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General Principles The Armies Reinforcement Rules


Referees: The original game rules are Game Size: For tournament games we Counter-Plays: If you want to add a new
kept intentionally vague in some aspects recommend fixing the game size to a layer of strategy to your tournaments
to allow players to adapt them to their total of 300pts per player. you can play using reinforcement rules,
own liking. Because of this its best that which allow players to adapt their force
Force Lists: Before the tournament all
you have referees in your tournaments lists on the fly to counter the enemy.
players should submit their force list to
that decide on how to interpret certain
the tournament organizers. Force Lists: Before the tournament all
rules and assist players in resolving any
players must submit one force list made
uncertainties that come up. Mixed Armies: Players may bring units
up of 75% worth of units of the total
from up to two factions in the same list,
Settling Disputes: If you ever come to a game size, plus up to three other lists
but they must select one of them as
point where a rule interpretation stops made up of 25% worth of units of the
their primary faction. Mixed armies must
the game in its tracks, simply roll a die total game size as reinforcement lists.
consist of at least 60% worth of units
to randomly determine how that rule
from their primary faction. Composition: Reinforcement lists follow
should be interpreted and move on.
the regular composition rules, however
Playing a Match may not have any heroes, and must only
Preparation
Mission: The tournament organizers have models from their primary faction.
Tournament Length: The tournament is
may pick any official mission, or come Playing a Match: Once per game, at the
made up of 6 matches, with each match
up with missions of their own. beginning of any round after the first,
lasting a max. of 1.5 hours, including the
game set-up phase. Terrain: The terrain is set up by the players may deploy all units from one of
tournament organizers, and may not be their reinforcement lists by placing them
Chess Clocks: The use of chess clocks is within 6“ of their table edge. All models
moved by the players.
recommended, giving each player 45min must be within 12“ of each other, and at
per game, including the set-up phase. Armies: Before the game beings both least 3“ away from enemy units.
players may inspect their opponent’s
Match Pairings: The player match-ups
force lists and ask any questions.
for the first match should be determined
randomly, and from the second round on Match Start: As soon as players roll-off
players are paired by matching players for deployment the match starts. If you
with the same VPs together, going from are using chess clocks then they must
highest to lowest score. If more than two be started now.
players have the same VPs, then they
Match End: The match ends as soon as
should be matched by their destruction
the mission conditions are met. If you
points from highest to lowest.
are using chess clocks and a player runs
Victory Points: At the end of each match out of time, then all of his units count as
the winner gets 3 VPs, and in case of a being destroyed immediately.
tie both players get 1 VP each.

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.

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