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Matched Play

Matched play focuses on creating as fair and as level a playing field as possible, giving players the chance to show their tactical acumen.

There are many reasons why a player may wish to fight a matched play battle; for example, they might want to have a grudge-match with a regular gaming buddy to determine who is the better player, or perhaps they seek the chance to prove their skill against multiple opponents in a tournament.

There are two ways to set up a matched play battle. The first is to only use battleplan cards or results on the battleplan generator with the Matched Play runemark (Symmetrical); the second is to use a preset battleplan called a 'matched battleplan'. You can find 6 such battleplans in this section. At the end of this section, you will find guidelines on running a tournament for you and your friends using these rules.

Using These Rules In A Warcry Campaign

The rules in this section work just as well as part of a campaign, and players are encouraged to use them if they both prefer this style of play to standard battles.

The Matched Play Runemark

The first way to set up a matched play battle involves the Matched Play runemark (Symmetrical). If you are using battleplan cards, first remove all the cards in the decks that do not have the Matched Play runemark (Symmetrical), then follow the standard rules for setting up a battle. If you are using the battleplan generator, when you are rolling for the deployment map and victory condition, simply use table A (all the results in these tables have the Matched Play runemark (Symmetrical)). In both cases, do not generate a twist.

Matched Battleplans

Another way to approach matched play is to use a set battleplan called a matched battleplan. In this section you will find 6 matched battleplans. These battleplans each have fixed deployment maps and victory conditions that work especially well together, and each is designed to test your warbands in a different way, with equal focus on treasure grabbing, objective scoring and manoeuvring. In addition, the positions of objectives and treasure tokens are fixed, as shown on the deployment maps.

To set up a battle using a matched battleplan, follow these steps:

  1. Draw a terrain card with the Matched Play runemark (Symmetrical) as normal, or use the alternative terrain rules.
  2. Roll on the Matched Battleplan table on the right to determine the deployment map and victory condition.
  3. There is no twist.
  4. When placing objectives and treasure tokens, if a terrain feature is blocking the position where an objective or treasure token needs to be placed (as instructed by the battleplan), the players roll off. The winner places that objective or treasure token on the battlefield floor or a platform, within 1" horizontally of the position marked in the battleplan.
D6Matched Battleplan
1Treasure Hunters
2The Cursed Relic
3No Quarter
4Reaper
5Ley Lines
6The Hidden Vault

Treasure Hunters

This place is replete with treasures from ancient times. Claim them before your rivals do the same.

Victory Condition

Before the battle, 5 treasure tokens are placed on the battlefield floor as shown on the deployment map.

The battle ends after 4 battle rounds. When the battle ends, the player who has the most fighters carrying treasure wins.

Deployment Map

The Cursed Relic

This rune-etched treasure is as perilous as it is valuable. Do not let it fall into enemy hands.

Victory Condition

Before the battle, 1 treasure token is placed on the battlefield floor as shown on the deployment map.

During the battle, if a fighter is carrying the treasure at the end of their activation, allocate D6 damage points to them.

The battle ends after 4 battle rounds. When the battle ends, the player whose fighter is carrying the treasure wins. If no fighter is carrying the treasure, the player who has the most fighters within 3" of the treasure wins.

Deployment Map

No Quarter

Your enemies close in on territory that is rightfully yours. Give them no quarter and show them no mercy in the fight to come.

Victory Condition

The battlefield is divided into quarters as shown on the deployment map.

The battle ends after 4 battle rounds. When the battle ends, a player captures a quarter of the battlefield if there are any friendly fighters wholly within it and no enemy fighters wholly within it.

The player who captures the most quarters of the battlefield wins.

Deployment Map

Reaper

Long have you waited to deliver vengeance upon this foe. Strike fast, and leave none standing.

Victory Condition

At the end of each battle round, each player totals the points values of enemy fighters taken down in that battle round. The result is their blood tally. If one player has a higher blood tally, that player scores 1 victory point .

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins the battle.

Deployment Map

Ley Lines

Ley lines of power criss-cross this region. Siphon their energies before your rivals can.

Victory Condition

Before the battle, 5 objectives are placed on the battlefield floor as shown on the deployment map.

During the battle, objectives are either dormant or awakened. At the start of the battle, only the central objective is awakened; the rest are dormant. At the start of each combat phase, the player who does not have the initiative can pick 1 dormant objective to become awakened. At the end of each battle round, each player scores 1 victory point for each awakened objective they control.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins the battle.

