The vanguard forces move swiftly through the dawn mist, securing key positions before the main force arrives. Each warband knows the value of these strategic points - control them, and victory will follow. As the vanguard surges forward, forces clash in the early light, the rest of their forces rush to support, turning a skirmish into a decisive battle for control of the battlefield.
Use your full Warband in this battle.
The game is played on a 3′ × 3′ (36″ × 36″) board.
Place flank objective markers 6″ from the vertical centre line and 10″ from the horizontal centre line - one in the top-right quadrant and one in the bottom-left quadrant, as shown on the deployment map.
Place the central objective marker at the exact centre of the board (18″, 18″).
Terrain advice: Flank objectives should be placed on elevated terrain with line of sight to the central objective.
Players roll off. The winner chooses their deployment zone. Each player divides their warband into two groups:
Vanguard Force - half the warband, rounded down.
Reserve Force - all remaining models.
Players then alternate deploying one Vanguard model at a time, starting with the player who has more models total (roll off on a tie). Vanguard models must be set up wholly within their 12″ × 12″ corner zone - Player 1 in the top-left, Player 2 in the bottom-right (shown on map).
Standard infiltration rules apply. Infiltrators cannot be deployed within 8″ of any objective marker.
Infiltrators must be taken as part of the Vanguard Force to use infiltration. Otherwise they follow Reserve deployment rules and walk on in Turn 1.
Morale checks are made as per the standard rules. Reserve models count as alive and on the battlefield for the purposes of determining when a warband must take a Morale check.
The battle lasts for five turns.
Keep a running tally of Victory Points for both sides. At the end of each round, check each objective for the following scoring conditions:
| Objective | Scores from | Condition | VPs |
|---|---|---|---|
| Central (C) | Turn 2 | 1+ more scoring models (not Downed) than opponent within 6″ | 2 per turn |
| Flank (F) | Turn 2 | 1+ more scoring models (not Downed) than opponent within 4″ - per flank | 1 per turn |
If a warband routes or is tabled, the surviving warband automatically scores maximum possible VPs for all remaining turns.
The player with the higher VP total wins. Equal totals are a draw.
Each deed awards 1 VP. Each deed can only be scored once - whichever player completes it first takes it.