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Age of Sigmar Army Restrictions and Scenario Pack

1+ armor

Hey everyone, our friends with CanHammer, up in the snowy north asked us to put this theoretical Age of Sigmar Tournament Guideline and Scenario pack up for community C&C. Let them know what you like about it, what you don’t like, and what you’d change. Thanks!

Age of Sigmar Army Restrictions and Scenario Pack

Introduction

Thank you for having a look at the 1 Plus Armour and Canhammer Age of Sigmar Army Restrictions and Scenario Pack. The intent of this pack is to provide balancing guidelines and scenarios for Age of Sigmar tournament organizers. This pack is a living document, constantly being updated based on personal experience and feedback we receive from the Warhammer: Age of Sigmar community. Though designed primarily to balance play and provide structure for tournaments, it can also be used for regular games and players are encouraged to adapt and modify the rules set to meet their needs. For example, have a new player you want to introduce to the game? Go ahead and reduce the wound pool to 50 wounds.

Go ahead, use and distribute this pack as you wish! Have any feedback? Feel free to email us at 1plusarmour@gmail.com, check out our facebook page at facebook.com/1plusarmour. You can connect with us on twitter @1PlusLogan, @CanhammerChris, @1PlusAndrew, @1PlusNick. You can also provide feedback at our AoS comp forum found at http://www.cdnwarhammerforum.com/board/22/aos-comp-faq.

About 1 Plus Armour and Canhammer

1 Plus Armour is a Canadian Warhammer tournament team and hobby channel. Like Warhammer videos? Visit us at YouTube.com/1PlusArmour. We are also regular guests on one of Canada’s top Warhammer related podcasts Canhammer http://www.canhammer.com/

Mustering your Forces!

Replace the mustering your forces rules from Warhammer: Age of Sigmar with the following army composition guidelines:

Using Warscrolls from various Games Workshop publications, players will put together an army that adhere to the following composition restrictions and guidelines. Please note that players must prepare an army list and will be using all of the models from the army list they have designed.

Army composition restrictions

  1. Armies must be composed solely of models containing keywords from either Order, Chaos, Destruction or Death factions. I.e. You cannot have units that contain the Destruction keyword with units containing the Death keyword as a part of the same army.
  1. In other words lists are generated from each Grand Alliance
  1. Chaos (Beastmen, Daemons of Chaos, Skaven, Warriors of Chaos, Chaos)
  2. Death (Vampire Counts, Tomb Kings)
  3. Destruction (Ogre Kingdoms, Orcs & Goblins)
  4. Order (Bretonnia, Dark Elves, Dwarfs, High Elves, Lizardmen, The Empire, Wood Elves, Stormcast Eternals)
  1. Armies cannot exceed 125 wounds[a][b][c] worth of models and are restricted to the following army composition:
  1. 1-4 Warscrolls with the HERO keyword
  2. 0-2 Warscrolls with WIZARD keyword[d][e][f][g]
  3. 0-3 Warscrolls with the MONSTER keyword[h]
  4. Max of 3 of any individual Warscroll.
  5. Max 40 wounds per Warscroll
  6. No duplicate HERO choices
  7. Max 15 Warscrolls
  8. 0-3 Sylvaneth Wyldwoods may only be taken If an Order army contains at least 51 wounds with the Wanderer or Sylvaneth keywords

***Note: A model that has both the HERO and MONSTER keywords will count as 1 HERO choice AND 1 MONSTER choice. Similarly, model that has the HERO, the WIZARD and the MONSTER keywords will count as 1 HERO choice, 1 WIZARD AND 1 MONSTER choice

Preparing an Army List

If a Warscroll describes that one of two unique models may be chosen (e.g. Icon bearer vs standard bearer) then the choice must be outlined  in the army list.

The number of wounds per warscroll must be indicated in brackets before the unit then followed by the unit name X the number of models.

If a player wishes to indicate that a unit will be using exclusively one weapon type versus another (because they may be modelled differently) then this must be outlined in the army list.

If an army formation is used then it must be indicated at the end of the army list.

Jill’s Order Army List (125 wounds)

HEROS (1-4)

(5) Belegar Ironhammer

(5) Josef Bugman

(5) Dwarf Lord – Rune Weapon and Ancestor Shield.

(5) Runelord

MONSTERS (0-2)

None

WIZARDS (0-2)

None

OTHER

(30) Hammerers X 30 – Throng Musician, Standard Bearer, Keeper of the Gate

(30) Ironbreakers X 30 – Ironbeard with hammer and gromril shield, Icon Bearer, Drummer

(15) Irondrakes X 15 – Ironwarden with trollhammer torpedo, Icon Bearer, Hornblower

(15) Quarrellers X 30 – Veteran, Standard Bearer (Clan Banner), Drummers, Dwarf Bucklers.

