Rulespack & Information AoS Worlds X Alliance Open 2023 Amsterdam V1

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AoS Worlds

x
Alliance Open
Team event

- June 2nd- 4th, 2023 -

- RULESPACK AND INFORMATION -


Index
Location, Deadlines & Timetable................................................................................................... 3
THE EVENT TAKES PLACE AT ....................................................................................................... 3
IMPORTANT DATES.................................................................................................................... 3
1.0 Event Overview ...................................................................................................................... 4
1.1 EVENT OVERVIEW ................................................................................................................ 4
2.0 Team Registration & Composition ........................................................................................... 5
2.1 TEAM COMPOSITION ........................................................................................................... 5
2.2 TEAM PLAYERS .................................................................................................................... 5
2.3 COACHES ............................................................................................................................. 5
2.4 ASSISTANTS ......................................................................................................................... 6
2.5 RESERVE PLAYERS ................................................................................................................ 6
2.6 GUESTS ............................................................................................................................... 6
3.0 List Building & Gaming Tools ................................................................................................... 7
3.1 LIST BUILDING...................................................................................................................... 7
3.2 MODELS .............................................................................................................................. 8
3.3 DICE .................................................................................................................................... 8
3.4 CHESS CLOCKS ..................................................................................................................... 8
4.0 Battleplans , Pairings & Terrain ............................................................................................... 9
4.1 MISSIONS AND SCORING ...................................................................................................... 9
4.2 BATTLEPLANS .....................................................................................................................10
4.3 TERRAIN AND OVERGROWN ................................................................................................10
4.4 TIMEOUTS ..........................................................................................................................11
4.5 HOW TO USE CHESS CLOCKS ................................................................................................11
4.6 DETERMINING THE OUTCOME .............................................................................................12
Scoring table ........................................................................................................................12
4.7 TEAM POINTS .....................................................................................................................13
4.8 DETERMINING THE WINNER OF THE EVENT ..........................................................................13
4.9 COMPETING FOR BEST PAINTED ARMY AND BEST ARMY ON SHOW .......................................13
5.0 DISCIPLINE AT AOS WORLDS ..................................................................................................14
5.1 REFEREES ...........................................................................................................................14
5.2 PRE-EVENT PENALTIES.........................................................................................................14
5.3 EVENT PENALTIES ...............................................................................................................15

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Location, Deadlines & Timetable

THE EVENT TAKES PLACE AT

Van der Valk Schiphol A4


A4 3. 2132 MA Hoofddorp, the Netherlands
https://www.hotelschiphol.com/
Tel +31 252 67 53 35

Parking can be done on site and we recommend travelling by car/carpooling. There is also a free shuttle bus from Schiphol
airport to the Hotel if you book a room! Alternatively if you book a room, parking is free of charge. The hotel can be
cancelled free of charge until 12.00pm on the day of the booking (it will say so on the website).

IMPORTANT DATES

March 1st, 2023; Rulespack finalized

March 22nd, 2023; Deadline day for team ticket purchase

April 8th, 2023; Final cutoff date of new releases. Final cutoff date for errata. Last day to submit questions for the official
AoS Worlds FAQ to the referee team. This is also the deadline for approval of 3d prints and conversions to the referee team.

April 15th, 2023; If a new battletome comes out before or on April 8th that has no official GW FAQ, the referee team will
publish a AoS Worlds FAQ before this date.

April 22nd, 2023; Army roster Deadline at 23:59 (GMT+1). Submission via e-mail.

April 29th, 2023; Deadline for teams to check appointed AoS Worlds singles lists

May 6th, 2023; Pairings will be drawn in collaboration with The Honest Wargamer and the TSportsNetwork

Friday, June 2nd


Start Time End Time Activity
08.20 08.45 Registration
08.45 09.00 Introduction
09.00 13.00 Round 1
13.00 14.30 Lunch
14.30 18.30 Round 2
Saturday, June 3rd
09.00 13.00 Round 3
13.00 14.30 Lunch + BPA nominations
14.30 18.30 Round 4
Sunday, June 4th
09.00 13.00 Round 5
13.00 14.30 Lunch + BPA nominees on display
14.30 18.30 Round 6
18.30 19.30 Processing scores + award ceremony

