Core Competency League Rules
Table of Contents (hide)
1. League Overview
1.1 The Season and Scheduling Games
- There are ten battles per player during the regular season.
- A week consists of a two week period, running from Sunday to Saturday.
- A Missed battle results in a forfeit for the player who could not sit the game. There are two types of forfeits:
- Both forfeits result in a Battle score of zero for the week in question and award the other player maximum scores, along with a ‘Bridge’ territory.
- Administrative forfeits are granted for extenuating circumstances at the sole discretion of the League Administrator. Administrative forfeits result in Sportsmanship and Composition scores of three.
- Non-Administrative forfeits result in scores of zero for Composition and Sportsmanship, along with all elites. The forfeiting player also loses five positions in the following season draft and the league dues for the following season will be increased by $10. In the event of multiple forfeits, the player’s standing in the league will be subject to review, possibly resulting in expulsion from the league. If allowed to remain, the player will lose all draft standing and the league dues will be doubled for the following season.
- It is the responsibility of the players to arrange for their game. Email and phone calls are both expected. In the event of a player being unable to contact their opponent, it is the responsibility of the player to contact the Administrator prior to the end of the two week game period.
1.2 Army Composition
- Each army will be comprised of the troops of any legal army from the previous GT season, with the following exceptions:
- No special characters or named unit champions will be permitted.
- No Dogs of War allies are permitted for non DOGS OF WAR armies.
- Dogs of War Armies allowed.
- Rhinox Cavalry are permitted in Ogre Armies.
- The new experimental Chaos Dwarf List is allowed.
- No appendix lists or Storm of Chaos lists.
- The army size is 2250 points, modified for territories.
- Your Lord must be specified at the start of the season and used every game of the season.
- The Lord may be changed once during the course of the regular season, by notifying both your next opponent and posting on the appropriate thread in the forum.
- CORE COMPENTENCY
- Army must have 900 points in core. (High Elves only need 600 points in core)
- Army must have 700 or less points in characters (with items).
- If your army book is replaced mid season, you may begin using it two calendar weeks after its release and must use it within four calendar weeks of its release.
1.3 League Book Keeping Conventions
- Each player is responsible for naming their army. This information, along with email and phone contact information, is due at the time of the draft.
- Armies must be completed on paper and in ink prior to arriving at the agreed upon battle site. Mundane options must be revealed to the opponent, but magic items and hidden upgrades (assassins, fanatics, ect) are not disclosed until they are used.
- At the end of the battle, players exchange army lists with their opponent.
1.4 Sportsmanship and Composition
- At end of each game, each player will submit a Composition and a Sportsmanship score as part of their scoring report.
- The Composition score is a measure of how fair and true to theme the army is, as opposed to being designed to produce an unenjoyable or ‘win at all costs’ experience. This score must be a zero, two, or three and is subject to review by the League Administrator.
- The Sportsmanship score is a measure of how friendly and agreeable the opponent was to face. This score must be a zero, two, or three and is subject to review by the League Administrator.
- Both scores are to be evaluated independently from one another.
1.5 The Draft
- The PAWS draft of the initial two territories takes place at EMPIRE Games on Draft Day.
- Attendance is mandatory for new members.
- Draft Order
- All participants in the most recent season are seeded higher than new members, in reverse order of their record from that season, provided that the league fees were paid prior to the draft. Tie breakers are determined in the same manner as playoff seeding.
- New members and returning members are seeded in the order that their dues were paid. In the event of a tie, a dice roll will determine the order.
- The number of territories is precisely double the number of participants in that season.
- Each territory is removed from the list of available choices, once selected.
- Players may choose more than one of the same type of territory.
- Players are granted a finite amount of time to make their selection.
- During the first round, three minutes are allotted.
- During the second round, two minutes are allotted.
- Failure to adhere to the time limit results in forfeiture of that pick.
- The draft continues until all participants have selected two territories.
- In the event that a player is unable to attend the draft, they may:
- Email a list of five choices to the commissioner.
- Snail mail a list of five choices to the commissioner.
- Authorize another player to select their draft choices for them.
- Failure to notify the League in a timely manner will result in random choices at the end of the draft.
1.6 Post League Gentlemen Points
- Gentlemen Bonus (Applied)
- Based on Reporting, sportsmanship and composition.
