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Grand Battle

by Avian

Overview: This scenario represents a larger battle where both sides have several objectives they are trying to fulfil.

Armies: Both armies are chosen using the Warhammer Army lists to an agreed points value.

Battlefield: Set up the terrain in an agreed manner.

DEPLOYMENT

  1. Both players roll a die, the player who scores highest may decide which side of the table to deploy on. Both players then place an objective marker on their opponent's side of the table, up to 12" from the long table edge and at least 12" from the short table edges.
  2. Both players then in turn to place two objective markers in their own half of the table, at least 12" from the closest table edge and at least 12" from other objective markers.
  3. Both players roll a second die, the player who scores highest may decide who starts deploying.
  4. Taking it in turns, each player deploys one unit at a time, at least 24" from the opposing deployment zone.
  5. All war machines in a player's army are deployed at the same time, though they can be deployed in different parts of the battlefield.
  6. Characters are deployed after all other units, all at the same time. Characters may start the battle with units if you wish.
  7. Scouting units are not deployed with the rest of the units. Instead they are placed on the table after all units in both armies have been deployed, as described in the rules for Scouts.

Who goes first? Both players roll a die, the player who finished their deployment first (not including scouts) may add +1 to their dice roll. The player who scores highest may choose whether to go first or second (re-roll ties).

Length of game: At the end of the fourth turn roll a die, if the result is equal to or greater than the current turn number play another turn. Keep on doing this until you fail the roll.

Special rules: There are no additional special rules.

Victory conditions: The normal Victory Conditions are not used at all. Instead there are five different missions to complete (Blitz, Break Their Spirit, Defend The Flag, Take And Hold and They Shall Not Pass). When the game ends check which of these you qualify for. Note that only missions you qualify for at the end of the battle counts - if you qualified for a mission in a previous turn but don't do so anymore it doesn't count.

Several of the missions involve holding objectives; you hold an objective at the end of the battle if you have a unit within 6". If both players have a unit within 6" of the same objective one player holds it if his closest unit is worth more than twice the points of the closest enemy unit (units reduced below half strength are worth half their starting value, characters don't count). Units with a Unit Strength of less than 5, fleeing units and swarms can not hold objectives.

Blitz: To complete this mission you must be holding the objective you placed on the opponent's side of the table (the first objective you placed).
Break Their Spirit: To complete this mission the enemy General must be either dead or fleeing.
Defend The Flag: To complete this mission you must be holding all three objectives on your side of the table.
Take And Hold: To complete this mission you must be holding any two of the objectives on the opponent's side of the table.
They Shall Not Pass: To complete this mission there must be no non-fleeing enemy units with a Unit Strength of 5 or more on your side of the table (swarms don't count).

If the difference in the number of missions completed is one or less the game is a Draw. If the difference is two it is a Minor Victory. If it is three it is a Solid Victory and if the difference is four or five the result is a Massacre.

 

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