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WINTERROLLER 2021v2

'I hope you enjoy using this as much as I enjoy Warmaster in any form'
Paul Winter, Warmaster Podcast.
Rules Set
WINTERROLLER 2021 (WR21) uses the Warmaster Revolution Rule set. This can be found at the following
website. WR21 uses all optional rules which are: Moving after failed command. First order. Charging flyers.
Partially defended units. Flan/rear charge and pursuit. Scouting. Advanced terrain rules. Light cavalry.
http://www.wm-revolution.com/

Army Lists
WR21 uses the following Warmaster Revolution Armies Book. This can be found at the following website.
http://www.wm-revolution.com/
WR21 does not allow Wood Elves to use extra woods. The tree singing spell can be cast on any woods.

Army Builder
You can use this army builder that is free online. It has Revolution Edition in its home page.
http://wm-selector.appspot.com/

Modelling and Painting


WR21 encourages players to have fully painted force on the table. Games with painted armies are more interesting
to watch and generally enhance the experience for all. Although painting is not required, players are encouraged to
show off all aspects of the hobby.
All models used in WR21 tournaments can be from any company's 10mm ranges. They do not (and often cannot
be anyway) from Games Workshop. Each model must be fully assembled on the appropriate size base.
Players will need to talk through their army before the game starts about what is in there army and how it is
represented. Be fair, your opponent should be at no disadvantage because they cannot tell what a unit should be.
A player could use different models to represent others, for example in my chaos army all my Troll/Ogre minis are
Chaos Warriors, but this needs to be clearly stated prior and during the game.

Sportsmanship
A fair and honest in-game environment is required for everyone to have fun. Players must accurately execute the
rules of the game and fully cooperate with opponents to honestly answer any questions that arise before and during
the game. Players are also responsible for holding their opponents to the same standards.
The Tournament Organiser (TO) will not be able to observe every game. If a player is made uncomfortable by
something his opponent is doing (stalling, cheating etc) he should tell his opponent about it and explain what the
opponent can do to maintain a fair, honest, and fun in-game environment. If the behaviour continues or a dispute
arises, the players should call the TO and explain the situation. The TO has the final word on rules questions or
debates.
Players must present a mature and polite demeanour to their opponents and the TO. Failure to do so will result in
immediate disqualification. A TO can also disqualify a player for any incident that is deemed unsporting.
Disqualified players cannot win any awards and are barred from further events.

1
Clocks
WR21 recommends that you a death clock system in the rounds. Each player has 1 hour 15 minutes on their clock.
The TO will explain how the clock system will work to the players in the opening brief. Each player turn must last at
least 1 minute.

First-Round Pairings
This round is a random draw over who plays who. The exception to this is if players issue a grudge to another
player to play them, if this is accepted and the TO agrees, they both players will play each other in the first round.

Subsequent Pairings
WR21 tournament are Swiss tournaments. This means that in each round after the first winners will play winners,
except in a odd number of players one winner will need to play a loser from the previous round. This process is
called "Pairing down." Strength of schedule placements or in other words deciding who is first amongst equals is
done by each players running Victory point total.

Scenario Selection
The TO will get every player's attention before each round begins and will announce what scenario is being played
next. This can be done randomly or by the TO's decision.

Recording Game Results


At the end of the game both players should work out the result, agree on it and both hand/speak the result to the
TO. Each game is going to have an outright winner, as well as recording who won player's will also need to record
the Victory points they scored in the game. Ultimately the tournament winner will be the player who won all their
matches, or if due to lack of time there are several players in this position, first place would go to the player who
won their games and has the highest strength of schedule. (This is the cumulative total of all your opponents
Tournament Points). A final decider is the cumulative units destroyed Victory points total.
Note: Trollslayer units in Dwarf armies give victory points away when destroyed like every other unit in the game.

Terrain
Before the first round starts the TO will get the players attention and walk/talk through the tables announcing what
the scenery is and how it is to be played. Before each game begins players should talk through the scenery on the
table they are about to use and clarify to each other what it means and how it is to be played. if the TO is asked to
clarify mid game they will state the same thing they did on the first talk given. The TO decision is final. From
experience scenery disputes is the biggest cause of an argument between players, do not let it happen. In WR21
the tournament standard for amount of terrain is 3 hills, 3 woods, 3 low liner obstacles, 3 loose Terrain, and 0-3
other pieces chosen from: Shallow river. Broken Ground. Built up area. Individual large building. Deep water. Deep
Pit. Sheer Cliff. Roads. Bridges. High linear Obstacles. City walls. This will give 12-15 pieces of scenery well
spaced apart. If you feel the scenery has been moved before starting your game ask the TO for a re set of the table
for you.
Note: WR21 does not allow Wood Elves to use extra woods.

2
Game Scenarios
Scenario 1: Pitched Battle

The aim of this scenario is to beat the enemy in a traditional match up.

1. Mark two deployment zones 20cm deep on both sides of the table.
2. Both players then make their scouting rolls.
3. The winner of this roll then decides which table side they want to set up on and deploys their scouts.
4. The second player sets up his army, leaving the first player to finally deploy the rest of their army.
5. The game ends when one side is broken or has lost their general, or a player has run out of time. If a player
has run out of time their opponent automatically gets a total tournament point score of 10.