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1.0 Event Overview

1.1 EVENT OVERVIEW


• The AoS World Teams Championship is a 6 round team tournament. Each registered team represents a Nation,
and any one Nation may only submit 1 team.
• Teams are composed of 8 Active Players, and may also include a Coach (2.3), Assistant (2.4) and a Reserve Player
(2.5) Each team must nominate one member as their Captain, who will represent their team within the AoS
Worlds Organization.
• Each Team selects 8 factions, which their players will use for the entirety of the event. Lists may have a maximum
value of 2,000 Points using the guidelines provided in the Pitched Battle section within the General’s Handbook
2022-2023, Season 2.
• Teams will be matched by the Swiss pairing system after the first round. The first round will be randomly drawn
and announced ahead of the event, giving all teams the opportunity to prepare for their first round matchup in
advance.
• Individual rounds are set at 4 hours in length. 30 minutes of this time is set aside for the match pairing process
between Teams. The remaining 3 hours & 30 minutes are allocated for gameplay, to allow all games to reach a full
and natural conclusion.
• Matches will take place on a standard 60"x 44" table using pre-generated terrain maps. These terrain maps will be
made available on Discord and on the AoS Worlds website.
• The official language of the tournament is English. All books and material for reference during gameplay must be
presented in English. Having a quickly accessible digital version of reference material is acceptable.
Communication between opposing Players has to be in English. Exemptions to this rule are described later in the
rulespack.
• The publication cutoff is April 8th 2023, 23:59 CEST. Materials released after this date may not be used at AoS
Worlds for building army lists. FAQ’s and related releases that come after the cutoff will still be enforced, unless
indicated otherwise by the Referee team.
• AoS Worlds will use Punpun for event tracking & matchmaking. An email will be sent to all captains with
instructions and their Pincode before April 8th 2023. (https://www.punpun.nl)
• Team captains can submit rules questions to the Referee Chamber that will be compiled into a document called
AoS Worlds FAQ. The purpose of this document is to provide answers to questions that cannot be found in official
FAQ’s published by Games Workshop. The deadline for question submission is April 8th 2023. The finalized FAQ
will be made available on Discord and on the AoS Worlds website.
• Teams must submit their 8 army lists at latest by 23:59 CEST on April 22nd, 2023.
• As of this year (2023), the referee team will check all the army lists after list submission. They will check the
validity and formatting of each list. If a list is deemed invalid or the formatting is not done according to the army
list example that will be provided by all captains, any penalties and needed corrections will be made known.
Captains can then provide the information needed to adjust the army lists appropriately before they are to be
previewed by the Social Media Partner and shared with the teams. Starting April 23rd, all teams will receive an
equal amount of army lists that have been submitted for the AoS Worlds Singles GT to check. They will have until
April 29th 23:59 CEST to do so. This is done to help the organization and referees to make sure both the Team lists
and Singles lists are legal, without sharing the team lists among the teams.

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2.0 Team Registration & Composition

2.1 TEAM COMPOSITION


An AoS Worlds Team consists of 8 active playing members, at least 5 of which need to be qualified for representing a given
country. More details on the composition of the team can be found in the AoS Worlds charter that is available on the AoS
Worlds website.

A total of three non-playing members may also attend the tournament as the team’s Coach, Assistant and Reserve Player
respectively. One Team member will be the Captain, representing the Team within the AoS Worlds organization. The
Captain is ultimately responsible for the conduct of their team, will oversee their team’s pairings each roun d, and will be
responsible for submitting match results. It is also the Captain’s responsibility to check all tables for any discrepancies in
terrain density or placement before the start of the round, and for organizing their teams to check the final subm itted
rosters prior to the event.

Team are therefore composed of the following:


• 1 captain (will be either an active player or coach)
• 8 active players ( mandatory)
• 1 non-playing Coach (optional)
• 1 reserve player (optional)
• 1 Assistant (optional)

2.2 TEAM PLAYERS


Team Players are the team members playing the matches in each round of the event. Once players are at their tables at the
start of any given round, players are not permitted to communicate with their fellow team members, nor share information
on matches or strategy between them by conversation, cellphones or other communication devices.

Once per event round, each player is able to call a time-out, during which they are permitted to speak with their team’s
coach, not any other Team members. Please note; ONLY an active player may call for a time-out (see chess clock rule 4.5).

2.3 COACHES
A Coach may assist the Team and Captain in various ways throughout the Event, as well as during the rounds.

A Coach IS PERMITTED to:

• Be the Team Captain


• Assist with the Pairings
• Organize and submit Team Results
• Ask questions to their players about how the game is going (in English)
• Tell their player how their team is doing and if they require a win/draw/loss from this game
• Manage rules issues and call for referee assistance
• Engage in discussions with their players during a time-out. If they perceive a situation where there is a non-
optional rule or trigger missed, they may call for the game to be paused (meaning a coach can pause the Chess
Clock after consultation with the opposing captain), and retrieve a judge to rectify the situation.

