scott holder Moderator


Joined: 30 Mar 2006 Posts: 6095 Location: Denver, CO
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Posted: Thu Aug 27, 2026 7:50 pm Post subject: Fall In 2026 Events |
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Friday:
Mini Open
Noon-9:30pm
1200pts; 2.5 hour rounds, 6x5 tables
Round 1: Noon, Round 2: 3:30pm, Round 3: 7pm
Saturday:
Open
9am 11pm
1600pts; 8' x 5' table
Round 1: 9am; Round 2: 1:30pm; Round 3: 6pm.
-PLAYERS MUST REGISTER WITH THE CONVENTION SITE AT TABLE TOP EVENTS PRIOR TO THE SHOW!
LIST: One list from published army list books, 1st Ed for Classical/Oriental, 2nd Ed for rest, African Warrior draft lists allowed. No X-Rules from any army list book are allowed unless stated below.
XRULES:
Barbarian Foot rules in effect with the following addition: Under 2(a), add "following up" as a new condition for counting 3rd/4th ranks in HTH.
X-Rules 2.512, 2.52, 2.53, 5.11, 6.2, 8.6, 11.1, 17.1 and 17.2.
Roman Rules Players Guide and all X-Rules contained therein.
Armies with Army Standard and an option for a Sacred Standard may upgrade to the latter for 30pts. If the list has a Sacred Standard but no Army Standard, the former may be purchased for 30 pts and whatever cost of the troops (for example, Etruscan SS would cost 33 pts total).
Hussite playtest rules are in effect if someone shows up with them.
All morale grades for troops MUST BE DEFINED DURING DEPLOYMENT.
Only 1 TF maybe *attempted* to be placed beyond 240p of the rear edge. Roll 1-2, fails and can only be placed in the Rear Zone (or at all, player's discretion), Roll 3-6, is placed as the player desires per rules.
JLS armed cav fight 1.5 ranks in HTH combat versus any foot when charging, counter-charging, and pursuing.
Loose/Open order foot that rolls long on a variable move may choose to move an additional 40p.
Samnites do not suffer the -2 for facing steady P/LTS (this overrides the List Rule).
Rout variable rolls that are 5/6 MUST add distance.
Shooting variable rolls will be modified as follows: roll per normal, anything more than a -1 or +1 will be treated as those, ie., if you roll a +2 on shooting, it will count as a +1. Catastrophe results from which is actually rolled will still apply even tho the actual random factor will be reduced as described.
Case II flank charges only if target body is in HTH combat from a previous bound.
GENERALS CHARACTER: Roll for all generals, including CinC. If Unreliable is rolled for any general, roll again and apply the following:
1 Bleeder General has physical defect that makes him more prone to a catastrophe. In Hand-to-Hand, if the Bleeders unit takes 2 CPF or more, and makes an unmodified melee roll of -2, -3, or -4 he suffers a catastrophe. In preparatory shooting, if the Bleeders unit is shot for 2 CPF and the missile fire die roll is +2 or higher it forces a catastrophe.
2 Inattentive General gets only 10 prompt points a turn.
3 Efficient General General gets 20 prompt points a turn.
4 Brave Generals unit always adds an additional +1 in melee.
5 Inspirational Unit with General in never uneasy. If the General is the CinC, then all units within 120 paces are never uneasy.
6 General is Efficient, Brave, and Inspirational
Deployment rules in effect:
http://www.fourhorsemenenterprises.com/forum/viewtopic.php?t=17378
Bodies may *not* be in Skirmish formation at deployment. Bodies may *not* march while in Skirmish formation.
Deployment Orders: No command may deploy, even partially, behind another. Commands need to be in blocks alongside each other. When listing your commands/blocks, you number the order in which they will be deployed, largest first, then in any order. Your blocks need to be a decent representation of how much frontage along the board they will take
Deployment with chess clock apps. Time allowed for deployment is 10 minutes for Open, 8 minutes for Mini.
Army Lists:
No restrictions (unlike last year) but like we ask every year at this show, try bringing something you haven't run in a long time or something you haven't had much success with but would like to keep trying. _________________ These Rules Suck, Let's Paint! |
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