Warbands Vol.2
Warbands Vol.2
Warbands Vol.2
WARHAMMER
WARBANDS
Many a great general began his military career humbly as the commander of a small
battalion. In his earliest engagements, the future general learns the strengths and
weaknesses of his men. Over time, he learns how to assemble the troops under his
command to create a fearsome strike force, just as the weaponsmith learns to blend metals
to forge a fine sword. Once the battalion commander masters this art, it is but a small
step to leading legions of men. The difference is little more than a question of scale.
From the teachings of Bartolo Miachevelia, Advisor to Kings
An Orc & Goblin warband clashes with the Defenders of an Empire village.
10 WHITE DWARF
ESCALATION LEAGUES
Participating in an escalation league is a
fun way to get in a lot of games of
Warhammer and can encourage you, your
friends, and your fellow club members to
assemble and paint a few new miniatures
or possibly start a new army. Players
begin an escalation league with a small
warband of 200 points. As the participants
play games over the course of the league,
their warbands will slowly increase in
size. By the end of the month-long
escalation league, each player will have a
good sense of the effective tactics for his
new warband, probably a few ideas about
how he wants to expand his warband into
a full-fledged Warhammer army, and most
importantly, at least 500 points worth of
painted models!
A High Elf warband defends itself against its age-old foes, the Dark Elves.
WARHAMMER
WARBANDS LEAGUE
In November, all U.S. Hobby
Centers will be running the very
warbands escalation league
presented in this article. The
action will run every Tuesday
night and Saturday afternoon, as
the Warhammer warbands build
from 200 points to 500 points or
more. Ask the staff of your local
U.S. Hobby Center for details of
the league and the painting and
modeling workshops that will, no
doubt, accompany it.
ESCALATION
LEAGUE STRUCTURE.
Each player begins by creating a 200point warband per the rules in this and last
months issue of White Dwarf. Over the
course of the 4-week league, any two
players can get together to play a game of
Warhammer warbands, though players
should not play the same person more
than twice in a row. It is up to the players
to organize games for themselves, but
league organizers can certainly set up
Bring and Battle nights to facilitate
league play. There is no formal schedule
of games, however. Players use the Little
War scenario from last issue for each
regular league game.
Starting
Warband Size
Maximum
Warband Size
Points Added
for a Massacre
Points Added
for a Victory
Points Added
for a Draw
Points Added
for a Loss
200
225
10
300
350
15
10
400
450
20
15
10
500
570
25
20
15
10
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Dirty Steve
Warband
Name
Warband
Type
Helmut
Vampire Counts
Nightbringers
Plague of Undeath
Warband
Size
Number of
Massacres
(6 pts each)
Number of
Victories
(4 pts each)
Number
of Draws
(2 pts each)
Number
of Losses
(1 pt each)
Number of
Mega-Battle
Victories
(6 pts each)
Number of
Mega-Battle
Losses
(3 pts each)
Total No. of
League
Points
420
47
Drew
The Sylvan
Scouts
Wood Elves
450
45
Ross
Lizardmen
435
32
Jeremy
Durek
Anvilpantss
Rangers
Dwarfs
410
20
John
Baltius
Terravores Beasts
Beasts of Chaos
400
33
MEGA-BATTLES
At the end of each week of league play,
players may participate in the mega-battle,
which can involve all or some of the
participants. League organizers should
appoint a Games Master (GM) to facilitate
and act as referee for each mega-battle.
Winning a mega-battle earns players 6
league points, whereas losing earns 3.
Going into the mega-battle with a lead in
warband size is an obvious advantage, and
winning a mega-battle can yield benefits to
the victors in the remaining games of the
escalation league. The following rules
apply to mega-battles.
Warbands & Teams. Each player brings a
warband selected up to the maximum
points total allowed for his warband as
determined by his massacre-victory-drawloss record, the starting warband size for
the week, and the maximum warband size
for the week. Participating warbands will
likely have different points values. The GM
will divide the warbands into good and
evil teams (e.g., Dwarfs, Empire, and
High Elves vs. Orcs and Skaven). The
teams should include an even number of
warbands where possible, and the GM may
have to ask one or more players switch
sides to even things up (e.g., This Empire
army has been corrupted by Chaos and
thus will fight on the evil team.).
Once teams are established by the
12 WHITE DWARF
ARMIES
Warband teams should be set up as described in Warbands & Teams.
