General Tournament Pack
Food & Drink
In an attempt to keep the cost of admission to the event as low as possible, food will not be provided. However, there are places to purchase food within walking distance of the venue.
You are welcome to bring alcoholic drinks with you to the event, however please note that the Club prides itself on being a family friendly venue and so excessive, unruly behaviour will not be tolerated and may result in disqualification.
Furthermore, attendees are encouraged to make use of the bins provided for empty drinks containers.
Force List
Your Army must be chosen from one of the official Force Lists:
Kings of War Red Edition (2022)
The most recent FAQ and Errata will be in effect.
List to be in no later than 23:59 7 days before the Tournament.
Allies
We would prefer pure blood races, but if you feel your army is inadequate and is in need of support from another race, then allies can be taken but following the restrictions apply.
Theme factions cannot be taken as allies
Theme factions cannot take their Master faction as allies
Allies cannot take Artefacts
Allies cannot take irregular units
Allies cannot take the same unit entry of each of the following types more than once: War Engine, Hero, Monster or Titan
Force Lists
You are required to submit a copy of your Force List to the organisers at the start of the tournament.
You should also have at least one copy for yourself and another spare for your opponents to reference on request. Using a program or list-builder application to create and print out your sheet is often the best option.
You will require spare copies of your Force List, which you should keep with you when you are playing. Your army list must include:
All of the models/units in your army.
The equipment and the points value of everything in your army.
Where Formations are used, which units benefit and which do not.
Your name on all copies of the roster.
Please do not use acronyms on any copy of your Force List. If any mistakes are found during the tournament that were not picked up on, the results of all the games in which the player has used the illegal list will immediately be changed to max Tournament points (TP), in favour of their opponents. This will apply even if the mistake was a totally honest one, so please do double check your Force List before the tournament.
If you are unsure of your army list, please feel free to submit it to the tournament organisers prior to the event for checking.
List builder
Please use https://companion.manticgames.com/kings-of-war-list-builder/
Either in Options and enter the Tournment code, or send PDf to shroudofthereaper@gmail.com
Tournament Number for Mantic Companion is listed on the specific tournament page.
Painting requirements and minimum model count
This is a friendly Tournament so only requirement on units are that different unit types are distinguishable from each other.
Proxies are allowed, but must be obvious what they are intended to be and not similar to other units.
Base sizes
Infantry
Base
20x20mm
Troop
100x40mm
MMC 6
Regiment
100x80mm
MMC 11
Horde
200x80mm
MMC 21
Legion
200x120mm
MMC 41
Large Infantry
Base
40x40mm
Troop
n/a -
Regiment
120x40mm
MMC 2
Horde
120x80mm
MMC 4
Legion
240x80mm
MMC 7
Swarms
Base
40x40mm
Troop
n/a -
Regiment
120x40mm
MMC 6 small things
Horde
120x80mm
MMC 12 small things
Legion
240x80mm
MMC 21 small things
Large Cavalry
Base
50x50mm
Troop
n/a -
Regiment
150x50mm
MMC 2
Horde
150x100mm
MMC 4
Legion
300x100mm
MMC 7
Heavy Infantry
Base
25x25mm
Troop
125x50mm
MMC 6
Regiment
125x100mm
MMC 11
Horde
250x100mm
MMC 21
Legion
250x150mm
MMC 41
Monstrous Infantry
Base
50x50mm
Troop
n/a -
Regiment
150x50mm
MMC 2
Horde
150x100mm
MMC 4
Legion
300x100mm
MMC 7
Cavalry
Base
25x50mm
Troop
125x50mm
MMC 3
Regiment
125x100mm
MMC 6
Horde
250x100mm
MMC 11
Legion
n/a -
Chariots
Base
50x100mm
Troop
100x100mm
MMC 1
Regiment
150x100mm
MMC 2
Horde
200x100mm
MMC 3
Legion
150x200mm
MMC 4
Items you should provide
In addition to your armies and copies of your army list, you need to make sure you bring the following:
All dice, tape-measures, rule-books, damage markers, objective markers, pencils and other gaming accessories you will need. Make it clear to your opponents how you will be tracking damage. Please bring dice that are clear to read for both you and your opponents.
You will need a chess clock, stop-watch, phone or other similar time-tracking device.
It will be a good idea to have your units mounted on unit bases or movement trays – if you insist on individually moving all the models in a Zombie Legion, you’ll soon run out of time! Unit footprints must conform to the appropriate size of course. If your tray has a lip that makes the footprint couple of mm bigger than stated for that unit type footprint, the tray is your footprint.
Having a large tray to carry your army between games is a great way of keeping the tournament moving smoothly and in a timely fashion.
Having spare blank bases to proxy units that would be balancing on terrain is a good idea that saves damaging yours and others miniatures.
Chess Clocks
Players are responsible to bring their own chess clocks.
