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

Runtspike

Stranded

by Avian

Overview: In this scenario an army sub-commander has been out surveying the battlefield in the early hours of the morning. Unfortunately his return was unknowingly cut off by the deploying enemy army and the brave hero has found himself stranded.

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 dice to see who has the stranded character. The cheapest Hero on that side is stranded. The army General or Battle Standard Bearer may not be stranded. If this excludes all Heroes then any champion may be stranded. The stranded character loses all magic items and any mount he may have had. The character may have up to two Core models costing no more than 14 points in total as attendants for free.
  2. Deployment is done as for Pitched Battle, though the stranded character and his attendants are not deployed. Instead the oppsing side places three markers in his deployment zone after deployment has finished. Each marker must be placed at least 6" from any models, at least 6" from other markers and at least 6" from the closest table edge. One of these represents the hiding place of the stranded Hero, though neither side knows which.

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: The stranded character is not considered to be on the battlefield until located. As soon as any models move within 6" of a marker roll a dice. If it's the first marker approached it will be the location of the stranded character on a 5+. If it is the second marker approached it's on 4+ and automatically if it's the third marker (these dice may not be re-rolled). If the marker was the stranded character place him on the marker and any attendants within 1" of him and remove the marker. If the marker was not the character simply remove it. The character and attendants (if any) act as a separate skirmish unit from that point on. If located in the enemy turn the character can not be charged or targeted by shooting or spells that turn. If located in his own turn the character can move in the Remaining Moves phase (assuming the Movement phase is not over) and will act as normal from that point on.

Victory conditions: If the stranded character reaches his own deployment zone before the battle ends the owning side gains +300 Victory Points. If he is slain the opposing side gains +200 Victory Points in addition to the normal Victory Points for killing him (the oppsing side gains no Victory Points for lost magic items or mounts). If any other case the owning player gains +100 Victory Points if the stranded character is located.

 

Back to the Scenario page Back to the Main page