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Resurrection

A Warhammer Fantasy Battles Sixth Edition Event

THE SCENARIO PACK


Version 4 – 2023
2 WARHAMMER

PROVISIONS
“Scouts have reported that several supply dumps have been
left unguarded after the hasty withdrawal of one of the forces
along the front lines. You are to secure these crucial supplies
for your own forces and of course to deny them to any enemy
that may have designs on them”

12" SIDE A DEPLOYMENT ZONE 12"


12"

24"

12" SIDE B DEPLOYMENT ZONE

Forces Deployment
Use your 2000 point force. • Both Generals should roll off with the winner
having the choice of choosing which side of the
The Battlefield table they would like to deploy, the loser of the
• The terrain will already have been set up. roll off then chooses whether they would like to
• In addition each table will have 5 small objective deploy first or second.
markers (crates, barrels etc.) which should be • You may deploy your troops anywhere in your
placed on the Battlefield as indicated on the deployment zone.
map above. • All war machines are placed at the same time,
• These Objective Markers represent supplies but in any position in their deployment area.
that both armies are trying to recover. • All the player’s characters are placed down
together, at the same time, after all other units
have been placed.
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• Each player’s deployment zone is 12” in from Victory Conditions


his long table edge, therefore the closest they • Use Standard Victory points to determine a
can ever be is 24” from each other at the winner. I.e At the end of the battle you score the
commencement of battle. points value for any enemy unit that has been
• Scouts are placed after all other units as per wiped out or is fleeing.
the rules in the BRB. If both armies have scouts • You score half points for any unit that is alive
roll a dice for each scouting unit, re-rolling ties. and not fleeing that is at 50% or below.
The Scouting unit that rolled highest is • 100 Points Bonus if the enemy General is dead,
deployed first. fleeing or not on the battlefield other than
having pursued or overran there.
First turn • 100 Points for the enemy BSB following same
Roll a D6 for each player adding +1 for the player conditions as the general.
who finished deploying first and the higher player • 100 points for each captured enemy standard.
may choose who goes first. The +1 bonus does not Note that you must pursue a defeated enemy,
apply on a re-roll after a tie. after breaking them in order to capture their
standard. If you do not pursue the banner is lost
Battle Length in the mire of the battlefield. To be clear, if a unit
The battle lasts for 6 Turns. that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
Special Rules the unit no longer has a banner. Note, there are
A player controls an Objective Marker when they different rules for the Battle Standard Banner.
have picked it up by moving over the marker with • There are no points for controlling quarters.
any part of their unit. Flying units can only fly at • You also gain Victory Points for controlling
half speed if carrying an Objective marker, they Objective Markers as follows. At the end of the
can use their ground movement as normal. game if you have:
Otherwise the marker does not impeded movement • One more Objective marker than your
in any way. The Marker then travels with that Unit/ opponent you get +100 points
Character until the end of the battle, unless the unit • Two more = 200 points
is destroyed by missile fire in which case the marker • Three more = 300 points
is placed on the ground where the exact midpoint • Four more = 400 points
of the unit was when it was defeated), or, if the unit • Five more = 500 points
was defeated in Hand-to-Hand combat, the
opposing Character or Unit then automatically • If the battle should end before the 6th turn, due
picks up the Objective Marker. to a General conceding. The winning General is
assumed to have secured all the Objectives and
will of course score a rousing victory.
4 WARHAMMER

TAKE AND HOLD


“Not one step backwards!”

Use your rear guard to secure your provisions while your forward elements
are to press ahead to take and hold some important sites around the main
field of battle. Glory and honour await those who can breakthrough the
enemy lines to capture the enemy’s supply dump.

