Blood and Glory

Battles in the Warhammer world are bloody affairs -- eventually one battleline breaks and flees, leaving the field to the victor.

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.

Deployment

Roll off for who chooses a table half -- the opponent takes the other. Players alternate placing units, using the alternating units method of deployment, anywhere in their own half more than 9" from both the centre line and either narrow table edge.

First Turn

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

Game Length

The game ends at the end of the 6th game turn, or as soon as an army breaks -- immediately, once its Fortitude drops to or below its Breaking Point (see Scenario Special Rules).

Victory Conditions

Whichever army breaks the enemy first wins. If neither breaks by the end of the game, or both break simultaneously, victory points decide the winner instead.

Scenario Special Rules

Breaking Point. An army's breaking point is 1 for every 1,000 points in the army, rounded up -- 1 for up to 1,000 points, 2 for 1,001-2,000, and so on.

Fortitude. An army's fortitude equals its current number of standards (including the battle standard) plus 2 for its General -- fleeing units and units temporarily off the table still count. For example, a 2,000-point army (breaking point 2) with three unit standards, a battle standard, and a General starts with fortitude 6 (3+1+2), and breaks once that drops to 2.


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