The Watchtower

A watchtower guards its territory with a small garrison, watching for incursions and expected to hold out until the rest of the army can arrive to give battle.

The Armies

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

The Battlefield

Set up the watchtower first, then the rest of the terrain as described in the Fighting a Battle chapter.

The Watchtower

A building is set up at the centre of the table -- any building model works, though a Warhammer Watchtower is ideal; use any other terrain feature if you don't have one.

Deployment

Roll off for who controls the watchtower at the start of the battle -- that player may garrison it with a single Core infantry unit of no more than 20 models, which can't voluntarily leave before the end of the first game turn. The other player then picks a table half to deploy in. Players alternate placing units -- starting with whoever doesn't control the watchtower -- using the alternating units method of deployment, anywhere in their own half more than 12" from the centre line.

First Turn

Whoever doesn't control the watchtower takes the first turn.

Game Length

Starting at the end of game turn 4, roll a D6 at the end of every game turn and add the turn number -- on a total of 10 or more, the battle ends immediately; otherwise it continues for at least one more turn.

Victory Conditions

Whoever controls the watchtower at the end of the battle wins -- control is decided by comparing the combined Unit Strength of each side's non-fleeing units within 6" of it (a unit actually garrisoning the tower counts double, up to a maximum of +20). The higher total controls it and wins. If neither side can claim control, victory points decide instead.

Scenario Special Rules

None.


Working…