SIDE A DEPLOYMENT ZONE 12"

< 10" < 10" < 10" < 10"

SIDE B DEPLOYMENT ZONE 12"

Forces • One objective is to be placed in the centre of


Use your 2000 point force. the battlefield.
• The next two objectives are to be placed
The Battlefield anywhere along the centre line of the
• The terrain will already have been set up. battlefield that is more the 10” away from the
• Generals should roll off to decide on which side centre point and more than 10” away from the
of the table they wish to deploy in and then table edge. The Generals should roll a D6 with
follow the instructions below. the highest deciding to place one of these
• The Generals will be expected to set up the markers first or second.
objectives. • Finally the General who placed the last
• Each table will have 5 objective markers for use objective marker should now place their
in the game, each general is to take a provisions provisions objective marker in their own
objective marker (with chests and barrels) and deployment zone more than 10” away from
set to one side for the moment. any table edge.
5

Deployment when you’re running for your life.


• You may deploy your troops anywhere in your • Victory points for controlled objectives are
deployment zone. The general who lost the roll scored as follows.
to chose table side may choose to deploying • Their own provisions objective= 1VP
first or second. • The right hand side objective= 2VP
• All war machines are placed at the same time, • The left hand side objective= 2VP
but in any position in their deployment area. • The dead centre objective= 3VP
• All the player’s characters are placed down • The enemy’s provision’s objective= 5VP
together, at the same time, after all other units
have been placed. Whoever has the most VP is the winner and scores
• Each player’s deployment zone is 12” in from his as follows:
long table edge, therefore the closest they can • a win via conditions (bottom) scores 450
ever be is 24” from each other at the points
commencement of battle.
• Scouts are placed after all other units as per Otherwise:
the rules in the BRB. If both armies have scouts • .+1 to 2VP scores 600 points
roll a dice for each scouting unit, re-rolling ties. • +3 to 4 VP scores 700 points
The Scouting unit that rolled highest is • + 5 to 6 VP scores 800 points
deployed first. • +7 to 8 VP scores 900 points
• +9 to 10VP scores 1000 points
First turn • +11 to 12VP scores 1100 points
Roll a D6 for each player adding +1 for the player • +13 VP scores 1300 points
who finished deploying first and the higher player • A draw scores 300-300
may choose who goes first. The +1 bonus does not • The loser scores 0 points.
apply on a re-roll after a tie.
• In the event that both players have the same VP
Battle Length then:
The battle lasts for 6 Turns. • Whoever controls their opponent’s objective will
be declared the winner.
Victory Conditions • Whoever controls the central objective will be
• In this scenario taking and holding the objective declared the winner.
is all that matters. This is the only way to gain • Whoever controls the most objectives will be
Victory Points. declared the winner.
• To control or hold an objective marker a player • If none of these conditions is met then the
must have more models within 3” of any point Generals will have agreed a temporary truce
on the marker than their opponent. Each model’s and it will be scored an absolute draw.
worth is his/her Unit Strength. Heroes are worth
double points for this purpose only (but not
mounts)
• If a marker has no models within 3” of it then
no one can claim it. Fleeing units cannot claim
objectives but should they rally on or close to
an objective then they can lay claim to it. For
the purposes of fleeing the objectives will not
influence the fleeing unit in any way. Sacred
stones and small lava pools mean nothing
6 WARHAMMER

HEAD HUNTER
Reports have been received telling of numerous despicable acts of
torture and slaughter that the enemy has carried out in previous
days upon innocent bystanders to the ongoing conflict, the General
is incensed and has ordered a bounty on all the enemy heroes’ heads.

SIDE A DEPLOYMENT ZONE 12"

12"

12"

SIDE B DEPLOYMENT ZONE 12"

Forces • All war machines are placed at the same time,


Use your 2000 point force but in any position in their deployment area.
All the player’s characters are placed down
The Battlefield together, at the same time, after all other units
The terrain will already have been set up. have been placed.
• Each player’s deployment zone is 12” in from
Deployment his long table edge, therefore the closest they
• Both Generals should roll off with the winner can ever be is 24” from each other at the
having the choice of choosing which side of the commencement of battle.
table they would like to deploy, the loser of the • Scouts are placed after all other units as per
roll off then chooses whether they would like to the rules in the BRB. If both armies have scouts
deploy first or second. roll a dice for each scouting unit, re-rolling ties.
• You may deploy your troops anywhere in your The Scouting unit that rolled highest is
deployment zone. deployed first.
7

