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> Gobocon 2011, Torunament info
Li Qin
post Jan 17 2011, 04:04 PM
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Since Gobocon this year will have some special rules I'm posting the needed information for competing in Gobocon this year.

Gobocon is planned to have Three scenarios which will be: Battle line, Dawn attack and Watch tower. These scenarios will be modified with the allies or other Gobocon rules.

As the new Orc and Goblin army book is release on the 5th of March I will allow its use.

Restrictions to the armies will be as follows:

Only one monster to a player’s entire army.
A maximum of 5 war machines to a player’s army.
No Power scroll.
If you want Fozzrik's folding fortress is must be fully painted.
Special characters are allowed.

The magic phase will have the following restrictions:
Only 12 dice total can be used by each player in the magic phase. This includes free dice from Slann or saving dice with items.

Each game will be out of a total of 20 points.
Sports and comp will be peer judged and will each total 20 points.
Painting will be judged by the Game master and will total 10 points. This will be done during play so no one can hide their unpainted models tongue.gif. I will also like to state that borrowed armies will recieve less points that an army someone has painted themselves.

Please note that I will be out of the country for the next couple of weeks and while I will have an internet connection I may not answer any questions until I return.

Thankyou for reading this and I hope to see you at Gobocon this year.

This post has been edited by Li Qin: Mar 1 2011, 08:55 AM
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Juice
post Jan 20 2011, 09:23 PM
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Will you use the rules for mysterious terrain from the book?
With the allies the Forces of Order can ally together and the Forces of Destruction can ally together but the two Forces can't ally together and anyone can ally with Ogres or Tomb Kings right?
thx
j


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Li Qin
post Jan 26 2011, 06:36 PM
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I haven't decided about the terrain and will discuss this with the club on my return.

As for allies, all armies can ally regardless of which force they are from. They will interact with the main army as shown in the allies chart.
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Juice
post Feb 3 2011, 11:44 PM
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thx for that biggrin.gif
sry another question sad.gif

The total power dice pool cannot exceed double the total amount of dispel dice.
The total dispel dice total cannot exceed the total power dice total (unless you are playing tomb kings).

is this only at the start of the magic phase or any time during the phase also?

thx
j


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Li Qin
post Feb 4 2011, 11:12 AM
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Only after all generating at the start of the magic phase, but before any dice can be use does this apply.

Once casting has started the only rule is that the amount of dice used for any reason by each player does not exceed 12 for each player individually.

And I don't mind the questions. It's better to get this down now rather than on the day.
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Demon
post Feb 4 2011, 11:42 AM
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so basically if you roll a double for casting, the dispeller cant channel as that would give more dispels than powers. but once casting starts you can use your conjoined haemoncuilous or dark elf knife of moarpowerdice & really own in the magic phase? dont roll low doubles then? (snakeyes will really hurt the defender)


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Li Qin
post Feb 4 2011, 01:21 PM
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QUOTE(Demon @ Feb 4 2011, 11:42 AM) *

so basically if you roll a double for casting, the dispeller cant channel as that would give more dispels than powers. but once casting starts you can use your conjoined haemoncuilous or dark elf knife of moarpowerdice & really own in the magic phase? dont roll low doubles then? (snakeyes will really hurt the defender)


I think you miss read it a little. The dispell pool can generate dice untill it's equal with the power pool (Unless against tomb kings where it can be 12). Which means that unless you have a powerdice stealing item it's always possible to have at least two dispell dice.

This also means that if the spell caster rolls a double the defender has the ability to generate more dice than if they weren't a double (Obvious number differences not with standing).

E.g. the Controlling player rolls a 3 and a 4 for power dice. Then he fails to channel and has no auto gain dice. The other player gains 4 dispell dice and since the controlling player has a total of 7 dice he can generate 3 more dispell dice. If the controlling player rolled a double 4 and didn't generate any dice the oter player would gain 4 dispell dice and could generate 4 more.

As for the stuff which generates the extra dispell dice the cap doesn't change the value of the items/spells, it lowers their value. The only situation where they are better is if they are used against an army which can generate 3-7 dispell dice from items.

Also because of the dice cap, snake eyes with an army which can pump out a large amount of power dice during the magic phase isn't as good as it would be without the cap.
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neil
post Feb 4 2011, 01:55 PM
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I there really a need to add house rules to lower magic defence armata_PDT_05.gif


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Li Qin
post Feb 4 2011, 11:41 PM
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QUOTE(neil @ Feb 4 2011, 01:55 PM) *

I there really a need to add house rules to lower magic defence armata_PDT_05.gif


Yes, preventing an army from dominating the magic phase is a good thing. Besides all it does is make it so some armies can't reliably have more dispell dice than the opponent.
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Juice
post Feb 5 2011, 10:19 AM
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i think i get it armata_PDT_05.gif
it is possible to "generate" as many dice as possible (with a limit of 12 in the pool at any time) during the magic phase but you can only "use" 12 in the entire phase.
eg. i have 1 WoC sorcerer vs a HE player with 1 mage, it's my magic phase.

