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 an exclusive setting for your battles to take place in, new grand strategies, battle tactics, realm rules and battleplans. This season is set in Gallet, the Splintered Land.
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Book | Kind | Edition | Last update | |
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![]() | Expansion | 3 | October 2022 |
Q: | If I add units to a Pitched Battle army after a battle has started, can I do so in excess of any limits that apply? For example, could I summon extra Behemoths if my army already included the maximum number it can take? |
A: | The limits on the number of Leaders, Artillery units and Behemoths only apply when you are picking your army, so you can ignore these limits when you add these kinds of units to your army. The limit on Unique units still applies, however (you can never have more than 1 of the same type of Unique unit in your army). |
Q: | If a Pitched Battle Profile for a unit appears in the most recent General’s Handbook, can I use that unit in Pitched Battles even if that unit is not listed in the table of a specific faction? |
A: | Yes. |
Q: | If I have multiple abilities and other effects to be applied at the start of my hero phase, can I apply them before I pick my battle tactic? |
A: | Yes. |
Q: | Can I gain control of multiple objectives in ‘The Lurkers Below’ in the same turn? |
A: | No. |
Q: | Can I set up faction terrain features in the ‘Battlelines Drawn’ battleplan? |
A: | Yes. The quarters of the battlefield in this battleplan are only treated as objectives and do not prevent you from setting up models or terrain features. |
Q: | Can I set up gravesites using the Soulblight Gravelords battle trait ‘The Unquiet Dead’ in the ‘Battlelines Drawn’ battleplan? |
A: | Yes, see above. |
Q: | If an effect would increase the Wounds characteristic of a GALLETIAN VETERANS unit above the required threshold, does that unit lose the GALLETIAN VETERANS keyword? |
A: | No. |
Q: | If I add a unit to my army after the battle begins, and that unit meets the requirements to gain the GALLETIAN VETERANS keyword, does that unit gain the keyword? |
A: | Yes. |
Q: | If I add a unit to my army after the battle begins, and that unit has the Battleline battlefield role, does that unit count as a Battleline unit for the purposes of rules, battle tactics and grand strategies? |
A: | Yes. |
Q: | Is it possible to complete the grand strategy Show of Dominance by having one GALLETIAN VETERANS unit in the centre of the battlefield which has one or more models within each table quarter? |
A: | Yes. |
Q: | In the ‘Battlelines Drawn’ battleplan, can you remove a unit from the battlefield in order to enter a garrison (and set it up again when you leave a garrison)? |
A: | Yes. |
Q: | Do models in the Expert Conquerors battalion count as 3 models for the purposes of contesting a terrain feature (for example, for the ‘Desecrate their Lands’ battle tactic)? |
A: | Yes. |
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See Pitched Battle Publications 2022-23 - Season 2 for a list of publications whose rules you are allowed to use when picking your army. | ||
Remember that allied units are ignored when determining if the units in the army are from a single faction (core rules, 27.1). | ||
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. | ||
The following rules reflect what it is like to do battle in the cracked and cyclone-scoured lands of Gallet in Ghur. Only the hardiest fighters survive for long amidst this continent’s unforgiving environments.
You can include any of the following core battalions in your army in addition to those found in the core rules. In addition, you cannot include the same core battalion from those shown below more than once in your army.
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No Place for the Weak: When the battle ends, you complete this grand strategy if there are no Battleline units from your opponent’s starting army on the battlefield. Tame the Land: When the battle ends, you complete this grand strategy if you control all of the objectives on the battlefield that are wholly outside your territory. Defend What’s Ours: When the battle ends, you complete this grand strategy if there are no enemy units wholly within your territory. Take What’s Theirs: When the battle ends, you complete this grand strategy if there are more friendly units than enemy units wholly within your opponent’s territory. Demonstration of Strength: When the battle ends, you complete this grand strategy if there are 3 or more GALLETIAN VETERANS units from your starting army on the battlefield. Show of Dominance: When the battle ends, you complete this grand strategy if there are any friendly GALLETIAN VETERANS units in each quarter of the battlefield. | ||
Gaining Momentum: Pick 1 enemy unit on the battlefield. You complete this battle tactic if that unit is destroyed during this turn and you control more objectives than your opponent at the end of this turn. An Eye for an Eye: You complete this battle tactic if 1 or more friendly units were destroyed in the previous turn and 1 or more enemy units are destroyed during this turn. Desecrate their Lands: Pick 1 terrain feature or faction terrain feature that is partially or wholly within your opponent’s territory. You complete this battle tactic if you control that terrain feature at the end of this turn. This One’s Mine!: Pick 1 enemy unit on the battlefield. You complete this battle tactic if that unit is destroyed during this turn by an attack made by the model picked to be your general. Head-to-Head: Pick 1 enemy GALLETIAN VETERANS unit on the battlefield. You complete this battle tactic if that unit is destroyed during this turn by an attack made by a friendly GALLETIAN VETERANS unit or an ability of a friendly GALLETIAN VETERANS unit. Outmuscle: Pick 1 enemy GALLETIAN VETERANS unit that has any models contesting an objective marked as the proving ground. You complete this battle tactic if no models from that enemy unit are contesting the proving ground at the end of this turn. Against the Odds: Pick 1 unit from your starting army on the battlefield. You complete this battle tactic if, at the end of this turn, any models from that unit are contesting an objective you control and that objective is not being contested by any enemy GALLETIAN VETERANS models. Barge Through Enemy Lines: You complete this battle tactic if there are 2 or more units from your starting army wholly within your opponent’s territory at the end of this turn. If 2 or more of those units are GALLETIAN VETERANS units, score 1 additional victory point. | ||
At the conclusion of a Pitched Battle, the player who has scored the most victory points is declared the winner. Victory points can be achieved in a variety of different ways, so it is vital to be able to track the methods by which victory points are attained and the number of victory points scored by a player. We have provided a scoring sheet template, below, so that you can effectively track the progress of your battles.
