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GHURISH HEARTLANDS SCORING SHEET BATTLEPLAN GRAND STRATEGIES

Vendetta: When the battle ends, you complete Pillars of Belief: When the battle ends, you complete
this grand strategy if the model chosen to be your this grand strategy if there are any PRIESTS from your
ATTACKER opponent’s general has been slain and the model starting army on the battlefield.
chosen to be your general has not been slain.
Dominating Presence: When the battle ends, you
GRAND STRAT Sever the Head: When the battle ends, you complete complete this grand strategy if there are more units
this grand strategy if there are no HEROES from your from your starting army on the battlefield than there
opponent’s starting army on the battlefield. are units from your opponent’s starting army on the
BATTLE BATTLE BAT TACTIC # OBJECTIVE VP Hold the Line: When the battle ends, you complete
battlefield.
ROUND TACTIC COMPLETE? CONTROL? SCORED this grand strategy if there are any BATTLELINE units Beast Master: When the battle ends, you complete
from your starting army on the battlefield. this grand strategy if there are any MONSTERS from
your starting army on the battlefield.
1 Predators Domain: When the battle ends, you
complete this grand strategy if you control more Prized Sorcery: When the battle ends, you complete
terrain features than your opponent. this grand strategy if there are any WIZARDS from
2 your starting army on the battlefield.

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BATTLE TACTICS
4 Broken Ranks: When you reveal this battle tactic, pick Bring it Down! When you reveal this battle tactic,
1 Battleline unit from your opponent’s starting army pick 1 enemy MONSTER on the battlefield. You
on the battlefield. You complete this battle tactic if complete this battle tactic if that unit is destroyed
5 that unit is destroyed during this turn. If that unit was during this turn. If that MONSTER was destroyed by an
destroyed by an attack made by a friendly MONSTER attack made by a friendly MONSTER or an ability of a
or an ability of a friendly MONSTER, score 1 additional friendly MONSTER, score 1 additional victory point.
GRAND STRAT COMPLETE? VP TOTAL: victory point.
Aggressive Expansion: When you reveal this battle
Conquer: When you reveal this battle tactic, pick 1 tactic, pick 2 objective markers on the battlefield that
objective marker on the battlefield that your opponent are not wholly within your territory. You complete this
DEFENDER controls. You complete this tactic if you control that tactic if you control both objective markers at the end
objective marker at the end of this turn. of this turn.
GRAND STRAT Slay the Warlord: You complete this tactic if the Monstrous Takeover: When you reveal this battle
model chosen to be your opponent’s general is slain tactic, pick 1 MONSTER from your starting army on
during this turn. If that model was destroyed by an the battlefield. You complete this battle tactic if that
BATTLE BATTLE BAT TACTIC # OBJECTIVE VP attack made by a friendly MONSTER or an ability of a MONSTER is contesting an objective marker that
ROUND TACTIC COMPLETE? CONTROL? SCORED friendly MONSTER, score 1 additional victory point. you control at the end of this turn, and that objective
marker is not contested by an enemy MONSTER
Ferocious Advance: When you reveal this battle tactic,
pick 3 different units from your starting army on the Savage Spearhead: You complete this tactic if there
1 battlefield. You complete this battle tactic if all the are 2 or more units from your starting army wholly
units you picked run in the following movement phase witihin your opponent’s territory at the end of this
and finishe that run within 3” of each other. If all turn. If 2 or more of those units are MONSTERS,
2 3 of those units are MONSTERS, score 1 additional score 1 additional victory point.
victory point.
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GHUR REALM RULES
5 PREDATORS AND PREY COMMAND: FERAL ROAR
Once per battle round, You can use this command ability at the start of the
you score 1 additional victory point if any enemy combat phase. The unit that recieves the command
GRAND STRAT COMPLETE? VP TOTAL: MONSTERS were slain in the battle round. must be a MONSTER. Until the end of that phase,
when you look up the value on that unit’s damage
SEISMIC SHIFT table, it is treated as if it had suffered 0 wounds.
ATTACKER FIRST TURN DEFENDER At the start of the third battle round, after the players roll
off to determine who has the first turn, the player taking MAGIC: METAMORPHOSIS
the second turn in the battle round can pick 1 objective Metamorphosis is a spell that has a casting value of 5
ATTACKER RESULT DEFENDER marker on the battlefield and remove it from play. and a range of 12”. If successfully cast, pick 1 friendly
HERO that is not a MONSTER and that is within
MAJ MIN DRAW MAJ MIN range and visible to the caster. That HERO gains the
MONSTER keyword until your next hero phase.

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