This battlepack presents this season’s rules for playing Pitched Battles as part of a matched play event. Each season we will provide a new set of rules that includes grand strategies, battle tactics, realm rules and battleplans. This season, the action continues in Andtor, the Bitter Land.
Books
General’s Handbook: Pitched Battles 2023-24 |
General’s Handbook: Pitched Battles 2023-24 | Expansion | 3 | April 2024 |
FAQ
Q: | If I take an enhancement which allows a unit in my army to become a WIZARD (e.g. Arcane Tome), can I include any Nullstone Adornments in my army? |
A: | No. |
Q: | If an ability effect triggers when one of the dice rolls in a casting roll is a certain number (for example, the Infernal Enrapturess’s Discordant Disruption ability), should primal magic dice be considered as part of the casting roll? |
A: | |
Q: | If a unit in my army is not a WIZARD but has an ability which allows them to automatically cast a spell (for example the Spell in a Bottle enhancement), can I include any Nullstone Adornments in my army? |
A: | No. |
Q: | If a HERO is given a Nullstone Adornment, can I give that HERO an artefact of power afterwards? |
A: | No. |
Q: | When players roll to see if they receive primal magic dice at the start of the hero phase, do both players roll their dice at the same time? |
A: | Yes. |
Q: | What happens if I use primal magic dice to supplement a casting roll that was made with 3 or more D6 and my roll includes two or more 1s and two or more 6s? |
A: | The caster suffers a primal miscast and the spell is not successfully cast. |
Q: | How do re-rolls work with primal magic dice? |
A: | If an ability or effect allows a player to choose whether to re-roll a casting roll, such as a friendly Shrine Luminor’s Cleansing Rituals ability, the player cannot use primal magic dice to supplement that casting roll. If an ability or effect forces a player to re-roll a casting roll, such as an enemy Infernal Enrapturess’s Discordant Disruption ability, the player can still use primal magic dice to supplement that casting roll. |
Q: | When I pick units to place in reserve using Outflank in the ‘Spring the Trap’ battleplan, can I pick a friendly unit that has an ability that says it cannot be set up in reserve or cannot be set up again, such as Gotrek Gurnisson? |
A: | No. |
Q: | When I pick units to place in reserve using Outflank in the ‘Spring the Trap’ battleplan, can I pick a friendly TRANSPORT VESSEL that has units embarked in it to be placed in reserve? |
A: | Yes, but you must also pick each embarked unit to be placed in reserve too. If you do so, when that TRANSPORT VESSEL is set up on the battlefield, any units that were embarked in it are still embarked in it. |
Q: | Can units that contain 1 or more models that are WIZARDS – for example, LUMINETH REALM-LORDS Vanari Auralan Sentinels units – be included in the Wizard-finders of Andtor battalion? |
A: | No. |
Q: | Is a unit that contains 1 or more models that are WIZARDS – for example, a LUMINETH REALM-LORDS Vanari Auralan Sentinels unit – considered to be a WIZARD if it is picked to be the target of attacks made by an enemy unit in the Wizard-finders of Andtor battalion? |
A: | Yes, as long as the conditions that make that model a WIZARD are satisfied. For instance, if a Vanari Auralan Sentinels unit has 5 or more models, that unit is considered to be a WIZARD for the purposes of the Magic Hunters ability in the Wizard-finders of Andtor battalion. |
Q: | If I use an ability to automatically cast a spell with a set casting roll, such as the Scinari Cathallar’s Deep Thinkers ability, but the set casting roll is below the casting value of that spell, is that spell cast or not? |
A: | No. |
Q: | If a PRIEST has a Hand-carved Nullstone Icon, how many spells or endless spells can it attempt to unbind or dispel in the enemy hero phase? |
A: | One. If that attempt is successful, that unit can attempt to unbind another spell or dispel another endless spell, and so on until the attempt fails. |
Getting Started
Below is a step-by-step guide to help you prepare for the first few Pitched Battles you play. These steps outline the essential details you’ll need to get a Pitched Battle up and running in no time!
