EPIC 2008 CORE RULES


VERSION: EPIC2008.01

 

All tournaments and competitions need rules and restrictions. The WPS tournament rules are a set of guidelines for individuals to use at their own events should they so wish. They tend to change naturally as players suggest new ideas. All WPS rules are version controlled in the following format – XXXYYYY.VV where XXX is the type of rules, YYYY is the year and VV is the version number. Please note that the most current set of WPS rules can always be found at the WPS web site.

GENERAL RESTRICTIONS

  • The rules used will be Epic Armageddon First Edition.
  • You may only use army lists published in either the EPIC Armageddon rulebook, Swordwind supplement, White Dwarf magazine, the Fanatic magazine or the EPIC rulebook section of the specialist games website. No lists or rules from the experimental part of the EPIC specialist games website, or fanatic online magazine, will be allowed.
  • There is a two-week grace period before a WPS event. If GW formally releases a new Army list or rules modification within two weeks of a WPS event, then this list or rules modification will not be used. If released at least two weeks before the event, then this list or rules modification will be used. This includes all material published via GW whether via printed media or via the internet.

PREPARATION

  • Read your rulebooks, supplements and other relevant material to refresh your memory before attending the event. Remember you may play against players who do not interpret the rules in the same way as you do, so be prepared to compromise and accept the fact that you could be playing the rule incorrectly.
  • Don’t forget that you need to bring all the relevant materials to play. Specifically dice, tape measures, templates, rulebooks, supplements, and any other materials you require to play a game of Epic Armageddon.
  • The WPS Epic Armageddon Rules Clarifications will be used. These are available in Appendix 1.
  • You should ensure you have at least two legible copies of any required documents as specified in the event specific rule set (e.g. army roster). One copy is for judging and the others are for your use during the event. If you do not bring these you will incur a penalty score.

REGISTERING

  • When you arrive at the event you must register at the designated registration point. Please register as soon as possible as the event cannot begin until all players are registered.
  • You will be asked to confirm your name, army/race, and club.
  • You must provide the organizers with one legible copy of any required documents as specified in the event specific rule set (e.g. army roster). Ensure your name is clearly marked on these documents. If it is not, or the umpires cannot decipher your writing, then this will result in a penalty score.
  • You will be allocated a table number where your first game will take place.

ODD NUMBERS OF PLAYERS

When running an event, it is difficult to guarantee an even number of players on the day. We will always endeavour to even up the numbers. Sometimes however, this is not possible and if there are an uneven number of players then the following will apply:

  • We will ask for someone to drop out and help with the judging or what ever. That person (s) will receive a refund and get fed for free!

OR

  • The bottom ranked player in each round (game play scores only), or a random player for the first round, will be asked to sit out and will receive a ”victory with a difference of two goals, in the third turn” (24 points) and maximum sportsmanship / painting for that round. No player will ever be requested to sit out more than once.

DICE ROLLING

  • All “cocked” dice must be re-rolled. Agree with your opponent before the game what definition of “cocked” you will use.
  • Any special dice rolls must be declared before they are made and witnessed by either your opponent or an acceptable independent (e.g. an umpire).
  • All dice must be rolled, not dropped or spun.
  • Dice must be rolled where both players can see the results.

RULES DEBATES

  • Please check the rulebooks; most answers are there
  • In the event of a rules debate that seems unanswerable, each player rolls a D6, the player that scores the highest is deemed to be correct. Follow this method each time the situation occurs and get on with the game.
  • Please do try to remember that it is only a game of toy soldiers!
  • If an umpire is asked to make a ruling, that decision is binding. Players arguing with an umpire may incur a penalty score.
  • Umpires are free to interrupt any game to clarify or point out mistakes to players.
  • The Umpires decision is final, even if they are subsequently found to have made an incorrect judgment.

ARMY SELECTION AND ROSTER

General

  • Where at all possible all models in the army should be WYSIWYG - what you see is what you get. At the umpires discretion non-WYSIWYG models may be removed from a players army – the player will be required to continue with his army “as is” for the remainder of the tournament.
  • Armies must be fully painted and based. Note that you do not have to base tanks, although many players prefer to.
  • Ensure you are using the correct miniatures to represent your units as far as you can.
  • Using non-Citadel miniatures is acceptable providing they fit into the Epic Universe and you can tell what they are supposed to be.
  • If the miniature does not look appropriate, then it may not be used. Basically if it doesn’t look like what it is meant to be, then don’t bring it!