First turn Scenario special rules


Roll a D6 for each player adding +1 for the player For each enemy character killed in close combat or
who finished deploying first and the higher player run down when fleeing, you earn double the points
may choose who goes first. The +1 bonus does not value of the model. Keep track of each model’s
apply on a re-roll after a tie. head and what unit has it. Note that it doesn’t have
to be in a challenge or by another character. Units
Battle Length can also kill characters when pursuing. However,
The battle lasts for 6 Turns. no bonus is gained if a character is chased off the
board, his fleeing unit must be caught to earn this
Victory Conditions bonus. Heads are carried with units like standards.
• Use Standard Victory points to determine a However, they may be passed to any friendly unit
winner. I.e At the end of the battle you score the during the movement phase as long as they are
points value for any enemy unit that has been within 4” of each other as a free action, even if one
wiped out or is fleeing. or both units marched. Units that are fleeing do not
• You score half points for any unit that is alive have the time nor the organisation to pass heads to
and not fleeing that is at 50% or below. another unit. Heads are always with a unit and
100 Points Bonus if the enemy General is dead, cannot be dropped unless they are destroyed.
fleeing or not on the battlefield other than Friendly units do not recapture the heads of their
having pursued or overran there. heroes or Lords and therefore unlike recaptured
• 100 Points for the enemy BSB following same banners they cannot be captured a second time.
conditions as the general. Units that leave the board for any reason while still
• 100 points for each captured enemy standard. in possession of a head or heads, still get the bonus.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
• There are bonuses for killing the enemy’s
characters an unit champions.
8 WARHAMMER

CARNAGE
In their eagerness to meet in battle the
opposing forces almost pass each other in the
morning mist and must quickly reform and face up.

18"
SIDE A DEPLOYMENT ZONE

12"

12"

18"
SIDE B DEPLOYMENT ZONE

Forces • All war machines are placed at the same time,


Use your 2000 point force but in any position in their deployment area.
All the player’s characters are placed down
The Battlefield together, at the same time, after all other units
The terrain will already have been set up. have been placed.
• Each player’s deployment zone is 12” in from his
Deployment long table edge, therefore the closest they can
• Both Generals should roll off with the winner ever be is 24” from each other at the
having the choice of choosing which side of the commencement of battle.
table they would like to deploy, the loser of the • Scouts are placed after all other units as per
roll off then chooses whether they would like to the rules in the BRB. If both armies have scouts
deploy first or second. roll a dice for each scouting unit, re-rolling ties.
• You may deploy your troops anywhere in your The Scouting unit that rolled highest is
deployment zone. deployed first.
9

First turn Special Scenario rules:


Roll a D6 for each player adding +1 for the player Each time an enemy unit is removed as a casualty
who finished deploying first and the higher player while Engaged in Combat, when Breaking from
may choose who goes first. The +1 bonus does not Combat, or during the Flee Move directly after
apply on a re-roll after a tie. Breaking from Combat, you gain a Victory Counter.
At the end of the game, the player with the most
Battle Length Victory Counters wins this Secondary Objective
The battle lasts for 6 Turns. and scores an additional 300 points. No points
are given if both players have the same amount
Victory Conditions of Victory Counters.
• Use Standard Victory points to determine a
winner. I.e At the end of the battle you score the
points value for any enemy unit that has been
wiped out or is fleeing.
• You score half points for any unit that is alive
and not fleeing that is at 50% or below.
100 Points Bonus if the enemy General is dead,
fleeing or not on the battlefield other than
having pursued or overran there.
• 100 Points for the enemy BSB following same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
10 WARHAMMER

HIDDEN KINGS
A messenger has reported that the enemy King is in the field,
and is apparently hidden in one of the army’s unit ready to
appear to claim victory. Find him and kill him.

