You are on page 1of 1

AOFS - COMPETITIVE RULES v2.

General Principles The Armies Tournament Balance


Balance Rules: The competitive rules Game Size: For tournament games we Wizards: Only up to 1 wizard model per
were created to help players set up their recommend fixing the game size to a full 150pts in their force list may cast or
own tournaments, but can also be used total of 250pts per player. block spells per game round.
in one-off matches to provide a bit more
Force Lists: Before the tournament all Stacking Modifiers: Modifiers from the
structure and balance to the game.
players should submit their force list to same special rule or spell don’t stack,
Referees: The original game rules are the tournament organizers. whilst modifiers from different special
kept intentionally vague in some aspects rules or spells do stack.
Composition: Players may only bring
to allow players to adapt them to their
up to 1 hero per full 150pts in their force Splitting Fire: Units can’t target more
own liking. Because of this its best that
list, and no more than 3 copies of the than 2 enemy units when shooting with
you have referees in your tournaments
same unit. Players must configure their multiple weapon types (but may still ).
that decide on how to interpret certain
lists so that they only have a max. of 1
rules and assist players in resolving any
unit in play per full 25pts in their list.
Reinforcement Rules
uncertainties that come up.
Mixed Armies: Players may bring units Counter-Plays: If you want to add a new
Settling Disputes: If you ever come to a layer of strategy to your tournaments
from up to two factions in the same list,
point where a rule interpretation stops you can play using reinforcement rules,
but they must select one of them as their
the game in its tracks, simply roll a die which allow players to adapt their force
primary faction. Mixed armies must
to randomly determine how that rule lists on the fly to counter the enemy.
consist of at least 60% worth of units
should be interpreted and move on.
from their primary faction. Force Lists: Before the tournament all
Preparation players must submit one force list made
Playing a Match
up of 75% worth of units of the total
Tournament Length: The tournament is
Mission: The tournament organizers game size, plus up to three other lists
made up of 6 matches, with each match
may pick any official mission, or come made up of 25% worth of units of the
lasting a max. of 1.5 hours, including the
up with missions of their own. total game size as reinforcement lists.
game set-up phase.
Terrain: The terrain is set up by the Composition: Reinforcement lists follow
Chess Clocks: The use of chess clocks is
tournament organizers, and may not be the regular composition rules, however
recommended, giving each player up to
moved by the players. may not have any heroes, and must only
45min per game, including set-up.
have models from their primary faction.
Armies: Before the game beings both
Match Pairings: The player match-ups
players may inspect their opponent’s Playing a Match: Once per game, at the
for the first match should be determined
force lists and ask any questions. beginning of any round after the first,
randomly, and from the second round
players may deploy all units from one of
players are paired by matching players Match Start: As soon as players roll-off
their reinforcement lists by placing them
with the same VPs together, going from for deployment the match starts. If you
within 6“ of their table edge. All models
highest to lowest score. If more than two are using chess clocks then they must be
must be within 12“ of each other, and at
players have the same VPs, then they started now.
least 3“ away from enemy units.
should be matched by their destruction
Match End: The match ends as soon as
points from highest to lowest.
the mission conditions are met. If you
Victory Points: At the end of each match are using chess clocks and a player runs
the winner gets 3 VPs, and in case of a out of time, then all of his units count as
tie both players get 1 VP each. being destroyed immediately.

Destruction Points: Additionally each


player gets as many destruction points
as the total point cost of all enemy units
that were destroyed or stunned at the
end of the match.

Winning the Tournament: After the 6th


match the player with most VPs wins,
and in case of a tie the player with the
highest total destruction score across all
matches is the winner.

By Gaetano Ferrara www.onepagerules.com


1

You might also like