Battle for Karak Kadar Scenario

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  • 7/31/2019 Battle for Karak Kadar Scenario

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    Attacking infantry units can buy Siege towers as upgrades atAttacking infantry units can buy Siege towers as upgrades at+50pts. A siege tower has a Toughness 5, Wounds 5. A siege+50pts. A siege tower has a Toughness 5, Wounds 5. A siege

    tower works like a raised piece of battlefield, allowing the unittower works like a raised piece of battlefield, allowing the unitinside to assault a unit on the battlements as normal. Onlyinside to assault a unit on the battlements as normal. OnlyInfantry and Monstrous Infantry may use siege towers. If a unitInfantry and Monstrous Infantry may use siege towers. If a unitwishes to use a siege tower that was not bought as an upgrade towishes to use a siege tower that was not bought as an upgrade tothat particular unit, can go up the siege tower, but it takes onethat particular unit, can go up the siege tower, but it takes onemovement phase. If a unit that has bought the siege towermovement phase. If a unit that has bought the siege towerupgrade, they may attempt to charge the walls. However, pushingupgrade, they may attempt to charge the walls. However, pushingthe weight of the tower takes its toll. Units with the siege towerthe weight of the tower takes its toll. Units with the siege towerupgrade can only move an extra half of their normal movementupgrade can only move an extra half of their normal movementdistance, rounding up, when marching. They only charge 2D6,distance, rounding up, when marching. They only charge 2D6,not 2D6 +M.not 2D6 +M.

    If an attacking unit completely occupies a section of wall, theyIf an attacking unit completely occupies a section of wall, theymay sabotage it, dealing D3 wounds to it per turn.may sabotage it, dealing D3 wounds to it per turn.

    Defenders and attackers may move up and down from the wallsDefenders and attackers may move up and down from the walls

    using the ramps, allowing walls to be taken, or re-taken.using the ramps, allowing walls to be taken, or re-taken.

    Each section of wall and each gate is worth 1 victory point, andEach section of wall and each gate is worth 1 victory point, andeach of the three sections of the center table is worth 1 point aseach of the three sections of the center table is worth 1 point aswell. The side having the most points at the end of the gamewell. The side having the most points at the end of the gamewins. The forces of order start with all 9 points, the object is forwins. The forces of order start with all 9 points, the object is forthe forces of destruction to destroy the gates and walls, and/orthe forces of destruction to destroy the gates and walls, and/orhold the walls and center table.hold the walls and center table.

    Each army will have its own magic dice power pool asEach army will have its own magic dice power pool asnormal.normal.

    For the purposes of having dispell dice, at the beginning of theFor the purposes of having dispell dice, at the beginning of thegame "opponents" must be chosen. When they roll to generategame "opponents" must be chosen. When they roll to generate

    power dice, you will gain dispell dice in the same manner aspower dice, you will gain dispell dice in the same manner asnormal. Spells can only attempt to be dispelled once per magicnormal. Spells can only attempt to be dispelled once per magic

    phase. Anyone can attempt to dispell a spell. Dispell dice andphase. Anyone can attempt to dispell a spell. Dispell dice andpower dice can NOT be shared with anyone.power dice can NOT be shared with anyone.

    Line of RetreatLine of RetreatUnit that are forced to flee must move towards their nearestUnit that are forced to flee must move towards their nearestdeployment edge.deployment edge.

    Calculating VictoryCalculating VictoryThe most units from each team within 12 is the victor. If thereThe most units from each team within 12 is the victor. If thereis a tie, team with the most victory points wins.is a tie, team with the most victory points wins.

    DFM! Wargaming And COW! PresentDFM! Wargaming And COW! Present

    Warhammer Fantasy Apocalypse free eventWarhammer Fantasy Apocalypse free event

    MissionMissionIndividual armies are to be no more than 3000 points.Individual armies are to be no more than 3000 points. Teams are to beTeams are to be

    organized as the forces of destruction versus the forces of order.organized as the forces of destruction versus the forces of order.

    Normal force restrictions still apply, unless otherwise given consentNormal force restrictions still apply, unless otherwise given consentby the other players, in a timely manner before the day of the event.by the other players, in a timely manner before the day of the event.

    ObjectiveObjectiveHave the most units within 12 of the Karak Kadar Gate by the end ofHave the most units within 12 of the Karak Kadar Gate by the end oflast turn.last turn.

    DeploymentDeploymentThe game is to played on three tables, set up in an "I" or "H" pattern.The game is to played on three tables, set up in an "I" or "H" pattern.Two parallel tables, with a perpendicular table centered between them,Two parallel tables, with a perpendicular table centered between them,and touching both.and touching both.

    There will be two sections of wall and a gate at both ends of theThere will be two sections of wall and a gate at both ends of theperpendicular table. The walls are 6" thick, and 48" wide. They willperpendicular table. The walls are 6" thick, and 48" wide. They willbe place on the parallel tables, touching the edge of the perpendicularbe place on the parallel tables, touching the edge of the perpendicularone. The gates are 12" wide, and centered in the walls.one. The gates are 12" wide, and centered in the walls.

    The forces of order may deploy in the center, perpendicular table, andThe forces of order may deploy in the center, perpendicular table, andwithin 6" of the walls and gates.within 6" of the walls and gates.

    The Forces of Destruction may deploy up to 18" away from their wideThe Forces of Destruction may deploy up to 18" away from their widetable edges.table edges.

    Length of GameLength of GameThe game lasts 5 turns.The game lasts 5 turns.

    Special RulesSpecial RulesReserves can only come onto theReserves can only come onto the

    "wide" tables. The forces of order can chose which side on each"wide" tables. The forces of order can chose which side on each"wide" table their reserves, if any, are coming from. Their reserves can"wide" table their reserves, if any, are coming from. Their reserves canonly come from that side for the rest of the game. The forces ofonly come from that side for the rest of the game. The forces ofdestruction get to use the other side, and only the other side as well.destruction get to use the other side, and only the other side as well.The exception to this would be, for example, Wulfric the Wanderer'sThe exception to this would be, for example, Wulfric the Wanderer'sspecial Rule: SeaFang.special Rule: SeaFang.

    Walls and gates can beWalls and gates can bedestroyed (designated prior to deployment). Walls have Toughnessdestroyed (designated prior to deployment). Walls have Toughness10, wounds 10. The gates have Toughness 6, Wounds 6. The forces of10, wounds 10. The gates have Toughness 6, Wounds 6. The forces ofOrder can open or close the gates at their discretion.Order can open or close the gates at their discretion.

    Only war machines, monsters, monstrous infantry, or monstrousOnly war machines, monsters, monstrous infantry, or monstrouscavalry may attack the walls and gates.cavalry may attack the walls and gates.