(8) Gyrocopter X 2 – Steam Guns

(7) Dwarf Cannon and Crew X 4

FORMATION

None

Army Specific Clarifications and Restrictions

General

Warriors of Chaos

Demons of Chaos        

Wood Elfs

Frequently Asked Questions[i]

————————

– You cannot overlap the bases of multiple models.

– Bases need to align with old versions or what they come with.

– Ranges are measured from the edge of models’ bases.

– A unit that grants a Magic ability (e.g. Summon Terrorgheist) must be in play at the start of the game for your wizards to gain access to that spell.

– If unit dies, you CANNOT use the Magic entry in its profile.

– An Organisation is NOT deployed as a single drop, each unit is deployed separately.

– “Flavour rules” (e.g. Fateweaver’s +2 to cast, Thane re-roll, etc..) the rule is automatically applied. Konrad will not talk back under any circumstance… hopefully.

– Saves cannot be improved past 2+ past any means.

– Save rolls of 1 always fail.

– Keywords account for things like “DEATH WIZARDS” if the model contains the Keywords “Death” & “Wizard”. For example, for Epidemius’ tally “Nurgle models” refers to models with the “NURGLE” keyword.

– Summoned units count total wounds killed for overall victory conditions as opposed to only counting models. For example, a Terrorgheist counts for 14 wounds compared to your total wound pool (e.g. 150) rather than 1 model out of whatever number of models you field. They do not however increase the starting wound pool size for determining losses.

– Warscrolls that allow for “any number of models” must be a minimum of 1 model.

– Unit sizes must respect minimum model count when a minimum is indicated in the warscroll.

– Victory conditions are  based on number of wounds and not models.

– Kairos Fateweaver can change a die roll to 1, 2, 3, 4, 5 or 6.

– Sudden Death victory conditions will not be used.

– Summoned models cannot cast spells or charge the turn they arrive.[j][k][l][m]

– Models can only use special rules from their own army. I.e. DEATH WIZARDS cannot summon zombies if the player has no zombies in play but the opponent does.

SCENARIOS

Scenarios are composed of three separate objectives. The Primary is worth 9 points, secondary is worth 8 points, tertiary is worth 3 points. Players compete for these 3 separate objectives to determine their game score. Therefore, the total number of points between opponents must equal to 20.

PRIMARY OBJECTIVE (9 points total)

The primary objective is common to all games. This is scored based on the difference in the percentage of wounds lost. For example, at the end of the game Jack lost 40 wounds worth of models from his starting total of 125 wounds. Jill lost 20 wounds worth of models from her starting total of 125 wounds.

Jack’s losses 40/125 = 32%

Jill’s losses 20/125 = 16%

Difference in scores 32%-16% = 16% in Jill’s favour

Difference in losses

Winner

Loser

0-25%

4.5

4.5

26%-50%

6

3

51%-75%

7.5

1.5

76-100%

9

0

Summoning – Models summoned during the game using SUMMON spells do not add to the total number of wounds (denominator) when calculating the primary objective. However, they do count towards the number of wounds suffered or lost throughout the game (numerator), if killed. Note that this does not apply to models regained through other mechanisms such as regrowth, or reanimate spells.

Complete loss – A game ends prematurely if one player has been completely destroyed. In this situation, the winner is awarded all of the Primary Objective points (i.e. 9). In some scenarios Secondary Objectives are described as DYNAMIC, in these situations it is possible for a player to be completely destroyed before the final turn but still finish with some points. This is described in more detail later.

SECONDARY OBJECTIVE (8 points total)

Secondary objectives are worth 8 points and are described in the individual scenarios

Units contesting objectives

Always count total wounds on multiple wound models. Therefore, an Ogre Irongut with 1 wound remaining still counts as 4 wounds for the purposes of contesting objectives. However, count individual wounds lost on models with the Monster keyword. Therefore, a Stegadon with 3 wounds remaining only counts as 3 wounds for the purpose of contesting objectives.

Dynamic Objectives

Some scenarios are described with DYNAMIC objectives. In these situations, secondary objective points are awarded at specific times during the game and not necessarily once the game ends. For these types of objectives, regardless of the final outcome of the game (even if one opponent is completely destroyed before the final turn), the points are awarded to the player. Thus, it is possible for a player to have/receive points at the end of the game even though their army has been completely destroyed before the final turn. ** The only exception is when a player voluntarily surrenders before the end of the game. In this situation, award full points of the PRIMARY, SECONDARY and TERTIARY OBJECTIVES to their opponent.

