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GW "Competitive" Rules


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The rules

 


Although Age of Sigmar has taken a unique

 

approach to Tabletop Gaming, this document 

 

represents a completely unofficial way to 

 

modify the rules into ones more conducive to 

 

competitive play.

 

ERRATA

 

Page 2 - BATTLE ROUNDS

 

Remove Initiative from the Game.

 

Page 3 - COMMAND ABILITY

 

Change the section to read:

 

In your hero phase, your general can use one 

 

command ability. All generals have the Inspir-

ing Presence command ability, which they may 

 

use any number of times per battle. If they 

 

have one, your general may use each printed 

 

command ability on their Warscroll once per 

 

game.

 

Page 4 - PICKING TARGETS

 

Add the following section:

 

If the attack is being made with a Ranged 

 

Weapon in the Shooting phase additional 

 

requirements apply:

 

Units with any models engaged with ene-

mies (within 3” of an enemy model) may 

 

not perform shooting attacks in the shooting 

 

phase. Special Rules which specifically allow 

 

for Shooting Attacks to be made in the Combat 

 

Phase (such as the Skull Cannons’ Grind their 

 

Bones, Seize their Skulls ability) circumvent 

 

this limitation.

 

When targeting an enemy unit with models en-

gaged with allied models, only those which are 

 

greater than 3” of an allied model are eligible to 

 

take Wounds. These models must be the closest 

 

to the firing unit, who cannot shoot through al-

lied models. When assigning the Wound Pool, 

 

should the closest model to the firing unit be 

 

within 3” of an ally, or be an ally, all remaining 

 

Wounds are discounted and the attack ends

 

Look Out Sir!: Hero models without the 

 

Monster keyword within 3” of an allied unit 

 

cannot be targeted by ranged attacks unless 

 

they are the closest model to the firing unit. 

 

When attacked by a ranged attack, after rolling 

 

to wound, but before making saves of any kind, 

 

the Hero may make a Look out Sir! Roll. On a 

 

4+ an allied unit within 3” (who is not engaged 

 

in close combat) immediately takes any saves 

 

they are required to take as though they were 

 

the initial target of the attack. 

 

Page 4 - MAKING ATTACKS

 

Change Step 4) Determine Damage to read:

 

Once all of the attacks made by a unit have 

 

been carried out, each successful attack inflicts 

 

a number of wounds equal to the Damage char-

acteristic of the weapon. Most weapons have a 

 

Damage characteristic of 1, but some can inflict 

 

2 or more wounds, allowing them to cause 

 

grievous injuries to even the mightiest foe, or to 

 

cleave through more than one opponent with 

 

but a single blow!

 

In order to make several attacks at once, all 

 

of the attacks must have the same To Hit, To 

 

Wound, Rend and Damage characteristics, and 

 

must be directed at the same enemy unit. If 

 

this is the case, make all of the hit rolls at the 

 

same time, then all of the wound rolls, and 

 

finally all of the save rolls; then add up the total 

 

number of wounds caused. This is the Wound 

 

Pool for the attack

 

Page 4 - Inflicting Damage

 

Change the section to read:

 

After all of the attacks made by a unit have been 

 

carried out, the player commanding the target 

 

unit resolves the Wound Pool by allocating the 

 

wounds to the closest model to the attacking 

 

unit. Sometimes it will be unclear which 

 

model in a target unit is closest to the attacking 

 

unit because there is no discernible difference 

 

between the attacking unit and several models 

 

in the target unit. If two or more models are 

 

equidistant from the attacking unit, the owning 

 

player chooses which model is dealt the wound. 

 

The model is treated as being the closest model 

 

and remains so until either the attacking unit’s 

 

attack ends or the model is slain. When inflict-

ing damage, if a model is allocated a wound, it 

 

must be allocated all remaining wounds in the 

 

pool until either it is slain or no more wounds 

 

remain to be allocated. When assigning 

 

wounds, Unit Command models are always 

 

treated as not being the closest model until 

 

they are the only models remaining. Instead, 

 

after wounds are done, Command Models are 

 

immediately pushed back to be within 1” of 

 

the closest surviving models in the unit or 3” 

 

directly away from the attacking unit if they are 

 

the only models left alive.

