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

Marauder Axemen

Link Up

by Avian

Overview: In this scenario both sides' forces have been split up and must attempt to link up to form a unified front.
This scenario can also be played as a 2 vs. 2 team battle.

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 player gets to choose deployment zones.
  2. The player got to choose deployment zones picks the two diagonally opposing corners he wants for his camps. The other player gets the two remaining corners.
  3. Both players then secretly divide their armies into two parts, each containing at least a third of the total points value of their army, and writes down which camp each force will deploy in.
  4. The player who did not get to choose deployment zones starts deploying.
  5. Taking it in turns, each player deploys one unit at a time, at least 18" from the opposing camps and at least 24" from all enemy units on the table. Units must be deployed in the camp they are assigned to.
  6. 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.
  7. Characters are deployed after all other units, all at the same time. Characters may start the battle with units if you wish.
  8. Scouting units are deployed at the same time as other units, though after deployment is finished but before either player's first turn all Scouting units may make a special free move (including marching). This move may not be used to charge. Roll a dice to see who moves first if both sides have Scouts.

Who goes first? Both players roll a dice, the player who finished their deployment first 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: The game lasts for six turns.

Special rules: There are no special rules in this scenario.

Victory conditions: Use the standard procedure for calculating Victory Points.

 

Back to the Scenario page Back to the Main page