12" 12"
SIDE A DEPLOYMENT ZONE

24"

12" 12"
SIDE B DEPLOYMENT ZONE

Forces having the choice of choosing which side of


Use your 2000 point force the table they would like to deploy, the loser
of the roll off then chooses whether they would
The Battlefield like to deploy first or second.
The terrain will already have been set up. • Only troops that are cavalry, fast cavalry,
fliers or scouts may be deployed on the flanks.
Deployment All other troops have to deploy in the main
• Before deploying each player must secretly deployment zone.
choose any friendly non-character unit in which • All war machines are placed at the same time,
to hide the army’s hidden king. This should be but in any position in their deployment area.
recorded clearly on a piece of paper, or even with All the player’s characters are placed down
a discrete mark on the underside of the model. together, at the same time, after all other
• Both Generals should roll off with the winner units have been placed.
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• Scouts are placed after all other units as per Special Scenario rules:
the rules in the BRB. If both armies have scouts At the end of the game if your king is alive and
roll a dice for each scouting unit, re-rolling ties. your opponents has been removed as a casualty,
The Scouting unit that rolled highest is then you will score 300 points.
deployed first.
This is an addition to all other normal points.
First turn
Roll a D6 for each player adding +1 for the player I’d suggest that even if your hidden king is killed,
who finished deploying first and the higher player that you keep this fact secret until the end of
may choose who goes first. The +1 bonus does not the game.
apply on a re-roll after a tie.

Battle Length
The battle lasts for 6 Turns.

Victory Conditions
• Use Standard Victory points to determine a
winner. I.e At the end of the battle you score
the points value for any enemy unit that has
been wiped out or is fleeing.
• You score half points for any unit that is alive
and not fleeing that is at 50% or below.
100 Points Bonus if the enemy General is dead,
fleeing or not on the battlefield other than
having pursued or overran there.
• 100 Points for the enemy BSB following same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
12 WARHAMMER

DOMINATING THE FIELD


‘Glory is ours’ but we must claim the field!

SIDE A DEPLOYMENT ZONE

20"

36" 24"

SIDE B DEPLOYMENT ZONE

Forces • Only troops that are cavalry, fast cavalry or flyers


Use your 2000 point force may be deployed on the flanks. All other troops
have to deploy in the main deployment zone.
The Battlefield • Before deploying each general has to declare if
The terrain will already have been set up. he intends to deploy cavalry, fast cavalry or flyers
on the flanks.
Deployment • These units are deployed in normal , alternating
• Both Generals should roll off with the winner order after all units (except characters) are
having the choice of choosing which side of the placed in the main deployment zone and must
table they would like to deploy, the loser of the be placed more than 20” away from any enemy
roll off then chooses whether they would like to troops.
deploy first or second. • Scouts are placed as normal.
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• All war machines are placed at the same time, Special Scenario rules:
but in any position in their deployment area. At the end of the game, players are awarded
All the player’s characters are placed down victory counters for each zone in which they
together, at the same time, after all other have at least one scoring unit.
units have been placed.
• Scouts are placed after all other units as per A scoring unit is any unit of more than US5
the rules in the BRB. If both armies have scouts that is not fleeing.
roll a dice for each scouting unit, re-rolling ties.
The Scouting unit that rolled highest is • The opponent’s deployment zone - 3 counters
deployed first. • The zones’ adjacent to your own deployment
zone - 2 counters each
Battle Length • Your own deployment zone - 1 counter
The battle lasts for 6 Turns. • The centre zone - 0 counters

Victory Conditions A unit is considered to be in a zone if the centre


• Use Standard Victory points to determine a is inside it.
winner. I.e At the end of the battle you score
the points value for any enemy unit that has The player with the most victory counters
been wiped out or is fleeing. wins an additional 300 points
• You score half points for any unit that is alive
and not fleeing that is at 50% or below.
100 Points Bonus if the enemy General is dead,
fleeing or not on the battlefield other than
having pursued or overran there.
• 100 Points for the enemy BSB following same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
• There are no victory points for table quarters.
14 WARHAMMER

CAPTURE
The buildings on the battle field are crucial to our plans, take them!

