Friday, October 9, 2015

Age of Sigmar: Rules (Part 3 - The Unofficial Competitive Rules)

After two posts going over the basic rules of Age of Sigmar, this post covers the "unofficial" rules modifications to Age of Sigmar for competitive play. These rules are available on the internet, and can be found here. These rules specifically make clear that these modifications are completely unofficial and in no way impact the actual rules to Age of Sigmar, though these modifications do point out that they are useful or conducive to "competitive play." Thus, these are rules that should be in your Age of Sigmar games if you are going to try and play the game competitively in either a tournament setting or in a series of competitive games against friends where balance between forces is desired. Let's check them out.
Battle Rounds
Under the rules for Battle Rounds on page 2 of the Age of Sigmar rules, remove all the rules related to initiative from the game.

Removing initiative makes the game play in a more similar manner to previous editions of Warhammer and removes the chance that a player could go second one turn, and then go first the next turn. Instead of rolling each turn to see who goes first, you simply roll once at the beginning of the game and the turn order stays that way throughout the game. 

Personally, I don't like this modification to the rules. I thought the initiative rules in Age of Sigmar were one of their more interesting and strategic rules. Rolling for initiative each turn requires players to handle situations differently than more standard turn orders and actually lessens the strategy in the game. If I was designing a competitive system for a tournament, this is one of the few rules contained in these "competitive" rules that I would not make. In fact, it seems more competitive to me to keep the initiative rules in play so that players can try different strategies that can capitalize on going last one round and first the next or that negate the benefit an opponent gets for going first in a particular turn. 

Command Ability
Under the rules for command ability change the rules to read that if your general has a command ability posted on their warscroll they can use that command ability only once per game, rather than each turn. This rule limits the general to only using the basic Inspiring Presence command ability to those turns that you don't want to use an ability posted on the model's warscroll. 

I also find that this "competitive" modification is unnecessary and takes away from the nature of the choosing which model is going to be your army General for that game. Some models have fantastic command abilities, and some, I recognize, are over powered in certain situations. But, the basic rules for Age of Sigmar make it clear that you have to take that particular model as your general. So if you make army composition rules, then players who take powerful command abilities on certain models are penalized in army composition. Similarly, certain command abilities can also be negated by not allowing special characters (Greaseus Goldtooth comes to mind). But restricting a player from using the specific abilities on the model's warscroll after that player has chosen that model as his general seems unnecessary and redundant of other rules modifications. Plus, it limits the strategic value of Generals if they are simply using the Inspiring Presence ability for most of the game. So this is another rule that I wouldn't use in "competitive" play. 

Shooting Phase: Picking Targets
The "competitive" rules also make some rules changes to the shooting phase. The first change the rules make is to make it so that models that are engaged in combat (within 3" of an enemy unit) may not perform any shooting attacks in the Shooting Phase even against the unit they are in combat with. 

This is a major change to the effectiveness of troops armed with shooting attacks. Now, under the "competitive" rules, a player can engage a unit with powerful shooting attacks and prevent them from utilizing those attacks. These were standard rules in the old Warhammer rule systems and many players have wanted them as carry overs. However, after having played with these rules I also don't feel that these rules are necessary for competitive play. In fact, I find that they hamper competitive play as players with armies made up of fast close combat oriented troops become even better as they don't have to worry about an opponent's shooting phase as much as they would normally need to.

Most units with shooting attacks either have powerful shooting attacks either have only a few attacks so that they are not overpowered in the game or have really bad close combat attacks and armor saves so that they die easily in combat. By preventing the unit from shooting if engaged, even into the unit they are engaged with, these "competitive" rules force players to not take units with powerful shooting attacks that are not good in combat. It is very difficult to screen units in Age of Sigmar and even more difficult to keep units out of combat for several turns. In fact, it is very easy to engage most units by the second turn. By allowing units to shoot regardless of being in combat, the basic Age of Sigmar rules make the shooting troops useful throughout the course of the game. But these "competitive" rules make those same units not-competitive in a tournament meta as they are not able to be utilized to their full effect. 

In previous editions of Warhammer, it was possible to screen these units or prevent an opponent from charging them or engaging them in combat for several turns so that the units shooting could actually have an effect on the game, but with the change of movement rules, units can charge so much sooner that units that rely on shooting attacks to do damage become useless against better combat oriented units. This type of rules restriction just drives players away from units that focus on shooting attacks. At the very least, I would change this rule to allow models with shooting attacks to target the unit they are in combat with so that those attacks are not wasted.

