1. Thief- When any model carrying magic items or any kind of banner dies in close combat said items are stolen from them and will add to VP on top of the full point value for the model itself. i.e. a 12 pt. Wood Elf Glade Guard SB dies in close combat and has the banner of zenith worth 25pts. If he is slain you receive 37VP on top of the entire unit cost (Which originally includes the price of the standard bearer and magic banner). The same as if a Warriors of Chaos Exalted Hero dies in combat you receive additional 50 points (or however many points he is carrying) for its magic items as well as the entire model points for killing the model. Note: Gifts of Chaos, Vampiric Powers, Virtues, Kindred Members etc.. may obviously not be stolen. You obviously came to pillage.
2. Low Life - For rolling for deployment and to see which player has the first turn, you may force your opponent to re-roll their dice. You have obviously done something umentionable to give you the edge.
3. Scoundrel - Once during a game a player may modify an opponent’s single dice after it is rolled. As a rotten no good plotter you have obviously sabotaged your adversary. This ability may not be used during deployment or for stat or characteristic tests and any type of dice may be modified. Example: you have caused a wound to an opponent’s hero and he must make a ward save to pass. After he has rolled the dice and passes you decide to lower it to a one. That hero has just now failed its ward save. I am sure you can come up with more creative ways to use this. Of course as per WHFB rules, you may never re-roll a re-roll. Let the threats, raucousness and name calling ensue!!
4. Assassin - When a Hero or Champion defeats an opposing Hero or Champion in Close Combat they earn double VP. You obviously came to conquer.
5. Surprise Surprise! - Somehow an enemy unit has advanced further on an opponents position. One unit in your army may benefit from the Vanguard special rule. This will trump any other scenario special deployment rules and/or army or rule book rules for that unit. You didn’t get this far without some treachery and bribery involved.
VP Rules
Players that earn Victory Points in their games count them towards their total tournament VP. The player with the highest total tournament VP wins. Players that win a game earn an extra 150 VP for that game. Players that win the Watch Tower or Blood and Glory scenarios receive an additional 150 VP on top of the 150 earned for winning the game. These points are only earned based on victory conditions not VP but you still do keep the VP you earned during the scenario. Keep in mind you auto lose Blood and Glory if your army does not contain a SB or BSB as per the rule book.
Tips and Strategies
The easier your army is to pull out and place on the battle field the more time you have to strategize and rack up the VP.
When choosing your list remember you will be fighting many different types of lists, units and players with different styles. So, your list should be one you are very good with, familiar with and is versatile in different terrain/scenarios.
Familiarize yourself with your army’s rules and the rule book as it will make the game smoother and you will be able to concentrate on strategies instead of rule reading.
Tables will be themed, designed with preset terrain and scenarios, all will include at least one warhammer specific piece and will be posted prior to the tournament. It would be wise to get an idea of how your army will negotiate these different tables.
Read up on the effects of your items, special rules and magic. Familiarizing yourself with these will make the game faster and you a better general.
Try to avoid arguements and lawyering. There will be a refreee present. A challenge and fun are both good things.
Don’t piss off your significant other preparing for this tournament.