Tag Archives: The Old World

The Old World: Stats Database

I’ve not had time to update the database this week.

But I’ve included our entire database below, along with a system to filter it so that you can check win rates based on your own parameters.

We have removed players’ lists, as much of the data comes from BCP, and we do not wish to circumvent their subscription system.

The 2nd tab, titled “Tournaments Included” is what drives the stats side of the database.

By using the filters on columns C to H, you can decide which factors you would like to include. Then, once you’ve decided, click the indicator for that tournament in column J to either Y or N.

Tournament Filters
Inclusion Column

Once you’ve decided which tournaments to include or exclude head over to the tab titled “Win Rate Based on Filters”.

At the top, you’ll see a bar where you can either count as a loss of include them as 50% win and 50% loss.

Once that’s done, the table below will automatically populate.

Enjoy! If you did enjoy this, why not join our friendly Discord?

Also, below is a sneak preview of a little something I’m working on…..

Come and join the Discord if you’d like to help!

Slow-Grow Challenge 2024: Battleline

Back in January, we announced our first slow-grow challenge for the Woehammer community to follow along with.

Each month presents a new challenge. February’s was to build and paint a general for their army along with some lore to accompany them. This month, our Generals had to post their first battleline unit and, if they had the time, some accompanying lore!


Tavendale

Last month, Tavendale posted two Generals for the competition, the first being Heinrich Volkmarsson.

Heinrich Volkmarsson by Tavendale of Norerolls

This month, Heinrich is joined by a unit of Halberdiers:

Heinrich’s Halberdiers

Last month, Tavendale also managed to paint up Zarnak the Accursed, though with time being a precious commodity this month, we’ll have to wait until next month to see the first unit.

Zarnak the Accursed by Tavendale

Popliteal

Previously, Popliteal had given us our first Dragon!

Utheryl the Black by Popliteal from our friendly Discord server
The Covensguard

Fittsy

The first of two Kharadron armies, Fittsy started with Krid Cogbreaker last month.

Krid Cogbreaker by Fittsy

And has followed this up with Red’s Footsloggers, a unit of Arkanauts.

But that’s not all! Fittsy blessed us with an additional battleline this month in the shape of a Gunhauler!


Ian Humpage

Ian started a Kharadron Overlords, much like Fittsy above, but instead started with the famous Drekki Flynt.

Drekki Flynt by Ian Humpage

This month, Drekki is joined by a unit of Thunderers.


Deathcorekiddie

Deathcorekiddie has the only 40k army in the challenge, starting with a Terminator Csptain for his homebrew Space Marine chapter.

First Centurion Antigaius by Deathcorekiddie
Skrappa Goldtoof by Deathcorekiddie

Unfortunately, injury has meant Deathcorekiddie was unable to complete any units this month, but we’re sure they’ll be back with vengeance next month.


Peter Holland

Being a massive fan of the old school RTS games Shadow of the Horned Rat and Dark Omens, I decided I would do two armies, the first based on the Grudgebringer

Commander Morgan Bernhardt by myself

As well as the Grudgebringers, I’ve decided to bring an army of Night Goblins some personality

Goblak Mothspore by myself

Kej

Abhorrant Gorewarden by Kej

April’s Challenge

You’ve the start of a budding army! But we need more troops! Perhaps something to give a little ranged threat to the enemy? Or a unit that can scout ahead fast? Build and paint at least 5 models from either a missile or scout type unit (this could be cavalry, or perhaps Giant Eagles for Wood Elves, or a Gyrocopter for Dwarfs?).

Additional: Whose your leaders most hated foe and why? Did they suffer some slight at the enemies’ hands? Was a member of their family brutally mudrered by them?

Take Part

Want to take part? Just send your pictures and honebrew lore to thewoehammer@gmail.com

Tomb Kings of Khemri (Old World: Conquest)

These rules are designed to be used alongside the Old World: Conquest rules.

Why not join our friendly Discord and help develop the system?

AN EMPIRE OF DUST

Across the arid deserts of Nehekhara, vast legions of skeletal warriors rise from beneath the baking sands to slaughter those who trespass into their domain. It is a lifeless realm of endless dunes, stained red from the blood of savages and barbarians. This is the Land of the Dead, where mummified kings are cursed to rule in perpetual unlife. But it was not always thus.

There was a time when the ancient kingdom of Nehekhara stood as a crown of human civilisation; a golden age when its cities shone with majestic splendour, its armies conquered entire nations and its kings ruled as gods among men. But this realm was razed millennia ago by the treacherous sorcery of the reviled Nagash: in a stroke, the living perished and the dead rose from their tombs.

Death is no barrier to glory for the Tomb Kings however. In unlife, they will see the empire of Nehekhara restored to greatness!

Tomb Kings of Khemri march forth!

CANOPIC JARS

Canopic Jars are a unique resource for the Tomb Kings. Ancient containers filled with arcane energy, Canopic Jars can be collected through Quests and as post-battle loot. To give an extra narrative feel to your campaigns, replace the word gold in the aftermath sequence with Canopic Jars.


INCANTATIONS OF PRESERVATION

Each Tomb King unit when recruited to the roster is considered to have a strong ‘Soul Bind‘, as your campaign progresses this may decrease to a point where the Liche Priests are no longer able to bind souls to the corporeal forms of the unit anymore and they turn to dust.

Rather than following the aftermath sequence for injuries and casualties in section 8.2 you must instead roll on that table below taking into account the modifications listed:

  • +1 If the unit survived the battle
  • +1 If your General survived the battle
  • +1 for each Liche Priest in your army roster
  • -3 if the unit was destroyed in battle

This rule attempts to replicate the incantations that Liche Priests perform to maintain their or their Lords army.

2D6 RollResult
2The unit is lost to the sands of Time as it’s binding is tethered to the Liche Priests of your army. Remove the unit from your Order of Battle.
3-4The unit’s link to your Liche Priests is weakened following the battle. Decrease it’s Soul Bind level. If this results in ‘No Bind’ the unit is lost to the sands of time and you must remove it from your order of battle.
5-9The unit maintains it’s current bind level.
10-11The link to your Liche Priests is strengthened and this unit gains a level of binding.
12The unit has a ‘Strong Soul Bind’ to your army’s Liche Priests, in addition it gains D6 renown.

Tomb King units are always deemed to be full strength regardless of their binding level and do not suffere casualties from battle to battle like other Old World factions.

BINDING STRENGTH

  1. No Bind The unit has lost it’s bind to your Liche Priests and they are unble to keep the souls bound to the units skeletons. Turning to dust, the unit is lost to the Earth. Remove the unit from your army roster.
  2. Weak BindThe unit is on the verge of turning to dust.
  3. Effective BindThe Liche Priests still have a good bond with this unit.
  4. Strong Bind The bind between this unit and your Liche Priests is at its strongest.

HEROIC UPGRADES

During your Conquest campaign, you may be able to pick heroic upgrades for your CHARACTERS. A heroic upgrade replaces one type of character with another, more powerful one and represents them becoming a mighty champion in your army. You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the character entry the CHARACTER will be upgraded to, which unit entry is required, the amount of renown points that CHARACTER must have, and the amount of gold you must spend. Once you have picked a heroic upgrade, replace your CHARACTER’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence. If the new unit entry is a type that is limited on your order of battle – for example, if it is a MONSTER – you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

Unit EntryReplaced WithRenown RequiredGold Cost
Tomb PrinceTomb King303
Mortuary PriestHigh Priest153

LICHE PRIESTS WIZARD LEVELS AND UPGRADES

Mortuary Priests would still require a Wizards Tower to reach wizard level 2, and an Arcane Nexus to become level 3 and a High Priest. High Priests would still require an upgraded Arcane Nexus to become a level 4 wizard.

RENOWN, SPELLS AND MAGIC ITEMS

When you pick a heroic upgrade for a CHARACTER, they keep their renown points and any spells or magic items that they are still eligible for. If your CHARACTER had any spells or magic items that they are no longer eligible for, they lose them.


QUESTS

QUEST: Quash the Rebels

Mortal defiance is a difficult thing to break, pernicious as it is. Still, it never hurts to remind the living of their place every now and then.

At the end of each Conquest battle, add 1 quest point to the progress section of your quest log if you won a minor victory and add 3 quest points if you won a major victory.

Once you have gained 6 or more quest points, you can fight Conquest battles using the ‘Defend the Temple’ battleplan. If you win a major victory when using that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST: DREAD MARK

In battle, hunt down the pretender and extinguish their soul.

You complete this quest if you slay an enemy General in battle.

Once you slay the General, you will receive an additional 10 Canopic Jars.

QUEST: UNDYING LEGIONS

Tomb Kings think little of expending their minions en masse. Occasionally, however, some of these resurrected regiments will attain their own notoriety.

At the end of a Conquest battle, you complete this quest if you won a major victory.

When you complete this quest, in the next Conquest battle you fight against an opponent using a Conquest army, before deployment, you can give each friendly SKELETON WARRIORS and SKELETON ARCHERS unit 1 veteran ability that can only be used in that battle.

QUEST: MASS GRAVES

A Liche Priest who can secure a Necropolis has access to nearly limitless reserves of soldiery.

At the end of a Conquest battle, you complete this quest if you won a major victory, and the model picked to be your general was not slain.

When you complete this quest, in the next Conquest battle you fight against an opponent using a Conquest army, at the end of your movement phase, you can summon 1 unit of 20 SKEKETON WARRIORS or 20 SKELETON ARCHERS and add it to your army. That unit must be set up wholly within 12″ of a friendly LICHE PRIEST and more than 3″ from all enemy units.


VETERAN ABILITIES

Hatred of the Living: These warriors have a deep loathing of all living creatures.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, add 1 to the attack characteristic for models in this unit.

Immortal Legionaries: It is nigh impossible to extinguish the souls of these warriors.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, this unit has a ward of 5+.

Bludgeoning Goliaths: These monstrous shock troops can smash aside even the most hardy defence.
USHABTI unit, SEPULCHRAL KNIGHTS unit or NECROPOLIS STALKERS unit only. This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, improve the armour penetration characteristic of this unit’s weapons by 1.


March of a Thousand Corpses: Just as the living dare to hope that the last of these Skeletons have fallen, they stagger to their feet once more.
TOMB GUARD, SKELETON WARRIORS, SKELETON ARCHERS and SKELETON SKIRMISHERS only. This unit can use this veteran ability once per battle, at the end of the movement phase. You can return any number of slain models to this unit.


BATTLEPLAN: DEFEND THE TEMPLE

QUEST BATTLEPLAN This battleplan is used with the Old World: Conquest battlepack. You can use this battleplan if one player is using a Tomb Kings of Khemri army, has embarked on the ‘Quash the Rebels’ quest, and has earned 6 or more quest points.

THE ARMIES The player on the ‘Quash the Rebels’ quest is the Tomb Kings player and their opponent is the rebel. The Tomb Kings player must use a Tomb Kings army.