Army Selection

  • Players must provide a copy of the rules for their army i.e. Army List.
  • You must use the same list for all your games.
  • You may only use army lists published in either the EPIC Armageddon rulebook, Swordwind supplement, White Dwarf magazine, the Fanatic magazine or the EPIC rulebook section of the specialist games website. No lists or rules from the experimental part of the EPIC specialist games website, or fanatic online magazine, will be allowed.

Army Basing

  • Players are encouraged to use standard base sizes for troops (20mm square or 40mm x 10 mm), mainly because it leads to less ill feeling from other players.

Army List Submission

  • Army lists must be submitted prior to the event via email to the address given in the tournament pack. Late lists will be penalised. Army lists must be submitted prior to the event via email to the address given in the tournament pack in either .doc, .txt, .xls or html/htm formats only. If you send an army builder text file, please take the time to format it legibly, or else you will receive a penalty for an illegible list. If you do not have access to email then please post your army list to WPS Club Challenge Army List (WFB), PO BOX 288, Waterlooville, PO7 7WT.
  • Penalties for late submission of lists are detailed in the tournament specific pack.
  • Lists must be submitted in either .doc, .txt, or .xls formats only. Army Builder files will not be accepted and you will be asked to re-submit. If you send an army builder text file, please take the time to format it legibly, or else you will receive the penalty for an illegible list.
  • The organiser may advise you to change the composition of your army to allow for a more fulfilling gaming experience for all gamers involved at the tournament.

THE BATTLEFIELD

General

  • Tables will be approximately 120 cm by either 150cm or 180cm.
  • Terrain will be preset on the tables. However please bring as much terrain with you as possible to help us out.

PLAYING THE GAME

General

  • Players will compete in a number of games. These will vary from event to event. Please refer to the tournament specific schedule of events.
  • We will be using the tournament scenario detailed in section 6.1 of the EPIC Armageddon rulebook and all rules for that scenario will apply.
  • The first game will be determined randomly in advance unless grudge games are allowed.
  • The final rounds will be based on the Swiss system, in order to find a fitting winner.
  • Players from the same club should not get drawn against each other on the first day of a two-day event. If this does happen, please change with a player on the next table to solve the problem. This does not apply to the games on the second day of a two-day event. If you are drawn against an opponent that you have played before, change with a player on the next table to solve the problem. Please inform the umpire of any game swaps/changes.

Warm Up Period

Before battle commences there will be a five-minute 'warm-up' period. Tabletop miniature wargaming is not an exact science. One person's line of sight is another's blocked fire arc; some people love pre-measuring, others hate it, and so on. Due to this you should spend five minutes going through things like how the line of sight rules will work, how the terrain features used will work and so on.

Here are some of the things you may want to discuss:

  • The “Counts As” Rule.
  • Lines of Sight and Lines of Fire.
  • Arcs on War Engines and Flyers.
  • Pre-measuring.
  • Templates and if units are 'in or out'.
  • Terrain features - what do they count as on the terrain chart, when are units 'in' terrain.
  • How you will show if a formation is broken, in overwatch or has marched this turn.
  • Anything else you can think of!

Note we are assuming that players will use some common sense here!

The Game

  • Prior to each game commencing, both players are required to display their army to their opponent and should spend five minutes discussing any special rules or features of each unit and the army as a whole. Note that you do not have to reveal any “secrets” at this stage.
  • All games will last the number of turns noted in the scenario description or two and a half hours. Note this time includes terrain placement, discussing each other’s army lists and any special rules, discussing the effects of terrain and troop deployment.
  • Players playing particularly slowly or deliberately time wasting may receive a penalty score deduction.
  • Remember there is a sequence of play (and a chart is provided in the rulebook). Should you forget to do something - tough, it is your fault. Do not use the “puppy dog eyes” tactic and try to make your opponent feel guilty, this is unfair. Accept your mistake and get on with the game.