SIDE A DEPLOYMENT ZONE 15"

9"

9"

SIDE B DEPLOYMENT ZONE 15"

Forces • All war machines are placed at the same time,


Use your 2000 point force but in any position in their deployment area.
All the player’s characters are placed down
The Battlefield together, at the same time, after all other units
The terrain will already have been set up. have been placed.
• Each player’s deployment zone is 15” in from his
Deployment long table edge, therefore the closest they can
• Both Generals should roll off with the winner ever be is 18” from each other at the
having the choice of choosing which side of the commencement of battle.
table they would like to deploy, the loser of the • Scouts are placed after all other units as per
roll off then chooses whether they would like to the rules in the BRB. If both armies have scouts
deploy first or second. roll a dice for each scouting unit, re-rolling ties.
• You may deploy your troops anywhere in your The Scouting unit that rolled highest is
deployment zone. deployed first.
15

First turn Scenario special rules


Roll a D6 for each player adding +1 for the player At the end of the battle there are bonus points
who finished deploying first and the higher player for whoever controls the various buildings or
may choose who goes first. The +1 bonus does not objectives. (referred to as buildings)
apply on a re-roll after a tie.
A player can claim to control a building by
Battle Length having a unit or model within 3” of any part of the
The battle lasts for 6 Turns. building, for simplicity the base (if present) counts
as part of the building. To be clear , if only 1 model
Victory Conditions on the corner of a unit of 30 models is within 3” of
• Use Standard Victory points to determine a the building then the entire unit is deemed to be
winner. I.e At the end of the battle you score the contesting that building.
points value for any enemy unit that has been
wiped out or is fleeing. If both players have models within 3” of a building
• You score half points for any unit that is alive then the player with the greater US is deemed to
and not fleeing that is at 50% or below. be in control of the building. Fleeing models or
100 Points Bonus if the enemy General is dead, units do not count.
fleeing or not on the battlefield other than
having pursued or overran there. Bonus victory points are awarded as follows:
• 100 Points for the enemy BSB following same If you control the centre building- 400 points.
conditions as the general. If you control either left or right buildings – 150
• 100 points for each captured enemy standard. points
Note that you must pursue a defeated enemy,
after breaking them in order to capture their If you control both the left and the right buildings-
standard. If you do not pursue the banner is lost 500 points.
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
• There are no points for claiming quarters.
16 WARHAMMER

ANCIENT ARTEFACT
Your scouts have reported that there is an ancient artefact or some
important site in the middle of the battlefield that has special
meaning to our enemy. Make sure that you defend it from the usurpers.

SIDE A DEPLOYMENT ZONE

9"

9"

SIDE B DEPLOYMENT ZONE

Forces deploy first or second.


Use your 2000 point force • You may deploy your troops anywhere in your
deployment zone.
The Battlefield • All war machines are placed at the same time,
The terrain will already have been set up and there but in any position in their deployment area.
will be an artefact or some other marker in the All the player’s characters are placed down
middle of the table. This is impassable. together, at the same time, after all other units
have been placed.
Deployment • Each player’s deployment zone is 12” in from
• Both Generals should roll off with the winner his long table edge, therefore the closest they
having the choice of choosing which side of the can ever be is 24” from each other at the
table they would like to deploy, the loser of the commencement of battle.
roll off then chooses whether they would like to • Scouts are placed after all other units as per
17

the rules in the BRB. If both armies have scouts Scenario special rules
roll a dice for each scouting unit, re-rolling ties At the end of each turn beginning with turn 2,
• The Scouting unit that rolled highest is the player with the highest unit strength within
deployed first. 6” of the marker* gains a counter. The player with
the most counters at the end of the game gains
First turn a bonus of 400 points. This is in addition to the
Roll a D6 for each player adding +1 for the player normal scoring for units killed, banners etc.
who finished deploying first and the higher player Remember: no victory points for table quarters.
may choose who goes first. The +1 bonus does not * A unit or any part of it i.e the corner of one
apply on a re-roll after a tie. trooper, that is within 6” of the artefact counts
as being within 6” of the artefact.
Battle Length
The battle lasts for 6 Turns.