TERRAIN Place terrain as described on page 268 of the core rules. The Tomb King player has a suitable piece of terrain to represent their Temple in the center of their territory.

DEPLOYMENT Both players set up their units as shown on the map below and more than 9″ away from the centre of the battlefield. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

FIRST TURN The rebels takes the first turn in the first battle round.

HATEFUL DESPERATION For this battle the Rebels are Immune to Psychology.

TEARING DOWN THE TEMPLE
Units in the rebel’s army treat the Temple as an enemy model and can attack it with melee weapons (it is not affected by spells). The Temple is considered to have a Toughness characteristic of 8, Wounds characteristic of 20 and a Save characteristic of 3+.

A unit in the rebel’s army cannot target the Temple if that unit is within 3″ of any units in the Tomb Kings of Khemri player’s army. Once the number of wounds allocated to the Temple equals its Wounds characteristic, it is destroyed and removed from play.

GAME LENGTH The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached, as described on page 286 of the core rules.

GLORIOUS VICTORY If the Temple is destroyed, the rebel wins a major victory.

If the Temple has not been destroyed and there are no units in the rebel’s army within 3″ of it at the end of the battle, the Tomb Kings of Khemri player wins a major victory.

If neither player has won a major victory, each player scores a number of victory points equal to the combined Wounds characteristics of all friendly models within 6″ of the Temple. The player with the most victory points wins a minor victory. If neither player has the most victory points, the battle is a draw.

CONQUEST REWARDS If the Tomb Kings of Khemri player wins a major victory, they complete the ‘Quash the Rebels’ quest, gain 10 Canopic Jars (Gold) and can make 2 exploration rolls in step 6 of the aftermath sequence of that battle instead of 1.


TERRITORIES

61-62 OUTPOST OF THE LIVING
The mortals who have settled are a useful source of intelligence – once they have been broken to your will.
You receive 3 extra Canopic Jars (Gold) in step 1 of the aftermath sequence.

63-64 CURSED RUINS
You have discovered a nexus of death magic, the perfect site on which to found a new fortress.
You can never have more than 1 territory of this type. Add 1 to the number of territories your stronghold can control, the number of barracks it can have and the number of outposts it can establish.

65-66 NECROPOLIS FOUNDATIONS
Your Spymasters have found an ideal site upon which the core of a new necropolis could be erected. A foothold in this region will see your Empire grow at an accelerated rate.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 15G] Fortress: Each time you win a major victory in a Conquest battle, you receive 1 extra Canopic Jar (Gold) in step 1 of the aftermath sequence for each friendly Tomb Kings of Khemri unit that survived the battle.

Old World: Conquest – The Dwarfs of Bhurali-Dwar (Part 2: Game 1)

Last time, I went into detail about the lore behind my list and how I decided upon my unit choices. The result felt solid and lore accurate with enough punch to hopefully put some halt in the step of an opponent.

With the list made, I challenged Dave to a game at 500 points. We rolled for the battle plan when we met and got Breakthrough.

If you want to find out more about Old World: Conquest, our narrative system for Old World, based on the Age of Sigmar Path to Glory system, then click here.

We’ve also a friendly Discord server, where you can share your own suggestions for Conquest.

The Story So Far

(Epic American Voiceover Guy) Previously, on the Dwarfs of Bhurali-Dwar

Fimbur Grimsson had spent his entire adolescence behind his father’s beard-tails.   His father, Grim Fimbursson, had amassed a large fortune and was among the wealthier Dwarfs of Karak-Norn.

Fimbur had heard tale of a lost haunted hold called Bhurali-Dwar while in the ‘Grobi’s Head’, a rather run down Tavern in the lower levels of Karak-Norn. Wanting nothing more than to make a name for himself, Fimbur  began planning an expedition to find the hold and reclaim it.

Fimbur, having a good relationship with his father, ran the expedition plans past him one evening. His father, who wanted nothing more than for Fimbur to succeed in life, decided to fund the expedition.

After months of preparation, the expedition was ready to leave the gates of Karak-Norn. Bidding his father goodbye, Fimbur took his force southwards, heading towards the mine of Grung Gandaz.

After 3 days, the scouts began reporting killing the odd Night Goblin here and there who seemed to be fleeing away from the mine. As the day progressed and the army marched closer, the number of reports increased, each one the same. Night Goblins fleeing southwards in terror away from the mine.

It wasn’t long before his rangers reported a large army of Night Goblins fleeing southwards from the mine. Seeing an opportunity to cross out some Grudges from the Dammaz Kron, Fimbur deployed his force across the road, aiming to wipe these Grobi out as they fled.

The Battleplan

With only a couple of hours to spare, Dave and I rolled our battleplan at random from those in the Old World: Conquest battlepack, rolling Breakthrough.

We rolled off, and Dave was allocated the role of Invader (very suitable being the filthy Grobi).

My aim was simple, stop as much as I could of Dave’s army from leaving my table edge. If I could stop more than half of Dave’s army from leaving my table edge and kill his general, then I’d get a minor victory. If none of his units left my table edge, I would get a major victory. Anything less than that would result in defeat for the Dwarfs.

The beauty of a game like this is that my head cannon for the game can be completely different from Dave’s. So, while my Dwarfs are attempting to destroy a load of fleeing Gobbos, Dave’s may well be something different that fits within his narrative story plot.

The Pregame Lists

The Dwarfs of Bhurali-Dwar

===
The Dwarfs of Bhurali-Dwar [497 pts]
Warhammer: The Old World, Dwarfen Mountain Holds
===

Gold: 5
Stronghold: Bazaar
Quest: Search for the Artefact
Quest Points: 0
Vault: Empty

Limits
Units: 6
Characters: 2
Wizard Level: 1
Special: 1
Rare: 1
Monster: 0
War Machine and/or Chariot: 1
Allies: 1
Magic Items: 1

===

++ Characters [79 pts] ++

Thane [79 pts]
Hand weapon
– Great weapon
– Full plate armour
– General
– Oathstone

++ Core Units [358 pts] ++

10 Longbeards [148 pts]
Hand weapons
– Heavy armour
– Shields
– Elder (champion)
– Standard bearer
– Musician

10 Rangers [110 pts]
Hand weapons
– Crossbows
– Heavy armour

10 Thunderers [100 pts]
Hand weapons
– Handguns
– Heavy armour

++ Special Units [60 pts] ++

1 Gyrocopters [60 pts]
Hand weapons
– Steam guns
– Full plate armour (armoured fuselage)

===

Dave’s Night Goblins

===
Path to Sporey [497 pts]
Warhammer: The Old World, Orc & Goblin Tribes
===

++ Characters [90 pts] ++

Night Goblin Oddgit [55 pts]
Hand weapon
– General
– On foot

Night Goblin Bigboss [35 pts]
Hand weapon
– Light armour
– Shield
– On foot

++ Core Units [254 pts] ++

30 Night Goblin Mob [182 pts]
Hand weapons
– Thrusting spears
– Shields
– Netters
– 1 Fanatics
– Boss (champion)
– Standard bearer
– Musician

15 Night Goblin Mob [72 pts]
Hand weapons
– Shortbows
– Boss (champion)
– Standard bearer

++ Special Units [58 pts] ++

1 Goblin Wolf Chariot [58 pts]
Hand weapons
– Cavalry spears
– Shortbows
– Standard bearer

++ Rare Units [95 pts] ++

Mangler Squigs [95 pts]
Colossal fang-filled gob
– Heavy armour

===

The Battle of Grung Gandaz

Deployment

Following the battleplan deployed our forces, luckily for me, I had the unit of Rangers, which I could place right in the centre of that tunnel out of my territory. With them in the middle, the thunderers on my right flank, and the gyrocopter and Longbeards on my left, my aim was to create a killing zone in the centre as the Goblins charged forward.

The view of the Grobi line from the Dwarf left flank

Turn 1

The Grobi charged forward towards the stalwart Dwarfs. The Wolf Chariot, having sipped on some particular potent fungus brew before the battle, managed to crash straight into the Thunderers on the Dwarf left, killing two in the process. The Thunderers fled (Break test roll of 10, against a 9 needed!), and the Chariot continued to cut them down. While the Mangler smashed through the trees on the right peering down at Fimbur and his Longbeards as they ignored it and charged into the Grobi Spears in the centre of the battlefield, the Gyrocopter taking up position nearby intending to at least put some hurt on the Mangler.

Goblin Wolf Chariot makes a long bomb charge

The Grobi leader issued a guttural challenge to the Dwarfs which the leader of the Fimbur’s Guard quickly accepted by cutting the Grobi’s head off. It wasn’t enough for the Dwarfs to win the combat, however, and they promptly broke and fled (another break test roll of 10!).

Meanwhile, in the centre, the Rangers ploughed bolt after bolt into the Grobi archers, felling them at a distance with the Goblins unable to mount and serious challenge to these sharpshooters.

The Longbeards Flee from the spearmen

Turn 2

The Goblin spearmen pursue Fimbur and his Longbeard Guards southwards (off the table).

The massive Mangler Squig swings around and with massive leap managers to jump on top of the Gyrocopter, crushing the machine and pilot to the ground in a shower of metal.

In the centre, the Rangers continue their toll on the Grobi archers, felling five more. However, these Grobi are more scared of whatever they’re running from than the Dwarfs blocking their path and refuse to flee.

The Mangler makes short work of the Gyro

Turn 3

With little to stop them on the Dwarf right the Mangler and the Grobi warboss Flee past the Dwarf lines.

The Rangers kill the remaining Grobi archers. With nothing remaining on the battlefield, the Dwarfs are dumbstruck at what just took place. Helping the wounded to their feet, the Ranger set off to find Fimbur and his guard.

Post Battle Review

Wow. I mean, that, was, brutal. The Wolf Chariots’ long bomb charge in the first turn at max range meant it managed to kill a thunderer through impact hits and then somehow beat them in combat after they whiffed. I needed an 8 or less to stay put and fight again or a 9 to fall back in good order. I rolled a 10.

The loss of the thunderers was huge, as I felt they could have beaten the chariot normally and then taken care of the Archers with shooting. This would have allowed my rangers to keep a steady rate of fire at the Mangler and Spearmen, but alas.

Then this was further compounded by the Longbeards, somehow losing combat in my turn against the spearmen, rolling a 10 for their break test as well. They fled, but we’re then charged and fled off the table next turn.

Still, it was immense fun, and I’m looking forward to getting my revenge against @hamsfan and his Grobi in the future.

Aftermath Sequence

With the game over, it was time to sort out my army for the campaign in the aftermath sequence as defined in Old World: Conquest.

Step 1 – Earn Gold

Nice and simple, we played a 500-point game, and so got I got 5 gold. I did not win, and my General ended off the table, so there was no additional gold. This, with the 5 gold you get at the start of a campaign, gave me 10 in total.

Step 2 – Resolve Injuries and Casualties

I had a fair bit to do here, as I had lost a lot of Dwarfs.

