The document provides tournament rules for playing games with the Armies miniature wargame. It recommends a 2000 point limit per army, submitting army lists beforehand, and only bringing 1 hero per 500 points. During games, units can only be joined by 1 hero and transports are limited. Players score victory points for wins and destruction points for killing enemies. The 6-round tournament is won by the player with the most victory points, or highest total destruction points if tied. Optional reinforcement rules allow adapting army lists each round.
The document provides tournament rules for playing games with the Armies miniature wargame. It recommends a 2000 point limit per army, submitting army lists beforehand, and only bringing 1 hero per 500 points. During games, units can only be joined by 1 hero and transports are limited. Players score victory points for wins and destruction points for killing enemies. The 6-round tournament is won by the player with the most victory points, or highest total destruction points if tied. Optional reinforcement rules allow adapting army lists each round.
The document provides tournament rules for playing games with the Armies miniature wargame. It recommends a 2000 point limit per army, submitting army lists beforehand, and only bringing 1 hero per 500 points. During games, units can only be joined by 1 hero and transports are limited. Players score victory points for wins and destruction points for killing enemies. The 6-round tournament is won by the player with the most victory points, or highest total destruction points if tied. Optional reinforcement rules allow adapting army lists each round.
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 lists, 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 up to allow players to adapt them to their 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 unit, Ambush on the last round can’t seize or you have referees in your tournaments where X is 1 per full 1000pts in their contest objective markers. that decide on how to interpret certain force (if players merge two units into rules and assist players in resolving any Psychics: Only up to 1 psychic model per one, it counts as one copy of the same uncertainties that come up. full 500pts in their force list may cast or unit). Players must configure their lists block spells per game round. Settling Disputes: If you ever come to a so that they only have a max. of 1 unit in point where a rule interpretation stops play per full 200pts in their list. Transports: Only models with up to the game in its tracks, simply roll a die Tough(3), and heroes with up to Tough(6) Mixed Armies: Players may bring units to randomly determine how that rule may be transported, where non-hero from up to two factions in the same list, should be interpreted and move on. models with Tough(3) occupy 3 transport but they must select one of them as spaces each. Preparation their primary faction. Mixed armies must consist of at least 60% worth of units Splitting Fire: Units can’t target more Tournament Length: The tournament is from their primary faction, and heroes than 2 enemy units when shooting with made up of 6 matches, with each match from either faction may only join other multiple weapon types. lasting a max. of 2 hours, including the units from their own faction. game set-up phase. Deadly Priority: Hits from Deadly Playing a Match weapons are always resolved first. Chess Clocks: The use of chess clocks is recommended, giving each player 1 hour Mission: The tournament organizers Reinforcement Rules per game, including the set-up phase. may pick any official mission, or come Counter-Plays: If you want to add a new up with missions of their own. Match Pairings: The player match-ups layer of strategy to your tournaments for the first match should be determined Terrain: The terrain is set up by the you can play using reinforcement rules, randomly, and from the second round on tournament organizers, and may not be which allow players to adapt their force players are paired by matching players moved by the players. lists on the fly to counter the enemy. with the same VPs together, going from Armies: Before the game beings both Force Lists: Before the tournament all highest to lowest score. If more than two players may inspect their opponent’s players must submit one force list made players have the same VPs, then they force lists and ask any questions. up of 75% worth of units of the total should be matched by their destruction game size, plus up to three other lists points from highest to lowest. Match Start: As soon as players roll-off made up of 25% worth of units of the for deployment the match starts. If you Victory Points: At the end of each match total game size as reinforcement lists. are using chess clocks then they must the winner gets 3 VPs, and in case of a be started now. Composition: Reinforcement lists follow tie both players get 1 VP each. the regular composition rules, however Match End: The match ends as soon as Destruction Points: Additionally each may not have any heroes, and must only the mission conditions are met. If you player gets as many destruction points have models from their primary faction. are using chess clocks and a player runs as the total point cost of all enemy units out of time, then all of his units count as Playing a Match: Once per game, at the that were destroyed or pinned at the end being destroyed immediately. beginning of any round after the first, of the match. players may deploy all units from one of Winning the Tournament: After the 6th their reinforcement lists by placing them match the player with most VPs wins, within 6“ of their table edge. All models and in case of a tie the player with the must be within 24“ of each other, and at highest total destruction score across least 3“ away from enemy units. all matches is the winner.
O'Connell, Mary Ellen - The Power and Purpose of International Law - Insights From The Theory and Practice of Enforcement-Oxford University Press (2011)