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FORBIDDEN POWER BATTLEPLAN

PATH OF DESTRUCTION
The Fist of Gork is coming. sound of orruk warcries. The Astral STORMCAST ETERNALS THE BATTLEFIELD The Ironjawz player can use the • 1 victory point for each enemy
Gordrakk’s armies have been Templars must strike quickly and ARTEFACT OF POWER This battle is being fought in a wide following additional command unit that was destroyed in that
smashing and bashing their way decisively to blunt their enemy’s Radiant Star-eagle: This magnificent valley in the wildlands of Ghur. The ability in this battle: battle round.
across the realms, searching for momentum; If they can slay enough creature is a favoured hunting beast battlefield should have sparse terrain
Stormvaults to crack open and of the greenskin outriders, they will in Azyr, and is commonly used by the such as ruins and rocky outcrops, Get a Move On, You Zoggers!: • 1 victory point for each friendly
loot. Recently, the bestial eyes buy time for their allies to reinforce Astral Templars to help chase down and elevated areas on the edges to Gordrakk is determined to reach unit that left the battlefield in
of the orruks have settled upon the Stormvault. If not, Gordrakk’s their foes. represent the inclines of the valley. Thunderstone Reach as quickly as that battle round via the exit
Thunderstone Reach. Situated hordes will drown Thunderstone possible. The bosses that lead his battlefield edge.
in the hinterlands of Ghur, this Reach in a tide of green muscle. Add 1 to hit rolls for attacks made mobs know it is best to ensure the
ancient repository is rumoured with missile weapons by friendly SET-UP Fist of Gork gets what he wants, At the end of each battle round, the
to contain a relic of truly terrible units while they are wholly within 12" The territories are shown on the lest they end up as the target for his Stormcast Eternals player scores
power. Should Gordrakk claim it, THE ARMIES of the bearer. map. The Ironjawz player sets up displeased rage. victory points as follows:
the results could be catastrophic. Each player picks an army. One their army first, wholly within their
player is the Stormcast Eternals IRONJAWZ ARTEFACT territory. The Stormcast Eternals You can use this command ability in • 2 victory points for each enemy
The Astral Templars have mustered player and their opponent is the OF POWER player then sets up their army wholly your charge phase. If you do so, pick unit that was destroyed in the
to hold off the orruks, but even they Ironjawz player. The Stormcast Da Godwollopa: This glowy green within their territory. In addition, 1 friendly unit wholly within 12" of a battle round.
realise that the Great Waaagh! may Eternals player must use a Stormcast axe feeds on the rampant Waaagh! units in the Stormcast Eternals friendly Ironjawz Hero. That unit
prove overwhelming in open battle. Eternals army and the Ironjawz energy given off by the boyz. The player’s army that are part of the can charge even if it retreated and/or
However, if these tribal warriors player must use an Ironjawz army. longer a fight goes on, the more Gutstuffers mercenary company ran in the same turn.
can leverage their cunning, they In addition, the Stormcast Eternals powerful it becomes – much to the must be set up wholly within 6" of
may not have to. The many valleys army must include the Gutstuffers misfortune of anyone struck by it. the mercenary camp (see map). LEAVING THE BATTLEFIELD
that lead to Thunderstone Reach mercenary company (General’s The Ironjawz know that the more
have become the staging points Handbook 2019, pg 48). Pick 1 of the bearer’s melee weapons. NO RESERVES of them that can break through the
for deadly ambushes, Stormcast Add the number of the current battle In this battle, all units in the Stormcast ambush, the more ladz
warriors waiting in concealment round to the Damage characteristic Stormcast Eternals player’s army they’ll have to duff up the Stormvault
to strike. ARTEFACTS OF POWER of that weapon. must be set up on the battlefield later on.
Each army has access to 1 additional before the battle begins. Any of their
One such ambushing brotherhood artefact of power. These artefacts units that are set up as reserve units At the end of the Ironjawz player’s
has managed to secure the aid of power can be given to a Hero as REALM OF BATTLE are destroyed, and all of the models movement phase, any friendly units
of a group of mercenary ogors, normal and do not count towards the This battle is fought in Ghur. The in the unit are slain. that are wholly within 6" of the
though the alliance is a fraught total number of artefacts of power realmscape feature used in this battle exit battlefield edge (see map) and
one. Positioning their gluttonous each army can take. is ‘Reckless Aggression’ (do not roll more than 3" from any enemy units
allies at the head of the valley as on the Realmscape Features table). FIRST TURN can leave the battlefield. Remove
bait, all that is left to do now is In addition, the ‘Monstrous Beasts’ The Ironjawz player takes the first units that have left the battlefield
wait until the crags echo to the Realm of Battle rule is not used. turn in the first battle round. from play (they do not count as
being destroyed).

COMMAND ABILITIES
The Stormcast Eternals player BATTLE LENGTH
6" 9" can use the following additional The battle lasts for 5 battle rounds.
Ironjawz Territory command ability in this battle:

Bleed Them Dry!: Though the Astral GLORIOUS VICTORY


Stormcast Eternals

Stormcast Eternals

Templars know that they cannot hope The player with the most victory
12" to stop the orruk horde in its entirety, points at the end of the battle wins a
Territory

Territory

they are resolved to harry and bleed it major victory. If both players have
until they can do so no more. the same number of victory points
at the end of the battle, the Ironjawz
You can use this command ability player wins a minor victory.
in your shooting phase. If you do so,
pick 1 friendly unit wholly within VICTORY POINTS
12" of a friendly Stormcast At the end of each battle round, the
Eternals Hero. That unit can Ironjawz player scores victory points
Mercenary shoot even if it retreated in the as follows:
Camp same turn.
1/2 of the battlefield edge
Exit battlefield edge

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