- First, you need to agree on the points limit for the battle.
- Next, pick 1 faction for your army and consult the Pitched Battles table to see the restrictions that apply when picking your units.
- Then, record the details of your army on your army roster. This includes the grand strategy you have selected, the units you have included and the enhancements you have picked for them.
- Finally, determine the battleplan you will play, making sure that you have read the realm rules before the battle begins. All that remains is to fight the battle itself!
Battles fought using this battlepack are Pitched Battles. The following rules apply to battles fought using this battlepack:
1. Points Limit
You and your opponent will first need to agree on a
points limit for the battle. The points limit for the battle can be either 1000 or 2000. After you have agreed on a points limit, look it up on the Pitched Battles table below. The table lists the restrictions on what the players can include in their armies.
PITCHED BATTLES | Points Limit | 1000 | 2000 | Leader Units | 1-3 | 1-6 | Battleline Units | 2+ | 3+ | Behemoth Units | 0-2 | 0-4 | Artillery Units | 0-2 | 0-4 | Endless Spells and Invocations | 0-2 | 0-3 | Reinforced Units | 0-2 | 0-4 | Allied Units | 0-200 | 0-400 | Recommended Minimum Battlefield Size | 44" x 60" | Recommended Minimum Number of Terrain Features | 8 |
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2. Pick Your Army
Next, you must pick your army following the restrictions below.
Faction
You must pick 1
faction for your army. All of the units in your army must be from a single faction.
Battlefield Roles
The
Pitched Battles table lists the minimum number of Leader and Battleline units you must include in your army and the maximum number of Leader, Behemoth and Artillery units you can include in your army.
Your general must have the Leader battlefield role. A model that has both the Leader and Behemoth
battlefield roles counts as 1 Leader and 1 Behemoth in your army. If a unit has both the Battleline and Behemoth battlefield roles, that unit does not count toward the maximum number of Behemoth units you can include in your army.
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| Remember that allied units are ignored when determining if the units in the army are from a single faction (core rules, 27.1). | |
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Battalions
You can include
core battalions in your army but you cannot include
warscroll battalions.
Understrength and Reinforced Units
The
Pitched Battles table lists how many
reinforced units you can include in your army. Only Battleline units can be reinforced twice. You cannot include
understrength units in a Pitched Battle army.
Allied Units
The maximum number of points that you can spend on allies from your points allowance is shown on the
Pitched Battles table.
Allied units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army.
Coalition Units
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. In addition, coalition units are ignored when determining if the units in your army are from a single faction.
Endless Spells and Invocations
The
Pitched Battles table lists the maximum number of
endless spells and
invocations you can include in your army. You cannot include the same endless spell or invocation more than once in your army.
3. Fill Out Your Army Roster
Once you have picked your army, record the details on your army roster and show it to your opponent before setting up your army at the start of the battle. Your roster must include a list of the
units,
battalions,
endless spells and
invocations in your army; what size the units are; which units are in each battalion; the army’s
faction; the
grand strategy you have picked; which units are allies; and which model is the army’s
general.
Use the Notes column on the roster to record the
command models you have chosen for each unit, the
spells and
prayers that are known by the
WIZARDS and
PRIESTS in your army, any
artefacts of power you have given to
HEROES in your army, and the
command trait you have chosen for your general. If your army includes any units that are given keywords when they are set up, such as units with a Mark of Chaos, these keywords must be written down when the unit is added to the roster.
Grand Strategies
When you are filling out your army roster, you can pick 1
grand strategy. Your grand strategy represents what your army is trying to accomplish, and achieving it can make all the difference in a closely fought battle. The rules for how to use grand strategies can be found
here.
4. To War!
After you and your opponent have filled out your army rosters, it’s time to determine the battleplan that you will use. In this section you will find special rules that apply to battles fought using this battlepack.
Pitched Battle Battleplans
The players
roll off and the winner rolls a dice. On a 1-3, Battleplan Table 1 is used; on a 4-6, Battleplan Table 2 is used (see below). Then, their opponent rolls a dice to determine which battleplan is used for the game.
