Professional Documents
Culture Documents
'I hope you enjoy using this as much as I enjoy Warmaster in any form'
This document is intended to provide event organisers with a guide to running a Warmaster event of any
size that will provide players with a good experience over a series of carefully curated scenarios.
Event organisers everywhere are welcome to use this rules pack for their events.
Optional Rules
In addition to the core rules presented by Warmaster Revolution, all optional rules are used, as identified
in the WMR Rules 2.0.
Army Lists
Armies must be selected using following document
WMR Armies 2.0
For the optimum experience, we recommend each player spends up to 2000 points to build their armies,
although event organisers should feel free to set a points value that suits their players and event.
Army Builder
You can use this army builder that is free online. It has Revolution Edition in its home page.
http://wm-selector.appspot.com/
Sportsmanship
All games should be played in an open, fair, and honest environment. All information is open, and players
are required to accurately execute the rules of the game and fully cooperate with opponents at all times.
Stalling and intentionally cheating are not condoned under any circumstance.
If a player is made uncomfortable by something their opponent is doing, they should explain this to their
opponent and work with them to resolve the issue.
In the event of a rules query that is disrupting play, the players should draw the attention of the event
organiser, who will then attend the table. The players should explain the game state to the event
organiser, who will provide a ruling on how to resolve it.
The event organiser always has the final word.
Players must present a mature and polite demeanour. Failure to do so will result in immediate
disqualification. The event organiser can also disqualify a player for any incident that is deemed
unsporting.
Disqualified players automatically lose their current game, and cannot play any more games or win awards
during the event. They may also be barred from further events at the event organiser’s discretion.
Terrain
Event organisers are encouraged to theme their tables as suits them, taking into account the terrain
available to them. Regardless of type, we recommend a minimum of 12-15 pieces of terrain on each table,
evenly spaced to allow movement between them.
For the optimum experience, we recommend at least three hills, three wooded areas, three linear
obstacles, and three loose terrain pieces on each table, and three other pieces from the remaining terrain
types.
Before each game begins, players should discuss the scenery on their table and identify between
themselves what each piece is. If they cannot agree on what a terrain piece should be, they should ask the
event organiser to clarify, the same as with a rules query.
Players are not permitted to move, add, or remove any piece of terrain on a table, with exception of
making way for a zone or objective when setting up a scenario.
Clocks
Event organisers are encouraged to use a chess clock on each table. For the optimum experience, each
player should be allotted 75 minutes, although the time is at the event organiser’s discretion.
Each player’s turn must take a minimum of 1 minute. If a player’s turn lasts less than this, they must wait
until at least a minute of time has elapsed before ending their turn.
If a player’s clock runs out, they immediately lose the game, unless their opponent’s army was broken
during their turn.
Players are not permitted to pause their clocks for any reason once a game has begun. The event organiser
is permitted to do so at their discretion (such as during a rules query).
Army Lists
You should ratify each army list before any games are played. Prior to the event, we encourage you to
request players submit their lists to you, to save checking them on the day and allowing time to discuss and
correct any queries that may arise.
Always ask players to privately submit their lists to you, so that other players cannot gain an advantage
from seeing what their opponents will be fielding!
Introduction
At the start of the event, gather the players together, and introduce yourself as the event organiser. Then
check the following:
Explain how the chess clocks operate if there are players unfamiliar with them.
Identify any optional rules that are being used.
Identify if you have appointed any rules marshals to provide rulings in your place.
Ask if any players have rules questions.
Once this is done, announce the first round pairings, and wish the players best of luck.
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Event Structure and Scenario Selection
The tournament is played over a series of rounds, during which each player is paired with another player
and plays a scenario. During each round, all players play the same scenario.
This rules pack contains six scenarios. Before the start of the event, either select or randomly determine
which scenario will be played that round. The scenarios can be found in the following section of this
document.
What scenarios the players will be playing each round should be hidden information until the start of the
round!
When announcing the round pairing at the start of each round, the event organiser should check with the
players that they understand the scenario rules.
Event Pairings
In the first round, player pairings and tables are randomly determined.
In subsequent rounds, tables and pairing are determined using a Swiss-system. This means that players
should be paired with other players that have won an equal number of games, using the current rankings
to determine which players are paired.
For example, following the situation above, in the second round Paul will play Jim on table one, and Barry
will play Iain on table two.
Note that if there are an odd number of players, it may not be possible to pair every player with another
player with an equal number of wins. In this event, use the current rankings to determine the pairings.
Optional Rules
The following are optional rules variants that can be used at the event organiser’s discretion.
Grudges
Before the start of the event, players can issue a grudge to an opposing player. If both players agree, they
are automatically paired during the first round.
Finals Table
After the final round has been played, the player that lost to the tournament winner in the final round
automatically comes second, irrespective of their final standing.
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Additional Army Rules:
High Elves
High Elf armies gain the following army special rule:
Dying Race
High Elves are no longer the power they once were in the world. With every generation, less children are
born, and their cities ever emptier. Every life is precious, and High Elf generals are reluctant to risk the lives
of their soldiers unless absolutely necessary.
To represent this, after calculating the break of a High Elf army, reduce it by 1.
Dark Elves
Dark Elf armies are not permitted to take the Sceptre of Sovereignty magic item.
Chaos Dwarves
Chaos Dwarf armies gain the following entry.
Chaos Dwarf Lord (+30pts)
The Chaos Dwarf general gains +1 command when ordering one of the following units or brigades that only
contain the following units. Chaos Dwarfs, Blunderbusses, Bull Centaurs, Earthshaker Cannon, Death
Rocket.