A Coach IS NOT PERMITTED to:

• Give Tactical advice (they may not tell their player ‘how’ to get that win/draw/loss) or interject in any way
regarding in-game situations. This includes reminding a player about forgetting rules or strategies. If they perceive
a situation where there is a non-optional rule or trigger missed, they may call for the game to be paused, and
retrieve a judge to rectify the situation
• Speak to their Team player in a language other than English outside a time-out
• Call time-outs themselves

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2.4 ASSISTANTS
The Assistant role is meant to accommodate a logistical support member to help with organization, travel, and other
miscellaneous details. In the event of an emergency, the assistant may act as a substitute player for their team, so long as at
least 15 minutes notice is given prior to the start of a round. Once an assistant has been substituted in, this roster change
remains permanent until the end of the event and no other substitutions can be made. Please note this is only to be used in
the case of emergencies. Referees must be notified before the round, and a valid reason for the substitution given. The
assistant is not allowed to act as substitute player if the team has registered a Reserve Player unless that player has also
already substituted another player. The assistant may not substitute for the registered Reserve Player unless in case of an
emergency.

2.5 RESERVE PLAYERS


A team is permitted to submit one reserve player when submitting their army lists. This player will be the first player that
can substitute in for an active team player in case of an emergency during the event. When substituted however, the
players can not be switched back during the event. The registered reserve player will always be the first player to substitute
any given team player during the event. In consultation with the referee team, when such a substitution is needed, the
substitute player may switch armies with a different player from the team. This switch will be final for the duration of the
event. Mind you that the army lists themselves will not change and this switch is not allowed after a pairing has been made.
Mind you that until the start of the event, any player may be substituted as desired. The reserve player role will go into
official effect when registration has started.

2.6 GUESTS
In order to preserve a fair event, the above team composition is a hard limit of 8 players, 1 coach, 1 reserve player and 1
assistant for team registration. Other people are permitted to travel with the team but are not a team member and are not
permitted to interact with the team during pairings or during the rounds. Active participation of guests or disruptions of
games by crowding the tables could result in the offending team receiving a penalty and guests being removed from the
venue.

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3.0 List Building & Gaming Tools

3.1 LIST BUILDING


• Only Warscrolls with Pitched Battle Profiles may be used at the AoS Worlds. This includes Forge World models
that have a Pitched Battle Profile. Note that Allegiance Abilities can and should be used. Compendium warscrolls
are also allowed if they have a Pitched Battle profile. Warscroll Battalions are not allowed to be played (as of AoS
3.0) as are ‘Warhammer Legends’ models, even if they have a Pitched Battle Profile.
• Each Faction Allegiance can only be used once per team.
• There are no restrictions on army composition between the Grand Alliances. Teams may include allegiances from
as many or as few Grand Alliances as they desire.
• Warscroll duplication during list creation is not allowed. So if a unit’s warscroll is used in one army, it cannot be
duplicated in another army of that team.
• Artefacts, Command Traits, Spells, Prayers, and Mount Traits cannot be duplicated between lists (ex: No more
than one Amulet of Destiny per Team). The GHB 2022-2023 Season 2 Aspect of the Champion enhancements are
limited to 3 of the same Aspect per team.
• Grand Strategies cannot be taken more than twice within the same Team.
• Captains make sure their teams army lists are submitted to the AoS Worlds Organizers
([email protected]) by 23:59 CET on April 22nd, 2023.
• The AoS Worlds List Template must be used (Templates will be shared with the captains prior the deadline). The
format should follow the Template as closely as possible, to minimize errors and allow for quick correction of
errors.

