Scenarios
Scenario and Location SuggestionsShore Battery: Gorsel, Brockwater/Almshever, Hollum/Aarnau, Hargendorf, Merxhelm, Scheinfeld/Naubenem, Eilhart, Uder/Eslohe, Schilderheim/Holthusen
Capture the Cove: Brockwater/Almshever, Hollum/Aarnau, Hargendorf, Gorsel
Shipwreck: Gorsel, Fort Reaver, Fort Solace, Brockwater/Almshever, Hollum/Aarnau, Hargendorf
Bridge Crossing: Marienburg, Kalkaat, Hollum/Aarnau, Schlagheugel, Calden/Rutten, Eilhart, Bogenhofen/Weissbruk, Westen Kasteel/Melik/Lehmburg
Convert the Masses: Any location except Fort Solace, Fort Reaver, Helmgart, Fort Bergbres, Westen Kasteel/Melik/Lehmburg
Cavalry Engagement: Open Area West, Open Area East, Halsdorf/Erlach, Uder/Eslohe, Klessen
Raid: Any location except Fort Solace, Fort Reaver, Helmgart, Fort Bergbres, Westen Kasteel/Melik/Lehmburg, Carroburg/Senden, Bogenhofen/Weissbruck
Take the Fortifications: Fort Solace, Fort Reaver, Helmgart, Fort Bergbres, Westen Kasteel/Melik/Lehmburg, Carroburg, Bogenhofen
The Hills Are Alive: Kalkaat, Westen Kasteel/Melik/Lehmburg, Fort Bergbres, Helmgart
Alternate version The Trees Are Alive: Naubenheim/Scheinfeld, Nupstedt/ Fassberg, Brevna, Kastof/Rosche, Winsen/Dienste, Bokel, Schlagheugel, Eilhart, Schilderheim/Holthusen, Osburg, Bogenhofen/Weissbruk, Carroburg/Sende
Hold the Crossroads: Kalkaat, Rutten/Calden, Salfen, Eastern Swamp
Shore Battery
Overview
The Reik is a long and wide expanse of water that is difficult to cross under the best of circumstances. Crossing at the wrong time or at the wrong point can be deadly; therefore certain crossing points have been established due to a slight narrowing or a calm bend. These points are defended by shore batteries that prove the first line of defense for water borne invasion.
Special Rules: Use Mordheim/Skirmish rules for this scenario. There are no route tests in this battle.
Army Restrictions: The attacking force may have up to 450 points including a hero level character (no wizards). The rest of the force must be infantry. Only two infantry models can be promoted to champions. The defending force consists of three warmachines (any combination, but only one can be a rare choice). The defender may choose 50 points of normal troops to guard the battery. One of those models may be promoted to a champion. Artillery may add crewmen to their machine but it will come out of the battery guard's allotment.
Landing Boats: They may be in any shape but no bigger than 8 x 8”. Landing boats fit as many troops on them as possible in normal ranks. Look out Sir! Rulings apply while in the boat. Troops may shoot from the boat but count as moving (stand and shoot models may still fire).
Each boat moves 2D6 per turn. The boat has a Toughness of 7 and 3 wounds and is considered a large target. Landing boats and troopers are considered unbreakable.
Non ballistic skill warmachines hit both the troops and the boat, hitting the troops first. Ballistic skill warmachines randomize hits (1-3 boat, 4-6 troops). Note: Cannonballs cannot bounce on water.
If a landing boat rolls 2 - 4 it will move normally and then hits an obstruction (sand bar, rock, etc.) and is stuck for the remainder of the game.
Models can abandon the boat and swim during the attacker’s movement phase (also works if boat is destroyed). A swimming model moves 1D6 per turn and on the roll of a 1 it drowns. Models with an armor save of 5+ receive a -1 modifier to the swim role. A model with a 4+ (or more) armor save receives a -2 modifier to the swim role. Any model which takes a hit (stun or knock down) drowns automatically. Comple the full movement rolled for the model. Swimming models may not shoot.
Spiking War Machines: A single unengaged attacker can spike a warmachine in 2 turns. This may be cut in half with multiple attackers.
