If a player has no 'other' objectives, then his objectives are assumed to be get the 'most' land/money/stuff that he can. These resources can be predetermined by the players, or generated randomly using the rules below.
Normally, each side will consist of members selected from one army list. However, under certain circumstances, a side may be selected from more than one army list. For example, an allied undead/skaven force or an allied empire/dwarf force. These are exceptional circumstances and must be agreed upon by all players in a campaign beforehand.
| Point value of Fighting Force | Cities | Forts | Special Sites |
| 0-3000 | d6-5 (min 0) | d3 | 2d6-11 (min 0) |
| 3001-6000 | d3-2 (min 0) | d6-2 (min 1) | a 11-12 on 2d6 = 1 site, others=0 |
| 6001-10,000 | 1 | 2d3 | d6-5 (min 0) |
| 10,001-15,000 | d6-4 (min 1) | 3d3 | d3-2 (min 0) |
| 15,001-20,000 | d3-1 (min 1) | 2d6 (min 3) | 1 |
| 20,001-30,000 | d3 (min 2) | 3d6 (min 4) | d6-4 (min 1) |
| 30,001-40,000 | d6-2 (min 2) | 4d6 | d3-1 (min 1) |
| 40,001-50,000 | 2d3 | 5d6 | d3 (min 2) |
| 50,001-75,000 | 3d3 | 6d6 | d6-2 (min 2) |
| 75,001-100,000 | 4d3 | 8d6 | 2d3 |
| each +25,000 | +d3 | +d6 | +d3 |
Every force has a command rating equal to the combined leadership of all the lords (and the commander-in-chief, if he is not a lord).
The number of armies in the force may be not exceed the command rating of the force. Eg if the command rating is 9, then the force may be divided into at most 9 armies.
A self-commanded army does not count toward the armies that require command from the command rating pool.
If an army's general is a character, then that army is 'self-commanded'.
If an army consists only of scouts, then that army is 'self-commanded'.
| Unit Strength | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 3 | 6 | 12 | 25 | 50 | 75 | 100 | 150 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 1000 | ||
| Sight Bonus | 8 | 88 | 94 | 97 | 99 | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto |
| 7 | 75 | 88 | 94 | 97 | 99 | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto | |
| 6 | 50 | 75 | 88 | 94 | 97 | 99 | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto | auto | |
| 5 | 25 | 50 | 75 | 88 | 94 | 97 | 99 | 99 | auto | auto | auto | auto | auto | auto | auto | auto | auto | |
| 4 | 12 | 25 | 50 | 75 | 88 | 94 | 97 | 97 | 99 | 99 | auto | auto | auto | auto | auto | auto | auto | |
| 3 | 6 | 12 | 25 | 50 | 75 | 88 | 94 | 94 | 97 | 97 | 99 | 99 | auto | auto | auto | auto | auto | |
| 2 | 3 | 6 | 12 | 25 | 50 | 75 | 88 | 88 | 94 | 94 | 97 | 97 | 99 | 99 | 99 | 99 | auto | |
| 1 | 1 | 3 | 6 | 12 | 25 | 50 | 75 | 75 | 88 | 88 | 94 | 94 | 97 | 97 | 97 | 97 | 99 | |
| 0 | - | 1 | 3 | 6 | 12 | 25 | 50 | 50 | 75 | 75 | 88 | 88 | 94 | 94 | 94 | 94 | 97 | |
| -1 | - | - | 1 | 3 | 6 | 12 | 25 | 25 | 50 | 50 | 75 | 75 | 88 | 88 | 88 | 88 | 94 | |
| -2 | - | - | - | 1 | 3 | 6 | 12 | 12 | 25 | 25 | 50 | 50 | 75 | 75 | 75 | 75 | 88 | |
| -3 | - | - | - | - | 1 | 3 | 6 | 6 | 12 | 12 | 25 | 25 | 50 | 50 | 50 | 50 | 75 | |
| -4 | - | - | - | - | - | 1 | 3 | 3 | 6 | 6 | 12 | 12 | 25 | 25 | 25 | 25 | 50 | |
For each army wishing to sight another army, make a roll on the table. The number indicated is the percentage change of detection. You will need percentile dice for this table. You must roll equal to or less than the number indicated in the table. A successful roll indicates that you have sighted the army and thus, learned the unit strength and the number of large targets in the opposing army. You must sight an army before you can initiate any sort of action with them. This includes investigation, infiltration and battle.
