10.18.2009

Phantom's Confrontation at Baldenhof Manor

Phantom's Confrontation at Baldenhof Manor

Necromancers don’t enjoy uninvited guests. This is particularly true of Anton Muller “The Mad Necromancer of Baldenhof Manor.” Unfortunately for Herr Muller he has taken up residence in an abandoned manor on the border of Sylvania… Baldenhof Manor. The famed ruins of Baldenhof Manor are said to hold secrets, magical treasures, and gold beyond imagining. These rumored resources have attracted every aspiring lord for a hundred leagues. That’s where you come in. Lead your small cadre into Baldenhof Manor, vanquish the necromancer, and fulfill your destiny. However… it won’t be easy! The forest surrounding the manor is fraught with vicious swarms of bats, ghouls lurk the manor grounds, and Anton Muller skulks about his tower prepared to rain death upon his foes. However, none of these compares to the ultimate danger… the would-be lords, generals, and warmasters also vying for Baldenhof Manor.
Warhammer Fantasy Gaming Event

Starts at Noon on Saturday, October 31st, 2009
How to enter: To be eligible for Confrontation at Baldenhof Manor simply purchase $30 dollars or more in Warhammer Fantasy merchandise within the month of October and sign up.
Rules: Bring a 500 point Warhammer Fantasy army, all current lists with army books are legal. You may not include special characters or proxies of any kind in your army list. All miniatures must be painted and based.

PRIZES:

Master of Baldenhof Manor- The general whose unit occupies the necromancer's tower by the end of the 7th turn receives their choice of a Warhammer boxset or blister pack worth up to $35.
Master of the Brush- Each contestant may enter one miniature to be judged by the Phantom staff. The winner receives a the new Warhammer Basing Kit

this event is "all treats, no tricks" casual-fun-style!


EVEN MORE DETAILS!


Army Composition: 500 point force.

No special characters and no proxies. All models must be painted and based.

Victory Conditions: The army occupying the necromancer's tower at the end of 7 turns is the victor.

(Tips: Only infantry units may occupy buildings. For guidelines on entering and defending buildings see the building section in the Warhammer rule book.)

Special Rules: Initiative: In the mad melee surrounding the Manor it is impossible to determine how who will surge toward victory. Each round initiative is determined by dealing out playing cards. Highest value card goes first. Ties go in suite order (hearts, diamonds, clubs, spades). The joker is wild (the joker can chose to go anywhere in the initiative order he choses except during another players turn)! Combat is resolved after all movement, shooting, and magic.

Necromancer and his minions- The necromancer is not unprepared... Scattered across the battlefield, his minions lurk. They will attack the nearest unit to them unless they are controlled...

Warpstone- Scattered across the battlefield are warpstone tokens. Any unit moving over a warpstone token may chose to pick it up as part of his movement. Routing or destroyed units drop their tokens and they may immediately be picked up by the winning unit. In the case of multiple units the units dice of for each token. From turn 2 on, the player controlling the most warpstone tokens may control the necromancers minions. The necromancers minions always take their turn after all players.


take a look at some of the terrain made for this event!!!