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AOF - COMPETITIVE RULES v2.

General Principles The Armies Tournament Balance


Balance Rules: The competitive rules Game Size: For tournament games we Merging Units: When putting together
were created to help players set up their recommend fixing the game size to a their armies players may not merge two
own tournaments, but can also be used total of 2000pts per player. units made up of single models into one.
in one-off matches to provide a bit more
Force Lists: Before the tournament all Heroes: Units may only be joined by one
structure and balance to the game.
players should submit their force list to hero, heroes may not join units made up
Referees: The original game rules are the tournament organizers. of a single model, and only heroes with
kept intentionally vague in some aspects up to Tough(6) may join units.
Composition: Players may only bring
to allow players to adapt them to their
up to 1 hero per full 500pts in their force Ambushers: Units that deploy from
own liking. Because of this its best that
list, and only 1+X copies of the same Ambush on the last round can’t seize or
you have referees in your tournaments
unit, where X is 1 per full 1000pts in contest objective markers.
that decide on how to interpret certain
their force (if players merge two units
rules and assist players in resolving any Wizards: Only up to 1 wizard model per
into one, it counts as one copy of the
uncertainties that come up. full 500pts in their force list may cast or
same unit). Players must configure their
block spells per game round.
Settling Disputes: If you ever come to a lists so that they only have a max. of 1
point where a rule interpretation stops unit in play per full 165pts in their list. Splitting Fire: Units can’t target more
the game in its tracks, simply roll a die than 2 enemy units when shooting with
Mixed Armies: Players may bring units
to randomly determine how that rule multiple weapon types.
from up to two factions in the same list,
should be interpreted and move on.
but they must select one of them as their Deadly Priority: Hits from Deadly
Preparation primary faction. Mixed armies must weapons are always resolved first.
consist of at least 60% worth of units
Tournament Length: The tournament is Reinforcement Rules
from their primary faction, and heroes
made up of 6 matches, with each match from either faction list may only join Counter-Plays: If you want to add a new
lasting a max. of 2 hours, including the other units from their own faction. layer of strategy to your tournaments
game set-up phase.
you can play using reinforcement rules,
Playing a Match
Chess Clocks: The use of chess clocks is which allow players to adapt their force
recommended, giving each player up to Mission: The tournament organizers lists on the fly to counter the enemy.
1 hour per game, including set-up. may pick any official mission, or come
Force Lists: Before the tournament all
up with missions of their own.
Match Pairings: The player match-ups players must submit one force list made
for the first match should be determined Terrain: The terrain is set up by the up of 75% worth of units of the total
randomly, and from the second round tournament organizers, and may not be game size, plus up to three other lists
players are paired by matching players moved by the players. made up of 25% worth of units of the
with the same VPs together, going from total game size as reinforcement lists.
Armies: Before the game beings both
highest to lowest score. If more than two
players may inspect their opponent’s Composition: Reinforcement lists follow
players have the same VPs, then they
force lists and ask any questions. the regular composition rules, however
should be matched by their destruction
may not have any heroes, and must only
points from highest to lowest. Match Start: As soon as players roll-off
have models from their primary faction.
for deployment the match starts. If you
Victory Points: At the end of each match
are using chess clocks then they must be Playing a Match: Once per game, at the
the winner gets 3 VPs, and in case of a
started now. beginning of any round after the first,
tie both players get 1 VP each.
players may deploy all units from one of
Match End: The match ends as soon as
Destruction Points: Additionally each their reinforcement lists by placing them
the mission conditions are met. If you
player gets as many destruction points within 6“ of their table edge. All models
are using chess clocks and a player runs
as the total point cost of all enemy units must be within 24“ of each other, and at
out of time, then all of his units count as
that were destroyed or wavering at the least 3“ away from enemy units.
being destroyed immediately.
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


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