Battle Tactics
Battle tactics are secondary objectives that the armies can attempt to achieve as the opportunity presents itself during the battle. Each battle tactic you pick will give you a new goal for your army to aim for in each of your turns. The rules for how to use battle tactics can be found
here.
Realm Rules
You must use the
Region of War: Andtor, the Bitter Land realm rules.
Terrain Features
The
Pitched Battles table lists the recommended minimum number of
terrain features to be set up on the battlefield. Each terrain feature must be set up more than 3" from the battlefield edge, more than 6" from all other terrain features and more than 3" from all
objectives. If it is impossible for a terrain feature to be set up, it is not used.
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| Some events will have battlefields with terrain features that have been set up before both players arrive at the table, or the position of terrain features may have been predetermined by a third party. If this is the case, the players roll off to determine who is the attacker and defender as normal, with the attacker picking the territory in which they wish to deploy and setting up the first unit. If a faction terrain feature must be set up before any other terrain features and the battlefield has already been set up by a third party, set up that faction terrain feature before territories are determined. | |
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Faction Terrain
Faction terrain features must be set up more than 3" from all other terrain features and more than 3" from all
objectives. These restrictions are in addition to the set-up rules in the battletome in which they appear. If it is impossible for a faction terrain feature to be set up, it is not used.
Mysterious Terrain
The defender must roll on the Mysterious Terrain table from the core rules (
see 28.1.3) to determine additional
scenery rules that apply to any terrain features that do not have a
warscroll. Roll on the Mysterious Terrain table for each applicable terrain feature after it has been set up.
Alternating Deployment
If a battleplan says that the players use
alternating deployment, then the players alternate setting 1 unit at a time. The players continue to set up their 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.
Stealing the Initiative
Do not
roll off to determine who has
priority in the first battle round. Instead, the player who finished deploying their army first has priority in the first battle round.
Region of War: Andtor, the Bitter Land
The following rules reflect what it is like to do battle in the bitter and frozen lands of Andtor in Ghur. Only the hardiest fighters survive for long amidst this continent’s unforgiving environments.
Special Rules
One with the Land:
To survive in the harsh Andtorian tundra, inhabitants must learn to master their surroundings. For wizards, this is even more imperative given the wild nature of Andtorian magic, and those who can negotiate this balance are at a significant advantage.
WIZARD HEROES with a Wounds characteristic of 9 or less that are not
Unique gain the
ANDTORIAN LOCUS keyword.
Optimal Focus:
Like all things Ghurish, Andtorian magic is wild and dangerous, but a wizard who focuses their entire concentration on manipulating it can find their powers amplified beyond expectation.
At the start of the battle round, after
priority is determined, the player taking the second turn can pick 1 friendly
HERO on the battlefield. If that
HERO is an
ANDTORIAN LOCUS, they can attempt to
cast 1 extra
spell and attempt to
unbind 1 extra spell in that battle round. If they are not an
ANDTORIAN LOCUS, you receive 1
command point that can only be spent to allow that
HERO to
issue a command.
Primal Magic:
Turbulent, violent and dangerous, primal magic can be harnessed to significantly enhance the magical powers of those brave enough to risk a mind-shatteringly violent backlash should they make a single mistake.
At the start of the
hero phase, both players roll a dice. For each 4+, each player receives 1
primal magic dice. After a player attempts to cast or
unbind a spell, or after a player attempts to
dispel an
endless spell, they can roll 1 of their primal magic dice. If they do so, add the result to the
casting,
unbinding or
dispelling roll. That player can continue to roll additional primal magic dice until the caster suffers a primal miscast (see below) or there are no more primal magic dice to be rolled.
Abilities that allow you to re-roll
casting,
unbinding or
dispelling rolls must be used before primal magic dice are rolled. If you choose to use an ability to re-roll a casting, unbinding or dispelling roll, you cannot use primal magic dice to supplement that roll. At the end of each battle round, any primal magic dice that have not been used are lost.
