Warhammer Fantasy Battle Cups 2008

The Singles Cup

Quarter-FinalsSemi-FinalsFinal
Dan
beat
Ricky
Dan
beat
James
Craig
beat
Dan
Nick
lost to
James
Craig
beat
Wrighty
Craig
beat
Chris
Ian C
lost to
Chris

Final Scenario - Battle in the Fog

BackgroundClick to see the fog-less battlefield!
All seemed well last night when your army reached the site of the ultimate battle for world domination but the morning has brought a thick, impenetrable fog - you can hardly see your hand/claw/tentacle in front of your face. If you're to win the glorious victory you deserve, you're going to have to find your opponent before you can beat him!
This battle will have a referee (for reasons which will become obvious).
Special rules
The battle starts in thick fog - initial visibility is 12 inches, increasing by D6 inches each turn.
The early stages of the battle will be mapped out on paper with turns only being counted once the first units are revealed on the tabletop.
Setup
The referee will lay out the battlefield before table sides are chosen (you can click the map above to see what the battlefield looked like before the fog fell).
Roll dice to see who chooses table sides as normal, then inform the referee how many units your army has. He will then roll a die and announce who gets to choose whether to move first or second (i.e. you don't get to know who has more units).
All units are deployed is made on paper (the referee will give you a map of the battlefield).
Scout units deploy in your deployment zone but get a free move to start the battle. After the first "scouting" turn all units will be able to move.
No unit may move further than the current visibility in a turn, even if they fly or can usually march further - e.g. in the first turn the furthest any unit can move is 12 inches. In the second turn, the furthest they can move is 12 inches plus the result of the D6 visibility roll.
After each side's movement phase has been completed the referee will announce whether any enemy units have been sighted. If so, both the spotted unit and the unit which can now see the enemy are placed on the tabletop.
If, after a movement phase, units are out of visual contact with any enemy unit then that unit is removed from the tabletop.
Units can only charge or fire at units which they can see themselves (i.e. you can't use your scouts as a spotting unit)
Army size
2,000 points with no special characters.
Victory
Victory Points are scored as normal, although control is based on table sixths rather than table quarters (at 100 victory points per table sixth)

The Doubles Cup

Quarter-FinalsSemi-FinalsFinal
Ian P & Craig
beat
Ricky & James
Ian P & Craig
v
Leebat & Nick
 
v
 
Pat & Dan
lost to
Leebat & Nick
Leon & Marky
v
D Jim & Wrighty
 
v
Chris & Steve
Chris & Steve
v
Ian C & Tim C

Semi-Final Scenario - Sacred Ground

Background
It was the field that your father's father's father fought on. Throughout the years, both sides have considered that piece of contested ground to be sacred. However, your hated enemy's naked aggression will not go unchecked anymore. They have occupied territory where your ancestor's shrine resides and must be driven off. The call has gone out to lend all assistance to this slight of honour. There isn't time to gather a unified army to assist, but all forces able to march have made all possible speed to the sacred battlefield.
Setup
Place a small shrine in the centre of the battlefield. After setting up four more pieces of scenery (each team taking turns to place a wood, hill, village or whatever) and choosing table sides the teams roll a d6. The winning team chooses which of the opposing armies gets to deploy first. The losing team then chooses which of the other team's armies are on the battlefield in turn one. Beginning on turn two the units of the absent army - with the exception of warmachines and monsters - may deploy as ambushers*. Monsters and Warmachines must arrive on the team's normal table edge.
Deployment
Scouts deploy as normal units. Wood elves do not get their additional forest unless they deploy first.
Army size
Two legal 1,000 point armies with no special characters.
Victory conditions
Allies score 50 points for each terrain feature they control and 100 points for controlling the shrine itself. If these scores are tied then Victory Points will determine the winning side.
* Select a spot on any table edge and pass a Leadership test at -1 (even units immune to psychology or unbreakable). Use the LD of the unit. If passed, the unit arrives where chosen. If failed, roll a scatter die. Follow the arrow (if a HIT is rolled, follow the small arrow) until it intersects a table edge and place the unit there. Units entering cannot charge on their first turn but may move their normal movement (including marching if they're not being blocked). Beast of Chaos are allowed to Ambush as normal as they are conditioned to such tactics.
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