Red Gobbo Battleplan


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BookKindEditionLast update
  Red Gobbo Battleplan
  Red Gobbo BattleplanExpansion4December 2025
Battleplan

Grotmas Getaway

In addition to the Core Rules, this battleplan uses the following Advanced Rules modules from the General’s Handbook 2025-26: Commands 2025-26, Terrain 2025-26, Magic 2025-26, Army Composition 2025-26, Command Models.


SET UP THE BATTLEFIELD
The players roll off. The winner chooses who is the naughty player and who is the nice player.

Next, the nice player sets up Da Red Gobbo anywhere on the battlefield. Da Red Gobbo is an objective that units (friendly and enemy) cannot end their move on.

Then, the nice player sets up terrain features. We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from Da Red Gobbo and more than 6" from all other terrain features.

PICK TERRITORIES AND ESCAPE POINT
After Da Red Gobbo and terrain have been set up, the naughty player picks which territory is their territory. The other territory is the nice player’s territory.

Then, the naughty player picks one of the short battlefield edges. The central point of that battlefield edge is the exit point, indicated by the black circle on the deployment map.
DEPLOYMENT
The naughty player begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.


TWIST
Players must use the following abilities:
Start of Your Turn
MAGNIFICENT MONSTROSITY: Da Red Gobbo doesn’t know what he’s doing any more than the rest, but he’s nothing if not enthusiastic.

Effect: Roll a dice and apply the corresponding effect. If any enemy units are contesting Da Red Gobbo, you can add or subtract 1 from the roll (to a minimum of 1).
1…Da Green Button?: Add 1 to the Attacks characteristic of each unit’s melee weapons (friendly and enemy) for the rest of the turn.
2…Da Blue Button?: Each player can re-roll 1 hit roll, 1 wound roll or 1 random characteristic roll for a weapon’s Damage characteristic this turn.
3…Da Yellow Button?: Each player gains 1 command point.
4…Da Orange Button?: Each unit (friendly and enemy) on the battlefield has a Move characteristic of 3D6" for the rest of the turn.
5…Da Purple Button?: Units (friendly and enemy) are not visible to other units outside their combat range for the rest of the turn.
6…Da Red Button?: You must immediately use the ‘Clank, Clank, Clank’ ability as if it were the end of your turn.
7+…Da Whirly Button?: Pick an enemy unit within 18" of Da Red Gobbo. Remove that unit from the battlefield. Then your opponent picks a point on the battlefield. Set up that enemy unit within 1" of that point and more than 9" from all enemy units. Each model in that enemy unit that cannot be set up in this way is automatically slain.

End of Your Turn
CLANK, CLANK, CLANK: Da Red Gobbo puts the suit into overdrive, and off it goes!

Effect: Roll 3D6. If Da Red Gobbo is within a number of inches of the exit point equal to the roll, he escapes, the battle ends immediately and both players lose.

Otherwise, pick a point on the battlefield within a number of inches of Da Red Gobbo equal to the roll. That point must be as near as possible to the exit point. Remove Da Red Gobbo from the battlefield and set him up again as near as possible to that point and more than 1" from all terrain features. If you are the underdog, set him up again within 6" of that point and more than 1" from all terrain features instead.

Passive
NAUGHTY OR NICE?: Your ability to catch Da Red Gobbo will all depend on how good you were this year.

Effect: If you are the naughty player, friendly units’ melee weapons have Crit (Auto-wound) while they are contesting Da Red Gobbo.

If you are the nice player, friendly units have WARD (6+) while they are contesting Da Red Gobbo


VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control Da Red Gobbo and no enemy units are contesting Da Red Gobbo.
  • Score 3 victory points if you control Da Red Gobbo and any enemy units are contesting Da Red Gobbo.
GLORIOUS VICTORY
At the end of the battle, if Da Red Gobbo has not escaped and if one player has at least 5 victory points more than their opponent, they win a Happy Holiday. If one player has fewer than 5 more victory points than their opponent, they win a Festive Season. If the players are tied on victory points, each player ‘wins’ a Lump of Coal.
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.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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