Doubles Specific Rules:
*All Models must be properly represented where ever possible, if a unit being used does not have a model put out by GW a suitable conversion piece may be used. This must be pointed out and explained to your opponent before the game starts. (Preferably during deployment)
*All Rules disputes will be resolved by a ruling from a judge if the rule book does not provide a suitable answer.
Slow Play Penalty: Any game that fails to complete at least 3 turns will result in a 0 point loss for both teams.
Team- In regards to the following rules, any reference to teams means both players as one unified force.
Army Composition: Each players army composition is as follows, with the exception of High Elves.
1-2 Characters
1+ Core Choice*
0-2 Special Choice
0-1 Rare Choice
*There is also a floating Core choice that must be taken by one of the two players, effectively making 3 Core choices in the force. This requirement is waived if Both players are fielding High Elf armies.
High Elf army composition:
1-2 Characters
1+ Core
1-3 Special
0-2 Rare
Special Named Characters and Champions: Are allowed in this tournament. Each character can only appear once in a team. This means that characters with multiple profiles (i.e. Manfred the acolyte and Count Manfred) can not appear more than once per team. Special characters that change the composition of the army only apply to both players if they are both of the appropriate race.
Additional Character Rules: One character from the combined armies may be a Lord Choice. This does not mean that each player gets a lord choice – there is one lord level character available per team.
The General: There is one General for the team, this is selected using the normal rules for picking a General. (The model with the highest leadership, in the situation of a tie the players must pick one from amongst their characters.) This and the Lieutenant must be list as such on the army roosters submitted to the event.
The Lieutenant: The player whose army does not contain the general must nominate one character as the lieutenant. The lieutenant follows the same rules as the general, with the following exceptions:
The Lieutenant’s leadership radius is 6”, not 12”
The Lieutenant awards an additional 50 victory points if he is killed, not 100
Exception: the lieutenant may be a character that is normally not allowed to lead an army (i.e. Dwarf Slayers or an Ogre Butcher), but other units may not use their leadership, unless they have joint the unit as normal.
The Magic Phase: Armies are considered one force for the event. Therefore, they generate 2 power dice and two dispel dice at the beginning of the magic phase. Forces consisting of at one(or two) dwarf player generate four dispel dice.
Vampire Counts Armies: The rules regarding the general in the Vampire Counts
army book for marching and crumbling apply to whichever character is deemed to lead their
portion of the force (i.e. it could be either the general or the lieutenant). The radius for
marching is always 12” from the Vampire Count leader. All other requirements remain the
same (i.e. Vampire Count Army’s must be lead by a Vampire).
Tomb Kings: Doubles forces that include Tomb Kings must have a hierophant and a Tomb
Prince/King. Please make sure the submitted army lists identify the hierophant.
Vampire Counts and Tomb Kings Magic: Vampire Counts and Tomb Kings may target units
in the other player’s faction with their magic, following the usual rules. However, Lord of the
Dead provides no bonus to the Vampire casting the spell if a Tomb King Skeleton unit is
targeted (i.e. NO +1 to cast and the unit size cap is NOT removed).
Wood Elves: All scenarios count as pitched battles for the placement of their free wood.
Players are required to bring their own wood. If a team is unable to bring an adequately
sized and modelled wood they will not be allowed to place one. A maximum of one
additional wood may be used per team.
The Battle Standard Bearer: There can be only one between the two armies, in the same
manner as the lord choice rule. If the team features Bretonnians, then the army standard
must come from that force. (If the army is double Bretonnians, one player takes that Battle
Standard, not both.
Magic Items: Team members cannot take duplicate magic items, with the normal exception
of Dispel Scrolls and Power Stones.
Magic Movement: If either spell has language that restricts the number of times a unit can
move magically, a unit is restricted to that number of magic moves as its maximum.
Panic Issues: Allied units cause panic to their ally's units as well as their own. Exceptions are noted in individual army books. ( Gnoblars don’t cause panic, Skaven slaves only don’t cause panic on skaven units.)
Other Limiting Restrictions (0-1 restrictions, max one per army restrictions, etc) - Other than
Special Characters (dealt with above), all limiting restrictions are considered on a per player
basis. Therefore a dual Bretonnian force could include one unit of Pegasus Knights each.
Each Team is considered to be one force for the duration of the Tournament.
This means that many abilities are shared, provided the wording of the specific rule allows it. For
example, Warshrines of Chaos and Cauldrons of Blood target “friendly units” so they may
benefit any unit in a coalition. The Anvil of Doom, on the other hand, has the ability to allow
“Dwarf” units to move, not any unit. The Helm of Commandment allows an “Undead” unit
to use the bearer’s Weapons Skill during the close combat phase, so any model with the
Undead rule may use the ability.