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GF - Competitive Rules v2.3

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Rob Gridley
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0% found this document useful (0 votes)
15 views1 page

GF - Competitive Rules v2.3

Uploaded by

Rob Gridley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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General Principles The Armies Tournament Balance


Balance Rules: The competitive rules Game Size: For tournament games we Merging Units: When putting together
were created to help players set up their recommend fixing the game size to a their armies players may not merge two
own tournaments, but can also be used total of 2000pts per player. units made up of single models into one.
in one-off matches to provide a bit more
Force Lists: Before the tournament all Heroes: Each unit may only be joined by
structure and balance to the game.
players should submit their 2000pts up to 1 hero, and heroes may not join
Referees: The original game rules are force list to the organizers. units made up of a single model.
kept intentionally vague in some aspects
Composition: Players may only bring up Psychics: Only up to 3 psychic models
to allow players to adapt them to their
to 3 heroes in their army, and no more from each army may cast or block spells
own liking. Because of this its best that
than 3 copies of the same unit (if players per game round.
you have referees in your tournaments
merge two units into one, it counts as
that decide on how to interpret certain Stacking Modifiers: Modifiers from the
one copy of the same unit). Players may
rules and assist players in resolving any same special rule or spell don’t stack,
configure their army so that they only
uncertainties that come up. whilst modifiers from different special
have a maximum of 10 units in play.
rules or spells do stack.
Settling Disputes: If you ever come to a
Mixed Armies: Players may bring units
point where a rule interpretation stops Splitting Fire: Units can’t target more
from up to two armies in the same force
the game in its tracks, simply roll a die than 2 enemy units when shooting with
list, but they must select one of them as
to randomly determine how that rule multiple weapon types.
their primary army. Players may only
should be interpreted and move on.
bring up to 750pts worth of units from Transports: Only models with Tough(3)
Preparation their secondary army list, and heroes or less may be embarked, where models
from either army list may only join other with Tough(3) take up 2 cargo spaces
Tournament Length: The tournament is units from their own army list. each, unless they have the hero rule.
made up of 6 matches, with each match
lasting a max. of 2 hours, including the Playing a Match Reinforcement Rules
game set-up phase.
Mission: The tournament organizers Counter-Plays: If you want to add a new
Chess Clocks: The use of chess clocks is may pick any official mission, or come layer of strategy to your tournaments
recommended, giving each player 1 hour up with missions of their own. you can play using reinforcement rules,
per game, including the set-up phase. which allow players to adapt their force
Terrain: The terrain is set up by the
lists on the fly to counter the enemy.
Match Pairings: The player match-ups tournament organizers, and may not be
for the first match should be determined moved by the players. Force Lists: Before the tournament all
randomly, and from the second round on players must submit a 1500pts list, plus
Armies: Before the game beings both
players are paired by matching players up to 3 other 500pts reinforcement lists.
players may inspect their opponent’s
with the same VPs together, going from
force lists and ask any questions. Composition: Reinforcement lists follow
highest to lowest score. If more than two
the regular composition rules, however
players have the same VPs, then they Match Start: As soon as players roll-off
may not have any heroes, and must only
should be matched by their destruction for deployment the match starts. If you
have models from their primary army.
points from highest to lowest. are using chess clocks then they must
be started now. Playing a Match: Once per game, at the
Victory Points: At the end of each match
beginning of any round after the first,
the winner gets 3 VPs, and in case of a Match End: The match ends as soon as
players may deploy all units from one of
tie both players get 1 VP each. the mission conditions are met. If you
their reinforcement lists by placing them
are using chess clocks and a player runs
Destruction Points: Additionally each within 6“ of their table edge. All models
out of time, then all of his units count as
player gets as many destruction points must be within 24“ of each other, and at
being destroyed immediately.
as the total point cost of all enemy units least 3“ away from enemy units.
that were destroyed or pinned 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.

By Gaetano Ferrara www.onepagerules.com


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