When a primal magic dice modifies a
casting roll, if two or more of the dice in the casting roll and primal magic dice are 1s, the caster suffers a
primal miscast instead of a
miscast. The spell is not successfully cast, the caster suffers D3+3
mortal wounds and each other unit within 3" of the caster suffers D3 mortal wounds. In addition, the caster cannot attempt to cast any more
spells in that phase.
When a primal magic dice modifies a
casting roll, if two or more of the dice in the casting roll and primal magic dice are 6s, and the caster did not suffer a primal miscast, the spell is successfully cast and cannot be
unbound. In addition, the caster cannot attempt to cast any more spells in that phase and both players receive 1 primal magic dice.
Unique Enhancements
Nullstone Adornments
A Nullstone Adornment is a
unique enhancement that can only be taken in an army that does not include any
WIZARDS or any units with
abilities that would allow a unit to
cast spells in the same manner as a
WIZARD. You can always take 1 Nullstone Adornment enhancement in such an army. Each time you take a Nullstone Adornment enhancement, you can pick 1 Nullstone Adornment from the table below and give it to 1
HERO in your army that does not have an
artefact of power. If a rule allows you to take an extra enhancement, you can take a Nullstone Adornment enhancement as that extra enhancement, but if you do so, you cannot pick the same Nullstone Adornment from the table below more than once, and you cannot give a Nullstone Adornment to a
HERO that already has one or that has an artefact of power.
Hand-carved Nullstone Icon Skilfully sculpted and inscribed with powerful enchantments, this icon can be held aloft to undo volleys of sorcerous power.
The bearer can attempt to unbind 1 spell or attempt to dispel 1 endless spell in the enemy hero phase in the same manner as a WIZARD. Each time the bearer successfully unbinds a spell or dispels an endless spell using this ability, the bearer can attempt to unbind 1 additional spell in that phase. |
Pouch of Nulldust As the bearer releases finely ground nullstone into the air, nearby spellcasters recoil as their control of Andtor’s magic starts to slip away.
Once per battle, at the start of the hero phase, you can say that the bearer will use their Pouch of Nulldust. If you do so, until the end of that phase, unmodified casting rolls that include a double 1, double 2 or double 3 are treated as miscasts or, if a primal magic dice was rolled as part of the casting roll, as primal miscasts. In addition, roll a dice for each endless spell on the battlefield. On a 5+, that endless spell is dispelled. |
Polished Nullstone Pebble When a warrior carries this small, almost perfectly spherical and remarkably reflective stone, they repel malevolent magic at the last second.
When this unit is picked as the target of a spell or the abilities of an endless spell, you can roll a dice. On a 4+, the caster must pick another unit within 3" of this unit and within range of that spell or endless spell’s abilities to be the target. If, when picking another unit, there are no other units within 3" of this unit and within range, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit instead. |
Realmsphere Magic
You can pick 1
spell from the Lore of Primal Frost for each
ANDTORIAN LOCUS in your army instead of picking 1 spell from another spell lore that they know.
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| Lore of Primal FrostANDTORIAN LOCUS only.
Hoarfrost With a gesture from the wizard, razor-sharp shards of ice materialise around their allies’ weapons.
Hoarfrost is a spell that has a casting value of 8 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Pick 1 melee weapon profile on that unit’s warscroll and roll a D3. Change the To Hit, To Wound or Rend characteristic of that melee weapon to match the result until the start of your next hero phase. For example, if the result was 2, you could change either the To Hit characteristic to 2+, the To Wound characteristic to 2+ or the Rend characteristic to -2.
Designer’s Note: An unmodified hit roll or wound roll of 1 always fails.
While a characteristic has been changed by the effects of this spell, that characteristic cannot be further changed or modified.
Designer’s Note: While characteristics can’t be further changed or modified, this doesn’t prevent dice rolls from being modified; for example, you could still use an ability to add 1 to hit rolls after using Hoarfrost. |
Rupture The bond between enslaved living magic and its master is frozen. It quickly becomes brittle and inflexible before completely fracturing, leaving the endless spell free to rampage across the land.
