King of Razorbacks II
10 June 2017
Blind Pig Games Club
The Finnish Hall
62 Newnham Road
Mount Gravatt QLD 4122
A 2000 pt KoW Tournament.
08:30am arrive and register,
09:00am start of play.
09:00 to 10:30 - Round 1 - Scenario: Push
10:45 to 12:15 - Round 2 - Scenario: Dominate
12:45 to 14:15 - Round 3 - Scenario: Ransack
14:30 to 16:00 - Round 4 - Scenario: Ocupy
Trophy Presentation Wrap Up 16:15 to 16:30 approx.
Maximum 16 Players
Entry Cost: $20
Trophy event only: 1st, 2nd, Best Painted
Building Your Army
This tournament uses the Kings of War 2ed rules.
Armies are to be 2000 points or less.
All standard rules of army composition as detailed in the Kings of War rulebook apply. Your Force list can be chosen from one of the official KoW 2ed Rulebook army lists, or, from Uncharted Empires Armies, or, Official Beta list for Twilight Kin, and, Heroes from Destiny of Kings KoW 2ed Rulebook.
- All normal army selection rules in the Kings of War Rulebook apply
- Unique Individuals, or “Living Legends” (ie. Those marked with a  after their name in the list) may be included in tournament armies – but not in any allied contingent should you have one.
- You may take allies from one other army list, up to 25% of your total force and following the normal selection rules. 25% of 2000 means you can spend 500 points on allies. Please note that this includes all options (including magic artefacts) that you purchase for your Allied contingent.
- Please Note the Special Event Rules below
- We highly encourage players to use kow2.easyarmy.com and save their lists in PDF format to construct their army lists.
- Players should print out and bring two or more copies of their army list on the day. They should provide a copy to their opponents at the start of the game to allow them to look over your list.
- This event will consist of 4 games, played on a 6ftx4ft Battlefield
- Each game will consist of 6 Turns, die roll for turn 7 if you have time.
- Each game will be 90 minutes, players will have 45 minutes each per game, Chess clocks (or similar) should be used, there’s plenty of Apps out there, if not, a stop watch will do.
Note 1: If you happen to run out of time (your 45 mins expired) during one of your turns, you must immediately put your dice down and make no further dice rolls for the rest of the game. If there are any unresolved Nerve Checks, assume they all are Double 1’s, if there are any unresolved combats, then all charging units bounce back 1” as if failing to rout the enemy unit. During the remainder of the game, the player may not issue any orders or roll any dice, including for rules such as Regeneration. Once the game has finished, work out the Victory and award TPs as normal. The timed-out player will also receive a -1 Tournament Point penalty.
Note 2: Whilst in the ideal world, this would mean that games would run as scheduled to the minute, reality is different. If you have a rules dispute, and require the TO to make a call, make sure you have paused your timer until resolved. Yes, the schedule says finish at 10:20, however, a ruling took 5 minutes to get, so, finishing at 10:25 is acceptable. What is not acceptable, is going over your 45-minute allotment of time, it’s there to ensure every single player has the same balance throughout the tournament.
All Scenarios and Victory conditions as per KoW 2ed Rulebook & Clash of Kings Organised Play Supplement Book, with exception of Special Event Rules below:
- Round 1 – Push
- Round 2 – Dominate
- Round 3 – Ransack
- Round 4 – Occupy
After setting up their forces, roll a D3. Each player places that many Loot tokens within their set-up area, giving them to units to carry if they wish. Roll-off to see who begins placing their Loot tokens first, and the players take it in turns to place one Loot token each until they have placed them all. An additional Loot token is placed in the exact centre of the board.
Victory Points are awarded at the end of the game as follows:
- 2 Victory Points for each Loot token you hold where your unit is entirely on the opposing half of the board
- 1 Victory Point for each Loot token you hold where your unit is at least partly on your half of the board
At the end of the game, add up the total Unit Strength of the units that each player has entirely within 12” of the exact centre point of the table. This is their total Victory Points.
Place Objective Markers as per Pillage. Before placing each objective, the player should roll a D3 and leave the result next to the objective The objective is worth that many Victory Points at the end of the game.