Deployment Map

The Hidden Vault

A long hidden vault lies somewhere in this region. Defeat your rivals and stake your claim.

Victory Condition

Before the battle, 3 objectives are placed on the battlefield floor as shown on the deployment map.

At the end of the first battle round, the players roll off. The winner picks 1 objective and removes it from play. At the end of the second battle round, the opposing player does the same.

The battle ends after 4 battle rounds. When the battle ends, the player who controls the remaining objective wins the battle.

Deployment Map

Test of Champions

Source: White Dwarf #490 (out of print)

This section includes three matched play battleplans. These battleplans each have fixed deployment maps and victory conditions that work especially well together, and each provides your most fearsome fighters with a pivotal role. They can be used alongside any other matched play battleplans, but they are also designed to be played together in a matched play tournament.

D3Matched Battleplan
1Cursed Prize
2Altar of Ascendancy
3Brutal Conquest

Cursed Prize

Two warbands are fighting over a relic too powerful to hold, yet too dangerous to be in the hands of a rival. Their hardiest fighters must commit to a test of endurance to claim the prize.

Victory Condition

Place a treasure token on a platform or the battlefield floor, as close as possible to the centre of the battlefield.

The treasure token or the fighter carrying the treasure may deal curse damage. When the treasure token or the fighter carrying the treasure deals curse damage to a fighter, allocate a number of damage points to that fighter equal to half their 'remaining wounds', rounding down. A fighter's 'remaining wounds' are found by subtracting the damage points allocated to that fighter from that fighter's Wounds characteristic.

A fighter carrying the treasure can use the Lifeleech Curse ability.

[Triple] Lifeleech Curse: Pick a visible enemy fighter within 8" of this fighter. This fighter deals curse damage to that fighter. Then, remove a number of damage points allocated to this fighter equal to half the number allocated to that enemy fighter by this ability, rounding down.

When a fighter drops the treasure token, the treasure token deals curse damage to that fighter.

At the beginning of each battle round, the treasure token deals curse damage to each fighter within 3". If the treasure token is being carried, instead the fighter carrying the treasure token deal curse damage to themselves. They then allocate the same amount of damage to each other fighter within 3".

The battle ends after 4 battle rounds. When the battle ends, the player whose fighter is carrying the treasure wins. Any other result is a draw.

Deployment Map

Altar of Ascendancy

The celestial bodies are aligned, and the moment of ascension is nigh. Whosoever stands atop the Altar of Ascendancy at the appointed hour may be granted the power of the gods themselves.

Terrain

Use the alternative terrain rules in the terrain step, with the exception that the first piece of terrain placed must have a platform, and that platform must be above the centre of the battlefield. That platform is the altar.

Victory Condition

A fighter within 1" of a visible enemy fighter on the altar can use the unseat ability.

[Triple] Unseat: Pick a visible enemy fighter within 1" of this fighter, then roll a number of dice equal to this fighter's highest melee weapon Strength characteristic. If the total is equal to or higher than the enemy's Wounds characteristic, you can place that fighter on the battlefield floor within 3" horizontally of this fighter, and then that enemy fighter suffers impact damage.

The battle ends after 4 battle rounds. When the battle ends, if only one player has fighters on the altar, that player wins. Any other result is a draw.

Deployment Map

Brutal Conquest

Legends are forged on the battlefield, and a fighter with a legend great enough can set their enemies to flight by simply taking to the field. In this battle, two great champions seek to win such a reputation for themselves.

Victory Condition

When a player's fighter makes an attack action that takes the target down, if that player does not have a great champion on the battlefield, that player can nominate that fighter as their great champion. Each player should keep a tally of the damage allocated to enemy fighters by their great champion (include the damage allocated to the fighter taken down by the attack action that made that fighter a great champion).

A great champion can use the Forge a Legend ability.

[Triple] Forge a Legend: Until the end of the activation, each time this fighter's attack action takes down an enemy fighter, this fighter can make a bonus move action and then a bonus attack action.

At the end of the battle round, starting with the player with the initiatve, if a player's great champion is on the battlefield, each enemy fighter within 4" of the battlefield edge is taken down, and their Wounds characteristic is added to the great champion's tally. This does not affect other great champions.

The battle ends after 4 battle rounds. When the battle ends, the player whose great champion on the battlefield has the highest tally wins. Any other result is a draw.

Deployment Map