Battle for the Pass

Mountain ranges often separate rival kingdoms, crossable only at the occasional pass -- narrow, strategically vital ground that gives a defender the perfect place to meet an invader.

The Armies

Each player chooses their force from a Warhammer Armies book, to an equal points value agreed beforehand.

The Battlefield

Set up terrain as described in the Fighting a Battle chapter. The battle is fought down the length of the table, in a narrow pass with impassable mountains just off each long table edge -- keep that in mind when placing terrain.

Deployment

Roll off for who picks a table half -- the opponent takes the other. Unlike most pitched battles, the table is divided down its length rather than across its width. Players alternate placing units, using the alternating units method of deployment, anywhere in their own half more than 12" from the centre line.

First Turn

Roll off after deployment for the first turn -- whoever finished deploying first adds +1 to their roll, as usual.

Game Length

The battle lasts six game turns, or until an agreed time limit is reached, whichever comes first.

Victory Conditions

Victory points determine the winner.

Scenario Special Rules

Bottleneck. The pass is enclosed by high cliffs, so the long table edges count as impassable terrain. Fleeing units can still force their way through and off the table as normal, but no other unit (including reinforcements) may enter or leave via a long table edge unless it's Ethereal or a Flyer -- meaning any other pursuing or overrunning unit must stop 1" short of the long table edges.


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