You can use a physical one or download one for example as below:
https://play.google.com/store/apps/details?id=com.chess.clock&hl=en_GB
https://itunes.apple.com/us/app/chess-clock-by-chess-com/id858039162?mt=8
Chess clocks will be used throughout the event ensure that it runs to time and that round time is split fairly between the two players. Each player has the minuets set by each specific tournament to complete their half of the game and there is an addition 10 minuets built into the round time for meeting and greeting, toilet breaks, rules queries etc.
Chess Clocks must be running during deployment, any scout moves and throughout the players turns. They can be pause for any action involving a roll off, rules disputes and toilet breaks.
Clocks cannot be paused for normal in-game checks, such as LOS, unless a genuine disagreement between the two players. A "genuine disagreement" is one that requires pulling out the rulebook or for the TO to rule on the situation.
If time runs out, finish the phase you have started, ie
timeout moving a unit, then you can finish the movement phase,
timeout rolling range, then you can finish the range phase,
timeout rolling combat, then you can finish the combat phase
After this it is dice down and no further rolls and movement can be made, the opponent can continue (including movement, Range and melee) till turn 6 (7 if rolled for) or time runs out.
Turn 7 is always rolled if being played.
At round end is is dice down immediately for both players and the game ends. If the players can see that the round time is going to end before they finish the game they should endeavour to finish the game so each player has had equal number of turns, eg both players should have 5 turns instead of one player having 5 and the other having 6.
Dice Etiquette
Cocked Dice
All the dice have to come to rest flat on the playing surface/dice tray. If in doubt - can you place another die on top of it without it falling off? If yes then it is NOT cocked. Dice that fall off the table are re-rolled.
Symbols on Dice
Preference is for all sides of the dice to be clearly marked with dots for the numbers.
If you feel you must use dice with symbols on them, then symbols MUST only appear for all dice with symbols for the same value.
No mixing symbol 6 dice with symbol 1 dice.
Terrain
Terrain will be pre-set on each table; please do not move the terrain. If you do move it during the game, please move it back at the end.
Use table as a guide for terrain heights, but as always agree with opponent before picking sides.
Blocking Terrain
All Buildings / Statue / Obelisk / Rock formation
height: 4 to 8 depending on height of terrain
Difficult Terrain
Woods/Stalactite fields
height: 9
Burnt Woods/ Scrubland/ Crop fields
height: 2
Rivers/Ponds/Pits/Swamps
height: 1
Hills
Open Terrain
height: 3
Obstacles
Bushes/Walls/Fences
height: 2 for determining cover but never lose line of sight
Round Pairings
First round avoidances
By default the match-ups of the first round (round 1) will be random.
We recognise that many players will play some opponents regularly, as they are friends or play at the same club. If you would like to avoid a first round draw against someone, please do so during list submission, giving the names of the opponents and the reason for the avoidance. Note, simply not wanting to as you think you will lose is not an acceptable reason.
Swiss Pairing
During all but the first round, competitors are paired based on approximately how they have performed so far.
In the first round, competitors are paired either randomly or according to some pattern.
In subsequent rounds, competitors are sorted according to their cumulative scores and are assigned opponents with the same or similar score up to that point.
The pairing rules have to be quite complicated, as they have to ensure that no two players ever oppose each other twice, and to avoid giving a player some advantage as a result of chance.
The detailed pairing rules are different in different variations of the Swiss system.
As they are quite complicated, and it is undesirable to have a long delay between rounds to decide the pairings, the tournament organizer often uses a computer program to do the pairing.
Rules of Swiss Pairing
There are fixed number of rounds, which are decided before the tournament begins.
Because of this, players understand the total number of games they'll play before the event starts.Two players can play against each other only once, not more than that.
There are no knockouts or eliminations; each player can play all the rounds regardless of the result.
Generally, players with the same points are paired against each other.
In case of odd number of players, one of them won't be paired and will get a bye. Yes - this also means the one who doesn't get paired gets full points.
Types of Swiss Pairing System
Under the Swiss Pairing System typically used for Kings of War, there are 3 types:
Monrad Swiss Pairing System
Danish Swiss Pairing System
Switch Swiss Pairing System
Monrad Swiss Pairing System
Players are initially ranked at random, and pairings modified only to avoid players meeting each other twice.
The players are then ranked based on their scores, then on the deciders.
Then #1 meets #2, #3 meets #4, etc., with pairings modified only to avoid players meeting each other twice.
Danish Swiss Pairing System
The Danish system works in principle like a Monrad system, only without the restriction that no players can meet for a second time, so it is always #1 vs. #2, #3 vs. #4 etc.
Switch Swiss Pairing System
All but last round is Monrad Swiss Pairing System
Final Round is Danish Swiss Pairing System
Game Sequence
The scenario for each game will be chosen from the 12 scenarios, and announced by the organiser at the start of each game.
Meet your opponent at the table and discuss the terrain and how you will treat it during the game. Use the terrain as it is aid out on the table. Place any objective markers, and finally roll-off for table side. Players should discuss before the game how they will deal with cocked dice and in what circumstances they should be re-rolled.