The second modification to the rules on shooting attacks is that units with shooting attacks cannot target an enemy unit unless that unit has some models that are not engaged in combat (outside 3"). However, you can target an enemy unit engaged in combat if there are models from that unit outside of 3". It is just that any wounds caused by the shooting attacks cannot be allocated to models within 3", instead wounds must be allocated to the closet models to the firing unit that are also outside of 3". Any wounds that cannot be allocated in this manner because there are no longer any models outside of 3" or if the closet model is engaged in combat are wasted and the attacks end. 

This rule change prevents the use of large combat units to hold up an enemy unit in combat and then shoot into them with powerful shooting attacks that reduce the unit's combat efficiency. But it does negate the strategies that were put in place to win the Clash Age of Sigmar tournament in the United Kingdom. 

Look Out Sir!
The "competitive" rules add a whole new rule to the game to allow any model with the Hero keyword that also doesn't have the Monster keyword that is within 3" of an allied unit to gain protection from shooting attacks. Specifically, such a model CANNOT be targeted by any ranged attack unless that model is also the closest model to the firing unit. Further, when that model is attacked by any ranged attack, the Hero may make a "Look out Sir!" roll. The model can roll a d6 for each wound made (before saves are made) and on the roll of a 4+ the wound is transferred to the allied unit instead of the Hero model.

This rule is designed to protect individual models as Hero models can no longer be put into units and protected by having other models around them. I really dislike the change to targeting as it makes it nearly impossible to shoot at individual Hero models which are, in general, the most powerful individual models in the game. This makes these models even more powerful as it is extremely easy to simply surround a Hero model with other troops so it can never be targeted. This grants Mages or  Hero units with special abilities to run around the battlefield with near impunity without worrying about being targeted.

I would personally take out the targeting restriction so that individual models don't become too powerful during the course of the game. However, in order to give individual models some protection I would keep the old "Look out Sir!" It is a nice balance between making individual models too powerful or too easy to kill. 

Inflicting Damage
The inflicting damage rules have received the most modification in the "competitive" rule set. Now, when damage is allocated to models, damage must be assigned to the closet model to the attacking unit until that model is slain. If two models are equidistant, a player can choose which model to assign the damage to. Further, when assigning damage, unit command models are ALWAYS treated as not being the closet model to the attacking unit until they are the last models left in the unit.

These inflicting damage rules are simply ridiculous. They allow a player who is attacking control over how a player is forced to remove his models and prevent possible next turn chargers. Further, it takes away the ability to assign damage to command models a player may no longer need. It also makes it so that models with multiple wounds can end up having several models that have each taken a wound if un-wounded models become the closest model while a wounded model is farther away. These rules are straight up rubbish and shouldn't be used. They definitely don't constitute "competitive" rules as they don't add in balancing the game in any manner. Rather, they provide an additional way for certain players to take advantage of these rules to make the game even more unbalanced and less fun.

This is just another one of the initial knee-jerk reactions to Age of Sigmar in order to make the game similar to old editions of Warhammer and in fact, takes away from some of the interesting aspects of Age of Sigmar. Personally, I would not play with this rule in my games or tournaments as it just allows for abuse.

Casting Spells
Similar to the modification to shooting attacks, the "competitive" rules modify the rules for casting spells so that a wizard that is engaged in combat (within 3" of an enemy) can only cast spells on allied models or units ENGAGED in the same combat as the wizard (so no casting beneficial spells out of combat) and can only cast offensive spells at the unit the wizard is engaged with (so no casting offensive spells at enemy units out of combat).

This modification is even more restrictive that the casting restrictions for 8th Edition and make it so that by simply engaging a Wizard model, you can effectively shut down its entire purpose. This wouldn't necessarily be a bad thing, if it wasn't for that fact that it is much easier to engage a model in combat by the second turn of the game in Age of Sigmar. Taking away a spellcaster's ability to cast spells by such an easy trigger of engaging the model in combat is ridiculous. A Wizard should be free to target whatever enemy or allied unit it wants with its spells. We are dealing with MAGIC here, after all. Why wouldn't a Wizard want to cast a dangerous and powerful spell at an enemy monster rampaging across a battlefield instead of the simple goblins it is in combat with. It's ludicrous to think in a fantasy-based game that a wizard would divert all his attention and magical prowess to some rat holding a sword when there are flying dragons around.

If I haven't stated it enough, this rule is simply stupid. Don't play with it. It doesn't make the game more "competitive." Instead, it rewards players with units of cheap and fast close combat troops that can engage solo models quickly. Further, this rule is only necessary when you can't target the wizard with your shooting attacks because of the other rules modification.

Age of Sigmar is supposed to be a fast-paced and bloody game based around killing enemy models. Magic is a big part of that. Clearly, as the Age of Sigmar rules make casting spells so easy, magic is supposed to play important parts of games of Age of Sigmar. A rule that dials back the effectiveness of this part of the game just takes away from, rather than adds, any competitiveness in the game.

