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U.S. Age of Sigmar Community Group Mission Statement

“Our Mission is to facilitate the growth of the Age of Sigmar Community within the U.S. through
a unified voice while promoting each region's own style of play.
Simply put, Unifying without Homogenizing.”

The U.S. is a fractured community simply due to the fact of distance. Each of us wants to see
our communities grow and by keeping an open dialogue with one another we can help make
sure the messages being put out are coming from a more unified structure than before.

While unifying will go a long way in facilitating the growth we all want to see we do not want to
let go of one of our strongest asset in that each region has a different approach to how they play
this game. It sounds challenging, but I feel we can all promote our differences while creating a
strong unified U.S. Scene where the basic game of Age of Sigmar is what we are all playing.

With the many talents working together we to help the Warhammer Age of Sigmar grow beyond
where we were in the past and were we currently are as a whole.

~U.S. Age of Sigmar Community Group


Table of Contents

 Pack Statement/How to Use this Document

 Social Interaction and Community Growth Module

 Player Responsibility Module

 Choosing a Venue Module

 Terrain Module

 Painting Module

 Narrative Module

 Scenario Selection Module

 House Ruling Module

 Sportsmanship Module

 Scoring Module

 References and Sources Module

 Pack Credits and Contributors


U.S. Age of Sigmar Modular Community Pack
Purpose of the Modular Pack
The purpose of this modular pack is to present a three tiered focus of Local, Regional, and
National gaming with Warhammer Age of Sigmar within the United States of America. The US
Community team wanted to create and put out a comprehensive pack to help the US scene
specifically.

The largest challenge faced by growing Age of Sigmar Communities in the US is the large
distances between groups, cities, and events and there is a distinct feeling of three levels that
are generally defined below.

The pack will be a “living document” that will be maintained by members of the U.S. AoS
Community as the community and game as a whole grow and change. Modules will be updated
as needed and over time Modules can be added or removed as needed.

You can reach the U.S. AoS Community Group through our email for any questions and
comments. usaoscommunity@gmail.com

Local: Gaming clubs, FLGS game nights, 1 day events with small player count
Regional: 1 day events with large player count, 2 day events, and Grand Tournaments
National: Destination events (Las Vegas Open, Adepticon, Nova Open)

How to use this Modular Pack


The pack is broken down into different modules such as Painting, Sportsmanship, Scenario
Choices, etc… which are broken down, generally, into the three tiers (Local, Regional, and
National). We encourage you to take the modules that represent the needs as well as the level
at which you require to create your pack (and or club manifesto). While you may be considered
a local level for parts you might be considered Regional or Nation in select parts.

Example: You may be a local club of 6 friends playing casual games in a Friendly
Local Game Store (FLGS) so you utilize the local level for most modules, but you may all
require fully painted armies in your games which is representative of a Regional or National
level from the painting module and you are free to mix and max as you see the need.

The hope is to allow clubs across to the US to see what the next level of play is and grow
toward that level (if that is the desire) while connecting each level of play to one another and
creating a basic concept of what each level of play represents and expects.

V 1.0
Social Interaction and Community Growth

Social Interaction
Warhammer Age of Sigmar is a Social activity being played among two or more players.
Connecting with the Community and meeting new players is what really drives people who play.
Attending an event at any level of play (Local, Regional, and National) is an excellent way to
connect to communities across the country. We all have a shared common interest with
Warhammer Age of Sigmar and it is easy to take that commonality to enjoy anywhere from a
two hour game at the table to lifelong friendships.

Local:
Your Local Community will often be the group you spend the most time with as you play games,
run events, hobby together, and possibly travel together to larger events. As you do travel your
local group is a great support base to cheer one another on during events. It is easy to get
comfortable with your group, which is all well and good, but stepping outside your group to the
different levels is the best way to grow as a hobbyist and get to know more people.

Regional:
Your Regional Community will often consist of multiple Local groups within a larger, but often
drivable distance. Clubs can vary between Narrative, Competitive, Hobby Focused, or casual in
their style. It is a good idea to know the type of community each on is if you plan to attend an
event they might be running. If there is a Regional Event ebing run to draw mattendace from
the smaller groups it is important to be clear on the type of event and its goals so everyone
knows what to expect and what to bring. These Regional Events are great ways to meet new
players and experience different community “Meta’s” that form within each player’s local group.

National:
The National Community includes every Age of Sigmar player within the U.S.A. whether no
matter what level of play they are currently participating. Often times we see the U.S.A. split
into its five, sometimes six, Regional sections. However, this is looking at the Regional level
only and not how the Regions interact to form our National Community. While it is important to
maintain our Regional styles to keep our community Diverse and fun working toward a unified
National Community is a way for us to take the game to broader awareness and attract more
players. Getting to know players from across the nation is very fulfilling to your hobby overall
and seeing what makes us all different, region to region, can help gives us ideas to take back to
our regional or local communities. “Unifying without Homogenizing” should be the goal for the
National Age of Sigmar Community. Maintaining our Regional identities while working toward
the overall growth of our Community and growth of Age of Sigmar.

V 1.0
Community Growth
While the social interaction is a natural and known part of Warhammer Age of Sigmar growing
the community might not be as well known, but it is just as essential. Each level of play has its
own challenges in community growth with local being a foundation for Regional and National to
build upon. As the smaller levels grow they feed to the larger levels attracting more players to
the larger events. This is very likely to grow awareness of Warhammer Age of Sigmar allowing
the smaller levels of play to begin growing quicker and with more ease. Each level of play will
naturally help the other levels grow their communities.

Local:
Growing your local community is reliant primarily on word of mouth. Hanging up flyers for
upcoming club days and events is a great way to begin spreading the word. Stop in at hobby
stores and Friendly Local Game Stores and ask if they have a spot you can post flyers. Offer to
run some club days or events at their location as well. Libraries, Schools, Colleges, and Local
Community Boards are also great places to help draw attention.

When traveling to surrounding Friendly Local Game Stores be sure to ask if there are any
gamers that play regularly and try to show up around that time to meet them and talk up your
local club community to invite them to join.

Great ways to get the ball rolling at this level include organizing hobby days, where people can
come in and assemble and paint their miniatures together. Another successful tactic is to
organize and run leagues where you emphasize both the hobby aspect of the game as well as
friendly competition. Leagues help to build community and establish a given day for people to
come together, play and have fun enjoying the hobby and one another’s company. Lastly,
monthly RTTs (an old term of what was called Rogue Trader Tournaments but now generally
means a 1 day, 3 round tournament) are another great way to build community and give
milestones for people to look forward to. These are often held at local game stores and you will
find that if you offer to run them, game store owners are often happy to have the help as they’re
quite busy with the responsibility of running the store. If you do a good job and ask nicely, you
will often be rewarded with store credit or a discount on products you buy at the location.

Facebook Groups are a great way to give your community a central hub and contact point to
see future events as well as a safe way to leave contact information with potential new
members.

It is important to moderate these groups to avoid them devolving into discussion areas for non-
gaming related topics. We suggest avoiding a draconian policy but to simply keep conversations
on topic and to avoid topics that can be inflammatory. This helps to keep your group relatively
welcoming and creates an environment conducive to growing a local gaming community.

V 1.0
Regional:
Connecting a surrounding areas local communities is the best way to begin forming a regional
community where multiple clubs can interact and begin participating at each other’s events.
Two potential ways to grow regionally is to either have a central location for every club to be
able to interact through or by having club members join the groups or central location of
communication for other clubs to help blend the groups together while still allowing each club to
maintain their individual presence.

There are plenty of ways to help continue using word of mouth as well by reaching out to
various podcasts and Youtube channels that might be near your region and ask if they can give
you a shout out on their next episode. More often than not they are happy to oblige if able.

It is not a bad idea to offer your assistance running a National level event to get a feel for the
responsibility and attention it requires. Often by doing so the T.O. or Event Organizer might be
willing to call out your Regional event to help it grow into the next year. This also helps to build
recognition for your event as well as forming relationships with teams that have done what you
are planning on doing, providing you access to all of the experience they have gained to help
you grow your event efficiently.

National:
Growing at the National level can be a challenge as being the highest level of play you are often
already reaching out to every channel possible and have a dedicated website as well as other
Social Media aspects. It is likely that Games Workshop is also helping spread the word to help
the games grow. A way to grow at this level is to focus on running the best event possible to
grow awareness of Warhammer Age of Sigmar so Local groups have a better chance to thrive
which will help reinforce Regional groups which will help the National community.

At this stage brand management becomes very important and so long as you continue to
produce a quality event and take care of your attendees your momentum will carry you forward.
Assembling a dedicated and qualified team to work at least part time on your event year round
is necessary once you hit a certain scale and as such becomes more and more demanding of
your time. Give thought to whether or not you are ready to take on this level of commitment as if
you are not ready, your event will suffer and the play experience for your attendees will be
subpar which is unfair to them as they also make a lot of sacrifices to attend the event in
regards to money spent, time invested into their army, time away from families and jobs, etc.

V 1.0
Player Responsibility
Players across all levels (Local, Regional, and National) have certain responsibilities when
showing up to play at an event or club day. Most of the responsibilities will remain the same
across all levels of play, but additional requirements may appear as you go from Local to
Regional and from Regional to National. While some responsibilities will be dependent on the
type of event the following can give a generalized idea of what to expect at each level of play.

Above all players should come with a positive attitude and willingness to play.

