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Goblin Tribal Leeg will be held at Giant Fanatic 2016
6 rounds
Tickets can be bought from 4th of August at fanatic.dk (and forward)
•We play according to the Competitions Rules Pack (CRP) including, Slann, Underworld and Chaos Pact.
• All games are played without post-match procedures and thus without winnings, player purchases etc. All injuries and earned star player points are waived after each game. So each game starts with the same players on the roster.
• Apothecaries work as described in the rulebook
• Illegal Procedure will not be used – unless agreed upon between the 2 coaches. We prefer a friendly reminder!
• First round is random draw. Subsequent rounds will be swiss-draw. The best placed coaches will be seated on the tables with low numbers.
Gametime is 2½ hour. The Tournament Orcanizer will make an announcement at half-time.
Rosters:
• You are given 1.100.000 gold pieces to build your team. All rosters must have team value 1.110.000. All allowed inducements must be on the roster. You may purchase players, rerolls, fan factor, coaches, and cheerleaders as normal with this money
• Wizards, Journeymen, Special Play cards, wandering apothecary/igor and Mercenaries are NOT ALLOWED. You may purchase any other inducements for your team, including Star Players
• Note: If you are including a Star Player, you must have 11 players on your team BEFORE hiring him. Having 10 players plus a Star is not allowed. If two teams play each other and have the same star player, the star player will sit out for the game. Remember: you cannot use Apothecaries on Star Players.
Skills and Tier:
The teams are divided according to how strong they are considered to be:
Tier 0:
Wood Elves
Dark Elves
Amazon
Lizardmen
Undead
Tier 1:
Dwarves
Chaos Dwarves
Tier 2:
Skaven
Norse
Orcs
Necromantic
Elves
Chaos Pact
Tier 3:
High Elves
Vampire
Slann
Humans
Khemri
Nurgle
Tier 4:
Underworld
Chaos
Tier 5:
Goblins
Halflings
Ogres
• After team is built, you are given 130.000gold pieces to buy Normal and/or Doubles skills
Skills Normally available to that player type cost 20,000 each
Skills that would require a doubles roll cost 30,000 each
You MAY NOT purchase any stat upgrades
A Star player MAY NOT purchase any skill
• Tier 1 gain +20.000 to buy skills
• Tier 2 gain +40.000 to buy skills
• Tier 3 gain +60.000to buy skills
• Tier 4 gain +110.000to buy skills
• Tier 5 gain +140.000to buy skills
• You may give each player up to 2 additional skills (ie Human Blitzer can be given Mighty Blow & Dodge in addition to already having Block)
• You may not choose the Leader Skill
Scoring:
2 Points awarded for a victory
1 Point awarded for a Draw
0 Points for a Loss
-1 Points for a Concede
Tie breaker
In the case of equal point score in the table of standings the following tie-breaker is used:
• Strength of Schedule
• TD+Cas Net score.
Paint and miniatures:
Painted and numbered miniatures are not mandatory (though we urge you to do so).
Those teams, that by the tournament staff are deemed painted (ALL miniatures are
painted and flocked to a sufficient standard and the positions are clear). will get +1 Cheerleader and +1 Assistant coach. This will take effect at the end of the tourney. During the first round the referee(s) will review all teams as they play. The miniatures do not have to be from a specific manufacturer.
The weather table is replaced by this table.
2-3 Wild Wind:
A wild wind totally engulfs the entire field, sending the ball flying in all directions, making a kick-off catch impossible, but for only the biggest and strongest players. Award a touchback to a ST5 or ST6 player on the receiving team (receiving coach choice). If there are no ST5/ST6 players on the receiving team, scatter the ball 3 squares in a random direction (even if the ball is on a standing player and the ball will bounce as normal). If rolled at start of game, it counts as Nice weather.
4-10 Nice:
Perfect Blood Bowl weather.
11-12 Mud:
Whether it’s intentional or not, the ball tends to get a little sticky when mud is everywhere, usually the result of having Squigs as Groundsmen. Anyone holding a sticky mud ball temporarily gains the ‘sure hands’ skill and has a -1 modifier while passing. This effect is lost once the player no longer holds the ball.
Should I even bother to remind you of the odds?
- Drizzt Do'Urden
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