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Random page

Assembling a Regiment


by Avian

Overview: In this scenario one force is being attacked by a smaller raiding force while on the march. The raiders have reinforcements on the way so the defenders do not have time to stop and fight a proper battle.

Armies: Both armies are chosen using the Warhammer Army lists. The attacker has half the points of the defender. Eg, 2,000 points of defenders would face 1,000 points of attackers.

Battlefield: Set up the terrain in an agreed manner. There should be a clear route of march at least 12" wide connecting the centres of the short table sides.


  1. Both players roll a die, the player who scores highest may decide which short table side is the target table side for the defender.
  2. The attacker may designate as many of his units as flanking forces as he wish. He must then secretly note down which table side each unit will arrive from. Flanking units do not all have to arrive from the same table side.
  3. The defender then deploys his entire force, at least 36" from the target table side and at least 18" from the long table sides. Scouting units may be held back and be deployed later.
  4. The attacker then deploys his entire force, except for the flanking units, at least 24" from the closest defender unit. Scouting units may be held back and be deployed later.
  5. The defender then deploys his Scouts. These may be deployed up to 6" outside the defender's normal deployment zone and do not have to be deployed in cover.
  6. The attacker then deploys his Scouts as per the normal rules for Scouting units.

Who goes first? The attacker decides who goes first.

Length of game: The game lasts for six turns.

Special rules: Flanking units from the attacker's army arrive on the table at the start of the attacker's second turn. Each unit must arrive from its designated table edge and counts as returning after pursuing an enemy unit off the table.

Victory conditions: At the end of the battle, each defending unit completely within 12" of the target table side is worth its starting points value in Victory points. Units that are fleeing, monsters and characters do not count towards this total. The defender wins if they can score a number of Victory points equal to a third or more of their starting points value (rounding fractions down). For example, a 1,500 points defending force must have 500 points or more of units within 12" of the target table side to win.


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