Basic Tools to bring to an event

Local:
Dice
Army
Tape Measure
Rules/Warscrolls

Regional:
Dice
Army (Painted to event requirements)
Tape Measure
Rules/Warscrolls
Printed List (Varies between events)
Display Board (Event dependent)*

National:
Dice
Army (Painted to event requirements)
Tape Measure
Rules/Warscrolls
Printed Lists (Varies between events)
Display Board (Event dependent)*
Copy of Event Pack (Often provided at Registration)

V 1.0
Basic Rules to abide by as a player:
1. Show up a bit early for event registration and well before the first round of play.
2. If you have any questions prior to an event ask the T.O. or contact person. For example
it is a good idea to ask if food and drink will be allowed in the hall and event.
3. If you decide to drop from an event reach out to the T.O. so they can adjust accordingly.
4. Be ready to explain any heavily converted models to your opponent, if possible a small
reference guide could be created.
5. Have a quick method (Tray, Display, etc…) to move your army from one table to the next
6. Have an understanding of your army and list to keep the game moving and enjoyable.
You do not need to give away all of your ploys, but be able to explain the intent of your
army to your opponents.
7. Check your list multiple times for any errors in points, requirements, etc...Before you
submit it or bring it to an event to prevent and issues.
8. Sometimes games might run long and you will have little time between rounds and it is a
good idea to have bottles of water and snacks on hand.
9. Understand the event you are attending and its intent. If it is unclear reach out to the
event staff to clarify. Is the event competitive or narrative, etc…?
10. Read the event pack as it often will explain any questions.

* Note on Display Boards at Events:


You might find yourself traveling to an event by Plane or other means that would
prevent you from being able to bring a Display Board. Be sure to look at the event pack or
reach out to the event staff to see what, if any, effect it could have on your placings in the event.
Sometimes a Display board might help you earn painting points (Soft Scores), but it is possible
to earn those missing points elsewhere and you can forgo the stress of transporting a fragile
board. It is better to plan ahead then be surprised at an event.

V 1.0
Choosing a Venue Module

Choosing a venue can be a daunting task and is one of the biggest decisions you face. Below
are some suggestions in selecting a venue at all three levels (Local, Regional, and National).
When setting up a venue be sure to look around and compare locations while keeping in mind
you needs of size, accessibility, nearby food, and storage potential.

Local:
Local Clubs and groups have the freedom to play almost anywhere due to the smaller size and
more casual dynamic. At this level it is best to find a free venue and try to establish a set
meeting time/day.
● FLGS (Friendly Local Game Stores)
● Church Hall
● Volunteer Fire Hall
● Garage/Basement/House
● Library
● Local Community Center
● Local School Club
● Fraternal organization hall (Masons, Elks, VFW etc)

Regional:
Regional events look to draw mainly on a local community, but also branch out to a broader
community (usually within a few states) so it is good to keep in mind people will need nearby
places to stay and eat. It is a good idea to find an already existing convention to connect with
and run your event as part of the convention itself. Regional events can typically be viewed as
an event that is trying to grow into a National Event.
● Small to Medium Hotel
● Volunteer fire hall
● YMCA
● Rentable meeting boardrooms
● Local/Regional Pre Existing Event (friendly toward Tabletop Gaming)

National:
National events are destination events and will be focused on a large variety of systems and
events. There are a few existing events, but we present this option so everyone can see what
to expect at this level. Typically National events are held around the same time each year for
travel planning.
● Large Hotel
● Convention center
● Regional/National Pre Existing Event (friendly toward Tabletop Gaming)

V 1.0
Basic Rules to follow when looking for your venue:
1. Examine as many options as possible.
2. Make sure your event or club fees covers a cost that may be incurred for use of the
venue.
3. Know the rules of the venue and be sure to enforce them during your event.
4. Some venues, especially at a local level, might have set times for when you can get in
and when you need to be out. Be sure to keep to these times so you are welcome back.
5. Clean up after you are done to make it seem as if you were not there.
6. Ask for feedback on the venue in order to improve it for next time.

V 1.0
Terrain Module
To play Age of Sigmar across all levels (Local, Regional, National) you will always needs some
form of Terrain and table space. Terrain plays just as important of a role in Age of Sigmar
games as you and your opponent’s armies. Terrain can be a simple as a stack of books and
Empty cans to begin or be pieces of art themselves to help create fantastic games.

While we have split up the Terrain needs into the three levels of play (Local, Regional, National)
it should not be viewed as the standard. It is best to play Age of Sigmar with lots of Terrain
including those that can block Line of Sight to enemy models. The Basic rules for Age of
Sigmar rules suggest 2 to 4 pieces of Terrain in each 2’x2’ section.

Terrain Needs: *
Local:
● Any Size Table Space (Kitchen Table, marked out floor etc…).
● Terrain can be books, cans, or anything you have laying around.

Regional:
● 4x6 table with colored fabric (felt or any other simple fabric).
● 6-10 pieces of terrain per table (minimal hills and preferably painted).

National:
● 4x6 table with high quality fabric or modern gaming mat.
● 8-12 pieces of terrain (minimal hills and painted).

* This is a basic guide to the Terrain needs at all three levels. As communities
grow at all levels it is likely that these needs are not being met due to time or monetary
constraints. This is not a bad thing as community growth is always great, but the
community grows so does its needs and we must constantly work improve, such as
adding more terrain as more tables are added to events.

V 1.0
Types of Terrain:
Age of Sigmar has various types of Terrain for use in games. Some Terrain kits have special
rules that allow players to summon the piece during the game or they may specific rules that
interact with units during the game. Within the basic rules of Age of Sigmar are also special
rules that can be added to any piece of Terrain that may cause advantages or disadvantages. It
is also stated that terrain will infer a +1 to armor saves for units wholly within a piece of terrain
(except to Behemoths or charging units).

Terrain can also be simplified down to two basic forms listed below with a brief explanation of its
meaning and use. These basic definitions do not account for additional rules already applied to
a piece of Terrain either by Warscroll or Basic Rules.
● Area Terrain - Terrain with larger footprints (Width) able to hold entire units to infer a +1
to Armor Save to one or multiple units.
● Line of Sight Blocking (LoS) Terrain - Terrain with taller profiles (Height) able to block the
direct view from a model attempting to shoot another model. Size on height can vary to
block various sizes of models.

Terrain can often blur the lines between Area and LoS, but by having a variety of Heights and
Widths of Terrain on a single table can offer both players advantages and disadvantages
despite the style of army and/or list being run.

Terrain Balance and Saturation:


To offer the best chance of a fair and balanced game it is best to “balance” terrain across the
board as if in a mirror image using a proper saturation across the entire board so there is
enough Terrain to be effective, but not so much that the game is unplayable. When placing
Terrain on a table it important to consider how the flow of a game may be directed by the
Terrains placement. Players may be able to hide behind Terrain creating lanes of movement or
move through the terrain offering +1 to their armor saves. You may decide to have larger open
spaces on the board for combat or you might decide limit these spaces.

Be mindful to think about where objectives will be placed based on the selected scenario(s). It
is possible to lay out Terrain on the table with the perception that it is balanced, but after placing
objective markers one player may have a distinct advantage over the other due to +1 Armor
saves or being able to hide easily from missile weapons. Terrain placement can dictate the
outcome of a game early on if it is imbalanced. Sometimes, such as narrative events the
imbalance may be on purpose, for example a Siege Battle would have an imbalance to properly
display the theme of the battle.

V 1.0
Planning out how to win a Scenario is key to becoming a great Age of Sigmar player, but we
often view Scenarios without the idea of Terrain, which drastically alters any plan we may have
prior to any game.

Scenario Example: *
*Displayed without and with Terrain to display Saturation concept

V 1.0
Painting Module
Painting Standards
Goal of this Module
The goal of this module is to provide Tournament Organizers a set of flexible rules for paint
judging and hobby standards in your tournaments, no matter their size. This module contains 3
different main systems of paint standards and judging, each of which contains subsystems that
can be employed or abstained, as appropriate for your event. Painting and fully painted armies
should be an assumed standard of hobby events, but they should not be a barrier to new
players entering, especially in small local tournaments that could be a new player’s first
experience outside of their own basement or garage.

Three Systems
1. Basic System (Local Level*): Utilized in smaller events, events with TO’s who are
unfamiliar with paint judging, or for highly competitive events that want a solid standard
of hobby at the event without it being a core component of the overall event.
2. Enhanced System (Regional Level*): Utilized by medium scale events, events where
TOs want to recognize those who go above and beyond without it being the focus of the
event or in events where time for full judging is not available due to limited staff.
3. Full System (National Level*): Utilized by large scale events, events where the TOs
want to truly recognize the efforts of those who have invested great love into the hobby,
hobby/painting focused tourneys or tourneys where experienced paint judges are
available.
*While the three levels correlate generally with the three systems presented
the level and system you use is determined by your event and/or club

V 1.0
Basic System
The goal of the basic system is to deliver a simple set of rules and expectations that can be
included into a tournament pack to communicate to players the standards of hobby/paint at the
event. This system requires the smallest amount of overall effort from the TO, making it great for
smaller events, events where TO/volunteer presence is limited or simply events that want to
focus on the more competitive elements of the hobby.

Rules
● All figures included in the army are expected to be painted.
● Painted is understood as all areas of the model having some paint applied and at least 3
colors being used on the model.
● All models are based on appropriate round bases with some sort of basing element
applied (i.e. the bases are not bare plastic or MDF).

Judging
● The TO does not score any army.
● All players are provided with a slip that includes “Player Name” and “Army.” Each player
completes this slip with their favorite army by the beginning of Round 5. The TO may
also complete one of these slips and/or break any final ties.
● The winner of Best Hobbyist/Painted is that player that receives the most votes.
● All armies are expected to be left to be viewed on tables in between rounds for other
players to review.

Scoring
● Option 1: The Paint does not add points into the Overall score, the expectations are
simply set as a minimum entry. If they are not met (i.e. the player has unpainted/based
models), then the player is penalized some number of points (usually equal to a minor
victory).
● Option 2: The paint score adds to the overall score, but in a set amount through a self-
completed checklist. The checklist should be simple (see Appendix A for an example).
The TO verifies the checklists between rounds and asks the players is there are any
discrepancies. The checklist measures only that the basic items are completed (Minor
Victory of points) and the extra’s (such as converting/freehand, etc.) in combination are
worth the delta to increase the total points to a Major Victory.

