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Game Rules

Turn Structure

The game lasts 5 battle rounds. After turn 5, roll a D6 — on 3+ play turn 6. After turn 6, roll again — on 4+ play turn 7.

Standard board: 6' × 4' (72" × 48")

Command Points by Detachment

  • Brigade9 CP
  • Battalion3 CP
  • Spearhead / Outrider / Vanguard1 CP
  • Supreme Command1 CP
  • Patrol0 CP
Universal Stratagems 3 only in index rules
1 CP
Command Re-roll
Use after making any dice roll — re-roll one of the dice.
2 CP
Counter-offensive
Use after an enemy unit has fought in the Fight phase — immediately fight with one of your own eligible units.
2 CP
Insane Bravery
Use before taking a Morale test for one of your units — that test is automatically passed.
Secondary Objectives Available in all Eternal War missions
1
Victory Point
Slay the Warlord
Score 1 VP if the enemy Warlord has been slain by the end of the game.
1
Victory Point
First Blood
Score 1 VP if you were the first player to destroy an enemy unit during the game.
1
Victory Point
Linebreaker
Score 1 VP if you have at least one model in the enemy's deployment zone at the end of the game.
Deployment Maps 6 standard maps
Dawn of War
PLAYER 1 — 12" PLAYER 2 — 12" No Man's Land
Zone12" from each long table edge
Gap24" between deployment zones
Most common deployment. Short gap favours aggressive armies.
Hammer and Anvil
P1 — 12" P2 — 12" 48" gap
Zone12" from each short table edge
Gap48" between deployment zones
Long march. Favours gunlines — assault armies must cover a lot of ground.
Vanguard Strike
P1 P2
ZoneCorner — 24" from corner along each edge
GapDiagonal centre strip
Corner deployment. Flanking and reserve play are key.
Spearhead Assault
P1 — 12" P2
ZoneAttacker: 12" short edge. Defender: opposite quarter
Asymmetric — attacker has more ground to cross.
Frontline Assault
P1 — 6" from centre P2 — 6" from centre
Zone6" from the centre line each side
Gap12" between armies
Close quarters from turn one — brutal for assault armies.
Search and Destroy
P1 P2
ZoneOwn table quarter (12" from each edge)
Good all-round deployment. Objectives in the contested centre.
Eternal War Missions Roll D6 or choose — all include 3 secondary objectives
1 Retrieval Mission Max 12 VP
Seize and hold four objectives scattered across the battlefield.
Objectives4 — set up alternately, 6"+ from table edge, 12"+ from each other Scoring3 VPs per objective controlled at end of game
Troops with Objective Secured are essential. Hold two objectives and you break even with secondaries.
2 No Mercy Kill pts
Destroy the enemy. Score a point for every unit you slay.
ObjectivesNone Scoring1 VP per enemy unit destroyed (including units that flee)
Every model matters. Avoid handing over cheap kills — large units with redundancy score best. Playing second has a major advantage as you can react to the board state.
3 The Scouring Max 14 VP
Six objectives of varying worth — one Superior (4 VP), one Inferior (1 VP), four standard (2 VP each). Values are assigned randomly after deployment.
Objectives6 — values revealed after deployment: one 4VP, one 1VP, four 2VP ScoringVP equal to the value of each objective controlled at game end. Fast Attack units have Objective Secured.
Fast Attack units score like Troops. Bikes, cavalry and jump pack units shine here. The random values add a bluffing element — holding all six secures a dominant win.
4 Big Guns Never Tire Max 15 VP
Four objectives — Heavy Support units can hold them like Troops, and are worth bonus VPs when destroyed.
Objectives4 — set up alternately, 6"+ from table edge, 12"+ from each other Scoring3 VPs per objective controlled at game end, plus 1 VP per enemy Heavy Support unit destroyed
Tanks and heavy weapons platforms score objectives and are worth extra VPs when killed. Bringing lots of Heavy Support cuts both ways.
5 Secure and Control Max 9 VP
Each player places one objective in their own deployment zone. Both must be seized.
Objectives2 — each player places one objective anywhere in their own deployment zone Scoring3 VPs per objective controlled at game end. Bonus 3 VPs if you control both objectives.
You must both defend and attack. Aggressive armies that take both objectives win convincingly. Defence in depth is essential — leaving your home objective unguarded is often punished.
6 The Relic Max 7 VP
A single priceless relic sits at the centre of the battlefield. Seize it and carry it to safety — or at least keep it closest to your lines.
Objectives1 — placed at the exact centre of the battlefield ScoringMajor Victory (4 VP): carry the Relic off the table or control it at game end. Minor Victory (2 VP): closest model to the Relic if unclaimed. RulesOnly Infantry can pick up and carry the Relic. It moves with the carrier (max 9" per phase). Cannot be placed in a transport.
Fast infantry that can reach the centre early and escape with the Relic are invaluable. Denying the enemy a Major Victory by getting your own model nearest is a viable strategy if you can't hold it yourself.
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