- +3 to your league total points if your sportsmanship is perfect and +3 to your league points if your comp. score is perfect.
1.7 Playoffs
- At the conclusion of the regular season, the player with the highest total combined score of Battle Points, Sportsmanship, and Composition wins their division.
- In the event of a tie, the following tiebreakers are used, in this order of priority:
- Overall Win/Loss Record.
- Head to Head Win/Loss Record.
- Division Win/Loss Record.
- Head to Head Victory Points differential.
- Overall Victory Points differential.
- Wild Card entrants are also chosen, with the number being determined based on the total number of divisions in that season. Wild Card tie breakers are determined identically to Division Leader tie breakers, in all cases.
- Playoff Scheduling follows an NFL style format, with the highest seeds always facing lower seeds. Division winners are always considered to be higher seeds than wild cards.
- The top two players in each Division will make the play-offs for a total of four teams.
- The higher seeded player is always considered to be the home player.
- The first round of the playoffs will be a wildcard round, where a number of division winners and possibly the top wild card winner will be given a bye week.
- If a player is unable to participate in the championship game, their spot will be ceded to the next highest ranking player.
- Territories are never gained or wagered in the Playoffs.
1.8 League Points of Contact
The League is the final arbiter of rules decisions. All questions to the league should be presented in a clear and concise manner.
2. Playing a Game
2.1 The Battle
- The league battles take place on a 6 foot by 4 foot table.
- Terrain is generated along the following rules:
- The table is divided into six equal 2 feet by 2 feet sections.
- Players take turns generating pieces of terrain from the TERRAIN table (see Appendix A), placing one piece in each section, until all sections have at least one piece of terrain. Each player may then generate up to one additional terrain piece and place them on any part of the table.
- No terrain may be placed within 12 inches of the table center.
- No terrain pieces may be stacked on another existing terrain piece.
- Buildings, swamps, and impassible features may not be placed within six inches of another such feature.
- All terrain placements must be agreed upon by both players prior to the roll to determine sides. Any rules issues should be worked out at this time, in the spirit of the game and the Phoenix Area Warhammer Society.
- Scenario is generated from the Scenario list in Appendix B.
- Players roll the scenario.
- Once the scenario is determined, the players roll off to determine the choice of deployment zone. The winner of this roll gets their choice of side and must place the first unit.
- Deployment continues, following the standard rules.
- Prior to the battle, each player is permitted to use up to three Territories in their battle. These Territories have special effects outlined in Appendix C.
- All territories being used must be disclosed prior to deployment. All three territories must be unique types, with the exception of Road or Bridge. If you are unable to do this because, for example, you only have two of the same kind of territory, then you only benefit from one territory, but may still wager a second territory that is not affecting play.
- At the start of the battle, each player must wager one of the territories they are using in the battle.
- At the battle’s conclusion, a random territory is generated from the chart in Appendix C. The winner of the battle may then:
- Claim the randomly generated territory.
- Claim the territory wagered by their opponent. The opponent then gains the randomly generated territory.
- It is the responsibility of the victor to report the territory changes at the end of the battle.
2.2 Warhammer Rules and Game Etiquette
- It is the responsibility of each player to have their Fantasy Rulebook and Army Rulebook present during each game, along with any relevant FAQs published on the Games Workshop website.
- Each player is also responsible for having a copy of these PAWS CORE COMPENTENCY Rules on hand.
- In the event of an intentional misrepresentation of their army rules or list content, the offending player may be subject to the following penalty actions, at the discretion of the League Commissioner:
- Reversal of game results.
- Loss of any tiebreakers for playoff determination.
- Players should endeavor to resolve all rules disputes in a logical and amicable manner. In the event that a reasonable resolution cannot be reached by consultation of existing FAQs, the following steps should be taken in this order:
- Roll off to determine which player’s interpretation will be used. This interpretation will continue to be applied to this situation throughout the remainder of this game.
2.3 Scoring the Battle
- Victory is determined at the battle’s conclusion, taking into consideration any special conditions relating to the scenario. To claim victory, one player must have at least three hundred more Victory Points than their opponent; otherwise the game is considered a Draw.
- During the playoffs, any point differential is sufficient to claim victory. In the event of an exact tie on points, an additional game turn is played.