The following is required (if applicable) on each list submitted:


• Player name (any nicknames can be added with “ “, but full name is obligatory
• Country/Nation
• Allegiance
• Sub-Allegiance
• Battlefield role headers
• Model count per unit
• Total points cost per unit
• General
• Command Trait
• Artifacts (If the artefact affects a weapon that needs to be picked, this needs to be mentioned on the army list)
• Mount traits
• Triumphs
• Grand Strategy
• Battalions used
• Reinforcement points indicated on units that are utilizing them
• Unique Enhancements
• Additional Enhancement picked with Magnificent / Ability choice from chosen Battalion
• Spells chosen from spell lores (warscroll spells not required)
• Prayers chosen from book lores (warscroll prayers not required)
• Abilities chosen if applicable, for example any Hidden Weapon Teams or Split and Split Again
• Weapon selection (not required if there is only one option)
• Command models and choice in the case that there are more than one option (e.g.: Unit Champions and 2
different types of musicians)
• Allies as well as Coalition Units
• Total points
• Units that are part of a battalion must be specified in army lists
• Faction terrain

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3.2 MODELS
• All unit options and wargear must be shown correctly on the models (What You See Is What You Get). Models
that are not official, do not fit the WYSIWYG profile, or considerably deviate from the norm MUST be presented to
the AoS Worlds referee team. The deadline for model approval is the 8th of April, 2023.
• All models used must be fully painted (no primer showing), with a minimum requirement of 3 colors in an
appropriate scheme applied to the model, with textured/painted bases. All models must be based on the correct
round/oval sized bases. Models that are not painted or based correctly will be removed from play by the referees
and will be unable to be used in the tournament.

3.3 DICE
• All dice used at the event must be easily legible from across the table.
• Custom Dice may be used during the event.
• GW faction dice are often not legible enough to be used however with your opponent’s consent they can be used
providing both players can read them easily.
• All of a player's dice with symbols must only have symbols on either the 1 or 6 facing and not both.

3.4 CHESS CLOCKS


Chess clocks will be mandatory at the AoS Worlds 2023. This is to ensure that both players receive the same amount of time
for game play in each round. Each team is required to bring 4 chess clocks. A link to the clocks to be utilized will be share d
with all captains so teams can practice and be familiar with the clocks in use. See paragraph 4.5 on how the clock is used.

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4.0 Battleplans , Pairings & Terrain

4.1 MISSIONS AND SCORING


The most recent versions of the official Matched Play Battleplans will be used, taken from the GHB 2022-2023, season 2.
Each battleplan from this GHB will be used during the event with a total of four different battleplans per round, resulting in
every battleplan being played in two separate rounds.

4.2 PAIRING SYSTEM

30 minutes at the start of each round is allocated for the pairing process to take place. Teams are each allowed up to 15
minutes to discuss pairing plans and strategy among themselves. The final 15 minutes of this time are allocated to the
actual pairing of the Players.

Who can participate in the pairing process?


• The Captain
• The Coach
• 1 additional member of the team indicated by the captain

If a team does not have a coach, the captain can appoint another additional member of the team to assist in the pairing.

In order to avoid confusion, the Captain has the final say in every pairing decision and must validate the decision.

If the pairing process is not completed within the allocated 30 minutes, it should be immediately brought to the attention
of a Referee to oversee and facilitate the conclusion of the pairings.

Step 1 - Determining Team Order

Team Captains roll-off to determine which team is considered Team A or Team B for the purposes determining terrain map
selection order. The defender will have the option to choose either the “Alpha” or “Beta” terrain map.

Step 2 - Mission 1 Pairings (Matches 1 & 2)

For the first mission, both teams select one army and place it face down on the table. When both teams have selected their
armies, they are then revealed simultaneously. These armies are considered the “defender” for terrain map selection
purposes.

Each team then selects two armies as prospective opponents for the initial revealed army of the opposing team, and places
them face down on the table. When all four armies have been placed, they are then revealed simultaneously. Each team
selects one of the two armies presented by their opponent to play against the army that they placed initially.

The remaining, unselected, army from each team is returned to its team’s hand. The initial two armies revealed from each
team -the defenders- will then choose which terrain map (Alpha or Beta) their match will have.

Step 3 - Mission 2 Pairings (Matches 3 & 4)

For the second mission, the same process as laid out for the first mission is repeated.

Step 4 - Mission 3 Pairings (Matches 5 & 6)

For the third mission, the same process as laid out for the first mission is repeated. However, for this round the unselected
army remaining at the end of the process remains on the table instead of being returned to its team. This remaining army
will become the “defender” for the purposes of choosing the terrain map in Step 5.

Step 5 - Mission 4 Pairings (Matches 7 & 8)

For the fourth mission, each team will have one remaining army in their hand, and one unselected army leftover on the
table from the second mission. The remaining army in each team’s hand plays against the unselected army of their
opponent that is left on the table.

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4.2 BATTLEPLANS

In the table below you can find the battleplans that will be in play during each of the rounds.

