Rulespack & Information AoS Worlds X Alliance Open 2023 Amsterdam V1
Rulespack & Information AoS Worlds X Alliance Open 2023 Amsterdam V1
Rulespack & Information AoS Worlds X Alliance Open 2023 Amsterdam V1
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Alliance Open
Team event
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Location, Deadlines & Timetable
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
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
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1.0 Event Overview
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2.0 Team Registration & Composition
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.
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.
• 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.
2.6 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
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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.
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4.0 Battleplans , Pairings & Terrain
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.
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.
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.
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.
For the second mission, the same process as laid out for the first mission is repeated.
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.
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
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.
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
• 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 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.
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.
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).
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:
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
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.
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.
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.
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.
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.
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.
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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