First up, my general, Fimbur. Rolling 2D6, I got a 4. A critical injury! I chose to reroll at a cost of 1 gold, this as otherwise, my character would start with D3 less wounds in the next battle. 11, much better! This was a minor injury and had no effect on him.

Next, it was time for casualties. First the Lonbeards. As they had all fled the table, I’d need to do rolls for each of them, with any 1s being a casualty. 3 casualties! The dice were not with me. Deciding to spend another gold piece, I rerolled the result. Not a single 1 the second time around, thank goodness!

Next, the Thunderers, 2 casualties here. I decided I would keep this result as I would need to spend the 8 gold elsewhere in the aftermath sequence.

The Rangers suffered 1 loss in the battle, but this was healed up.

The Gyrocopter having a wounds characteristic of less than 8 got to roll as a casualty and luckily rolled a 4. We decided the pilot would have jumped out at the last moments and survived to rebuild his machine.

Step 3 – Gain Renown Points

The bonus renown didn’t apply to anything in my army, so all I had was Favoured Warriors, which I gave to the Rangers. Mainly due to them being the only effective unit in the game! Rolling a 3, I marked this down next to the unit on my roster.

Step 4 – Complete Quests.

I didn’t get any Quest Points from the game as my units had to be in Dave’s half of the table.

Step 5 – Manage Stronghold

With a unit cap of 6 and 5 units in my roster, I would need to buy barracks soon to increase my unit cap to 9. Hiwever for now, we’ll leave this.

Step 6 – Manage Your Territories

So rolling a D66, I got 42 for an Ancient Road, which would increase my Allies cap to 2. I decided not to take this as with only two more slots for territory available to me at this point, I wanted to reserve them for something I really needed.

Step 7 – Manage Your Order of Battle

Here I spent 4 gold. Deciding that being a Dwarf, Fimbur would really love having some artillery to support his little expedition. So I recruited an organ gun to mow down those pesky Grobi.

Updated List

===
The Dwarfs of Bhurali-Dwar [617 pts]
Warhammer: The Old World, Dwarfen Mountain Holds
===

Gold: 4
Stronghold: Bazaar
Quest: Search for the Artefact
Quest Points: 0
Vault: Empty

Limits
Units: 6
Characters: 2
Wizard Level: 1
Special: 1
Rare: 1
Monster: 0
War Machine and/or Chariot: 1
Allies: 1
Magic Items: 1

===

++ Characters [79 pts] ++

Thane [79 pts]
Fimbur Grimsson
– Hand weapon
– Great weapon
– Full plate armour
– General
– Oathstone
– 5 Renown

++ Core Units [358 pts] ++

10 Longbeards [148 pts]
Fimbur’s Guard
– Hand weapons
– Heavy armour
– Shields
– Elder (champion)
– Standard bearer
– Musician

10 Rangers [110 pts]
Karak-Norn Sharpshooters
– Hand weapons
– Crossbows
– Heavy armour
– 3 Renown

10 Thunderers [100 pts]
Grindir’s Raiders
– Hand weapons
– Handguns
– Heavy armour
– 2x Casualties

++ Special Units [60 pts] ++

1 Gyrocopters [60 pts]
Hambir’s Flyer
– Hand weapons
– Steam guns
– Full plate armour (armoured fuselage)

++ Rare Units [120 pts] ++

1 Organ Gun [120pts]
Helga
– Organ gun
– Hand weapons
– Light armour

===

Post Battle Lore

Fimbur and his Guard trudged back towards the site of the battle. The amount of Grobi bodies fleeing through the Dwarf lines had simply been too much. It was like holding back a flood.

Whatever had scared the Grobi had been more terrifying than the Dwarfs that stood in their path. That being said, Fimbur still felt some shame for not being able to cut the filth down.

Meeting up with the rest of the force, the Dwarfs took stock of their losses, two dead from the Thunderers and the Gyrocopter badly damaged. There were a few walking wounded, but considering what they had just experienced, it wasn’t too bad.

The Dwarfs marched up the approach road to the mine entrance, dead Grobi lay everywhere, all looking as if they had been running from the mine itself. At the entrance to the mine, they found the wooden doors cracked and buckled. But the damage had been from the inside rather than outside.

Walking in through the entrance, a cavern opened up around them. Sunk into the expertly carved walls of the cavern were many dwellings and workings that you would associate with a small mine of this size. The buildings mostly seemed undamaged, though the main thoroughfare through the settlement looked as if a Stampede of thundertusks had been there. The familiar sight of Grobi bodies lay everywhere. On a ledge further up the cavern wall from the entrance they had just arrived through, Fimbur could see an organ gun and its crew resting and enjoying some ale.

After a few rounds of Ale the Dwarfs of Grung Gandaz, who had mostly survived the attack unharmed, told Fimbur about how the Grobi had fled from the lower depths of the mine and out of the entrance.  The crew of the Organ Gun, who had been stationed on the ledge to provide it with line of fire not only over the entrance but also to the mouth of the actual mine, had been enjoying themselves exterminating the filth as they ran, but barely made a dent in their numbers.

They had no idea what had terrified the Night Goblins so much that they had not only been willing to charge through a Dwarf settlement but also run out into the full glare of the sun.

Wanting to “kill the Grobi filth,” Bindor, the engineer of the Organ Gun ‘Helga‘, offered to lead Fimbur and his expedition through the mines and into the underway. to tag along with Fimbur’s expedition.

Bindor had heard the rumours about Bhurali-Dwar but had no idea whereabouts it could be located. Eing at the southern part of the Grey Mountains, they decided the best policy would be to move northwards from Grung Gandaz.

Old World Question: Can a Wizard Cast More Than 1 Magic Missile in the Shooting Phase?

I’ve seen a lot of references where players can cast multiple magic missiles in the shooting phase. I believe this is wrong and have gone through my thinking below.

Eventually, myself and those on our Discord server will compile a full list of FAQs that we think need answering by GW. We’ll post these in a single article on our site so that others can see what our opinion is on these and then may choose to use them as unofficial FAQs until GW responds (if they wish).


Q: Can a Wizard with more than one Magic Missile cast them all in the shooting phase?

A: No.

Evidence and/or Reasoning

There are a few sections of the core book that have gone towards this answer.

Page 137 of the Big Blue Book

Under ‘Who Can Shoot?’ On page 137, we see the following text:

Only units equipped with missile weapons (including war machines) or that can cast certain types of spell (such as magic missiles) can shoot.

Page 137 – Big Blue Book

This defines that spells cast in the shooting phase are shooting attacks, and more specifically, highlights magic missiles as an example of this.

Page 137 of the Big Blue Book

Next, on the same page, we have the section ‘How Many Shots?‘.

This is the section that causes confusion and where the ambiguity lies. This section can be broken down into two parts. The first part states:

A unit can shoot only once per Shooting phase,…

Page 137 – Big Blue Book

I believe this in regards to shooting attacks where you play them from start to finish. What I mean by that is that a unit declares its target, rolls to makes its attacks, and the opponent makes any relevant saves and removes casualties.

This, therefore, backs up the earlier section,’Who Can Shoot?’, where it specifically says each unit can only shoot once.

The second part of ‘How Many Shots?‘ states:

…and most models can make only one shooting attack (the number of Attacks a model has does not affect the number of shots it can make).

Page 137 – Big Blue Book

This part of the rule is stating how many shots can be made per shooting attack. The reason for this is that the word ‘Attacks’ is capitalised in the bracketed section, but not the word attack at the beginning of the sentence. This is, therefore, referring to the weapon characteristic.

So, each model can make only one shooting attack, and therefore cast only once magic missile spell (including bound spells).

If you find wording in the Rulebook that contradicts what I have said, please post it in the comments below, and I will adjust and/or remove this post accordingly.


Personally, I’m of the opinion that this refers to all spells being cast in the Shooting phase, including Vortexes. My reasoning is that the wording in under ‘Who Can Shoot’ says:

…or that can cast certain types of spells (such as magic missiles)…

Page 137 – Big Blue Book

This suggests that it doesn’t only classify Magic Missiles as a shooting attack, but others that are also cast in the Shooting phase.

However, for now, we’ll just leave it with Magic Missiles inside our original question.

The Old World – Meta Stats: 24th March 2024

A few weeks ago, we announced that we would be looking at the Old World stats. Since then, we’ve received numerous requests for updates.

We’ve also recently created an Old World discord server so that you can discuss everything Fanstasy with like-minded people.

Also, if you get a chance, what not check out our Old World: Conquest narrative system, based on Age of Sigmar’s Path to Glory.

Menu

Tournament Data
Faction Data

Tournament Data

With around 3-4 tournaments each weekend, the data is gathering at a steady pace. However, all the events have been single day tournaments so far.

All of the current data are for events hosted on Best Coast Pairings, Stats and Ladders and Ecksen. Our thanks goes to these sites for their continued support with our stats projects.

Next week’s data should also include all tournaments posted to Tourneykeeper.net

The points size for one day events varies, but 2,000 points appears to be the most common limit at present. However, without any GW events having taken place yet, there are a few at smaller point values.

All of these results have been used in the stats to date. As we gather more data, we will begin to split out the Grand Tournaments from the rest of the pack. We may also split out the 2,000 point RTT (single day) events. But we’re happy to be led by the community on this. We would love suggestions as to what you would like to see.

Faction Data

We calculate the win rates by adding the number of game wins and half their number of draws. We then divide the result by the factions’ total games to give a win percentage.

We then exclude mirror matches (e.g. Dwarfs v Dwarfs), and matches where one of the players is missing faction data (usually a bye round).

We’ve now also split out events of 2000 points from the above data.

Disregarding some of the smaller datasets (those below 40 games) we currently have, Orc and Goblin Tribes are doing very well at 2000 competitive play with 59%. This, when compared to the previous chart, shows that they perform better at 2000 points than at lower points levels. Wood Elf Realms, meanwhile, are hitting 58% fairly consistently across the board. Tomb Kings are sitting at 55%, which is much healthier than the 66% initially given a few weeks ago.

At the bottom of the table Dwarfs appear to struggle regardless of the points level. Likewise for the Empire of Man.

Old World: Conquest – The Dwarfs of Bhurali-Dwar

I’ve my first game for my Dwarfs this evening using our new Old World:Conquest narrative system. For those who aren’t aware, Conquest is a loft and shift (with a few changes) of the Age of Sigmar narrative system, Path to Glory.

In Conquest, players can start with a small force and build it up over the course of many battles while adding stories along the way.

THE ARMY

Being a new army, I wanted to find some lore to build upon. So, first off, I was selecting a starting location and army. I chose Dwarfs because, as many long-term readers will know, I have a great love of the grumpy Dawi.

But what to pick as a starting location? I did a quick Google search on Dwarf holds and found a name without much background. Bhurali-Dwar.

BHURALI-DWAR

All that’s mentioned about this hold is:

Bhurali-Dwar is said to be a haunted Dwarf hold dedicated to mining, located somewhere in the depths of the Grey Mountains.

