Grand Melee
When using Grand Melee army rules, the focus shifts from mighty Wizards, all-conquering lords of war and gigantic units towards the variety of warriors that fill the ranks of the Old World's armies. Players are encouraged to field diverse armies of infantry, cavalry and chariotry rather than rely too heavily upon the might of monsters, characters or excessively large units. To this end, the following restrictions apply when writing your muster list:
- You may not spend more than 25% of your army's total points value on a single character or unit (including named characters)
- Your army may include any number of Level 1 or 2 Wizards, but may only include:
- 0-1 Level 3 Wizard per 1,000 points.
- 0-1 Level 4 Wizard per 2,000 points.
Scoring
Tournament Scoring directly through Tournament Points (TP)
Tournament points are based on VP difference (matched play guide page 19).
- 0 – 150 = 10 – 10
- 151 – 300 = 11 – 9
- 301 – 450 = 12 – 8
- 451 – 600 = 13 – 7
- 601 – 750 = 14 – 6
- 751 – 900 = 15 – 5
- 901 – 1100 = 16 – 4
- 1101 – 1300 = 17 – 3
- 1301 – 1500 = 18 – 2
- 1501 – 1700 = 19 – 1
- 1700+ = 20 – 0
Submit Tournament Point score (e.g. 11 - 9) after your game finishes through New Recruit.
FAQ / house rules
Give ground & terrain clarifications
- Open ground is not considered terrain for the purposes of giving ground.
- If a unit is already in contact with terrain (e.g., woods, hill), giving ground does not cause new terrain contact.
- If a unit is close to - but not touching - terrain, it will give ground until it touches the terrain, always breaking combat.
Green Knight
- Green Knight can't charge the turn he appears
Regeneration
- No regeneration for wounds lost due to unstable (no reregeneration)
Cathay cannons
- Movement does not stack
- Ogre Loader works like the CD Ogre Loader