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
General’s Handbook ’2022: Pitched Battles 2022-23 Season 2 |
General’s Handbook ’2022: Pitched Battles 2022-23 Season 2 | Expansion | 3 | May 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: | 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: | 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!
- First, you need to do is agree on the points limit for the battle.
- Next, pick 1 faction for your army and consult the Pitched Battles table to see the restrictions that apply when picking your units.
- Then, record the details of your army on your army roster. This includes the grand strategy you have selected, the units you have included and the enhancements you have picked for them.
- Finally, determine the battleplan you will play, making sure that you have read the realm rules before the battle begins. All that remains is to fight the battle itself!
Battles fought using this battlepack are Pitched Battles. The following rules apply to battles fought using this battlepack:
1. Points Limit
You and your opponent will first need to agree on a
points limit for the battle. The points limit for the battle can be either 1000 or 2000. After you have agreed on a points limit, look it up on the Pitched Battles table below. The table lists the restrictions on what the players can include in their armies.
PITCHED BATTLES | Points Limit | 1000 | 2000 | Leader Units | 1-3 | 1-6 | Battleline Units | 2+ | 3+ | Behemoth Units | 0-2 | 0-4 | Artillery Units | 0-2 | 0-4 | Endless Spells and Invocations | 0-2 | 0-3 | Reinforced Units | 0-2 | 0-4 | Allied Units | 0-200 | 0-400 | Recommended Minimum Battlefield Size | 44" x 60" | Recommended Minimum Number of Terrain Features | 8 |
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2. Pick Your Army
Next, you must pick your army following the restrictions below.
Faction
You must pick 1
faction for your army. All of the units in your army must be from a single faction.
Battlefield Roles
The
Pitched Battles table lists the minimum number of Leader and Battleline units you must include in your army and the maximum number of Leader, Behemoth and Artillery units you can include in your army.
Your general must have the Leader battlefield role. A model that has both the Leader and Behemoth
battlefield roles counts as 1 Leader and 1 Behemoth in your army. If a unit has both the Battleline and Behemoth battlefield roles, that unit does not count toward the maximum number of Behemoth units you can include in your army.
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| Remember that allied units are ignored when determining if the units in the army are from a single faction (core rules, 27.1). | |
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Battalions
You can include
core battalions in your army but you cannot include
warscroll battalions.
Understrength and Reinforced Units
The
Pitched Battles table lists how many
reinforced units you can include in your army. Only Battleline units can be reinforced twice. You cannot include
understrength units in a Pitched Battle army.
Allied Units
The maximum number of points that you can spend on allies from your points allowance is shown on the Pitched Battles table.
Allied units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army.
Coalition Units
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. In addition, coalition units are ignored when determining if the units in your army are from a single faction.
Endless Spells and Invocations
The
Pitched Battles table lists the maximum number of
endless spells and
invocations you can include in your army. You cannot include the same endless spell or invocation more than once in your army.
3. Fill Out Your Army Roster
Once you have picked your army, record the details on your army roster and show it to your opponent before setting up your army at the start of the battle. Your roster must include a list of the
units,
battalions,
endless spells and
invocations in your army; what size the units are; which units are in each battalion; the army’s
faction; the
grand strategy you have picked; which units are allies; and which model is the army’s
general.
Use the Notes column on the roster to record the
command models you have chosen for each unit, the
spells and
prayers that are known by the
WIZARDS and
PRIESTS in your army, any
artefacts of power you have given to
HEROES in your army, and the
command trait you have chosen for your general. If your army includes any units that are given keywords when they are set up, such as units with a Mark of Chaos, these keywords must be written down when the unit is added to the roster.
Grand Strategies
When you are filling out your army roster, you can pick 1 grand strategy. Your grand strategy represents what your army is trying to accomplish, and achieving it can make all the difference in a closely fought battle. The rules for how to use grand strategies can be found
here.
4. To War!
After you and your opponent have filled out your army rosters, it’s time to determine the battleplan that you will use. In this section you will find special rules that apply to battles fought using this battlepack.
Pitched Battle Battleplans
The players
roll off and the winner rolls a dice. On a 1-3, Battleplan Table 1 is used; on a 4-6, Battleplan Table 2 is used (see below). Then, their opponent rolls a dice to determine which battleplan is used for the game.
Battle Tactics
Battle tactics are secondary objectives that the armies can attempt to achieve as the opportunity presents itself during the battle. Each battle tactic you pick will give you a new goal for your army to aim for in each of your turns. The rules for how to use battle tactics can be found
here.
Realm Rules
You must use the
Region of War: 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.
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| Some events will have battlefields with terrain features that have been set up before both players arrive at the table, or the position of terrain features may have been predetermined by a third party. If this is the case, the players roll off to determine who is the attacker and defender as normal, with the attacker picking the territory in which they wish to deploy and setting up the first unit. If a faction terrain feature must be set up before any other terrain features and the battlefield has already been set up by a third party, set up that faction terrain feature before territories are determined. | |
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Faction Terrain
Faction terrain features must be set up more than 3" from all other terrain features and more than 3" from all
objectives. These restrictions are in addition to the set-up rules in the battletome in which they appear. If it is impossible for a faction terrain feature to be set up, it is not used.
Mysterious Terrain
The defender must roll on the Mysterious Terrain table from the core rules (
see 28.1.3) to determine additional
scenery rules that apply to any terrain features that do not have a
warscroll. Roll on the Mysterious Terrain table for each applicable terrain feature after it has been set up.
Alternating Deployment
If a battleplan says that the players use
alternating deployment, then the players alternate setting 1 unit at a time. The players continue to set up their units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.
Stealing the Initiative
Do not
roll off to determine who has
priority in the first battle round. Instead, the player who finished deploying their army first has priority in the first battle round.
Region of War: 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. |
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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).
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. | |
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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’). | |
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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. | |
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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). |
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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+. |
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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.
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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. |
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After you have picked your army, you must pick 1
grand strategy from the list below and record it on your army roster. At the end of the battle, if you completed your grand strategy, you score additional victory points as described in the battleplan you are playing.
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| 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. |
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| Starting ArmiesSeveral 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. | |
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At the start of your
hero phase, you must pick 1
battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.
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| 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. |
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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.
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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As Warhammer Age of Sigmar continues to grow, naturally we will continue to write rules for the game. However, when you are playing competitively, sometimes it’s hard to know which of these rules are ‘legal’ - in other words, which rules you can use in Pitched Battles. In this section we’ve provided a handy at-a-glance list which shows you all the publications whose rules you are allowed to use in Pitched Battles.
Core
- Warhammer Age of Sigmar Core Book
- General’s Handbook: Pitched Battles 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
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| ErrataPeriodically 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. | |
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| BattlescrollsBattlescrolls are rules updates that focus on balancing the game meta more actively. Sometimes they are simply useful summaries of corrections that also appear in the relevant errata documents. At other times, they appear as sets of entirely new rules that, while not compulsory, are highly recommended for use in in organized play and events. The rules in battlescrolls will always be used at official Warhammer Age of Sigmar events. | |
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