Post by Neferkara on May 26, 2012 16:39:35 GMT -6
Skies of Blood
Scenario 2 – Terror in the Woods
In this, the second scenario, the defenders have retreated inland to re-group against the superior invader forces. One such group, commanded by the Mage, is trying to escape from the tightening noose of invader troops pouring inland from their ships.
Set-Up/Deployment and Objectives
The deployment zone for the invader is twelve inches on to the table and twelve inches from each table edge. The deployment zone for the defender is eighteen inches wide and eighteen inches on to the table, and eighteen inches from the right-hand table edge. The players take turns placing up to six woods on the table; none of the woods may be placed in the defender’s deployment area. The defender may place one hill on his side of the table and the invader may place up to two hills on his side of the table.
The defender sets up second to represent the Mage responding to the attack of the invaders. The invader player moves first, unless the defenders won the first scenario, The Storm Breaks. If that is the case, then both players roll a dice to determine who moves first, and the defender adds +1 to their roll. This battle lasts for five turns. The defender player aims to get units with less than50% casualties off his right-hand board edge. For ever unit that succeeds, the defender may scores its victory point value. For each defender unit that fails to exit the board, the invader player scores its victory point value. No other points are scored in this scenario.
Invaders
Select an army of up to 2000 points. In addition to the Special Character leading your army, you are limited to two additional heroes (one of whom may be a mage) and one additional Lord who may be a mage up to level 3. You are limited to no more than one chariot, and no more than two Special units. You may NOT take any magic item that costs more than 60 points.
Your general is a special character called The Berserker. 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:
Berserk: If the unit he has joined flees for any reason the character inflicts as many hits as he has attacks on the unit at his strength. Also, he does not flee.
Defenders
Select an army of up to 1500 points. You are limited to no more than one chariot and one piece of artillery. You may have no more than two Special units. In addition to your general you may only take up to two additional heroes, neither of which may be a mage. You may take any magic items as normal.
Your general is a hero level two mage special character called The Mage. 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:
Explorer: although a mage of only average ability, the Mage has traveled the world over and found many exotic items. The Mage may take magic items at half cost and may take multiple items from the same magic item category.
Scenario 2 – Terror in the Woods
In this, the second scenario, the defenders have retreated inland to re-group against the superior invader forces. One such group, commanded by the Mage, is trying to escape from the tightening noose of invader troops pouring inland from their ships.
Set-Up/Deployment and Objectives
The deployment zone for the invader is twelve inches on to the table and twelve inches from each table edge. The deployment zone for the defender is eighteen inches wide and eighteen inches on to the table, and eighteen inches from the right-hand table edge. The players take turns placing up to six woods on the table; none of the woods may be placed in the defender’s deployment area. The defender may place one hill on his side of the table and the invader may place up to two hills on his side of the table.
The defender sets up second to represent the Mage responding to the attack of the invaders. The invader player moves first, unless the defenders won the first scenario, The Storm Breaks. If that is the case, then both players roll a dice to determine who moves first, and the defender adds +1 to their roll. This battle lasts for five turns. The defender player aims to get units with less than50% casualties off his right-hand board edge. For ever unit that succeeds, the defender may scores its victory point value. For each defender unit that fails to exit the board, the invader player scores its victory point value. No other points are scored in this scenario.
Invaders
Select an army of up to 2000 points. In addition to the Special Character leading your army, you are limited to two additional heroes (one of whom may be a mage) and one additional Lord who may be a mage up to level 3. You are limited to no more than one chariot, and no more than two Special units. You may NOT take any magic item that costs more than 60 points.
Your general is a special character called The Berserker. 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:
Berserk: If the unit he has joined flees for any reason the character inflicts as many hits as he has attacks on the unit at his strength. Also, he does not flee.
Defenders
Select an army of up to 1500 points. You are limited to no more than one chariot and one piece of artillery. You may have no more than two Special units. In addition to your general you may only take up to two additional heroes, neither of which may be a mage. You may take any magic items as normal.
Your general is a hero level two mage special character called The Mage. 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:
Explorer: although a mage of only average ability, the Mage has traveled the world over and found many exotic items. The Mage may take magic items at half cost and may take multiple items from the same magic item category.