V 1.0
Options
This method has several ways it can be tailored to fit your event.
1. Unpainted Model Allowance: For small/newbie focused events, especially at local
stores or as part of slow grow leagues may allow some number of unpainted units in the
army. For example – if the tourney were a 2k tourney taking place during a slow grow
where people were up to roughly 1000 points, then the players may be allowed to have
up to ½ of the models in their army unpainted or something similar that creates
allowances for players who are still building their forces (especially if it is their first army).
2. Honorable Mentions: If you want to recognize more than one hobbyist as non-trophy
honorable mention, then include a ranked voting system. Each voting slip has a choice
for favorite, 2nd favorite and 3rd favorite. These are then worth 3, 2 and 1 points
respectively. The ranked voting system allows for more recognition and finer definition
within the outcomes for people to recognize multiple armies they enjoyed for different
reasons. Alternatively, you could also include a separate favorite category – i.e. Favorite
Army and Favorite Narrative, recognizing those hobbyists who may not be the most
advanced painters, but whom have invested larger amounts of time into the total
narrative of their army through clever conversions, expansive display boards, etc.

Enhanced System
This system is best employed when the TO wants to recognize those who go above and beyond
with the hobby, but may not have the available staff or expertise to do full scale paint judging at
the individual model level. This system provides for both recognition of the hobbyist and makes
it a part of the event, while still allowing those who are not hobby focused to participate without
being handicapped in any way.

Rules
● All figures included in the army are expected to be painted.
● Painted is understood as all areas of the model having some paint applied and at least 3
colors being used on the model.
● All models are based on appropriate round bases with some sort of basing element
applied (i.e. the bases are not bare plastic or MDF).

Judging
● The TO(s) review all armies after round 1 and select a series of finalists. These armies
are then moved to a separate areas or marked as finalists.
● All players are provided with a slip that includes “Player Name” and “Army.” Each player
completes this slip with their favorite army by the beginning of Round 5 from amongst
the finalists. The TO may also complete one of these slips and/or break any final ties.
● The winner of Best Hobbyist/Painted is that player that receives the most votes.
● The Finalist armies are expected to be left on tables between rounds for all players to
review.

V 1.0
Scoring
● Option 1: The paint score adds to the overall score, but in a set amount through a self-
completed checklist. The checklist should be simple (see Appendix A for an example).
The TO verifies the checklists between rounds and asks the players is there are any
discrepancies. The checklist measures only that the basic items are completed (Minor
Victory of points) and the extra’s (such as converting/freehand, etc.) in combination are
worth the delta to increase the total points to a Major Victory.
● Option 2: The TO(s) review all armies selected as finalists and provide a simple score of
1-5. This is then added (either directly or through a small multiplier such as times 2) to
the overall score of the player. This means that those hobbyists selected as finalists
receive roughly ½ a minor victory worth of points or a minor victory of points as
recognition of their efforts.
● Option 3: The player(s) that receive the most votes (i.e. Top 1, 2 or 3) receive an extra
amount of points ranging from a Minor Victory for the top vote winner to ½ a minor
victory for the 2nd or 3rd place overall vote recipient.
● NOTE: The more Hobby Related points that are awarded from the options above, which
may be used in concert, the more hobby focused the event will become. If Hobby Points
can be accumulated equal to at least a Major Victory, this will have a material effect on
the overall tone and expectations of the players coming to your event.

Options
This method has several ways it can be tailored to fit your event.
1. Honorable Mentions: If you want to recognize more than one hobbyist as non-trophy
honorable mention, then include a ranked voting system. Each voting slip has a choice
for favorite, 2nd favorite and 3rd favorite. These are then worth 3, 2 and 1 points
respectively. The ranked voting system allows for more recognition and finer definition
within the outcomes for people to recognize multiple armies they enjoyed for different
reasons. Alternatively, you could also include a separate favorite category – i.e. Favorite
Army and Favorite Narrative, recognizing those hobbyists who may not be the most
advanced painters, but whom have invested larger amounts of time into the total
narrative of their army through clever conversions, expansive display boards, etc.
2. Judge Evaluation: Instead of player votes determining the outcome, the a Judge/TO
can evaluate the armies selected as finalists in more detail and decide on winners. This
is only recommended if there is a judge experienced enough to distinguish good
techniques and painting from flashy, “eye-catchers” that do not represent any real skill
differential and that judge has enough time to fully evaluate each force.
3. Best Single Model/Unit: Though judges may not have time to evaluate entire armies,
evaluating individual figures from finalist armies can be a much less time consuming
task. All tourney goers may select a single unit/model from their army and put it forward
for Judge review. This individual model then has its own award/recognition associated to
it at the event. This should generally NOT contribute to overall score.

V 1.0
Full System
The goal of this system is to allow full scale paint judging and recognize those who go well
above and beyond, while still allowing all hobbyists to compete for overall. This system
essentially creates a full painting competition within the tournament. As such, this system is
recommended for larger tourneys, tourneys where you want to encourage an extremely high
hobby standard, or tourneys where experienced artists and painters are available aid with the
judging.

Rules
● All figures included in the army are expected to be painted, if they are not, they are
penalized (see below).
● Painted is understood as all areas of the model having been appropriately painted.
Models should have a mix of colors as appropriate to the model.
● All models are based on appropriate round bases with some sort of basing element
applied (i.e. the bases are not bare plastic or MDF).

Judging
● The TO’s and/or a dedicated group of paint judges review all armies in between round 1
and 2. They are then sorted into 4 categories based on a cursory review and/or a self-
completed checklist.
o The 4 categories are Lead, Bronze, Silver and Gold.
▪ Lead: Lead Armies are armies that contain any unpainted units, units that
are painted with less than 3 colors and/or units that are painted below
standard (i.e. three colors simply airbrushed on without regard to
appropriate colors on the model).
▪ Bronze: Bronze armies are the assumed baseline. All models are painted
to a minimally acceptable standard.
▪ Silver: This category represents armies where the painter has gone
above and beyond the standard and used some advanced techniques.
This is also meant to represent armies with creative conversions or
themes, even if the painting is still at a minimal standard.
▪ Gold: This represents the top 10% of the painted armies at the
competition. This is meant to represent the highest quality armies and the
people that have taken their forces well above and beyond the minimal
expectations. These armies include high levels of painting skill, army-wide
conversions, incredibly executed themes or other striking elements that
separate them from the pack.
● The Gold armies are then judged in detail between rounds 2 and 5. They are reviewed
in detail by the judges using the methodology below.
● All players are provided with a slip that includes “Player Name” and “Army.” Each player
completes this slip with their favorite army by the beginning of Round 5 from amongst
the finalists. The TO may also complete one of these slips and/or break any final ties.

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● The winner of Player Favorite Army is that player that receives the most votes.
● The winner of Best Painted is the army that is selected by the judge as the best painted
army.
● The Finalist armies are expected to be left on tables between rounds for all players to
review.

Scoring
● All armies are scored as below.
o Lead Armies: Lose points equal to a major victory.
o Bronze Armies: Receive no additional points or penalties.
o Silver Armies: Receive additional points equal to a minor victory.
o Gold Armies: Receive bonus points equal to a major victory.

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Paint Judging Methodology
When judging the painting of an army, the following items should be considered when
determining the quality of the work.

Qualitative Evaluation Items


1. Large amounts of tonal variation and contrast.
2. Clean paint application across all miniatures.
3. Advanced techniques such as OSL, Weathering, Battle Damage, Freehand or NMM
4. Large, well-executed conversions
5. An impressive theme that tells a story across the entire army
6. Advanced basing techniques

The following items should generally be disregarded.


1. The army using bright colors (blue, yellow, etc.).
2. The army having a plethora of monsters or large centerpiece models.
3. The army using unusual, exotic or expensive miniatures.

Qualitative Judging Rubric


All armies should be assigned a score of between 1 and 10 in each of the weighted categories
below independently by all judges. The highest cumulative score after weighting is the winner of
the best painted award. These are simply sample weights, they may be adjusted if you would
like to favor other elements in your evaluations.

Judging Criteria Description Weighting


Painting The actual painting of each model 60%
and the quality of the application of
paint.
Creativity The overall creativity of the colors 20%
used, color balance and choice,
conversions, display boards, etc.
Technical The cleanliness of the model 10%
preparation, bases, etc.
Theme/Narrativ The overall narrative and/or theme 10%
e of the army.

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Appendix A: Painting Self-Evaluation Form

________: (Minor Victory) Your army is painted to at least a 3 color standard, paint in the
appropriate places and the use of basic techniques such as shading. All figures are on
appropriate bases with some form of basing element applied.

________: (Major Victory) Your army uses any of the advanced techniques outlined below.
● High contrast blending
● Use of techniques such as OSL, Weathering, Battle Damage, Freehand or Non-Metallic
Metals
● Creative or detailed basing
● Large scale theme that has been implemented across the entire army

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Narrative Module
Narrative games provide unlimited possibilities and do not need to be constrained by matched
play points or rules of one. Crafting a story between two or more players during one or more
linked games in a massive campaign or just replaying a single epic event from the lore can be a
satisfying way to enjoy Warhammer Age of Sigmar. Narrative play is typically universal at the
Local, Regional, and National level but below is some ideas on how to craft a narrative and how
it can come to life on the tabletop, in your hobby and how narrative gaming can be incorporated
at all three levels (Local, Regional, National).

Local:
The easiest way to start a narrative game is with two players talking about what kind of story
they want to tell on the tabletop and set goals for each army. A single-day event could involve
more players involved in a mini campaign or a series of Path to Glory games which each round
increasing the size of each war band and the stakes for the victors.

