The document provides rules for organizing Age of Fantasy: Stormcast Eternals tournaments. Key points include:
1) Games are limited to 300 points per player and force lists must be submitted in advance.
2) Players can bring up to 1 hero per 150 points and no single unit over 33% of points. Reinforcement lists of 25% points can be added each round.
3) Missions are chosen by organizers and terrain cannot be moved. Matches last 1.5 hours with chess clocks of 45 minutes each. Players are paired based on victory and destruction points.
The document provides rules for organizing Age of Fantasy: Stormcast Eternals tournaments. Key points include:
1) Games are limited to 300 points per player and force lists must be submitted in advance.
2) Players can bring up to 1 hero per 150 points and no single unit over 33% of points. Reinforcement lists of 25% points can be added each round.
3) Missions are chosen by organizers and terrain cannot be moved. Matches last 1.5 hours with chess clocks of 45 minutes each. Players are paired based on victory and destruction points.
The document provides rules for organizing Age of Fantasy: Stormcast Eternals tournaments. Key points include:
1) Games are limited to 300 points per player and force lists must be submitted in advance.
2) Players can bring up to 1 hero per 150 points and no single unit over 33% of points. Reinforcement lists of 25% points can be added each round.
3) Missions are chosen by organizers and terrain cannot be moved. Matches last 1.5 hours with chess clocks of 45 minutes each. Players are paired based on victory and destruction points.
Balance Rules: The competitive rules Game Size: For tournament games we Ambushers: Units that deploy from were created to help players set up their recommend fixing the game size to a Ambush on the last round can’t seize or own tournaments, but can also be used total of 300pts per player. contest objective markers. in one-off matches to provide a bit more Force Lists: Before the tournament all Wizards: Only up to 1 wizard model per structure and balance to the game. players should submit their force list to full 150pts in their force list may cast or Referees: The original game rules are the tournament organizers. block spells per game round. kept intentionally vague in some aspects Composition: Players may only bring Deadly Priority: Hits from Deadly to allow players to adapt them to their up to 1 hero per full 150pts in their force weapons are always resolved first. own liking. Because of this its best that list, and only 1+X copies of the same you have referees in your tournaments unit, where X is 1 per full 150pts in their Reinforcement Rules that decide on how to interpret certain force. Players may not bring any single Counter-Plays: If you want to add a new rules and assist players in resolving any unit worth over 33% of their total points. layer of strategy to your tournaments uncertainties that come up. Players must configure their lists so that you can play using reinforcement rules, Settling Disputes: If you ever come to a they only have a max. of 1 unit in play which allow players to adapt their force point where a rule interpretation stops per full 25pts in their list, and max. 1 lists on the fly to counter the enemy. the game in its tracks, simply roll a die model in play per full 20pts in their list. Force Lists: Before the tournament all to randomly determine how that rule Example: For a 300pts game, you can take players must submit one force list made should be interpreted and move on. max. 2 heroes, max. 3 copies of each unit, no up of 75% worth of units of the total Preparation unit worth over 99pts, max. 12 units in game size, plus up to three other lists total, and max. 15 models. made up of 25% worth of units of the Tournament Length: The tournament is Mixed Armies: Players may bring units total game size as reinforcement lists. made up of 6 matches, with each match lasting a max. of 1.5 hours, including the from up to two factions in the same list, Composition: Reinforcement lists follow game set-up phase. but they must select one of them as their the regular composition rules, however primary faction. Mixed armies must may not have any heroes, and must only Chess Clocks: The use of chess clocks is consist of at least 60% worth of units have models from their primary faction. recommended, giving each player up to from their primary faction. 45min per game, including set-up. Playing a Match: Once per game, at the Playing a Match beginning of any round after the first, Match Pairings: The player match-ups players may deploy all units from one of for the first match should be determined Mission: The tournament organizers their reinforcement lists by placing them randomly, and from the second round may pick any official mission, or come within 6“ of their table edge. All models players are paired by matching players up with missions of their own. must be within 12“ of each other, and at with the same VPs together, going from Terrain: The terrain is set up by the least 3“ away from enemy units. highest to lowest score. If more than two tournament organizers, and may not be players have the same VPs, then they moved by the players. should be matched by their destruction points from highest to lowest. Armies: Before the game beings both players may inspect their opponent’s Victory Points: At the end of each match force lists and ask any questions. the winner gets 3 VPs, and in case of a tie both players get 1 VP each. Match Start: As soon as players roll-off for deployment the match starts. If you Destruction Points: Additionally each are using chess clocks then they must be player gets as many destruction points started now. as the total point cost of all enemy units that were destroyed or stunned at the Match End: The match ends as soon as end of the match. the mission conditions are met. If you are using chess clocks and a player runs Winning the Tournament: After the 6th out of time, then all of his units count as match the player with most VPs wins, being destroyed immediately. and in case of a tie the player with the highest total destruction score across all matches is the winner.