Tournament Points
4 points for breaking the enemy/killing the enemy general.
2 point for gaining between 250 and 499 victory points.
4 points for gaining between 500 and 749 victory points.
6 points for gaining more than 749 victory points.

3
Game Scenarios
Scenario 2: Meeting Engagement

The aim of this scenario is to adapt to a non traditional set up and then win.

1. Divide the table into 6 equal 2 foot by 2 foot squares, label these squares 1-6.
2. One player rolls three dice to be allocated 3 of these squares. Re roll the result if all 3 results are on the
same half of the table as this would make the scenario too close to Pitched Battle.
3. Both players then make their scouting rolls.
4. Each unit or brigade of up to four units and characters cannot be placed within 30cm of the opposing army. A
player will choose a unit or brigade to deploy and will roll to see which of the three squares allocated to each
player they are set up in.
5. The player who wins the scouting roll deploys their scouts first.
6. The second player sets up his army, leaving the first player to finally deploy the rest of their army.
7. For both players, characters cannot be set up within 30cm of a enemy unit, but can be chosen where to be
placed. Note that a Skaven player can only deploy a brigade of four units at a time just like every other army.
8. The game begins and the winner of the scouting role moves second.
9. The game ends when one side is broken or has lost their general, or a player has run out of time. If a player
has run out of time their opponent automatically gets a total tournament point score of 10.

Tournament Points
4 points for breaking the enemy/killing the enemy general.
2 point for gaining between 250 and 499 victory points.
4 points for gaining between 499 and 749 victory points.
6 points for gaining more than 749 victory points

4
Game Scenarios
Scenario 3: Take and Hold

The aim of this scenario is to fight over certain objectives rather than just breaking your opponent.

After terrain is set, players take turns in placing four game objectives. These can be any kind of markers or
preferably some terrain features, such as buildings, lone trees, shrines etc. Two of the objectives should be placed
15cm within the central table line (objective zone B). Place the remaining two objectives outside this zone as well
as outside the deployment zones (objective zone A). In each objective zone A there should be one objective. Each
objective must be over 20cm from another objective.

Special Rules
After the objectives are placed, make the scouting role and deploy your armies within the deployment zones.
Tournament Points are awarded not only for breaking the opponent but for holding the objectives at the end of each
of your own player turn. Players only score on objectives in their own turn. An objective is held if a non-confused
unit is within 5cm of the objective while there is no enemy unit within 5cm of the same objective. Flyers cannot hold
objectives however, they can contest them. The game ends when one side has been broken or has lost their
general, a player reaches and caps at a score of 10 or a player has run out of time. If a player has run out of time
their opponent automatically gets a total tournament point total of 10. When the game ends the player who's turn it
is also scores any tournament points.

Tournament Points
4 points for breaking the enemy/killing the enemy general.
0 points for holding the objective in the objective zone next to your deployment zone.
1 points for holding an objective within the central objective zones.
3 points for holding the objective in the objective zone next to the opponent's deployment zone.

5
Game Scenarios
Scenario 4: Battle for the Tower

The aim of this scenario features a bloody struggle for a tower positioned in the middle of the battlefield.

Special Rules
Along with other terrain, place a tower (or any similar significant terrain feature such as farm house, monolith,
shrine etc.) right in the middle of the table. This terrain feature counts as impassable terrain.
Deploy your armies as usual with scouting rules.
A player controls the tower if at least two of their non-confused units of infantry, cavalry or chariots (in any
combination) are touching the tower and are not in combat, and no enemy unit is touching the tower.
The game ends when one side has been broken or has lost their general, a player reaches and caps at a score of
10 or a player has run out of time. If a player has run out of time their opponent automatically gets a total
tournament point total of 10.

Tournament Points
4 points for breaking the enemy/killing the enemy general.
1 points for controlling the tower at the end of your own turn. (This scoring starts from the second players second
turn).
1 point extra if there is no enemy unit within 10cm of the tower.

6
Game Scenarios
Scenario 5: Traitors!

The aim of this scenario is to beat the enemy while adapting to potential traitors.

1. Mark two deployment zones 20cm deep on both sides of the table.

2. Both players then make their scouting rolls.

3. The winner of this roll then decides which table side they want to set up on and deploys their scouts.

4. The second player sets up his army, leaving the first player to finally deploy the rest of their army.

5. The game ends when one side is broken or has lost their general, or a player has run out of time. If a player
has run out of time their opponent automatically gets a total tournament point score of 10.

6. This game removes the normal Blunder Rule. If any character rolls a Double 6 for a order in addition to
failing that order, randomly select one of the units ordered. This selected unit is now considered part of the
enemy army. Minimum move that unit so it is 1cm apart from enemy units. This traitor unit reduces the break of
the army it left and adds to the break of the army it joins by becoming part of its army list. Remember that if this
happens to a brigade on its first order attempt then the remaining units get the normal half pace move.

Tournament Points
4 points for breaking the enemy/killing the enemy general.
2 point for gaining between 250 and 499 victory points.
4 points for gaining between 499 and 749 victory points.
6 points for gaining more than 749 victory points.

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