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.
-
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)
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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