Summoning
The only modification to the casting rules that I agree with, and one I assume you will agree with to if you have seen how easily it can be broken, is the modification to Summoning Units. The modification to the basic rules simply makes it so that units summoned during the Hero Phase may not be activated until the start of that player's movement phase. This just means that you can't summon a Wizard model and have that model also be able to cast the turn it was summoned. This just stops abuse of certain summoning and spell abilities. A simple fix and a good one.

In fact, this small change does not prevent your summoned unit from moving, shooting, or charging on the turn it was summoned which makes summoned units extremely powerful. And until a pool system or some type of general summing restriction is in place, I would modify the rule to apply the "summoning sickness" until that player's next Hero Phase preventing the summoned unit from performing any action until it has been on the board for a full turn. If you are curious as to why, check out some of the battle reports involving someone summoning a powerful unit on a low casting value and using that unit to charge, engage, and kill a Wizard or Hero character on the first turn of the game before the opponent has moved a single model. The abuse in this system is rampant, but at least this modification dials back the ever-spamming Wizard combos that were running around (I'm looking at you Heralds of Tzeentch). I am hopeful, however, that after many games of Age of Sigmar the community will devise appropriate summoning restrictions that make the units useful, but not overpowered.

Mini-Rant TimeThe above modifications are ALL of the RULES modifications to Age of Sigmar that have been listed in the UNOFFICIAL COMPETITIVE RULES. However, I don't think these rules changes actually address issues in the game that make it unbalance or address issues in the rules that are confusing or allow for abuse.  
Other than the possible edition of the "Look out Sir!" roll for models with the Hero keyword and the limited restriction on summoned units, there is not much in the modifications I actually like. Nowhere in the rules are any modifications to the easily abused "piling in" issue about having to move towards the closest enemy model only. This is a rule that should have been addressed. A simple fix would be to allow models to make a 3" move towards the unit they are engaged with rather than towards the closet model. This allows more models to get into combat on both sides (something this game clearly was designed for) and prevents arguments between players as to which model is the closest between two nearly equidistant models. It also prevents abusive formations like the triangle which forces on player to bunch up thereby losing tons of attacks. 
Moreover, the "competitive" rules take a very 8th-centric mindset about the power of Wizards and models with shooting attacks and how difficult it was to kill them or engage them that edition when models were not skirmishing or didn't have the ability to move before charging. These "competitive" rules just remove those features from Age of Sigmar which make this a very different game from prior Fantasy massed battle games like 8th edition. 

Army Composition Rules
Aah, army composition rules. These are modifications to army building and where the most "balance" to Age of Sigmar can be found. Restricting the types of units or total model count that each player can bring to the table is the first step in creating a "competitive" gaming system for use in tournaments.

These rules, which are by no means the standard in the community, limit unit composition based on the total number of wounds each player brings to the game. So, if you and a buddy wanted to play a game you could set a wound cap of 50 and use these restrictions. Similarly, a tournament organizer could say that the tournament is set at 300 wounds using the "competitive" army restrictions. It's not the best system I have seen, but it is a way to balance the game a little bit between to players. Regardless of the size of game you and your opponent decide, this is how armies are composed:

For every 25 wounds in an army a player may take:
  • 4 warscrolls
  • 8 wounds of models with the Hero keyword (though only 60% of that wound number may be spent on a single model, rounding up)
  • 6 wounds of models with the Monster keyword
  • 5 wounds of models with the Warmachine keyword
Regardless of the wound total in the game (i.e. the size of game you are playing) there are the following restrictions:
  • All models with 10 or more wounds must be from the same Army Compendium as the General (though right now there are only two of these - compendiums I mean, not models with 10 wounds)
  • All Named Heroes are a 0-1 choice and may not be taken multiple times (so only one Nagash in your army - your opponent's Nagash mush just be an impostor)
  • All unnamed Heroes are 0-2 choices
  • Models with the Hero and Monster keywords count against wound restrictions for both Hero and Monster models
  • No more than 35% of the army's total wounds may be spent on models with the Fly special rule
  • If a model receives a bonus Wound through an upgrade (like unit champions), that bonus is not counter towards the army's total wound size (so make sure to take champions in all your units)
  • When a unit exceeds 10 models, you get a bonus number of models in the ratio of 2 to 1 for each model that is purchased with wounds. For example, a unit that starts at 10 models costs 10 wounds for that unit, but to make that unit 20 models strong it only costs 15 wounds total for that unit (this encourages taking large units of basic troops - particularly 1 wound models - to gain bonuses from unit size)
There are some interesting restrictions in this composition system and, overall, I feel that they provide a better, more-balanced, system for army creation and give a decent guideline for determining game size. However, the are still a few holes in the system that can be exploited and the system itself does not gauge the relative power levels of the certain models or units compared to similar models or units.

