Post by knoffles on Jun 21, 2017 21:41:38 GMT
This is the second of the scenarios. Again I've added in the rules around unit fortitude. The point in this one is that I only want rank and file to be able to capture loot, not monsters or monstrous beasts or war beasts etc. as although these units have a certain intelligence, they wouldn't be interested in obtaining the artefacts (hopefully you get the gist). Standards are only available to the type of unit that can capture them.
If anyone can think of a better way of portraying this please let me know.
I did consider dropping the unit fortitude rule and letting anything capture the tokens (bar characters), figuring the movement reduction would cause a big enough disadvantage and this would simplify the special rules.
Thoughts on that are welcome.
LOOT
Three artefacts of considerable worth have recently been found in a nearby locale. Two rival forces have heard about the discovery and have rushed to claim them.
THE ARMIES
Each player chooses an army from a Warhammer army list, to a value of 2500 points.
THE BATTLEFIELD
After terrain has been set up but before deployment, place 3 loot counters on the battlefield. The first is placed in the dead centre of the board. The players then take turns to place one other counter on the centre line but at least 12” away from the other counters.
DEPLOYMENT
Players deploy their armies as per the Blood and Glory scenario as described on pg. 148 of the Warhammer rulebook.
FIRST TURN
After deployment, roll off to see who goes first. The player who finished setting up first adds +1 to their dice roll.
GAME LENGTH
The battle length will last for six game turns.
VICTORY CONDITIONS
At the end of the battle, you score one point for each counter held. If you have more than your opponent, then you win, otherwise it is a draw.
SCENARIO SPECIAL RULES
*** Unit Fortitude is defined as a unit with a Standard Bearer which comprises not less than 5 models (3 for Monstrous units).
A General adds 2 point to Unit Fortitude and the BSB adds 1 point to Unit Fortitude
If anyone can think of a better way of portraying this please let me know.
I did consider dropping the unit fortitude rule and letting anything capture the tokens (bar characters), figuring the movement reduction would cause a big enough disadvantage and this would simplify the special rules.
Thoughts on that are welcome.
LOOT
Three artefacts of considerable worth have recently been found in a nearby locale. Two rival forces have heard about the discovery and have rushed to claim them.
THE ARMIES
Each player chooses an army from a Warhammer army list, to a value of 2500 points.
THE BATTLEFIELD
After terrain has been set up but before deployment, place 3 loot counters on the battlefield. The first is placed in the dead centre of the board. The players then take turns to place one other counter on the centre line but at least 12” away from the other counters.
DEPLOYMENT
Players deploy their armies as per the Blood and Glory scenario as described on pg. 148 of the Warhammer rulebook.
FIRST TURN
After deployment, roll off to see who goes first. The player who finished setting up first adds +1 to their dice roll.
GAME LENGTH
The battle length will last for six game turns.
VICTORY CONDITIONS
At the end of the battle, you score one point for each counter held. If you have more than your opponent, then you win, otherwise it is a draw.
SCENARIO SPECIAL RULES
- During the game, when one of your fortitude bearing units*** ends its move on the counter (excluding vanguard moves), it can pick it up. (Note: A unit can carry more than one counter).
- Non fortitude bearing units cannot pick up loot but may ‘sit’ on top of tokens to block other units from picking them up.
- Scouting or vanguarding units with fortitude, cannot deploy on or use their vanguard move to capture counters but can move to capture them on their first turn.
- Whilst carrying a counter a unit’s move is halved.
- A unit can choose to drop a counter at the start of its move and then move off normally. (A unit cannot pick up and drop a counter in the same turn but another unit can pick up the dropped counter).
- If a unit flees for any reason (e.g. due to failed psychology tests or as a charge reaction) it drops any counters it holds.
- If a unit fails its break test, it immediately drops any counters it holds. If the unit that beat them in combat is a fortitude bearing unit***, then it immediately picks up the token. (If several eligible units are in combat, then the winner of the combat can choose who to give the token to).
- If a fortitude bearing unit*** holding a counter falls beneath 5 (or 3 Monstrous) models, it still retains hold of the loot counter (unless it flees).
*** Unit Fortitude is defined as a unit with a Standard Bearer which comprises not less than 5 models (3 for Monstrous units).
A General adds 2 point to Unit Fortitude and the BSB adds 1 point to Unit Fortitude