Professional Documents
Culture Documents
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”
24"
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.
3
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.
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.
12"
12"
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
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
• 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
20"
36" 24"
• 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
CAPTURE
The buildings on the battle field are crucial to our plans, take them!
9"
9"
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.
9"
9"
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.”
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.
12"
12"
OBJECTIVE
12" 12"
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
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.
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
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.