Battlefields

Setting up armies

There are several different but equally acceptable ways of setting up armies for a battle. In the scenarios it is often specified which side deploys first or how the units are deployed. However, where a game is played without a specific scenario or a scenario is played where no deployment is specified, players can deploy in any mutually agreeable fashion. The following are commonly used and provide an evenhanded way of deploying.

boar chariot

One unit at a time. Each side deploys one unit at a time onto the table starting with the player whose army has the most units. If both armies are the same size roll a dice to decide who goes first. Once one player has no units left, his opponent places the rest of his units on the battlefield. Characters are placed once all units are in position, either all at once or one at a time in the same way as units.

Maps. Each player makes a sketch map of his table edge and draws the positions of his units and characters. Once both players have completed their maps they are placed on the table and the armies are deployed by each player in accordance with the position indicated.

Screens. A screen is set up across the centre of the table and each player sets up his army out of sight of the other. Once both armies are deployed the screen is removed and the dispositions revealed.

One side first. Both players roll a dice and the highest scoring player decides whether to set up first or second. One side then sets up its entire army first, then the other side sets up. The side that sets up first, decides who takes the first turn.

Scouts. This way of setting up the armies is described in detail below.

Setting up scenery

It is entirely up to the players to decide on how to set up the scenery before the armies deploy. However, we recommend you use between 6 and 10 significant scenery pieces, evenly distributed across the table. Here are some ways on how to set up your scenery.

Dice for Edges. Both players help to construct the battlefield, after which they roll a dice to see which table edge they fight from. As neither player knows which edge he will start from, it is in their interest to make a battlefield that is reasonably balanced.

One player sets up and his opponent chooses which edge to fight from. One player sets up the terrain and the other decides which of the opposing edges he will fight from. This is a good method when one player is travelling to another’s house as it enables the host to set up the scenery beforehand.

Symmetrical set up. The scenery is laid out perfectly symmetrically so that no advantage is conferred to either side. This is a bit mechanical and rather unrealistic but it’s certainly fair in principle.

Table size and deployment areas

Warmaster has been developed for 1.8×1.2m (6′×4′) gaming tables. It can be played on a slightly smaller or much larger table using suitably sized forces. Armies need about 20cm of depth hence the standard game rule is that armies deploy along opposite table edges 80cm apart.

battlefield
Scouting

Scouting rules are an alternative way deploying your armies. It represents the pre-battle struggle for information between opposing armies’ scouts, and their commanders carrying out personal reconnaissance.

Before the game starts, players must indicate on their army lists which units and/or characters they wish to commit to scouting. Using the table below count the total number of committed scouting points.

Role Scouting Points Troop Types

Flyers

3

flying unit or any flying character or character on flying mount; Rangers; Gutter Runners; Gorgers; Waywatchers

Scouts

2

any unit of cavalry with 6+ Armour; Ethereal Hosts; Centigors; Warhounds; Huntsmen; Beastherd/Herdkin deployed as ambushers; Skirmishers; non-flying General

Patrols

1

any unit of cavalry with zero or 5+ Armour; Rat Swarms; Skinks; non-flying command 8 character.

Each player then rolls 2D6 and adds this to their number of committed scouting points. The player with the higher total chooses the table side and places his committed scouting units and/or characters within deployment zone. Units which are allowed to infiltrate or ambush do not need to be placed at this stage. Scouts and Patrols that are an addition to units (such as Empire Skirmishers) have to be placed at this stage with the rest of the unit.

Next the player with the lower total must place all of his units and characters within his deployment zone.

Finally, the player who ‘won’ the scouting roll then places the remainder of his units in his deployment zone and must move second in the first turn.

How long does the battle last?

There are several ways to determine how long the battle will last. Here are some of them described in detail. In any case the battle ends when one side concedes or withdraws.

Unlimited time. Players may prefer to play a battle without any fixed end. In such cases the battle ends when one side concedes or withdraws because their General is slain, or their break point is reached.

Agreed on beforehand. Players may simply agree on the number of turns before the game begins.

Random length decided beforehand. Roll a dice and consult the table below to see how long the battle will last.

D6 Game Length

1–2

5 turns

3–4

6 turns

5–6

7 turns

Random length. At the end of the 5th turn, roll a dice. On the roll of 4+ the battle ends. Otherwise repeat the roll on the end of the next turn. The game definitely ends at the end of the 8th turn.

Time limit. Apart from the number of turns, the length of the game can be set by a time limit. If no side breaks when the time limit is reached, then the side with the most victory points is the winner. Alternatively the death clock can be used, in which case the side that runs out of time first is the loser.

Scenarios

The simplest way to start a game is by lining the armies up across the battlefield 80cm apart using one of the methods described. Although easy, this seems unnecessarily dull when you could embellish each battle with its own story. So why not have a go. The following scenarios present examples of how battles can be fought. You can play these exactly as they are, or you can change the objectives and other details to suit yourselves. There are no rules when it comes to creating a battle. It’s up to you to invent an entertaining plot or spin a fantastic yarn to underpin the game.

Victory Points

Victory Points in following scenarios are designed so they fit into the campaign system presented further in this Rulebook. In these scenarios the Victory Points are not related to the point costs of the units destroyed but purely to the scenario objectives.

As usual, the player with the most Victory Points is the winner. To see how decisive the victory was, consult the Victory Points difference with the following table:

1–2 Victory Points

Minor victory

3–5 Victory Points

Major victory

6+ Victory Points

Massacre

If both sides have an equal number of Victory Points, then the game is a draw.

Take and hold

The aim of this scenario is to fight over certain objectives rather than just breaking your opponent. The battle can be played at any number of points however we recommend 2000 or more.

