Pitched Battles ’22-23 S2

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

BookKindEditionLast update
  General’s Handbook ’2022: Pitched Battles 2022-23 Season 2
  General’s Handbook ’2022: Pitched Battles 2022-23 Season 2Expansion3May 2023

FAQ

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 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:Could you use the ‘Tunnel Master’ Aspect of the Champion instead of making a normal move that takes place during a different phase, for instance, when using the Mighty Destroyers battle trait to make a normal move in the hero phase?
A:
Yes.
Q:Does the Shrines of Conquest rule in the ‘Only the Worthy’ battleplan apply to contesting terrain features?
A:
No.
Q:If an effect would increase the Wounds characteristic of a GALLETIAN CHAMPIONS unit above the required threshold, does that unit lose the GALLETIAN CHAMPIONS keyword?
A:
No.
Q:Does ‘Fuelled by Ghurish Rage’ count as a ward save?
A:
Yes.
Q:If a Slaves to Darkness player chooses the Daemonhood effect for the Dark Apotheosis result on the Eye of the Gods table and the HERO is a GALLETIAN CHAMPION, does the Daemon Prince added to their army gain the GALLETIAN CHAMPION keyword? Could that Daemon Prince use an Aspect of the Champion enhancement that the HERO had?
A:
No, the Daemon Prince would not gain the GALLETIAN CHAMPION keyword. While the Daemon Prince would gain the Aspect of the Champion enhancement that the HERO had, it would not be able to use it as it lacks the GALLETIAN CHAMPION keyword.

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 2 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.

Coalition Units

Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. In addition, coalition units are ignored when determining if the units in your army are from a single faction.

Endless Spells and Invocations

The Pitched Battles table lists the maximum number of endless spells and invocations you can include in your army. You cannot include the same endless spell or invocation more than once in your army.

3. Fill Out Your Army Roster

Once you have picked your army, record the details on your army roster and show it to your opponent before setting up your army at the start of the battle. Your roster must include a list of the units, battalions, endless spells and invocations in your army; what size the units are; which units are in each battalion; the army’s faction; the grand strategy you have picked; which units are allies; and which model is the army’s general.

Use the Notes column on the roster to record the command models you have chosen for each unit, the spells and prayers that are known by the WIZARDS and PRIESTS in your army, any artefacts of power you have given to HEROES in your army, and the command trait you have chosen for your general. If your army includes any units that are given keywords when they are set up, such as units with a Mark of Chaos, these keywords must be written down when the unit is added to the roster.

Grand Strategies

When you are filling out your army roster, you can pick 1 grand strategy. Your grand strategy represents what your army is trying to accomplish, and achieving it can make all the difference in a closely fought battle. The rules for how to use grand strategies can be found here.

4. To War!

After you and your opponent have filled out your army rosters, it’s time to determine the battleplan that you will use. In this section you will find special rules that apply to battles fought using this battlepack.

Pitched Battle Battleplans

The players roll off and the winner rolls a dice. On a 1-3, Battleplan Table 1 is used; on a 4-6, Battleplan Table 2 is used (see below). Then, their opponent rolls a dice to determine which battleplan is used for the game.


Battle Tactics

Battle tactics are secondary objectives that the armies can attempt to achieve as the opportunity presents itself during the battle. Each battle tactic you pick will give you a new goal for your army to aim for in each of your turns. The rules for how to use battle tactics can be found here.

Realm Rules

You must use the Region of War: Gallet (Season 2) 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 (Season 2)

The following realm rules continue to explore what it is like to fight in the hellish environments of Gallet. In such grim conditions, those leaders who stand shoulder to shoulder with their comrades will rise to the fore, anchoring their battlelines and ensuring victory is achieved at any cost.


Special Rules

Galletian Champions: Some warriors achieve true greatness in the merciless cavern-wars of Gallet. These heroes earn the reverence of their followers, for often their presence means the difference between survival and death in this unforgiving place.
HEROES with a Wounds characteristic of less than 10, that do not have a mount (with the exception of companions) and that are not Unique gain the GALLETIAN CHAMPION keyword.

