Warhammer Fantasy Battle Cups 2009-10
The Doubles Cup 2009-10
| Semi-Finals | Final |
Ian C & Leebat beat Leon & Wrighty |
Ian C & Leebat vs Dan & Dangerous Jim |
Dan & Dangerous Jim beat Craig & Sam H |
Semi-Final Scenario - Two Fronts
- Background

- This scenario will test teams' ability to coordinate their armies and their judgement of when units may be of better use elsewhere!
- Each alliance's armies have been separated as two key objectives need to be secured - a watch tower and strategically important hill. The objectives are only a couple of miles apart, though, so units will be able to move from one battle to the other if necessary*.
- Setup
- Use a 4' by 4' board for each battlefield. Place a watchtower in the centre of one and a hill in the centre of the other.
- Deployment
- Each alliance will decide which of their armies will try to secure each objective and each army will deploy in its own battlefield's deployment zone.
- Army size
- Two legal 1,000 point armies with no special characters.
- Game length
- The game will last from 6 to 8 turns. At the end of the 6th turn, the side who moved second rolls a d6. On a 1 or a 2 the battle is over. On a 3 or 4 a seventh turn is played and on a 5 or 6 there'll be two more turns for each side.
- Victory conditions
- Allies score 100 points for controlling each of the key features plus 50 points for each table quarter (on each battlefield) for a possible maximum of 600 points to play for. If these scores are tied then Victory Points will determine the winning side.
* A unit can move from one battlefield to the other by voluntarily** leaving one battlefield along the table edge facing the other battle. The unit will appear on the other battlefield one, two or three turns later (Units with a base move of 5 or less take will appear 3 turns later; faster ground units will appear 2 turns later and flying units will appear during the next turn). For example, if a unit of Empire spearmen and a unit of knights both leave the battle for the watchtower during their side's second turn, the knights will appear on the other battlefield in Turn 4 with the spearmen arriving on Turn 5. If a gyrocopter left the battle for the hill during Turn 4 it would appear during Turn 5 on the other battlefield.
** If a unit flees off a table edge - even if it's in the direction of the other battle - then it is destroyed as normal. Any unit which pursues a fleeing enemy off the table may choose whether to return to its original battlefield or to continue to the other battlefield.
Final Scenario - Sacred Ground
- Background

- It was the field that your father's father's father fought on. Throughout the years, both sides have considered that piece of contested ground to be sacred. However, your hated enemy's naked aggression will not go unchecked anymore. They have occupied territory where your ancestor's shrine resides and must be driven off. The call has gone out to lend all assistance to this slight of honour. There isn't time to gather a unified army to assist, but all forces able to march have made all possible speed to the sacred battlefield.
- Setup
- Place a small shrine in the centre of the battlefield. After setting up four more pieces of scenery (each team taking turns to place a wood, hill, village or whatever) and choosing table sides the teams roll a d6. The winning team chooses which of the opposing armies gets to deploy first. The losing team then chooses which of the other team's armies are on the battlefield in turn one. Beginning on turn two the units of the absent army - with the exception of warmachines and monsters - may deploy as ambushers*. Monsters and Warmachines must arrive on the team's normal table edge.
- Deployment
- Scouts deploy as normal units. Wood elves do not get their additional forest unless they deploy first.
- Army size
- Two legal 1,000 point armies with no special characters.
- Victory conditions
- Allies score 50 points for each terrain feature they control and 100 points for controlling the shrine itself. If these scores are tied then Victory Points will determine the winning side.
* Select a spot on any table edge and pass a Leadership test at -1 (even units immune to psychology or unbreakable). Use the LD of the unit. If passed, the unit arrives where chosen. If failed, roll a scatter die. Follow the arrow (if a HIT is rolled, follow the small arrow) until it intersects a table edge and place the unit there. Units entering cannot charge on their first turn but may move their normal movement (including marching if they're not being blocked). Beast of Chaos are allowed to Ambush as normal as they are conditioned to such tactics.
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