Post by W.E.G on Dec 12, 2009 14:26:54 GMT
ello peeps someone asked me to put the scenarios up for fantasy for any future games.
Round 1 – “Low Fog and Mud”
Welcome to Albion. Opposing armies clash on a typically miserable spring day. The ground has been softened by days of constant rain, from the ever present low clouds, making the going slippery and dangerous.
Normal pitched battle with the following additional rules:
• Flyers are restricted to a maximum Fly move of 10’’. They may elect to move using their ground movement as normal. Bat Swarms are unaffected.
• Warmachine movement is halved.
Round 2 – “Braveheart”
You face the auld enemy one more. Your leaders give a stirring oratory exhorting their troops to throw themselves without abandon at their most hated foe. One regiment in particular is whipped into a frenzy.
Normal pitched battle with the following additional rules:
• All units gain “hate” all enemies.
• One unit (not including characters) may be given the frenzy special rule.
• Corner deployment - Each army deploys in 30’’ (long edge) by 18’’ (short edge) rectangular deployment zones. (Wood elf players may only deploy their wood in their own deployment zone)
Round 3 – “Warp Storm”
A warp storm is playing havoc with the winds of magic. Streaks of ethereal fire burn through the air.
Normal pitched battle with the following additional rules:
• All ward and regeneration saves are reduced by 1 to a minimum of 6+. (Add one to the “Pendant of Khaleth” die roll instead).
• Magic flux. At the start of each magic phase roll each power or dispel dice. Any dice that comes up a 5 or 6 is lost from your Power/Dispel pool and added to your opponent’s pool. Dispel dice handed over in this way go into the army pool not that of any specific wizard.
Round 4 - “Sneaky Stealing”
You have hired the services of a clandestine mage to scout out and perhaps nullify the enemies’ abilities.
Normal pitched battle with the following additional rules:
• Corner deployment - Each army deploys in 30’’ (long edge) by 18’’ (short edge) rectangular deployment zones. (Wood elf players may only deploy their wood in their own deployment zone)
• A list of every magic item, demonic gift, bloodline power, big name, Brettonian vow etc. (if in doubt ask the Warhammer Category GM) must be given to your opponent (but not who/what has them) prior to deployment, you should also be prepared to give your opponent a brief description of what the item does and it’s points cost. (Note – Please prepare these lists in advance, and submit a copy along with your army list.) Upto two may be “nullified” – If “nullified” your opponent does not have the use of them for this battle. At the end of the game your opponent receives bonus victory points worth triple the points value of any items “nullified” (e.g. a 20pt item you “nullified” would be worth 60 extra victory points to your opponent at the end of the battle). Roll off to decide who “nullifies” items first.
Round 5 – “Hold Ground”
With your elites taking the fight for the enemy, your troops are tasked with capturing and holding an inspiring totem as well as pushing into enemy territory.
Normal pitched battle with the following additional rules:
• All psychology tests may be re-rolled.
• A central objective is worth 300 pts - count up the unit strength of all core units with at least one model within 6’’ of the objective at the end of the game. The army with the highest combined unit strength captures it. Only core units count for table quarter capturing/contesting purposes (summoned units do not count).
Round 1 – “Low Fog and Mud”
Welcome to Albion. Opposing armies clash on a typically miserable spring day. The ground has been softened by days of constant rain, from the ever present low clouds, making the going slippery and dangerous.
Normal pitched battle with the following additional rules:
• Flyers are restricted to a maximum Fly move of 10’’. They may elect to move using their ground movement as normal. Bat Swarms are unaffected.
• Warmachine movement is halved.
Round 2 – “Braveheart”
You face the auld enemy one more. Your leaders give a stirring oratory exhorting their troops to throw themselves without abandon at their most hated foe. One regiment in particular is whipped into a frenzy.
Normal pitched battle with the following additional rules:
• All units gain “hate” all enemies.
• One unit (not including characters) may be given the frenzy special rule.
• Corner deployment - Each army deploys in 30’’ (long edge) by 18’’ (short edge) rectangular deployment zones. (Wood elf players may only deploy their wood in their own deployment zone)
Round 3 – “Warp Storm”
A warp storm is playing havoc with the winds of magic. Streaks of ethereal fire burn through the air.
Normal pitched battle with the following additional rules:
• All ward and regeneration saves are reduced by 1 to a minimum of 6+. (Add one to the “Pendant of Khaleth” die roll instead).
• Magic flux. At the start of each magic phase roll each power or dispel dice. Any dice that comes up a 5 or 6 is lost from your Power/Dispel pool and added to your opponent’s pool. Dispel dice handed over in this way go into the army pool not that of any specific wizard.
Round 4 - “Sneaky Stealing”
You have hired the services of a clandestine mage to scout out and perhaps nullify the enemies’ abilities.
Normal pitched battle with the following additional rules:
• Corner deployment - Each army deploys in 30’’ (long edge) by 18’’ (short edge) rectangular deployment zones. (Wood elf players may only deploy their wood in their own deployment zone)
• A list of every magic item, demonic gift, bloodline power, big name, Brettonian vow etc. (if in doubt ask the Warhammer Category GM) must be given to your opponent (but not who/what has them) prior to deployment, you should also be prepared to give your opponent a brief description of what the item does and it’s points cost. (Note – Please prepare these lists in advance, and submit a copy along with your army list.) Upto two may be “nullified” – If “nullified” your opponent does not have the use of them for this battle. At the end of the game your opponent receives bonus victory points worth triple the points value of any items “nullified” (e.g. a 20pt item you “nullified” would be worth 60 extra victory points to your opponent at the end of the battle). Roll off to decide who “nullifies” items first.
Round 5 – “Hold Ground”
With your elites taking the fight for the enemy, your troops are tasked with capturing and holding an inspiring totem as well as pushing into enemy territory.
Normal pitched battle with the following additional rules:
• All psychology tests may be re-rolled.
• A central objective is worth 300 pts - count up the unit strength of all core units with at least one model within 6’’ of the objective at the end of the game. The army with the highest combined unit strength captures it. Only core units count for table quarter capturing/contesting purposes (summoned units do not count).