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Introduction

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Preparing for Battle
Dwarf Profiles
Goblin Profiles
Playing Warhammer
  Reference Sheet
Training Exercise: Movement!
Training Exercise: Shooting
Training Exercise: Close Combat
Training Exercise: Multiple Combat
  Training Exercise: Manoeuvres
  Training Exercise: Panic
  Training Exercise: Fleeing
Battle of Skull Pass
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Training: Multiple Combats
Having more than two units in a combat can be tricky, so play this exercise to make sure you know what to do in this gaming situation. Alternate playing through the turns while referring to the profiles on p. 4-5 of the Battle for Skull Pass getting started booklet, and assume the two Goblin units have just charged. Again, remember that all units get to fight in each player's turn. Once you are familiar with the rules for movement, shooting, and combat, you are ready to fight the epic Battle for Skull Pass.
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YOU WILL NEED
A Flat Playing Area & Dice
12 Dwarf Warriors
20 Night Goblin Spearmen
20 Night Goblin Archers
TURN SEQUENCE
Goblin Player's Turn
1
Movement Phase
2
Shooting Phase
3
Close Combat Phase
  A. 1st side rolls To Hit
  B. 1st side rolls To Wound
  C. 2nd side makes Armour Saves
  Before moving onto step D, 2nd side follows through steps A and B then 1st side follows step C.
  D. Combat Results
Dwarf Player's Turn
1
Movement Phase
2
Shooting Phase
3
Close Combat Phase
  A. 1st side rolls To Hit
  B. 1st side rolls To Wound
  C. 2nd side makes Armour Saves
  Before moving onto step D, 2nd side follows through steps A and B then 1st side follows step C.
  D. Combat Results
SET UP YOUR MODELS
Place your models as shown in the photo below.
Exercise deployment diagram.
FIGHTING THE BATTLE

Take turns completing a Close Combat phase. Don't worry about the Moving and Shooting phases — just concentrate on combat.

• The Goblins attack first in the 1st turn because they have charged (but cannot use their spears).

• Remember, in each Close Combat phase, both players get to fight.

WINNING THE GAME
The first person to wipe out their opponent — either by slaying them all or forcing them to fail a Break test — wins!
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