Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Warhammer Fantasy Campaign 2014 - TURN THREE
#3
[Notes: Currently you have managed to move up to 1,500 points through the void.

You can now increase this up to 1750, increase cost is 2 GOLD per 75 points.

If you want extra hero/special slots and magic items you must pay for those slots or have them via allies, or gained boons.

The maximum points you are ever allowed to field is 1,750.]


SCENARIO THREE is called GOLD RUSH.

Your local spies have found an oasis where bandits have stashed some GOLD. It's a race to grab the GOLD (and gain the oasis).

If you have the points available then you can field an army to maximum of 1,750 points. Must be correctly balanced.

Both roll a d6. Highest goes first. Choose a piece of terrain and place it on 6 x 4 board. Then next player does the same. Alternate to place 5 pieces of terrain. Terrain cannot be placed within 12" of a table edge or another terrain piece. So there will be 5 terrain pieces in the 4 x 2 central zone.

Each terrain piece has a treasure chest buried in it. To find a chest a unit must move in contact with terrain and next (or later) turn spend its movement digging. Each Chest contains 1d3+1 (2-4) GOLD (roll after battle).

A unit can only carry one chest.
A unit with a chest that enters combat and flees drops the treasure and the treasure automatically transfers to the victorious unit (If victors already have a chest, then a chest marker is placed 1" away from victorious unit in direction of fleeing foe. It sits on the field of battle until another unit with carrying capacity moves into contact with it.

To gain the GOLD you must either be in possession of the chest (held by a unit on the field) at end of 6 turns. OR you can have a unit voluntarily move off the field in good order with the chest. It cannot come back on.

However, this is also a battle for the Bandit Oasis. The winner of the battle will gain an oasis and as usual a territory from the losing side. To win the battle you must inflict 100 points of damage more to your opponent than he does to you.

Deployment. After terrain is placed roll d6 each. Winner chooses which edge - can be long or short to enter from. Units placed within 12" of board edge (so technically a unit could be in contact with terrain at start). Opponent sets up on opposite side.

Roll d6 each again, highest moves first.

There is potentially a lot to gain in this battle and the quirk is you can legitimately have units move off board if you think it a good tactic. They do not count as lost units for points.


TURN FOUR - for your early interest... There will be 4 battles on this night (rather than 6) with three armies fighting each other, loosely based on treachery rules, but there will be a twist! This is a real chance for tall poppies to be ganged up on and cut down to size. The winner can potentially gain territories from its two foes.

RIGHT - need Dan to choose his opponent, then the next and the next ready for Tuesday please.
History is written by the victors - Sir Winston Churchill
Reply


Messages In This Thread
RE: Warhammer Fantasy Campaign 2014 - TURN THREE - by Agincourt - 21-03-2014, 12:07 AM

Forum Jump:


Users browsing this thread: 2 Guest(s)