My winds of magic roll results in 5 and a 1: pd 6 dd 5
we both roll to channel dice. HE channels 1 dice: pd 6 dd 6
HE as an Annulian crystal which takes a pd and adds it to his dd pool: pd5 dd6

this is not possible so the HE player looses the stolen dd: pd5 dd5


i cast The Purple Sun of Xerus, from lore of death, using all 5 pd with irresistible force so the HE uses no dd. the spell removes 20 archers! armata_PDT_01.gif Life Leaching kicks in to gear and i recieve a whopping 10 pd armata_PDT_11.gif: pd 10 dd 5

On the miss cast table i roll an 8 and loose 2 pd: pd 8 dd5

i can use 7 of these. i have 8 in my pool but have already "used" 5 during the phase (12 pd allowed - 5 pd used = 7 pd available): pd 8 dd 5


is this it? unsure.gif
thx
j


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Li Qin
post Feb 5 2011, 11:11 AM
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Pretty much.
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Nzarra
post Feb 7 2011, 06:37 AM
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Keen to get a couple of fantasy events under my belt this year and with 8th a few have been attracted to a dabble but for a newcomer still trying to get his head around a system the above seems quite complex for a 1 day event ? or is it just me getting confused ?

Just to clarify (a lot of us only have the small IOB rulebook at present while deciding how deep we want to dip the toe) I need to build a 1750 pt list - 1 unit up to 425 pts (any minimum??) can come from either the same book or another book but either way is an allie and has some rules as per big rule book ?

I subtract the 425 from my 1750 - leaving 1325 assuming all 425 spent and that 1325 figures is what I use for calculating my 25% core etc etc ?

This post has been edited by Nzarra: Feb 7 2011, 06:38 AM


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weissm
post Feb 7 2011, 05:09 PM
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I believe, but not putting words in Clints mouth.

1750 is the points you use for calculating any percentages. Up to 425 points needs to be spent on an Allied unit.
This unit does not fit into any of the percentages (i.e if your unit is core, it does not count against your core percentage. If it's special, doesn't count against your special either). Still comes from your total points, but does not count towards any category.

That is my understanding anyway. It'd be totally complicated if you had to pick your allied unit first, then calculate your percentages based on the remaining points (And even moreso if you tweaked your allied unit later).

The rules for allies should be in the small rulebook as well, somewhere around the rules for the Choosing your army section (Vaguely recall it being after the details on Grand Army). It's just rules determining how certain forces work together (i.e can character join allied units, using inspiring presence/bsb, etc).

Gobbocon's generally good fun. I wouldn't let slightly complicated stuff like allies scare you away from it. It's just adding to the character.
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Keyser_soze
post Feb 8 2011, 10:12 AM
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good to see a players pack out....

But this year i cant go. The date is the week before my wedding, so I am a bit busy and cant come.
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Li Qin
post Feb 11 2011, 05:38 PM
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As weissm stated all point calculations are worked out from the original 1750 points. If anyone finds the allies rules difficult to understand simply workout a normal 1750 point army and select a special choice unit under 400 points and make that unit the allied unit.
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Li Qin
post Feb 13 2011, 04:08 PM
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Since a few people seem to be having problems with the allied army rules it is now optional. If you want to take an allied unit go ahead and use the rules I posted and if you don't then take a normal army. The missions will be modified to accomadate this.

As for the magic restrictions, please remember I will also do a full explanation on the day to ensure that everyone knows how the magic restrictions will work.

Please remember Gobocon is ment to be a fun torunament. As such all rules are intended to make the game enjoyable.
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Omnipotent
post Feb 16 2011, 08:02 PM
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Looks good Clint.

I think the Allied unit is a bit OTT. Good to see its now optional.
Where have all the "normal" tournaments gone these days? They all seem to want to have a twist.

Alas, I also cannot attend due to work commitments. March & April = 72 hour weeks for work. sad.gif
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Li Qin
post Feb 21 2011, 09:38 PM
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Changed the magic restrictions to be that only 12 dice total can be used for any reason by each player in the magic phase.

The generating section has been removed.
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Li Qin
post Feb 28 2011, 12:11 PM
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Gobocon final rules:

1750 points using normal selection.

Three games: Dawn attack, Battle line and Watch tower

Army restrictions:

Only one monster to a player’s entire army.
A maximum of 5 war machines to a player’s army.
No Power scroll.
If you want Fozzrik's folding fortress is must be fully painted.
Special characters are allowed.

Magic phase restrictions:
Each player can user 12 dice in the magic phase for any reason.

Points:

Each game will be out of a total of 20 points.

Sports and comp will be peer judged and will each total 15 points.

Painting will be judged by the myself and will total 10 points. This will be done during play so no one can hide their unpainted models. I will also like to state that borrowed armies will recieve less points that an army someone has painted themselves.

This post has been edited by Li Qin: Mar 1 2011, 08:56 AM
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Juice
post Mar 1 2011, 02:53 PM
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I must say that i'm much happier with the simpler magic phase restrictions biggrin.gif
any up date on the mysterious terrain rules being used?
thx
j


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