Posted 05/09/2017

A Time of Monsters and The Beast Run

For Day 2 of Monster Week, we’re expanding the Time of War rules to make your monsters more durable and more deadly; yesterday’s Beasts of Legend are one thing, but if you want to take as many monsters as possible, this should help you do it!


If you decide a battle is taking place in Ghur, the Realm of Beasts, then you can specify it is occurring during the Beast Wars. If you do, the following rules apply. These rules can be used instead of, or in addition to, the rules for fighting in the Realm of Beasts that can be found in the General’s Handbook 2017.


The Beast Wars were named for the mighty creatures that rose up across the lands to fight, infused by the bestial energies of Ghur.

At the start of your hero phase, you can heal 1 wound that has been allocated to each of your Monster units.


During the Beast Wars, the unbridled ferocity of the terrible creatures that dominated the battlefields soon became dark legend amongst the harrowed survivors.

Monsters can be picked to fight when they are within 6” of an enemy unit, and can pile in up to 6”.

If you’re looking to try these rules out, The Beast Run is the perfect battleplan. Here, a retreating army attempts to lure their pursuer through the hunting grounds of a pack of wild beasts; you’ll be able to pool your collection of monsters with a friend to create a fun (and chaotic) battlefield that’ll be sure to put your tactical skills to the test. Download it here:

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