After the Game

  • At the end of each game, swap army lists with your opponent and check the following:
    • The army list and the army you just played against are in fact the same and that there are no differences.
    • The army is legal to the best of your knowledge. If required you may look at the appropriate army book to check this.
    • If there is any problem with an army list, notify an umpire immediately. Any issues must be resolved straight away between the players and the umpire. Illegal army lists will receive a penalty score.
  • At the end of each game, players must report their scores. Fill in the Game Result form provided. This form will contain the Game Result as well as both players Sportsmanship scores and both players Painting scores.
  • It is you and your opponent’s responsibility to complete these forms correctly.
  • Make sure you hand the form in!

GAMING SCORES

  • At the end of each game you will be required to fill in a Results form.
  • Fill in your game result/score on the result form provided as per the table below.

GAME RESULT

3rd Turn Victory

4th Turn Victory

5th Turn Victory

6th or more Turn Victory

Victory with a difference of 4 or more goals

32-0

31-1

30-2

29-3

Victory with a difference of 3 goals

28-4

27-5

26-6

25-7

Victory with a difference of 2 goals

24-8

23-9

22-10

21-11

Victory with a difference of 1 goal

22-10

21-11

20-12

19-13

Draw – More than 150vps difference

18-14

Draw – Less than 150vps difference

16-16

 

3.                   Remember that that you still need to achieve the standard victory conditions of the tournament scenario (a minimum of two goals).

4.                   If one player concedes the game, it automatically counts as a 32-0 result in favour of their opponent.

5.                   If the game has not finished when the time limit is up, the game is a draw.

 

 

SEEN ANY GLARING MISTAKES?

If you feel you have discovered a loophole in these rules which gives you an unfair advantage, don’t do it i.e. don’t use it to your advantage, tell us instead so we can amend the rules accordingly for future events. Hopefully we have not missed anything too obvious, but should you see any glaring errors, please advise one of the following individuals: Conrad EJ Gonsalves; Andrew Harris; Matthew Otter; or the Tournament Organiser.

APPENDIX 1 – WPS EPIC ARMAGEDDON CLARIFICATIONS

Pre-measuring.

Pre-measuring  MUST be used. Only when BOTH opponents agree, pre-measuring will not be used.

 

“They Shall Not Pass” Goal.

To achieve this goal there must be no unbroken enemy units in your half of the table. Note that at least half of the remaining units in the formation, contesting this objective,  MUST be in the opponents half of the table.

Reserves

Any unit placed in reserves (for example, aircraft, teleports) do not count as units for deployment purposes. Instead units are decided to be deployed in reserve after plotting of spacecraft but before garrisons.

Eldar

The Avatar uses the same rules as teleports for deciding who deploys first (using the highest initiative to deploy first).

Orks

Ork Flakk wagons do get 2 6+ attacks.

Feral Orks.

Feral Ork units may NOT Firefight whilst onboard Junka Trukks, even though they may shoot normally.

Speed Freeks.

  • If any Nobz are upgraded to Nob Bikers then the formation loses the Trukk they were mounted in.
  • Speed Freek units may NOT Firefight whilst onboard Trukks, even though they may shoot normally.

Space Marines.

1. Space marine army list must specify the upgrades that comprise each formation. Before the start of each game, the space marine player may choose to replace rhinos with drop pods and vice versa. If the formation has any units unable to deploy in drop pods then rhinos must be selected.

2. Dreadnoughts are allowed to deploy in a drop pod

White Scars.

  • Warhounds cost 250 points.

Chaos Black Legion

1. The Chaos Daemon Pool counts as one formation. For the purposes of a draw if the demon pool is equal to or less than 50% of the starting number then the opponent gets half the victory points. If the demon pool is equal to or less than 25% then the opponent gets the full victory points.

Example: A daemon pool of 15 lesser demons is bought (300pts). If at the end of the game it is reduced to 7, the opponent gets 50% of the points (150pts). If the pool is reduced to 3 then the opponent gets 100% of the points (300pts).

Admission to the tournament is at the sole discretion of the organisers and their decision on all matters is final. An application to enter denotes acceptance of these rules. Entry fees and any queries to be addressed to the BHGS The White Cottage, 8 Westhill Ave. Epsom, KT19 8LE. Tel. 01372 812132. Fax. O1372 817038. e-mail BHGS@slitherine.co.uk All postal correspondence must be accompanied by a SAE. Those indicating an e mail address will receive communications via e mail.