Source: Warhammer Fantasy: 5th Edition

Set Limits
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The battle scenarios described above provide players with a useful selection of standard games, including interesting variations in the form of the Ambush, Last Stand, Break Through and Treasure Hunt. Players can also invent their own scenarios, or use any of those described either in White Dwarf or the Warhammer Campaign supplements.

New scenarios often set additional limits on the troops which can be chosen from the army lists - for example if the battle is taking place high amidst a barren mountain pass then it might be judged impossible for cavalry to reach the battlefield so no cavalry are permitted. Players who are using the battle scenarios can also agree to set limits either to represent unusual circumstances, such as a battle over a barren mountain pass, or simply because they prefer it that way. The Tournament Battle is an example of a game with its own special limits.

When players arrange to play a battle scenario then as well as agreeing the points values of the armies they can also decide to set limits upon army choice. The Warhammer Armies army lists already limit the availability of some troop types, characters and war machines, but these limits are very broad and have been designed to allow as great a choice as possible. A far more exciting game can sometimes be had by deliberately reducing the choices which are normally available. The suggestions below include all the commonly played limits and they can be used either singly or combined together.

You will notice that most of the limits specifically bar players from options which are normally open to them. Not all players will want to do this, as some will prefer to use the army lists alone as the arbiter of what they can include in their armies. It is recommended that players experiment within their gaming group using different types of set limits, and decide for themselves how and when to apply them. By changing the set limits players will discover that games can be varied considerably.

In particular, it is suggested that players use special characters only by mutual agreement, as many of these unique individuals have powers which affect the game in a substantial way. Where the same special characters are used as a matter of routine they cease to be in any way 'special' and games can become rather predictable as both sides focus on their powerful characters rather than the troops which make up the bulk of the armies.

Some further limits governing the use of the magic spells are discussed in Warhammer Magic.

Set Limits

  • None - the armies are chosen from the Warhammer Armies army lists.

  • Agree to disallow or limit special characters in number or points value.

  • No magic is permitted at all - the ebb and flow of magical power leaves the area devoid of magic.

  • Wizards not allowed or reduced to a maximum of one per side.

  • Wizards restricted to magic level 1, 2 or 3 - there are no powerful wizards available for the battle.

  • No characters can carry more than a single magic item.

  • Individual magic items restricted to an agreed maximum points value.

  • Percentage of points available for characters reduced to an agreed value or zero.

  • An agreed maximum number of characters allowed per side.

  • Percentage of points available for war machines reduced to an agreed value or zero.

  • No large monsters allowed or limited to an agreed number - none or few are available for the battle.

  • No unridden large monsters allowed or limited to an agreed number.

  • No flying creatures allowed or limited to an agreed number - due to bad weather.

  • No cavalry allowed because the terrain is too rough.

  • Only troops with a move of 6"+ allowed - the armies represent fast moving foragers.

  • No heavy troops (save of 3+ or better) as the armies represent lightly armed advance forces.

  • All missile fire including magic missiles reduced to half range due to high winds.

  • All shooting is worked out at an additional -1 to hit due to darkness.

  • No gunpowder weapons allowed due to damp weather.

  • Each side nominates one unit of troops as 'grizzled veterans or guards' and adds + 1 Leadership.

For example: two players might agree to fight a 3,000 point a side pitched battle, limiting wizards to a maximum of one level 2 per side, with no individual magic items over 50 points allowed.

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