Book Game: Warhammer The Old World 1250
Data source:
ChampionsHub
Krakowskie Stowarzyszenie Graczy Gier Bitewnych "Smoki Południa" zaprasza na turniej Warhammer The Old World.
Data: Niedziela 29.03.2026
Miejsce: Międzynarodowe Centrum Targowo-Kongresowe EXPO Kraków
Galicyjska 9, 31-586 Kraków
Start: 10:30
Sędzia: Radosław Świąder
Rozgrywka: 2 bitwy po 150 min + czas na dokończenie tury
Format: 1250 pkt
Limit miejsc: 20
Harmonogram turnieju:
10:00 Otwarcie Book Game
10:30 - 13:00 Pierwsza gra
13:00 - 14:00 Przerwa
14:00 - 16:30 Druga gra
16:30 - 16:50 Wyniki
Informacje:
Zgłoszenie wraz z rozpiską należy do 26.03 (czwartek) wgrać na platformę ChampionsHubb:
Warunkiem wzięcia udziału w turnieju jest zakupienie odpowiedniego biletu na wydarzenie Book Game poprzez platformę Eventim.
Wpłata wpisowego jest bezzwrotna.
*Pierwszeństwo zapisów mają członkowie stowarzyszenia.
Przygotowanie armii na turniej ⚔️
● Format punktowy to 1250 pkt.
● Kompozycja armii: Grand Melee + Combined Arms
● W tym turnieju możecie korzystać z zasad armii wydanych:
- w podręcznikach armijnych: The Old World Ravening Hordes, The Old World Forces of Fantasy;
- w wydanych obecnie podręcznikach Arcane Journal;
- w zasadach The Old World Legends / Renegades Legacy Pack
● Dopuszczone są jednostki Mercenaries
● Dopuszczeni są wszyscy bohaterowie specjalni.
Punktacja turniejowa
● Gracze otrzymują Punkty Turniejowe w zależności od różnicy uzyskanych (punkty uzyskane z rozegranego scenariusza) na zakończenie meczu zgodnie z tabelą:
0-125 VP -> 10-10 Punktów Turniejowych
126-250 VP -> 11-9 Punktów Turniejowych
251-375 VP -> 12-8 Punktów Turniejowych
376-500 VP -> 13-7 Punktów Turniejowych
501-625 VP -> 14-6 Punktów Turniejowych
626-750 VP -> 15-5 Punktów Turniejowych
751-875 VP -> 16-4 Punktów Turniejowych
876-1000 VP -> 17-3 Punktów Turniejowych
1001-1125VP -> 18-2 Punktów Turniejowych
1126-1250VP -> 19-1 Punktów Turniejowych
1251+ VP -> 20-0 Punktów Turniejowych
● O miejscu w klasyfikacji końcowej decydują w pierwszej kolejności zgromadzone przez gracza Punkty Turniejowe, później Victory Points, następnie punkty trzeciorzędowe.
● Podczas tego turnieju wszystkie rozgrywki prowadzone będą zgodnie z aktualnymi zasadami gry Warhammer: The Old World opisanymi w podręczniku głównym, z dodatkowymi wpisami z podręczników armijnych, oraz aktualnymi dokumentami FAQ.
Pierwsza Gra: Encirclement

Game Length: Break Point
An army's break point is equal to a quarter (25%) of the total Unit Strength of the army at the beginning of the game. To calculate the break point of your army, add together the Unit Strength of every unit (including characters) in your muster list and divide that total by four, rounding fractions down.
If, at the beginning of any Start of Turn sub-phase, the remaining Unit Strength
of either army has fallen below its break point, that army is considered to have been 'Broken' At this point, the game ends as models begin to flee, crumble to dust, dematerialise and so forth.
If, at the beginning of any Start of Turn sub-phase, both armies have fallen beneath their break point, the game will end and Victory Points will be totalled as normal. However, as both armies have suffered such terrible losses, a Marginal Victory (14-6) is the best result either player can achieve, and a Marginal Loss (6-14) is the worst result a player can achieve.
Secondary Objectives
Strategic Locations (4)

At the end of each turn, an objective marker can be controlled by a single Core unit that is within 6" of it, that has a Unit Strength of 10 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 6" of an objective marker, the closest unit controls it. If two or more eligible units are equally close to an objective marker, the unit with the higher Unit Strength controls it. However, if two or more eligible enemy units are equally close to an objective marker and both have the same Unit Strength, the objective marker is 'contested' and neither unit controls it.
Victory Points: For each objective marker a player controls at the end of each player's turn, they win a bonus of 30 Victory Points.
Druga Gra: A Chance Encounter

Game Length: 6 turns
Deployment
Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A1, A2, B1 or B2), as shown on the map below. If the winner of the roll-off selects a deployment zone marked 'A', then their opponent will use the opposite deployment zone, also marked 'A' If the winner of the roll-off selects a deployment zone marked 'B', then their opponent will use the opposite deployment zone, also marked 'B'. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method.
Secondary Objectives
Special Feature: A special feature must be placed in the centre of the battlefield.
Controlling A Special Feature
During each Start of Turn sub-phase, a special feature can be controlled by a single Core unit that is within 6" of it, that has a Unit Strength of 10 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 6" of a special feature, the closest unit controls it. If two or more eligible units are equally close to a special feature, the unit with the higher Unit Strength controls it. However, if two or more eligible enemy units are equally close to a special feature and both have the same Unit Strength, the special feature is 'contested' and neither unit controls it.
Victory Points: Controlling an important landmark is a significant achievement. To represent this, if either player controls a special feature at the end of the battle, they win a bonus of 200 VP.
Unusual Properties
Special features are possessed of ever-changing and highly unusual properties. During any Start of Turn sub-phase in which a unit is determined to be in control of a special feature, that unit's controlling player rolls on the table below to determine the special features current unusual property. The controlling unit benefits from that unusual property until the end of that turn:
Unusual Properties Table
D6 Unusual Property
1-2
A Tingle in the Air: The air around the special feature tingles strangely, and those that stand too close report of a funny taste in their mouths.
Whilst a unit controls this special feature, it gains Magic Resistance (-3).
3-4
Honour Thy Forebears: Filled with a sense of righteous pride by the sight of this special feature, those that control it will defend it vigorously. Whilst a unit controls this special feature, it gains the Hatred (all enemies) special rule.
5-6
An Inspirational Sight: The special feature fills all who look upon it with courage and inspires them to ever greater acts of bravery. Whilst a unit controls this special feature, it gains the Unbreakable special rule.
Results
| Place | Player | Army | Points | W | D | L |
|---|---|---|---|---|---|---|
| emoji_events1 | Czerwona Ręka Brionne | Beastmen Brayherds | 33 | 2 | 0 | 0 |
| 2 | makelele | Lizardmen | 32 | 2 | 0 | 0 |
| 3 | Farkor | Vampire Counts | 24 | 1 | 0 | 1 |
| 4 | zerki | Beastmen Brayherds | 24 | 1 | 0 | 1 |
| 5 | Leesu | Lizardmen | 21 | 1 | 1 | 0 |