Set Up
Terrain: Normal sized board, but divide the table length wise down the middle. The attacking side is water and the defending side is land (each side should be 24”). Place a large hill in the middle of the land section at the back of the defender’s deployment zone. At the edge of the hill should be hedges, walls or small fortifications which will count as light cover. The rest of the board should be devoid of any terrain.
Deployment: The defender deploys first upon the hill (anywhere upon the hill). The attacker does not deploy but enters the battlefield at the start of turn 1. Scouting units are not allowed.
Who goes first?
The attacker goes first.
Length of Game
Until victory conditions are met or one side concedes.
Victory Conditions
Attacker must render the warmachines inoperable. The defender wins by driving off the attackers.
Alternate Version:
Patrol: Instead of an artillery battery set in place, a patrol stumbles across an approaching landing party.
The patrol can be up to 375 points and may include cavalry models. One model may be upgraded to a hero (no wizards). Up to three models may be upgraded to champions. Only galloper guns (or other suitable mobile artillery) are allowed as artillery in this scenario. No flyers allowed.
Deploy the defenders first in this scenario as well.
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Capture the Cove
Dieter and his men had been scouting the Westerland coastline looking for a suitable site for several days, moving swiftly and avoiding all contact with anyone. Outside of the Manaanspoort Sea, the inhospitable Sea of Claws was reluctant to free any ship from its icy waters, and for the most part treacherous reefs and rocky steep cliffs penned ships in a watery prison. Then they had found what they sought and Dieter had quickly sent word back to the main force.
Dieter dropped to the ground and crawled forward through the long grass to the crest of the rise. Captain Helmsgard followed and together they surveyed the scene below.
It had been a small fishing village, but the enemy had obviously also seen the potential and everywhere was hustle and bustle as sergeants barked orders and men hurried about a variety of tasks.
The Captain slid back down and whispered: “It looks ideal Dieter. A galleon could get in quite close, and the headlands protect the cove well – it will make an ideal base to land troops and supplies, but it seems we are not the only ones who think so.”
Dieter nodded: “Luckily they do not seem too established yet, and it will be dark soon Sir.”
“Yes, we need to wake them up early, my friend” smiled the Captain.
This scenario is ideal as part of an escalation campaign, and is an Attackers/Defenders battle.
The attackers are a medium sized vanguard of the main army tasked with securing a safe harbour for landing sea borne troops and supplies.
The defenders also want the base for their own ships use. They have arrived first and are in the process of turning a small fishing village into a suitable small fortified harbour.
Set Up
Use a 4’ x 4’ playing area.
The village should consist of a few small huts, and the odd linear fence or low wall, which will count as light cover.
There is a single building in the centre of the defenders deployment zone, which is in the process of being fortified to act as a Harbourmaster’s Building. Use a tower or a largeish house and it will count as having two floors – use the buildings rules on Pages 97-99 of the Ed.7 BRB
Place other scenery such as woods and hills randomly.
Army lists:
This scenario is designed to be used with the Crisis in Marienburg faction army lists, as a small to medium scale engagement, with the following conditions.
The Defenders army should be chosen to a points value of two-thirds of the attackers – so for example the Defenders may have 800 points and therefore the attackers would have a 1200 points force.
As both forces are more vanguards, rather than full armies, the following restrictions apply:
No war machines are allowed – the attackers have been moving quickly through the countryside and war machines would have slowed them down. The defenders similarly are awaiting delivery of theirs now they have begun to fortify the village.
The Attackers may ignore any 0-1 for Scout units’ restrictions, and a detachment unit may be used – see below.
Pre-Deployment Moves:
The Defender now places three individual models (these are free models, not from his points total) as the sentries he has on duty. Place these sentries on a line 6” outside the deployment zone, ensuring that they are at least 12” apart.
Then roll a D6 and a Scatter dice for each individual sentry, and move each sentry to its new position.
The Attacker is now allowed to deploy the same number of units as sentries - so 3 units.
He may use Scouts units, or missile units, or detachments with appropriate missile weapons.
Because of the poor light no missile weapons can shoot at 'long' range.
No blackpowder weapons are allowed as they would be too noisy.
[It would be wise to consider what options your faction army list provides for suitable units as crossbows will be no good for example as they are move or fire, and you might like to see what Light Cavalry options you have too. ]
The Attacker's three chosen units follow their normal deployment rules or may use the following extra options:
As the attack is taking place at dawn:
One Scouts unit can be placed in open ground at least 12” from a sentry.