Battleplan The Prize of Gallet![]() In Gallet, tectonic shifts and the mysterious creators of the tunnels beneath its surface have exposed many rich deposits of amberbone. Claim these nodes for yourself whilst denying them to the foe. 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.AMBERBONE DEPOSITS In this battle, victory points scored for objectives you control can only be scored if the objective has been activated. At the start of each battle round, after the players have determined who will take the first turn, the player who will take the second turn must pick 1 objective on the battlefield to be activated.Activated objectives remain activated for the rest of the battle. In addition, the objectives on the border of a player’s territory cannot be activated until the start of the second 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 two or more activated objectives. - Score 1 victory point if you control more activated 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. ![]() | ||
Battleplan The Realmstone Cache![]() Alarielle’s great Rite of Life has stirred the Realm of Beasts, such that the lands themselves seem to shift and growl with predatory urges. In these times, the power of amberbone appears to have grown even more potent, rendering the most concentrated nodes of the realmstone quite volatile... 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.UNSTABLE REALMSTONE At the start of the third battle round, before determining who will take the first turn, the Realmstone Cache detonates and scatters fragments of realmstone across the battlefield. The defender must remove the objective at the centre of the battlefield and roll a dice. The roll determines the locations of the scattered fragments. Place 2 new objectives on the battlefield in the locations determined by the roll.Designer’s Note: The locations of the scattered fragments do not change, even if the objective at the centre of the battlefield is moved to a different location before the cache detonates. 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. ![]() | ||
Battleplan Battlelines Drawn![]() In this enclosed space, each side must form a line of battle whilst seeking to collapse that of their opponent. There is no opportunity for a surprise attack; victory will be decided at the front ranks. 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.HOLD FAST In this battle, the players fight for control of the 4 quarters of the battlefield instead of objectives. Each quarter is controlled in the same manner as an objective (core rules, 18.1.1), except that models must be wholly within a quarter to be able to contest it. In addition, each quarter counts as an objective for the purposes of grand strategies, battle tactics and abilities.CONFINED CAVERNS In this battle, units cannot be removed from the battlefield with an effect that would allow them to be set up again later in the 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 quarter of the battlefield. - Score 1 victory point if you control two or more quarters of the battlefield. - Score 1 victory point if you control more quarters of the battlefield 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. ![]() | ||
Battleplan The Lurkers Below![]() The path to victory in this place is infested with scuttling predators that prowl the shadows. You must either cull them or drive them off before you make progress, lest you leave your rear lines vulnerable as you advance. 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. CONQUEROR’S MOMENTUM In this battle, you must control the objective on the border of your territory before you can contest the objective at the centre of the battlefield. In addition, you must control the objective at the centre of the battlefield before you can contest the objective on the border of your opponent’s territory.DEADLY DENIZENS Objectives cannot be controlled in the first battle round.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY Starting from the third battle round, a player immediately wins a major victory if they control all of the objectives on the battlefield.If neither player has won a major victory by 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. ![]() | ||
Battleplan In the Presence of Idols![]() Famed warriors march to war on both sides this day, acting as anchors in their respective battle lines. However, their martial pride drives them to square off against one another in an attempt to assert dominance. These clashes between champions could prove crucial in determining the outcome of this engagement. 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 their opponent’s territory.INSPIRING ICONS After deployment but before determining who will take the first turn in the first battle round, each player must pick 3 different friendly units on the battlefield, starting with the attacker. The units each player picks are their idol units for the battle. LORD KROAK and INCARNATE units cannot be picked as idol units.Halve the number of models that flee due to a failed battleshock test (rounding down) while their unit is wholly within 6" of any idol units in their army. 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 1 victory point for each enemy idol unit that was destroyed by a friendly idol unit during that 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 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. ![]() | ||
Battleplan The Nidus Paths![]() This area is riddled with tunnels and holes, as though it were the hive of some colony of monstrous insects. Right now, pondering what may have created them will do you no good, for the enemy approaches. However, these twisted paths might well provide the perfect opportunity to launch a surprise attack... 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 their opponent’s territory.THE NIDUS PATH The battlefield hosts 4 tunnels called nidus paths. Each nidus path is located at a corner of the battlefield edge as shown on the map.At the end of their movement phase, players can pick 1 friendly unit wholly within 6" of a nidus path. If they do so, they must remove that unit from the battlefield and set it up again wholly within 6" of that nidus path’s twin, more than 9" from all enemy units. For example, if a unit is removed from the battlefield via nidus path B in the top-left corner of the map, that unit must be set up again wholly within 6" of nidus path B in the bottom-right corner of the map. 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. ![]() | ||
