Source: Warhammer Fantasy: 5th Edition

Scenario 2 - Secret Dispositions
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This is essentially the same as a Pitched Battle but with the added element of both sides deploying secretly according to a cunning plan worked out by their commanders beforehand. The emphasis of this game is on making a good battleplan and executing it efficiently.

Scenery

Players set up the scenery in any mutually agreeable manner.

Armies

Armies are chosen from the Warhammer Armies army lists to an equal points value agreed before the game.

Deployment

Armies are deployed no closer than 24" to each other and no closer than 12" to the side edges as shown on the Pitched Battle map, opposite. Armies can be deployed using either the Map Option or the Screen Option described below. These methods are intended to represent the careful plans made by the commander in secret before the battle.

1) Map Option

In order to keep deployment secret, each player makes a rough map of the tabletop and indicates where his units will deploy. Once players have completed their maps both armies are deployed at the same time in the positions indicated on the players' maps.

2) Screen Option

In order to keep deployment secret a screen is erected down the centre of the table. Both players deploy their armies out of sight of the enemy behind the screen. Once deployment is complete the screen is removed to reveal the two armies. Large box lids are ideal for this purpose.

Special Deployment Rules

Units which are allowed to deploy closer to the enemy or after normal deployment due to a special movement rule can do so. For example, Wood Elf Scouts are allowed to deploy beyond the usual permitted zones because they are assumed to scout out these areas some time before the battle.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to decide how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Who Goes First

Both players roll a dice. The highest scoring player chooses whether to go first or second.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. The standard victory points schedule explains how these are worked out.

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