This, for some reason, really appealed to me. So I decided that my small Dwarf force could be a Thane mounting an expedition to both find and reclaim this Dwarf hold. Starting out from Karak-Norn, these Dwarfs would make the journey towards the supposed location of Bhurali-Dwar, no doubt meeting many friendly locals along the way.

I’m hoping that as the campaign progresses, I can add my own narrative to their search and (hopefully) reclamation of this fabled hold.

FIMBUR GRIMSSON

First of all, I needed a stalwart Dwarf to lead this force. After much deliberation, I settled on Fumbur Grimsson, son Grim Fimbursson, a well-known and particular affluent Dwarf of Karak-Norn.

Grim, funding his son’s expedition, is too old to journey himself now but has pledged his wealth to his son in support.

Fimbur, for his own part, wishes to make a name of his own and not be tied to his father’s name. Seeing the reclamation of Bhurali-Dwar as the perfect opportunity.

THE ARMY

So, starting at 500 points means that I have the limitation of no more than 6 units.

I’ve not played too much Old World as yet, but I am well aware of the shortcomings with using Dwarfs. Poor movement and nothing that can deal with any major damage to big beasties. Not that I expect to face any particular big beasties just yet!

With that in mind, I knew that my one special choice would be used by a Gyrocopter so that I can project at least some movement threat.

For my core, I decided that Grim Fimbursson would only hire the very best and experienced of Dwarfs to accompany his son as a guard. So that made Longbeards a great choice. A unit of ten with hand weapons and shields, plus full command.

I also decided to give Fimbur an Oathstone just to give some extra punch in combat.

This is primarily a force that is searching for a lost hold and so would need to both travel fast (I know Dwarfs…) and have good scouting. While Rangers are good, I could only really afford one unit of 10 if I wanted to include my next choices.

Backing up the Rangers, would a unit of Thunderers for a little bit more AP punch. I couldn’t afford either command models or shields for these, but I could always add these in a later aftermath round.

While the Gyrocopter has some threat projection, the army still lacks a certain je ne sais quoi.

No magic items, but my first quest is search for the Artefact. Once I have 3 Quest Points, I’ll be able to put some runes on Fimbur’s great axe.

I also decided to select the territory, Bazaar, so that I can increase the number of Maguc Items I have in my list.

Because I’m a numpty and forgot that Longbeards can’t be Core unless you have a Kings, I’ve had to change my territory choice! It now means I have to special units but only 1 slot. Therefore, my territory would need to be the Forgotten Mine so that I can take 2 Special choices.

Army set, it’s time to find a willing opponent! Oh, @hamsfan!!!!

FINAL LIST

===
Conquest [497 pts]
Warhammer: The Old World, Dwarfen Mountain Holds
===

Gold: 5
Stronghold: Bazaar
Quest: Search for the Artefact
Quest Points: 0
Vault: Empty

Limits
Units: 6
Characters: 2
Wizard Level: 1
Special: 1
Rare: 1
Monster: 0
War Machine and/or Chariot: 1
Allies: 1
Magic Items: 50pts

===

++ Characters [79 pts] ++

Thane [79 pts]
– Hand weapon
– Great weapon
– Full plate armour
– General
– Oathstone

++ Core Units [358 pts] ++

10 Longbeards [148 pts]
– Hand weapons
– Heavy armour
– Shields
– Elder (champion)
– Standard bearer
– Musician

10 Rangers [110 pts]
– Hand weapons
– Crossbows
– Heavy armour

10 Thunderers [100 pts]
– Hand weapons
– Handguns
– Heavy armour

++ Special Units [60 pts] ++

1 Gyrocopters [60 pts]
– Hand weapons
– Steam guns
– Full plate armour (armoured fuselage)

The Old World – Meta Stats: 17th March 2024

Following our a few weeks ago, we announced that we would be looking at the Old World stats. Since then, we’ve received numerous requests for updates.

We’ve also recently created an Old World discord server so that you can discuss everything Fanstasy with like-minded people.

Also, if you get a chance, what not check out our Old World: Conquest narrative system, based on Age of Sigmar’s Path to Glory.

Menu

Tournament Data
Faction Data

Tournament Data

With around 3-4 tournaments each weekend, the data is gathering at a steady pace. However, all the events have been single day tournaments so far.

All of the current data are for events hosted on Best Coast Pairings, Stats and Ladders and Ecksen. Our thanks goes to these sites for their continued support with our stats projects.

The points size for one day events varies, but 2,000 points appears to be the most common limit at present. However, without any GW events having taken place yet, there are a few at smaller point values.

3 tournaments held no army lists and no reference to points limit

All of these results have been used in the stats to date. As we gather more data, we will begin to split out the Grand Tournaments from the rest of the pack. We may also split out the 2,000 point RTT (single day) events. But we’re happy to be led by the community on this. We would love suggestions as to what you would like to see.

Faction Data

We’ve chosen a minimum limit of 60 games featuring the faction, for them to be included in the statistics. With the games being drawn from single day events, this means it represents a minimum of 20 players per faction. This should provide a varied enough data set in terms of individual skill.

We calculate the win rates by adding the number of game wins and half their number of draws. We then divide the result by the factions total games to give a win percentage.

There are a number of factions who haven’t yet managed the 60 game target. These are;

Beastmen Brayherds – 55 Games Played
Chaos Dwarfs – 27 Games Played
Daemons of Chaos – 44 Games Played
Dark Elves – 51 Games Played
Lizardmen – 41 Games Played
Ogre Kingdoms – 56 Games Played
Skaven – 40 Games Played

I can reveal that out of the above, three of those factions are outside the ideal 45-55% win rate range.

So out of the gate, the stats look very good. Tomb Kings have fallen from their 66% two weeks ago to 60%, but this is a good result. Especially considering this is a new system, and Games Workshop hasn’t done any balance updates as yet. Only four factions so far are outside the 45-55% win rate range. With two of those only marginally outside that bracket.

In terms of popularity, the Kingdom of Bretonnia is the most popular faction. Followed by the Orc and Goblin Tribes and Warriors of Chaos, both of which have always been popular in Warhammer Fantasy.

There we have it, is there any specific data you’d like to see included in the future? If so, drop us a comment below.

Old World: Conquest (A Narrative System for Old World)

If you are the sort of player who names all of their heroes and units or makes decisions in battle based on how you think your general would behave – such as a heroic Priest of Sigmar sacrificing themselves to smite an agent of Chaos, or a cowardly skaven fleeing from danger – then narrative play is for you.

Narrative play thrusts you right into the exciting setting of the Old World and immerses you in its stories. It turns the heroes in your army into living and breathing warriors, each with their own ambitions and goals, and it puts you in the shoes of the general who leads them. Battles are no longer simply one-off games to be won or lost but part of an ongoing narrative. The story of your army is told with each victory your army earns and every defeat they suffer. Before long, you will have forged a rich and detailed history for your army that you will remember for years to come.

This system has been developed by myself and is a living document adapted heavily from and inspired by the Age of Sigmar Path to Glory system.

If you spot any issues, then please email thewoehammer@gmail.com or contact me on our discord

CHANGE LOG

  • 17th March 2024: Section added for Wizards and Magic
  • 19th March 2024: Changes to the starting limits of units. Added buildings. Adjustment to Wizards and Magic.
  • 22nd March 2024: Clarification on Magic Items and their limits and how they are obtained. Also changes to the way in which spells are determined at each level.
  • 26th March 2024: Adjustment to the battleplan wordings around who takes first turn.
  • 27th March 2024: Updated graphics for battleplans as well as alignment of reinforcement rules with the Old World rulebook.
  • 25th April 2024: A number of small changes across the set to keep it more in line with Old World;
    • Major Injury and Critical Injury changed to 1 wound and 50% wounds (rounding up) deducted at the start of the next game.
    • Breakthrough Battleplan, rules for leaving the table changed to a unit in contact with the board edge rather than wholly within 2″. Deployment zone for Invader also changed to start them further back and avoid flyers leaving the table on the first turn.
    • Battleplan: Hold or Die, 4th victory condition corrected to “Invader wins a minor victory”.
    • Battleplan: The Watchtower, wording changed for invader ransacking condition to “two of their consecutive turns”. Correction to the wording on when Guardian’s reinforcements arrive.
    • Battleplan Sudden Assault, scoring conditions changed to 1vp for the most units in a quarter rather than models. This is to avoid favouring horde armies.
    • Clarification of starting units and their size and being able to include command models added to the Starting units section.

CONTENTS

CAMPAIGNS

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For many players, the core of narrative play is to link your battles into an ongoing story. This is called a campaign, and across the various books and supplements available for Warhammer: The Old World you can find many different types of campaign to play through. What draws players into playing campaigns is the idea that every battle fought will impact the next. For example, a victory may secure you extra supplies that you can bring to bear in a later fight, or a battle might see one of your heroes slain and permanently removed from your army, forcing you to reconsider and adapt your strategies.

Campaigns don’t have to be complicated. The simplest form of campaign is for two players to fight a series of battles in which they discuss the outcome of each battle and then choose a narratively suitable battleplan to be the next chapter in the conflict. Other players like to let their imaginations run wild and come up with maps and house rules for sprawling campaigns with a dozen or so players taking part, and that feature bespoke rules which govern how the armies manoeuvre, conquer territories and secure supply lines.

A Dwarf force ready to conquer

CONQUEST CAMPAIGN SYSTEM

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In this section, you will find the Conquest campaign system. Conquest campaign focuses on telling the story of your army. You will start off with a small domain of territories under your control that, as you fight battles, will grow into a mighty empire. You will be able to choose the quests your army embarks upon and fill up the vaults of your stronghold with all manner of artefacts of power and other tools of war.

The Conquest campaign system is one that the player can take with them wherever they go. Some players will have a regular group of gaming friends that they play with every weekend, while others may frequent a local games store or club and challenge a new opponent every time. Conquest caters for both of these types of players, and can even be used when you are attending a matched play tournament.

CONQUEST BATTLEPACKS

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The Conquest campaign system will be expanded upon in a series of battlepacks available on Woehammer in the future. Each Conquest battlepack is set in a specific location in the Old World that allows your army to establish an outpost there, bringing your campaign and the story of your army to life in new ways. In addition, they are packed with additional quests for your army to embark upon, new battleplans to fight and a whole host of other rules. The battlepack system for Conquest is modular, meaning your opponent does not need to have the same battlepack for you to use all the content within.

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CONQUEST

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In Conquest you will forge an epic ongoing narrative for your army. As you fight battles you will be able to marshal new warriors to your cause, conquer new lands and seize powerful artefacts with which to strike fear into the hearts of your enemies!

Conquest centres around storytelling in the Old World. Each battle you fight with your army is linked in an ongoing narrative called a Conquest campaign. During the campaign, your warriors will gain renown and veteran abilities for acts of valour, and they will suffer casualties and injuries upon defeat. You’ll embark upon quests to amass a vault of artefacts of power and other treasures, and you’ll be able to conquer territories and build a stronghold.

