TGX TEAM TOURNAMENT 

Location:

Small Arms Inspection Building

1352 Lakeshore Rd E, Mississauga, ON

Important Dates:

Dec 8 BCP link sent for registering teams

Dec 15 lists due, rules and FAQ cutoff

Dec 22. Lists live!

Jan 5 Pairings live

Schedule: 

Saturday January 10th

Start Time

End Time

Activity

8:00

8:50

Registration 

8:50

9:00

Opening Announcements 

9:00

12:15

Round 1

12:15

1:30

Lunch

1:30

4:45

Round 2

Sunday January 11th

9:00

12:15

Round 3

12:15

1:30

Lunch

1:30

4:45

Round 4

4:45

5:00

Points Calculation 

5:00

5:15

Awards

Overview:

This is an Age of Sigmar team’s event. Each team will be comprised of 5 players (see below for roles). Each team will play 4 games across 2 days.

Rounds will be 3 hrs 15mins in length. Players will have 10 minutes to be used for the pairings process (see below) the remaining 3 hours and 5 minutes will be used for game play.

Fully painted armies including manifestations and faction terrain are required for this event. Models must be painted and based to a battle ready standard. Any proxies or conversions must be approved by the TO prior to the event.

Games will be played on a standard 60x44 table. Terrain maps in the current Generals Handbook will be used.

Battle Plans:

Round

Battle plan A

Battle plan B

Battle plan C

1

Cyclic Shifts

Passing Seasons

Lifecycles

2

Surge of Slaughter 

Roiling Roots 

Paths of the Fey 

3

Linked Leylines

The Liferoots

Bountiful Equinox 

4

Creeping Corruption

Grasp of Thorns

Noxious Nexus

Scoring Rubric (This is subject to change):

VP Point Difference

Winner VP

Loser VP

Draw

10

10

Winning Tie

11

9

1-6pts

12

8

7-12pts

13

7

13-18pts

14

6

19-24pts

15

5

25-30pts

16

4

31-36pts

17

3

37-42pts

18

2

43-48pts

19

1

49+

20 pm

0

Maximum Points Per round:

This event will put a limit on the amount of points a team can score per round. A team can score no more than 75 points per round (even if in game points would be higher) and a team may score no less than 25 points per round (even if in game score would be lower).

Team Composition: 

Each Team will be led by a Captain and/or Coach.

Teams are therefore composed as follows:

1 Captain (Either an active player or act as non-playing Coach)

5 Active players (mandatory)

1 Coach (may be an active player)

Captain

Each team must be led by a captain, if there are any questions regarding the role of Captain or any help is needed, feel free to approach the Tournament Organizer.

The Captain is ultimately responsible for the conduct of their team, will oversee their team’s pairings each round, and will be responsible for submitting match results. It is also the Captains responsibility to check all tables for any discrepancies in terrain density or placement before the start of the round, and for organizing their teams to triple-check the final submitted army lists prior to the event.

The Captain will also be held responsible for the manner in which their team leaves behind the tables and surrounding area. If a team does not dispose of their trash after each round, the Captain may receive a warning.

Players

Team Players are the team members playing the matches in each round of the event. Once players are at their tables at the start of any given round, players are not permitted to communicate with their fellow team members, nor share information on matches or strategy between them by conversation, mobile devices or other communication devices.

Once per event round, each player is able to call a time-out, during which they are permitted to speak with their Team's Coach, but not any other Team members. Please note; ONLY an active player may call for a time-out.

Coach

A Coach may assist the Team and Captain in various ways throughout the Event, as well as during the rounds. A player can also be designated as a playing Coach. This means when this player is done with their game, they can act as a Coach when a member of their team asks for a time-out. Having a Player as a Coach is only allowed if a Team does not have an official Coach.

A Coach is permitted to:

  • Be the Team Captain
  • Organize and submit Team Results
  • Ask questions to their players about how the game is going (in English)
  • Tell their player how their team is doing and if they require a win/draw/loss from this game
  • Manage rules issues and call for referee assistance
  • Engage in discussions with their players during a time-out. If they perceive a situation where there is a non-optional rule or trigger missed, they may call for the game to be paused (meaning a coach can pause the Chess Clock after consultation with the opposing captain), and retrieve a judge to rectify the situation.

A Coach is not permitted to:

  • Give Tactical advice outside of a time-out (they may not tell their player ‘how’ to get that win/draw/loss) or interject in any way regarding in-game situations. This includes reminding a player about forgetting rules or strategies. If they perceive a situation where there is a non-optional rule or trigger missed, they may call for the game to be paused, and retrieve a judge to rectify the situation
  • Speak to their Team player in a language other than English outside a time-out
  • Call time-outs themselves

Army Lists:

The following limits are set for the event when writing their army lists:

