How to Use This Guide (click to collapse)

This guide is a scaffold — not instructions.

This reference exists to help you learn what your Combat Patrol can do. Warhammer has many timing windows, abilities, stratagems, and scoring rules that can happen in different phases. Because of that, this guide may repeat certain reminders in multiple places.

These reminders are NOT commands. You do not need to use everything listed in every phase. You can skip entire sections if they are not relevant to the current situation. This guide shows your options, not the "correct" play.

Use as much or as little as you need. On your first game, you might follow the reminders closely. On later games, you may only skim or ignore sections entirely. That is normal — the goal is to reduce how much you depend on this guide over time.

You will make mistakes — that's part of learning. Spending CP too early, forgetting an ability, or using a stratagem at the wrong moment is expected for new players. This guide gives you the opportunity to try these tools so you can learn from your own decisions.

When in doubt: keep playing. If you're unsure about a rule, timing window, or reminder, keep the game moving and look it up after the turn. This guide is meant to support play, not slow it down.

Part 1: Game Setup Checklist

Use this checklist before the battle begins.

1. Create Battlefield & Choose Mission

  • Work with your opponent to create the battlefield (44"×30") and set up terrain.
  • Determine the mission (e.g., "Clash of Patrols"). This sets your deployment map and Primary Objective.

2. Determine Attacker/Defender

Roll off. The winner decides who will be the Attacker and who will be the Defender. This determines your deployment zone.

3. Make Your Army Choices

Choose Enhancement for your Warlord:

4. Declare Battle Formations

  • Both players reveal their choices simultaneously.

5. Deploy Armies

  • The Defender sets up one unit first, then alternate placing units one at a time.

6. Determine First Turn

Both players roll off. The winner chooses who takes the first turn.

7. Army Rule: Hunter Pack

Timing: Command Phase

This Combat Patrol does not use the normal Harbingers of Dread faction ability. You will not score VP from the mission's primary objectives, nor will you have a choice of secondary objectives. You can only score VP from Ravening Onslaught. In your Command phase, select one WAR DOG model from your army on the battlefield and select one of the following: • Hunter's Instincts: That model can make a Normal or Fall Back move of up to D3+1". • Killing Frenzy: Until the start of your next Command phase, melee weapons equipped by that model have the SUSTAINED HITS 2 ability. • Infernal Restoration: That model regains 1 lost wound.

Part 2: Turn-by-Turn Guide

Follow this during the game. Check each phase for reminders.

YOUR TURN

1. Command Phase

Gain 1 CP

Hunter Pack: Command Phase

Check Battle-shock: Test any units Below Half-strength (roll 2D6 vs Leadership).

Core Stratagems:

1CP
Insane Bravery — Use if one of your units fails a Battle-shock test.

📊 Check Secondary (Ravening Onslaught): Your Command Phase → Start of next Command Phase (or end of battle)

2. Movement Phase

Move your units. Each unit can make a Normal move (up to M"), Advance (+D6", cannot shoot or charge), Remain Stationary, or Fall Back (if in Engagement Range).

Patrol Stratagems:

1CP
Hunter's Stride — Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

3. Shooting Phase

Select your units and shoot. Declare targets, then resolve attacks (Hit → Wound → Save → Damage).

• (Reminder: Vehicles and Monsters can shoot even if they're in Engagement Range — Big Guns Never Tire)

Core Stratagems:

1CP
Command Re-roll — Re-roll one Hit, Wound, or Damage roll.

📊 Check Secondary (Ravening Onslaught): Check if an enemy unit was destroyed.

4. Charge Phase

Declare and make Charge moves. Select a unit, declare target(s) within 12", roll 2D6 to determine charge distance.

• (Reminder: Units that complete a charge get [FIGHTS FIRST] for this turn)

Patrol Stratagems:

1CP
Lunging Strike — Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back. When doing so it must select at least one enemy unit it was not within Engagement Range of at the start of the turn to be a target of that charge.

Core Stratagems:

1CP
Tank Shock — Use when a VEHICLE makes a Charge move to deal mortal wounds.

5. Fight Phase

(Players alternate fighting, starting with the player whose turn it is NOT. Units with [FIGHTS FIRST] go first.)

Select units to fight. Pile in 3" → Make attacks → Consolidate 3".

Patrol Stratagems:

1CP
Infernal Rage — Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, add 2 to the Attacks characteristic of slaughterclaw weapons equipped by models in your unit and add 4 to the Attacks characteristic of armoured feet weapons equipped by models in your unit.

