Scenario - Battle for Fendar's Crossing

Introduction

     The summer months have started to arrive again on the open plains. Perfect for another military campaign. Baron Herenimo needed to take the hamlet of Fendar's crossing as it provided the fastest route towards the Dwarf gold mines of Kazadrin which he needed to fund his ever growing army.

     Unfortunately his rival Baron Bogenthaust was the current owner and had heard of his plans and hired, or made deals with different factions to aid him in his defense. Both met at the outskirts of the hamlet and sent flanking forces, one through a mountain pass and the other through a bog swamp.

     It was also discovered that a Dwarven highway ran beneath the town and both forces sent units underground in an attempt to hit there enemy from behind.

Game Mechanics

There will be two Teams named Team A and Team B. Members will be randomly selected by lot. Each Team will elect a team captain who will submit which persons will be in each table. No veterans will be assigned on the main table.

The tables are:

  • Main Table [ two players per team ]
  • Left Table (Dwarven Pass) [ based on Team A ]
  • Right Table (Bog Swamp) [ based on Team A ]
  • Dwarven HighWay Table [ underground table ]


Any Unit from the outside tables that exit by the opponents' side will arrive on the main table on the opponents' side of it (12 inches) as if they pursued off board. For units at the Dwarven HighWay they enter the opponents' table edge.

Rules for each Table will be given once assignments have been made. It is just important to remember that all outside main tables are double breakthrough while the main table is take and hold.

VICTORY CONDITIONS:

The side with the most units within 6" of the building wins the campaign. NOTE: One must have a minimum of 20 models within the building first.

GAME TIME LIMIT: 4 HOURS.

Table Rules

MAIN TABLE

Standard Pitched Battle Scenario army deployment. [but not actual in terms of Wood Elf victory conditions etc.]

Terrain Features:

Hills cannot shoot over the Trees or Buildings.

Building at the Center of the main table is the mission objective

Tower on Hill (Can be destroyed)

  • If a General is on the top of the tower ALL units of his side can use his leadership
  • Only Lord on foot or on Monster that flies can go up the tower. Provides Hard Cover if model on foot.

Siege Bunker (Can be destroyed)

  • If regiment on foot (of at least 10 models) is in base to base contact of bunker, spend one turn occupying it. Next turn roll a dice on 3+ cannons can shoot. Three Small Cannons can be fired. Roll for chance to shoot every shooting phase. If attacked think of it as defended obstacle.

MOUNTAIN PASS

Snow has melted in the high pass making it unstable to cross. High gusts of wind can at times send snow from the higher peaks come crashing down on the pass.

Double Breakthrough (deploy as standard both are attackers)

Terrain Features

FOG

  • During the start of player one's Turn roll a scatter dice and multiply by three. This is the line of sight. On a misfire the fog clears.

SNOW

  • During the start of player one's Turn roll 2d6 one 10-11 treat the board as DIFFICULT TERRAIN. One a 12 AVALANCHE - , Treat as DIFFICULT TERRAIN AND each unit receives d6 hits Wound on a 4 with no armor save. No Panic checks for this.

BOG SWAMP

Similar to the Blighted Marshes, the sinkholes will suck the unwary to his death.

Double Breakthrough ( deploy as standard both are attackers)

Terrain Featurs:

SINKHOLES

  • The green plates are ALL Marsh. NOT considered Difficult Terrain. BUT one CANNOT march in them (even skirmishers). Each time a unit moves in, stays or goes through EACH Marsh, roll a dice - One a 4-5 lose one model, on a 6 lose one model AND roll again. No Panic checks for casualties.

DWARVEN HIGHWAY

Abandoned portion of the Dwarven Network, dark and dangerous

Double Breakthrough ( deploy as standard both are attackers)

TUNNEL RULES

Climbing out

Once through and into the main table, the main table rolls a d6
1-2 : The unit gets lost. Does not appear on the able.
3-4 : Confused: The unit is placed on the opponents table edge BY the opponent !
Cannot move anymore
5-6 : Treat as moving from off board. Come in through opponents edge chosen by the friendly side.

TUNNEL MOVEMENT

No charges or marches as such (no flying). Movement is used below. No charge declaration or line of sight needed. If movement hits then it counts as charge.

Dwarves and Skaven : 8 inches
Night Goblins : 7 inches
All other models : 6 inches

SHOOTING
Except for Thrown Weapons: NO Missile Weapons can shoot (inc warmachines)

MAGIC
Line of sight is considered to be 8 inches in regards to Magic Missiles.
No Lore of Heaven spells can be used or similar spells that "come from the sky"

 

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Last Update: July 29, 2003
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