BATTLEFIELD
The GM sets up a 4' x 6' area (or larger if you have a lot of
players) representing the aftermath of battle. Burned
buildings, piles of corpses, and rubble litter the battlefield
(but dont clutter things too much). The GM places seven
loot counters on the battlefield at least 12" from any table
edge and at least 6" from each other.
DEPLOYMENT
The GM nominates one long side as the good table edge and
the other as the evil one. Players deploy in order of total
league points, from highest to lowest, regardless of each
warbands team affiliation for this battle. Each player deploys
all of his models at the same time. An entire warband must be
set up within 12" of its table edge in an area no wider than
12". Any models that cannot fit in this area cannot participate
in the game. Scouts and other units with special deployment
rules may be set up according to those rules.
place the loot counter on the board on the spot where the
unit was destroyed. Any uncontrolled loot counter may be
captured by any unit/model that comes in contact with it.
VICTORY CONDITIONS
The team that ends the game in possession of the most loot
counters wins. Warbands in possession of loot counters at the
end of the game reap the benefits described below.
LOOT CHART
D6 Roll
1-3
4-5
LENGTH OF GAME
The game lasts 6 turns.
SPECIAL RULES
Loot. Whenever a model or unit that is not fleeing touches a
loot counter, roll a D6 and consult the chart below to see
what type of loot is found. The unit/model must try to survive
the battle and guard its loot. Units/models may move
normally with any number of loot counters, which may be
captured by enemies (but not by teammates) exactly like unit
standards. If a loot-bearing unit/model is destroyed for any
reason and the loot is not captured by a pursuing enemy,
Loot Type
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ARMIES
Warband teams should be set up as described in
Warbands & Teams.
BATTLEFIELD
The GM sets up a 4' x 6' area (or larger if you have a lot of players).
A large hill or other objective should be placed in the center of the
battlefield. Scouts and other units with special deployment rules
must be set up as normal and cannot use their special rules for
this scenario.
DEPLOYMENT
The GM nominates one long table edge as the good side and the
other as the evil one. Players deploy in order of the number of
league points they have, from highest to lowest, regardless of each
warbands team affiliation for this battle. Each player deploys all of
his models at the same time. Each warband must be set up within
12" of its table edge in an area no wider than 12". Any models that
cannot fit in this area will not participate in the game.
LENGTH OF GAME
The game lasts 6 turns.
VICTORY CONDITIONS
The team with the highest combined Unit Strength on and/or
within 6" of the objective at the end of the game wins (fleeing
models dont count). Each warband on the winning side earns an
Honor & Glory token. Also, the warband from the winning side
with the highest combined Unit Strength on or within 6" of the
objective at the end of the game wins an additional Honor & Glory
token (fleeing models dont count).
ARMIES
BATTLEFIELD
The GM sets up a 4' x 6' area (or larger if you have a lot of
players) representing a road running down the center of the
board from short table edge to short table edge and the
surrounding countryside: clustered forested areas, jumbled
boulders, and hills. The GM places one cart or caravan model
per Defending warband on the road.
DEPLOYMENT
1. The Defenders set up first in order of total league points
from highest to lowest. Each warband must set up within 8" of
a cart (one warband per cart). Any models that cannot fit in
this area will not participate in the game.
2. The Attackers set up next, also in order of total league
points from highest to lowest. Each warband must be set up
within 12" of a long table edge and within an area 18" wide.
Any models that cannot fit in this area will not participate in
the game. Attackers can use both long table edges if they wish.
3. Scouts and other units with special deployment rules
14 WHITE DWARF
LENGTH OF GAME
SPECIAL RULES
Carts. The Attackers may capture the carts by moving any
unit/model into base contact with them. Any unit/model with Unit
Strength 4 or greater may move normally with the cart but may
not fly. Units/models with Unit Strength 3 or less move at half rate.
Defending models may not move the carts until after they have
been captured by Attackers. Units/models may capture carts exactly
like unit standards. If a cart-controlling unit/model is destroyed for
any reason and the cart is not captured by a pursuing enemy, place
the cart on the board on the spot where the unit was destroyed.
Any uncontrolled cart may be captured by any unit/model that
comes in contact with it.