Talk with the others in your group about what armies they intend to play, how alliances could be
formed, grudges waiting to be resolved between enemies, and be flexible. Designating one
player as a game master to make final judgments for units allowed or not, weave a story around
the different games, and generally set the tone for the day can create a dynamic experience for
the players as well as keeping the game master engaged in all the games.

Time of War rules can be your best tool to create a link between the story of your narrative
event and how the games play out on the tabletop. New special rules for terrain or the specific
realm of the setting could offer some new and unexpected challenges for the players, and they
will likely enjoy adapting to the situation on the table during the event even if you use one of the
traditional battleplans.

Attendance may vary but don’t worry too much about this aspect at the start. A local narrative
event with only a few players can be fun for all involved. Because games don’t necessarily need
to follow a tournament format, a significant number of players to provide a spread of opponents
isn’t required to have fun. A Triumph & Treachery game works well with an odd number of
players, like 3 or 5, and team up an even number of players for a big Coalition of Death game.
The success of a local narrative event is measured by how much fun each player had, not on
how many players show up.

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As your narrative events grow in size it may be a good idea to only allow players that register
ahead of time, and set a cap on attendance that you announce ahead of time. You may want to
require pre-registration, but make it free, encouraging players to think about the background of
the army they want to bring instead of focusing on list building. And a free event without prizes
to hand out at the end helps remind players it’s not a competitive event which requires their
toughest list to win the top prize or trophy. Awards can be simple certificates or simply the public
acknowledgement of a player that created the most interesting back-story or was the most
gracious opponent or brought the best painted models.

And, most important, set the background of the event with a paragraph outlining the story about
to unfold so that players can create stories about their generals and armies that fit into the story
of the event. Describe the crisis or challenge and indicate what could happen overall if certain
objectives are achieved. Leave blank spots in the narrative and places the players can fill in with
the exploits of their heroes and armies during the course of the event. But consider how one
faction, for example, winning might affect the outcome in a different way than another faction
would if it won.

As stated earlier narrative play isn’t always about winning! Consider opportunities for defeated
generals to find lost artefacts or a chance for reinforcements or a new alliance with another
defeated general to rejoin the fight with a second chance.

Regional:
A regional event can be a single day or span a weekend like Holy Havoc or Holy Wars in the
Chicago area. At least one organizer needs to secure the venue, make accommodations for
food/drink, as well as provide tables and terrain for players coming from across a wide region
and driving hours to arrive. This is more involved than getting some friends together at a local
game store or in a garage to play some narrative games, but it can also be a more rewarding
experience. If you have run a local event and feel ready to start your own regional event, you
should talk with some others for advice and help.

Many of the concepts suggested in the local event can apply to a regional event, although there
is more opportunity for a greater variety of Time of War rules, more games, maybe even
planning sessions for teams between rounds.

Each narrative event is different, and rather than provide an outline of how it should be
organized, we recommend you borrow ideas and concepts from other regions but keep in mind
the particular elements which set your region apart from others and look for ways to incorporate
new things into your own regional event. Ask other narrative organizers for help. Narrative
gaming can be as much a collaborative endeavor as it can be a contest between two
opponents. And, in the same way, organizers sharing ideas and tips can help make your event
better than you might be able to achieve alone.

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National:
A narrative event at a National Level is a great way to plan larger games such as a Grand
Narrative that could span two or more smaller narrative events to a larger overarching story for
the span of the National Event. Contact the convention organizers and ask about ways to start
an event which might start with only a few players as a single event but could grow over the
years to a multi-day and multi event Grand Narrative. Tabletop space is at a premium at
National events during Saturday and Sunday as that is typically when the larger events are
being held but you could start with an event that runs on Thursday and Friday on open tables
that might not be used until another event later in the weekend. A Narrative event at the
National level could be the same size as a regional, or even local, event as far as players but
attracts attention and players from across the country. The grand narrative event at NOVA
Open, for example, had fewer players than Holy Havoc, but it was in a venue with dozens of
different games and more than two thousand gamers that may have come across a fantasy
narrative event for the first time.

Global:
While this pack is focused on the three levels of play (Local, Regional, National) within the
U.S.A. there is a global narrative event worth mentioning in its own section. Coalescence was a
Narrative event held on the same day by numerous clubs across the globe with plans to
become a yearly event. Registering for the Coalescence Global Narrative Event is a great way
to run an event, from the local level up. Coalescence is organized by an independent
association of Narrative Event Organizers which provides an easy to use player’s pack which
you can use “out of the box” or modify according to preferences among your own group. Check
out their website for helpful tips, read more about past Coalescence events, or contact other
organizers at https://wearetheneon.com/

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How to handle players bringing Top Tier Lists:
Every narrative event may be challenged by a player bringing a tough and competitive list that
might dominate every game and distract everyone from having fun and sharing stories that
unfold on the tabletop. It’s often easier at the local level to tell your players leave their top tier
tournament army lists at home and consider bringing an army they enjoyed painting but rarely
play. But at larger events it may be necessary to provide some guidelines. Below are just a few
ideas to help.

1. Ask players to consider bringing a low power list.


2. Use a different means of building armies, like the Path to Glory tables, instead of a
maximum point level in matched play.
3. Award players with the lowest mode count or lesser point cost, encouraging players to
bring smaller armies than they would otherwise, or consider a bidding mechanic where
each player has an opportunity to leave off units or models in exchange for earning
special triumphs to use in the game.
4. Over Communicate to your players about what the event is about and the type of lists
everyone should expect to make sure everyone understands the social contract your
event is laying out.

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Scenario Selection Module

Statement of purpose and Introduction


This document is meant to help the prospective tournament organizer (TO) prepare a list of
scenarios for the event they have decided to run using the Age of Sigmar (AoS) rule-set. Most
of these concepts apply equally well to any game, but we shall focus our discussion on AoS.
The choice of scenarios for an event may seem easy at first glance, however, it can also be a
trap. If you choose poorly, or simply default to General’s Handbook (GHB) scenarios, you may
find that your event lacks the flavor that you may have intended.

Considerations for all type of events


Your first consideration should be to determine what the goal of your event is before choosing
scenarios. What are you trying to accomplish running this event? Is your event a strictly beat-
face competition or will you have a narrative event, where the best general will be the person
who accomplishes set goals?
As a general rule, you should ask yourself, what event do you want to run? Ask your players,
what event do they want to be involved in? Running a purely competitive event in an area that
favors narrative play may lead to very low turnout.
Your scenario selection must take these items into account. Consider the following event
types;
Pure competition
These are events designed purely to find the best general on as level a playing field as
possible. In this case, you should consider sticking to the standard GHB or large event (Nova
Open, Adepticon etc.) scenarios and publish them, or a list of them, long before your event.
Players will prepare and be ready on that day to do some serious (but fun) gaming to find the
best general. In this case, your work in minimized, at least in scenario development. Using
established and proven scenarios will likely lead to the event conclusion you have in mind.
Prep for another event
Is your event designed to prepare your players for another, perhaps larger, event? If this is the
case, your scenarios should mirror or resemble the ‘main event’ that you are preparing for. You
may need to reach out to that event’s TO and ask them about using the scenarios beforehand.
If the big event has published their event pack already, you have access to the scenarios
already and can get your players ready by using those.

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If the larger event has not published their scenarios, they may have a reason. Reach out to
the organizers and ask them about it. Get a feel for what they think of your ‘prep’ event. They
may even share their scenarios (or ones like them) with you just for testing and balance
purposes. Just be sure to respect the other event TOs and not distribute the scenarios if they
ask you not to. Collect any printed copies so that they don’t ‘find their way’ to the internet. Ask
your players not to photograph them and be jerks by uploading them.

Narrative competition
If you are doing a narrative style event with linked scenarios, you have probably already
designed your scenarios or at least have a framework down. You still have a few
considerations to think about.
Narrative ‘Fun’
Is your event purely narrative where there is no overall winner or the winner is determined by
achieving a certain set of scripted conditions? In this case, as before, you most likely have
your scenarios already developed. If the event is going to be for the pure fun of it, you should
consider publishing the scenarios. You will also need any house rules that will ensure list
building will mirror the types of games you envision. It will not be fun if one player, unknowingly,
shows up with the ‘perfect’ army for the event while others folded the narrative into their lists.
Pure ‘Fun’
Is your event strictly a fun event, free-form and just play games? In this case, you have many
scenario options, everything is on the table.
- You could publish lists of scenarios and let the players choose one before each game.
- You could have a set list from a source book and play them in an order
- You could limit scenarios to one source (e.g. the Warbeasts Campaign book) and let the
player go through it as they choose.
- You could design your own scenarios and simply have house rules to keep the armies
and players in tune with each other
Testing your scenarios
No matter how you have chosen your scenarios and house rules that they require, testing is
paramount to any successful event. There are so many things that can ruin the player’s
enjoyment that would be found with reasonably thorough playtesting. Of course, you cannot
test every combination of faction and list build, but simply playing through a scenario, published
or created, can reveal a great many things.

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Some things to consider when testing a scenario are;
- Low mobility – Will a slow moving army be unable to complete the objectives?
- Alpha Strikes – Will an army with devastating first turn ability skew the results?
- Recursion – Will a regenerating army cause an issue?
- Turtles – Will an army that can camp on an objective or two ruin your scenario?
Test your scenarios to break them, not to fine tune them. Read the deployment and setup
sections thoroughly and try to find ways to exploit anything that is not crystal clear. Check the
victory conditions and see if there are ways certain factions can exploit the method you have for
scoring.
When testing, you need to have as many people, and as many types of testers as you can
arrange for. If you’re not, by nature, a highly competitive player, you may miss things in the
written scenario. Try to have the guy we all know who is the “power gamer” take a shot at it with
his finely crafted net-list. Seeking out members of the wider AoS community can be a huge help
here. Ask folks on FaceBook groups, or the AoS community sites for help. You’ll be surprised
how many people will help test and develop scenarios, and give great feedback while they do it.
Items like those, and many others can take what looks like a well-balanced scenario and tip it
into the favor of one player/faction and cause a bad experience for the other player(s). You
don’t want your carefully crafted scenario to be ripped apart by a loophole you did not think of.
Scoring
Scoring is addressed in depth in another document, but it should be touched on here as well.
As you decide the format for your event, you will also need to know how you will score it. There
is an entire separate section of this US AoS community pack devoted to Scoring systems.
Please refer to that section for some really great ideas.
If instead, you decide to use an alternate scoring system or add schemes to your event,
ensure that you have a scoresheet for each scenario ready to go in the player pack. One
Scoresheet per scenario for each player will usually suffice. You might consider having a place
for each player to sign the sheet simply for score verification. Even if you use BCP app, you
should have a method to verify scores in the case of contention over the final scores.
Just be sure to spell out in your pack and on the scenario how it will be scored. Consider
showing the scoring section to someone not all that familiar with the game. Many times a
neophyte will ask an obvious question that you overlooked because ‘everyone knows that’.