Victory Points are awarded at the end of the game as follows:
- (n) Victory Point(s) for each Objective Marker you hold, where (n) is the value of the D3 rolled when the objective was placed
After choosing sides, place one Objective Marker in the centre of the board. Then the players each place an Objective Marker completely within 6” of the centre line, starting with the player who chose sides. These three Objective Markers are the Secondary Objectives Next, the players place another Objective Marker on their opponents half of the board at least 6” from any board edge and 9” from the centre line. These are the Primary Objectives.
Victory Points are awarded at the end of the game as follows:
- 1 Victory Point for each Secondary Objective you hold
- 2 Victory Points if you hold the Primary Objective on your opponent’s half of the board The Primary Objective on your half of the board is not worth anything to you
Special Event Rules
Most of these appear in Clash of Kings Supplement but are included for completeness. In addition to the normal game rules and those tournament rules detailed above, the following additions and modifications will be in effect for all games played at the Tournament.
- Unit Entry Changes
- Undead - Cursed Pharaoh – This unit is De5 not 6. Points value remains the same
- Undead – Vampire Lord – This unit is De5 not 6. Points value remains the same
- Empire of Dust - Ahmunite Pharaoh – This unit has De5 not 6. Points value remains the same
- Night-Stalkers – Fiends - Nerve values reduced to the following:
- Regiment: 12/15
- Horde: 15/18
- Night-Stalkers – Mind Screech - Nerve values reduced to the following:
- Monster: 14/17
- Varangur – Herja - Replace the rules for Judgement with the following: This is a ranged attack that can be used once per game. It follows the same rules as a Heal (5) that can be used on any friendly non-allied unit on the board, regardless of range or Line of Sight.
- Ratkin – Death Engine - Defence is reduced to 4+ if the Vile Sorcery upgrade is chosen
- Salamanders – Kaisenor Lancers, Fire Drake, Clan Lord, Clan Lord on Fire Drake – all these Units have “Vicious”
- Trident Realms – Placoderms, Placoderm Defender, Riverguard, Riverguard Captain, Nokken - all these Units have “Ensnare”
- Orcs - Fightwagons, Morax, Krudger, Krudger on Slasher, Krudger on Gore Chariot, Gakamak – all these Units have “Fury”
- Special Rules
- “Fly” - While Disordered, units lose the Fly special rule including the Nimble that it grants. If the unit has Nimble via another method (e.g. Individual or Wine of Elvenkind) then they will remain Nimble while Disordered
- Breath Attacks and Spells that target enemy units in cover, these attacks hit on 5+ instead of a 4+
- Bane-Chant - This will only grant or improve Piercing, if two or more hits are scored from the same source
- The 3 Spells from Mantic Clash of Kings Organised Play Supplement, are permissible in this Tournament, these are:
- Soul Drain Page
- Removed Artefacts, these are not permitted in this tournament:
- Ensorcelled Armour
- Brew of Keen-eyeness
- Medallion of Life
- The 10 Artefacts from Mantic Clash of Kings Organised Play Supplement, are permissible in this Tournament, these are:
- Healing Brew
- Helm of the Ram
- Blood of the Old King
- Banner of the Griffin
- Dragonshard Shield
- Hammer of Measured Force
- Lute of Insatiable Darkness
- Zephyr Crown
- Shroud of the Saint
- Army Composition
- Players may only take the same hero, monster or war engine a maximum of 3 times.
- For example, Elves could take a maximum of 3 Bolt Throwers
- This limit includes units with artefacts or other upgrades, so an Undead player could only take a maximum of 3 Necromancers, regardless of what options or upgrades they take.
- Allies If you include allies, you cannot select the same allied unit entry of type War Engine, Hero (all types) or Monster more than once. For example, in a goblin allied contingent, you could take a maximum of 1 War Trombone and a maximum of 1 Wiz hero.