- In the event of a regular season tie, no territory changes occur.
- No territory exchanges occur during the playoffs.
- Battle points are awarded as follows:
- Six points are awarded for a win.
- Two points are awarded for a tie.
- Zero points are awarded for a loss.
- Composition points are awarded as follows:
- Three Points- My opponent’s army was fair and in the spirit of the fluff.
- Two Points- My opponent’s army was mostly fair.
- Zero Points- My opponent’s army was unfair and/or contrary to the fluff.
- Sportsmanship points are awarded as follows:
- Three Points- My opponent was a good sportsman.
- Two Points- My opponent was somewhat difficult, but I would play them again.
- Zero Points- My opponent was extremely difficult and I would not play them again.
- A difficult opponent is someone who has major emotional outbursts during the game and/or interprets rules in a manner that runs contrary to the spirit or intent of the rule.
2.4 After the Battle
- Both players must report the following to the website:
- Battle, Sports, and Composition scores.
- Victory Point Totals for the battle.
- Any Territory changes.
- Any special comments should also be made in the report. This should include:
- Any comments or rules questions.
- In the event that a score less than two is given for Sportsmanship or Composition, a detailed explanation must be given for review by the PAWS Commisioner.
- All battle reports are due within 24 hours of completion of the battle.
- If the game must be played late, an extension must be requested from the Scheduling Officer of Commissioner.
- If no report is submitted by the Tuesday following the week in which the game was to be played, no territory exchanges will be made. This is waved in the event of an extension.
- If neither player reports the game by the Tuesday following the week’s conclusion and no extension has been requested, than the game will be considered a double non-administrative forfeit.
3. Appendices
3.1 Appendix A - Terrain
Terrain is generated on the following table, with a 2d6 roll. All rules for said terrain should be used as described on the chart below.
| Roll | Description / Rules | Cover | Movement | LOS |
|---|---|---|---|---|
| 2 | Choose one: Chasm, River (18” section), Lake | None | Impassible, Very Difficult/Aquatic, Impassible/Aquatic | - |
| 3 | Crag/Rock Peak (no War machines) | Hard | Very Difficult | Block |
| 4 | Swamp (no War Machines) | None | Very Difficult, Aquatic | - |
| 5 | Walls/Hedges (Defended Obstacle) | Soft | Difficult | *1 |
| 6 | Hill (see main rulebook) | None | - | Block |
| 7 | Choose a Hill or Wood | *2 | *2 | Block |
| 8 | Wood (cannot fly within woods) | Soft | Difficult | Block |
| 9 | Boulders | Hard | Difficult | - |
| 10 | Ruins (cannot fly within Ruins) | Hard | Difficult | Block |
| 11 | Small Building/Farmstead (This may include 1-2 small buildings and/or fences) | *3 | Based on individual piece | Block |
| 12 | Large Building or Tower | Hard | See WHF Main Rules | Block |
3.2 Appendix B - Scenarios
The Home player rolls the scenario from the following list:
Scenario 1 and 2 - Pitched Battle*
Scenario 3 - Assassination*
Scenario 4 - Grudge Match
Scenario 5 - Plant the Flag
Scenario 6- Pride in the Colors*
*These Scenarios allow Wood Elves the placement of their extra Woods piece.