Special Rules

After terrain is set, players take turns in placing four game objectives. These can be any kind of markers or preferably some terrain features, such as buildings, lone trees, shrines etc. Two of the objectives should be placed 15cm within the central table line (objective zone B). Place the remaining two objectives outside this zone as well as outside the deployment zones (objective zone A). In each objective zone A there should be one objective. Place the objectives at least 5cm from any dense terrain and at least 30cm from each other.

After the objectives are placed, roll for sides and deploy your armies within the deployment zones.

Victory Points

Victory Points are awarded not only for breaking the opponent but for holding the objectives during the game. Victory Points for holding an objective are scored if a non-confused unit is within 5cm of the objective while there is no enemy unit within 5cm of the same objective at the end of player’s turn from 3rd turn on. Flyers cannot hold objectives however, they can contest them. Number of awarded points depends on where the objective lies

1 point for holding the objective on your side of the table.

2 points for holding an objective on the enemy side of the table.

2 points for forcing the enemy to withdraw.

Game ends when one player collects 10 Victory Points, one side withdraws or in a pre-agreed way (see How long does the battle last?).

An army that withdrew cannot win but draw at best even when it has more Victory Points than the enemy.

take and hold
swordsmen

Battle for the tower

This scenario features a bloody struggle for a tower positioned in the middle of the battlefield. The battle can be played at any number of points however we recommend 2000 or more.

Special Rules

Along with other terrain, place a tower (or any similar significant terrain feature such as farm house, monolith, shrine etc.) right in the middle of the table. This terrain feature counts as impassable terrain.

Deploy your armies as usual.

A player controls the tower if at least two of their non confused units of infantry, cavalry or chariots (in any combination) are touching the tower and are not in combat, and no enemy unit is touching the tower.

Victory points

It is important who controls the tower no matter which side withdrew. From 3rd turn on, a player will be awarded Victory Points at the end of his turn if he controls the tower. Amount of awarded points depends on following situation:

3 points for controlling the tower.

1 point extra if there is no enemy unit within 10cm of the tower.

1 point extra if there is no enemy unit within 20cm of the tower. This bonus stacks with the previous one.

2 points for forcing the enemy to withdraw.

Game ends when one player collects 10 Victory Points, one side withdraws or in a pre-agreed way (see How long does the battle last?).

An army that withdrew cannot win but draw at best even when it has more Victory Points than the enemy.

battle for the tower
dwarf gunners

Defending the village

In this scenario one player is the defender defending a village and farmsteads against the attacker’s army raiding the country. The attacker’s aim is to burn down as many of the buildings as possible, while the defender is trying to prevent this from happening. The scenario is designed for 2000 point armies.

Special Rules

Along with the other terrain, place a village in the defender’s corner. The village should be approximately 20cm×20cm. Next players take turns in placing four buildings starting with the attacker. Two buildings are placed 10cm from the diagonal axis on the attacker’s half of the table (line A on the diagram). Two other buildings are placed 20cm from the axis on the defender’s side (line B on the diagram).

The attacker deploys first in his deployment zone (see the diagram below). The defender then deploys, and goes first.

Any stand from an attacker’s unit of infantry (non- flying), cavalry or chariots that is not in combat or confused, and is touching a building can try and set it on fire by rolling a 6 in the combat phase. Once the building is on fire, it is deemed to have been burned down. The village counts as one model for this purpose.

The game ends when one side withdraws or in a pre- agreed way (see How long does the battle last?).

Victory Points

Victory Points are gained for defending and destroying the buildings, depending which role the army had.

2 points for breaking the enemy.

1 point for the attacker for every burnt building on the line A.

2 points for the attacker for every burnt building on the line B.

3 points for the attacker for burning the village.

1 point for the defender for defending the village.

2 point for the defender for every unburnt building on the line B.

3 points for the defender for every unburnt building on the line A.

A broken army cannot win the game. It can either lose or draw.

defending the village
chaos axe

Wagon train

A supply wagon train escorted by a patrol force is suddenly ambushed by the enemy. The defenter’s task is to protect and get to safety as many wagons as possible. The attacker’s aim is to destroy the wagons and loot them for bounty. The scenario is designed for 2000 point armies.

Special Rules

Along with the other terrain place a road running through the middle of the table. The defender places 6 wagons on the road so that no wagon is more than half the way across the table and no closer than 40cm to the defender’s side of the table (see diagram). Then the rest of the defender’s army is deployed within their deployment zone. Then the attacker deploys. The defender goes first.

Wagons can move 20cm once in the Command phase, heading in the direction leading away from the defender’s side of the table. They don’t need to be given orders to do this. Alternatively they can be given individual orders, in which case they can move once 20cm along the road in whatever direction you wish, or 10cm cross country. A wagon can’t be given two or more orders in a turn. Any that leave the table by any edge are counted as having been saved. Wagons cannot be driven back by missile fire.

The wagons can be just destroyed or destroyed and looted. The wagon is destroyed when at least one attack (shooting, magic or close combat) is inflicted. A unit in contact with a wagon cannot attack it if it is engaged in close combat. To loot a wagon an enemy unit must destroy it and remain in touch with it until its own Command Phase. Only infantry and cavalry can loot wagons.

Game ends when one side withdraws or in a pre-agreed way (see How long does the battle last?).

Victory Points

2 points for breaking the enemy.

1 point for the attacker for every wagon destroyed in close combat.

3 points for the attacker for every wagon destroyed and looted. However, a unit that looted a wagon must survive the battle to yield the points.

1 point for the defender for every non destroyed wagon.

3 points for the defender for every wagon saved.

Broken army cannot win the game. It can either lose or draw.

wagon train
wagons