Categories

News page
Tactics page
Orcs & Goblins Tactics page
Ogre Kingdoms Tactics page
Calculations page
Combat Calculations page
Rules page
Orcs & Goblins Rules page
Ogre Kingdoms Rules page
Gaming page
Scenario page
Campaign page
Gallery page
Fiction page
Mini-Games page
Construction page
Other stuff page

 

Random page

How to Win

Hold Out!

by Avian

Overview: In this scenario one side's temporary night camp is under siege by a stronger enemy force. Help is on the way, but reinforcements are unfamiliar with the terrain and great haste is not always a good thing. Can the surrounded defenders hold out?

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

Battlefield: Set up the terrain in an agreed manner. The defender can also set up D3+2 stone walls in his deployment zone. The stone walls should be approximately 6" long and count as obstacles and hard cover.

DEPLOYMENT

  1. The defender openly divides his army into two parts - each containing at least one third of the total points value of the army - then flips a coin to see which part will be deployed in the encampment. The rest of the army will arrive as reinforcements later. If the army general is not mounted on a monster he does not have to be allocated to either part until after the coin has been flipped.
  2. The defender then secretly writes down if he wants his reinforcements to arrive at the start of his third or fourth turn (see special rules below).
  3. The defender deploys the part of his army that starts in the camp in his deployment zone.
  4. Finally the attacker deploys his entire army, at least 18" from the defender's deployment zone (see map).

Who goes first? The defender decides who goes first.

Length of game: The game lasts for six turns.

Special rules: The defender's reinforcements will arrive at the start of the turn the defender decided. If the defender wanted his reinforcements to arrive in his third turn he must roll a D6 to see which table side they arrive from (see map). If he wanted his reinforcements to arrive in his fourth turn he may decide which table side they arrive from when they become available. All reinforcements will arrive from the same table side and count as returning after having pursued an enemy unit off the table.

Victory conditions: Use the standard victory conditions, with the following addition. Each attacking unit that ends the game completely inside the defender's deployment zone and is not fleeing is worth it's starting value in Victory Points to the attacker. Units reduced below half their starting Unit Strength are worth half and characters don't count at all.

 

Back to the Scenario page Back to the Main page