TERTIARY OBJECTIVES (3 points total)

Slay the Warlord! – DYNAMIC

If by the end of the battle one general is dead award 2 points  to the opponent whose general survived and 0 points for the player whose general perished.

If by the end of the battle both generals are dead, award 1 point to each player.

First blood! – DYNAMIC

The first player to completely destroy one unit of their enemies is awarded 1 point.

SCENARIO 1 – UNTO DAWN

Deployment

Players roll off to determine deployment territory.

Players roll off to determine who begins deploying their units first. The person who wins the roll decides whether they want to start or whether their opponent starts to deploy their army first.

The player who started deploying their army first decides which of them starts the first round.

Deployment follows the scheme depicted above. Players must deploy their units no closer than 12” away from enemy territory. [n]

Game length and turns

After the first turn is complete players roll of to determine who begins the next turn for each subsequent turn. The winner of the roll decides who begins the next turn.

The game lasts for a minimum of 6 turns. At the end of the six turn one of the players rolls a die, on a 4+ the game continues to a final 7th turn.

Primary Objective – 9 points – Described previously

Tertiary Objective – 3 points – Described previously

Secondary Objective –

Divide the table into 4 quarters (24 inches X 36 inches)

Players will fight for control for the table quarters.

A player controls a table quarter if they have 30% more wounds worth of models compared to their opponent in that quarter. Otherwise, the quarter is contested.

A unit cannot contest two separate table quarters. A unit contests the quarter where the largest number of wound exists. If this cannot be determined roll to determine which quarter the unit contests.

At the end of the game points for the Secondary objective are awarded as follows:

# of table quarters controlled

Winner

Loser

4-0

8

0

3-1

6

2

2-2

4

4

SCENARIO 2 – Secure the Gates!

Deployment

Players roll off to determine deployment territory.

Players roll off to determine who begins deploying their units first. The person who wins the roll decides whether they want to start or whether their opponent starts to deploy their army first.

The player who started deploying their army first decides which of them starts the first round.

Deployment follows the scheme depicted above. Players must deploy their units no closer than 12” away from enemy territory.

Game length and turns

After the first turn is complete players roll of to determine who begins the next turn for each subsequent turn. The winner of the roll decides who begins the next turn.

The game lasts for a minimum of 6 turns. At the end of the six turn one of the players rolls a die, on a 4+ the game continues to a final 7th turn.

Primary Objective – 9 points – Described previously

Tertiary Objective – 3 points – Described previously

Secondary Objectives – DYNAMIC

At the beginning of the first player turn, before anything, roll a die:

1-3 Objective 1  (shown on map)

4-6 Objective 2 (shown on map)

Whichever objective is rolled is the objective for the following THREE turns. At the end of the THIRD turn the player with the most number of wounds worth of models within 3” (even partially) of the objective is awarded 3 points, and the opponent 0 points. If neither player has any models, or both players have the same number of wounds worth of models within 3” then award each player 1.5 points.

At the beginning of the fourth player turn roll a die:

1-2 Same objective

3-6 Opposite objective

Whichever objective is rolled is the objective for the following THREE (OR FOUR) turns. At the end of the SIXTH (OR SEVENTH) turn the player with the most number of wounds worth of models within 3” (even partially) is awarded 5 points, and the opponent 0 points. If neither player has any models, or both players have the same number of wounds worth of models within 3” award each player 2.5 points.

SCENARIO 3 – Ashes to Ashes.

Deployment

Players roll off to determine deployment territory.

Players roll off to determine who begins deploying their units first. The person who wins the roll decides whether they want to start or whether their opponent starts to deploy their army first.

The player who started deploying their army first decides which of them starts the first round.

Deployment follows the scheme depicted above. Players must deploy their units no closer than 6” away from enemy territory.

Players cannot deploy units in No Man’s Land. Moreover, units cannot be deployed closer than 6” from the North and South side, and 3” from the East and West sides of No Man’s Land.

Game length and turns

After the first turn is complete players roll of to determine who begins the next turn for each subsequent turn. The winner of the roll decides who begins the next turn.

The game lasts for a minimum of 6 turns. At the end of the six turn one of the players rolls a die, on a 4+ the game continues to a final 7th turn.

Primary Objective – 9 points – Described previously

Tertiary Objective – 3 points – Described previously

Secondary Objectives – 8 points

Fortitude – 5 points – DYNAMIC

If neither player drops below 60% of their starting number of wounds throughout the game award each player 2.5 points.