Rupture is a spell that has a casting value of 10 and a range of 18". If successfully cast, resolve 1 of the following effects:
- Pick 1 enemy INCARNATE within range and visible to the caster. Inflict D3 mortal wounds on the unit bonded to that INCARNATE. Then, that INCARNATE immediately loses a power level (to a minimum of 1) and becomes wild.
- Pick 1 predatory endless spell within range and visible to the caster that was summoned by an enemy WIZARD. Inflict D3 mortal wounds on that enemy WIZARD. Then, that endless spell is dispelled.
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Merciless Blizzard Embracing the savage magic of Andtor, the wizard becomes a conduit through which a storm of raw aetheric energy blasts directly into the foe.
Merciless Blizzard is a spell that has a casting value of 12 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers 4D6 mortal wounds, but for each roll of 1, the caster also suffers D3 mortal wounds that cannot be negated. The range of this spell cannot be modified and must be measured from the caster, even if an ability would allow you to measure it from elsewhere. This spell cannot be cast by a unit that was set up or moved earlier in this phase. |
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Command Traits
If
your general is an
ANDTORIAN LOCUS, you can pick 1
command trait from the following list and give it to your general.
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| Dwellers of the TundraANDTORIAN LOCUS only.
Shaman of the Chilled Lands This warrior has not only learned how to survive in Andtor’s brutal environment but also how to harness its magical energies.
This general knows all of the spells from the Lore of Primal Frost. |
Eye of the Blizzard Even in the tumultuous commotion of battle, this general can draw upon immense powers of focus and concentration.
At the start of your hero phase, if this general is on the battlefield, roll a dice. On a 5+, you gain 1 primal magic dice. |
Chilled to the Bone A master of damage limitation, this general can reflect the magical backlash of a miscast away from their body.
Once per battle, if this general suffers a miscast or primal miscast, you can roll a dice. On a 3+, this general can ignore the effects of that miscast or primal miscast. |
Eater of Magic Twisting and turning the aetheric energies surrounding a wizard as they grapple with Ghurish magics, this general interrupts the mage’s focus with such force that the spell is ripped from their mind.
Each time this general successfully unbinds a spell, roll a dice. On a 5+, the caster no longer knows that spell and may not cast it again for the rest of the battle. |
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You can include any of the following core battalions in your army in addition to those found in the core rules and other publications. In addition, you cannot include the same core battalion from those shown below more than once in your army.
| ANDTORIAN ACOLYTES | | | | | | Coordinated Augmentation: When channelling their powers in unison, these wizards magnify their command of the aetheric. At the start of the hero phase, if there are 2 or more friendly ANDTORIAN LOCUS units in this battalion on the battlefield, roll a dice. On a 3+, you gain 1 primal magic dice. | | | | |
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| WIZARD-FINDERS OF ANDTOR | | | | | | Magic Hunters: The Wizard-finders of Andtor are tasked with locating those mages who roam the tundra and slaying those who do not declare fealty to the Wizard-finders’ master. Each time a unit in this battalion is affected by a spell cast by an enemy unit or the abilities of an endless spell summoned by an enemy unit, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Each time a unit in this battalion is picked to fight, you can say that it will go on a wizard hunt. If you do so, pick 1 melee weapon profile on that unit’s warscroll. Until the end of that phase, add 1 to the Attacks characteristic of that melee weapon, but all of the attacks that unit makes in that phase must target an enemy WIZARD.
WIZARDS cannot be included in this battalion. | | | | |
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UNIT ICONS (Mandatory/Optional) | | Champion: HERO with a Wounds characteristic of less than 10, that does not have a mount (with the exception of companions) and is not Unique | | Infantry: Unit with a Wounds characteristic of 4 or less that is not Leader, Artillery or Behemoth and does not have mounts (with the exception of companions) | | Monster: Behemoth that is not Leader |
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After you have picked your army, you must pick 1
grand strategy from the list below and record it on your army roster. At the end of the battle, if you completed your grand strategy, you score additional victory points as described in the battleplan you are playing.