 

This may sometimes cause a combat to break 

 

apart if enough wounds are dealt. Units that 

 

begin a Combat Phase engaged with an enemy 

 

unit may always attempt to Pile in and Attack, 

 

even if when Activated they are greater than 3” 

 

Once the number of wounds suffered by a 

 

model during the battle equals its Wounds 

 

characteristic, the model is slain. Place the 

 

slain model to one side – it is removed from 

 

play. Some warscrolls include abilities that 

 

allow wounds to be healed. A healed wound no 

 

longer has any effect. You can’t heal wounds on 

 

a model that has been slain.

 

Page 4 - CASTING SPELLS

 

Add the following to the second paragraph:

 

Wizards may attempt to cast spells when 

 

engaged (within 3” of enemy models), but any 

 

spell which directly targets an enemy unit may 

 

only target models they are engaged with. Ben-

eficial spells may only be cast on allied models 

 

or units engaged in the same combat. Wizards 

 

are considered unable to draw line of sight out 

 

of the combat for spells that are neither benefi-

cial nor offensive.

 

Add the following to the end of the section:

 

Summoning: Units Summoned during the 

 

Hero Phase may not be activated until the start 

 

of their controlling player’s Movement Phase.

 

The Armies

 

For every 25 counted wounds you may take:

 

• 4 Warscrolls

 

• 8 Wounds of models with the Hero keyword 

 

(only 60% can be spent on a single model, 

 

rounding up)

 

• 6 Wounds of models with the Monster key-

word

 

• 5 Wounds of models with the Warmachine 

 

keyword

 

• All models with 10 or more wounds must be 

 

from the same Compendium as the General.

 

Regardless of Wound Totals

 

• All named Heroes are 0-1 choices and may 

 

not be taken multiple times.

 

• All unnamed Heroes are 0-2 choices and may 

 

not be taken more than twice.

 

• Models with both the Hero and Monster 

 

keyword count against both allowances

 

• No more than 35% of the army’s total Wounds 

 

may be models with the Fly special rule.

 

• When a model receives a Wound through an 

 

upgrade, the bonus is not counted towards your 

 

army’s total wounds.

 

• When a unit exceeds 10 models, receive 2 

 

models for each that is purchased with wounds. 

 

i.e. a unit that begins at Five, 1-wound models, 

 

would cost 10 wounds total for a unit of 10, but 

 

only 15 wounds for a unit of 20.


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I would almost be willing to use these rules.  Except it doesn't change the fact it's now a skirmish game, and the measure to the model (not the base).  It's definitely an improvement over the "actual rules", but not my cup of tea.  I'll continue to be playing either 8th, or KoW when it comes out. 

 

My fantasy time will be spent on regimental battles, how I've always pictured the battles in my head.  I'll play 40k for my skirmish based games.

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I would almost be willing to use these rules.  Except it doesn't change the fact it's now a skirmish game, and the measure to the model (not the base).  It's definitely an improvement over the "actual rules", but not my cup of tea.  I'll continue to be playing either 8th, or KoW when it comes out. 

 

My fantasy time will be spent on regimental battles, how I've always pictured the battles in my head.  I'll play 40k for my skirmish based games.

8th is definitely my game of choice.  But if people are going to be playing AoS (and it has structure like this), then I would be happy to learn it as well.

 

It's a very different game, definitely not a replacement for true warhammer.

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8th is definitely my game of choice.  But if people are going to be playing AoS (and it has structure like this), then I would be happy to learn it as well.

 

It's a very different game, definitely not a replacement for true warhammer.

 

At least it looks like AoS will have some okay rules, for those that wish to play the game.  Congrats people!

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Just tossing out ideas here but...

 

What would be people's thoughts on having each scenario in an AoS event - escalate the narrative conflict.

 

Like:

 

Game 1 - 20-35 models ( or wounds whatever mechanic we use)

Game 2 - 30-50 models

Game 3 - 40-60

etc...

 

As each game goes really fast - like a 20-35 model game is generally over in 45 minutes, etc..

 

Just tossing out feelers here, nothing set in stone.

 

Spit-balling if you will.

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