A general cannot take both this upgrade and the Sorcerer Lord upgrade.
Scenarios
This section details the scenarios that may be played during the event, and should be read by both players
and the event organiser.
Winning a Scenario
A player wins a scenario if they reach 10 or more tournament points. In the event of both players
simultaneously scoring 10 or more control points, the game ends, and victory is determined by which
player has scored the highest number of victory points.
If a player’s chess clock runs out of time, their army is broken, or their general is killed, they
automatically lose the game, and their opponent adds 4 tournament points to their total for the game.
The most tournament points a player can earn per game is 10. Any additional points are disregarded.
Objectives
Objectives are 3cm diameter round bases. Units and characters can move over and end movement on
objectives without penalty.
A player controls an objective if at least one of their units’ stands is in base to base contact with the
objective, and no enemy stand is within 5cm of any edge of the objective.
Units with the flying rule cannot control objectives.
Characters cannot control or contest objectives.
Zones
Zones are 20cm diameter circular areas. Units and characters can move over and end movement in a zone
without penalty.
A player controls a zone if the total value of their units within the zone is greater than that of their
opponent’s units within the zone.
Units must have all their stands/remaining stands fully within the zone to contribute to this value.
Units which have lost stands are still worth their full value.
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Scenario One – Battle at Dawn
Setting Up
No additional setup is required for this scenario.
Special Rules
At the start of this scenario the battlefield is covered by a shroud of mist.
While the mist is in play, units cannot draw line of sight further than 20cm, and spells cannot target
friendly or enemy units over 20cm away. Characters can issue orders as normal.
Scoring
There are no objectives or zones to score in this scenario.
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Scenario Two – Outflanked
Setting Up
Place two zones, as shown below. Any impassable terrain within either zone should be removed.
Special Rules
This scenario has no special rules.
Scoring
From the second player’s second turn onwards, at the end of each turn players earn 1 tournament point
per zone they control.
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Scenario Three – Incursion
Setting Up
Place three objectives as shown above. At least one objective must be in open ground, and any impassable
terrain should be moved so it is at least 10cm away from each objective.
Special Rules
At the end of the second player’s first turn, roll a d6.
If the result is 1 or 2, remove objective A
If the result is 3 or 4, remove objective B
If the result is 5 or 6, remove objective C
Scoring
From the second player’s second turn onwards, at the end of each turn players earn 1 tournament point
per objective they control.
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Scenario Four – Take and Hold
Setting Up
Before making the scouting roll, player each roll a d6, rerolling ties.
The player that rolled highest then places an objective anywhere within Area A. The other player then
places a second objective within Area A.
The player that rolled highest then places an objective anywhere within either Area B or C. The other
player places the final objective within the remaining area that does not contain an objective.
Objectives cannot be placed in impassable terrain, and must be at least 30cm away from each other
objective.
Special Rules
This scenario has no special rules.
Scoring
From the second player’s second turn onwards, at the end of each turn players earn 1 tournament point
per objective they control in area A, and 2 tournament points per objective they control in their
opponent’s half of the table.
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Scenario Five – King of the Hill
Setting Up
Place a central zone and two objectives as shown below. Any impassable terrain either in the zone or
within 10cm of an objective should be removed.
Special Rules
This scenario has no special rules.
Scoring
From the second player’s second turn onwards, if a player controls an objective at the end of a turn, they
earn 2 tournament points and then remove the objective from the game.
From the second player’s third turn onwards, at the end of each turn a player earns 1 tournament point if
they control the zone.
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Scenario Six – Meeting Engagement
Setting Up
Before making the scouting roll, divide the table into six zones as shown above.
Special Rules
After making the scouting roll, the player that won rolls three dice to determine which three zones they
can deploy in, rerolling until they have three different results.
After determining zones, follow the normal order for deployment – i.e. scouts, then the other player’s
army, then the player that won the scouting roll’s army.
During deployment, a player nominates a unit and then rolls to see which of their zones it is placed in.
Units can be placed anywhere in the zone, but must be at least 30cm away from all enemy stands. Players
can choose to deploy units in brigades and make a single roll for the entire brigade, but must maintain the
brigade when placing it.
After a player has deployed all of their units, they can choose which of their zones to place each of their
characters without rolling.
Scoring
There are no objectives or zones to score in this scenario.
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Appendix 1 Notes specifically for the London Grand Tournament.
Details: There is two Warmaster events being run simultaneously at the LGT. Both events will be running
next to each other with their own tournament organiser.
The main event will be a 5 round tournament on clocks, with 3 rounds being on the Saturday.
The minor event will be a narrative style event, casual games that are not timed. The aim of this minor
event is for it to be for new players to Warmaster, that do not feel confident enough to play in the main
event. The minor event will not be held to any set times, and is a chance to play casual Warmaster over a
weekend or a single day if attendance on both days is a issue for the player.
It will be assumed that on purchasing a ticket that the default entrance will be to the main event, players
will be asked on the day, but if you want to play in the minor event then please email the main TO Paul
winter at mailto:pfw14_7@hotmail.co.uk with your details and wish to play in the minor event, so we can
plan accordingly.
Sponsor: This events main sponsor in Cromarty Forge. This company offers some fantastic model ranges in
10mm, both fantasy and historical, as well as terrain. https://www.centimetrewarriors.com/ Of note Cromarty
Forge objective markers are the default choice for use in this event.
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