Buildings offer substantial protection to those inside and make a good
vantage point for ranged attacks -- warriors dug into one can only be
driven out by a determined assault. Players should agree at the start of
the game which terrain pieces use these rules, since they can give some
units a real advantage; small or oddly-shaped buildings may be treated as
impassable instead if that's more sensible, and very large buildings can
be divided into several separate sections (see Multipart Buildings).
Buildings and Line of Sight
A building has a Line of Sight value of 5 for each floor it has -- a
model gains +5 to its own Line of Sight value for every floor it's on
above the first.
Buildings and Movement
Buildings otherwise act as impassable terrain, except that units may
enter and "garrison" them -- a unit is always either garrisoning a
building or not in contact with it at all, never moving through or
sitting on top of one.
Garrisoning a Building
A unit can garrison an unoccupied building by moving into base contact
with it during the Movement phase. Unless stated otherwise, only infantry,
war beasts, and swarms can garrison a building; war machines can be
deployed inside one only if there's room to deploy on the top floor. A
unit can't garrison a building in the same turn it marched or reformed.
Since there's rarely room to actually fit every model in or on the
structure, it's fine to place one representative model (a standard bearer
is ideal) in, on, or next to the building and set the rest of the unit
aside, as a reminder of who's inside.
Only Room for One
Each building holds a single unit, plus any characters that have joined
it -- once garrisoned, no other unit can enter until the current occupants
leave or are driven out. A character can join a garrisoned unit by moving
into base contact with the building.
Abandoning a Building
A garrison can exit during its Remaining Moves sub-phase, though not
the same turn it garrisoned the building -- placed in any legal formation
with its rear rank at least 1" from the building (and no model within 1"
of it), no model further than double its Movement value away. The unit
can't move any further that turn, and this is the only way a garrison can
leave voluntarily -- it can never charge directly out of a building. A
unit that's Frenzied or otherwise forced to charge exits toward the
nearest enemy instead, rather than actually charging.
Buildings and Magic
Buildings offer no extra protection against magic missiles or spells
that affect a whole unit or target individual models. Template spells and
Miscast damage follow the usual template rules for buildings (hitting D6
models -- see Template Weapons). A Wizard inside a building casts spells
normally, following the line of sight and range rules below.
Buildings and Shooting
A garrison can shoot in the Shooting phase, tracing line of sight from
any point on the building -- its forward arc is treated as a full 360
degrees. Range for a garrison's shooting is always measured from the
closest point of the building. War Machines must still pivot on the spot
as normal.
Five per Floor
Only five models are normally assumed to be able to shoot per floor of
a building -- agree a different number with your opponent beforehand if
you'd rather.
Shooting at a Garrison Unit
Enemy models can shoot at a building's garrison if they have line of
sight to the building and it's within their forward arc -- the garrison
counts as being in hard cover, otherwise resolved normally. A garrison is
considered too spread out for multi-rank attacks like bolt throwers, which
only ever hit one model.
Template Weapons
A template weapon (a stone thrower or cannon, for instance) inflicts D6
hits on any unit in a building it touches -- a stone thrower's hits use
its higher Strength only if the template's centre lies over the building,
otherwise its lower Strength applies. No single model can ever suffer more
than one hit from the same template weapon. For example, a building hit
by a cannonball takes D6 Strength 10 hits on the unit inside, and since
the cannon has Multiple Wounds (D6), every unsaved wound multiplies to
D6.
Assaulting a Building
Taking an occupied building means storming it -- an assault. Each
occupied building can be assaulted by only one unit per Movement phase;
the assaulting unit declares a charge against the building itself (needing
line of sight to the building, not the models inside). If several units
are forced to declare against the same building, only one can actually
complete the charge -- the controlling player picks which, after charge
distances are rolled, and the rest automatically fail.