The Key to Victory: So respected are the champions of Gallet that their troops constantly keep watch for anything that might endanger them, knowing that the survival of these heroes is essential to any hope of triumph.
Friendly GALLETIAN CHAMPIONS cannot be picked as the target of attacks made with missile weapons while they are within 1" of any friendly Battleline units.

Desperate Action: In Gallet, there is little time to prevaricate or secondguess one’s actions. Those war leaders who survive their initial forays into this place learn to trust their instincts, and to act with decisive boldness to exploit weaknesses in the enemy’s battleline.
If you are taking the second turn in the current battle round, at the start of your hero phase, you can pick 1 friendly GALLETIAN CHAMPION on the battlefield to carry out 2 different heroic actions in that phase instead of 1.

Heroic Actions

You can carry out 1 of the following heroic actions with a friendly GALLETIAN CHAMPION instead of any other heroic action you can carry out with that HERO:

HEROIC ACTIONS
Strike at the Opening: Pick 1 friendly GALLETIAN CHAMPION within 3" of an enemy unit. That HERO can fight if it has not already fought in that phase. However, that Hero cannot fight again in that phase and the strike-last effect applies to that Hero until the end of the turn.
Lead by Example: Pick 1 friendly GALLETIAN CHAMPION that has a Sworn Bodyguard unit and that has just carried out the ‘Strike at the Opening’ heroic action. If that Sworn Bodyguard unit is wholly within 6" of that GALLETIAN CHAMPION and within 3" of an enemy unit, that Sworn Bodyguard unit can fight if it has not already fought in that phase. However, that unit cannot fight again in that phase and the strike-last effect applies to that unit until the end of the turn.

Realmsphere Magic

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

Grinding Teeth of Gallet: The caster channels power through a node of Ghurish magic to manifest a cluster of chomping maws in the battlefield floor. Those unlucky enough to be stood on top of these gnashing pits are swiftly devoured from the feet up.
Grinding Teeth of Gallet is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 objective within range. Then, roll a dice for each unit within 6" of that objective. On a 4+, that unit suffers D6 mortal wounds.

Realm Command

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

No Retreat, No Surrender: In Gallet, every inch of conquered territory must be defended with the utmost ferocity, for to retreat risks disorder, panic and death.
You can use this command ability at the start of the combat phase. The unit that receives the command must be a friendly unit that is not a HERO or MONSTER, that did not charge in the same turn, and that is within 3" of an enemy unit. That unit cannot make pile-in moves in that phase, but add 1 to the Attacks characteristic of melee weapons used by that unit until the end of that phase (excluding those of its mounts, if it has any).

Core Battalions

You can include any of the following core battalions in your army in addition to those found in the core rules and other publications. In addition, you cannot include the same core battalion from those shown below more than once in your army.


GALLETIAN COMMAND
United in Purpose: The Infantry unit in this battalion is the Sworn Bodyguard of the GALLETIAN CHAMPION in this battalion. In the combat phase, when you pick the GALLETIAN CHAMPION in this battalion to fight for the first time in that phase, if the Sworn Bodyguard in this battalion is wholly within 6" of that GALLETIAN CHAMPION and has not yet fought in that phase, the GALLETIAN CHAMPION and the Sworn Bodyguard can fight one after the other in the order of your choice.
GALLETIAN SHARPSHOOTERS
Focus on Your Mark: Attacks made with missile weapons by units in this battalion are not prevented from targeting enemy GALLETIAN CHAMPIONS that are within 1" of any enemy Battleline units (see ‘The Key to Victory’).
GALLETIAN VETERANS
The Bonds of Battle: When a model in this battalion makes an attack with a melee weapon, you can target an enemy unit within 1/2" of another model from the attacking 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.