One Scouts unit may also be placed in cover – the edge of a wood for example 7” or more away from a sentry rather than the normal 10”.
[This is designed to allow for the terrain generation being unfriendly, and on the assumption that they would have crept forward to take position under cover of darkness.]
The Attacker may use detachments, starting from his deployment zone, as it is assumed it was alongside it's parent unit and commanded to go forward and deal with a sentry. [He must declare the relevant parent unit later at the time of full deployment.]
The attacker now has one turn to move his three units to try and silence the sentries, - and the results will determine deployment.
Firstly an Attacker’s unit that has successfully killed a sentry may make a new normal movement in any direction, but not ending up inside the Defender’s deployment zone.
An Attacker’s unit that failed to kill a sentry is stuck where it is, and if the sentry has a missile weapon he may now use it – only a standard trooper weapon may be used. The sentry is then moved back into the defenders deployment zone, and is free to move and join a unit of similar type as they are deployed anywhere in the zone
Main Deployment:
If all three sentries are killed, then the defender deploys all his units first.
If two Sentries are killed then the defender deploys two-thirds of his units first, then the Attacker deploys all his units, and finally the Defender places the remainder of his units.
If only one sentry is killed then the Attacker deploys two thirds of his units first – rounding up - then the Defender deploys all his units, and finally the Attacker places the remainder of his units.
If no sentries are killed then the alarm is really raised and the Attacker deploys all his units first.
Now each player rolls a D6 for choice of first turn, and proceed as normal.
The game lasts 6 turns.
Special Rules:
The Defenders units are all stubborn – with the sea at their backs they know they haven’t got anywhere to run.
Victory Points:
Add up victory points as normal, - not counting table quarters, - and then reduce the Attackers score by a third, - rounding up.
Then lastly add 100pts for each floor controlled in the Harbourmaster’s building, to determine the winner.
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Shipwreck!
Overview
A violent storm has shipwrecked a merchant ship that just left Marienburg full of cargo.
A nearby patrol stubbled across the wreckage, and sent their runners back to the main force while they rumage through the debris.
Special Rules
Vital supplies: Only one unit can protect the cargo found on the ship. This unit becomes Immune to Psychology and Stubborn. Furthermore, as the unit forms up around the bounty, the unit count as having no flanks or rear. The supplies count as US4 for all purposes except determining Victory Points. Should be modelled on appropriate 40x40 or 20x80 base. Supplies must be positioned in the back rank of the unit holding them at all times - they cannot be in the front rank. Furthermore, if the unit is charged in the rear, the supplies do not restrict soldiers bhind/infront of them attacking.
Set Up
Terrain: Use a 6 x 4 board and place water along the long table edge. If you have no water, treat the table edge as impassible terrain. In the middle of the board 6 inches from the water place the shipwreck. The rest of the terrain can be placed using normal agreed methods.
Army Restrictions: The defender starts with 650 points already deployed on the board. Of this, there can only be one character (not a wizard), and no cavalry. The defender also has a further 1350 points deployed later as reinforcements.
The attacker can take up to 2000 pts of troops, however must take at least one unit of scouts (and deploy them as such).
Deployment: The Defender deploys his 650 pts of defenders within 6 inches of the shipwreck.
The Attacker cannot deploy closer than 24 inches of any defender unit (except scouts), and can only deploy on one side of the table (the other counts as the Defenders table edge).
On turn 3 roll a D6. On a 5+ The re-inforcements can be deployed on the Defender Table edge, as though they had just returned after pursuing an enemy off the board.
On turn 4 roll a D6. On a 3+ deploy the reinforcements. On turn 5 the reinforcements automatically arrive.
Who goes first?
The attacker goes first.
Length of Game
8 turns.
Victory Conditions
An unengaged infantry unit with US greater than 5 holding the Cargo gains 500 Victory points.
If the unit holding the cargo is engaged, the unit with higher US gains 250 Victory Points.
All other victory points calculated as normal, except table quarters (which do not count).
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Bridge Crossing in Marienburg
Overview
Bridges are vital arteries in Marienburg
Special Rules
Use Mordheim/skirmish rules for this scenario.