3.3 Appendix C - Territories
The territories are generated from the following list, using a D66 roll:
| Roll | Name | Description/Rules |
|---|---|---|
| 11-12 | Bridge | This increases the maximum army size by 50 points. |
| 13 | Counter Magic | Once per game, one enemy spell is automatically dispelled, even if cast with irresistible force. |
| 14-15 | Enchanter | One unit champion, noted secretly on your army list, is granted a free weapon from your army magic item list worth up to 25 points. Daemonic unit champions may select only the following gifts- Unnatural Swiftness, Firestorm Blade, Blade of Torment, Axe of Khorne, Stream of Bile, or Flames of Tzeench but may select them for any unit champion. A character in your army may have the same weapon as the one chosen. |
| 16 | Divine Intervention | Once per game, you may make your opponent reroll an entire dice roll, rerolling all dice involved. The second roll stands and may not be rerolled under any circumstances. If another reroll effect is in play, such as hatred or a Battle Standard rerolling break tests, which is automatic then that effect takes priority and only rolls not affected by the rule in question (e.g. successful hits from a unit with hatred) may be rerolled. |
| 21-22 | Elite Training | One unit, declared before the game to the opponent, counts as if it had elite status (. A unit need not have a command to benefit from this and it may not be combined with other elites. "Chose a Unit at the beginning of the game. That unit may reroll all TO HIT dice during one round of combat (You have to reroll every die). It does not affect characters who have joined the unit. (One use only per game)." |
| 23-24 | Fearless | One unit, declared before the game to the opponent, may reroll any failed psychology tests, other than stupidity. Note that this does not apply to Break Test, Rally Tests, or any other Leadership roll that is not specifically counted as a Psychology test. |
| 25 | Hidden Temple | Once per game, you may reroll one of your own dice rolls, rerolling all dice involved. The second roll stands and may not be rerolled under any circumstances. If another reroll effect is in play, such as hatred or a Battle Standard rerolling break tests, which is automatic then that effect takes priority and only rolls not affected by the rule in question may be rerolled. |
| 26-31 | Last Minute Orders | After scout deployment, but prior to the roll for first turn, one of your units may be redeployed within your own deployment zone. The new position must be within 18” of the unit’s original position. Any characters in the unit must remain with the unit. Alternatively, a character may be transferred from one unit to another unit with 18” of the original unit. |
| 32-34 | Road | Increases the maximum army size by 25 points. |
| 35-36 | Rally Cry | One unit standard, declared at the start of the battle, counts as a Battle Standard for the purposes of rerolling failed break tests, rerolling instability, or reducing crumbling. The standard does not grant the additional combat resolution for having a Battle Standard, however. This benefit applies only for the unit carrying the standard and only for as long as the unit possesses a banner. |
| 41-42 | Geomancer | After Terrain has been generated, but prior to the roll for choice of side, you may roll on the terrain table and then replace any one existing piece on the table with the result rolled on the table, in the same position on the table as the original piece occupied. |
| 43-44 | Mob Rules | One unit, declared at the start of the game to the opponent, gains +1 combat resolution in all fights it is involved in, as long as it maintains Unit Strength 10 or greater. This is cumulative with all other CR modifiers, such as outnumbering. |
| 45-46 | Reckless Charge | One unit, noted secretly on your army list, may increase their normal charge distance by 1d3” if it has a base movement of 7 or more, or d6” if it has a base move of less than 7. This effect may only be used once per game and must be declared in the Move Chargers phase, prior to measuring to determine successful charge distance. If combined with another effect that increases charge distance, roll each ability separately and only apply the highest roll. This effect can be combined with spells that cause a charge. If the charge fails, then use the normal move for determining the failed charge distance. |
| 51-52 | Dispel Familiar | Your army generates one more dispel die per magic phase. |
| 53-54 | Power Familiar | Your army generates one more casting die per magic phase, added to the general army pool. |
| 55-56 | Grizzled Veteran | Select one unit at the start of the game, declared to the opponent. Enemies never receive the +1 Combat Resolution bonuses for outnumbering in combats involving this unit. In addition, the unit ignores the effects of Fear and Terror if it loses combat, calculating its break tests normally. This second ability does not apply to Stubborn units. |
| 61-62 | Whites of Their Eyes | Select one unit, declared to the opponent at the start of the game. This unit may always stand, regardless of the distance of chargers, just as if it were armed with a pistol weapon. This Stand and Shoot does not suffer the -1 penalty to hit normally associated with this charge reaction. Units armed with ranged weapons that are normally capable of a Stand and Shoot Reaction, but who normally would not be able to do so (e.g. Tomb King Archers) are allowed to stand and shoot with this territory. Other units incapable of a Stand and Shoot reaction may not benefit from this territory. |
| 63-64 | Winds of Magic | Select one wizard from your army during spell generation. This wizard may roll one additional spell, selecting any one of the eight lores of magic in the main rulebook. You may take the default spell of the lore, if desired. Tomb Kings may not benefit from this territory. |
| 65-66 | Alchemist | Select one unit, declared to your opponent at the start of the game. This unit’s standard weapons count as both Flaming and Magical. Any magical weapons that the unit champion may have (through army options or Enchanter) do not benefit from this effect and any characters that join the unit do not gain the benefits, either. |