UNIT ICONS
(Mandatory/Optional)
Galletian Champion: HERO with a Wounds characteristic of less than 10, that does not have a mount and is not Unique
Infantry: Unit with a Wounds characteristic of 4 or less that is not Leader, Artillery or Behemoth and does not have mounts (with the exception of companions).

Artefacts of Power

RELICS OF GALLET
GALLETIAN CHAMPION only.

Tuskhelm

The wearer crashes into the foe with the force of the mightiest of charging beasts.

After the bearer makes a charge move, you can pick 1 enemy unit within 1" of the bearer. If you do so, roll a number of dice equal to the unmodified charge roll for that charge move. For each 4+, the target suffers 1 mortal wound. If the bearer already has an ability with an effect that triggers after they make a charge move, you must pick which effect applies (you cannot use both).

Nightflyer Cloak

Fashioned from the wings of a feared ambush-predator, this cloak conceals the wearer’s true form until the time to strike arrives.

During deployment, instead of setting up the bearer on the battlefield, you can place them to one side and say that they are set up in ambush as a reserve unit. At the end of your movement phase, you can set up the bearer on the battlefield, within 1" of a friendly Battleline unit and more than 9" from all enemy units.

Gryph-feather Charm

Rare and beautiful, gryph-feathers are considered powerful symbols of good fortune.

The bearer has a ward of 5+.


Unique Enhancements

An Aspect of the Champion is a unique enhancement. You can always take 1 Aspect of the Champion enhancement for your army. Each time you take an Aspect of the Champion enhancement, you can pick 1 Aspect of the Champion from the table below and give it to 1 GALLETIAN CHAMPION in your army. If a rule allows you to take an extra enhancement, you can take an Aspect of the Champion enhancement as that extra enhancement, but if you do so, you cannot pick the same Aspect of the Champion from the table below more than once. The same unit cannot be given more than 1 Aspect of the Champion.

ASPECTS OF THE CHAMPION
GALLETIAN CHAMPION only.

Tunnel Master

The twisting tunnels of Gallet are well known to this champion, who expertly navigates the darkness to outmanoeuvre their enemies.

Once per battle, instead of picking this GALLETIAN CHAMPION to make a normal move, you can remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

Fuelled by Ghurish Rage

Many have tried and failed to best this champion, only to awaken the raging beast that stirs within their soul.

Once per battle, before you allocate a wound or mortal wound to this GALLETIAN CHAMPION and that wound or mortal wound would cause it to be slain, you can roll a dice. On a 3+, that wound or mortal wound is negated, you can heal up to D3 wounds allocated to it and any wounds that currently remain to be allocated to it are negated.

Stubborn as a Rhinox

Not even overwhelming enemy numbers will stop this champion from carrying out their orders.

This GALLETIAN CHAMPION counts as 10 models for the purposes of contesting objectives while there are no enemy GALLETIAN CHAMPIONS contesting the same objective.

Leadership of the Alpha

When this champion bellows a command, all who hear it are instantly compelled to obey.

Once per battle, this GALLETIAN CHAMPION can issue one of the following commands up to 3 times in the same phase: Rally, All-out Attack, All-out Defence or Redeploy. If it does so, no command point is spent the second and third times this GALLETIAN CHAMPION issues that command in that phase. Each command issued in this manner must be received by a different friendly unit.

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.