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Time to complete
Whether your own scenarios or use published ones, you need to know how long the scenarios
take to complete. Obviously, some players will take longer, while others finish in less time.
However, you should have a good idea of the time that each scenario requires to play to a
logical conclusion. This is vitally important for planning your event as a whole. Again, this is
another call to playtest your scenarios!
As a general rule, you should try to have your longer scenarios earlier in the day, if possible.
People will be fresher and more willing to play a longer game. You should also try not to
schedule a scenario with End of Game scoring (i.e. only score points at the end of round 5) just
before lunch. At a recent event a scenario like this was used at the lunch break and the result
was everyone finishing at the same time and caused everyone to hit the lunch line at the same
moment. Needless to say, the lines were long and some event expectations were not met.
In an escalation type environment (500pts, 1000pts, 1500pts then 2000pts) you might want to
add a smaller scenario at the end as ‘wind it all down’ thing. Perhaps even not scoring the last
scenario and calling the last game a 500pt lightning round, just for fun. You could also just have
a skirmish game from the new Skirmish Book. That will give you an hour or so to prep your
awards, fill out any certificate names, discuss any scoring irregularities etc. Giving the players
something to do while the TO(s) are handling the paperwork is a great way to prevent boredom
and yourself from feeling rushed. Making it an optional game means the people who need to
‘hit the road right after’ can pack up and be ready to leave right after the awards are done. (This
trick also works in any format, not just escalation type events.)
Progressive Scoring vs End game Scoring
As you design or choose scenarios for your event, consider how the scoring for the scenario
will affect your outcomes and the time it takes to play the game to a conclusion.
There are generally two broad scoring categories to consider, progressive and end game
scoring. A third system, Hybrid Scoring’ exists that melds the two and is becoming a scenario
writers ‘go-to’ format, as it eliminates the downsides of the other two formats. The merits and
drawbacks of these formats are presented here, but this list is not all-inclusive.
Progressive scoring
Progressive scoring is the standard in most AoS GHB scenarios. Players score some amount
of points each round/turn. This type of scoring is considered more engaging as the players are
challenged to accomplish something each turn. This format also favors defensive/recursive
armies that can take and hold an objective against an onslaught of attackers.
A major drawback to this format, though, is that it requires both players to have the same
number of turns to become fair. If the time runs out at the top of turn four, and the second
player has the slower army, they may not have been in a position to score and might lose simply
due to ‘slow play’. This can be resolved by TOs calling "do not start a new battle round" at a
given interval (usually 15 minutes before the ‘dice down’ time)

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End Game (Tournament) Scoring
End game scoring, sometimes called tournament scoring, requires players to control
something at the end of the game to achieve victory.
This type of scoring is sometimes seen as punishing to armies that are slower to move or do
not have ‘movement shenanigans’ that allow them to reach a distant objective in the time
allotted. It favors a fast moving army that can swarm an objective at the end of the game (or
dice down time)
End game scoring is used in many tournament formats as it is somewhat less prone to a slow
play style. If the time for the end of the round approaches, players can agree to stop the game
at the end of a ‘fair’ number of full turns and score the game. While this is not a perfect solution,
it ensures a modicum balance to the scenario.
Hybrid Scoring
Another often used scoring mechanic is the hybrid version. Players are awarded some Points
each turn but there is also an endgame situation that can be achieved to guarantee a victory.
(E.g. Take and Hold from GHB). This system is increasingly popular because it favors both on-
the-table tactics and strategic choices.
Normally, in a hybrid format, you will have to protect something of yours and take something of
your opponents. This eliminates the disparity between slow moving vs fast moving armies and
also tends to mitigate the incomplete turn problem seen in straight progressive formats. If you
can protect your objective but not make the big attacks, you can ‘fight for the draw’ by hunkering
down and protecting. Or, the player can go for an all-out attack to capture the opposition
objective and try for a big win.
A major consideration, when designing or modifying your own scenarios, is to ensure that
there is a lower limit to the turn that victory can be achieved (GW uses turn 3 as a rule). Without
that stipulation, a fast or alpha strike army will dominate the scenario completely and potentially
cause a negative experience for the other player.
In summary, the scoring system used in your scenarios should be looked at, with both
scheduling of events and player enjoyment in mind.
Publishing the scenarios vs. keeping them secret
The decision to publish scenarios before the event is normally determined by the type of event.
A competitive format that uses GHB missions has no real need to be secretive. A simple
sentence in the player pack will suffice. However, if your event is designed to stress the players
or present a different set of challenges to them, your job becomes harder.
Unpublished scenarios will have drawbacks for players who like to prepare for events. For
many folks, the preparation of a list and refining it before an event is half the fun. Secret
missions can be engaging but can be seen as a tool used to prevent ‘net listing’ and penalize
competitive players.

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For narrative events, it is most often best to not publish scenarios for the exact reasons above.
The players cannot prepare for what will happen to them. They cannot bring the ‘best list for the
event’ and your narrative can unfold in the manner you have in mind.
Either way, the decision has many impacts;

Published Scenarios

 Allows players to fine tune and bring lists formatted for the event
 Allows players to potentially exploit a loophole in a scenario
 Potentially disrupts the ‘fun of discovery’ for homemade scenarios
Unpublished Scenarios

 No prep time for players


 Can be seen as anti-competitive or anti-net-list (though this may be your goal?)
 A player can bring the ‘wrong list’ for the event and get the ‘feel bads’
 You HAVE to make house rules and verbiage in the player pack to help the players
bring the right stuff.
 Preserves the ‘joy of discovery’ in narrative events, but time must be allocated for
sideboards or other systems to make sure the players have the right tools to play the
games.

The decision to publish or not should be carefully considered, as it will have a profound impact
on some players view of and enjoyment of the event as a whole. Whatever course you choose,
be cognizant of how it affects your expected player base. You should consider publishing a
primer or some guidelines for the players to know what to expect. It is near impossible for one
TO or group of TOs to playtest every possible permutation of list and faction in each scenario.
Try to have a good idea of what you expect from your event, so that when you add House
Rules to your pack, you can give your players an idea of what they can expect. (See the US
AoS Community team document on house rules for more great information!)

● For example, if you are going to do a ‘Hero-building’ event (Like RaW 2016) you may
want to add a house rule that limits the number of heroes they can bring to the event. In this
way, the extra hero that comes to the player does not overbalance the game.
● Another example would be an escalation tournament. You might start with a 500 point
force, then game 2 will have 1000pts and so on. In this case, you might want to publish a table
of points and limits to the types of units at each level (Game 1, 500 points, 1 hero, 1 battleline,
and 1 monster. Game 2, 1000 points, 2 heroes, 2 battleline, 2 monsters. Etc.)

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Scenario Resources
The vast array of resources for ready-made scenarios means that you will have a ready
source, almost in a moment’s notice. Unless you are running a completely home-grown
narrative event, you have a huge array of choices. Some of these choices are detailed here;
Generals Handbook
The go-to choice for competitive events. There is no confusion here, just copy and paste into
your event pack and you’re done! Everyone knows these scenarios, lists will be designed for
them, and your event will attract the players that like ‘the norm’. The scenarios have been pre-
play tested, balanced and you can make an easy guesstimate of the time needed for each one.
To add some spice, you can add Schemes or secondary objectives to inject a little spice to the
games to keep everyone involved.
Established events
Copying the scenarios from previously played events such as RAW, SCGT, Acon, Nova etc.
will give you a wealth of scenarios and formats to choose from. Your work load is decreased as
you can query the event TOs and see if they had issues with any of them. You will still need to
playtest them a bit, just to make sure they are still valid for the most current ‘Meta’ conditions,
but by and large, you can just copy and paste again. Be sure to contact the event TOs and ask
if they mind you using their material though. In a majority of cases, you will probably gain a new
friend and get some help with your event as bonus.
AoS Campaign Books
If your goal is a narrative flavored event, the published campaign books from GW are a
supremely useful tool. Be warned though, these scenarios have not had the level of play-testing
that the GHB ones have. You will need to test them to get an idea of balance and time. As a
general caveat, a good number of those scenarios are designed for particular factions and
sometimes even forces. So be wary and test the ones you choose before you commit.
Internet Resources
The internet is your friend. Searching for AoS resources is reasonably easy, and a question or
two on a forum can get you a load of resources. Posting your home designed scenarios to
(Facebook) FB or The Grand Alliance (TGA) community forums is a great way to get feedback
on the design, and maybe a few free play testers before your event. This kind of thing takes
time though, so be sure you start your preparations early.