VICTORY CONDITIONS
The side that controls the most carts at the end of the battle wins
the game. Any Attacking warband that ends the game in control of
one or more carts may plunder their contents to hire more troops
and thus begins the next week of the league with a starting
warband size 6D6 points larger than normal. Any Defending
warband that successfully defends the cart near which it deployed
(i.e., either the cart was never captured, or it was successfully
recaptured and was in the Defending warbands possession at the
end of the game) earns an Honor & Glory token.
Greenskins put their fear in check to assault a fortified position held by the Undead.
ARMIES
SPECIAL RULES
BATTLEFIELD
The GM sets up a 4' x 6' area (or larger if you have a lot of players)
representing the raiders fortified camp and places a small keep
with a footprint no larger than 12" x 12" in the center of the board.
The rest of the battlefield should have very sparse terrain: a few
tents, campfires, and the like.
DEPLOYMENT
1. The Attackers set up first in order of total league points
from highest to lowest. Each warband must set up within
12" of one long table edge and in an area no wider than
12". Any models that cannot fit in this area will not
participate in the game.
2. The Defenders set up next in order of total league points
from lowest to highest. Each warband must be set up
within 12" of the opposite long table edge and in an area
no wider than 12". Any models that cannot fit in this area
will not participate in the game.
LENGTH OF GAME
Small Siege. This game is a small-scale siege game, and the rules
on pp. 247-258 of the Warhammer rulebook and the updates on
pp. 112-115 of Warhammer: Annual 2002 apply.
Improvised Fortifications. The keep is a flimsy construction
compared with a proper castle. Add +2 to all results on the
Damage Charts for the keeps walls, towers, and gates.
Besiegers Equipment. Each Attacking warband gets two
ladders and one log ram at no points cost. This equipment
may be distributed as the controlling player sees fit. Any
Attacking Skirmishers may be equipped with Grappling
Hooks at no points cost.
Besieged Equipment. The Defending warband deployed in the
keep gets one cauldron of Boiling Oil at no points cost. Also, all of
this warbands units are equipped with Rocks at no points cost. All
Defending warbands get a single Honor & Glory token at no
points cost before the game begins.
VICTORY CONDITIONS
At the end of this battle, calculate each players total league points
earned throughout the course of the escalation league. The player
with the highest total is crowned winner of the escalation league!
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WHAT COUNTS AS
A MAGIC ITEM?
Per the basic warbands rules, warbands of
199 points or less cannot take magic
items. Exceptions to this rule are magic
items that are available to regular troops
(i.e., not exclusive to character models)
and/or those items that are not listed in the
magic item list of the Army book (e.g.,
Wight blades, Chaos armor, tomb blades,
and Skaven warp weapons). It is
UNIT SIZES
AND UNIT OPTIONS
The minimum unit size for models on 20mm or 25-mm bases is three models; the
minimum unit size for models on 25 x 50mm bases is two models; and the
minimum unit size for models on 40-mm
bases or larger is one model. However, no
warband regiment may take any unit
options, other than weapon and armor
upgrades, unless the regiment meets its
normal unit minimum listed in the Army
book. Thus, only when the unit meets its
regular unit minimum listed in the Army
16 WHITE DWARF
HORDES OF CHAOS
AND BEASTS OF CHAOS
Chaos warbands, like Chaos armies,
must be Beast, Mortal, or Daemon
warbands. Each type of Chaos
warband may include troops from the
other types (e.g., a Chaos Mortals
warband can include Beasts of Chaos)
per the normal rules.
One Spawn of Chaos counts as a
single Rare choice. Two Spawn can
never be included in a warband.
Hordes of Chaos Daemon warbands
are possible. However, as there are no
Daemon characters in the Hordes of
Chaos Army book under 150 points,
Hordes of Chaos Daemon warbands
must be led by a Bloodhowler or, if
the warband totals 200+ points, a
Mortal Hero equipped with the
Chalice of Chaos. As such,
Daemon players may find it more
practical to use the Daemonic Legions
list from the Storm of Chaos
campaign sourcebook to create
Daemon warbands.
DARK ELVES
Use the updated rules for Dark Elves
published in WD286. Otherwise,
there are no army-specific rules that
apply Dark Elf warbands.
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DOGS OF WAR
Dogs of War warbands need not
include a Paymaster.
