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| ADVANCED RULES In addition to the Core Rules, this battleplan uses the following Advanced Rules:
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This is a classic battleplan that first appeared in the General’s Handbook 2016. The version presented here has been reworked for the new edition.SET UP THE BATTLEFIELD
The players
roll off. The winner chooses which player is the
attacker and which is the
defender.
The
defender sets up
objectives in the locations indicated bу gold circles (

) оп the
battlefield map.
The
defender then sets up
terrain features. We recommend 4 small and 4
medium terrain features. Each terrain feature·must bе set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.
PICK TERRITORY
After objectives and terrain have been set up, the
attacker picks which territory is their territory. The other territory is the
defender’s territory.
THE ARMIES
Each player must split their army into the
first turn force, the
second turn force and the
third turn force. Each force must have as close to the same number of units as possible.
DEPLOYMENT
The players then resolve the deployment phase. The attacker begins deployment (
Core Rules, 10.0). Units in both players’ second turn force and third turn force must be set up in
reserve. Players can either use the ’Reserve Contingent’ ability below to do so, or they can use another ability that sets up units in reserve (for example, Stormcast Eternals players can use the ’Celestial Realm’ ability).
RESERVE CONTINGENT: These warriors will join the battle once it is already underway.
Declare: Pick a friendly unit in the second turn force or the third turn force that has not been deployed.
Effect: Set up that unit in
reserve. It has now been deployed.
BATTLE LENGTH
The battle lasts for 5 battle rounds.
ARRIVAL
Units in the second turn force can only be set up on the battlefield from the second battle round. Likewise, units in the third turn force can only be set up on the battlefield from the third battle round.
Players can use the following ability to set up their units:
ARRIVAL OF RESERVES: Reinforcements enter the fray.
Declare: Pick a friendly unit in reserve.
Effect: Set up that unit anywhere wholly within friendly territory more than 9" from all enemy units.
Alternatively, players can use another ability that sets up units on the battlefield (for example, Stormcast Eternals players can use the ‘
Scions of the Storm’ ability to set up units that are in reserve in the
Celestial Realm). If they do so, they must adhere to the restrictions above (for example, units in the second turn force cannot be set up using such abilities until the second battle round).
TWISTS
In the second and third battle rounds, if there is an
underdog, they can pick 1 enemy unit in reserve. That unit cannot Ье set up on the battlefield in that battle round.
In the fourth and fifth battle rounds, if there is an
underdog, they can pick 1 friendly unit on the battlefield. Add 1 to
wound rolls for that unit’s attacks for the rest of the battle round.
VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win а
major victory. If one player has fewer than 5 more victory points than their opponent, they win а
minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins а
minor victory. If the players are tied оп victory points and completed the same number of battle tactics, the battle is а
draw.