Round 1
1. In the Presence of Idols 3. The Jaws of Gallet
2. Battlelines Drawn 4. The Realmstone Cache
Round 2
1. Only the Worthy 3. The Nidus Paths
2. The Lurkers Below 4. Twist and Turns
Round 3
1. Position over Power 3. Path of a Champion
2. Ours for the Taking 4. The Prize of Gallet
Round 4
1. In the Presence of Idols 3. The Jaws of Gallet
2. Battlelines Drawn 4. The Realmstone Cache
Round 5
1. Only the Worthy 3. The Nidus Paths
2. The Lurkers Below 4. Twist and Turns
Round 6
1. Position over Power 3. Path of a Champion
2. Ours for the Taking 4. The Prize of Gallet

4.3 TERRAIN AND OVERGROWN


Once a match pairing has been determined, the ‘defending’ player is allowed to choose either the “Alpha” or “Beta” terrain
layout for their mission. During a tournament round, a maximum of 4 games can choose either the “Alpha” or “Beta”
terrain map, respectively. This means that the first games paired will have all options available to them, while the final
pairings will have a much more limited selection.

Since two matches are paired simultaneously (see pairing process above), a roll-off between the captains is done
beforehand to dictate the order of selecting terrain maps. The team that wins the roll gets first choice in the first set of
pairings, and from there priority is then alternated for each set of pairings.

At the start of the match, both matched players will roll off to determine who is attacker/defender for that battle plan
(mind you that being defender during pairing does not make you defender during the match itself ). The defender can
distribute 6 Mysterious Terrain markers, after which the attacker can choose sides. Two of the terrain features will have the
“Overgrown” effect and do not gain an additional Mysterious terrain marker. The Overgrown effect will be as fo llows:

“Visibility between two models is blocked if an imaginary straight line 1mm wide drawn between the closest
points of the two models’ bases crosses over more than 1” of this terrain features. This scenery rule does not
apply to models with a wound characteristic of 10 or more.”

For example, if ‘Team A’ wins the roll, the choices would be as follows:

• Team A would get 1st, 4th, & 5th choices of terrain map
• Team B would get 2nd, 3rd, & 6th choices of terrain map

Additional rules and clarifications for terrains will be shared with the captains as soon as available.

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4.4 TIMEOUTS
• Each team player is permitted to call one timeout once during each round.
• Timeouts are a 3 minute interaction between the team player and the coach, during which the active player may
speak privately with their team’s coach.
• They are also permitted to speak in their native languages for the sake of easier communication.
• None other than the Active Player and Coach are permitted to be a part of any discussions during a timeout.
• The opposing player is allowed to talk with their corresponding coach (which is not considered as their timeout).
• The timeout will take 3 min regardless if the active player uses less time than given.
• After the timeout the coach or captain of the related Team must inform the opposing coach (if applicable) that a
timeout has been taken. Not abiding by this rule by mistake or in order to get additional timeouts during a round
will be immediately punished by a Yellow card.

4.5 HOW TO USE CHESS CLOCKS


The following rules will be in use regarding chess clocks.

The responsibility is on both players to ensure time is used correctly.

The position of the chess clock cannot be moved without the consent of both players.

Players in the game and referees are the only people allowed to switch the use of time

Coaches and non-playing captains may switch time through the verbal approval of the active player, if it is for the sake of
speeding up a game.

The Active player is the player who is currently taking their turn and has the clock running on their time.

The Inactive Player is the player who is not currently taking their turn.

Time Pausing

Time on a chess clock may only be paused by an AoS Worlds referee or if the opposing captain or coach and players agree
that time must be paused to resolve an important issue regarding the game. If an agreement like this has been made, it is
the responsibility of both players to make sure a Referee is notified immediately.

Changing Time

Time may only be added/subtracted on a clock in two instances:


• By a referee
• To reset the time at the start of the round. Each player receives 1 hour and 40 minutes of time. ( this means that
10 minutes will be dedicated as “neutral” time)

Time Usage – Setup

• The chess clock is activated once the roll for first deployment or deployment zones is made.The player who wins
the roll begins the clock on their time. Only the active player can deploy their units.
• After armies are deployed, the Player who deployed first becomes the active Player and can decide who goes first
or second.
• Any interruption caused by an ability can be carried out, and the Player, whose ability is triggered, becomes the
active Player. Time then resumes with the player who is taking their turn (see below)

Time Usage - During Game

Time will always be used by the active player with the following exceptions.
• Switching time is the responsibility of both players
• An inactive player becomes active in the following cases:
- The Inactive player asks active player to look up a rule

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- The Inactive player must roll save(s)/damage/ward(s)/attacks or make a dice roll during the Active player’s time.
- The Inactive player must remove/replace/move models
- The Inactive player is unbinding prayers/spells
- The Active player cannot continue to play until the Inactive player takes an action
- A special rule that requires any action during the active player's turn (blood tithe charges, Lumineth shooting
phase movement etc.)
- The Inactive player asks for a timeout
- When a player takes a timeout they are considered the active player (the timeout is taken on their time.)

