In open play, there are no restrictions on which models you can include in your army or whether the units in your army must belong to a single faction - all you need to do is agree with your opponent on the
points limit for the game. You are then free to use whichever models you like, so long as the combined
points value of your army does not go beyond that limit. For example, you can field an army consisting entirely of monsters or heroes, or, if your collection comprises
Stormcast Eternals and
Ossiarch Bonereapers, you can field them all together. The ability to play games using any of your miniatures is the spirit of open play.
The flexibility of open play makes it the ideal choice if you are one of the many people for whom the main appeal of Warhammer Age of Sigmar is simply collecting and painting Citadel Miniatures. Open play allows you to have some fun with your collection on the tabletop without having to follow the army-selection rules that apply in
narrative and
matched play.
With this freedom comes a certain amount of responsibility, of course, and open play gamers usually therefore take it as a badge of honour not to just field the most powerful models in their collection. Instead, open play armies will usually have a strong theme based on the background of the Mortal Realms, and will often be lovingly painted. After all, one of the best aspects of open play is that it allows players to use their display collections of Citadel Miniatures in a game, and so the models will look as good on the battlefield as they do in the cabinet - if not better, arrayed for battle in all their glory!
While the essence of open play is as simple as that, there are things you can do to add an extra dimension to your games, if you wish. Included in this section is the
Open War battleplan generator, which will randomly create interesting open play battleplans for you to use. However, the contents of this section are just the beginning. The beauty of open play is that it’s a format limited only by your imagination. Using the tools presented on this page as your inspiration, you can explore the near-infinite wonders of the Mortal Realms on the tabletop, and play games with any of the amazing miniatures in the Warhammer Age of Sigmar range that you desire.
Points Limit
The players must first agree on a points limit for the battle. The points limit can be any number and determines the number of points you have available to spend on your army. The points limit also determines the recommended minimum battlefield size and recommended minimum number of
terrain features for the battle, as shown in the table below.
OPEN WAR | Points Limit | 750 | 2000 | Over 2000 | Recommended Minimum Battlefield Size | 30" x 44" | 44" x 60" | 44" x 90" | Recommended Minimum Number of Terrain Features | 4 | 8 | 12 |
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| The points value of a unit can be found on its Pitched Battle profile (see section 25.4 of the core rules). | |
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| Remember that you can include 1 faction terrain feature in your army (see section 1.4.1 of the core rules). Faction terrain features do not cost any points. | |
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Faction Terrain
Faction terrain features are set up according to the rules in their faction’s battletome. If it is impossible for a faction terrain feature to be set up, then it is not used.
Battalions
You can include
warscroll battalions and
core battalions in your army.
The Battlefield
Before the
battleplan is generated, the players
roll off. The winner sets up the
terrain features for the battlefield. The number of terrain features that are set up is determined by the size of the battlefield, as shown on the
Open War table.
Terrain features must be set up more than 3" from the edge of the battlefield and more than 6" from all other terrain features. If it is impossible for a terrain feature to be set up, it is not used.
Open War Battleplan Generator
The battleplan for an Open War battle is generated using the Open War
battleplan generator. The battleplan generator is made up of four tables, which determine where the armies are set up (the
Map table), what the players must do in order to win the battle (the
Victory table), and the special rules that apply to the battle (the
Twist and
Ruse tables). After the players have picked their armies, resolve the following steps to generate the battleplan:
1. MAP
One player rolls on the
Map table. The result is the map for the battle.
2. VICTORY
The players
roll off. The winner rolls on the
Victory table. If the result requires
objectives to be set up, the player that rolled on the table does so now.
3. TWIST
One player rolls on the
Twist table. The result applies to both players for the duration of the battle.
4. RUSE
Keeping their roll hidden from their opponent, each player rolls on the
Ruse table. Each result only applies to the player who rolled it. Ruses do not need to be revealed until they are used.
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| When rolling on the Ruse table, we recommend hiding the dice under an upturned cup. Reveal your roll to your opponent when you want to use the ruse. | |
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Deployment
After the battleplan has been generated, the player who did not set up the battlefield’s terrain features chooses which player uses Territory A and which player uses Territory B, and which long edge of the battlefield is the northern edge. The players then alternate setting up units one at a time, starting with the player who won the
roll-off to set up the terrain features. Each player must set up their units wholly within their territory and more than 6" from their opponent’s territory.
The players continue to set up units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.
Game Length
The battle ends at the end of the fifth battle round unless noted otherwise in the victory condition.