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| Control the Nexus: When the battle ends, you complete this grand strategy if 2 or more friendly WIZARD units are wholly within 6" of the centre of the battlefield. |
Spellcasting Savant: When the battle ends, you complete this grand strategy if the model picked to be your general is an ANDTORIAN LOCUS and that model is on the battlefield and has not been slain. |
Slaughter of Sorcery: When the battle ends, you complete this grand strategy if there are no WIZARD units on the battlefield. |
Barren Icescape: When the battle ends, you complete this grand strategy if all enemy units that have artefacts of power are destroyed and there are no enemy units within 6" of the centre of the battlefield. |
Overshadow: When the battle ends, you complete this grand strategy if all enemy Battleline units from your opponent’s starting army are destroyed and there is at least 1 friendly Battleline unit from your starting army on the battlefield. |
Magic Made Manifest: When the battle ends, you complete this grand strategy if:
- There are 2 or more endless spells on the battlefield that were summoned by friendly WIZARDS; or
- There is a friendly Incarnate on the battlefield that is bonded to a friendly unit and there are 1 or more endless spells on the battlefield that were summoned by friendly WIZARDS.
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At the start of your
hero phase, you must pick 1
battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.
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| 1. Intimidate the Invaders: You complete this battle tactic at the end of your turn if there are more friendly units wholly outside your territory than there are friendly units within your territory. |
2. Reprisal: You complete this battle tactic if an enemy unit that destroyed a friendly general earlier in the battle is destroyed in this turn. |
3. Endless Expropriation: Pick 1 enemy unit that summoned an endless spell that is on the battlefield or that is bonded to an INCARNATE. You complete this battle tactic at the end of your turn if either of the following are true:
- That enemy unit has been destroyed.
- That INCARNATE is wild.
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4. Magical Dominance: You complete this battle tactic at the end of your turn if a friendly WIZARD unit successfully cast 1 or more spells and none of the spells cast by any units in your army were unbound. |
5. Magical Mayhem: Pick 1 enemy unit on the battlefield. You complete this battle tactic if that unit is destroyed by a spell or the abilities of an endless spell. |
6. Bait and Trap: You complete this battle tactic if 2 or more friendly units retreated this turn and 2 or more different friendly units made a charge move this turn. |
7. Led into the Maelstrom: You complete this battle tactic if all of the following are true:
- At least 2 friendly units charged this turn.
- At least 1 friendly Battleline unit charged this turn.
- At least 1 friendly HERO charged this turn.
- At least 1 friendly Battleline or HERO unit that charged this turn is within 3" of an enemy unit at the end of the turn.
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8. Surround and Destroy: Pick 3 different friendly units on the battlefield. You complete this battle tactic at the end of your turn if each of those units is wholly within 6" of a different battlefield edge and 2 or more of those units are wholly outside your territory. |
9. Drain Their Power: You complete this battle tactic at the end of your turn if a friendly HERO with a Nullstone Adornment is contesting an objective that was controlled by your opponent at the start of your turn. |
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| Andtor’s shifting plains beat with frigid power. Now many seek to seize and harness such an energy source to freeze their foes solid. Claim the pulse for your own – or your own warriors may be next.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory. THE PULSE At the start of the second battle round, after determining which player will take the first turn, the player taking the second turn picks either objective A or objective B to be the pulse for that battle round. At the start of each subsequent battle round, the objective adjacent to the pulse that has not yet been the pulse becomes the pulse. Only 1 objective can be the pulse per battle round. Objectives cannot be moved in this battle. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 2 victory points if you control the pulse. - Score 1 victory point for each objective adjacent to the pulse that you control. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| The cold magic of Andtor is as much of an enemy as your rivals – and no less deadly. While the unclaimed land offers many sites of power to be seized, beware the flaring of the continent’s nexus points. This land is hostile, and its energy has a bitter will all of its own...THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory and more than 9" from enemy territory. INSTABILITY At the start of each battle round after the first, after determining which player will take the first turn, the player with the fewest victory points can choose to collapse up to 2 objectives. If both players are tied on victory points, the players roll off and the winner can choose to collapse 1 objective. Roll a dice for each unit within 6" of any collapsed objectives. On a 4+, that unit suffers D3 mortal wounds. Once all rolls have been made for those units, remove all collapsed objectives from the battlefield. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| Cut off from civilisation, communication has never been more important. To win this battle, you must use your isolation against your foe and force them to break in confusion.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory. DISRUPTION At the start of each battle round, after determining which player will take the first turn, the player taking the second turn can pick a phase to disrupt (e.g. the hero phase). During that battle round, each time a model in their opponent’s army issues a command in that phase, their opponent must roll a dice. On a 3+, an additional command point must be spent in order to issue that command. Their opponent can choose whether or not to spend the additional command point. If they choose not to spend the additional command point, that command is not received (the command ability still counts as having been used) and the command point that was spent to issue that command is lost. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| The path to victory has been wracked with vicious sentient cyclones, pushing those who would conquer Andtor into close quarters. You will not be able to escape and press on unless you confront your foes once and for all.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory and more than 9" from enemy territory. GIVE NO GROUND If a unit makes a charge move, until the end of that turn, add 1 to the number of models that each model in that unit counts as for the purposes of contesting objectives. If a unit retreats, until the end of that turn, models in that unit cannot contest objectives. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| Andtor’s shifting plains beat with frigid power. Now many seek to seize and harness such an energy source to freeze their foes solid. Claim the pulse for your own – or your own warriors may be next.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory and more than 9" from enemy territory. SIPHON MELTWATER When a player gains control of an objective, they start to siphon meltwater from it. After scoring victory points, if the player whose turn it is controls an objective that they controlled at the end of their previous turn, they have siphoned all the meltwater from that objective. For the rest of the battle, that player cannot control that objective. Designer’s Note: Once a player has siphoned all the meltwater from an objective, they can still contest it to prevent their opponent from controlling it, but they do not count as controlling it themselves.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| Out on the tundra, enchanted snowstorms howl constantly and shelter is sparse. With the only safe camp for miles around resting in a valley’s glacial craw, it is up to you to eliminate any rival armies seeking to use it for themselves – or face a frigid and painfully slow death above ground.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory and more than 9" from enemy territory. OUTFLANK During deployment, after both players have set up their units, starting with the attacker, each player can remove D3 friendly units from the battlefield (roll once for both players) and place those units in reserve. Starting from the second battle round, at the end of your movement phase, you can set up those units you placed in reserve wholly within 6" of the battlefield edge and more than 9" from all enemy units. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| Sometimes, the prize proves just as dangerous as the enemy. Seize Andtor’s geysers of pure magic, or freeze your warriors solid trying.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory. GEYSERS OF PRIMAL MAGIC ANDTORIAN LOCUS units count as 10 models for the purposes of contesting objectives. At the start of each battleshock phase, roll a dice for each objective that is contested by 3 or more units. On a 4+, each unit contesting that objective suffers D3 mortal wounds (roll separately for each unit). VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| Andtor will not allow armies to claim its bounty so easily. As you meet your rivals in battle, you may find the land hungering to join the fight as well...THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory and more than 9" from enemy territory. ICE-ENCRUSTED DOMAIN Each time a unit runs, it suffers D3 mortal wounds. When you make a charge roll for a unit, for each dice that shows a 1 before modifiers are applied, that unit suffers D3 mortal wounds. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| Across the realms, mages and sorcerers hunt the sites of pure power that birthed the incarnates – and in Andtor, many such sites lie temptingly unclaimed.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory and more than 9" from enemy territory. AETHER SURGES In this battle, players can only score victory points for objectives they control if the objective has been activated. At the start of each battle round, after determining which player will take the first turn, the player taking the second turn must choose which pair of objectives (either A or B) are activated for that battle round. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one activated objective. - Score 1 victory point if you control both activated objectives. - Score 1 victory point for each activated objective you control that is contested by a friendly ANDTORIAN LOCUS and that has no enemy ANDTORIAN LOCUS units contesting it. - Score 1 victory point if any enemy WIZARD HERO units were destroyed in that battle round. This victory point is scored at the end of the battle round instead of at the end of each turn. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| As you clash in battle, you must contend with the freezing squalls belched straight from Andtor’s frigid lungs. This continent is hostile, and those who fail to adapt will perish.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory and more than 9" from enemy territory. FEROCIOUS SQUALL At the start of the battle, the battlefield is affected by a squall. Until the squall dissipates, units more than 12" apart are not visible to each other. In addition, until the squall dissipates, models cannot fly. At the start of each battle round after the first, after determining which player will take the first turn, if the squall has not dissipated, the player taking the second turn rolls a dice and adds the number of the current battle round to the score. On a 7+, the squall dissipates. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| This site is suffused with power that courses through the veins of magic-users as easily as breathing. Slaying wizards here is a dangerous task, for Andtor’s might thrums under their skin and threatens to tear them apart.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory. FEEDBACK OVERLOAD When a WIZARD HERO is slain, before removing that model from play, roll a dice. On a 4+, the WIZARD explodes as their magical energies are released uncontrollably. Each unit within a number of inches equal to the Wounds characteristic of that WIZARD suffers D3 mortal wounds (roll separately for each unit). VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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| Andtor’s vast, unclaimed swathes of arcane land are a tempting prospect indeed. You are not the first to set foot here, as the ruins of the wizards that came before still dot the landscape. Seizing such magic-saturated sites will be vital – as will plundering their forgotten treasures.THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table. At least 1 defensible terrain feature that is neither large nor very large must be set up wholly within each territory and more than 9" from enemy territory. Designer’s Note: If you do not have any defensible terrain features, the defender must pick 2 terrain features that are neither large nor very large to be treated as defensible in this battleplan.DEPLOYMENT The attacker picks which territory is their territory. The other territory is the defender’s territory. Each player chooses 1 defensible terrain feature or faction terrain feature wholly within their territory to represent a Wizards’ Tower. Wizards’ Towers have the Arcane scenery rule ( 28.1.3) in addition to any other scenery rules they have. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory and more than 9" from enemy territory. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective. - Score 1 victory point if you control both objectives. - Score 2 victory points if you completed the battle tactic you picked that turn. Each player scores victory points at the end of the battle as follows: - Score 2 victory points if you control the Wizards’ Tower in your territory. - Score 2 victory points if there are no enemy units contesting the Wizard’s Tower in enemy territory. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. | |
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As Warhammer Age of Sigmar continues to grow, naturally we will continue to write rules for the game. However, when you are playing competitively, sometimes it’s hard to know which of these rules are ‘legal’ - in other words, which rules you can use in Pitched Battles. In this section we’ve provided a handy at-a-glance list which shows you all the publications whose rules you are allowed to use in Pitched Battles.
Core
- Warhammer Age of Sigmar Core Book
- General’s Handbook: Pitched Battles 2023-24
- Pitched Battle Profiles 2023-24
Battletomes
Expansions
Other Publications
- White Dwarf Battletome Updates
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| ErrataPeriodically we release errata documents for our publications that correct any errors. These include things like outright mistakes, rules that didn’t quite work the way we intended them to, and rules that have had an unforeseen and undesirable impact on the game meta. The errata documents are considered to be a part of the publications that they are correcting, so we don’t list them separately here. | |
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| BattlescrollsBattlescrolls are rules updates that focus on balancing the game meta more actively. Sometimes they are simply useful summaries of corrections that also appear in the relevant errata documents. At other times, they appear as sets of entirely new rules that, while not compulsory, are highly recommended for use in organised play and events. The rules in battlescrolls will always be used at official Warhammer Age of Sigmar events. | |
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