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Considerations for competitive Scenario Selection
Event type
If your event is a standard competitive event, and your goal is simply to ‘find the best general
on this day’, then the GHB scenarios will provide a solid ground to use and lessen your
workload. You can simply publish the list of scenarios that you will play and the order that they
are in. This will give your players ample time to prepare their lists and prepare tactics and
strategies before your event. A highly competitive event will benefit from this approach.
If you decide that you want to throw a curve at your players and add some flavor to the standard
competitive format, perhaps consider the following;

 Announce that you will roll for the scenario 15-30 minutes prior to the game time.
This prevents the players from preparing standard lists and tactics, but they will still
know what to expect and can prepare themselves.
 Publish more scenarios in your pack than the number that will actually be played.
Let the players know that you will randomly select the scenarios to be played that
day (or days, for multiple day events) prior to the first game. Your players can still
prepare, but the options they have are multiplied. This will promote a more “all-
comers” list format over a beat-face netlist approach. This also requires more work
on your part.
Experience level
For competitive events, you should always consider the experience level of the players at your
event. If your expected crowd is experienced players, you can add twists to the scenarios
reasonably easily. Experienced players are able to ‘roll with the punches’ better than a group of
players that are newer to the game. Also, do not think that you can count on a core group of
very experienced players to shepherd the newer folks through the scenarios. As these things
normally work, the better players filter to the top tables and the less experienced go towards the
middle and low end. The experienced players won’t always be there at the same tables to help.
This is where assistant TOs and ‘ringers’ can come in handy.
If you know your event will have a large number of newer players, or players not used to
competitive events, it’s a good idea to ease them into environment of competitive gaming.
Choosing scenarios that have progressive scoring will keep them involved and not cause a
sudden loss/victory that affects their overall expectations.
Having an idea of your players experience level is not always easy. If many players are
coming from outside your normal group/area, it can be impossible. Try to make sure that you
and your helpers are familiar with your scenarios and can explain any of the ‘hiccups/ that might
arise. This is easy, since you play tested all the scenarios thoroughly, right?

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Player expectations
What do the players want to achieve? This is the question that should be top of mind when
choosing scenarios for a competitive event (or any event, really).
Managing expectations is one of the more important things at a tournament and it can be much
easier if the TO is clear of their intentions to the event. If you advertise your event as “The
Superbowl of AoS" you’re hinting at high levels and tough lists, where as "Holy Wars : Narrative
gaming tournament" could inform players the type of lists they wish to bring, even hard comp or
list restriction. Remember that people see the word 'tournament' and tend to think in a “go hard”
mentality. .
If the players are looking for a beat-face competitive event, and that’s what you advertised,
don’t try to add fluffy narrative scenario elements to the event. That is not what they are at your
event for or even signed up for. Make sure you publish missions that have been thoroughly
tested (hint: GHB) and step back while they have fun.
If you have advertised a competitive event with some ‘flair’, try to ensure that there is not too
much flair. Using Schemes, secondary objectives or alternate scoring methods will add some
flair to the event. If you use too many of these things though, you may find the games getting
bogged down in details and losing flavor of the event.
If you have set up an event to be competitive but completely off the cuff and mysterious, make
sure it is stressed in the pack what the expectations for list building will be. People who play at
a competitive level do not like to find out the day of an event that they brought the ‘wrong’ list.
Familiarity with scenarios
Another consideration for competitive gaming is the familiarity with the scenarios presented.
You can assume that most players, except the very new, will be familiar with the GHB scenarios
and know how to play them and list build for them. If you plan to use home brew scenarios or
another event’s scenarios, make sure you get that info out to your players so they can prepare
somewhat.

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Considerations for Narrative Scenario Selection
Scenario selection for a narrative event can be a far more complex task. If you’re event is all
about a particular narrative event, and you are going to design the scenarios, you have a great
deal of work ahead of you. All of the items discussed previously come into play. You have to
design fair and balanced (Fox news?) scenarios, play test them thoroughly and then present
them in a way your players will enjoy. Hopefully by now, you have enough items in your head to
consider that we will not re-hash them here. What follows will be some general thoughts and
guidelines for a narrative scenario management.
The endless opportunities that a well-designed narrative event can generate make them great
fun to be a part of. If your scenarios are well designed (or well-chosen from the myriad of
sources available) your event will generally have a great feel to it, but be wary of “that guy”.
There seems to always be the guy who thinks he is making a fluffy (lore-filled, my bad),
narrative list, when in fact it is just a beat-face netlist. That person usually does not mean to try
to ruin the spirit of the event, they just don’t consider other ways to play. It is often wise to be
careful when examining the lists submitted for your event to pick out “those guys” and have a
chat with them. Remind them of the spirit of the event and the goal and ask them to change
their mindset (and their list) so that they don’t ruin the narrative for others. Perhaps you can
challenge them to win games with a sub-optimal list? If bad comes to worse, you may even
have to disallow their submitted lists. This is never easy to do, but if they are going to affect
everyone’s enjoyment, it is better to do that than have the whole event suffer.

Linking of scenarios for a story?


If you plan to have your scenarios linked in some way, be sure to consider the ramifications of
that. For instance, if you plan to carry losses from one scenario over to another, you have to
think about how some factions are affected by losses of key units. A beastclaw raider’s force
with no big tusky monsters is not all that enjoyable to play, whereas a Tzeentch force that has
been whittled down is still pretty decent to field.
Similarly, if you plan to have the size of forces escalate through the campaign, some forces will
get marginally better with extra points, while some will gain power exponentially. A death force
that adds a zombie dragon and mourngul has just become a pretty different army from the pack
of ghouls that started the show. As you design your scenarios, keep in mind the forces involved
and how they may react as they grow in power.
Experience of your expected crowd
As before, the experience level of your attendees comes into play here as well. If your player
base is strong and well-grounded in the game, you can add a great deal of ‘chrome’ to the event
without much fear. On the other hand, if your group is fledgling players, adding too many
complications can ruin the feel of the event simply because there is ‘too much to keep track of’.
You may need to modify YOUR expectations to match the attendee’s expectations of the event.

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Balancing the scenarios, is it possible?
This topic may seem odd, at the end of a document where it has been hammered into you the
need to play-test and balance scenarios.
But in truth, is there a balanced scenario out there?

In a word, no. As long as you have 2 different people playing the game, you will never achieve
true balance. As you design and/or choose scenarios, what you are really looking to do, is to
create a framework that does not favor anyone. Every item you add or remove from a scenario
should be done so with the purpose of making it fair to every faction and increasing the
enjoyment level of your players. This is a reasonably noble goal and has been the goal of game
designers since gaming began.
The US AoS Community team wishes you well in your endeavor and reminds you that we are
a resource you can tap to get help with your event! Ask any question and be ready for the
feedback!

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House Ruling Module
House Rules and Contested Rulings:*

When running an event, it is important to have a firm understanding of the current state of the
game, often referred to as the “meta”. Sometimes unforeseen combinations and strategies will
be developed by the player base that are beyond the intention of the game’s design or
clarifications for ambiguous rules have not yet been addressed by Games Workshop. In these
instances, you might want to consider adding some “House Rules” or “Rules Clarifications” to
your event.

These additions to the game can be done in a variety of ways, including something as simple as
making an ambiguous rule explicit in the rules pack all the way to outright banning a unit or
model from the event. Whatever changes made, they should always be done with as light of a
touch as possible and declared from the outset in the rules pack in order to disrupt the current
state of the game and preparation for an event as little as possible.

Please note that Games Workshop has made a number of these adjustments already and these
adjustments and clarifications are often not included in current scrolls, whether they are in print
or those in the AOS digital app. These clarifications and corrections already made by Games
Workshop can be viewed and downloaded as PDFs here. It is highly advisable to be aware of
what rulings and changes GW has made and to have these on hand for reference at the event.

The rest of this packet is divided up into two sections. The first section focuses on general
clarifications and house rules that can help events go more smoothly. The second section
focuses on addressing issues with specific warscrolls. In both sections, the potential problem
will be identified for each topic or issue and possibilities for how to adjudicate this in your packet
will be suggested.

*Please note that due to the Nature of this Module it will often be the most often updated and changed.

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General Clarifications and House Rules
You’ll find a list of common house rules and clarifications in this section. Under each house
rule, you’ll find a brief acknowledge of what the potential problem that needs to be addressed,
followed by different possible solutions to addressing these problems.

1. WYSIWYG (“What you see is what you get”)


a. Potential Issue: When models are not built in such a way that they represent
either what they are or how they are equipped, confusion and conflict between
players may arise at the table.
b. Suggested Possible House Rule Solutions:
i. “ Conversions and alternative models are welcome but proxies are not
allowed. For example, a Free Guild Griffin representing a Terrorgheist
will not work. If models are converted, make sure to indicate exactly what
each unit is and how it is equipped on your army list (which is to be made
available to your opponent at the start of the game). If you are unsure
about the legitimacy of a specific conversion or alternative model, please
email us beforehand, and we’ll sort it out. We’re happy to make
concessions for particularly themed armies.”
ii. “All unit options and command models must be shown on the models.
For example, if models in a Liberator unit have Sigmarite Hammers and a
Grand Hammer, you cannot use the rules for Sigmarite Swords and a
Grand Blade - aka WYSIWYG (What you see is what you get).”
2. Measuring and Line of Sight
a. Potential Issue: The non-uniform character of models can potentially lead to
confusion and disagreements when measuring or determining line of sight,
especially when the tips of spears or other accessories are inordinately elevated.
b. Suggested Possible Solutions:
i. “When measuring distance vertically, you will use a volume from the base
foot print as high as the models head (or torso), whichever is the highest
point (please note this excludes limbs, wings, weapons, banners and
weapons even if they have a head on a spear...)."
ii. “When determining line of sight, you will use a volume from the base foot
print as high as the models head (or torso), whichever is the highest point
(please note this excludes limbs, wings, weapons, banners and weapons
even if they have a head on a spear...)."