Victory Conditions
• Use Standard Victory points to determine a
winner. I.e At the end of the battle you score
the points value for any enemy unit that has
been wiped out or is fleeing.
• You score half points for any unit that is alive
and not fleeing that is at 50% or below.
100 Points Bonus if the enemy General is dead,
fleeing or not on the battlefield other than
having pursued or overran there.
• 100 Points for the enemy BSB following same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
• There are no Victory points for table quarters.
18 WARHAMMER

THE INCURSION
“The invaders have dared enter our woodland home. They aim to establish
a staging post for others to flock to and then push further into the deep
forest. We must react quickly and not only repel their advances but push
them back from whence they came to reestablish a strong perimeter.”

DEFENDER DEPLOYMENT ZONE –


PREDOMINANTLY DENSE FOREST
12"

PREDOMINANTLY LIGHT FOREST 12"

PREDOMINANTLY SCRUB AND BUSHES 12"

ATTACKER DEPLOYMENT ZONE –


12"
OPEN GROUND

Overview. use and in a Resurrection Campaign Wood Elves


The attackers must gain as much ground as possible or Beastmen will defend their woodland realm,
in order to secure a front and long enough to should the two meet, either roll off to decide who
establish a staging post for the next waves of the attacks or ask Alex.
attack. The defenders seek to repel them at all • Both Generals should roll a D6, with the winner
costs. having the choice of choosing which side of the
table they would like to deploy, the loser of the
Forces roll then chooses whether they would like to
Use your 2250 point force deploy first or second.
The Battlefield • You may deploy your troops anywhere in your
The terrain will already have been set up. deployment zone.
• All war machines are placed at the same time,
Deployment but in any position in their deployment area.
• This scenario has been tweaked for Campaign All the player’s characters are placed down
19

together, at the same time, after all other units in the mire of the battlefield. To be clear, if a unit
have been placed. that has a banner breaks from combat but is not
• Each player’s deployment zone is 12” in from his pursued, it still loses its banner. Therefore, if it
long table edge, therefore the closest they can rallies, the unit no longer has a banner. Note, there
ever be is 24” from each other at the are different rules for the Battle Standard Banner.
commencement of battle. • There are no points awarded for claiming table
• Scouts are placed after all other units as per the quarters
rules in the BRB. If both armies have scouts, roll a
dice for each scouting unit, re-rolling ties. The Scenario special rules
Scouting unit that rolled highest is deployed first. Each unit woolly inside the relevant zone and not
below half strength , including flyers and characters
First turn (on any mount) count for earning the following
Roll a D6 for each player adding +1 for the player victory point bonuses.
who finished deploying first and the higher player
may choose who goes first. The +1 bonus does not For the:
apply on a re-roll after a tie. Attacker
Each unit or character in the Scrub and Bushes zone
Battle Length =100 VPS
The battle lasts for 6 Turns. Each unit or character in the Light forest zone
=200 VPS
Victory Conditions Each unit or character in the Dense Forest zone
• Use Standard Victory points to determine a =300 VPS
winner. I.e At the end of the battle you score the
points value for any enemy unit that has been Defender
wiped out or is fleeing. Each unit or character in the Light forest zone
• You score half points for any unit that is alive and =100 VPS
not fleeing that is at 50% or below. 100 Points Each unit or character in the Scrub and Bushes zone
Bonus if the enemy General is dead, fleeing or =200 VPS
not on the battlefield other than having pursued Each unit or character in the Open ground zone
or overran there. =300 VPS
• 100 Points for the enemy BSB following the same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner, it is lost
20 WARHAMMER

THE TOWER
As the fighting rages on , two armies close in on an objective of significant
importance and must do everything in their power to claim it. This building
is of huge strategic importance and as such is protected by strange and
powerful forces. Whoever claims it will have succeeded in making greater
strides in the overall battle and will be richly rewarded.