Time Expiration

Should one player run out of time, they are not allowed to take any action in the game, and they immediately become the
inactive player.

They cannot interact with the game except by performing the following actions:
• To assign wounds and remove models
• Any action that must be performed for the game to continue (e.g.: Armour or Ward Saves, etc.)

During these exceptions the active player may pause their time only during these actions.

Should both players run out of time; they will become inactive players with the mentioned exceptions above. If the players
cannot agree on the outcome, a referee that will assess the situation is to be called.

In case a chess clock is broken, stop the game, take note of the time spent and call a referee. It is the referee's job to guide
you to a solution.

4.6 DETERMINING THE OUTCOME


At the end of each game, players work together to determine the victory points achieved by each player during the battle.
Once the total number of victory points is determined for each player; players then use a differential between those point s
to determine the margin of victory. The differential in points is referenced below and shows the score for each possible
outcome. When all games are finished, both teams add up the differential scores respectively to determine the final
outcome.

During this event we’ll make use of the following way to calculate your scores at the end of your battle. Every mission has
its own way of scoring Victory Points and its own way of determining if you scored a Victory , Loss or a Draw. All these
different outcomes give you a different secondary score in addition (example given below table), as follows:

Scoring table
VP Differential Winner score Loser score
Draw 10 10
Minor Victory 11 9
1-2 12 8
3-4 13 7
5-6 14 6
7-8 15 5
9-10 16 4
11-12 17 3
13-14 18 2
15-16 19 1
17+ 20 0
Minor Victory on Lurkers Below 15 5
Major Victory on Lurkers Below 20 0

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4.7 TEAM POINTS
Team points for every pairing will be added together for both sides, and the team with more points will be declared the
overall round winner. In the case of a tie; battle tactics and grand strategies obtained by each team will be used as a
tiebreaker for match-making purposes. Every captain/coach will receive a form at the start of each round. This form is to be
filled in and submitted to the TO table after every round. These forms will note who played vs who on what battle plan and
what the final result was, among other information.

Team Point Limits: Teams can only be awarded between 40-120 TPs in one round. Individual scores are added up and
entered into the team scoring card. A team that would receive more than 120 TP in any given round receives only 120 TP. A
team that would earn less than 40 TP instead receives 40 TP. The intention is to help ensure a competitive & exciting field
for all teams, at all levels of the rankings.

4.8 DETERMINING THE WINNER OF THE EVENT


Overall winner

At the end of the 6th tournament round, the winner of the AoS World Championships will be determined using the
following system. In the case of a tie, the following criteria will be used as a tie breaker:
1. Differential total victory: The sum of the players total victory points
2. Wins: Total match wins from the team
3. Wins extended (Tiebreaker): Strength of Schedule

Best Sportsmanship

After round 6, all teams will be able to vote for their favorite opposing team via Punpun using the code they were given to
submit the results every round.

4.9 COMPETING FOR BEST PAINTED ARMY AND BEST ARMY ON SHOW

After round 3 (day 2), every player that wishes to compete for Best Painted Army and/or Best Army on Show, can set-up
their army after this round on the table they have been playing at. The ref eree and judging team will walk around and
nominate armies/players to show their army on the final day after round 5. The winne rs will be announced during the
Award ceremony. Don’t forget to show your name and nation next to your army somewhere so we know who the army
belongs to.

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5.0 DISCIPLINE AT AOS WORLDS

5.1 REFEREES
The event will be overseen by 5 main referees and a number of tournament organizers and assistants.

To avoid unnecessary calls of the referees Players, Captains, Coaches and Assistants are asked to follow this procedure:

Always search for the answer through the publications, like the rulebook, the Battletomes or the FAQs.