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3. Base Sizes
a. Potential Issue: Basing units on non-standard bases (whether size or shape) may
lead to an advantage in the game because of weapon reach or unit footprint.
b. Suggested Possible Solutions:
i. Clarify in your packet that bases should come on the base size supplied
in the most recent Games Workshop box or pack. If a model has not been
updated to round bases, use the following general guidelines:

20mm x 20mm (square) → 25mm (round)


25mm x 25mm (square) → 32mm (round)
25mm x 50mm (rectangle) → 75mm x 46mm/60mm x 35mm (oval)
40mm x 40mm (square) → 40mm (round)
50mm x 50mm (square) → 50mm (round)
50mm x 75mm (rectangle) → 90mm x 52mm (oval)
50mm x 100mm (rectangle) → 105mm x 70mm/120mm x 92mm (oval)
150mm x 100mm (rectangle) → 170mm x105mm (oval)

ii. Provide a definitive, downloadable list for every legal model in the game.
[This needs to be developed]
4. Army Submission
a. Potential Issue: Checking list submissions can be a time consuming process so
some event organizers prefer to have a specific format for army list submissions.
b. Suggested Possible Solutions:
i. “All players are required to submit their army lists using Warscroll Builder
(or the Azyr app, or some other designated application). If that
application does not support selected spells, character traits or other
decisions made in army building, all decisions must be indicated on the
submitted list some other way.”
ii. “All players are required to submit their army list using a provided
template. Included in this template must be the allegiance of the army,
their reinforcement pool, and every warscroll selected, their associated
point’s value, their associated battlefield role, allegiance/allied status and
the page from the current GHB where their profile is listed. Selected
spells, character traits, or other decisions made in army building must be
indicated on the submitted list.”

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5. Objective Scoring and Contestation Concerns
a. Potential Issue: There are both units (unattackable/untargetable) and
summonable terrain in the game that can hinder the ability to score objectives
with no recourse. Similarly, there are units that grant extra turns, which can grant
an unfair advantage for tallying objective scoring that is done by each player’s
turn. This can create an unfun, lopsided play experience.
b. Suggested Possible Solutions:
i. For unattackable/untargetable units: “Models that can’t be
attacked/targeted are unable to score or contest objectives (i.e. Carrion,
Changeling, etc.).”
ii. For summonable terrain: “Terrain summoned or placed on the board may
not be placed within 3” (or 6” for the Balewind Vortex) of a scenario
objective.”
iii. For scoring on granted turns: “Objectives are not scored during during
‘free turns’ granted throughout the course of play (i.e. those gained by the
Engine of the Gods).”

6. Limitations on Summoning/ Reinforcement Pool


a. Potential Issue: The extreme flexibility of summoning can become cumbersome
in a variety of ways that slow down play or break the immersion with
inappropriately based or painted models to the army. The raw volume of models
that could be brought to an event as a “summoning pool” could likewise be
logistically problematic.
b. Suggested Possible Solutions:
i. “If players wish to summon units or scenery (like the Balewind Vortex)
during games, these models must be included as a separate list on the
army’s roster as a “Summoning Pool”. Models in the Summoning Pool do
not count against your total points and can be brought on with
Reinforcement points as per the standard Matched Play rules. Units and
terrain within the Summoning Pool must be fully painted/based to match
the army and displayed with the rest of the army on the display board.
Please do not go overboard with this. Only bring models that can
reasonably be summoned in game. I.E. Do not bring your entire
collection.”

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7. Limitations on Summoning/ Reinforcement Pool
a. Potential Issue: Sometimes stacking of same named abilities can have a
deleterious effect on the game.
b. Suggested Possible Solutions:
i. “Abilities and prayers that share the same name do not stack, although
different abilities with the same effect may stack.”

8. Limitations on Garrisoning Buildings


a. Potential Issue: Having inordinately large creatures or large volume units
garrisoning buildings may break immersion and potentially create unfun, lopsided
play experience.
b. Suggested Possible Solutions:
i. “Behemoths cannot garrison buildings.”
ii. “Units over 20 models (or 30 wounds) may not garrison buildings.”

9. Clarifying Re-rerolls
a. Potential Issue: The sequence of Rerolls occuring before modifiers is non-
intuitive and may need to be clarified in your rules pack.
b. Suggested Possible Solutions:
i. Offer a brief description of how rerolls work: “As per the AOS rules, rerolls
occur before dice are modified. This means, for example, that if you have
a model with a base save of 4+ that can reroll all failed saves who is
saving against Rend -1 attacks, then they may reroll save rolls of 1-3 but
not rolls of 4 because the rerolls are occuring before the modifier is
applied to the results. Thus, even though a roll of 4 will be a failure after
modifiers, it does not get to be rerolled since rerolls are resolved before
modifiers are applied.

10. Clarifying the Pile-In


a. Potential Issue: The sequence of how Pile-In works can be confusing for some
players and may need to be clarified in your rules pack.
b. Suggested Possible Solutions:
i. Provide links to Pile-In resources in your Rules pack, such as those from
the Warhammer Community Site. Community content could also be
linked in packs if deemed appropriate.
ii. Provide a brief reminder description of how Pile-In works: “As per the
AOS rules, a unit selected for piling in must either be within 3” of enemy
models or they must have charged that turn. In a pile-in, each model
must move closer to the enemy model, and may move in any way within
their pile-in distance (normally 3”) that allows the distance between that
model and the enemy to become shorter.”

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11. Clarifying the Additional Objectives
a. Potential Issue: Sometimes TO’s may want to include additional secondary
objectives beyond those used by associated with a scenario.
b. Suggested Possible Solutions:
i. Provide as much information as possible with regard to these secondary
objectives, as such objectives may influence list building and head off any
confusion on the day of the event. See the scoring module for suggested
secondary objective systems.

Specific Warscroll Concerns and Adjustments


This section focuses on adjustments to specific warscrolls and mechanics. Under each
Warscroll or Ability, you’ll find a brief acknowledge of what the potential problem that needs to
be addressed, followed by different possible solutions to addressing these problems. These
types of mechanics are adjustments are generally not suggested and the list is subject to
change as individual items are addressed by GW in the FAQs.

1. Balewind Vortex
a. Potential Issue: This summonable piece of terrain can cause problems with
scoring objectives as well as create unfun, lopsided play experience with little to
no recourse.
b. Suggested Possible House Rule Solutions:
i. The Balewind Vortex could be banned from the event: “Armies may not
include a Balewind Vortex at this event.”
ii. The Balewind Vortex could be restricted in its ability to be summoned:
1. “Players may not summon a Balewind within range of an
objective, and if over the course of the game it comes to be in
range, players must move the Balewind outside the closest
objective edge.”
2. “Players may not summon a Balewind within 3” of another model,
such that models may not be pushed or moved by the appearance
of this terrain piece.”

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2. Tzeentch Destiny Dice
a. Potential Issue: This mechanic, when used with Spell Dice, may create an unfair
advantage, particularly when used with a Lord of Change’s dice-matching
Mastery of Magic ability.
b. Suggested Possible House Rule Solutions:
i. Limit the general function of casting with Destiny Dice: When using
Destiny Dice to cast a spell, players must use two of the dice as they
would when normally casting a spell.”
ii. Limit the specific combination with the LoC’ Mastery of Magic: When
using Destiny Dice to cast a spell from a Lord of Change, the Lord of
Change’s Mastery of Magic ability does not change the result of either the
destiny dice or the rolled dice.

V 1.0
Sportsmanship Module

How to evaluate the use of Sportsmanship Scores:


Sportsmanship is universal across all three levels of Local, Regional, and National and the
information within this module can be used at any level. While players will naturally want to win
games, ultimately the goal is for everyone to have fun at an event--whether it’s competitive-
oriented or narrative or other. What constitutes sportsmanship scores can be tricky and is often
varied by region/scene. Be mindful of giving the appearance of “forcing soft scores
(sportsmanship, painting, etc.) down your players’ throats,” as some attendees have complained
before at or after events. You can’t make everybody happy, but it is up to you to set the tone of
your event and steer it in that direction which allows your players to enjoy and play in the spirit
of your event.

Defining sportsmanship (and other related scores, if any) for your event is crucial from the get-
go. Think of it as a one-sentence mission statement, such as “This is a narrative event,” or “This
is a competitive GT where players compete for best in *category*, etc.”

How to quantify sportsmanship scores:


This can be tricky and may require an event or two under your belt to find the best format, with
player input, of course. A common trap an event organizer runs into is the fairest way to grade
sportsmanship each game where the players evaluate each other. One way to level this out is
granting automatic sports points to all players who complete a series of necessary but simple
tasks, such as submitting a legal list on time, coming prepared with a properly painted army,
having lists or rulebooks available for each match, etc.

Rubric:
No matter how you decide what will determine sports scores between players everyone needs
to know what and how to score. In the tournament/event (or often called “comp”) pack very
clearly define what the numbers means and scoring curve, if any. You may be familiar with
packs asking players to judge on a scale of 1-5 did they enjoy the game, or player’s experience,
or was the opponent’s list appropriate for the theme of the event. See sample packs from other
events for more info and examples.

One option is for the TO’s to pick best sports but this carries the huge risk of groupthink, and
heavy bias within gaming clubs. This method is much less common, but consider if you’ve ever
been to a small event and a group from out of town comes and bolsters each other’s sports
scores to screw the scoring considerably.

Most commonly, the player’s decide the score they assign to their opponents (if sports scores
are a part of the pack at all). Below are some things to consider:

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● Consistent range (scores range 1-5 per opponent or 1-3, per game)
● Flat score for basic requirements such as rules, preparation, punctuality (for example, 20
sportsmanship points available to everyone but 5 come from these requirements)
● The medal approach (gold, silver, bronze) to rank opponents with a clear winner yet they
still must prioritize a favorite opponent and each medal awards more points
● Favorite opponent vote and where this fits into best overall as well as best sports
● Tie-breakers - if everyone gives their opponents 5/5 then how do you determine a
winner?
● Scoring based on opponent’s list - would you voluntarily play vs. this list again? If you
select this option choose carefully in how you word the question and be sure it aligns
with your event’s theme/mission statement.
● Would you voluntarily play this opponent again?
● Other considerations/pulling from your scene
● What do YOU think and what you think your players will think constitutes a “good
game?”
● Your players may expect or feel obligated to give max scores. Consider addressing this
assumption as part of YOUR expectation for the event.
● Additional ways to score sports such as volunteering to help registration, make terrain,
etc. Recognizing helpers, TO assistants, volunteer rules and painting judges is a great
way to show appreciation, acknowledge these volunteers, and show the culture of
helping out for future events to help grow the community and pay it forward for the next
events. Clean-up is also just as good a time for volunteers to socialize as set-up is.
● Sports is scalable based on event size and experience. See sample packs from large
and smaller events.

