Age of Sigmar : Clash of Heroes
King of the Grove Tournament
Bolt Action Grand Tornament
Star Wars X-Wing Hyperspace Trials

Event - Kings of War: Fallen Kings Tournament

Game System:
Date/s: 26-05-2018
Time: Commence 9:30am Sat and 10am Sun
Game Limit: 5 games each of 2500pts
Cost: $30
HOH Data pack:
Official Data Pack:
Event Braker
Key Information:

Kings of War Tournament

Today we are hosting our Fallen Kings - Kings of War Tournament.

To secure a place at this tournament tickets must be purchased by the 20th of May 2018.  Tickets can be purchased in store or via the Independant online ticketing site Eventbrite.  

The link to purchase tickets on line is Fallen Kings Tickets

General rules and restrictions (we acknowledge we have shamlessly stolen most of the contents from the Mantic Games UK Nationals Tournament Pack):

1) To play you require an appropriately based fully painted army of not more than 2500 points.  We do not all paint to the same standard so we are not too hard on the quality you just have to show that some effort was made. Undercoat is not enough!

2)  Armies are to be chosen from one of the following army lists.

  a) Kings of War Rule Book : Forces of Basilea, Dwarfs Armies, Elf Armies, Kingdoms of Men, Forces of Nature, Ogre Armies, Forces of the Abyss, Abyssal Dwarfs, Goblin Armies, Orc Armies, and Undead Armies 

  b) Uncharted Empires: The Brotherhood, Salamander Armies, The Herd, The League of Rhordia, The Trident Realms of Nertica, The Empire of Dust, Night-stalker Armies, Ratkin Armies, and The Varangur

  c) Twilight Kin: The list is available for download at This way for the Twilight Kin 

3) You may only take the same Hero, Monster or War Engine a maximum of three times, following Army Composition in the Clash of Kings 2018 Supplement (p29)

4) Unique individuals, or “Living Legends” (i.e. those marked with a [1] after their name in the list) can be included in tournament armies, but not in any allied contingent

5) If you include allies, you cannot select the

same allied unit entry of each of the following types more than once: War Engine, Hero (all types) or Monster. You may only include one Irregular allied unit. Allied units cannot take Magical Artefacts.

6) The following sections from the Clash of Kings 2018 Supplement will be used in their entirety

  a) Rule & Unit Changes

  b) Formations

  c) New Units

  d) Amended Artefacts

  e) New Artefacts

  f) New Spells

7) You may include Heroes and Units (but not Formations) from Destiny of Kings and Edge of the Abyss

8) The following sections from the Clash of Kings 2018 Supplement will be used in their entirety.

  a) Rule & Unit Changes

  b) Formations

  c) New Units  

  d) Amended Artefacts, New Artefacts and New Spells

  e) Clash of Kings 2018 Supplement has amended the following items : Brew of Keen-eyeness, Ensorcelled Armour and Medallion of Life

9) Any brand of models may be used to represent your army provided which army choices they are representing is is easily identifiable by your opponent.  Models may be muliti based on a base as long as the footprint is the equivalent of the foot print had the models been individually based. 

10) Players are expected to play in a sporitng and polite fashion.  Umpires may apply penalties in the form of points deductions for inappropriate behaviour.  Anti social behaviour or cheating will result in player removal from the torunament and venue.

11) The umpires decisions are final. Where a clear decision can not be made a dice may be used.  Umpires have the discretion to impose penalties in the form of points deductions for things such as, but not limited to, errors in army lists, incorrect basing sizes, less than minium model counts, confusing lists or counts as models, slow play etc. 


What You should bring on the weekend:

1) Yourself.

2) The bravest band of warriors, mages and monsters you can put together.

3) A large tray to carry your army between tables to keep the tournament running on time. 

4) Tape measure that has inch increments, wound counters, a set of 6 sided dice pens, and glue (forrepairs).

5) A stop watch (phone based is fine ) or chess clock for tracking turn times. 


Day One

Registration 9:30

Game One 10:00am – 12:10pm

Game Two 12:40pm – 2:50pm 

Game Three 3:10pm – 5:20pm 

Day Two

Game Four 10:00am - 12:10pm

Game Five 12:40pm - 2:50pm

Awards Ceremony 5:00pm

Awards will be given to 1st, 2nd and 3rd place and for the best painted army (umpire chosen).

The prize pool will allow for a prize per player.  Prizes will be chosen by a player one at a time in descending order from 1st place to last place.

Game Sequence

The scenario for each game will be chosen randomly from the 12 scenarios in the Clash of Kings Organised Play book, 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 laid out on the table.

  Players should discuss before the game how they will deal with cocked dice and in what circumstances they should be re-rolled.

  Place any objective markers, and finally roll-off for table side.

  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 take the first turn. 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 Vanguard moves. Once the winner of the roll off decides who will start to move Vanguard units, that player’s clock IS STARTED. Players alternate making any Vanguard moves using the clock. Once the last Vanguard 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.

Time Out

  A game can time out in two ways: either an individual player will time out, or the scheduled end time is called.

Individual Player Time Out

  If a player runs out of time on their clock, they must immediately put their dice down and make no further dice rolls for the rest of the game. 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.

  The timed-out player will also receive a -5 tournament point penalty.

Schedule Time Out

  Should players start their game late, or pause for too long, then the game can time out due to the scheduled end time.

  Players should be aware of the scheduled time remaining as there are warnings broadcast toward the end of the allotted time. Everyone is advised that, should they feel there is not enough time for a complete turn each, that they should not begin that Round.

  If a game is found to be in progress after ‘dice down’ is called, then both players must immediately stop playing when requested by a Referee or Tournament Organiser. Should a player object to the Referee’s call, then they will receive a -10 tournament point penalty. This is in addition to the potential -2 penalty for handing in a late result sheet.  

Tournament Points (TPs)

  After a game the points will be assigned as follows:

Result   TPs

Victory   15

Draw     10

Loss       5

You then modify this using Attrition Modified Scoring

Attrition-Modified Scoring

Attrition-modified, as its name suggests, is the difference between the total number of points each player has Routed (their Victory Points or VPs).

VP Difference Player with the higher VPs adjusts their TP score by Player with the lower VPs adjusts their TP score by
1,600+ +5 -5
1,200- 1,599 +4 -4
800- 1,159 +3 -3
400- 799 +2 -2
100- 399 +1 -1
0-99 0 0

For example, Lisa wins a game (scoring 15 TP) by beating Dave (who scores 5 TP). Lisa has routed 1250 points of Dave’s units, and Dave routed 750 points of Lisa’s units for a difference of 500 VPs. This amounts to a +2 modifier to Lisa’s score for a total of 17 tournament points, while Dave receives a -2 modifier for a total of 3 tournament points.

Winning the Tournament

The winner is determined at the end of the last game (game 6), according to the following criteria:

1) The player with the most TPs will be the winner

2) In the case of players having the same highest TPs, the winner will be the person with the highest Victory Point Total.

3) If both the TP and VPs are matched, games where these players have played each other during the course of the tournament will be evaluated and the winner will be the winner of such a match.

4) Finally, if the players cannot be split, the tournament ends with a joint victory and the players share the prize.