Battleplan The Mighty and the Cunning![]() This is no place for the weak. Victory here will be decided by those who have confronted the worst the realms have to offer and survived to spit fate in the eye. 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.ON THEIR TERMS In this battle, the same objective can be picked as the proving ground more than once per battle.SHATTER THEIR STRENGTH You score 2 victory points each time an enemy GALLETIAN VETERANS unit is destroyed. Score 1 additional victory point if that enemy GALLETIAN VETERANS unit was contesting an objective when it was destroyed.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. ![]() | ||
Battleplan Head-on Collision![]() Focus all of your might and crush your enemy in a headlong assault. Trample those who fall and tear out the throat of your prey - Ghur demands it! 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 their opponent’s territory.DEADLY DENIZENS In this battle, objectives cannot be controlled in the first battle round. Players do not gain control of objectives after set-up is complete (core rules, 18.1.1).VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control the objective wholly within your territory. - Score 2 victory points if you control the objective at the centre of the battlefield. - Score 4 victory points if you control the objective wholly within your opponent’s territory. - Score 1 victory point if you gained control of an objective this turn and there are any friendly GALLETIAN VETERANS units within 6" of that objective. - 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. ![]() | ||
Battleplan Won’t Back Down![]() Like alpha wolves guarding a fresh kill, your troops will not relinquish their gains easily - a trait that you can use to your advantage. Harness your warriors’ determination to safeguard the assets you manage to seize in this place. 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 their opponent’s territory.RALLY POINTS In this battle, if a player uses the Rally command and the unit that receives the command is wholly within 6" of an objective they control, when they roll a dice for a slain model from that unit, they can return 1 slain model to that unit on a 5+ instead of only a 6. If that unit is a GALLETIAN VETERANS unit, they can return 1 slain model to that unit on a 4+ instead.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. ![]() | ||
Battleplan The Silksteel Nests![]() Silksteel fetches a hefty price in the markets of the realms. Your scouts have reported a cavern in the vicinity replete with the stuff, and you intend to lay claim to its bounty before the enemy does the same. Your rushed efforts to harvest the resource may well draw the attention of its unsettling creators, but this is a risk that you are willing to take! 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 their opponent’s territory.PILLAGING OBJECTIVES From the start of the second battle round, after you score victory points, you can pillage 1 objective that you control, that is wholly within your opponent’s territory and that is within 1" of a friendly unit. If you do so, you score 1 additional victory point. The objective is then removed from play. You cannot pillage more than 1 objective per turn.SCUTTLING HORRORS After an objective has been pillaged, before it is removed from play, the player whose turn is taking place must roll 2D6 for each unit within 9" of the pillaged objective. If the roll is equal to or greater than the Bravery characteristic of that unit, 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. ![]() | ||
Battleplan Close to the Chest![]() This vast cavern is rich in the treasures of Ghur, though your learned advisors inform you that some are more valuable than others. Seize what you can, and make use of your runners to ensure that the most lucrative artefacts do not fall into the enemy’s hands. 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.ALPHA OBJECTIVE The map shows which objectives belong to which player. At the start of each player’s turn, the opposing player picks 1 of their own objectives to be the alpha objective for that turn. For example, if it is attacker’s turn, the defender picks 1 of the defender’s objectives (as shown on the map) to be the alpha objective that turn.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 1 victory point if you control the alpha objective. - 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. ![]() | ||
Battleplan Turf War![]() All bets are on the table in this confrontation. The time for clever manoeuvres is over; victory will be determined in the cut and thrust of close combat, where a warrior can see the whites of their opponent’s eyes and the sweat of the combatants hangs over the melee like a reeking pall. 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.NO RESERVES All units must be set up on the battlefield before the battle begins. If a unit is set up in reserve, all of the models in the unit are slain and the unit is destroyed.CLAUSTROPHOBIC KILLING GROUNDS Summoned units cannot shoot or charge in the turn in which they were added to your army.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 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. ![]() | ||
You can include any of the following core battalions in your army in addition to those found in the core rules. In addition, you cannot include the same core battalion from those shown below more than once in your army.
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Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples). | ||
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit. | ||
The LORD KROAK keyword is used in the following Seraphon warscrolls:
The INCARNATE keyword is used in the following Incarnates warscrolls:
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
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