Post by Neferkara on May 8, 2012 20:47:54 GMT -6
Skies of Blood
Scenario 1 – The Storm Breaks
In this scenario the invaders have just made a landing on the coast. The first encounter that they have is with the hardy residents of a nearby coastal settlement. Quickly the defenders sound the alarm and prepare for battle but the forces of the invaders are almost upon them…
Set-Up/Deployment and Objectives
Deployment zones are twelve inches on to the table and twelve inches from each table edge. The invader places up to four woods and up to two hills on his side of the table. The defender may place enough walls to line his deployment zone and up to four houses in his deployment zone. The defender sets up first and moves second to represent the surprise attack of the invaders. This battle lasts for five turns. The invader player aims to take the village by getting a unit with less than50% casualties into it at the end of the game. If this is achieved he gains +500 victory points. The Defender player aims to stop this happening. If he does he gains +500 victory points of his own. Additional victory points are scored as normal for dead or fled, banners, etc.
Invaders
Select an army of up to 2000 points (don’t forget about the general army restrictions in the main campaign rules). You are limited to no more than two units of cavalry, two chariots, and two units of flyers. In addition to your general you may only take up to two additional heroes, one of which may be a sorcerer of no more than level two. You may NOT take any magic item that costs more than 50 points.
Your general is a special character called The Strangler. Pay for your general as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Bodyguards: at the start of the game choose a core troop type from your army that has the same base size as your general. Roll a D3 for the number of bodyguards that will accompany your general. These bodyguards will stay with your general throughout the battle and may join units with your general. The general may transfer any unsaved wound to a bodyguard if any are still alive.
Strangle: your general has plus one attack. This single additional attack has the Killing Blow rule.
Defenders
Select an army of up to 1500 points (don’t forget about the general army restrictions in the main campaign rules). You are limited to no more than two units of cavalry, two chariots, and two pieces of artillery. In addition to your general you may only take up to two additional heroes, one of which may be a sorcerer of no more than level two. You may NOT take a battle standard bearer. You may NOT take any magic item that costs more than 50 points.
Your general is a special character called The Impetuous. Pay for your general as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Impetuous: when your general (or the unit he/she/it has joined) charges, roll an additional D6. Choose the two highest D6 rolls for your charge distance.
Battle Hardened: your general is + 1 Toughness.
Scenario 1 – The Storm Breaks
In this scenario the invaders have just made a landing on the coast. The first encounter that they have is with the hardy residents of a nearby coastal settlement. Quickly the defenders sound the alarm and prepare for battle but the forces of the invaders are almost upon them…
Set-Up/Deployment and Objectives
Deployment zones are twelve inches on to the table and twelve inches from each table edge. The invader places up to four woods and up to two hills on his side of the table. The defender may place enough walls to line his deployment zone and up to four houses in his deployment zone. The defender sets up first and moves second to represent the surprise attack of the invaders. This battle lasts for five turns. The invader player aims to take the village by getting a unit with less than50% casualties into it at the end of the game. If this is achieved he gains +500 victory points. The Defender player aims to stop this happening. If he does he gains +500 victory points of his own. Additional victory points are scored as normal for dead or fled, banners, etc.
Invaders
Select an army of up to 2000 points (don’t forget about the general army restrictions in the main campaign rules). You are limited to no more than two units of cavalry, two chariots, and two units of flyers. In addition to your general you may only take up to two additional heroes, one of which may be a sorcerer of no more than level two. You may NOT take any magic item that costs more than 50 points.
Your general is a special character called The Strangler. Pay for your general as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Bodyguards: at the start of the game choose a core troop type from your army that has the same base size as your general. Roll a D3 for the number of bodyguards that will accompany your general. These bodyguards will stay with your general throughout the battle and may join units with your general. The general may transfer any unsaved wound to a bodyguard if any are still alive.
Strangle: your general has plus one attack. This single additional attack has the Killing Blow rule.
Defenders
Select an army of up to 1500 points (don’t forget about the general army restrictions in the main campaign rules). You are limited to no more than two units of cavalry, two chariots, and two pieces of artillery. In addition to your general you may only take up to two additional heroes, one of which may be a sorcerer of no more than level two. You may NOT take a battle standard bearer. You may NOT take any magic item that costs more than 50 points.
Your general is a special character called The Impetuous. Pay for your general as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Impetuous: when your general (or the unit he/she/it has joined) charges, roll an additional D6. Choose the two highest D6 rolls for your charge distance.
Battle Hardened: your general is + 1 Toughness.