  • Only Warscrolls and Factions with Pitched Battle Profiles that are legal in the GHB 2025-2026 season are in play;
  • Faction: Each faction is limited to once per team. 
  • Armies of Renown are considered to be representing their faction. For example; The Grundstok Expeditionary Force can not be taken in a team that also includes a Kharadron Overlords army and a Big Waaagh will be considered an Ironjawz or Kruleboyz army.
  • Regiments of Renown will have the warscrolls included in that regiment count for the limitation among other team members. For example; an army using the Braggit’s Bottle-Snatchaz will limit the use of Gobbapalooza, Squig Herd and Squig Hoppers for other team members.
  • Warscroll: No warscroll may be duplicated between any two team members in a team. For example; a unit of Bloodletters can only be included in one army list. This limitation does not apply to units that are summoned during the battle;
  • Manifestation lores are limited to one per team. So only one list may (for example) contain Forbidden Power.
  • Battle Tactics Cards are only allowed to appear twice per team

Missions & Scoring:

The most recent versions of the official Matched Play Battleplans will be used, taken from the GHB 2025-2026. Each Battleplan from this GHB will be used during the event. Terrain maps in the GHB will be used.

Pairing System:

10 minutes at the start of each round is allocated for the pairing process to take place. 

Who can participate in the pairing process?

  • The Captain
  • 1 Additional member of the official team indicated by the captain (active player, coach)

In order to avoid confusion, the Captain has the final say in every pairing decision and must validate the decision. If the pairing process is not completed within the allocated 10 minutes, it should be immediately brought to the attention of the Organizers to oversee and facilitate the conclusion of the pairings.

Step 1 - Mission A Pairings (Matches 1 & 2)

For the first mission, both teams select one army and place it face down on the table. When both teams have selected their armies, they are then revealed simultaneously. 

Each team then selects two armies (“Invaders”) as prospective opponents for the initial revealed army of the opposing team, and places them face down on the table. When all four armies have been placed, they are then revealed simultaneously. Each team selects one of the two armies presented by their opponent to play against the army that they placed initially.

The remaining, unselected, army from each team is returned to its team’s hand. 

Step 2 - Mission B Pairings (Matches 3 & 4)

For the second mission, the same process as laid out for the first mission is repeated.

Step 3 - Mission C Pairings (Match 5)

For the third mission, each team will have one remaining army in their hand, these armies will face each other 

Time-Outs:

Each player is allowed to use one time-out every team round (so 8 per team in total, per team round). To initiate a time out, notify your opponent you will use a time-out and call for your Coach/Assistant/Captain. This time-out is on your own time and can be a maximum of 3 minutes. While you use a time out, your opponent is also allowed to use this time to talk to their Coach/Assistant/Captain about the game state. However, when the active player is done with their time out, the inactive player will also have to stop theirs.

You can only initiate a time out when you have priority (so in your own turn, or when it is your turn to make a decision or use an ability). You cannot use the time out to interrupt an active player’s decision making or while they are using an ability. 

The following rules will be in use regarding chess clocks:

  • The responsibility is on both players to ensure time is used correctly.
  • The position of the chess clock cannot be moved without the consent of both players.
  • Players in the game and referees are the only people allowed to switch the use of time
  • The Active player is the player who is currently taking their turn and has the clock running on their time.
  • The Inactive Player is the player who is not currently taking their turn.

Pausing or Changing Time
Time may only be paused/added/subtracted on a clock in two instances:

  • By a TO / referee
  • To reset the time at the start of the round. Each player receives 1 hour and 32 minutes of time.

Time Usage – Setup

  • The chess clock is activated once the roll for first deployment or deployment zones is made. The player who wins the roll begins the clock on their time. Only the active player can deploy their units. You are allowed to “make ready” your units for deployment on the side of the board or start measuring distances. 
  • After armies are deployed, the Player who deployed first becomes the active Player and can decide who goes first or second.
  • Any interruption caused by an ability can be carried out, and the Player, whose ability is triggered, becomes the active Player. Time then resumes with the player who is taking their turn (see below)

Time Usage - During Game
Time will always be used by the active player with the following exceptions.

  • Switching time is the responsibility of both players
  • An inactive player becomes active in the following cases:
  • The Inactive player asks active player to look up a rule
  • The Inactive player must roll save(s)/damage/ward(s)/attacks or make a dice roll during the Active player’s time.
  • The Inactive player must remove/replace/move models
  • The Inactive player is unbinding prayers/spells
  • The Active player cannot continue to play until the Inactive player takes an action
  • A special rule that requires any action during the active player's turn (Blood Tithe movement, Mighty Destroyers etc.)

Time Expiration
Should one player run out of time, they are not allowed to take any action in the game, and they immediately become the inactive player.

They cannot interact with the game except by performing the following actions:

  • To assign wounds and remove models.
  • To roll saves and wards
  • To finish the attacks of a unit that was in the midst of attacking while the clock ran out.
  • Other mandatory rules and abilities that are not attacks

During these exceptions the active player may pause their time only during these actions.

Should both players run out of time; they will become inactive players with the mentioned exceptions above. If the players cannot agree on the outcome, a referee that will assess the situation is to be called. 

In case a chess clock is broken, stop the game, take note of the time spent and call a referee. It is the referee's job to guide you to a solution.