WHFB Beta Skirmish 0 1
WHFB Beta Skirmish 0 1
WHFB Beta Skirmish 0 1
Sometimes you might not have time to play a full-scale battle, or perhaps your armies are not yet
completely painted. In such situations the rules given below will allow you to play games using small
skirmish forces from roughly 400pts up to 1000pts.
The Skirmish rules allow you to play battles between small forces of a dozen or so models. When you
start playing you can decide who has the first turn, what scenery to use, etc., by using the core
Warhammer rules or by agreeing with your opponent first.
All Warhammer rules apply in a skirmish game apart from the exceptions and modifications given below.
Battlefield
Place an objective in the centre of the battlefield. This could be a treasure filled tomb, a keep, village, hill
or anything else that you think appropriate to fight over.
Deployment
• Both Players roll a dice, the player who scores highest may choose which side of the table to
deploy on.
• The players roll a dice, the highest scorer may choose whether to start deploying first or second.
• Taking it in turns, each player deploys one unit at a time, at least 24” from the opposing
deployment zone using Alternating Deployment.
Special Rules
There are no additional Special Rules.
Victory Conditions
The army with the unit closest to the objective at the end of the battle wins. Fleeing units, monsters &
characters can’t capture the objective. If both players have a unit equidistant from the objective, one
player wins if their unit is worth more than double the points value of the closest enemy unit. Otherwise
it is a draw.
Deployment
• Before any deployment, each player assigns up to one third of their army in points to be a
flanking force. Each player must put at least 10% of the army points into the flanking force.
Units cannot be split between the two forces.
• Both Players roll a dice, the player who scores highest may choose which side of the table to
deploy on.
• The players roll a dice, the highest scorer may choose whether to start deploying first or second.
• Taking it in turns, each player deploys one unit at a time, no more than 18” from the players edge
and at least 24” from an enemy unit.
Special Rules
At the start of each players 2nd turn, they roll to see if their flanking force arrives. On a roll of a 4+ the
flanking force shows up. If it does not turn up, roll again at the start of subsequent turns, adding +1 for
each turn after the 2nd. On the 5th turn the force automatically shows up.
When the force turns up, roll a dice. If you roll a 1 or 2, the force moves on from the left table edge, on a
3 or 4 the force moves on from your right. On a 5 or 6 you may choose which side the force moves on
from. All units in the flanking force moving on in the Remaining Moves phase as if they had pursued an
enemy off the table, however they may march.
Victory Conditions
Count up the Victory Points as normal. If the difference in scores is 10% or more of the battle being
fought, the player with the most Victory Points wins, otherwise it is a draw.