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AOFS - COMPETITIVE RULES v2.

General Principles The Armies Tournament Balance


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.

By Gaetano Ferrara www.onepagerules.com


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