Battle 1: Meeting Engagement
Two traveling armies meet each other unexpectedly. Battle lines are quickly drawn as both armies prepare to repel the enemy.
Set-up
Both players roll a die, the player with the highest score gets to pick which side to deploy on, and deploys one of his units. Players then alternate deploying units until all units are deployed. All war machines in an army have to be deployed at the same time. Characters in an army are all deployed simultaneously as the last unit the player deploys.
Units can be deployed anywhere within 18 inch of your own table edge, and no closer than 18 inch from any enemy unit.
Scouts cannot use their special deployment rules in this battle.
Battle
Both players roll a die, the player who scores highest may choose whether to go first or second. The player who finished his deployment first gets +1 to the roll. The battle lasts for 6 turns.
Victory condition
After the battle, count the number of victory points each player has scored (see page 102 of the rulebook) and look up the result on the Command Points table.
Battle 2: Don’t shoot the messenger
As both armies prepare for battle, each army tries to send messengers behind enemy lines to alert reinforcement.
Messengers
Each player needs 3 messenger models. Messengers are single models on small infantry bases with the following statistics and rules:
Messengers have a save of 5+ and a ward save of 5+. Messengers do not cause panic, do not block march moves, cannot be march blocked and are immune to psychology. Messengers cannot join units. Messengers are deployed at the same time as characters.
Messengers must attempt to escape across the enemies long table edge. During the movement phase messengers can be moved off the table. Each messenger that manages to move off the opposite table edge is worth 200 victory points.
Set-up
Both players roll a die, the player with the highest score gets to pick which side to deploy on, and deploys one of his units. Players then alternate deploying units until all units are deployed. All war machines in an army have to be deployed at the same time. Characters and messengers in an army are all deployed simultaneously as the last unit the player deploys.
Units can be deployed anywhere within 12 inch of your own table edge. After all units are deployed, any units with the Scouts special rule can be deployed. If both players have scout units, both players roll a die and the highest score gets to deploy one scout unit first. Both players then alternate deploying scout units until all units are deployed.
Battle
Both players roll a die, the player who scores highest may choose whether to go first or second. The player who finished his deployment first gets +1 to the roll. The battle lasts for 6 turns.
Victory conditions
After the battle, count the number of victory points each player has scored (see page 102 of the rulebook) and look up the result on the Command Points table. Each messenger model that managed to move off the opposite table edge earns a player an additional 200 victory points.
Battle 3: Take and hold
Both armies are attempting to gain an advantageous position and hold the center of the battlefield
Set-up
Both players roll a die, the player with the highest score gets to pick which side to deploy on, and deploys one of his units. Players then alternate deploying units until all units are deployed. All war machines in an army have to be deployed at the same time. Characters in an army are all deployed simultaneously as the last unit the player deploys.
Deployment zones are measured as follows. The player who starts deployment chooses a long and a short table edge. The edge of his deployment zone is a line from the middle of his short table edge to the opposite corner of his long table edge. His opponent gets the opposite deployment zone. See the picture for details on how the deployment zones look.
After all units are deployed, any units with the Scouts special rule can be deployed. If both players have scout units, both players roll a die and the highest score gets to deploy one scout unit first. Both players then alternate deploying scout units until all units are deployed.
Battle
Both players roll a die, the player who scores highest may choose whether to go first or second. The player who finished his deployment first gets +1 to the roll. The battle lasts for 6 turns.
Objective
At the end of the battle, mark the exact center of the battlefield. A player claims the objective if he has a unit with unit strength 5 within 6 inch of the center of the battlefield and there are no enemy units with unit strength 5 within 6 inch. Claiming the center of the battlefield is worth an additional 600 victory points.
Victory conditions
After the battle, count the number of victory points each player has scored (see page 102 of the rulebook) and look up the result on the Command Points table. Claiming the center of the battlefield (see objective) is worth an additional 600 victory points.

