The Games will last for 6 Rounds (Fixed Turn Limit), until one player concedes (in which case “Alles is voor Bassie” will apply, meaning the Event Points scored by both players in the Game, will be awarded to Bas), or the Time Limit (2,5 hours) is reached, whichever happens first!
The event staff will alert players 30 minutes before the end of a Game. At this point, both players should decide if to finish a full turn cycle. Should it be decided to continue playing and the full turn can not be completed by both players for any reason, all events that occurred during that last turn will be considered null and void (just like the Storm of Chaos in GW canon lore - it just never happened).
A game of Warhammer: the Old World is broken down into a number of 'rounds'. During each round, each player takes one complete 'turn', so that by the end of the game both players will have played the same number of turns. Players alternate taking turns until the battle is over.
Whenever a rule refers to a 'turn', it means one player's turn. If a rule encapsulates both player's turns, it will specifically state 'round'.
The event staff will set up the scenery on the tables prior to Game 1 according to the Bloodstorm.nl Map Pack, and it may not be moved. If you have any issues with terrain placement, please ask one of the event staff for assistance. If the terrain is based, then that base is used to define if a model is Wholly On Terrain.
Take a moment to explain your list, particularly the different units, upgrades and items.
Roll for spells.
The winner of a roll-off decides who is the Attacker and who is the Defender.
The Defender chooses the deployment zone.
The Defender places the first unit, players then deploy using the alternating units method until all units and characters are placed (excluding scouts, ambushers etc.).
Deploy Scouts. If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Vanguard moves. If both armies contain Vanguard units, a roll-off determines who moves first. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. Units that make a Vanguard move cannot declare a charge during their first turn.
Roll-of for first turn. The player that finished deploying their army first adds +1 to their roll.