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  Red Gobbo Battleplan
  Red Gobbo BattleplanExpansion4December 2025
Battleplan

Escalation

Sometimes, two deadly foes will stumble across each other, and a bloody engagement will start.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:

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).

Deployment Phase
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.
KEYWORDSDEPLOY

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:

Your Movement Phase
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.

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
Your Movement Phase
SCIONS OF THE STORM: Upon blessed bolts of lightning do the Stormcast Eternals ride to war, the furious rumble of thunder heralding their arrival.

Declare: Pick a friendly STORMCAST ETERNALS unit that is in the Celestial Realm.

Effect: Set up that unit anywhere on the battlefield more than 9" from all enemy units.
Deployment Phase
THE CELESTIAL REALM: In High Azyr, the Stormcast Eternals await their call to deliver retribution.

Declare: If there are more friendly STORMCAST ETERNALS units on the battlefield than there are set up in reserve, pick a friendly STORMCAST ETERNALS unit that has not been deployed.

Effect: Set up that unit in reserve in the Celestial Realm. It has now been deployed.
KEYWORDSDEPLOY
Determine the Underdog
Whichever player has the fewest victory points is the underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog, unless otherwise specified.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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