 is for a great game, one of the best (most fun) you ever played. To represent this, it is allowed to give only one opposing team a score of 1 or of 5. You don’t need to use any of those numbers for any games and give every opposing team something in between, but if you want to award a 5 (or a 1), you’ll have to select only one opponent (team) from the tournament.

  1. Agenda

8:00 – 9:00 Registration
9:30 – 9:45 Start of tournament
10:00 – 13:00 Game 1
13:00 – 14:00 Lunch break
14.00 – 17.00 Game 2
17:30 – 20:30 Game 3

9:00 – 9:30 Preparation for day 2
9:30 – 12:30 Game 4
12:30 – 14:00 Lunch break *
14:00 – 17:00 Game 5
17:30 – 18:30 Awards ceremony
18:30 – End of tournament

18:30 – 20:00 (perhaps even longer!) – Unofficial hanging out and everything else we don’t have time for after a 6-game tourney 

  • Before lunch, nominees for the BPA competition will place their armies in a designated area for display. All participants should vote for one of the nominated armies during the lunch break.

All questions regarding the tournament can be sent to our e-mail address:; or on our forums, Topor Team Tournament 2010 subsection ( link ). Foreign speakers don’t be dissuaded by the fact it is a Croatian forum. Simply create your topic in English language and you will be answered in kind.


Dodano pojašnjenje za chargeve pod 4) Team Battle; Movement phase.

Još malo izmijenjen movement phase u 4) Team Battle (promjena je samo u compulsory movementu - ostatak je samo malo čišći wording za isto).

Ispravljen očiti previd (hvala Eltharion):

Pod 3) AC dodano:

- No Special or Named characters

Pojašnjenje (hvala Gregor za pitanje) koje iz praktičnih razloga neće biti gurano u rulespack na ovako kasan datum:

WE imaju pravo na svoju šumu u svim partijama gdje je deployment normalan. Znači u 1., 3. i 5. partiji. U 2. i 4. partiji nema dodatne šume.