Very important!! On your sports or whichever score sheet be sure to ask for feedback for future
events.

So...already thinking about your next event, consider these points as well as you grow your
community:
● “Training” your players/scene to move toward a particular style or use of rules meta
(such as narrative missions, requiring fully-painted armies, round bases, etc.). What
would YOU like to see your events look like in a year? Two years? Five?
● Setting an example for sportsmanship and how players should approach, conduct,
enjoy, rate, and then immortalize by way of war stories, event games
● Sharing stories or cool cinematic/narrative moments between rounds (if time allows)--
great for smaller one-day events under 20 players. Prize support helps encourage this
more beyond “my big demon smashed his dogs and it was fun.” You needn’t have
gaming product as prizes--you can just grant the winner a reroll or something
comparable for the next round.

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● ** Etiquette
○ Self-awareness tips: your “game-face,” may convey the impression to your
opponent that you aren’t having fun. Also including the other player and allowing
both players the opportunity in key phases (movement, combat) if possible helps
the game experience immensely.
○ Hygiene - ‘nuff said. Address this however you feel appropriate.
○ Interfering or commenting on others’ games (personal)
○ Players should be able to work out dice issues themselves
○ Consistency/intent of placing models (B2B, wobbly model syndrome)
○ For disputes or questions, “would you agree that…?” as a suggested phrase
○ Have fun and help your opponent have fun
○ Sometimes...there’s just nothing you can do
○ Bias in seeing sports score when opponent’s sign your sheet. Putting people in
that awkward situation. - can you use TO app like Warscore?
■ Can add a tally on the final sheet (along with favorite opponent/painting
nom) to score all opponents at once, rather than on round scorecards
● Samples from events: (see event pack index)

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Scoring Module
One of the most integral parts of any event is a scoring system as you’ll need something to use
to determine a winner. There are many different types of scoring systems you can use, but two
of the first questions you need to ask yourself are the following; What size of an event are you
running and what type of event are you running? It is also important to know what level of play
your event is at, or what type of event you want to emulate. Local, Regional, and National
events are all viable to use any type of scoring, but often you see more detailed scoring options
as you advance higher in the levels of play. As groups and clubs grow and develop together the
simpler systems will begin to have more disadvantages.

If you are starting out at your local level a basic Win, Loss, Draw system will be more than
enough, but as the scene grows you might begin implementing Soft Scores such as painting,
sportsmanship, etc...These allow for a better separation between more and evenly matches
opponents and is laid out in more detail below. Even at a local level you may find your club or
group playing with a more regional or national scoring system.

We’ll take a look at the latter first. What type of event are you running? This means is your event
a competitive tournament? Is it an open play narrative campaign taking place over a few
games? For the purposes of this pack we’re going to focus primarily on how to create a scoring
system for a more competitive, matched play style event.

The other question you need to tackle is how large is your event going to be? Events with a
smaller attendance don’t tend to need complicated scoring systems in place to determine a
winner. Something as simple as a Win-Loss-Draw system could very well work. However, as the
number of participants grow you will definitely need to start adding additional layers to help
generate a winner. The first step is adding a point value to wins and losses as well as
differentiating between Major/Minor wins and losses. The next step is to begin adding additional
victory conditions to games in order to create an even wider point gap.

An example of this is if we awarded 5 points to every win and two players managed to win all
their games by the end of the event then we need another metric to separate the two. So for the
event we could add additional goals on top of what the victory conditions already are. Each
player could score an additional point for slaying their opponents General or most expensive
unit, or another point for having a Battleline unit in their opponent’s deployment zone at the end
of the game. These are very simple and generally easy for most players to remember during an
event. There’s even more advanced rules you can add that would give players more difficult
achievements to attain that would create even greater variance in placings. However, you’ll
want to remember that the more you add means the more your players are going to have to
keep track of and this isn’t always a good thing.

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Below are some of the most common examples of scoring systems used across the U.S. and
how they work. While these are only a small number they can be implemented easily into any
event depending on the type of event being run and can be adjusted to suit your needs. Keep
in mind that these will borrow from each other and often times build off one another to create a
scoring system suited for the event while allowing for easier separation between opponents
each round so there can easily be a clear winner.

Scoring Systems

Win, Loss, Draw or Traditional Scoring


● Wins are awarded 1 points, Draws are awarded .5 points, and Losses are awarded 0
points.
● Great for local events where you want to ensure players are playing different people
more often as you can manually set up the pairings to ensure new opponents.

3-1-0 Scoring or Swiss Scoring


● Fixed Number of Rounds.
● Wins are awarded 3 points, Draws are awarded 1 points, and losses are awarded 0
points.
● The system allows for clearer winners at the end of the rounds and the ability have
separations between most players within the set number of rounds.

20-0 (sometimes 20-nil)


● This scoring worked well to allow more points based on the varying level so winning or
losing within Warhammer Age of Sigmar (Major or Minor).
● Major Wins are awarded 20 points, Minor Wins are awarded 15 points, Draws are
awarded 10 points, Minor Losses are awarded 5 points, and Major losses are awarded 0
points.
● While called 20-0 it is possible to increase the 20 to potential create better separation
between players.

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Scoring System Add-ons

Weighted Scoring
● Weighted Scoring allows putting a percentage weight across items such as Game/Battle
Points, Sportsmanship Points, and Painting Points.
● Using this allows Tournament Organizers to balance each aspect of the Hobby within an
event or separate them more to focus the event more competitive, narrative, painting,
etc...

Primary, Secondary, Tertiary Scoring


● This system allows for multiple tiers scoring within more traditional Scoring Systems.
● Primary is determined by the Scenarios main objective.
● Secondary and Tertiary are additional objectives, often created by the Tournament
Organizer, for players to work toward in each scenario to score additional points for the
battle.
○ These can be tracked as part of the overall score or as a separate score to be
used as a tiebreaker.
● A common Secondary objective already built into the game is counting Victory points
destroyed.
● See below for more detailed example of Secondary Objectives.

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Example of Secondary Scoring Objectives From Waaaghpaca 2018 Packet

1 The Head of the Serpent You score this secondary objective if your opponent’s
General is slain by the end of the game.

2 Seizing Territories You score this secondary objective if you have at least 2 units
without the Leader, Artillery, and/or Behemoth Battlefield Role in your opponent’s
Territory at the end of the fourth battle round or the end of the game, whichever comes
first.

3 Body Count Rising You score this secondary objective if you have destroyed more
than half of your opponent’s models and/or cause to lose them through Battleshock.
Only count the models on the table at the start of the game to determine the
percentage. If your opponent deploys 0 models on the table, then this is automatically
achieved.

4 Restoring Balance You score this secondary objective if you destroy or cause to
flee through Battleshock more models/units with any of the following keywords (Priest,
Wizard, Totem, & Monster) and/or unit standard from your opponent’s army than they
destroy or cause to flee through Battleshock from your army by the end of the game. In
case of units with the Wizard/Monster keyword, the whole unit must be destroyed.

5 Man on Fire You score this secondary objective if your General causes more
unsaved Wounds to your opponent’s army than your opponent’s General does to your
army at the end of the game.

6 Protection Detail You score this secondary objective if your General is still alive
and on the table at the end of the game.

7 Spearhead You score this secondary objective if one of your units is within 6” of the
enemy long table edge at the end of any turn and remove it from the table for the rest of
the game. This unit must be on the table at the start of the game and cannot leave the
table (including burying & teleporting) during the course of the game.

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Reference Module
Event Links:
Local:
Games Workshop Store Finder

Regional:
Midwest Meltdown
Waaaghpaca
Slobberknocker Grand Tournament
Renegade Open
Holy Wars Grand Tournament
Holy Havoc Team Narrative Event
Socal Open
Nashcon
Da Boyz Grand Tournament
Battleshock Bash
Crossroads Grand Tournament

National:
Adepticon
Nova Open
Las Vegas Open (L.V.O.)
Gencon
Coalescence and Neo Team
U.S. Age of Sigmar Masters (Coming soon)

Resource Links:
Warhammer Community Site
Warscroll Builder
Warhammer Age of Sigmar Official Facebook Page
Age of Sigmar Fans Facebook Page
Best Coast Pairings
Independent Tournament Circuit (I.T.C.)
The Grand Alliance (T.G.A.)

*If you have an event or resource link you feel should be added to the list of links please feel
free to send the information to usaoscommunity@gmail.com

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Credits and Contributors

The U.S. Age of Sigmar Community Group is made up of many community leaders and
content creators from across the U.S. each working on various projects and capacities
to help grow Warhammer Age of Sigmar and its community. Below is a list those from
the larger group who contributed to the "Player and Event Organizer Modular Pack".

Module Leads:

 Project Lead/Various Modules: Chuck Moore


 Painting Module: Vincent Venturella
 Narrative Module: Aaron Bostian
 Scoring Module: Elric Edge
 Scenario Selection Module: Bill Castello
 House Rules Module: Tom Lyons
 Social Interaction and Community Growth Module : Reece Robbins
 Sportsmanship Module: Kenny Lull

Supporting Contributors:

 Kelly Freiborg
 Andrea Schwandt
 Frank Giampapa
 Mitch Cowan

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