
|
 |
|
nce
you have a playing area and some assembled models, you're
ready to learn the basics. The pages that follow will
teach you how to create a bitter fight between the armies
of Dwarfs and Goblins. |
|
|
|
Taking Turns
A game of Warhammer is played out over a series
of turns, until one player achieves victory and
is declared
the winner. Both players alternate taking their turn:
first one player moves, shoots, and fights with
his
army. Once he's finished, the other player
does the same with his army. |
|
|
The Phases
Each player's turn is divided into a number
of phases, which he moves through in order.
Once finished, his opponent gets to play through
the same phases with his army. When both players
have taken a turn like this, they have completed
a full game turn and a new one is started. |
Movement Phase
At this stage of the game, you move your models
around the battlefield or even into combat
with
your enemies. A guide to this phase starts on
p. 8 of the Battle for Skull
Pass getting started booklet. |
Shooting Phase
In this phase, any units that
can fire missile weapons do so, such as bows
or handguns. The guide for this phase
starts on
p.
11 of the Battle for Skull Pass getting started
booklet. |
Close Combat Phase
In this phase, units in contact with each other
battle it out in the hack-and-slash of close
combat.
Refer to pp. 14-21 of the Battle for Skull
Pass booklet to see how combats are played. |
|
| |
|
|
|
|
Movement
Phase |
| |
Goblins move. |
|
|
|
|
Shooting
Phase |
| |
Goblins shoot. |
|
|
|
|
Close
Combat Phase |
| |
Both sides
fight. |
|
|
|
|
|
|
|
|
Movement
Phase |
| |
Dwarfs move. |
|
|
|
|
Shooting
Phase |
| |
Dwarfs shoot. |
|
|
|
|
Close
Combat Phase |
| |
Both sides
fight. |
|
|
|
|
|
|
 |
Using
the Training Exercises
In this gaming
section and in the Battle for Skull
Pass getting
started booklet, we have a series of guides
that each teach
you
a phase of the game and then let you try it
out for yourselves. Once you've read
the rules in each guide, play through the
training
exercise to reinforce your grasp of the game
mechanics. |
|
|
|
Fighting
a Battle
When you're happy that you have a grasp
of the Movement, Shooting, and Close Combat
phases,
you're ready to put them all together
in your first battle. You'll need to
make more space for this, as you'll
be using most of the miniatures in
the boxed set. Now,
you are ready to pit the vicious Goblins against
the stout Dwarfs of Skull Pass! |
|
|
|
|
|
The
Most Important Rule
Remember, you're playing to enjoy a challenging
battle with friends, where having fun is more
important than winning at any cost. When you
come across a situation in a battle that is
not covered fully by the rulebook, be prepared
to interpret a rule or come up with a suitable
solution for yourselves.
If you can't reach an agreement, then
roll a D6. On the score of 1-3, player "A"
may
decide the outcome of the dispute, while on
a 4-6 player "B" may decide. |
|
|
|
|
|
|
 |
|
Copyright © Games
Workshop Limited 2000-2006. Games Workshop, the Games Workshop logo,
Warhammer, Warhammer logo, Citadel,
the Citadel Device, Battle for Skull Pass, Dwarf Hammerers, Dwarf Ironbreakers,
Dwarf Miners, Dwarf Slayers, Dwarf logos, Idol of Gork, Night Goblins,
Orc & Goblin devices, Spider Riders, and all associated marks, logos,
places, names, creatures, races and race insignia/devices/logos/symbols,
vehicles, locations, weapons, units, characters, products, illustrations
and images from the Warhammer world are either ®, TM and/or © Games
Workshop Ltd 2000-2006, variably registered in the UK and other countries
around the world. All Rights Reserved.
|
|
|
|