Army rules.
Allies are allowed
Mercenaries are allowed
3D-printed models and 3rd party models are allowed but it must be easy to identify what unit/model it represents and it is your responsibility to make sure that your opponent knows which model is what.
Armies must be fully painted with 3 colors minimum
Army Restrictions.
The following restrictions for creating a Muster List in this tournament apply:
- Rule of 3: No unit may be included in a list more than 3 times, regardless of its source.
- Each type of Magical Vortex cannot be selected more than once in each army list.
- All armies may spend up to 25% on Lords selection and up to 25% on Heroes selection.
For a detailed overview of what counts as a Lord/Hero of each army, refer to the document
'Lords and Heroes list'
- Maximum unit size of 40 models
Lords and Heroes list link: https://drive.google.com/drive/folders/1LXjeBAI2Co_XiWZjbCrnSZg4J1zeT-Ax?usp=sharing
Missions and Tables.
Missions will be picked from the The Old World Game Variety Pack v1.1 - Tweaked for event
https://drive.google.com/drive/folders/1LXjeBAI2Co_XiWZjbCrnSZg4J1zeT-Ax?usp=sharing
The following 3 missions will be played from the tournament pack linked above:
- Frontline Crash + Spoils of War
- Frontline Crash + King of the Hill
- Refused Flank + Breakthrough
Tables with terrain will be prebuilt by the TO's
Scoring Units.
The Secondary Objectives will often refer to ‘Scoring units’.
A unit is a Scoring unit if it fulfils all the following criteria:
- The unit has purchased a Standard Bearer.
- The unit has a starting Unit Strength of 8 or more.
- The unit is not in Skirmish formation.
- The unit does not have the Fly special rule.
- The unit is not a Character.
- The unit does not have the Fast Cavalry special rule.
A unit that is in Marching Column or Fleeing loses Scoring, if it has it, until it is no longer in Marching Column or Fleeing.
The following units are Scoring units despite not fulfilling the above criteria of having purchased a Standard Bearer. All other criteria still apply:
- Troll Mob units selected as Core in a Troll Horde Army of Infamy.
Set-up.
- Choose Deployment Zone. The players roll off and the winner picks which Deployment Zone they wish to use. Their opponent uses the opposite Deployment Zone.
- Spell Selection. The player who chose their Deployment Zone now generates spells for all their Wizards. Afterwards their opponent does the same.
- Declare Special Deployment. Starting with the player who chose their Deployment Zone, each player must nominate which units with Special Deployment options, such as Scout or Ambush, will use their Special Deployment, or if they will deploy using the normal rules.
- Deploying Units Players roll off, the winner deciding which player will deploy the first unit. With the exception of the Surging Tide deployment, each Deployment Type uses the rules for Alternating Units, as described on page 285 of the Core Rulebook.
- Roll for First Turn Both players must now roll a D6. The player who completed their normal deployment first adds +1 to the roll. The winner of the roll-off takes the first turn