Spearhead Doubles
Team up with a friend and battle another two-player team using two Spearhead Gaming Packs.
Introduction
Spearhead is a fast, fun way to play small skirmish-style games of Warhammer Age of Sigmar with a friend. But what if you have three friends who all want to play Spearhead with you? Worry not, as on the following pages, you can find rules for playing Spearhead Doubles!
These rules explain how to use your existing Spearhead sets to team up with a friend and battle another two-player team in Aqshy, Ghyran or Shyish.
You’ll need 2 Spearhead Gaming Packs – either Fire and Jade or Sand and Bone – and each player will need a Spearhead army.
Battleplan: Spearhead Doubles
In Spearhead Doubles, you will team up with a friend to take on another team of 2 players. As a group, you’ll need to decide which Spearhead battlepack to use: Fire and Jade or Sand and Bone. Once you’ve decided, follow the rules below.
1. Each player picks a Spearhead army to command. Players on the same team must pick different Spearhead armies.
2. The players on each team roll off to determine their team’s overlord. Whenever a team cannot agree on a decision, the overlord makes the final decision.
3. The players on each team roll a dice and add their rolls together. The team that rolls highest wins. This is called a Doubles roll-off. The winner of the Doubles roll-off chooses which team is the attacking team and which is the defending team.
4. Each player on the attacking team picks their regiment ability and their enhancement for their Spearhead army. Then each player on the defending team does the same.
5. The defending team chooses where the players will be fighting. If you are using Fire and Jade, pick either Aqshy or Ghyran:
If you are using Sand and Bone, pick either Ossia or Dolorum:
The defending team then sets up 2 realm battlefields for that location as shown in the corresponding realm map (see below).
6. The defending team picks 1 of the deployment maps (see below) and chooses which territory belongs to which team.
7. If you are using Sand and Bone, the defending team sets up the mystical terrain as shown on the deployment map (if any).
8. If you are using Fire and Jade, the defending team sets up 2 large terrain features and 2 small terrain features. Then the attacking team does the same.
If you are using Sand and Bone, the defending team sets up both Terrain Group A (Large Wall and Small Fence) and Terrain Group B (Small Wall and Large Fence). Then the attacking team does the same.
In all cases, terrain features must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on top of the objectives (either wholly or partially).
Do not deploy armies as described in the Core Rules. Instead, one player on the attacking team sets up all the units in their army first, then one player on the defending team, followed by the other player on the attacking team and finally the other player on the defending team. Each unit must be set up wholly within friendly territory and more than 6" from enemy territory.
The battle lasts for 4 battle rounds.
The following rules are used in Spearhead Doubles battles:
- Units controlled by the other player on your team are friendly units, but any rules for your Spearhead army that affect or target friendly units only affect or target units in your own Spearhead army.
- Units in the opposing team’s Spearhead armies are enemy units.
- For battle tactics that require a named objective to be controlled (e.g. ‘Control the Dracothion Dais’), your team must control both objectives with that name in order to score that battle tactic.
- For battle tactics that require a terrain feature to be controlled (e.g. ‘Control the large terrain feature in enemy territory’), your team must control both of those terrain features in order to score that battle tactic.
- Where a rule says ‘the players roll off’, use the Doubles roll-off instead.
- When alternating picking units to use a FIGHT ability, one team picks 1 unit from 1 of their Spearhead armies, then the other team picks 1 unit from 1 of their Spearhead armies, and so on.
One player takes the twist deck that corresponds to the Spearhead battlepack you are using and the realm map that was chosen, shuffles it and places it face down next to the battlefield (the other twist deck is not used).
Then, each team takes 1 battle tactic deck that corresponds to the Spearhead battlepack you are using, shuffles it and places it face down where they can reach it during the battle.
If it is the first battle round, the attacking team chooses who will take the first turn. In any other battle round, the players make a priority roll (Core Rules, 12.0).
1. Determine the underdog (Core Rules, 12.0).
2. The twist card is drawn (see below).
3. The players draw battle tactic cards (see below).
4. Any abilities with the 'Start of Battle Round' timing are used.
One twist card is drawn at the start of each battle round. Follow the rules on it as it is drawn.
At the start of the first battle round, each team draws a shared hand of 3 battle tactic cards.
At the start of each subsequent battle round, each team draws battle tactic cards until they once more have a shared hand of 3 battle tactic cards. Before they do so, they can discard any number of battle tactic cards in their hand. Cards are discarded face up. Both players on a team can contribute to scoring their team’s battle tactics.
If the team that went second in the previous battle round wins the priority roll and chooses to go first, it is called seizing the initiative. When a team seizes the initiative, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the two teams is 5 or greater.
Each team scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control two or more objectives.
- Score 1 victory point if you control four or more objectives.
- Score 1 victory point if you control more objectives than the opposing team.
- Score 1 victory points for each battle tactic your team completed this turn.
The team with the most victory points at the end of the battle is the winner. If the teams are tied on victory points, the battle is a draw.