An assault charge resolves exactly like charging the building as if it
were the target unit -- succeeding if the charge distance reaches it, and
otherwise failing as normal. The assaulting unit can't also charge another
target at the same time; it wheels to maximise contact with the building
and closes the door without touching any enemy unit outside it. If a unit
assaulting a building is itself charged, the assault is abandoned (the
assaulting unit moves back 1") and the two units outside fight a normal
round of close combat instead.
Troop types that can't garrison a building can still assault it, except
chariots. If the assault drives the defender out, the attacker still can't
garrison the building in their place; for cavalry and monstrous cavalry,
only the riders fight in the assault.
Charge Reactions
A garrisoned unit can only Hold or Stand & Shoot against an assault --
it can never Flee, even from a failed Terror test; a garrison that fails
Terror is forced to Hold instead of fleeing as normal.
Fighting the Assault
An assault isn't fought like a normal combat, since the two units
aren't in base contact -- instead, a melee is assumed to swirl around the
building's doors, windows, and other entry points. As with any charge in a
confined space, models assaulting a building lose all charging bonuses:
no +1 combat result, no lance or similar weapon bonus, and no Impact
Hits.
Who Can Strike?
At the start of the Close Combat phase, before any blows are struck,
both players choose up to Unit Strength 10 models (minimum 1) from their
unit to form the assault party that actually fights -- if a unit has fewer
than ten models, there's no choice to make. Where characters are involved,
this selection matters; players roll off to decide who picks first when it
does.
A character not chosen for the assault party can't step up later to
replace a casualty either -- they're too busy rallying the rest of the
unit to join in.
Allocating Attacks
Blows are struck in Initiative order as normal, directed at rank-and-
file models in the assault unless the attacker says otherwise. If a
character or similar model that could normally be singled out is part of
the assault, up to half the enemy models may choose to attack them
instead. Casualties come from the "back" of the unit as usual, with extra
models stepping up to keep the assault party at full strength as long as
there are survivors left to do so.
Challenges
A single challenge may still be issued and accepted, but only between
models already chosen for the two assault parties -- a challenge can't be
used to bring extra models into the fight.
Special Attacks
For special attacks (such as Stomps) and effects tied to base contact, a
model fighting in a building is assumed to be in base contact with one
enemy model nominated by its opponent -- unless it's fighting a challenge,
in which case it's simply in contact with whoever it's challenging.
Combat Resolution
An assault's winner is worked out as for a normal close combat, except
combat result points can only come from Wounds inflicted (including
overkill wounds from a challenge) -- no bonus for standards, ranks, or
flank/rear attacks (a unit in a building has no real flank or rear to
speak of). A musician still wins a drawn combat as usual.
Defender Loses
If the attacker wins, the defender takes a Break test -- a garrisoned
unit always counts as Steadfast for this. If it fails, the garrison is
placed outside, directly opposite the assaulting unit (as close as
possible if that's not achievable), as if abandoning the building, then
makes its flee move as normal. The attacker can't pursue, but may enter
the building if its troop type allows it -- if it doesn't, it's moved
directly back 1" instead.
Other Outcomes
If the garrison doesn't flee -- holding to a draw, winning, or losing
but passing its Break test -- the attacker withdraws from the assault,
nudged directly back 1". The combat ends there; the attacker must launch a
fresh assault next turn (regardless of whose turn it technically is) to
try again, though a unit assaulting or defending the same building across
consecutive turns doesn't count as starting a new first round of combat.
The assaulting unit never has to take its own Break test after a lost
assault -- it simply retreats in good order.
Buildings and Panic
A garrisoned unit takes Panic tests normally, measuring distance to the
edge of the building, and flees as any unit breaking from combat would if
it fails. A unit that breaks from combat or is destroyed while garrisoning
a building can trigger Panic in friendly units as usual too.
Multipart Buildings
These rules assume a fairly small (under 6"x6"), uniform building --
nothing stops a larger or more complex one, but it's usually best broken
into several sections, each treated as its own separate building that can
be occupied and assaulted independently.