https://www.facebook.com/events/395673163966348/
Link to event on facebook.
We wanted to run a tournament the weekend of the
AoS release, but of course ran into a few small problems about balancing armies and scoring games.
This is what I came up with after several games of
AoS and a lot of reading in the Warscrolls. It's a bit wide open on purpose. I want to see more of how things work before I consider more restrictions. Quite a few players have already signed up so we should have a good assortment of players and armies to have some fun and essential playtest what I hope will become a tournament system. Eventually I hope to replace balancing with wounds with a points system, but that's at least a couple of weeks out, at best.
Free tournament and
GW will be tossing me some prizes to pass out.
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Age of Sigmar Tournament!
Our first tournament using the new game.
Sunday, July 12th.
Muster at 10am, rolling dice by 11:00am
FREE! And we will have a nice assortment of prizes.
Models do not have to be painted, but no proxies models allowed. Your models can be on the old square bases or the new round ones. You'll need to print out the warscrolls off of the internet that you want in your army and make an army list. Rules for that are below.
This is not a competitive tournament. We are learning the rules and going to have fun. You're helping to test out the new tournament rules and give us some imput. So bring what you want to play with, and we'll have some fun. Give a call to the shop if you have questions, or send an email to Showcasepa@aol.com or message use here on facebook.
3 games of 2 hours each.
Basic Army Composition
1) 100 wounds maximum, adding up all models in your army. (Scenery or other things without wounds may not be taken as part of an army.)
2) If you wish to summon units in the game, you may do so, but they count against your wound maximum. Essentially, summoning is bringing them from reserve with magic. Set aside a number of wounds for summoning during the game. Follow the summoning rules you are using as to how many models you summon at once. You don't have to specify what you will summon before the game. But you may not exceed the number of wounds you set aside. It may be that as you use up your allowance for summoning, the last spell you cast might be only partially successful if you have used up your allowance of models.
3) You must choose one of the four factions to draw your army from: Order, Destruction, Chaos, or Death. You don't have to use just orcs, or just chaos warriors. Any of the units in your faction are open for you to use. But you may find less synergy in their special rules.
4) You must have at least one hero to be your general.
5) You may not have more than two wizards in your army. (priests, wizards, spell casters, models with spell casting ability). This does not include units that might have a spell like ability, such as horrors.
6) You may not duplicate characters, or monsters with 10 or more wounds. You may not duplicate named characters or monsters of any size.
7) You may not duplicate named characters or monsters of any size. Many models represent a named character, the world only has one of them. If both you and your opponent both have that character, one is obviously an imposter and part of the fight is to sort this situation out.
8) You may not have more than 25 points of hero models in your army. This includes heroes riding large monsters, and any model that has the "hero" keyword.
Scoring for each Game
For each 10 wounds (or 10% if not using 100 wounds max), of your opponents army that you kill, you score 1 point. +1 pt per 10 wounds killed.
(Partially killed models do not count.)
Killing an enemy hero or wizard +1 pt per enemy character killed.
(If the character is somehow later alive at the end of the game, you don't score this point)
Killing the enemy general will give you +1 point for the general, and the +1 point for killing a hero. +1 pt for killing the enemy general
(In the case of an army getting another general somehow, you do not score this point, unless you kill him too.)
Holding the center of the board at the end of the game. If you are the only player to have models within 6" of the center of the table, +1 point for holding the center of the battle.
you control the battlefield.
Killing a large monster of 10 wounds or more.In the case of a hero riding a monster, you get +1 for both the hero, and the monster. +1 point for killing a large monster of 10+ wounds
Killing such legendary beings is a huge accomplishment.
Killing an army general riding a large monster is thus worth +3 points! )
Limitations on certain models
There are few limitations on what a player can select for his army. But in some cases, it's rather obvious that a large amount of some models could lead to large advantages, either because the models are so superior when only judged by their cost in wounds, or because of combinations of special rules. This list will probably grow over time as we refine a system for tournament and league play.
Night Goblin Fanatics: You are limited to 1 fanatic per 5 night goblins in the unit they are hiding in.
Flamers of Tzeentch/Exalted flamers: You are limited to 1 unit of up to 12 wounds. Either 6 flamers, or 3 exalted flamers.
Changes to basic rules
Age of Sigmar was not designed as a competitive rules set.
GW just didn't write it that way. We don't have a point system like we did in WFB8th. But to run events like leagues and tournaments, we need a bit more structure and a way to have some semblance of balance of power between two armies.
The purpose of these additional rules is to help stores run events, and for players to set up games between themselves
1) Ignore sudden death victory conditions. Games will be played until one side is wiped out, 12 turns have passed, or time for the game has run out. (Turns go exceedingly quick at the end of the game and final showdowns between a few models can be quite dramatic. )
2) The rules say to measure from the model, and not from the base. In practice, this isn't working well. The odd size of some models with wings, whips, and other body parts causes a lot of questions about what space the model takes up, how to measure to the model for melee, and having models in a unit with different melee reach. The base does still matter, because it blocks movement and getting close enough for melee, unless we start overlapping bases. While
AoS allows for different base sizes, its actually much easier to still measure from the base and not the model. Most players will find it very easy, especially anyone that has played
40k, or other games that use round bases. I suggest models pivot on the center of the base, and measure movement from the base.
3) Summoning of all types is changed, see list building.