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 than enemy units wholly within enemy territory.
Stake a Claim: When the battle ends, you complete this grand strategy if 3 or more friendly GALLETIAN CHAMPIONS are wholly within enemy territory.
Survivor’s Instinct: When the battle ends, you complete this grand strategy if the model picked to be your general is a GALLETIAN CHAMPION and that model is contesting an objective wholly outside your territory.
The Day is Ours!: When the battle ends, you complete this grand strategy if there are more friendly GALLETIAN CHAMPIONS from your starting army than GALLETIAN CHAMPIONS from your opponent’s starting army on 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 enemy 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.
A Matter of Honour: Pick 1 enemy GALLETIAN CHAMPION or Sworn Bodyguard 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 CHAMPION or Sworn Bodyguard unit.
Lead the Assault: You complete this battle tactic if at least 2 of the objectives you control are in enemy territory and are each contested by any friendly GALLETIAN CHAMPIONS.
United Offence: Pick 1 objective controlled by your opponent. You complete this battle tactic if you control that objective and 2 or more friendly GALLETIAN CHAMPIONS are contesting that objective at the end of this turn.
Cunning Manoeuvre: Pick 1 friendly GALLETIAN CHAMPION on the battlefield that is more than 3" from all enemy units. You complete this battle tactic if, at the end of the turn, that GALLETIAN CHAMPION is more than 3" from all enemy units and is contesting an objective you control that is wholly outside your territory.

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, opposite, 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 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 who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

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 who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

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 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 and battle tactics.

If you need to measure distances to and from objectives for any other reason, measure to and from the centre of the battlefield quarter.

Designer’s Note: While contested and controlled in the same manner as objectives, the table quarters are not considered to be objectives for the purposes of the effects of abilities.

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 who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

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 who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

Battleplan

In the Presence of Idols
 5

Famed warriors march to war on both sides this day, acting as anchors in their respective battlelines. 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 who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

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 who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

Battleplan

Only the Worthy
 1

Sometimes, the day is carried by the example of a handful of individuals possessed of a rare clarity of purpose.

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.

SHRINES OF CONQUEST
While there are any GALLETIAN CHAMPIONS within 6" of an objective, only GALLETIAN CHAMPIONS can contest that objective. In addition, no more than 1 GALLETIAN CHAMPION from the same army can contest the same objective at the same time.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:

- Score 1 victory point if you control at least one objective.

- Score 1 victory point if you control two or more objectives.

- Score 1 victory point if you control more objectives than your opponent.

- Score 2 victory points if you completed the battle tactic you picked that turn.

GRAND STRATEGY
Each player scores 3 victory points at the end of the battle if they completed their grand strategy.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

Battleplan

Path of a Champion
 2

While strategy is the province of an army’s general, its champions and officers are relied upon to seize tactical opportunities to make more immediate gains.

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.

LEADERSHIP FORGED IN BATTLE
At the start of your hero phase, if any friendly GALLETIAN CHAMPIONS are contesting an objective that is wholly outside your territory, you can pick 2 battle tactics to complete in that turn instead of only 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 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 for each completed battle tactic you picked in that turn.

GRAND STRATEGY
Each player scores 3 victory points at the end of the battle if they completed their grand strategy.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

Battleplan

The Jaws of Gallet
 3

In Ghur, the land itself is possessed of a hungry animus. This is particularly evident in Gallet, where sinkholes open up with perilous frequency, swallowing in moments assets that had been acquired at a steep cost in blood.

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.

SWALLOWED BY THE CAVERNS
At the start of each battle round after the first, after priority has been determined, the player taking the second turn in that battle round can pick 1 objective on the battlefield to be swallowed by the caverns below. If they do so, that objective is removed from play.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:

- Score 1 victory point if you control at least one objective.

- Score 1 victory point if you control two or more objectives.

- Score 1 victory point if you control more objectives than your opponent.

- Score 2 victory points if you completed the battle tactic you picked that turn.

GRAND STRATEGY
Each player scores 3 victory points at the end of the battle if they completed their grand strategy.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

Battleplan

Ours for the Taking
 4

A great prize in enemy territory lies tantalisingly close; however, your own resources are equally exposed. You must focus your efforts on protecting what’s yours while pushing to seize the valuables of the foe. A capable leader centrally positioned would be a boon in such a confrontation, as they would provide an anchor for the simultaneous offensive and defence.

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.

HOME OBJECTIVES
The objective on the border of each territory is the home objective of the relevant player.

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.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:

- Score 1 victory point if you control your home objective.

- Score 1 victory point if you control the centre objective.