The following triggers describe how the first set of secondary points are awarded dynamically throughout the game:

  1. The first player to drop below 60% of starting wounds awards the opponent 2 points. If both players drop below 60% during the same battle round then each are awarded 1 point. This is determined at the end of each battle round. Once a player drops below 60% of the starting number of wounds, this victory cannot be awarded again, i.e. if by the end of turn 3 Jack drops below 60% then Jill receives 2 points. If Jill drops below 60% by the end of turn 4 Jack does not receive any points for Jill dropping below 60%.
  2. The first player to drop below 50% of starting wounds awards the opponent 3 points. If both players drop below 50% during the same battle round then each are awarded 1.5 point. This is determined at the end of each battle round. Once a player drops below 50% of the starting number of wounds, this victory cannot be awarded again, i.e. if by the end of turn 3 Jack drops below 60% then Jill receives 2 points. If Jill drops below 50% by the end of turn 4 Jack does not receive any points for Jill dropping below 50%.
  3. If one player drops below 60% and 50% during the same battle round – award the opponent 5 points. If both players drop below 60% and 50% during the same battle round award each player 2.5 points.

        No man’s land – 3 points – DYNAMIC

No Man’s Land is just that, it’s for no man!

At the end of battle round 2 the player with the least number of wounds completely within No Man’s land is awarded 1 point. If players have none, or equal number of wounds worth of models then award each player 0.5 point.

At the end of battle round 4 the player with the least number of wounds completely within No Man’s land is awarded 1 point. If players have none, or equal number of wounds worth of models then award each player 0.5 point.

At the end of battle round 6 the player with the least number of wounds completely within No Man’s land is awarded 1 point. If players have none, or equal number of wounds worth of models then award each player 0.5 point.

SCENARIO 4 – Fortune favours the bold!

Deployment

Players roll off to determine deployment territory.

Players roll off to determine who begins deploying their units first. The person who wins the roll decides whether they want to start or whether their opponent starts to deploy their army first. The first player to deploy, deploys their whole army first. Then the next player deploys their army.

The player who deployed their army first decides which of them starts the first round.

Deployment follows the scheme depicted above.

Objectives are located as depicted on the map above.

Game length and turns

After the first turn is complete players roll of to determine who begins the next turn for each subsequent turn. The winner of the roll decides who begins the next turn.

The game lasts for a minimum of 6 turns. At the end of the six turn one of the players rolls a die, on a 4+ the game continues to a final 7th turn.

Primary Objective – 9 points – Described previously

Tertiary Objective – 3 points – Described previously

Secondary Objectives – 8 points – DYNAMIC

Players will fight for control of one, two or all of the three objectives shown on the deployment map.

At the beginning of the first player turn the objectives are worth the following number of points:

Objective 1: 1.5 points

Objective 2: 1 point

Objective 3: 0.5 point

At the end of the THIRD battle round the player with the greatest number of wounds completely or partially within 3 inches of the objectives listed above are awarded their points.

At the beginning of the FOURTH player turn roll a die, the objectives are worth the following number of points:

Die Result

Objective 1

Objective 2

Objective 3

1

0

0

5

2

0.5

2

2.5

3-5

3.5

1

0.5

6

5

0

0

At the end of the SIXTH or SEVENTH battle round the player with the greatest number of wounds completely or partially within 3 inches of the objectives listed above are awarded their points.

[a]I think 100 wounds would be a nice battle, and since it can resolve quickly is why I added the possible 7th turn, but up for debate.

[b]Steve mentioned game with 100 wounds was over in 4 turns, ~2 hour game.

[c]My 100W game was around the same length in turns, but only took about 75 minutes.

[d]consider changing this to HERO WIZARDs – tzeentch formation

[e]a casket of souls is hero and priest, this means it would count in the wizard choice and only hero?

[f]As we have it right now, the casket would only count as a HERO, since we don’t have any restrictions on priests. Do you think we should be restricting priests as well?

[g]no it’s ok, i think it was a previous version of the comp that you were limiting Priest as well

[h]should consider adding 0-3 monsters. One wood elf formation requires 3 treemen – alternatively can add 0-3 monsters for armies with >51 wounds worth of models from Wood Elfs

[i]Should organize these in sections

[j]may need further refinement

[k]the rules are not intended as such. some units can be summoned closer than others. maybe just add a house rule that you can attempt to unbind summoning regardless you are within 18′” or not of the caster.

[l]How about may not cast spells?

[m]yeah maybe so you can stop the loop with the infinite herald of tzeentch

[n]it’s not explicitly stated here if a player deploys their whole army first or if players alternate deploying units.. I’m not sure. I like both.

Same for all scenarios.

 

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