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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 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 may not bring any single
block spells per game round.
Settling Disputes: If you ever come to a unit worth over 33% of their total points.
point where a rule interpretation stops Players must configure their lists so that Transports: Only models with up to
the game in its tracks, simply roll a die they only have a max. of 1 unit in play per Tough(3), and heroes with up to Tough(6)
to randomly determine how that rule full 200pts in their list. may be transported, where non-hero
should be interpreted and move on. models with Tough(3) occupy 3 transport
Example: For a 2000pts game, you can
spaces each.
Preparation take max. 4 heroes, max. 3 copies of
each unit, no unit worth over 660pts, and Splitting Fire: Units can’t target more
Tournament Length: The tournament is max. 10 units in total. than 2 enemy units when shooting with
made up of 6 matches, with each match multiple weapon types.
lasting a max. of 2 hours, including the Mixed Armies: Players may bring units
game set-up phase. from up to two factions in the same list, Deadly Priority: Hits from Deadly
but they must select one of them as weapons are always resolved first.
Chess Clocks: The use of chess clocks is their primary faction. Mixed armies must
recommended, giving each player 1 hour consist of at least 60% worth of units
Reinforcement Rules
per game, including the set-up phase. from their primary faction, and heroes Counter-Plays: If you want to add a new
Match Pairings: The player match-ups from either faction may only join other layer of strategy to your tournaments
for the first match should be determined units from their own faction. you can play using reinforcement rules,
randomly, and from the second round on which allow players to adapt their force
Playing a Match
players are paired by matching players lists on the fly to counter the enemy.
with the same VPs together, going from Mission: The tournament organizers
Force Lists: Before the tournament all
highest to lowest score. If more than two may pick any official mission, or come
players must submit one force list made
players have the same VPs, then they up with missions of their own.
up of 75% worth of units of the total
should be matched by their destruction
Terrain: The terrain is set up by the game size, plus up to three other lists
points from highest to lowest.
tournament organizers, and may not be made up of 25% worth of units of the
Victory Points: At the end of each match moved by the players. total game size as reinforcement lists.
the winner gets 3 VPs, and in case of a
Armies: Before the game beings both Composition: Reinforcement lists follow
tie both players get 1 VP each.
players may inspect their opponent’s the regular composition rules, however
Destruction Points: Additionally each force lists and ask any questions. may not have any heroes, and must only
player gets as many destruction points have models from their primary faction.
Match Start: As soon as players roll-off
as the total point cost of all enemy units
for deployment the match starts. If you Playing a Match: Once per game, at the
that were destroyed or pinned at the end
are using chess clocks then they must beginning of any round after the first,
of the match.
be started now. players may deploy all units from one of
Winning the Tournament: After the 6th their reinforcement lists by placing them
Match End: The match ends as soon as
match the player with most VPs wins, within 6“ of their table edge. All models
the mission conditions are met. If you
and in case of a tie the player with the must be within 24“ of each other, and at
are using chess clocks and a player runs
highest total destruction score across least 3“ away from enemy units.
out of time, then all of his units count as
all matches is the winner.
being destroyed immediately.

By Gaetano Ferrara www.onepagerules.com


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