66437706e5907ed4d6b2f091 - AoF - Tournament Guidelines v3.3.1

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

TOURNAMENT GUIDELINES v3.3.

General Principles The Armies Reinforcement Rules


Referees: The original game rules are kept Game Size: For tournament games we Counter-Plays: If you want to add a new
intentionally vague in some aspects to allow recommend fixing the game size to a total of layer of strategy to your tournaments you can
players to adapt them to their own liking. 1500pts per player. play using reinforcement rules, which allow
Because of this its best that you have referees players to adapt their force lists on the fly to
Force Lists: Before the tournament all
in your tournaments that decide on how to counter the enemy better.
players should submit their force list to the
interpret certain rules and assist players in
tournament organizers for reference. Force Lists: Before the tournament all
resolving any uncertainties that come up.
players must submit one force list made up
Mixed Armies: Players may bring units from
Settling Disputes: If you ever come to a point of 75% worth of units of the total game size,
up to two factions in the same list, but they
where a rule interpretation stops the game in plus up to three other lists made up of 25%
must select one of them as their primary
its tracks, simply roll a die to determine how worth of units of the total game size as
faction. Mixed armies must consist of at least
that rule should be interpreted and move on. reinforcement lists.
60% worth of units of their primary faction,
and heroes from either faction list may only Composition: Reinforcement lists follow the
Preparation
join other units from their own faction. regular composition rules, however may not
Tournament Length: The tournament is have any heroes, and must only have models
made up of 6 matches, with each match Playing a Match from their primary faction.
lasting a max. of 2 hours, including the game
Mission: The tournament organizers may Playing a Match: Once per game, at the
set-up phase.
pick any official mission, or come up with beginning of any round after the first, players
Chess Clocks: The use of chess clocks is missions of their own. may deploy all units from one of their
recommended, giving each player up to 1 reinforcement lists by placing them inside
Terrain: The terrain is set up by the
hour per game, including set-up. their deployment zone. All reinforcement
tournament organizers, and may not be
models must be within 24“ of each other, and
Match Pairings: The player match-ups for moved by the players during the game.
at least 3“ away from enemies.
the first match should be determined
Armies: Before the game begins both players
randomly, and from the second round
may inspect their opponent’s force lists and
players are paired by matching players with
ask any questions.
the same VPs together, going from highest to
lowest score. If more than two players have Match Start: As soon as players roll-off for
the same VPs, then they should be matched deployment the match starts. If you are using
by their destruction points from highest chess clocks then they must be started now.
points to lowest.
Match End: The match ends as soon as the
Victory Points: At the end of each match the mission conditions are met. If you are using
winner gets 3 VPs, and in case of a tie both chess clocks and a player runs out of time,
players get 1 VP each. then all of their units count as being
destroyed immediately.
Destruction Points: Additionally each player
gets as many destruction points as the total
point cost of all enemy units that were
destroyed or shaken 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 played matches is
the winner.

1 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
TOURNAMENT GUIDELINES v3.3.1

LOS PRECISION RULES TOP-DOWN LINE OF SIGHT VOLUMETRIC LINE OF SIGHT


More Precision: If you want to have more When playing with top-down line of sight, When playing with volumetric line of sight,
precise line of sight rules for tournaments, models can see targets by drawing lines models can see targets by drawing lines
you can play with one of the following between their bases, and obstructions block between imaginary volumes, with heights
methods, which should avoid disputes: sight based on their assigned height. defined by their base sizes.

• Top-Down Line of Sight Before the game begins, players must assign Before the game begins, players must assign
• Volumetric Line of Sight a height value to all units and terrain. As a a height value in inches to all units. Each
guideline, height can be defined as a value of model occupies a volume of space of that
Note that no matter which method you use,
X+1, where X is the actual height of the height above its base, determined by its base
the following rules always apply:
physical object (miniatures, terrain, etc.). size. As a guideline, height can be defined
• Models can always see in all directions, based on the typical size of miniatures that
Example: A 1” model counts as being height 2,
regardless of where the miniature is are mounted on those base sizes.
and a 2” building counts as being height 3.
actually facing. For models without a base, measure their
• Models always have line of sight to The same guidelines apply to models, but you
actual height and define an area around their
themselves, and may target themselves can also use the following pre-set heights to
centre as being their base size for
(unless stated otherwise). speed up preparation:
determining how large their volume is.
• Models can’t see through solid • Height 1 - Swarms
obstacles, including the perimeter of Here are some pre-set heights you can use to
• Height 2 - Infantry, Artillery
other units (friendly or enemy). speed up preparation:
• Height 3 - Large Infantry, Cavalry,
• Models can always see through friendly Chariots • 25mm Base - Height 1”
models from their own unit. • 32mm Base - Height 1.25”
• Height 4 - Large Cavalry, Monsters,
Vehicles • 40mm Base - Height 1.5”
• Height 5 - Large Monsters, Giants • 50mm Base - Height 2”
• Height 6 - Titans • 60mm Base - Height 3”
• 100mm Base - Height 4”
When standing on top of terrain, units add its
height to their own, and the total counts as To determine line of sight, simply draw a
their new height value. straight line from any point of the model’s
volume to any point of the target model’s
Example: A height 2 infantry model standing on
volume. If the line doesn’t pass through any
a height 3 building counts as being height 5.
obstacles or unit volumes, then the model
To determine line of sight, simply draw a has line of sight.
straight line from any point of the model’s
When using this method, we recommend
base to any point of the target’s base. If the
building simple paper cylinders with the
line doesn’t pass through any obstacles or
volume of each base size before playing,
units of same height or higher than both
which can be used during the game in place
models, then the model has line of sight.
of models to determine line of sight.
When using this method, we recommend
counting all models and terrain pieces of the
same type as being the same height, to avoid
having to constantly measure heights.

2 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy