Contents ![]() | ||
Book | Kind | Edition | Last update | |
![]() | ||||
![]() | Expansion | 3 | September 2021 |
|
See Pitched Battle Publications 2021 for a list of publications whose rules you are allowed to use when picking 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). | ||
Like allied units, coalition units are units from another faction that can be included in your army without preventing you from using your army’s allegiance abilities. Coalition units differ from allies in that they are more closely tied to your army’s faction. Thus, restrictions that apply to allies do not necessarily apply to coalition units; for instance, coalition units can be given enhancements. Examples of units that can be included in an army as ccalition units are Chaos Warriors with the Mark of Khorne in a Blades of Khorne army and Stormcast Eternals units in a Cities of Sigmar army. If an army can include coalition units, this will be explained in the allegiance abilities for the army’s faction. | ||
| ||||||||||||||||||||||||||||||||||||||
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. | ||
Battleplan Marking Territory![]() Two warring tribes are locked in a battle for territory, both seeking complete dominance over the other. Who will yield first? 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. BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY Starting from the third battle round, one player immediately wins a major victory if they control all of the objectives on the battlefield.If neither player has won a major victory by the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan Savage Gains![]() These two forces can no longer suffer each other’s presence in this region. A final clash will decide who claims these lands as their own and who bends the knee. 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.PRIME OBJECTIVES The objectives located on the border of each player’s territory are prime objectives. Unless noted otherwise, prime objectives cannot be removed from the battlefield.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 the objective on the border of your territory. - Score 2 victory points for each objective you control that is not on the border of either player’s territories. - Score 4 victory points if you control the objective on the border of your opponent’s territory. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan First Blood![]() Scouting has paid off for two forces vying to expand their domain. With the knowledge of what lies ahead, each side seeks to make an early show of dominance. 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. VANTAGE POINT At the start of each battle round, after the players have received their start-of-round command points, the player taking the second turn must pick 1 objective on the battlefield to be the vantage point. When a player receives their start-of-round command points, if they control the vantage point, they receive 1 extra command point.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan Power Struggle![]() Two stubborn warlords have created a stalemate at the borders of Thondia, both refusing to fall back to re-supply. Now they must commit everything they have to secure new ground. 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. HOLD YOUR GROUND In this battle, some victory points are only scored for objectives you control once you have controlled that objective for two of your turns consecutively. These turns can carry over into the next 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 have controlled at least one objective for two of your turns consecutively. - Score 1 victory point if you have controlled two or more objectives for two of your turns consecutively. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan Survival of the Fittest![]() In Ghur, only the mightiest may rule and strength is proven at the edge of a blade. Commanders will unleash their greatest warriors against one another, trusting in the primal laws of combat to determine the victors. 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 defenders 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. TOP OF THE FOOD CHAIN After armies have been set up, before determining who has the first turn in the first battle round, each player must pick 3 different friendly units on the battlefield, starting with the attacker. These units are your predator units for the battle.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one 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 predator unit that was destroyed by a friendly predator unit during that turn. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan Tectonic Interference![]() From the Fraktom Crevasse to the Coast of Tusks, Thondia is rocked by powerful earthquakes. Two armies have met in the midst of such a series of tremors, seizing what ground they can before Ghur’s rage reduces it to ruin. 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.PRIME OBJECTIVES The objectives in this battle are prime objectives. Unless noted otherwise, a prime objective cannot be removed from the battlefield.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 opponents territory. ALPHA AND BETA OBJECTIVES At the start of each battle round, before determining who has the first turn, roll a D3. The objective with the corresponding number is the alpha objective for that battle round, and the other 2 objectives are the beta objectives for that 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 the alpha objective. - Score 1 victory point for each beta objective you control. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan Apex Predators![]() Amidst the storm-wracked Thunderscorn Peaks, two armies have met at the sight of an ancient tribal tomb. Should a war leader prove themselves worthy, the spirits of Ghur will infuse them with new power. 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. ALTARS OF THE BEAST The normal rules for objective marker control and contesting objectives are not used. The only ways to gain control of an objective are as follows:- A friendly Leader unit finishes a move other than a retreat move within 3" of the objective, and no enemy Leader unit is within 3" of the objective. - An attack made with a melee weapon by a friendly Leader unit within 3" of the objective destroys an enemy Leader unit within 3" of the objective. Once you gain control of an objective, it remains under your control until your opponent gains control of it or until there is no friendly Leader unit within 3" of it. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan The Vice![]() Two forces have come to blows amidst the shadows of an ancient crevasse. As the battle unfolds, both generals discover that the chasm is gradually closing in around them. Victory here must be swift for any hope of escape. 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 in each corner of the battlefield as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table.PRIME OBJECTIVES The objectives in this battle are prime objectives. Unless noted otherwise, prime objectives cannot be removed from the battlefield.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 12" from their opponent’s territory. THE VICE At the start of the second battle round, before determining who has the first turn, each objective is moved to a new location as shown on the map.At the start of the fourth battle round, before determining who has the first turn, remove all 4 objectives from the battlefield and place a new objective at the centre of the battlefield. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan Tooth and Nail![]() In the Drowned Lands of Thondia, it can take days for reinforcements to navigate the bogs and marshes. Warriors must fight on even as fatigue sets in, while the mystical powers of the fens play havoc with any new arrivals. 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.PRIME OBJECTIVES The objectives located wholly within each player’s territory are prime objectives. Unless noted otherwise, prime objectives cannot be removed from the battlefield.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. NO RESERVES All units must be set up on the battlefield before the battle begins. If a unit is set up in reserve, all of the models in the unit are slain and the unit is destroyed.FATIGUED WARRIORS Summoned units cannot shoot or charge in the turn in which they were added to your army.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan Feral Foray![]() The Great Excelsis Road is littered with the remains of convoys preyed upon by beasts of the wild. Often, supplies remain amidst the ruins, and so two armies have arrived, each seeking to carry off the abandoned loot before their enemy can do the same. 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 opponents territory. RAIDING OBJECTIVES From the start of the second battle round, after you score victory points, you can raid 1 objective that you control, that is wholly within your opponent’s territory and that is within 1" of a friendly unit. If you do so, you score 1 additional victory point. The objective is then removed from play. You cannot raid more than 1 objective per turn.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan Power in Numbers![]() Two factions have been locked in a struggle amidst the valleys of the Krondspine Range for days. With no victory in sight, both generals opt to commit their forces to a final, brutal 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. THE BACKBONE OF SUCCESS If there are any Battleline units within 6" of an objective, then only models from Battleline units can contest that objective.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 2 victory points if you completed the battle tactic you picked that turn. Starting from the second battle round, at the end of each of their turns, a player can destroy 1 or more of the objectives they control in order to score the following victory points: - If the player gained control of the objective in this turn, they score 1 victory point. - If the player controlled the objective at the end of their last turn and has not lost control of it since, they score 2 victory points. - If the player controlled the objective at the end of their turn before last and has not lost control of it since, they score 4 victory points. - If the player gained control of the objective in the first battle round and has not lost control of it by the end of their turn in the fifth battle round, they score 8 victory points. If more than one of these criteria are met for the same objective, only the one that scores the most victory points applies. Once destroyed, an objective is removed from play. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan The Veins of Ghur![]() Ley lines of arcane power cross Thondia, many of which connect in some form to the lands around Excelsis. Two forces have met upon such a ley line to do battle, little realising that the deposits of amberstone here will reduce even the most aloof to raging beasts. 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. 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.REALMSTONE VEINS 3 objectives are set up during the battle. The first objective is set up at the start of the second battle round, before determining who has the first turn. The second and third objectives are set up at the start of the third battle round, before determining who has the first turn.Each objective corresponds to a line on the battlefield (see map). When setting up each objective, roll 2D6 and set it up where its corresponding line crosses the line that corresponds to the roll. PRIME OBJECTIVES The objectives in this battle are prime objectives. Unless noted otherwise, prime objectives cannot be removed from the battlefield.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score a number of victory points equal to the number of the current battle round for each objective you control. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the battle wins a major victory.If the players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Units with the MONSTER keyword will give your army some powerful advantages this tournament season. These units have the potential to earn you extra victory points in your games, and because of the Feral Roar realm command they will be even tougher to kill! What’s more, the Metamorphosis spell means that you can grant the MONSTER keyword to a HERO of your choice, meaning they can reap all of the other benefits that being a MONSTER brings, including going on a monstrous rampage (core rules, 21.1). Go on - heed the call of Ghur and give in to your primal instincts! | ||
|
|
Sever the Head: When the battle ends, you complete this grand strategy if there are no HEROES from your opponents starting army on the battlefield. Hold the Line: When the battle ends, you complete this grand strategy if there are any Battleline units from your starting army on the battlefield. Vendetta: When the battle ends, you complete this grand strategy if the model chosen to be your opponent’s general has been slain and the model chosen to be your general has not been slain. Dominating Presence: When the battle ends, you complete this grand strategy if there are more units from your starting army on the battlefield than there are units from your opponent’s starting army on the battlefield. Beast Master: When the battle ends, you complete this grand strategy if there are any MONSTERS from your starting army on the battlefield.Prized Sorcery: When the battle ends, you complete this grand strategy if there are any WIZARDS from your starting army on the battlefield. Pillars of Belief: When the battle ends, you complete this grand strategy if there are any PRIESTS from your starting army on the battlefield. Predator’s Domain: When the battle ends, you complete this grand strategy if you control more terrain features than your opponent. | ||
Broken Ranks: When you reveal this battle tactic, pick 1 Battleline unit from your opponent’s starting army on the battlefield. You complete this battle tactic if that unit is destroyed during this turn. If that unit was destroyed by an attack made by a friendly MONSTER or an ability of a friendly MONSTER, score 1 additional victory point. Conquer: When you reveal this battle tactic, pick 1 objective marker on the battlefield that your opponent controls. You complete this battle tactic if you control that objective marker at the end of this turn. Slay the Warlord: You complete this battle tactic if the model chosen to be your opponent’s general is slain during this turn. If that model was destroyed by an attack made by a friendly MONSTER or an ability of a friendly MONSTER, score 1 additional victory point. Ferocious Advance: When you reveal this battle tactic, pick 3 different units from your starting army on the battlefield. You complete this battle tactic if all of the units you picked run in the following movement phase and finish that run within 3" of each other. If all 3 of those units are MONSTERS, score 1 additional victory point. Bring It Down!: When you reveal this battle tactic, pick 1 enemy MONSTER on the battlefield. You complete this battle tactic if that unit is destroyed during this turn. If that enemy MONSTER was destroyed by an attack made by a friendly MONSTER or an ability of a friendly MONSTER, score 1 additional victory point. Aggressive Expansion: When you reveal this battle tactic, pick 2 objective markers on the battlefield that are not wholly within your territory. You complete this battle tactic if you control both objective markers at the end of this turn. Monstrous Takeover: When you reveal this battle tactic, pick 1 MONSTER from your starting army on the battlefield. You complete this battle tactic if that MONSTER is contesting an objective marker that you control at the end of this turn, and that objective marker is not contested by an enemy MONSTER. Savage Spearhead: You complete this battle tactic if there are 2 or more units from your starting army wholly within your opponent’s territory at the end of this turn. If 2 or more of those units are MONSTERS, score 1 additional victory point. | ||
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.
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. | ||
Contents ![]() | ||