- In addition, magic artefacts cannot be given to any allied units you take
- For all Scenarios, the following applies:
- Victory Points - Most scenarios award a certain number of Victory Points (VPs) for completing objectives. The player with the most VPs at the end of the game wins. If the players have an equal number of VPs then the game is a draw
- Unit Strength - Each unit on the board will have a unit strength that is used in some scenarios to determine who controls different areas of the board. These are:
- Unit Strength 0: Individuals, War Engines
- Unit Strength 1: Troops, Heroes (without the Individual rule), Monsters, any unit with a Height of 0
- Unit Strength 2: Regiments
- Unit Strength 3: Hordes or Legions
- Centre of the Board - A number of scenarios require you to place an Objective Marker or Loot Counter in the centre of the board. If you are unable to do so due to Blocking Terrain, they should be placed along the centre line of the table as close to the centre as possible
- Scoring Units - Scoring units are any units that are not War Engines and do not have the Individual rule
- Non-Scoring Units - Non-Scoring units are any units that are War Engines and/or have the Individual rule
- Objective Markers - These follow the same rules as Objective Markers from the core rulebook, except only Scoring Units may hold Objective Markers
- Loot Counters - These follow the same rules as Loot Counters from the core rulebook, except units lose the Fly and Nimble special rules while carrying them and Loot Counters may not be taken off the board
- Bounty - Mark any units carrying a Bounty with a token of some sort. A unit may not have more than one Bounty on it at any one time and it may not drop or transfer it. The unit is otherwise unaffected by carrying the Token. If a player routs an enemy unit carrying a Bounty in melee, then the Bounty has been completed and that player keeps the Token until the end of the game as a reminder. If the unit is Routed by any other way, such as with ranged attacks, then the Bounty is lost instead.
Winning the Tournament
The player with the most TP’s will be crowned the winner. In the case of players having the same highest TP’s, the winner will be the player with the highest AP - ‘Attrition Points’.
By ‘Attrition Points’, we mean the total amount of points of enemy units routed by the player in the Tournament (excluding points for objectives – it’s routed enemy units only). Players will therefore have to record the score they get for each game in addition to the overall result.
Painted armies have nothing to do with winning battles (unless you’re superstitious like me and believe they help with fortunate dice rolling), to this end, there is no painting requirement for figures for the tournament, it is only preferred, to make it look pretty.
You can choose to enter your army (that you painted yourself) into a parallel Painting Competition, this will take place during breaks, where Armies should be arrayed, with their corresponding Player name, and all players choose their favourite army (can’t select your own!), the one with the most votes wins, in the instance of a joint winner, the TO will make the choice between the top armies.
This is not a dating site or a popularity contest, so no Sports Score, however, we expect all games to be played in an enjoyable manner. All players should be fair and respectful whilst displaying a fun and inclusive attitude to the game, not only for themselves, but for their opponent also.
It is expected that Players will not “take back” Unit moves once moved onto another Unit. Please be clear which Unit you are giving an Order too, carry out that Order, and declare that the Unit has performed that Order. Please do not move onto another Unit until you have declared the order is performed, do not go back to a Unit you have declared as having performed an Order.
It is expected that all relevant actions are performed in the relevant phase, in sequence, there should be no back stepping a phase once you have commenced a new phase, i.e. If you have started the melee phase, rolled dice to hit, you cannot then roll any Regeneration Rolls you forgot to do in the Order Phase, as you’ve also been through shooting phase as well (I always forget Regen, and have since stopped taking it, as it was a constant waste of points for me)
Please be courteous to each other when playing these rules, it’s only fair, seek the TO if there is a dispute, note, “My previous opponent let me” will not be a valid reason to justify
Battles will be fought on a 6ft x 4ft area, and all Terrain rules are as per the KoW Rulebook 2ed.
Forests/Woods/Copses – Height 4 (Rules as per Rulebook)
Rivers/Streams/Ponds/Fields – Flat (Note – do not block Line of Sight, but do offer Cover if at least half the unit base in the river/stream, does not provide cover to Units that are behind the Terrain piece)
Edge of Table
Buildings/Ruins – Height 3
(For purposes of Line of sight and movement, where Blocking Terrain is in play, all measurements, LOS, etc. Are taken from the Base of the Terrain, or if not based, the feature itself. Example, if a Building, and it is based, assume that the base edge is used for LOS, shooting, etc. the height of 3 is from the base edge, not the features on the base)
All Hills will be deemed Height 2. As per rulebook, a unit must have the majority of its base on a hill in order to be standing on it.
Please use the terrain as it is laid out on the table. If any terrain is moved during your game, we ask that you move it back to the original position.
Thanks to Ken from QNK for allowing me to pinch/plagiarise his players pack for this event.