If an answer cannot be found within the documents, to solve the situation in a speedy manner, there is the option of rolling
a die: on a 1-3 player A is right in this case, 4-6 player B is right in this case. This is final once rolled. This method is only to
be used if both players agree to accept the result before rolling, without any objections. This is only to be done in case th e
players make decisions like allocating types of terrain or similar situations. If this solution feels unsatisfactory for one of the
players, a referee is to be called. This call is final and cannot be altered at ANY time.

As a general rule, a Referee may never decide on rules at a table where their own nation is competing; unless both players
at the table agree that it is OK to do so. A Referee’s word is usually final, but if a captain does not agree with a certain
(important) decision they can petition a different ref for another opinion. Abuse of this right will not be tolerated. Warnings
will be implemented to handle any disputes/issues (see penalty section 5.3).

5.2 PRE-EVENT PENALTIES


After the submission deadline, the referee team will check the army lists for validity. They will then return to the captains
with possible invalid options and penalties. The captain may then take a couple of days to inform the concerning player and
provide the necessary correction. The Referees will be in charge of overse eing this process. Glaring errors might result in a
reduction in points, under the purview of the Referees. Making correct lists and submitting them in the correct format
should be no difficult task for seasoned players. Army lists are first going to be posted on the dedicated sections. After the
online reveal they will be published on the AoS Worlds website for all to see.

Illegal lists should not be submitted in the first place, but in the rare case that an illegal list should be submitted, adeq uate
penalties will be applied. Changes made to an illegal list will always have to be as minimal as possible (to be judged by the
referee team).

Penalties are assigned according to the magnitude of the mistake. Since none of the teams will be able to see the team lists
before all lists are checked and corrected, the referee team feels that the penalties do not have to be very severe. The
possible points that can be deducted (per invalid player/list/infringement) are divided as follows:

2 points - not assigning artefacts to certain weapons if applicable (for example Ironjawz’ Destroyer artefact) or forgetting to
list the weapon option on your units if multiple options are possible (for example Skinks or Varanguard), not properly
assigning units to the correct battalion without needing to change the list. Another example is not listing what extra
enhancement you pick for your Warlord or Command Entourage battalion. Not correctly counting up the points for the end
total. Other minor mistakes might fall under this category

5 Points:

• Not listing your General


• Failing to mention chosen/mandatory enhancements (command trait, artefact, aspect, spells, prayers, bonding
• Failing to mention Subfaction
• Failing to mention Grand Strategy
• If you deliberately wish to not designate/pick a certain type of enhancement even though your list allows you
to (not pick an Aspect even though you have Galletian Champions, not pick a Command Trait, etc), this needs to
be mentioned.

10 Points:

• Exceeding the number of duplicate Grand Strategies, enhancements or warscrolls allowed. For example: having 2
lists including an Arcane Tome
• Exceeding the 2.000 point limit for your armylist

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20 Points:

• Have a list error so severe it changes the list substantially. Mind you that a “change of list” can not be “bought”
for 20 points. It can only be done on the referee team’s initiative
• Completely ignoring the formatting and list example provided by the referee team, resulting in extra work to
correct these

50 points

• Failing to submit all 8 team lists before list submission deadline


• Failing to check the AoS Worlds singles lists before deadline

5.3 EVENT PENALTIES


Players who do not follow the rules or behave inappropriately will be warned for the first infraction. Each subsequent
warning will transform into a penalty without negotiation.

All in-event penalties are cumulative across a team.

• 1st infraction - official team warning


• 2nd infraction – 10 TPs per team penalty
• 3rd infraction – 15 TPs per team penalty
• 4th infraction – 20 TPs per team penalty

In addition, if an individual player is responsible for 3 infractions during the event, they will be expelled from the event
immediately, as soon as the 3rd infraction is confirmed by the referee crew. Any remaining games of that Player
immediately are allotted a 0-20 score.

The referee crew has the right to escalate any infraction to an immediate expulsion or even a lifetime ban from the
tournament depending on the gravity of the infraction and the situation surrounding the infraction.

A list of offenses follows below. Take note that the referee ’s main concern should always be that games are completed and
played. This of course depends on the transgression, but the focus always lies on games to be played even if certain
penalties will apply.

This way we are sure everyone gets their full complement of games in under normal circumstances.

Time Issues:

This is to ensure that the time is used correctly and not to give an advantage to a specific player and skew the team result s
due to poor time management.

Should a player, or game, time out then the appropriate actions and penalties will be applied. Penalties will be applied at
the discretion of the referees if they feel clocks are not managed properly or if players try to abus e time management. For
instance, it will be standard practice to give a warning to players for not bringing games to their natural conclusion.