DEPLOYMENT ZONE 12"

12"
12"

OBJECTIVE
12" 12"

12" DEPLOYMENT ZONE

Forces Deployment
Use your 2250 point force • Both Generals should roll a D6, with the winner
having the choice of choosing which side of the
The Battlefield table they would like to deploy, the loser of the
The terrain will feature an impressive, but not large, roll then chooses whether they would like to
building placed in the centre of the table, ideally a deploy first or second.
tower of some description. This should be treated as • You may deploy your troops anywhere in your
impassable terrain , the doors and windows will be deployment zone.
impossible to open or break through, you cannot • All war machines are placed at the same time,
get inside the building*. No other terrain of any but in any position in their deployment area. All
kind should be placed within 12” of this building. the player’s characters are placed down together,
Other than that, no more than 4 pieces of terrain at the same time, after all other units have been
should be placed anywhere else on the battlefield placed.
but no closer than 8” to a table edge. • Each player’s deployment zone is as per the map

*see special rules


21

above.The closest the opposing armies can ever surround the building. The storm builds as the
be from each other , aside from scouts, is 24” at battle commences and dark and ominous clouds
the commencement of battle. threaten deadly lightning bolts with every passing
• Scouts are placed after all other units as per the second.
rules in the BRB. If both armies have scouts, roll a In a Campaign or friendly game roll a D6 at the
dice for each scouting unit, re-rolling ties. The start of each player’s turn . On the first turn of each
Scouting unit that rolled highest is deployed first. player, lightning bolts will hit on the roll of a 6. On
the second turn they will hit on the roll of a 5, on the
First turn third turn on the roll of a 4 and so on until the game
Roll a D6 for each player adding +1 for the player has ended.
who finished deploying first and the higher player Should the required number be rolled then,
may choose who goes first. The +1 bonus does not starting with the player whose turn it is, nominate
apply on a reroll after a tie. an enemy unit , wholly within 20” of any part of the
central building, on a 4+ it is hit by lightning and
Battle Length will suffer D6, strength 4 hits, armour saves may be
The battle lasts for 6 Turns. taken as normal with a -1 AS modifier. Then the
other player can do the same and pick an enemy
Victory Conditions unit as previously described. Should kills from the
This scenario is all about controlling the tower/ lightning force a panic test then any fleeing unit
central building. To control a building you need to will flee directly away from the centre point
have units within 3” of any part of the building. towards the table edge, following the usual rules for
More than one unit can be used to control the fleeing.
building and you need only to have any part of the
unit with 3” to do so.
If both players have units within 3” of the building
then the player with the greater US will be
determined the winner. Note that neither monsters
nor fleeing units can add their US to this total.

Scenario special rules


The building which both armies are attempting to
take control of is a mystical place. Once the
domain of a powerful wizard who presumably
protected it or perhaps cursed it with potent
magical defences. Battles fought here are perilous
indeed due to the incessant lightning storms that
22 WARHAMMER