If you want more information, you can send a detachment closer to gain more information. A detachment is treated exactly like a regular army, except that because it is usually smaller, it will be more difficult to detect. If an army is within 10 miles (in the same square) as an opposing army, and it has sighted the opposing army, then it may try to investigate the opposing army. To do this, it must make a roll on the sighting table with a -1 penalty. If it succeeds, then the following information is learned:
If an army successfully investigated an opposing army, then it may further attempt to infiltrate to learn more information. It may not investigate and infiltrate in the same turn. To infiltrate, an army must make a roll on the sighting table with a -2 penalty. If an army attempts to infiltrate, then the enemy can attempt to sight it with a +2 sight bonus. If the enemy sights it at this range, there is potential for a skirmish scenario where the infiltrators must get away from the army being infiltrated. If the infiltration roll is successful, then the infiltrators know the following:
| Target in Uneven terrain | -1 |
| Target in Hills | -2 |
| Target in Mountains | -3 |
| Target in Forest | -4 |
| Target in Jungle | -6 |
| Target in Swamp | -4 |
| Target in Open water | +1 |
| Target is Hidden | -3 | Sighter in hills or mountains within 10 miles of edge, and target in uneven/open terrain | +1 |
If a unit is hidden, then it gets a -3 to be sighted.
If an army flees, then the army who initiated the battle may pursue. If the initiating army decides to pursue, then the fleeing army must flee in a direction nominated by the pursuing army. If the chasing army has movement remaining and the fleeing army does not, then the pursuing army catches the fleeing army, then the battle will be fought with in the same way as an ambush, except the fleeing army will get the first turn.
If the chasing army has as many movement points as the fleeing army, then nothing will happen, the two armies will still be in the same square as each other, only they will have moved. If the fleeing army has more movement than the pursuing army, then it may move freely as soon as it has left the square in which the pursuing army is in.
If an opposing army is at investigation distance or infiltration distance, and they are not sighted, they may choose to remain with the opposing army while it moves, provided they have enough movement.
If the army attempts to hold, then the battle is fought with the initiator taking the first turn and the receiver deploying second. If the receipient has prepared for battle in the movement phase, then he will get the first turn. See the prepare for battle section in the movement phase.
If a model has a mount, it may elect not to use it for a battle. If he does this, he may not use his mount for the entire battle.
Partial Ambushing: The ambushers have the option of ambushing a portion of the opposing army. They may choose to ambush a portion of no less than half as many unit strength then they have. However, if they do this, the ambushed army deploys in the middle of the table as per a regular ambush. The ambushers may deploy on any table edge, except for one, nominated by the ambushing player, this table edge is called the "defender's edge". The ambushers get the first turn.
At the beginning of every turn after the first, the ambushed army may bring a portion of their troops on to the battlefield. To determine this, for every 10 unit strength (or portion) in the ambushed army that is not yet on the table, roll a d6 and add the results. This is the total unit strength that the ambusher can bring on in that turn. These units enter from the "defender's edge", and move on exactly as if they had pursued an enemy off the table.
If a general has suddenly realized that a battle is lost, and a strategic withdrawal is infeasible, then the general may issue a general retreat. When this is issued, any unit or model which makes it to ANY table edge, may live to fight another day. For models who flee off of a table edge which the general has NOT fled off of, they must roll on the post battle model effects chart, adding 1 to their roll. Models which fled off the same table edge as the general must also roll on the post battle model effects chart, adding 2 to their roll.
After a battle is over, you must determine what happens to soldiers and equipment registered as casualties. For each non-war machine model that has been taken as a casualty, roll a d6, and consult the following chart:
Post battle model effects chart
For each war machine that has been taken as a casualty, roll a d6, and consult the following chart:
Post battle war machine effects chart
Undead
Because undead models are not like other troops, they are affected differently and do not roll on the post-battle model effects chart. They still do roll on the post-battle war machine effects chart. Any undead casualties are simply lost, they must be replaced by summoning, see above. After a battle, if a necromancer is still alive, he may return to the field of battle and attempt to re-raise the fallen. He requires a certain amount of magic points to do so (see the resources section under undead). If he has sufficient magic points to return to the battle field, make a roll on the post battle undead model effects chart, for each lost model AND for each killed model on the enemy side!
Post battle undead model effects chart
The supply line does not have to be represented as a convoy unless there is an enemy army within 30 miles (3 squares) of the supply route for an army. The supply route for an army is the most direct route between the army and the closest supply point (either a fort or a city).
