SCENARIOS

Raid
Not all battles are conducted in proper conditions. Sometimes a warband will try and surprise their rivals when they least expect it, and this most often done while the are settling down for a bit of R-and-R.

Terrain: The center of the board should be set up to represent the hide out of the defender's gang. This should only be 1' square at most. The rest of the table can be set up normally.

Warbands: The defender must deploy all his warriors within his base. The attacker may deploy his warriors within 8" of any table edge.

Starting The Game: The attacker makes the first turn.

Ending The Game: The battle ends when, either the attacker loses half of his models, or the defender loses three-quarters of his models. The other player is the winner.


Ambush
Some more devious gangs use the element of surprise as a safer alternative to a drawn out battle of attrition. These gangs are often smaller than their rivals and use the surprise to their advantage.

Terrain: Take turns to place a major piece of scenery each until you are both satisfied with the terrain.

Warbands: The defender (ambushed) deploys his entire warband within a 1' square area in the centre of the table, the attacker (ambusher) deploys his warband anywhere else on the table, but no closer than 10" to the defenders deployment zone.

Starting The Game: Each player rolls a D6, the highest scorer goes first.

Ending The Game: The battle ends when either player loses half their models, the other player is the winner.


Rescue
Your enemy has captured a member, or members, of your warband and you need to rescue them before they can be sacrificed, turned into slaves, forced to watch Teletubbies, you choose.

Terrain: Set up the terrain as per Raid

Warbands: The defender may nominate one member of the attackers warband (not the leader) to be their prisoner. The defender must set up inside his base and have a warrior in base contact with the captured prisoner at all times. The attacker may set up within 8" of the edge of the table.

Starting The Game: Each player rolls a D6, the highest scorer goes first.

Ending The Game: The battle ends when either the attacker loses half his models or manages to get the prisoner off the board, resulting in a win for the defender or the attacker respectively, or the defender loses three-quarters of his models.


Break Through
Your warband is peacefully making their way through the city to a Wyrdstone deposit when they are set upon be a rival warband. They have no choice but to fight their way through them to get to the Wyrdstone.

Terrain: Set up terrain as per Ambush.

Warbands: Each player rolls a D6 and the highest scorer may choose a table edge and deploy all his models within 8" of it. The defender deploys his warriors within 8" of any table edge.

Starting The Game: Each player rolls a D6, the highest scorer goes first.

Ending The Game: The battle ends when either the attacker moves over half his models of the opposite table edge