- Kings of War 4th Edition Rules (KoW) will be used along with all current errata, published FAQ’s found on the Mantic web site.
- Five Games: First round pairings will be randomly assigned prior to the event (and publicized if time permits). Subsequent games will be set using a Swiss System based on Battle Points with a secondary filter (if needed). Rounds 1-3 will exclude members of the same groups from playing one another (unless via 1st Round Challenge).
- First-round challenges allowed between players, at the discretion of the Lonewolf GT Staff; must be submitted by the lists deadline.
- Units/Miniatures do not need to be produced by any particular Miniature company.
- Paint is not required, but every unit needs to be fully assembled with all of the appropriate pieces and properly based. Units not fully assembled are subject to removal from play by a staff member. NOTE: painting will be judged and factor into your overall score.
Army Lists
Armies may be no more than 2300 points.
Lonewolf House Rules
- Units may not carry more Loot Tokens than their Unit Strength value
- Example: if a Regiment (US2) would be in a scenario of picking up a 3rd or more tokens (such as routing an enemy unit carrying a token(s)), they must elect to drop the excess within their footprint and can continuing carrying the other 2.
- Withdraw – units holding tokens wishing to withdraw will roll to disengage as normal, if they survive the nerve check reference the following on top of the final roll: if the new number is greater than the unit’s route number they will drop the associated token(s)
- 1st Loot token +2 to check total
- 2nd Loot token +4 to check total
- 3rd Loot token +6 to check total
- 4th Loot token +8 to check total
- 5th Loot token +10 to check total
- Example: A horde, nerve 22 has 4 tokens, and 10 wounds on it – it executes the withdraw roll successfully rolling a 7 (10+7=17). It will move back the normal 2d6″ but the unit would have to drop it’s 3rd token (10+7+6=23>22) & 4th token (10+7+8=25>22) within it’s footprint prior to backing up. They would retain the other 2 tokens.
- Shooting/Magic Missiles after a Withdraw move is executed with an additional -1 modifier to hit.
- You cannot shoot an enemy unit engaged with a friendly unit
- Example: You want to shoot a cannon at a regiment of Brutes, who is also engaged with your own Yielding Individual – that’s a no-go.
- Commands:
- Movement focused commands will need to be issued prior to activating the unit (Wild Charge, +1 Speed, Pathfinder, Strider)
- All other commands who’s effects take place in later turns, shooting, combat, opponent’s turn. Those can be issued at any point in the movement phase, even while another unit is moving. Simply pause the action, roll the commander’s dice, and continue on with the remainder of the move.
- Tournament Reroll: Players will be allowed to reroll to a single dice per each of their 5 games. In this one case, a player can reroll a rerolled dice (e.g. 2nd Nerve Check, or a missed Elite roll). You must use a Lonewolf Dice on the reroll.
- Chess Clocks: Players will be expected to use clocks in play at Lonewolf to keep the rounds on time. Each player will dictate whether they will or won’t use a clock at the start of each game. Players who play on the clock for at least 4 games will earn Sports points. If you offer to play on the clock and your opponent declines you would still get the Sports points for offering. Up to 8 Sports points can be earned in using/offering to use clocks.
- Army Lists: Each player must bring copies of their army lists to share with their opponents during the game, players failing to do so will be subject to potential loss in points.
Other Information
- The organizers are checking all lists to ensure they are legal. Reference the FAQs on the Home page for details on list submission.
- The tournament organizers reserve the right to disallow any army list that is deemed to be terribly unsporting but unless an army list makes us throw up a little in our mouths when we read it, if it’s legal, it’s getting in the door. (Some people just stopped reading, so they will miss the important part)
- But that does NOT mean that your army list is “approved”. It just didn’t make us physically ill. Those are not the same things. No one is required to like playing against it, or to like you for bringing it. If you bring the pain, keep your gob shut when people cast their bad game votes accordingly…
- Please note that the above rules are subject to change and will be updated up and until March 30, 2026. We reserve the flexibility to provide the best tournament for the participants.
Lone Ranger and Lone Wolf
- The Hero of Texas, the Lone Ranger has elected to join your cause.
- During the tournament you will be able to use one of these units alongside your army for all of your games.
- You must use the same character for all 5 games.
| Speed | Melee | Shooting | Defense | Attack | Nerve | |
| Lone Ranger | 6 | 4+ | 4+ | 5 | 4 | 15 |
·Silver Bullets – the Ranger armed with a Magical Repeating pistol: Range 24” Piercing (2) & Shattering (1)
·Duelist (D3)
·Rampage (4)
·Elite
·Individual (40mm)
| Speed | Melee | Shooting | Defense | Attack | Nerve | |
| Lone Wolf | 8 | 3+ | – | 5 | 6 | 16 |
·Howling – the Wolf is truly fearsome, it has Dread
·Thunderous (2)
·Crushing (1)
·Pathfinder
·Strider
·Vicious
·Individual Cavalry (50mm)
Heroic Commands; these models count as Champions for purposes of issuing commands.
Once per turn, your Wolf or Ranger may execute a single Command. These actions or bonuses last until the start of your next movement phase.
- Bare your Teeth (Wolf Only) – 5+ Start of Turn: Wolf gains Aura [Wildcharge (+1)]
- Full Moon Rising (Wolf Only) – 5+ Start of Turn: Wolf gains Cloak of Death for this turn
- New Sheriff in Town (Ranger Only) – 5+ Ranger gains Rally for this turn
- Shining Star (Ranger Only) – 5+ Shooting phase: Ranger gains shattering (2) for this turn