- Score 2 victory points if you control the enemy’s home objective.

- Score 1 victory point if you control the centre objective and that objective is contested by a friendly GALLETIAN CHAMPION.

- Score 2 victory points if you completed the battle tactic you picked that turn.

GRAND STRATEGY
Each player scores 3 victory points at the end of the battle if they completed their grand strategy.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

Battleplan

Twists and Turns
 5

Molten amberbone bubbles up from fissures in this location, though the precise moment at which this phenomenon occurs is anyone’s guess. One can only wait for the distinctive rumbling sounds that precede the effusion of the precious resource and then rush to gather 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.

OBJECTIVES
The objectives used for this battle are either active or inactive. At the start of the battle, all objectives are active.

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.

CHANGING PRIORITIES
At the end of each player’s turn, after any victory points have been scored, the player whose turn is taking place must roll a dice for each active objective they control. Add 1 to the roll if that objective is contested by any friendly GALLETIAN CHAMPIONS. On a 1-3, that objective becomes inactive. On a 4+, it remains active.

At the start of each player’s hero phase, the player whose turn is taking place rolls a dice for each inactive objective they control. On a 1-3, it remains inactive. Add 1 to the roll if that inactive objective is contested by any friendly GALLETIAN CHAMPIONS. On a 4+, it becomes active once more.

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 active objective.

- Score 1 victory point if you control two or more active objectives.

- Score 1 victory point if you control more active objectives than your opponent.

- Score 2 victory points if you completed the battle tactic you picked that turn.

GRAND STRATEGY
Each player scores 3 victory points at the end of the battle if they completed their grand strategy.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

Battleplan

Position Over Power
 6

Chunks of amberbone have been exposed in the walls of this canyon by a recent tectonic disturbance, but your advisors have warned that they will soon be swallowed up by the hungry bedrock of Gallet. You must dispatch capable leaders to secure what they can from these sites before the land reclaims them.

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.

OBJECTIVES
The objectives at the centre of each narrow battlefield edge are the flank objectives.

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.

LOST IN THE LANDSLIDE
At the start of the fourth battle round, the flank objectives are removed from play.

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 any flank objectives that are contested by a friendly GALLETIAN CHAMPION.

- Score 2 victory points if you completed the battle tactic you picked that turn.

GRAND STRATEGY
Each player scores 3 victory points at the end of the battle if they completed their grand strategy.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory.

If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw.

Pitched Battle Publications 2022-23 - Season 2

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 2
  • Pitched Battle Profiles 2022-23 - Season 2

Battletomes


Expansions

  • Wrath of the Everchosen
  • Broken Realms: Morathi
  • Broken Realms: Teclis
  • Broken Realms: Be’lakor
  • Broken Realms: Kragnos
  • Season of War: Thondia

Other Publications

  • White Dwarf Battletome Updates
  • White Dwarf Regiments of Renown

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.

Battlescrolls

Battlescrolls are rules updates that focus on balancing the game meta more actively. Sometimes they are simply useful summaries of corrections that also appear in the relevant errata documents. At other times, they appear as sets of entirely new rules that, while not compulsory, are highly recommended for use in in organized play and events. The rules in battlescrolls will always be used at official Warhammer Age of Sigmar events.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.

Tunnel Master

The twisting tunnels of Gallet are well known to this champion, who expertly navigates the darkness to outmanoeuvre their enemies.

Once per battle, instead of picking this GALLETIAN CHAMPION to make a normal move, you can remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

Fuelled by Ghurish Rage

Many have tried and failed to best this champion, only to awaken the raging beast that stirs within their soul.

Once per battle, before you allocate a wound or mortal wound to this GALLETIAN CHAMPION and that wound or mortal wound would cause it to be slain, you can roll a dice. On a 3+, that wound or mortal wound is negated, you can heal up to D3 wounds allocated to it and any wounds that currently remain to be allocated to it are negated.

14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
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).
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.
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.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
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.

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