10th May

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Re: 10th May

Postby Mike » Sun May 08, 2022 10:22 pm

A couple of non 'kill elites to win' scenarios we can play

Before Dawn
A experimental scenario for 2 players, 285 to 290 points.
example forces
Empire
1 x Knight Commander, 1 x Militia Captain, 5 x Militia, 1 x Hunter, 2 x Graku
Second force
Originally Dhogu but thought could use Engu 285 points
+ Prisoners 3 x Civilian

Set Up
The encounter takes place on a 4 by 4 feet board, with the Dhogu camp sat in the middle. Decorate as you see fit: tents, rocky terrain, and maybe a stockade for the
prisoners to lay in.
Dhogu and prisoners: The Dhogu player deploys her troops within 12” of the centre of the board, with the prisoners placed within 6” of the centre.
Empire: The Empire player may then deploy her models, outside of the Dhogu deployment zone.

Victory Conditions
Empire: The Empire player wins if all the prisoners are escorted off the board before the end of turn 4. The Empire player will not flee.
Dhogu: The Dhogu player wins if the Empire player fails to save all the prisoners before the end of turn 4. If at any point not enough Empire models remain on the board
to escort the remaining prisoners, the Dhogu player automatically wins. The Dhogu player will not flee.

Special Rules
Under the cover of darkness: Due the rocky ground and the limited light, the entire field counts as rough terrain. Line of sight is limited to 4”.
Prisoners of War: The few remaining prisoners are exhausted after their long march and cannot move on their own. An Empire model needs to escort a civilian by staying
in base contact, after which the prisoner moves at the same pace as the Empire model. An Empire model can only carry one prisoner at a time. If an Empire model escorting a
prisoner breaks base contact for any reason, the civilian simply stops moving and stays where she is until an Empire model moves into base contact again.
The prisoners can’t be harmed by either side. An Empire model that successfully escorts a prisoner off the board if removed from the
board as well.

Surprise!: The Dhogu didn’t expect this nightly raid and are completely surprised. Until the first combat stone is drawn in the first turn, the Dhogu player cannot act when
a stone of her colour comes out.

Rising Sun: The sun rises at the end of turn 4. As this stage the Dhogu can better organise themselves, and the Empire player is forced to flee.

Tents
Scenario for 2 players, 260 to 280 points

Forces
Empire
1 x Militia Captain, 5 x Militia, 1 x Reyad, 4 x Slinger, 3 x Light Cavalry, 1 x Trader

Other force Originally Delgon
Replace with Howler / Abrok force.

Set Up
The encounter takes place on a small playing area with a reasonable amount of difficult terrain and obstructions. . The Empire player places three tents close to the centre of
the table in a triangle 6” apart. The Empire player places his Light Cavalry anywhere on the table at least 3” from any tents. Most of the Empire forces are asleep in their tents. The Trader has a tent to
himself and the Militia and Slingers are split between the other tents with one captain in each. The Empire player should split up the models and note down which are sleeping in each tent.
The Delgon player then deploys his models as one or more groups (deploy one model and then as many other models as you like within its Command Range) at least 12” from the Light Cavalry or the tents.

Victory Conditions
Howler: wins if he destroys 2 tents (not contents) using Abroks and kills the trader. (Abroks cannot be activated directly)
Empire: The Empire player wins if he can force the enemy to flee by killing all the Abrok or all howlers.

Special Rules
The Empire player may use any Initiative Counters to try and rouse one tent by rolling 6 or more on a D6. He may attempt to rouse each tent several times during a turn. He
can add 1 to the roll for each model within 3” of the tent, but always fails on a roll of 1. If successful then he immediately places occupants the occupants within 1” of the tent.
This counts as their activation for the turn. The Trader may not move more than 6” from the tents.
The Howler player may rouse a tent by moving into contact with it. He may then place the occupants within 1” of the tent.
If a tent is hit by an Abrok then all models inside are targeted and do not count as obstructed. The tent is destroyed and any survivors are immediately roused and placed within 1” of the tent by the Delgon player.
Mike
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Re: 10th May

Postby Darkson (Simon) » Mon May 09, 2022 7:07 pm

Whatever you think is most appropriate for someone that's only played Gary's intro scenario so far.
Send help - buried under my lead mountain!
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Darkson (Simon)
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Re: 10th May

Postby bennyowens » Mon May 09, 2022 9:08 pm

Matt cant make it now so I wont be in this week, see you next week!
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Re: 10th May

Postby Mike » Mon May 09, 2022 10:00 pm

Darkson (Simon) wrote:Whatever you think is most appropriate for someone that's only played Gary's intro scenario so far.



Play the first one and swap over forces. SHould be able to get 2 games in as timed scenario.
Mike
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