Singles Cup Rules

Qualifying Round - Flank Attack!

Each army has 2000 points of troops. The attacker must assign 500-1000 points of troops to be his flanking force - as you won't know who you're playing or whether you'll be attacking or defending it's worth preparing two army lists, one as the attacker and one as the defender.

There'll be a random draw on the evening and whichever army has the lowest base movement will be the defender. In the case of tie there'll be a roll-off with the winner choosing whether to attack or defend.

Table scenery will be set up by Craig and/or Dan (although help with getting the boards out of the shed and set up will be appreciated).

Deployment

Before starting deployment the attacker must write down in secret from which side of the table his flanking force will appear.

The defender deploys the first unit with generals then alternating until both sides have deployed all units (although the attacker will probably finish deployment first for obvious reasons). All normal rules for deployment are in force (e.g. deploying all war machines together, all characters together at the end). The one exception is that neither general can deploy within 12 inches of the table edge.

The attacker moves first and the battle lasts 6 turns.

At the start of the attacker's turn 2 there's a chance that the flanking force will arrive. The force arrives on a roll of 5+ on turn 2, 4+ on turn 3, 3+ on turn 4, 2+ on turn 5 and automatically on turn 6. It arrives on the table edge written down by the attacker prior to deployment. Units arrive on the defender's half of the table as if they had pursued off the board edge during the previous turn (i.e. no charges on the turn they arrive but they can make a full march move even if within 8" of enemy troops). Not all units have to arrive at the same time and those held back will arrive automatically in later turns (if you roll a 5 in turn 2 but choose not to deploy all troops you don't have to roll a 4+ in turn 3 to deploy the rest).

Victory!

The general scoring more victory points will be considered the winner (even if the margin is such that the battle is a draw according to the rulebook) must be recorded as usual and the results handed to Craig or Dan. The margin of victory is important because the best performing losers may still qualify to make number for the first round proper up to 16.

For best results, download and install the Ringbearer TrueType font