Excessive rules questions:

If a player is found to be repeatedly calling referees over for rules questions which are clearly answered in any of the
relevant game literature including the AoS Worlds FAQ, they will receive a warning. The number of rules calls required to
gain such a penalty is determined at the discretion of the referees on a case by case basis - this prevents people being
penalized for trivial issues resulting in such questions, and also stops a player from cheating the system by stopping before
the threshold for a penalty is attained.

Dice, movement or rules-cheating:

Any instances of the following, or anything deemed as cheating within similar confines, witnessed by a referee and/or an
impartial bystander (i.e. a person not associated in any way with either player or team) : dice cheating (loaded dice,
incorrectly counting the number of passed or failed rolls, changing the value of dice rolled, etc) , movement cheating

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(moving too far, pushing models outside of their regular movement allowance, etc), rules cheating ( deliberately or
consistently forgetting core rules for your OWN army and models, etc), will all result in an instant infraction and penalty. It
is to be considered common practice to let your opponent roll ANY dice you also use during the game without the need for
consent. Players that have issues with this can opt to use any other set of dice they feel comfortable their opponent also
uses (unless other rulings prevent this, see COVID Guidelines). In regards to dice policy, players need to discuss how they
will handle cocked dice, dice that land on top of each other or in terrain and such before the start of the game. If this does
not happen, dice rolls will only count when the bottom of the die’s surface is entirely touching the table or game mat
surface. If a referee witnesses clear cheating (for example loaded dice, woefully miscounting or misrepresenting dice), the
clock can be stopped and in consultation with the head referee a direct red card (thus ban) can be given.

Illegal list

In case a player is discovered to be playing a list that is illegal or deviates from the list submitted by the captain, the referee
team will be forced to take action against this player. This will be done on a case -by-case action. If a list is completely
different, the player and list might be banned from the rest of the event. If a list has models (for example the player forgot
to list their endless spell) that are not on the initial army list, the model is to be taken off, a penalty will be applied (taking
into consideration if the illegal model/unit has already impacted the game or not) and the model can not be used for the
remainder of the event.

Poor sportsmanship or negative/aggressive attitude:

Any player or team member seen to be acting in any manner not in-line with the expectation of friendly but competitive
gaming at the tournament, as to be deemed by any referee in conference with at least 2 referees, will be immediately
penalized with an infraction and a penalty. This is a civilized game played in a friendly but competitive manner. Aggressive
or intimidating behavior towards the referee team or any of the tournament organizers will be met with severe penalties.

Examples of poor Sportsmanship are:

It is both players' responsibility to ensure mandatory things that happen in the game take place. If a player purposely fails
to remind their opponent about certain obligatory rules (picking a battle tactic, for example) to gain an advantage, this can
result in a warning.

A player forgets to announce they will use a certain rule, ability at the start of the turn or phase and remembers later in the
turn or phase. No player is forced to allow their opponent to still make use of said rule or ability, but if the referee team
feels a certain player is taking advantage of these types of moments too much or even deliberately, they can still be issued
an official warning for unsportsmanlike conduct. All of this will be viewed by the judges within the confines of the turn or
phase.

Illegal Alternative Models:

If a player uses alternative models that have not gained prior approval by the referees, then at the discretion of the
referees those models will be removed from the board if an unfair advantage is gained in-game, or the models simply aren’t
up to event standards. The player will have the opportunity to replace them with the official GW models. If no models are
immediately available they will continue the event without the use of said models. If a player subsequently is caught
reusing said ‘banned’ models they will incur an immediate eviction from the tournament, counting all their scores (even
retroactively) as 0-20.

Illegal communication between team members:

Any communication between team members and/or spectators should always be in English wherever possible and have no
relation to strategic or tactical advice regarding any games in progress. Failure to do so will result in an infraction when
reported. In some cases communication may not be possible in English, in such cases players should seek the assistance,
where possible, of a referee who understands their language to clear up any confusion. If such a referee is not available,
then it is up to the remaining referees to determine if illegal tactical or strategic advice has been given or not. Players can of
course seek the approval of their opponents to confer with a countryman in their native tongue prior to starting a
conversation. This does not apply to an active player - coach timeout, during which the native language is allowed.

Using mobile phones or other devices to discuss tactics and game situations once the pairing process has finished and
matches have been assigned, are not allowed.

Players caught doing this will immediately receive a penalty or risk being disqualified.

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