Core Stratagems:

1CP
Epic Challenge — Use when a CHARACTER fights to gain [PRECISION].
1CP
Command Re-roll — Re-roll one Hit, Wound, or Damage roll.

📊 Check Secondary (Ravening Onslaught): Check if an enemy unit was destroyed.

End of Your Turn

  • Remove any abilities/effects that last "until the end of your turn".

OPPONENT'S TURN

1. Command Phase

• Your opponent gains 1 CP.

• (Reminder: Make sure your opponent checks Battle-shock for their units Below Half-strength)

📊 Check Secondary (Ravening Onslaught): Your Command Phase → Start of next Command Phase (or end of battle)

2. Movement Phase

• Watch for enemies moving into range or within 24" of your units.

• (You can Fire Overwatch when an enemy starts or ends a move within 24")

Patrol Stratagems:

1CP
Hunter's Stride — Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

Core Stratagems:

1CP
Fire Overwatch — When an enemy starts or ends a move within 24", shoot at them (hits on 6+).

3. Shooting Phase

Make saving throws for your units. Roll saves (including any invulnerable saves) and allocate damage.

Core Stratagems:

1CP
Command Re-roll — Re-roll a key saving throw.

📊 Check Secondary (Ravening Onslaught): Check if an enemy unit was destroyed.

4. Charge Phase

• Watch for enemy units declaring charges against you.

• (You can Fire Overwatch when an enemy declares a charge or ends a charge move)

Patrol Stratagems:

1CP
Lunging Strike — Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back. When doing so it must select at least one enemy unit it was not within Engagement Range of at the start of the turn to be a target of that charge.

Core Stratagems:

1CP
Fire Overwatch — When an enemy ends a Charge move within 24", shoot at them (hits on 6+).
1CP
Heroic Intervention — At the end of the phase, one of your units can make a 6" counter-charge move.

5. Fight Phase

(You fight first since it's your opponent's turn — unless they have [FIGHTS FIRST])

Make saving throws and allocate damage when your units are attacked.

Patrol Stratagems:

1CP
Infernal Rage — Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, add 2 to the Attacks characteristic of slaughterclaw weapons equipped by models in your unit and add 4 to the Attacks characteristic of armoured feet weapons equipped by models in your unit.

Core Stratagems:

2CP
Counter-Offensive — Use just after an enemy unit fights to 'cut in line'.
1CP
Command Re-roll — Re-roll a key saving throw.

📊 Check Secondary (Ravening Onslaught): Check if an enemy unit was destroyed.

End of Opponent's Turn

  • Remove any abilities/effects that last "until the end of the turn".

Part 3: Unit Datasheets

Zarkys and Helskarr (War Dog Stalker)

1 model
M T SV W LD OC INV
12" 10 3+ 12 7+ 8 5+*

* Against ranged attacks only

Ranged Weapons
Weapon Range A BS S AP D
Avenger chaincannon
24" 12 3+ 6 -1 1
Havoc multi-launcher BLAST INDIRECT FIRE
48" D6 3+ 5 0 1
Melee Weapons
Weapon Range A WS S AP D
Slaughterclaw
Melee 4 3+ 12 -3 D6+2

Abilities

Core: Deadly Demise D3
Faction: Hunter Pack
Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Keywords: CHARACTER, VEHICLE, WALKER, BATTLELINE, CHAOS, WAR DOG, STALKER, ZARKYS AND HELSKARR

Karthon and Firegheist (War Dog Brigand)

★ Warlord
1 model
M T SV W LD OC INV
12" 10 3+ 12 7+ 8 5+*

* Against ranged attacks only

Ranged Weapons
Weapon Range A BS S AP D
Avenger chaincannon
24" 12 2+ 6 -1 1
Daemonbreath spear MELTA 4
24" 2 2+ 12 -4 D6
Diabolus heavy stubber RAPID FIRE 3
36" 3 2+ 5 0 1
Melee Weapons
Weapon Range A WS S AP D
Armoured feet
Melee 4 3+ 6 0 1
Enhancement

Feral Hunter

WAR DOG BRIGAND model only. At the start of the Deploy Armies step, you can set the bearer up in Strategic Reserves instead of setting it up on the battlefield. Each time the bearer is set up on the battlefield from Strategic Reserves, it can be set up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within 6" of one or more enemy units. When doing so, if the bearer is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.

Abilities

Core: Deadly Demise D3
Faction: Hunter Pack
Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Keywords: CHARACTER, VEHICLE, WALKER, BATTLELINE, CHAOS, WAR DOG, BRIGAND, KARTHON AND FIREGHEIST