All the rules to get started with your Conquest campaign can be found on this page.

THE CONQUEST ROSTER

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Here, you will find a blank Conquest roster. The Conquest roster is the record from which you will draw your army for each Conquest battle you fight.

The Conquest roster comprises of three pages, each with various sections. The first page includes details about your faction, your territory and stronghold, and your vault, where you can record the Magic Standards, Weapons and Items you earn during the campaign. The second page includes the order of battle, which is a record of all the units you can draw upon for each battle. Finally, the third page allows you to easily keep track of your Gold amount.

There are 4 steps to completing your Conquest roster, outlined below. Once you have a completed your Conquest roster, you can start challenging opponents to Conquest battles.

CONQUEST OVERVIEW

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Below you will discover in more detail how to get your army ready to fight Conquest battles. For now, here is a handy summary of the steps involved.


STEP 1 – CHOOSE FACTION AND STARTING LOCATION The first step is to choose the faction of your Conquest army and its place of origin. You can choose any Warhammer Old World faction, including the legacy factions found on the Warhammer Community website. You can’t change your army’s faction later, unless you start again, so choose wisely!

STEP 2 – CHOOSE STARTING SIZE AND TERRITORIES The second step is to choose your starting points limit for your conquest army. Will you begin with a small force comprising just a hero and their retinue, or jump straight into the deep end with a large collection? Depending on your starting size, you will begin with a number of territories under your control, Each type of starting territory will allow you to include a different type of unit in your army, and as you wage war with your Conquest army, you will be able to bring more territories under your control and upgrade each of them to unlock powerful effects.

STEP 3 – ORDER OF BATTLE In this step, you will start adding units to your Conquest army, starting with your general.

STEP 4 – PICK YOUR FIRST QUEST
The final step is to pick your first quest – the goal that your army is trying to achieve. During each battle you fight, you will be able to further your current quest. Upon its completion, you will gain a reward such as a bonus magic item or a free unit. After you complete this step, your army will be ready to begin its Conquest campaign!

STEP 1 – CHOOSE FACTION AND LOCATION

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The first step is to pick 1 faction for your Conquest army and note it down on your Conquest roster. Each faction will have its own Arcane Journal or will be available in the Ravening Hordes, Forces of Good army books. Once you start fighting Conquest battles, your faction cannot be changed, so choose wisely. Once you have chosen your faction, choose the location your army hails from – Nuln, Border Princes, Karak Eight Peaks etc – and write this information on your roster.

The location you choose has no rules impact on your army but really adds to its character. Alternatively, your army might hail from somewhere outside the Old World, such as Naggaroth, Ulthuan or Cathay!

STEP 2 – CHOOSE STARTING SIZE AND STARTING TERRITORIES

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There are four starting sizes to choose from: Vanguard, Brigade, Division and Army. Each of the starting sizes gives you a number of starting territories and a stronghold, a points limit and unit limit to follow when first adding units to your order of battle, and a number of starting Gold. Pick 1 of the starting sizes from the table below:

Starting SizeStarting TerritoriesPoints LimitUnit LimitStarting Gold
Vanguard150065
Brigade1100088
Division215001210
Army320001612
The starting size you choose is entirely up to you, and because each battle you fight has a points limit agreed by you and your opponent, picking a larger size doesn’t give an advantage over a player who picks a smaller starting size. Instead, players should think about the types of battles they wish to fight and how they want to develop their collection. For some players, they may wish to start with a small band of warriors that grows into a massive army over time. For others, they may wish to jump right into the deep end and fight Conquest battles at 2000 points, or to start somewhere in between the two.

Once you have chosen your starting size, you must pick your starting territories from the table below and add them to your Conquest roster.

Before you pick your starting territories, it is recommended you read through step 3 to understand how these territories will shape the units you can add to your order of battle on your roster.

Starting TerritoryBasic Effect
Old Keep: This lonely keep and the lands around it are ruled by a powerful vassal to your domain.Increase the CHARACTERS limit on your order of battle by 1.
Wild Lands: This desolate region is home to all manner of savage beasts.Increase your MONSTER limit on your order of battle by 1.
Forgotten Mine: The resources of this territory an be harnessed to attract the rarest of units to your cause.Increase your SPECIAL limit on your order of battle by 1.
Wizards Tower: Ley lines of eldritch power coalesce here.Allows WIZARDS to be included in your Order of Battle at level 2.
Small Settlement: A modest settlement has been nought under your control.Increase the RARE limit on your order of battle by 1.
Ancient Road: Your allies can swiftly come to your aid with these roads under your control.Increase the ALLIED limit on your order of battle by 1.
Armoury: A skilled blacksmith can forge any weapon.Increase the WAR MACHINE AND/OR CHARIOT limit by 1.
Bazaar: This trader boasts a fine collection of magical items.Increase the MAGIC ITEM limit by 1.

STRONGHOLD

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In addition to your starting territories, you begin your campaign with a stronghold. Your stronghold gives you the following benefits:

STRONGHOLD

Territories: You can control up to 3 territories at once.
Barracks: Your stronghold can have up to 3 barracks.
Outposts: You can establish up to 1 outpost.

As your campaign progresses, you will have the chance to upgrade your stronghold to an Imposing Stronghold and then a Mighty Stronghold.

Once you begin fighting battles, you will have the chance to bring more territories under your control, including those not found on this list. In addition, you will be able to spend Gold to upgrade any of the territories you control. For a full list of territories and the bonuses of upgrading them, see the Territories table.
Your Conquest roster includes many spaces to give names to things, such as your army, your stronghold and each of your territories. While this serves no rules function, adding names can really help add to build immersion and tell the story of your army. Names can also be used to theme your domain to your army. For example, the ‘forgotten mine’ controlled by a Dwarfen Mountain Holds army could actually be a hidden stream of Mithril. You can find inspiration for names in your Arcane Journal and in the books published by Black Library.

GOLD

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Gold is the currency of Conquest, and during your campaign, you will be able to both earn and spend it. As you do so, you will need to keep a total of your current balance of Gold on your Conquest roster. Each time you spend Gold, deduct the amount from your Gold total.

You will find out more about earning and spending Gold in the aftermath sequence. For now, note down your starting value of Gold on your roster.

STEP 3 – ORDER OF BATTLE

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The next step is to populate the order of battle on your roster with units. On the order of battle you will find a series of order of battle limits. These limits will dictate what types of units and how many of them you can have on your order of battle at any time. The total units limit is decided by the starting size you picked, and the other limits are shown on the table below. The starting territories you picked will also have increased 1 or more of these limits.

Starting Order of Battle Limits
Total UnitsSee Starting Sizes
CHARACTERS (INC WIZARDS)2
MAX WIZARD LEVEL1
SPECIAL1
RARE1
WAR MACHINE AND/OR CHARIOT1
ALLIED1
MONSTERS0
MAGIC ITEMS1`
As you progress through your campaign, you will be able to add barracks to your stronghold to increase your Total Units limit.

GENERAL

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You can now begin to add units to the order of battle. The first unit you must add is your general. The general is the commander of your Conquest roster and must be picked to be your general each time they are included in your army for a Conquest battle. The unit you pick for your general must meet the following criteria:

  • It must be a single model that is a CHARACTER.
  • It must be from the faction of your Conquest army.
  • It cannot be named special character.
Your general starts with 5 renown points. You’ll find out more about renown points later in this section, but for now, note down the 5 renown points on your roster. All other units start with 0.
Duke Anton D’Arcy leads his forces into the fray

STARTING UNITS

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Once you have picked your general, you can add the rest of your starting units to your order of battle. You will need to refer to the unit entry of each unit you add. The total points cost of the units added cannot exceed the points limit of the starting size you chose, and you cannot exceed any of your order of battle limits (this includes your general in both cases). The units must be from the faction of your Conquest army, with the exception of allies, which must be units that can ally with that faction. No single unit may amount to more than half of your total roster in points value.

When a unit is added to your roster, the number of models added should as a minimum, match the minimum number shown on the unit entry size. The unit can be as large as you want, and can include command models. If you wish to recruit further models for that unit you must pay the upgrade cost in gold to do so. You may equip the models in any way you wish, including upgrading models as part of a units command.

Ware, when adding a unit like Monstrous Infantry, as these will use both a Monstrous slot AND a either a Rare or Special slot of that also applies.

MAGIC ITEMS

Your starting list allows up to 1 magic item. Magic items can be equipped on units that have earnt at least 5 renown.

Magic Items can only be gained by completing the quest ‘Search for the Artefact’.

The number of magic items in your roster can be increased via the territory ‘Bazaar’.

For Dwarves, a magic item is considered to be an item that has been equipped with runes. For example, a weapon with 1 or more weapon runes is considered to be a single magic item.

Any Magic Items not currently used can be stored in your vault.

WIZARDS AND SPELLS

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When added to your Conquest roster, most wizards are recruited at level 1 and know one spell from the lore of your choice. This first spell is rolled for at random from that lore. As the Wizard rises through the ranks, it will gain an additional level for each rank.

If a Wizard has gained a rank, they must have completed the quest ‘Master of Magic’ to have earnt their additional spell. Or select another spell from their lore that is stored in their vault.

Spells that have been added to the vault via a quest can be used by any Wizard in your army, however they must choose before the battle which spells they will be using from their spell and those in the vault.

STEP 4 – CHOOSE A QUEST

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The last step is to pick a quest for your Conquest roster. A quest is the goal your general is currently trying to achieve, and you will be able to complete that quest by doing certain things in your Conquest battles. As you progress through your Conquest campaign, you will be able to complete many different quests, so to begin with, choose a quest with a reward you are most keen to receive. Once you have chosen your quest, write it down in the quest log on your Conquest roster.

In addition to the 4 quests included here, you can find additional quests in future Conquest battlepacks.

QUEST REWARDS

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Upon completing a quest, you will earn a reward. The quest will detail what reward you earn. This can be anything from additional Gold to a bonus magic item.

THE VAULT

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Many of the rewards you earn from completing quests are stored in your vault. The vault is found on your Conquest roster and has space to record magic items and any other treasures you find.

The entries in your vault are a capped resource, as indicated by the spaces for them on your Conquest Roster. You can only have 6 Magic Standards, 6 Magic Weapons, 6 Spells and so on. If you ever wish to discard any of the rewards in your vault, you are allowed to do so.

If you are unsure of which quest to begin with, you can’t go far wrong with ‘Search for the Artefact’. Once you gain the magic item, you will be able to use it straight away in battles fought against another Conquest.

QUESTS

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SEARCH FOR THE ARTEFACT
You send your scouts far and wide in search of a powerful relic of war.

Pick 1 magic item that your faction has access to and that is not already on your Conquest roster. Write it down in the Quest Reward section of your quest log.

At the end of each Conquest battle, add 1 quest point to the progress section of your quest log for each friendly unit wholly within your opponent’s territory.