For example, the rules for units the exceed 10 models is amazing for basic troops that are already exceptional. This rule seems designed to allow units that get bonuses for model count like skaven clanrats and goblins to not cost too much when taken in units of 30 or 40 models (at only 20-25 wound cost for 30 or 40 wounds), but there are better basic infantry that put out more damage, have more attacks, and would just be better options (executioners I'm looking at you). Why pay 25 wounds for 40 clanrats when you can pay 25 wounds for 40 executioners? The actual, real world logistics of this rule don't make much sense.

Similarly, there are modifications to reduce the number of monster wounds on the battlefield so that you don't see most large monsters like hydras and chimeras until 50 wounds per side or more. But the number one option to kill these monsters without losing an inordinate amount of models are Wizards and warmachines. Warmachines are powerful against Monsters and lone figures, but not as great against troops, but in the rules you can get less wounds of them (usually limiting you to 1 war machine per 25 wounds) then you get of monsters which is simply silly.

But at least these army composition rules are a starting point for bringing balance to the game table and allowing players to build armies that are within relative power levels than the basic rules.

Age of Sigmar Specific Scenarios
The "competitive" rules also include three objective based scenarios to play Age of Sigmar in a manner other than running straight forward at each other to kill off all your opponent's models.

The first scenario is entitled DOMINATION. In Domination, there is an objective zone in a 10" circle around the center of the board. Player deployment zones are 8" from the table edge. The objective is to be the first player to score 7 victory points. Victory points are awarded for killing the enemy's General (2 victory points), holding the central objective (1 victory point a player turn, not Battle Round), and controlling the central objective (2 victory points a player turn). To HOLD the objective a player must have more models within range of the objective than their opponent at the end of a player turn in which they are the active player. To CONTROL the objective a player must have models within range of the objective while their opponent has no models within range of the objective at the end of a player turn in which they are the active player. Points for holding or controlling objectives are awarded at the end of the second Battle Round.

This scenario is really based around clustering in the center of the board with more models than your opponent while using the units you have to kill of those closest to the center. It's an interesting scenario, as model count rather than wounds is what counts. So a player who brought the most powerful multi-wound models is at a disadvantage against a guy that brought all clanrats. Assuming the clanrats can survive for several turns. I see that this scenario will come down more to how many turns a player can HOLD the objective rather than controlling it as I think controlling its will be especially difficult unless one player is just getting completely decimated.

The second scenario is entitled STAND OFF. In Stand Off there are two banners or other objectives 20" up and 14" from the table edge. These objectives present a 6" objective zone. Similar to Domination, this game lasts for 7 victory points and victory points are awarded for holding or controlling the objective zones. You get 1 point for holding or controlling the objective closest to you (your objective). You can 2 victory points for holding your opponent's objective and 3 if you control it. Finally, 2 victory points are awarded for killing the enemy General.

This scenario really focuses on pushing towards your opponent's banner while trying to protect your own. It has the same controlling objective rules so armies that have more models have a slight advantage to the start of the game, but models that are more difficult to kill will be able to stay on objectives longer.

The final "competitive" scenario is entitled TWIST OF FATE. In Twist of Fate, there are three objectives placed along the center line of the board 14" away from each other and 10" from the short board edges. These objectives have a 4" objective zone that the players are trying to hold or control. After the first Battle Round, one of the end flags is randomly removed from the battle field (so players have spent one full turn dealing with an objective that will no longer be there.

Similar to the other two scenarios, the first player to 7 victory points is the winner. Victory points are awarded for holding (1 victory point) or controlling (2 victory points) the center objective, holding (2 victory points) or controlling (3 victory points) the remaining outer banner, and killing the enemy general (2 victory points).

This scenario is designed so that faster, more maneuverable armies (those with Fly and other special movement rules) or armies with large number of models have a distinct advantage as these types of armies can either quickly respond to whichever objective is removed or simply swamp all three objectives with large numbers of models thereby at the very least holding the objectives for several turns. A player with a smaller number of more elite, but less maneuverable units is going to have to focus on the central objective and slowly move towards the remaining objective.
So there you have it: the unofficial "competitive" rules for Age of Sigmar. The more time I spend with Age of Sigmar the more I dislike these competitive rules (as you can tell). But I still find myself looking for a decent army creation rules set that doesn't take away from the nature of what Age of Sigmar is, but does bring some balance into the game through army selection. Next time, I'll be taking a look at some of the more popular army compositions systems out there (at least until my Kings of War rulebook arrives).

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