Opposing forces encounter each other while in route to an emergency.
Determine deployment zones and turn order with a starting roll. Use standard deployment zones.
A player wins the scenario if they have the only Warcaster/Warlock in play by the end of the second players's third turn. After the beginning of the fourth round normal victory is achieved when a player has the only Warcaster/Warlock currently in play.
NO MAN'S LAND
With battle lines drawn, two great armies converge on the no-man’s-land between them.
Mark an 8” wide area, running east to west, centered on the centerline of the table. This is the No-Man’s-Land.
Starting on the first player’s third turn, a player wins when he ends his turn in control of No-Man's-Land.
A player controls the No-Man's-Land if he has one or more models completely within the No-Man's-Land and his opponent has no models completely in the No-Man's-Land.
For a unit to control a zone, all models in the unit that are still in play must be within the same zone. For a solo to control a zone, it must have an army point cost of 1 or more. (For solos that are purchased in multiples, divide the cost of the solos by the number purchased to see if they are worth at least 1 point each.)
Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control a zone and do not prevent an opponent from claiming control.