This document provides competitive rules for tournament play of Armies of Sauron (AOFS) miniature wargames. It recommends game sizes of 250 points per player, limiting heroes and duplicate units. Players must submit army lists in advance. Mixed factions are allowed but one must be primary. Tournaments consist of 6 matches of 1.5 hours each using chess clocks. Players are paired by victory points, earning 3 for a win and 1 for a draw, plus destruction points. The overall winner is the player with the most victory points, or highest total destruction points if tied. It provides additional rules for spellcasting, stacking modifiers, splitting fire, and optional reinforcement rules.
This document provides competitive rules for tournament play of Armies of Sauron (AOFS) miniature wargames. It recommends game sizes of 250 points per player, limiting heroes and duplicate units. Players must submit army lists in advance. Mixed factions are allowed but one must be primary. Tournaments consist of 6 matches of 1.5 hours each using chess clocks. Players are paired by victory points, earning 3 for a win and 1 for a draw, plus destruction points. The overall winner is the player with the most victory points, or highest total destruction points if tied. It provides additional rules for spellcasting, stacking modifiers, splitting fire, and optional reinforcement rules.
This document provides competitive rules for tournament play of Armies of Sauron (AOFS) miniature wargames. It recommends game sizes of 250 points per player, limiting heroes and duplicate units. Players must submit army lists in advance. Mixed factions are allowed but one must be primary. Tournaments consist of 6 matches of 1.5 hours each using chess clocks. Players are paired by victory points, earning 3 for a win and 1 for a draw, plus destruction points. The overall winner is the player with the most victory points, or highest total destruction points if tied. It provides additional rules for spellcasting, stacking modifiers, splitting fire, and optional reinforcement rules.
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.