Dogs of War warbands may include
a single Regiment of Renown, which
counts as a Core, Special, or Rare
choice per the normal rules for that
Regiment. However, the normal unit
minimums and maximums for unit
size for Regiments of Renown are
never adjusted by the warbands
rules. Thus, for instance, you must
take a minimum unit size of 10 for a
unit of Riccos Republican Guard,
whereas a normal unit of Pikemen in
a Dogs of War warband has a
minimum unit size of 3. Dogs of
War warbands that include a
Regiment of Renown that comes
with a character or characters may
include no other characters in the
warband, and the character who
leads the Regiment of Renown
will act as the Commander of
the warband.
DWARFS
Dragon Slayers and Giant Slayers
may NOT act as Commanders of
Dwarf warbands.
The Hammerers Bodyguard special
rule can apply to whoever is acting
as the warbands Commander. Thus,
the Bodyguard rule could apply to a
Hammerer champion as well as a
regular Dwarf Hero. Note that other
types of champions acting as
Commander could not join the
Hammerer unit, and thus, the
Bodyguard rule would not apply.
EMPIRE
Detachments must still meet
minimum warband unit size
requirements. Thus, the minimum
unit size for a detachment is three,
and only units six or stronger may
take a detachment.
Warbands of the Empire are flexible and can fit any combat role.
18 WHITE DWARF
HIGH ELVES
The Intrigue at Court rule works a bit
differently for High Elf warbands. If the
warband includes two Heroes, dice off as
normal to determine the Commander of
the warband. If the warband includes a
single Hero, he is the Commander. If the
warband includes no Heroes, the
controlling player may nominate a unit
champion to be the Commander, and no
Intrigue at Court roll is made.
Pure of Heart is not a mandatory Honor
for High Elf warbands but may be
selected for a character at the controlling
players discretion.
High Elven warbands are highly skilled and have good Leadership.
LIZARDMEN
Lizardman warbands may be selected
from the standard army list or the
Lizardmen of the Southlands army list.
Lizardman warbands boast exceptional hand-to-hand combatants and are hard to break.
SKAVEN
Units of Clanrats and Clanrat Slaves
need be only 10 models strong before
they qualify for command models or a
Weapon Team.
The Mainstay rule applies to Skaven
warbands. Mainstay Clanrat units must
be at least 10 strong.
The following choices count as war
machines in warband games and cannot
be included in warbands of 1-199 points:
Warpfire Throwers, Ratling Guns, and
Warp-Lightning Cannons. Only one of
these selections can be included in a
Skaven warband of 200+ points as its
single war machine choice.
Orc & Goblin warbands are flexible, characterful, and fierce in combat.
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TOMB KINGS
Khemrian armies rely on their Generals,
their Hierophants, and their Incantations
when their forces march to war. Tomb
King warbands, however, are mustered
quickly for specific strategic objectives
or to respond to small threats, when the
full might of a Tomb King army is not
required. Thus, when a warband is
animated, different rituals are performed,
and the Undead officers are imbued with
different powers. As such, both the
animating magic and the chain of
command of a Tomb King warband
function somewhat differently than those
of a full-sized Nehekharan army.
Tomb Kings warbands cannot take both
a General and a Hierophant per the
normal Tomb King rules because of
warband points restrictions on Heroes.
Tomb King warbands may be led by a
Tomb Prince, an Icon Bearer, a Liche
Priest, or a unit champion. Regardless of
the type of model serving as the
Commander of the warband, the
Commander acts as both General and
Hierophant. If this model is destroyed,
the Undead models in the warband will
begin to crumble per the rules described
on p. 21 of the Tomb Kings Army book.
Skaven warbands use weight of numbers and technology to defeat the competition.
Tomb King warbands have unique tactics that can be both unexpected and deadly.
20 WHITE DWARF
VAMPIRE COUNTS
Vampire Counts warbands need not
include a Wizard (i.e., a model with the
entry Magic in its army list box).
Vampire warbands thus may be led by a
Vampire Thrall, Wight Lord, Wraith, or
unit champion as well as a Hero-level
Necromancer. Assume that whichever
Wizard animated the Undead is nearby
and has dispatched a small warband to
do his bidding. However, the destruction
of whichever model acts as the
Commander of the warband will initiate
the slow collapse of the Undead units in
the warband per the rules described on p.
25 of the Vampire Counts Army book.
Wood Elf warbands have excellent archers and use deadly hit-and-run tactics.
WOOD ELVES
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