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.


Books

BookKindEditionVersionLast update
  General’s Handbook ’2022: Pitched Battles 2022-23
  General’s Handbook ’2022: Pitched Battles 2022-23Expansion3Season 1June 2022

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!
  1. First, you need to do is agree on the points limit for the battle.
  2. Next, pick 1 faction for your army and consult the Pitched Battles table to see the restrictions that apply when picking your units.
  3. 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.
  4. 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!

Pitched Battles

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 Limit10002000
Leader Units1-31-6
Battleline Units2+3+
Behemoth Units0-20-4
Artillery Units0-20-4
Endless Spells and Invocations0-20-3
Reinforced Units0-20-4
Allied Units0-2000-400
Recommended Minimum Battlefield Size44" x 60"
Recommended Minimum Number of Terrain Features8

2. Pick Your Army

Next, you must pick your army following the restrictions below.

See Pitched Battle Publications 2022-23 - Season 1 for a list of publications whose rules you are allowed to use when picking your army.

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.

Remember that allied units are ignored when determining if the units in the army are from a single faction (core rules, 27.1).

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.

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 Gallet, the Splintered 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.

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.

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.

Realm Rules

Region of War: Gallet, The Splintered Land

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.


Special Rules

Masters of the Splintered Land: Whether through brute strength, great cunning or sheer skill at arms, there are certain warriors who seem to thrive amidst the harsh conditions of Gallet.
Friendly Battleline units that have a Wounds characteristic of 4 or less and do not have mounts gain the GALLETIAN VETERANS keyword.

Proving Grounds: Gallet is scarred with caverns and craters that echo to the territorial clashes between its indigenous fauna. In times of war, these hollows swiftly become blood-soaked fighting pits amongst which the most fearsome warriors fight for dominance.
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 can pick 1 objective on the battlefield to be the proving ground until the end of that battle round. The same objective cannot be picked as the proving ground more than once per battle, and only 1 objective can be marked as the proving ground at any one time. Only models in units with the GALLETIAN VETERANS keyword can contest an objective marked as the proving ground.

The Bonds of Battle: Warriors accustomed to fighting in the cramped tunnels and caverns beneath the surface of Gallet have learned ways of bringing more of their number to bear in close confines. For those of a savage disposition, this may simply mean combining their brawn and mass with that of their fellows to bull over and crush the enemy, while more disciplined fighters may have trained to aim strikes over the heads of their comrades or through gaps in the front rank.
When a model in a GALLETIAN VETERANS unit makes an attack with a melee weapon, you can target an enemy unit within 1/2" of another model from that GALLETIAN VETERANS unit instead of using the weapon’s Range characteristic for that attack. If you do so, the attacking model must be within 1/2" of another model from its own unit that is within 1/2" of the target.

Realmsphere Magic

All WIZARDS know the following spell in addition to any others that they know:

Gaze of Ghur: Harnessing every ounce of their power, the wizard channels the predatory hunger of the Amber Realm, itself invoking in the foe a primal fear that drives them to focus all their efforts upon self-preservation rather than the objectives they have been assigned.
Gaze of Ghur is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. When determining the number of models in that enemy unit that are contesting an objective, your opponent must halve that number, rounding down.

Realm Command

Each player can use the following command ability in addition to any other that they can use:

Overwhelming Assault: At a roared command, a group of warriors charges forwards as a single mass, utilising their superior numbers to barrel over their foes or otherwise put them on the defensive.
You can use this command ability at the end of your charge phase. The unit that receives the command must be a GALLETIAN VETERANS that has 10 or more models. Pick 1 enemy unit within 1" of that unit that has a Wounds characteristic of 4 or less and roll a dice. If the roll is greater than the number of models in that enemy unit, the strike-last effect applies to that enemy unit in the following combat phase.

Core Battalions

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.


EXPERT CONQUERORS
Dominant Force: These warriors exude an aura of dominance. Once they commit themselves to a task, few are those able to contest their overwhelming might.
GALLETIAN VETERANS units only. Each model in this battalion counts as 3 models for the purposes of contesting objectives.

BOUNTY HUNTERS
Headhunters: These warriors have been tasked with dismantling the pillars of the opposition’s power.
If the target of an attack made with a melee weapon by a model in this battalion is a GALLETIAN VETERANS unit, add 1 to the Damage characteristic of that weapon for that attack.

UNIT ICONS
(Mandatory/Optional)
Commander: Leader
Sub-commander: Leader with a Wounds characteristic of less than 10
Troops: Unit that is not Leader, Artillery or Behemoth
Artillery: Artillery
Monster: Behemoth that is not Leader

Grand Strategies

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.

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.

Starting Armies

Several grand strategies and battle tactics refer to a player’s starting army. A player’s starting army is made up of the units in the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.

Battle Tactics

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.

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.

Scoring Sheet

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.

On the scoring sheet, there's a space at the top to record the points limit of the battle and the battleplan being played. Beneath that are two coloured sections: one to record the information of the attacker and one to record the information of the defender.

After determining who will be the attacker and who will be the defender, write each player’s name at the top of the appropriate coloured section along with the grand strategy they picked.

There are spaces in both the attacker and the defender sections to note all of the battle tactics they pick during the battle and if they are completed. In addition, there are spaces to track the number of objectives that each player controls at the end of each of their turns, as well as the number of victory points they have scored.

At the end of the battle, both players can mark if they completed their grand strategy and add up the number of victory points they scored. Then, they can mark the result of the battle in the section at the bottom of the sheet.
Battleplan

The Prize of Gallet
 1

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 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 Realmstone Cache
 2

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
 3

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
 4

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
 5

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.

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
 6

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
 1

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
 2

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
 3

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
 4

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
 5

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
 6

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.

Pitched Battle Publications 2022-23 - Season 1

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 2022-23 - Season 1
  • Pitched Battle Profiles 2022-23 - Season 1

Battletomes


Expansions


Other Publications

  • Compendium: Monstrous Arcanum (excluding Warhammer Legends: Monstrous Arcanum)
  • White Dwarf Battletome Updates
  • Season of War: Thondia

Errata

Periodically we release rules errata documents for our publications that correct any errors. This includes 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 current gaming ‘meta’. The errata in these documents are always considered to be a part of the publications that they are correcting, and so we don’t list these documents separately here. Consequently, any rules errata for publications that are legal in a given Pitched Battle season are, by extension, also legal.
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

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).
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Starting Armies
Several grand strategies and battle tactics refer to a player’s starting army. A player’s starting army is made up of the units in the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

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.
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

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.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
© Vyacheslav Maltsev 2013-2022