In addition, at the end of each Conquest battle, you can spend 1 Gold to gain 1 additional quest point.

Once you have gained 3 or more quest points, you complete this quest. When you complete this quest, you can add the magic item that you picked to your vault.
MASTER OF MAGIC
A wizard in your army seeks to master a mighty spell to aid you in battle.

Pick 1 spell lore that a wizard in your faction has access. Write it down in the Quest Reward section of your quest log.

In each Conquest battle, add 1 quest point to the progress section of your quest log each time the casting roll for a friendly WIZARD is 8+.

In addition, at the end of each Conquest battle, you can spend 1 Gold to gain 1 additional quest point.

Once you have gained 3 or more quest points, you complete this quest. When you complete this quest, you may roll for a spell at random from the spell lore that you picked to your vault. If you roll a spell that you already have in your vault or equipped on your Wizard, then roll again.
DEFEND YOUR REALM
You seek to bolster your resources and protect your domain.

At the end of each Conquest battle, add 1 quest point to the progress section of your quest log for each friendly unit wholly within your territory.

In addition, at the end of each Conquest battle, you can spend 1 Gold to gain 1 additional quest point.

Once you have gained 3 or more quest points, you complete this quest. When you complete this quest, you gain 10 Gold.
SCOUT FERTILE LANDS
You send your warriors far and wide in search of lands that yield plentiful resources.

At the end of a Conquest battle, you complete this quest if any friendly units are wholly within 4″ of a battlefield edge and wholly outside of your territory.

Alternatively, at the end of a Conquest battle, you can spend 1 Gold to complete this quest.

When you complete this quest, make 2 exploration rolls in the aftermath sequence of that Conquest battle instead of 1.

FIGHTING CONQUEST BATTLES

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Once you have completed your Conquest roster, you are ready to begin fighting Conquest battles. A Conquest battle is one where you draw your army from your Conquest roster and follow the rules in this section. To fight a Conquest battle, first pick a battlepack to use. The rules here are used in addition to the rules in that battlepack. Conquest battles can be fought using any Conquest battlepack and against any opponent, even those using an army that is not on a Conquest campaign.

Orc and Goblin Truves face off against the High Elf Realms

PICKING YOUR ARMY

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Regardless of the battlepack being used, when you pick an army for a Conquest battle, these rules apply in addition to those in the battlepack:

  • Your army’s faction is the faction noted on your Conquest roster
  • All units included in your army must be from your order of battle.
  • If your general is included in your army, they must be its general.
  • Only spells included on your Conquest roster can be used.

Summoned units are not drawn from your Conquest roster and are not added to it.

In a Conquest battle, warriors in an army on a Conquest campaign may be injured or even killed! See Resolve Injuries and Casualties.

FIGHTING AN OPPONENT NOT ON A CONQUEST CAMPAIGN

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If your opponent’s army is not on a Conquest campaign, the following amendments to the rules above apply:

  • Your opponent does not need to follow the rules for picking their army outlined in this section.
  • Veteran units cannot use veteran abilities.
  • Do not use the Resolve Injuries and Casualties rules.

THE AFTERMATH SEQUENCE

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After each Conquest battle, there is a series of steps that must be resolved by the players commanding armies on Conquest campaigns. This is referred to as the aftermath sequence, and it goes as follows:

The aftermath sequence should be resolved immediately after the battle, if possible, so that your opponent can witness your rolls. Completing these steps will take around 5-10 minutes. It is important that you follow the aftermath sequence in order. For example, if you gained control of the ‘Borderlands’ territory in step 6, its ability would first be used in your next aftermath sequence (because it affects step 3 of the aftermath sequence).

STEP 1 – EARN GOLD CROWNS

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After each Conquest battle, you will receive an amount of Gold based on how your army fared. To determine how much Gold you receive, consult the table below (the different criteria are cumulative). There is space on your roster to keep track of your Gold total.

Criterion500-750751-12501251-17501751+
Fought a Conquest battle+5 Gold+8 Gold+10 Gold+12 Gold
Won a major victory+3 Gold+4 Gold+5 Gold+6 Gold
Won a minor victory+2 Gold+2 Gold+3 Gold+3 Gold
General took part and survived+1 Gold+1 Gold+2 Gold+2 Gold
Gold income based on battle size

STEP 2 – RESOLVE INJURIES AND CASUALTIES

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When one of your models is slain in a Conquest battle, the warrior is not immediately presumed to have been killed: they may instead have been seriously injured or perhaps gotten away with just a minor wound. This is represented by two types of roll: injury rolls and casualty rolls. During this step, you must make an injury roll or casualty roll for each unit from your army that had any models slain or was destroyed during the battle. The type of roll you must make is determined by the kind of unit that you are rolling for, as follows:

Injury Rolls: Characters and Wizards. In addition, units with a Wounds characteristic of 8 or more.

Casualty Rolls: All other units.

NAMED CHARACTERS

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Do not make injury rolls or casualty rolls for units that are named characters.

It is assumed that legendary individuals always have a means of avoiding death!

INJURY ROLLS

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To make an injury roll, roll on the table below. In each aftermath sequence, you can re-roll 1 injury roll by spending 1 Gold. You must choose whether to re-roll the injury roll before rolling for the next unit.

Note: You may only make one injury reroll per aftermath sequence.

If you need to make an injury roll for your general, it is recommended that you roll for them first, as you can only re-roll one injury roll in each aftermath sequence!

2D6Injury
2-3Killed!: Remove this unit from your order of battle. If this unit is your warlord, see Death of Your General.
4-5Critical Injury: At the start of your next battle, if this unit is included in your army, it begins the battle with 50% wounds (rounding up) allocated to it that cannot be negated or healed.
6-7Major Injury: At the start of your next battle, if this unit is included in your army, it begins the battle with 1 wound allocated to it that cannot be negated or healed.
8-11Minor Injury: No effect
12Forged in Battle: This unit gains 2D6 renown.

KILLED UNITS, MAGIC ITEMS AND SPELLS

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If the unit that was killed had been given any magic items, once it has been removed from your order of battle, you can choose for a different unit on your order of battle to be given that magic item or spell (if the unit is a wizard). Alternatively, that magic item or spell can be stored in your vault until you wish to use it again.

DEATH OF YOUR GENERAL

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If your general was killed, you must immediately pick 1 character on your order of battle to become your new general or add a new character to your order of battle to be your new general. Your new general gains 5 renown points. If you add a new character to your order of battle to be your new general, you must spend the required amount of gold to do so. If you have no characters eligible to be your general on your order of battle and insufficient gold to add a new character, you can add 1 new character to your order of battle to be your general without having to spend any gold to do so – after all, your army is already in dire straits!

To have your general be killed is a truly earth-shattering moment for your army. It might teeter on the brink until another champion steps forward to take the lead. It can be fun to write an obituary for your general, detailing how they met their demise and against whom you must exact revenge!

CASUALTY ROLLS

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To make a casualty roll for a unit, roll a number of dice equal to the number of models in the unit that were slain during the battle (not including models that were slain and then returned, unless they were slain again). For each roll of 1, increase the units casualty score by 1. After making a casualty roll you can choose to spend 1 gold to re-roll 1 of the dice in that casualty roll. No more than 1 dice can be re-rolled in each casualty roll.

In subsequent Conquest battles, after the unit is set up on the battlefield for the first time, remove a number of models from the unit equal to its casualty score. If the casualty score of a unit equals the number of models in the unit, remove the unit from your order of battle.

When a unit is first added to your order of battle, its casualty score is set to 0.

STEP 3 – GAIN RENOWN POINTS

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Units in a Conquest army may gain 1 or more renown points after taking part in a battle. Renown points represent the growing skills and status of your warriors as they survive from battle to battle. You can record each unit’s renown points on your order of battle. Units gain renown points in the following ways:

SURVIVING THE BATTLE

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Each unit that took part in the battle and was not destroyed gains 1 renown point.

BONUS RENOWN

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If you used a battleplan from a Conquest battlepack, the battleplan will detail additional ways for units that took part in the battle to gain renown. If you used a battleplan from another battlepack, the Bonus Renown rule below applies:

Bonus Renown
Roll a dice for each unit that was wholly within enemy territory at the end of the battle. On a 4+, that unit gains 1 renown point.

FAVOURED WARRIORS

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Pick 1 unit that took part in the battle to be your favoured warriors. That unit gains D6 renown points.

The Favoured Warriors rule ensures that your most valorous unit in the battle does not go unrewarded.

Noble Knights of Bretonnia, favoured by their Lord

NAMED CHARACTERS

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Named characters do not gain renown points.

RANKS

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Your units will earn ranks when they reach certain renown point thresholds. For units that are not characters, use the table below:

Renown PointsUnit RankVeteran Abilties
0-4Untested Warriors0
5-14Veteran Warriors*1
15-29Elite Veteran Warriors2
30+Legendary Veteran Warriors3
*Unit becomes a veteran unit

VETERAN ABILITIES

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Each time a unit that is not a character earns a new rank, it gains 1 veteran ability (to a maximum of 3). In addition, once a unit has gained its first veteran ability, it becomes a veteran unit. You can either choose the veteran ability the unit gains from the table below or the unit can use a magic item from your vault, if it is able to do so. The same unit cannot gain the same veteran ability more than once. Write down any veteran abilities a unit has on your order of battle.

Units that choose to use a magical item, must be able to use it in accordance with their unit entry within either Ravening Hordes. Forces of Fantasy or their Arcane Journal. Magical items can only be earnt by competing the quest ‘Search for the Artefact‘ at which point they are either stored in your vault or equipped on a unit.

Veteran Abilities
Exemplars of Valour: This unit can use this veteran ability once per battle. Add 1 to it’s Leadership roll.
Disciplined Battle-drill: This unit can use this veteran ability once per battle. Add 1 to its weapon skill characteristic for a single turn.
Fleet of Foot: This unit can use this ability once per battle. Add 1 to its movement characteristic for a single turn.
Deadly Volley: This unit can use this ability once per battle. Add 1 to its ballistic skill characteristic for a single turn.
Defensive Formation: This unit can use this ability once per battle. Ignore the effects of AP -1 for a single turn.
Devastating Charge: This unit can use this ability once per battle. The unit may reroll a charge roll.

USING VETERAN ABILITIES

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Veteran abilities can only be used in battles where all players are using Conquest armies. In addition, no more than 1 friendly unit can use a veteran ability per turn, and the same unit can only use each of its veteran abilities once per battle.

CHARACTERS, WIZARDS AND RENOWN

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Characters and wizards earn different ranks to other units. In addition, characters and wizards gain the ability bear magic items instead of veteran abilities. Both earn ranks as follows:

Renown PointsCharacter RankMagic Items
0-4Hero0
5-14Rising Hero1
15-29Mighty Hero2
30+Legendary Hero3

STEP 4 – COMPLETE QUESTS

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Check your current quest to see if you have completed the quest or if you need to record any progress made in your quest log.

