Post by KevinC on Jan 28, 2016 5:11:09 GMT
This scenario is based on one of my all time favorite Warhammer scenarios, originally conceived by the Adepticon WFB GT organizers. I've taken the basic design and pushed it a bit further to make it even more of a challenge. Have a go at it, I'm sure you'll find it fun and challenging! Good luck!
THE WICKED WOODS
Some evils are not so discernible. Maleficence is not only manifested within Dark Lords and Daemon kings, for it also festers, insidiously, within the natural elements of the world. One such sinister place is known simply as the Wicked Woods. Entire armies have sought to claim this seemingly malicious grove, for some desire its mythical spoils, while others seek to raze the woods to the ground – forever scouring the baneful blemish from its realm.
THE ARMIES
Each player chooses an army from a Warhammer army list, to an equal points value agreed before the game.
THE BATTLEFIELD
Before deploying terrain as described on page 142 of the Warhammer rulebook, place a Citadel Wood terrain piece (or equivalent) in the center of the table. This forest counts as the Wicked Woods (see scenario special rules for details on the Wicked Woods). After setting of the Wicked Woods, deploy terrain as normal.
DEPLOYMENT
Players deploy their armies as per the Battleline scenario as described in the Warhammer rulebook (page. 144).
FIRST TURN
After deployment, players roll off to see which player takes the first turn. The player who finished deploying his army first adds a +1 bonus to his roll.
GAME LENGTH
The battle will last for six game turns.
VICTORY CONDITIONS
The player who controls the Wicked Woods at the end of the sixth game turn wins the game. If no player controls the Wicked Woods at the end of the sixth game turn, the battle is a draw.
To control the Wicked Woods a player must have at least one unit inside of the Wicked Woods and no enemy models may be within the Wicked Woods. Fleeing models are completely ignored for purposes of these victory conditions.
SCENARIO SPECIAL RULES
Those who tread through the Wicked Woods, seldom leave alive to speak of the sinister peril that lies within. The greater the trespass, the more aggressive the malevolence of the woods seemingly becomes…
All models that move through or in the Wicked Woods most take a Dangerous Terrain test, the test fails on the result of a 1 or 2. Models with the Strider special rule do not ignore Dangerous Terrain tests from the Wicked Woods. Any Wounds caused by the Wicked Woods Dangerous Terrain test count as magical.
In addition, at the end of each and every Movement phase, any unit with at least one model touching or inside of the Wicked Woods suffers an automatic D3+1 Wounds with no saves of any kind allowed (including ward saves and Regeneration). These wounds are distributed as shooting attacks and count as being magical.
If a unit inside/touching the Wicked Woods contains more than 30 models, it will suffer D6+1 Wounds with no saves of any kind allowed at the end of each Movement phase, instead of D3+1.
THE WICKED WOODS
Some evils are not so discernible. Maleficence is not only manifested within Dark Lords and Daemon kings, for it also festers, insidiously, within the natural elements of the world. One such sinister place is known simply as the Wicked Woods. Entire armies have sought to claim this seemingly malicious grove, for some desire its mythical spoils, while others seek to raze the woods to the ground – forever scouring the baneful blemish from its realm.
THE ARMIES
Each player chooses an army from a Warhammer army list, to an equal points value agreed before the game.
THE BATTLEFIELD
Before deploying terrain as described on page 142 of the Warhammer rulebook, place a Citadel Wood terrain piece (or equivalent) in the center of the table. This forest counts as the Wicked Woods (see scenario special rules for details on the Wicked Woods). After setting of the Wicked Woods, deploy terrain as normal.
DEPLOYMENT
Players deploy their armies as per the Battleline scenario as described in the Warhammer rulebook (page. 144).
FIRST TURN
After deployment, players roll off to see which player takes the first turn. The player who finished deploying his army first adds a +1 bonus to his roll.
GAME LENGTH
The battle will last for six game turns.
VICTORY CONDITIONS
The player who controls the Wicked Woods at the end of the sixth game turn wins the game. If no player controls the Wicked Woods at the end of the sixth game turn, the battle is a draw.
To control the Wicked Woods a player must have at least one unit inside of the Wicked Woods and no enemy models may be within the Wicked Woods. Fleeing models are completely ignored for purposes of these victory conditions.
SCENARIO SPECIAL RULES
Those who tread through the Wicked Woods, seldom leave alive to speak of the sinister peril that lies within. The greater the trespass, the more aggressive the malevolence of the woods seemingly becomes…
All models that move through or in the Wicked Woods most take a Dangerous Terrain test, the test fails on the result of a 1 or 2. Models with the Strider special rule do not ignore Dangerous Terrain tests from the Wicked Woods. Any Wounds caused by the Wicked Woods Dangerous Terrain test count as magical.
In addition, at the end of each and every Movement phase, any unit with at least one model touching or inside of the Wicked Woods suffers an automatic D3+1 Wounds with no saves of any kind allowed (including ward saves and Regeneration). These wounds are distributed as shooting attacks and count as being magical.
If a unit inside/touching the Wicked Woods contains more than 30 models, it will suffer D6+1 Wounds with no saves of any kind allowed at the end of each Movement phase, instead of D3+1.