If an enemy army moves within 30 miles (3 squares) of a supply route, then the supply line must be represented as a convoy. The convoys must leave from the supply source (either fort or city), and arrive at the army. They may take any route desired, but are always as easy to spot as if they had a unit strength equal to the army they are supplying. The army will survive without penalty for 5 turns from the turn when their supply line was cut. If the army does not recieve any supply after 5 turns, it suffers penalties as listed below.
If a convoy is within 10 miles (or in the same square) as an army in the resource distribution phase, then it may resupply that army. In this case, the army does not have to be resupplied for another 5 turns, or until the enemy army is removed from its blocking position.
If a supply convoy is required, you may escort it with troops from the army or the supply source. Naturally, you would want to escort it with troops from the supply source, but you may not have enough troops to escort it safely, and thus would have to send troops from your army on a round trip to escort it back. The convoy moves at the speed of the slowest escorting unit, or as if it had a MV of 4, whichever is lower. The supply convoy carries enough food and equipment to supply the entire army for 5 turns.
A hex can support a unit strength of 20 per side. Thus, lone armies with a unit strength of less than 20 require no supply.
Cities - don't need a supply line. When under siege, they can survive X turns where X is a constant. Cities "produce" supply lines, or they act as "rally points" for resources.
Forts - need a supply line. If their supply line is cut, they can survive 10 turns.
If an enemy army moves within 30 miles of a supply route between a fort and a city, then the fort will survive without penalty for 10 turns. If the fort does not recieve any supply after 10 turns, then it suffers the same effects as an army, but with a +2 leadership bonus (no maximum). To resupply a fort, you would send a convoy from a city in the same way as you would send a convoy to resupply an army.
An army moves at (MV-1)*10 miles per turn. If you are playing on a grid map where 1 square is 10 miles, then an army moves MV-1 squares per turn. An army moves at the speed of its slowest unit. No matter what the terrain penalties are, an army can always move at least one square.
If an army moves into a square (or within 10 miles) of an opposing army, then both armies currently in the square may immediately get a chance to sight the other army. Each side that is successful gets a chance to decide to initiate a battle. If at least one side initiates a battle, then neither army may move further. The battle is not fought until the battles phase. In the battles phase, the battle may not be actually fought if neither side wishes to engage the other.
At the end of the movement phase, if an army has movement left, it may prepare for battle. In doing this, it will gain the first turn if the enemy initiates a combat, but it will be forced to deploy first. If an army prepares for battle, then it uses up one of its movement points (10 miles of movement). If an army has no movement points at the end of its movement phase, then it may not prepare for battle. An army gains no advantage if it prepares for battle and it initiates the battle.
An army may not move if it has fought in the same turn.
An army may hide at any point in its movement. When hidden, an army has an additional -3 to be sighted, and it may not move unless its unit strength is 20 or less.
An army may sacrifice its movement in order to fortify the battlefield. If it does this, then it may place one additional piece of scenery on the battlefield before the armies are deployed but after sides are selected. So, if an army spends 2 turns fortifying the battlefield, it may place two pieces of scenery, if an opposing army initiates a battle with them. The army does not get these additional pieces of scenery if it initiates a battle with someone else.
| Movement Penalties | |
|---|---|
| Hills | -1 |
| Uneven | 0 |
| Forest | -3 |
| Jungle | -6 |
| Mountains | -6 |
| Swamp | -6 |
| Roads | +1 (not cumulative with other terrain) |
Dwarves halve their penalties when moving through mountains and hills.
anyone who investigates a dwarven city, town or fort is at -1. dwarves get a +1 bonus to investigate skaven.
Skinks and kroxigors don't get any penalty for moving through swamp.
Chameleon skinks have a -2 penalty to be spotted.
Cities must be infiltrated in order to be sighted (eg know the unit strength of troops). Towns must be investigated in order to be sighted (eg know the unit strength).
Random Occupant Table (old world)
| percentile roll | value |
| 00 | lizardmen |
| 01-02 | high elves |
| 03-06 | dark elves |
| 07-16 | undead: vampire counts |
| 17-30 | orcs |
| 31-64 | empire |
| 65-79 | chaos |
| 80-93 | skaven |
| 94-98 | dwarfs |
| 99 | undead: tomb kings |
Brian Notes: - Sight bonus if you're within 3 hexes no sight bonus if in 2 hexes +1 1 hex +2 same hex +3 - a lord commander-in-chief gets one command point per point of 'leadership'. - every turn, each unit rolls a random encounter. For every hex (10 miles that the unit moves over, an additional roll is required) The game: - archers - 'guessing' artillery - change magic selection: magic users get 1 spell by choice, and the rest randomly determined