Each quest will state when it is completed. If you have completed your quest, you earn its reward. Anything written in your quest log is then removed and you can pick a new quest to begin. The same quest can be completed multiple times by the same army unless it states otherwise.

GIVING UP ON A QUEST

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During this step of the aftermath sequence, you can choose to give up on your quest. If you do so, remove anything written in your quest log and pick a new quest to begin.

STEP 5 – MANAGE YOUR STRONGHOLD

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In this step you can choose to spend gold to upgrade your stronghold to a different type and to add barracks to your stronghold.

IMPOSING STRONGHOLD

Prerequisite: Stronghold
Cost: 30 gold

Territories: You can now control 6 areas of territory at once.

Barracks: Your stronghold can have up to 5 barracks.

Outposts: You can establish up to 2 outposts.

MIGHTY STRONGHOLD

Prerequisite: Imposing Stronghold
Cost: 60 gold

Territories: You can now control 9 areas of territory at once.

Barracks: Your stronghold can have up to 12 barracks.

Outposts: You can establish up to 3 outposts.

UPGRADING YOUR STRONGHOLD

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You can upgrade your stronghold first to an imposing stronghold and then to a mighty stronghold. Upgrading your stronghold will increase the number of territories you can control, the number of barracks your stronghold can have and the number of outposts you can establish. Each upgrade has an associated cost in gold.

You can find rules for establishing outposts in the range of supplemental Conquest battlepacks available in the future on Woehammer.

ADDING BARRACKS

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You can spend 5 gold in this step to add 1 barracks to your stronghold. Each time you add a barracks to your stronghold you increase your unit limit by 2 to a maximum of 30. You can only add 1 barracks to your stronghold in each aftermath sequence. There is a maximum number of barracks that each type of stronghold can have. When you upgrade your stronghold to a different type, it retains any barracks that you have added to it.

STEP 6 – MANAGE YOUR TERRITORIES

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To begin the next step, first roll on the Territories table. This is referred to as the exploration roll and represents a new area of territory your scouts have discovered. You maybe able to make multiple exploration rolls for reasons such as completing the Scout Fertile Lands quest.

After making your exploration rolls, you must decide if you wish to bring any of these new territories under your control. To bring a new territory under your control, you must spend 10 gold.

If you already have the maximum number of territories your stronghold allows, you can choose to remove one of the territories from your roster and replace it with the new one. Removing a territory may reduce one of your order of battle limits. After replacing a territory, if you have more units of a certain type than your order of battle limits allow, you must remove units of that type from your order of battle until you no longer have more units of that type than your order of battle limits allow.

To make an exploration roll on the Territories table, you will need to roll a D66. To do so, roll a six-sided dice twice. The first roll determines the ten, the second roll determines the unit. For example, if you rolled a 3 followed by a 5, the roll would be 35.

If you do not have 10 gold (the amount required to control a new territory), you can skip the exploration roll.

THREE OF A KIND

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You can never have more than 3 territories of the same type.

UPGRADING TERRITORY

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Lastly, you can choose to upgrade any of your territories (including those that you brought under your control in this step). Each territory can be upgraded by spending gold to bolster its effects. Consult the Territories table to see the effect of upgrading a territory. The Territories table lists the upgrading cost in the format ‘[Upgrade xG]’, where x is the number of gold you must spend to upgrade the territory. For example, if a territory has ‘[Upgrade 5G]’ in its description, you must spend 5 gold in order to upgrade it. When you upgrade a territory, mark it as upgraded on your Conquest roster.

Your starting territories can be upgraded just like any other territory under your control.

TERRITORIES

D66TERRITORIES
11-12Barren Wastes: Your scouts find nothing but inhospitable wasteland.

This territory cannot be controlled.
13-14Bazaar: This trader boasts a fine collection of magical items.

Increase your Magic Items limit by 1. [Upgrade 10G] Large Bazaar: Increase the limit by 3 instead of 1.
15-16Wild Lands: This desolate region is home to all manner of savage beasts.

Increase your Monster limit by 1. [Upgrade 10G] Watchtower: Increase the limit by 3 instead of 1.
21-22Old Keep: This lonely keep and the surrounding lands around it are ruled by a powerful vassal to your domain.

Increase your Characters limit by 1. [Upgrade 10G] Fortified Keep: Increase the limit by 3 instead of 1.
23-24Armoury: A skilled Blacksmith can Forge any weapon.

Increase the War Machine and/or Chariot limit by 1. [Upgrade 15G] Forge: Increase the limit by 3 instead of 1.
25-26Wizards Tower: A Wizard of great import resides here.

Allows wizards to be level 2.
31-32Forgotten Mine: The resources of this territory are known far and wide, attracting very special individuals to your cause.

Increase your Special limit by 1. [Upgrade 10G] Workshop: Increase the limit by 3 instead of 1.
33-34Arcane Nexus: A truly legendary individual of Arcane Might resides here.

Prerequisite: Wizard’s Tower. Allows Wizards to be level 3. [Upgrade 10G] Arcane Waypoint: Allows Wizards to be level 4.
35-36Settlement: A modest settlement has been bought under your control.

Increase your Rare limit by 1. [Upgrade 10G] Guard House: Increase the limit by 3 instead of 1.
41-42Ancient Roads: Your allies can swiftly come to your aid with these roads under your control.

Increase your Allies limit by 1. [Upgrade 10G] Trade Route: Increase the limit by 3 instead of 1.
43-44Borderlands: As this territory borders hostile lands, it is wise to keep it patrolled by your warriors.

In Step 3 of the aftermath sequence, you can pick 1 unit on your order of battle that was not included in your army in that battle and roll a dice. On a 4+. that unit gains 1 renown point. [Upgrade 15G] Bastion: You can pick 2 such units instead of 1.
45-46Wellspring: The natural resources of this territory aid your warriors in healing from battle wounds.

You can pick 1 unit to benefit from this territory in each aftermath sequence. When making a recuperation roll for the unit you picked, it is treated as not having taken part in the battle. [Upgrade 15G] Divination Pool: You can pick 2 units instead of 1.
51-52Large Settlement: This large sprawling settlement provides you with ample warriors with which to wage war.

Reduce the gold cost of adding a unit that is not a character or wizard to your order of battle by 2 (to a minimum of 1). [Upgrade 15G] City Wall: Reduce the gold cost by 3 instead of 2.
53-54Diamond Reserve: This area is rich with previous jewels.

You receive D3 additional gold in step 1 of the aftermath sequence.
[Upgrade 15G] Diamond Mine: Your receive and additional D6 gold instead of D3.
55-56Ruins of Myth: It is said that a powerful treasure rests in this ancient and haunted place….

This territory has no effect until it is upgrade.
[Upgrade 15G] Explored: Once in step 6 of the aftermath sequence, you can roll a dice for this territory. On a 1-5 nothing happens. On a 6, you gain 1 bonus Magic Item that your faction has access to and it is added to your vault. Once the Magic Item has been added to your vault, this territory is removed from your roster.
61-66Special Territory: Your scouts return with invaluable information….

If you have a specific faction territories table, your roll will correspond to a territory on that table. Alternatively, you can pick 1 result from this table that corresponds to a roll of 21-42.

STEP 7 – MANAGE YOUR ORDER OF BATTLE

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During this step of the aftermath sequence, you can spend gold to do any of the following:

  • Add new units to your order of battle.
  • Recuperate any of your units that have suffered casualties.
  • Reinforce any of your units.

ADDING NEW UNITS

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You can add new units to your order of battle in each aftermath sequence. The amount of gold you must spend in order to add a unit to your order of battle is determined by the points value of the unit, as shown on the table below. When you add a new unit to your order of battle, you must follow the order of battle restrictions. In addition, the unit is added at the minimum unit size shown on its unit entry from either Ravening Hordes, Forces of Fantasy or the relevant faction Arcane Journal.

RECUPERATING UNITS

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You can spend gold to recuperate a unit with a casualty score of 1 or more. The amount of gold you must spend in order to recuperate a unit is determined by the points value of the unit, as shown on the table below.

To recuperate a unit, you must spend the required amount of gold and roll a number of dice equal to the unit’s casualty score. This is referred to as the recuperating roll. For each 4+, reduce the unit’s casualty score by 1. If the unit did not take part in your last Conquest battle, reduce the unit’s casualty score by 1 for each 2+ instead. Each unit can only be recuperated once in each aftermath sequence.

UPGRADING UNITS

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Units may be increased in number, have their weapons changed or any other changes that are allowed via their unit entry after each battle. You may do so by spending the required amount of gold according to the additional points value of the upgrade needed or models added to the unit, as shown on the table below. Each unit can only be reinforced once in each aftermath sequence. When a unit is upgraded, note the changes on your order of battle.

Unit’s Points ValueAddRecuperateUpgrade
0-100314
101-150425
151-200536
201-250647
251-300758
301-350869
351-4009710
401+10811
Gold cost to add, recuperate or reinforce a unit

Once a unit has been reinforced, it becomes more expensive to recuperate or reinforce further.

RETIRING UNITS

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If you wish to remove any units from your order of battle, you can remove them in this step. If the unit had any magic items, follow the rules as if they were killed (see Killed Units and Enhancements). In the same manner, if you retire your general, follow the rules as if they were killed (see Death of Your General).

Although rules-wise a retired unit is treated as one which was killed, narratively it need not be so. Perhaps the retired character has been granted land to lord over for the rest of their days, or the retired unit becomes the household guard of a noble.

CONQUEST BATTLEPACK

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The following battlepack allows you to fight Conquest battles. In order to use this battlepack, both you and your opponent must have a completed Conquest roster.

POINTS LIMIT

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The players must first agree on a points limit for the battle. The points limit can be any number and determines the number of points you have available to spend on your army. No more than half of your points can be spent on a single unit. All units added to your army must be taken from your Conquest roster. The points limit also determines the recommended minimum battlefield size and recommended minimum number of terrain features for the battle, as shown in the table below.

Points Limit500-750751-22502251+
Minimum Battlefield Size30″x44″44″x60″44″x90″
Minimum Terrain Features4812

A good way to set the points limit for the battle is to first determine who has the lowest total points’ worth of units on their order of battle. Take that number and round it up to the nearest hundred: the result is the points limit for the battle. For example, if one player were able to field 1200 points’ worth of units but the other player were only able to field 680 points’ worth of units, the points limit for the battle would be 700. The points limit could be lower than that, of course, if the players agreed.

CONQUEST BATTLEPLANS

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One player rolls on the following table to determine which battleplan is used for the game. Alternatively, the players can agree on which battleplan to use.

D6Battleplan
1Sudden Assault
2The Trap
3The Ritual
4The Watchtower
5Hold or Die
6Breakthrough

WITHDRAWING FROM BATTLE

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You may wish to withdraw your army from the battle to lessen the impact of casualties. At the start of your hero phase, if at least half of the units from your starting army have been destroyed, you can choose to withdraw from the battle. If you do so, all units in your army are immediately removed from the battlefield but the battle is still played through to its conclusion.

