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DEPLOYMENT SPECIAL RULES Forlorn hope

Many players use their Scouts


Deployment special rules affect how a unit is set VANGUARD and Vanguard troops as 'Forlor
up at the start of the game, and cover advance An army's vanguard troops advance to engage the Hopes':
foe expendable units, taske
with taking out a crucial enemy
scouts, units that arrive through magical means, before their comrades. Sometimes this is a point ofwar machine or character before
and so on. It should be noted that deployment honour, sometimes because they are eager to fight the
being slain themselves. While,
special rules may not be permitted in some foe and occasionally because they are expendable,inand theory, any unit can form a
scenarios. Where this is the case the unit can their general wishes to tire the enemy out. Forlorn Hope, the special
still be used, but it must instead deploy in the deployment rules for Scouts and
Vanguards make them ideally
same manner as the rest of the army. After both sides have deployed all their other suited. It's a thankless task, bu
forces (including Scouts), but before either side one that can swing the course of
Some scenarios may add deployment special has taken a turn, units with the Vanguard special the battle.
rules if itfits with the narrative of the battle if rule can immediately make a 12" move
this is the case, the scenario will explain. regardless of their Movement value (they can't
march, and are affected by terrain as normal).
AMBUSHERS This cannot be used to move the Vanguard
There are those troops who specialise in outflanking troops to within 12" of the enemy.
the foe, appearing from an unexpected quarter to
wreak maximum damage. If both players' armies contain Vanguard troops,
players should roll off. The players then
A unit with the Ambushers rule does not deploy alternate moving their Vanguard units one at a
at the start of the battle. Instead, from Turn 2 time, starting with the player who won the
onwards, the controlling player rolls a dice at the roll-off.
start of the turn for each unit of his Ambushers
that have yet to arrive. On a 1 or 2, the Units that have made a Vanguard move cannot
Ambushers have been delayed but you'll be declare a charge in the first turn if their army
able to roll for them again next turn. On a 3 or goes first.
more, the unit of Ambushers arrives, and will
enter the board during the Remaining Moves
sub-phase. If the Ambushers do not turn up for
the entire game, they are assumed to have got
lost, and are treated as having fled the battle for
the purposes of determining the victor.

Arriving Ambushers enter the battlefield from


any point on any battlefield edge, and move on
using the rules for reinforcements (see page 27).

SCOUTS
Scouts are advance troops who sneak onto the
battlefield in order to seize vital locations before the
two armies clash.

Scouts are set up after all other non-Scout units


from both armies have been deployed. They can
be set up either in their controlling player's
deployment zone, or anywhere on the battlefield
more than 12" away from the enemy. If deployed
in this second way, Scouts cannot declare a
charge in the first turn if their side goes first.

If both players' armies contain Scouts, players


should roll off. The players then alternate
deploying their scouting units one at a time,
starting with the player who won the roll-off.
The bigger they are... STOMP STUPIDITY
The Stomp special rule is a Some creatures are so massive that their sheer bulk is
great equaliser a good round Some creatures are so dull of mind that events
of stomping can garner your a threat all of its own. battlefield can sometimes leave them rather dis
monster a good few extra A model with this special rule can make a Stomp and confused.
combat result points, hopefully
enough to overcome the enemy'sin addition to its other close combat attacks. A Models that are subject to Stupidity are also
rank bonus. Just bear in mindStomp has the Always Strikes Last special rule, Immune to Psychology - they just don't get
that the Stomp comes right atand inflicts 1 automatic hit, at the model's frightened that easily, and by thetimethey do,
the end of combat. It can be Strength,
easy on one enemy infantry, war beasts or
to forget in the heat of the it's normally too late.
swarm unit in base contact with the model. This
moment, and it means all
represents the creature crushing the foe beneath
enemies in base contact are going Provided that they are not engaged in close
to have a crack at taking yourits ponderous feet, or knocking their broken combat, a unit that contains one or more models
monster down before he canbodies aside with one sweep of its mighty tail
start a-tramplin'. with the Stupidity special rule must try to
(probably while it's roaring in a most overcome its Stupidity at the start of its turn by
intimidating fashion).
taking a Leadership test. If the test is passed, all
is well the creatures have risen above their
Thunderstomp dull-witted nature and will act normally. If the
Particularly massive monsters have an altogethertest is failed, the warriors succumb to their
more devastating stomp. stupidity and amble forward, perhaps drooling a
little, eating grass or cackling in silly voices, as
A Thunderstomp makes D 6 hits on the target explained below.
unit, rather than the single hit for a normal
Stomp. It is otherwise treated exactly like a
ME 'EAD 'URTS
normal Stomp.
A unit that fails its Stupidity test immediately
stumbles D6" directly forwards - this move is
STRIDER otherwise treated in exactly the same manner as
Some well-trained or naturally skilled warriors acan failed charge. The Stupid unit cannot take any
further action that turn, so cannot declare
traverse unhindered through the densest terrain.
charges or make a shooting attack. Wizards that
Warriors with the Strider special rule are rare have failed a Stupidity test cannot attempt to
normally, a model will have a subset of Strider, cast or channel power dice or dispel dice until a
such as Forest Strider, River Strider or Marsh Stupidity test is passed (there's a lot of hand
Strider and the rule only applies in terrain of the waving and chanting, but for some reason the
specified type. Warriors with the Strider rule do magic just doesn't seem to work).
not have to take Dangerous Terrain tests.

In older army books, this rule is presented as SWIFTSTRIDE


something along the lines of 'ignores movement Just as not all warriors are not equal in their m
penalties for <terrain type>'. Treat such rules and resolve, so too are some fleeter of foot (or ho
as being the relevant version of Strider. For
When charging, units entirely made of models
example, 'ignores movement penalties for
with the Swiftstride special rule roll 3D6,
forests' equates to the Forest Strider rule.
discard the lowest result, and add the result to
their Move value.
STUBBORN
Whether because they hold themselves to be elite,Fororexample, a unit of Harpies charge and roll
because they are too slow-witted to flee, some troops results 2, 4 and 5. Thus they charge 4 (thei
with
fight on almost regardless of casualties. Movement) + 4 + 5 = 13".

Stubborn units are always steadfast, whether or When fleeing and pursuing, units entirely made
not they have more ranks than their enemy (see of models with the Swiftstride special rule roll
page 54for details). If a character joins a 3D6 and discard the lowest result.
Stubborn unit, he gains the Stubborn special
rule as long as he is part of that unit. If a For example, Dark Riders flee and roll 3D6,
Stubborn character joins a unit, that unit is with results 1, 3 and 5. They can therefore flee:
Troll Stubborn whilst he remains amongst its ranks. 3+5 = 8".

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