This is a scenario we came up with for our local league. One side (‘Defender’) has acquired (or depending on your point of view ‘stolen’) a treasure from the other side (‘Attacker’). Depending on the armies this could be kegs of Bugman’s XXX, a particularly comfy coffin, a magical gadget of great power, a virtuous damsel…or simply a large stash of coin. The treasure is nicely stowed away on a wagon and the Defender had almost made it back to safety when the Attacker caught up and battle ensues. The Attacker’s goal is to recover the treasure (in one piece), the defender’s goal is to escape. You will need some model to represent the wagon. We've used regular 2500pt armies but a little more or less won't make too much of a difference. Note that the defenders army is split, one part is with the wagon, the other part represents reinforcements rushing in from their stronghold to help the wagon crew.
We had five parallel games in our league with a good spread of armies, the attacker won all of them (although two came down to the wire). I have since changed it ever so slightly by giving the defender the first turn. I think this is fairly close to balanced now. But, I welcome any and all comments and of course if you play this, let me know what happened.
This scenario seemed huge fun when we read it, and we enjoyed playing it. However the way we played it we felt it could do with some modifications.
We played Orcs and Goblins as defender, and Bretonnians as attackers. We're assuming this was written for 2000 points armies, but since it doesn't specify, we chose to play it at 1500 points, using half the defending army as reinforcements instead of "minimum 1000 pts" as you stated in your rules.
Firstly a general comment, 1500 pts felt too small to play this scenario in a somewhat balanced way. The most obvious tactic to win as defender is shield off the chariot to prevent it from being charged, which doesn't work all that well with only 3 units at 750 points total to deploy. For this we also assumed the prize chariot to cost no points, since it can't really do anything until it is charged, and chariot points vary between armies. Anyway, as you said the defender never won so far, I'm wondering if 2000 points (1000 points to deploy, which includes your general to keep everything from abandoning the chariot) is maybe a bit low to start as well.
I placed a unit of Night Goblins with 3 Fanatics behind the chariot, meant to smash Bretonnian Knights. But we then realised that, as per your rules, a quite certain way to win as defender is placing a unit of Night Goblins with Fanatics on each side of the chariot. As soon as the enemy gets within 8 inch of a unit of Night Goblins you release your Fanatics...towards the prize chariot and win by self-destructing. Similarly for Orcs & Goblins, a Foot of Gork that scatters onto the chariot could stomp it into the ground, again winning via self-destructing.
Orcs & Goblins are probably the easiest army to do it, but surely some other armies have a way to destroy your own chariot.
On the other hand, from a story point of view, when the defender is just about to bring the chariot off the board, one can imagine the attacker shooting or casting at the chariot to prevent their secret weapon from falling into the wrong hands, but that would only make sure the defender wins. So we thought it would be more fair for both players if - attacker wins if it deals the fatal blow in close combat - defender wins if it gets the chariot off the table - anything else is a considered a draw. This would support the "if we can't have it, neither will you!" mentality of destroying the chariot outside of close combat when it is the only way to stop the other side from winning.
Great to hear someone else tried this scenario. We played it at 2500pts. I could see 1500 being too few points. But, it'll also depend on if you take your regular list or design an army specifically for this in which case you could include more 'fodder' units to stall the attacker. Furthermore, if you include enough fast units among the reinforcements, they should be able to reach the wagon in time to help out.
And yes, the wagon doesn't cost any points.
Regarding victory conditions, when I wrote this my main thought for counting 'wagon destroyed' as a defender win was that it would be too easy for the attacker to simply destroy the wagon with war machines or magic from afar and get the draw. You are right, there are cunning goblin tactics that defeat the scenario. A ham-fist way to fix that is to just rule that the wagon is immune to wounds from the defender. Not quite sure how to fix that.
The easiest way to fine-tune would probably be the distance that wagon has to cover before reaching safety. Right now it's 28", maybe that needs to be lowered?
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