Description: Once the Deployment Type is established, determine the Secondary Objective. If no outside source tells you which one to use (e.g. tournament organiser, campaign rule, etc.), players may agree on a Secondary Objective. Otherwise, randomise by rolling a D6 and consulting the list below. See for more details on how capturing an objective affects who is the winner.
1: Hold the Ground
Secure and hold the centre of the Battlefield.
Mark the centre of the board.
At the end of each Game Turn after the first, the player with the most Scoring Units within 6" of the centre of the board gains a counter. At the end of the game, the player with the most such counters wins this Secondary Objective.
2: Breakthrough
Invade the enemy territory.
The player with the most Scoring Units inside their opponent's Deployment Zone at the end of the game, up to a maximum of 3, wins this Secondary Objective.
3: Spoils of War
Gather precious loot.
Place 3 markers along the line dividing the board into halves (the dashed line in the figures describing Deployment Types). One marker is placed with its centre on a point on this line that is as close as possible to the centre of the board while still being more than 1" away from Impassable Terrain. The other two markers are placed with their centres on points on this line that are on either side of the central marker, as close to the centre of the board as possible but at least a third of the length of the long Board Edge (24" on a standard board) away from it, and more than 1" away from Impassable Terrain.
At the start of each of your Player Turns, each of your Scoring units that is not carrying a marker may pick up a single marker whose centre they are in contact with. Remove the marker from the Battlefield: the unit is now carrying the marker. Units carrying a marker with fewer than 3 Full Ranks cannot perform March Moves. If a unit carrying a marker is destroyed or loses Scoring, the opponent must immediately place the marker carried by this unit with its centre on a point within 3" of it. Ignore Post-Combat Reform for this purpose. This point cannot be within 1" of Impassable Terrain, but it can be inside a unit.
At the end of the game, the player with the most units carrying markers wins this Secondary Objective.
4: King of the Hill
Desecrate your opponent's holy ground while protecting yours.
After Spell Selection (at the end of step 7 of the Pre-Game Sequence), both players choose a Terrain Feature that isn't Impassable Terrain and that is not fully inside their Deployment Zone, starting with the player who chose their Deployment Zone (note that both players may choose the same Terrain Feature).
A player captures their opponent's chosen Terrain Feature if any of the player's Scoring Units are inside that Terrain Feature at the end of the game. If a player captures their opponent's chosen Terrain Feature while not allowing their own to be captured, they win this Secondary Objective.
5: Capture the Flags
Valuable targets must be annihilated.
After Spell Selection (at the end of step 7 of the Pre-Game Sequence), mark all Scoring Units on both players' Army Lists. If either player has fewer than 3 marked units, their opponent must mark enough units from this player's Army List so that there are exactly 3 marked units in the army, starting with the player who chose their Deployment Zone.
The player who has the lowest number of their marked units removed as casualties at the end of the game wins this Secondary Objective.
6: Secure Target
Critical resources must not fall into enemy hands.
Immediately after determining Deployment Zones, both players place one marker on the Battlefield, starting with the player who chose their Deployment Zone. Each player must place the marker with its centre on a point that is more than 12" away from their Deployment Zone and at least a third of the long Board Edge length (24" on a standard board) from the point marked by the other marker.
At the end of the game, the player controlling the most markers wins this Secondary Objective. A marker is controlled by the player with the most Scoring Units within 6" of the centre of the marker. If a unit is within 6" of the centres of both markers, it only counts as within 6" of the centre of the marker which is closest to its Centre (randomise if both markers' centres are equally close).