NO RETREAT
The attackers are pushing hard, having Forces.
broken through the main lines they now hope This scenario required an attacker and a defender.
to take advantage of an enemy in disarray and If you are not told who is attacking by the TO then
capitalise on their position and capture one of the attacker will be the player with the fastest, most
two vitally important objectives. The defenders flexible force. Therefore whoever has the most
must do all in their power to prevent this cavalry units will attack, count flyers or flying units
happening for fear of the attackers gaining as cavalry for this purpose but not flying monsters
a foothold and therefore must make a stand or characters.
with what forces they have available to hold In the event that this is equal, the player with the
onto these objectives in their deployment zone. most skirmishing units will attack. If this is also
equal then simply roll off to see who the attacker is.
With little time to prepare the defenders Both forces should be the same size.
have hastily erected some barriers to slow
down the attackers or to funnel them The Battlefield
somewhere to better deal with them and have The terrain will already have been set up.
rushed a unit to head the enemy off. They do
not have their full force available as some are Deployment/setting up for battle.
still mustering in the rear, intending to come • The defender picks a short table edge to defend
and help defend as soon as possible. But will from, the attacker will attack from the opposite side.
they come soon enough? • Both players, starting with the Defender, place

DEFENDER PLACES
ATTACKER PLACES THIER UNITS HERE

THIER UNITS HERE

BOTH PLAYERS
20" 8" PLACE AN 8"
OBJECTIVE IN
THIS AREA

8"
23

one objective in the Defender’s table half, at arrive now. The Reserves move on from the
least 8”/20cm from the short centre line and all Defender’s short table edge at the start of their
table edges as shown above. Movement Step.
• The objective will be on a round base not more At the start of their second turn, they roll two
than 75mm in diameter. dice. Each roll of 5+ results in another Unit arriving
• Before deploying the defender may place one from their Reserves. They keep rolling at the start of
linear obstacle such as a fence or wall etc in their each of their following turns, adding one more die
deployment zone. This piece may not be more than the previous turn until all the reserves have
than 8” wide and 2” deep and regardless of what arrived.
it looks like will count as a defended obstacle If the Defender rolled three or more dice to get
with all the rules that apply. The short ends of Reserves in a turn, but failed to score any rolls of 5+,
this piece of terrain cannot be closer than 1” to they automatically receive one Unit from Reserve
any other piece of terrain. anyway.
• The defender must now select not more than Any units that arrive from reserve come on from
75% of its forces (in point value) excluding the rear, short table edge. Place the back end of
characters to deploy anywhere in their half of the unit against the rear table edge and your move
the table. The other 25% will come on as reserves commences there, so deeper unit will gain a small
(see special rules) advantage.
• The defender deploys all available units
anywhere in their deployment zone excluding Victory Conditions
characters. All that matters in this scenario is holding on to the
• The attacker deploys all of their units anywhere objectives for 6 turns in the case of the defender or,
in their deployment zone excluding characters. if you are the attacker; taking one of the objectives
• The defender places all of their characters. on or before the sixth turn.
• The attacker places all of their characters. • Note the game cannot end before the start of
• The defender places their ‘immediate’ ambush (see turn 4 unless of course a player conceeds.
special rules) anywhere in their deployment zone. • the winners losses determines the size of the
victory.
First turn
The attacker has the first turn. Once the battle has ended both players must count
up Standard Victory points to determine their
Battle Length losses and compare the difference using the regular
The battle lasts for 6 turns. chart in the Events’ pack.
• you score the points value for any enemy unit
Special Rules. that has been wiped out or is fleeing.
Ambush (defender) - Of the 75% of their force, the • You score half points for any unit that is alive
defender may select any unit to be deployed after and not fleeing that is at 50% or below.
the attacker has placed all of their units, including • 100 Points Bonus if the enemy General is dead,
their characters. This unit still has to be in the fleeing or not on the battlefield other than
defending player’s deployment zone. This having pursued or overran there.
represents the defender rushing a crucial unit to a • 100 Points for the enemy BSB following the same
weak point in the line before the enemy strikes. conditions as the general.
Reserves. • 100 points for each captured enemy standard.
At the start of the Defender’s first turn, they roll a • There are no Victory points for table quarters.
dice. On a roll of 5+ their first Unit arrives from the • the objectives do not actually yield any victory
Reserve. It may be any Unit of their choice, but must points.

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