Nurion:
So with the 1st draft for ETC 2013 comp out i decided to try and make a list.
This is the general restrictions:
I. General Restrictions:
2400 Points.
No Special or Named Characters.
Army used can be any of the currently published GW Army books. Forge World based army lists & units may not be used on the event, except for Chaos Dwarves.
A maximum of 3 identical core choices may be taken (regardless of equipment and other upgrades)
An army may have up to 4 war machines and shooting template weapons. Warmachines that use a template count as a single choice in this regard. All template weapons (from magic items, abilities, etc.) count, except for spells. Bolt thr. count as ½ a war machine(round up).
Max. 45 models with missile weapons with a range of 20�?�+ (not incl. war machines, characters and chariots).
All BSBs can take all the Equipment, their unit type has acces to as if they weren’t BSBs.
Unit sizes are limited as follows:
Units cannot be more than 40 models nor 450 points (including all command, upgrades, magic items/banners). This restriction applies during the creation of the roster - unit size/cost may be increased during the game (for example - by joining characters to the unit). This restriction does not apply to characters.
Magic Restrictions:
- No duplicate non-signature spells(not including bound spells) and max 2 Spirit Leach
- Apart from Winds of magic, an army may only use 2 Power Dice/DD per magic phase. After an army generates the limit all the other extra dice are discarded. This includes channeled Power Dice/DD.
- Player can use maximum 5 Power Dice to cast a spell. For death & shadow spells this max is lowered to 4 power dice.
- An army may use up to 12 Power Dice during each phase.
- You may have units/abilities that actually would generate more than 2 extra dice, but any excess dice are lost
- Some magic items/abilities count as generating dice toward this limit.
- �?oCount as�?� items/abilities may never exceed a cumulative 2 Power Dice/DD per phase. This means that player who already spent his limit Power Dice limit, cant take more items which �?ocount as adding Power Dice�?� or add Power Dice from channeling during game (same for DD).
- All modifiers are applied from the army list and will not change during the game.
Detailed description
Apart from Winds of magic, an army may only use 2 Power Dice/DD per magic phase (unless army restrictions specify otherwise). After an army generates the limit all the other extra dice are discarded. This includes channeled Power Dice/DD.
If a dice is stolen from the opponent�?Ts pool, but your army has already generated two extra dice, the dice is removed from the opponent�?Ts pool and then discarded.
Some special items and abilities DECREASE the limit of power or dispel dice you can add to the pool. We refer to those as �?ocount as�?� items. What this means is that, if your roster includes one �?ocounts as 1 Power Dice (Power Dice)�?� item, your army can only add 1 power dice (instead of the usual 2 dice) to the pool in each of your own magic phases of the entire game (regardless of whether the item is destroyed or used up).
Please note that you cannot have a combination of items that would decrease the limit of extra power or dispel dice to below zero.
Item restrictions:
- Any item that auto-dispels a spell counts as generating 1 DD each magic phase.
- Folding Fortress is not allowed
Chaos DwarfsThis is the list i came up with:
Hellcannon, Iron daemon are each 0-1.
Hobgoblin Khan 0-3
Lore of Hashut can be cast with max 4 Power Dice.
Chalice or Sorcerer Prophet. Chalice of darkness counts as 2 Power Dice
Iron daemon, K’daii destroyer, taur’ruk, count as war machines.
Max 3 out of Str. 5 shooting templates/Lore of death/Lore of Hashut.
Daemon Flask of Ashak/Bale taurus, max 1 in total
Crown of Command/Iron deamon, max 1 in total.
Prophet, lvl 4, general, lore of hashut, talisman of preservation, enchanted shield, d. scroll 375pts
Castellan, BSB, shield, dragonhelm, opal amulet, shrieking blade, ironcurse icon 172pts
Tau’ruk, blackshard armour, warrior bane, dawnstone, OTS, shield 220pts
Tau’ruk, blackshard armour, dragonbane gem, biting blade, crown of command, shield 225pts
22x Infernal Guard, full cmd 296pts
30x Infernal Guard, mus, st. bearer 380pts
3x Bull Centaurs, shield, musician 140pts
Magma Cannon 145pts
K’daai Destroyer 325pts
5x Wolf Raiders 60pts
5x Wolf Raiders 60pts
Total: 2398 pts
Prophet and Castellan will join the small unit of Infernal Guard. The BC and Tau’ruk will be very hard to deal with for most armies with 1+ save on both and stubborn LD9. The Tau’ruk with 1+ reroll will try to take out characters. The large block of IG will try to relay on their numbers to remain steadfast. K’daai do what a K’daai does best - destroy, while the Wolf Raiders offer some much needed chaff and deployments. Magma Cannon will try to thin out any enemy unit that will be to large for my 30man IG unit to handle. Magma Cannon will allso be used to clear out redirectors that goes after my K’daai.
What do you guys think?