If you withdraw from battle, the battle is still played through to its conclusion so that your opponent can still try to complete their quest, earn a victory and so on.

A player’s starting army is made up of the units from the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.

BATTLEPLAN: SUDDEN ASSAULT

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One force sweeps into the domain of the enemy, seeking to crush any who oppose them.

TERRAIN Place terrain as described on page 268 of the core rules.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit, that player is the invader the other player is the custodian. Both players set up their units as shown on the map below and more than 9″ away from the centre of the battlefield. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

FIRST TURN Once deployment is complete, the players roll off with the player who finished deploying first receiving a +1 modifier. The Invader also receives +1, and this bonus can be in addition to the +1 to their roll for being the player that finished deploying their army first.

GAME LENGTH The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached, as described on page 286 of the core rules.

VICTORY POINTS The battlefield is divided into quarters as shown on the map. At the end of each battle round, each player scores 1 victory point for each quarter of the battlefield that has more friendly units wholly within it than enemy units.

GLORIOUS VICTORY When the battle ends, the player with the most victory points wins a major victory. If the score is tied, the custodian wins a minor victory.

BONUS RENOWN At the end of the battle, each friendly unit that is wholly within a quarter of the battlefield that has no enemy units wholly within it gains 1 renown point.

BATTLEPLAN: THE TRAP

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Lured into the jaws of a deadly trap, one faction must fight to survive as they are suddenly beset from multiple sides.

TERRAIN Place terrain as described on page 268 of the core rules.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. That player is the invader. The other player is the ambusher. The invader sets up their units first, as shown on the map below. Then, the ambusher sets up each unit in their army either wholly within their territory and more than 12″ from all enemy units or wholly within their territory, wholly on a terrain feature and more than 3″ from all enemy units.

FIRST TURN Once deployment is complete, the players roll off with the player who finished deploying first receiving a +1 modifier. The Invader also receives +1, and this bonus can be in addition to the +1 to their roll for being the player that finished deploying their army first.

GAME LENGTH The battle will last for six rounds until one side concedes or until the time limit agreed by the players is reached, as described on page 286 of the core rules.

VICTORY POINTS At the end of each battle round, the invader scores a number of victory points equal to the number of units in their army that are wholly within enemy territory. Each time a unit in the invader’s army is destroyed, the ambusher scores 2 victory points.

GLORIOUS VICTORY When the battle ends, the player with the most victory points wins a major victory. If the score is tied, the invader wins a minor victory.

BONUS RENOWN
Invader: Each friendly unit that is on the battlefield at the end of the third battle round gains 1 renown point.

Ambusher: Each friendly unit that destroyed any enemy units during the battle gains 1 renown point.

BATTLEPLAN: THE RITUAL

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One force is enacting a deadly ritual. The other must stop them before it is complete.

RTERRAIN Place terrain as described on page 268 of the core rules.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. That player is the disruptor. The other player is the ritualist. Both players set up their units as shown on the map below and more than 6″ away from the opponents territory. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

OBJECTIVES Place 3 objectives as shown on the map. One objective is the ritual site; the other two objectives are arcane repositories.

FIRST TURN Once deployment is complete, the players roll off with the player who finished deploying first receiving a +1 modifier. The disruptor also receives +1, and this bonus can be in addition to the +1 to their roll for being the player that finished deploying their army first.

GAME LENGTH The battle will last for six rounds until one side concedes or until the time limit agreed by the players is reached, as described on page 286 of the core rules.

VICTORY POINTS At the end of each battle round, if the ritualist controls the ritual site, they score D6 victory points plus D3 victory points for each arcane repository they control. Then, the ritualist loses D3 victory points (this cannot reduce their victory point total to less than 1) for each objective controlled by the disruptor (roll for each objective).

To control an objective, an army must have more models within 6″ of the objective than their opponent.

GLORIOUS VICTORY
When the battle ends:

  • If the ritualist has 16 or more victory points, they win a major victory.
  • If the ritualist has 14-15 victory points, they win a minor victory.
  • If the ritualist has 12-13 victory points, the disruptor wins a minor victory.
  • If the ritualist has fewer than 12 victory points, the disruptor wins a major victory.

BONUS RENOWN Each friendly unit within 6″ of an objective at the end of the battle gains 1 renown point.

BATTLEPLAN: THE WATCHTOWER

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The garrison of a besieged tower must endure until help arrives.

TERRAIN One terrain feature must be placed in the centre of the battlefield. This will act as the watchtower. Place all other terrain as described on page 268 of the core rules.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. That player is the guardian. The other player is the invader.

The guardian must split their army into a garrison contingent and a reinforcements contingent. Each contingent must have as close to the same number of units as possible.

Units in the garrison contingent cannot be set up in reserve. The reinforcements contingent starts the battle in reserve and will arrive as described below.

Both players set up their units as shown on the map below and more than 6″ away from the opponents territory. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

FIRST TURN Once deployment is complete, the players roll off with the player who finished deploying first receiving a +1 modifier. The Invader also receives +1, and this bonus can be in addition to the +1 to their roll for being the player that finished deploying their army first.

GAME LENGTH The battle will last for six rounds until one side concedes or until the time limit agreed by the players is reached, as described on page 286 of the core rules.

RANSACK If the invader controls the watchtower at the end of each of two of their own consecutive turns, the watchtower is ransacked.

REINFORCEMENTS

During Guardian’s compulsory moves sub-phase, their units may enter the battlefield. A unit moving onto the table in this fashion must have it’s rear arc in full contact with the battlefield edge, at least 8″ away from any enemy models and facing towards the centre of the battlefield.

A unit that enters a reinforcements cannot march and counts as having moved for the purposes of shooting, but can otherwise move normally during the Remaining Moves sub-phase.

GLORIOUS VICTORY
When the battle ends:

  • If the invader controls the watchtower and it has been ransacked, they win a major victory.
  • If the invader controls the watchtower and it has not been ransacked, they win a minor victory.
  • If the guardian controls the watchtower and it has not been ransacked, they win a major victory.
  • If the guardian controls the watchtower and it has been ransacked, they win a minor victory

BONUS RENOWN Each friendly unit within 6″ of the watchtower at the end of the battle gains 1 renown point

BATTLEPLAN: HOLD OR DIE

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Severely outnumbered by the foe, one force must dig in their heels and hold on until reinforcements arrive.

TERRAIN Place terrain as described on page 268 of the core rules.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. That player is the invader. The other player is the custodian.

The invader must split their army into a vanguard contingent and a reinforcements contingent. Each contingent must have as close to the same number of units as possible.

Units in the vanguard contingent cannot be set up in reserve. The reinforcements contingent starts the battle in reserve and will arrive as described below.

Both players set up their units as shown on the map below and more than 6″ away from the opponents territory. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

FIRST TURN Once deployment is complete, the players roll off with the player who finished deploying first receiving a +1 modifier. The Invader also receives +1, and this bonus can be in addition to the +1 to their roll for being the player that finished deploying their army first.

GAME LENGTH The battle will last for six rounds until one side concedes or until the time limit agreed by the players is reached, as described on page 286 of the core rules.

REINFORCEMENTS During Invader’s compulsory moves sub-phase, their units may enter the battlefield. A unit moving onto the table in this fashion must have it’s rear arc in full contact with the battlefield edge, at least 8″ away from any enemy models and facing towards the centre of the battlefield.

A unit that enters a reinforcements cannot march and counts as having moved for the purposes of shooting, but can otherwise move normally during the Remaining Moves sub-phase.

GLORIOUS VICTORY
When the battle ends:

  • If all of the units in the invader’s vanguard contingent have been destroyed, the custodian wins a major victory.
  • If less than half of the units in the invader’s vanguard contingent have been destroyed, the invader wins a major victory.
  • If at least half but not all of the units in the invader’s vanguard contingent have been destroyed, and the model picked to be the invader’s general has been slain, the custodian wins a minor victory.
  • If at least half but not all of the units in the invader’s vanguard contingent have been destroyed, and the model picked to be the invader’s general has not been slain, the invader wins a minor victory.

BONUS RENOWN
Custodian: Each friendly unit that destroys any enemy units in the invader’s vanguard contingent gains 1 renown point.

Invader: Each friendly unit from your vanguard contingent that is on the battlefield at the end of the third battle round gains 1 renown point.

BATTLEPLAN: BREAKTHROUGH

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Deep in enemy territory, one force has to break through enemy lines.

TERRAIN Place terrain as described on page 268 of the core rules.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit, that player is the invader the other player is the custodian. Both players set up their units as shown on the map below and more than 6″ away from the opponents territory. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

FIRST TURN Once deployment is complete, the players roll off with the player who finished deploying first receiving a +1 modifier. The Invader also receives +1, and this bonus can be in addition to the +1 to their roll for being the player that finished deploying their army first.

GAME LENGTH The battle will last for six rounds until one side concedes or until the time limit agreed by the players is reached, as described on page 286 of the core rules.

LEAVING THE BATTLEFIELD At the end of each battle round, any of the Invader’s units that are within contact of, or have left the custodian’s battlefield edge may leave the battle. Remove the models in those units from play but do not count them as slain.

GLORIOUS VICTORY When the battle ends:

  • If at least half of the invader’s units have left the battlefield, the invader wins a major victory.
  • If none of the invader’s units have left the battlefield, the custodian wins a major victory.
  • If at least one but less than half of the invader’s units have left the battlefield, and the model picked to be the invader’s general has been slain, the custodian wins a minor victory.
  • If at least one but less than half of the invader’s units have left the battlefield, and the model picked to be the invader’s general has not been slain, the invader wins a minor victory.

BONUS RENOWN

Custodian: At the end of the battle, each friendly unit within 3″ of an enemy unit that is wholly within gains 1 renown point.

Invader: Each friendly unit that leaves the battlefield gains 1 renown point.

Slow-Grow Challenge 2024: The Generals

Back in January, we announced our first slow-grow challenge for the Woehammer community to follow along with.

Each month presents a new challenge. February’s was to build and paint a general for their army along with some lore to accompany them.

The uptake has blown us away, with a few people even attempting two armies!

Heinrich Volkmarsson by Tavendale of Norerolls
Utheryl the Black by Popliteal from our friendly Discord server
Goblak Mothspore by myself
Krid Cogbreaker by Fittsy
Zarnak the Accursed by Tavendale
Drekki Flynt by Ian Humpage
Skrappa Goldtoof by Deathcorekiddie
First Centurion Antigaius by Deathcorekiddie
Commander Morgan Bernhardt by myself
Abhorrant Gorewarden by Kej

March’s Challenge

With your leader done, they need some troops to…. well… lead! Build and paint at least 10 models from your Core (Old World),

Additional: Who are these dudes? Are they your leaders honour guard or perhaps some mercenaries they’ve hired to kick start their (nefarious?) plans?

Take Part

Want to take part? Just send your pictures and honebrew lore to thewoehammer@gmail.com