Post by Neferkara on Jun 6, 2012 22:53:35 GMT -6
Skies of Blood
Scenario 4 – The Tide Turns
All over the land the forces of the invaders are encountering stiffening resistance as reinforcements are brought through the series of mountain fortresses. The time is now right for the defenders to mount a massive counter attack…
Set-Up/Deployment and Objectives
The defender has two deployment zones along the short table edges. The deployment zone for the defender is twelve inches on to the table from both short edges. The invader’s deployment zone is a 12 inch strip along the center of the table between the two defender deployment zones. There should be 18 inches of table space between the invader’s zone and either defender zone. The players take turns placing terrain on the table and may place up to three woods, three hills, three houses, and three sections of wall on the table (total, not each). The defender sets up second and moves first in this scenario. The invaders must be set up in a column, one unit behind the next all facing towards the same long table edge. The game lasts D3+3 turns.
Invaders
Select an army of up to 1500 points. You must take The Strangler, from Scenario One, to be your general. You must also take the Special Character, The Undefeated. Pay for The Undefeated as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Skilled Warrior: The Undefeated has one additional Attack.
Blessed: In the shooting phase, The Undefeated may make a ranged attack that has a range of 12 inches and does 2D6 Strength 3 hits, with no armour save allowed.
You may take up to four additional heroes. Two of these may be wizards. If you take all four additional heroes, the fourth choice must be The Berserker from Scenario Two. You are limited to no more than two units of cavalry and two chariots. You may NOT take magic items costing more than 50 points.
Defenders
Select an army of up to 2,250 points. You must choose The Mage Lord from Scenario Three as your general. You may choose up to two additional characters one of which may be a wizard up to level 2. You are limited to two Special units and two war machines. You may NOT take a BSB. You may NOT take any magic item that costs more than 50.
Scenario 4 – The Tide Turns
All over the land the forces of the invaders are encountering stiffening resistance as reinforcements are brought through the series of mountain fortresses. The time is now right for the defenders to mount a massive counter attack…
Set-Up/Deployment and Objectives
The defender has two deployment zones along the short table edges. The deployment zone for the defender is twelve inches on to the table from both short edges. The invader’s deployment zone is a 12 inch strip along the center of the table between the two defender deployment zones. There should be 18 inches of table space between the invader’s zone and either defender zone. The players take turns placing terrain on the table and may place up to three woods, three hills, three houses, and three sections of wall on the table (total, not each). The defender sets up second and moves first in this scenario. The invaders must be set up in a column, one unit behind the next all facing towards the same long table edge. The game lasts D3+3 turns.
Invaders
Select an army of up to 1500 points. You must take The Strangler, from Scenario One, to be your general. You must also take the Special Character, The Undefeated. Pay for The Undefeated as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Skilled Warrior: The Undefeated has one additional Attack.
Blessed: In the shooting phase, The Undefeated may make a ranged attack that has a range of 12 inches and does 2D6 Strength 3 hits, with no armour save allowed.
You may take up to four additional heroes. Two of these may be wizards. If you take all four additional heroes, the fourth choice must be The Berserker from Scenario Two. You are limited to no more than two units of cavalry and two chariots. You may NOT take magic items costing more than 50 points.
Defenders
Select an army of up to 2,250 points. You must choose The Mage Lord from Scenario Three as your general. You may choose up to two additional characters one of which may be a wizard up to level 2. You are limited to two Special units and two war machines. You may NOT take a BSB. You may NOT take any magic item that costs more than 50.