When two armies first encounter each other they will usually make camp and wait until the next day before taking to the field of battle. As the first rays of light sweep the horizon the two sides will march forth, advancing through the gloom towards the battle positions their generals have decided upon. Sometimes units will become confused and lost, forcing their commander to modify his plan of battle.
The Armies
Each player chooses his force using the army list from a Warhammer army book, to an equal points value agreed before the game.
Deployment
Roll off to see which player picks the half of the table they will deploy in. The opponent will deploy in the other half.
The player that won the roll off must deploy his entire army first. Before deploying each unit, roll a dice and refer to the Deployment table to see where the unit must deploy – this represents them groggily making their way to the battlefield in the darkness just before dawn breaks. Units with the Scouts special rule do not roll on the table, and deploy using their own special rules after normal deployment is complete. Characters may either deploy on their own, rolling on the table like any other unit, or deploy as part of a unit they are allowed to join (state that the character will join the unit before rolling to see where the unit and character will deploy).
Once the first player has deployed, his opponent must do likewise, rolling for each unit as described above.
Deployment Table
1: Left Flank. The entire unit must be placed in the player's half, more than 12" from the centre line, and within 18" of the narrow table edge on the player's left.
2: Right Flank. The entire unit must be placed in the player's half, more than 12" from the centre line, and within 18" of the narrow table edge on the player's right.
3-5: Centre. The entire unit must be placed in the player's half, more than 12" from the centre line, and more than 18" from either narrow table edge.
6: Choose. The entire unit must be placed in the player's half, anywhere more than 12" from the centre line.
First Turn
After deployment, the player that set up second rolls a dice. On a roll of 6 he can choose who has the first turn. On a roll of 1-5 the player that set up first chooses who has the first turn.
Game Length
The battle will last for six game turns, or until a time limit agreed by the players is reached, whichever comes first.
Victory Conditions
Use victory points to determine the winner of the battle as described earlier in this chapter.
Scenario Special Rules
None.