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EuroGT XIIIEuroGT XIII: MetaGame Rules - Basic RulesSubmitted by Arjan (the othe... on 19 October, 2006 - 16:37.
Before we come to the rules as such I will show you typical round of the EuroGT game. First all armies and their leaders gather( means you and your buddies huddle up) ( categories: )
IntroductionSubmitted by Arjan (the othe... on 19 October, 2006 - 16:27.
After 7 years and 12 EuroGt we finally approach the mystical 13. As every year there will be minor rule changes but the core of the rules will stay the same. ( categories: )
EuroGT 20072007 Apr 13 - 11:00 2007 Apr 15 - 19:00 Etc/GMT Description: EuroGT XIII MetaGame Rules - MordheimSubmitted by Arjan (the othe... on 23 October, 2006 - 20:09.
Note: no Mercenaries are allowed and no more than 50% of your warband can have ranged weapons. Official ( categories: )
EuroGT XIII MetaGame Rules - WarmasterSubmitted by Arjan (the othe... on 23 October, 2006 - 20:08.
Warmaster Army lists Note: WM Armies HAVE to be painted Missions to be played: Pitched battle 1600 vs 1600 pts pitched battle King of the Hill ( categories: )
EuroGT XIII MetaGame Rules - WHFBSubmitted by Arjan (the othe... on 23 October, 2006 - 20:08.
Army composition: 1999 pts army. Divide your Army in 3 Banners 666. In each Banner you need to have ONE character. In each Banner you are allowed ONE Warmachine. (yes ratling guns warpfirethrower are warmachines). Leeway of 10% is acceptable no Dragons ( categories: )
Rules and MiniaturesSubmitted by Arjan (the othe... on 19 October, 2006 - 16:44.
The Systems, Miniatures etc We use Games Workshops WHFB, WM and MHrules as basics. Although we really like the rules we do allow miniatures of other companies as well. But be aware that it has to be clear which mini you want to represent with your alternative. So an ork shoud be still an ork.. ( categories: )
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