Sit on your own side of the table and place you armies on your side of the table, so your opponent can see your army and your force list and ask any questions.
Roll-off to decide who is going to deploy first. Once the winner of the roll off decides who will start to setup, that player’s CLOCK IS STARTED. Players alternate setting units up using the clock as described in the Timed Games section of the Kings of War rules. Once the last unit is set-up, both clocks are stopped.
Roll-off to decide who is going to start making Scout moves. Once the winner of the roll off decides who will start to move Scout units, that player’s CLOCK IS STARTED. Players alternate making any Scout moves using the clock.
Once the last Scout move is made, both clocks are stopped.
Roll-off to decide who is going to take the first turn. Once the winner of the roll off decides who will start to play, that player’s CLOCK IS STARTED. Players alternate taking turns using the clock.
The game lasts 12 turns (each player taking 6 turns). At the end of turn 12, one person rolls a die. On a 1-3 the game ends. On a 4-6 both players play an extra turn and then the game ends – work out the winner as normal.
If a player runs out of time, they must immediately put their dice down and make no further dice rolls for the rest of the game. During the remainder of the game, that player may not issue any orders or roll any dice, including for rules such as Change Facing or Regeneration.
Battle Results
Conceding
If a player concedes a game that is an automatic win for the opponent and all the players units are automatically routed from the game, as if killed by the opponent.
The Opponent will then play the Ringer and his score calculated from that.
If Ringer not available, or game has already started, Scenario points will be calculated for the winner only, using the remaining turns for positioning.
Reporting Battle Results
As noted previously, players will be given enough time to play a full game of Kings of War and enough time to hand in results.
Submitting Results
By the end deadline of each round, as detailed on the Round Pairings page, every player is to submit the results of their game to the TOs, using the form on the Results Submission page of this site.
Having both players results from a game enables the TOs to verify the information provide and raise any queries before the next round pairings are determined.
Paper version
We will need from you is the following to be completed on the provided sheet.
Your name
Opponents name
Result
Victory points (Objectives) scored for each player
Your Kill Points (opponents units you killed)
Your Dead points (value of your own units killed in game)
Example:
Result (W/D/L): Win
Your Scenario Victory Points: 6
Your Kill Points (Opponents Dead): 1465
Your Own Dead: 1065
Penalties
In order to ensure that the tournament runs smoothly, TP penalties (2 points) may be given to players that report battle results after the scheduled time is over, at the tournament organiser’s discretion. This penalty will always affect both players.
Player Conduct
Sportsmanship
There are no sportsmanship scores at this tournament. We expect all games to be played in an enjoyable manner.
We feel that all players should be fair and respectful to their opponents, displaying a fun and inclusive attitude to the game for themselves and their opponents.
Rules Questions & Player Conduct
As noted, all rules will be taken from the Kings of War Version 3 rulebook. In addition, any official FAQ rulings and errata from Mantic Games (published on the website or official forums) will also be used.
Please note that there is absolutely nothing wrong with asking your opponent if they can show you the appropriate rule or set of characteristics so that you can check for yourself that everything is being done correctly. All we require is that you ask nicely and politely, and that you do your best to sort out any problems yourself. If in doubt, the organisers are available to resolve your problem. Please also respect the time each player has. If a question cannot be resolved quickly, please stop the clock until the answer or a solution is decided upon.
Judges will be on hand if you require a ruling. Your judges for the event will be pointed out at the start of the day. A judge’s ruling is final.
The organisers reserve the right to take appropriate action for anybody they deem to be playing unfairly or acting inappropriately. This may be in the form of a warning, a time or TP penalty or even a forced Time Out result. In extreme circumstances a player may be ejected from the event for inappropriate behaviour (such as cheating, excessive swearing, shouting or verbal abuse).
Crowding at the Table
If one player feels discomfort with the amount of spectators present at their table, they may request them to step aside. When this happens, a referee will ask everyone around to step away from the table.
Refund Policy
This policy sets out the processes that will be followed in the event that a refund of a ticket is required.
Refunds requested by purchaser – If a purchasing person finds that they are no longer able to attend the event for which the ticket purchased relates, the options available will depend on the following notice periods:
Notice given at least 14 days prior to the event date – A refund will be provided, via the original payment method, less any transaction fees relating to the original purchases and/or the refund, as applicable.
Notice within 14 days of the event date – As the ticket funds will have already been committed for use on the event, a refund will not be available.
Refunds due to cancellation of event – Should it become necessary for the event organisers to cancel an event, a full refund of the face value of the ticket will be offered to all purchasing persons.
Alternative option to a monetary refund – Regardless of which of the above applies, the event organisers may offer the alternative option to a monetary refund of a free ticket to a future event, i.e. using the funds provided towards a different ticket to that which was originally purchased. If this option is made available to the purchaser, the alternative ticket will have an equal or lesser value than the original ticket price.