After playing a few games with the CoK Tournament Tweaks, I am confident that they improve the game sufficiently that I'm happy to use them in events I organise.
With that in mind they will be used at WSS "Winter" and I hope that Call to Arms also picks them up.
Here's a reminder of the tweaks:
Cursed Pharaoh – This unit
has Defence 5 not 6. The points value remains the same.
This unit has Defence 5 not 6. The points value remains the
Note the amendments to the
following special rule: Fly
The unit can move over
anything (blocking terrain, enemy units, friendly units when charging, etc.),
but still cannot land on top of them. The unit does not suffer hindered charges
for moving over difficult terrain or obstacles, unless it ends the move within
or touching them. The unit also has the Nimble special rule.
Disordered, units lose Fly. Note that this also means they lose the Nimble that
Fly provides too, unless they have it by another means (such as
Within your main force, you
cannot select the same unit entry of type War Engine, Hero or Monster more than
3 times. For example, in a goblin army, you could take a maximum of 3 War
Trombones and a maximum of 3 Wiz heroes. You could still then take up to 3
Biggits of course.
If you include allies, you
cannot select the same allied unit entry of type War Engine, Hero (all types) or
Monster more than once. For example, in a goblin allied contingent, you could
take a maximum of 1 War Trombone and a maximum of 1 Wiz hero.
magic artefacts cannot be given to any allied units you
In games using the Invade! and Dominate! scenarios, only count
half the points value of units with the Individual special rule and/or War
Engines that are in the defined scoring area at the end of
While carrying one or more loot counters, units cannot use the Fly
or Nimble special rules.
Engines cannot capture/control objectives in this scenario