Maximum point total for this game is 150 points and only core troop choices are allowed. This denotes a vanguard attacking a bridge on the outside of the city. One hero must be present per side, but they may not have magical equipment. Equipment may be chosen as normal, with an equipment allotment of up to 20 points.
Into the River: If a model is within an inch of the river and is in base contact with an enemy model, the player may elect to push the enemy into the river. The model being attacked must take a test based off of Initiative, using 2D6 -1. If the player rolls higher than the initiative value, the model falls into the river and is out of action.
Set Up
Use a 4’ x 4’ board and place a river across the middle of the table, with one bridge crossing the width. Place as many buildings as possible on either side of the river, leaving enough room for alleys and roads for movement purposes. Each side must deploy on opposite ends using normal 12" deployment zones. Indicate one area to act as a 'ford' where models can cross. River there will count as difficult terrain.
The bridge should be about the width of three infantry models.
Who goes first?
The attacker goes first.
Length of Game
Ten turns.
Victory Conditions
Whoever has a higher unit strength on the bridge at the end of the game wins.
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Convert the Masses
Overview
Though this war has been initiated with pangs of hunger a deeper influence masks itself. Tensions between Ulricians and Sigmarites continue and the ideological warfare continues in towns and villages for the souls of the people.
As mighty hosts assemble and war clouds cover the land in darkness, the servants of the gods begin to move. Outlying towns can find themselves the unlucky participants of an impromptu cleansing if they are in the path of the wrong individuals.
Special Rules
This is a skirmish scenario.
The attacking force is composed of two warrior priests and up to 50 points of additional troops that act as their personal retinue. The warrior priests may not have magical items, but may choose weapons and equipment as normal up to 20 points.
The attackers must be of the same faith (choose beforehand if they are Ulrician or Sigmarite) and will deploy from the same table edge. They have come to convert the masses by any means necessary, and to destroy the holy place(s) in the village that are deemed offensive.
The defenders are citizens of another faith, who live in the village. There are 20 citizens in the village when the attackers arrive. No more than two state troops may be taken. The rest of the citizens are free company or archers (maximum of 6 archers).
The Shrine: The shrine/statue has a Toughness of 6 and 5 wounds.
Conversion: Only the warrior priests may convert the villagers to their faith. If a priest comes in contact with a villager, his initial goal will be to convert the individual. The villager must take a leadership test to see if he is persuaded. If he passes his test, he does not convert. Only take one leadership test per villager to see if they convert. If a successful conversion takes place, any villager within 2” of the converted must also take a leadership test to see if they are converted. Once converted, the villager switches from defender to attacker.
Return from the Creek: At the beginning of turn 4, the defender rolls a die. On the roll of a 6 other villagers return from a short trek to bolster the villages defenses (consult reinforcement chart). If the roll fails, then on turn 5 on a roll of 5+ reinforcements arrive. Turn 6 and thereafter roll of 4 for villagers to return. The defender may roll every turn.
Reinforcement Chart: Roll a D6
1. 1 villager arrives
2. 2 villagers arrive
3. A small band of 3 huntsmen return from a hunting trip
4. 4 villagers arrive
5. 5 villagers arrive
6. A patrol of 2 light cavalrymen show up (Armed with bow and shield)
Set Up
Place a few buildings in the center of a 4’ x 4’ board. Mix in houses, shops and barns to indicate a village. Terrain may be placed in any manner agreed upon by the players, but the village must be in the center and at the center of the village a statue or shrine.
Deployment: All villagers must be within 6" of the outskirts of the village, except for two groups of a total of twenty five points a piece which can be placed anywhere on the board denoting work parties (may not be within 6" of attackers deployment zone). The attacker picks a side of the table and has an 8" deployment zone from the back end of his table edge.
Who goes first?
Attacker goes first.
Length of Game
10 turns.
Victory Conditions
For every convert, the attacker gains 10 points.
For every villager the attackers kill, they gain 5 points.
For each priest that is slain, the defenders receive 25 points.
For each retainer the defenders kill, they receive 10 points.
The shrine confers 50 points. If it still stands at the end of the battle, the defenders receive the points. If it is destroyed, the attackers receive the points.
Most points win.
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Cavalry Engagement
Overview
Throughout time, cavalry has been used as screening forces for armies on the march. Occasionally, the screens of two armies may clash, one army trying to gain intelligence of the other’s movements or through nothing more than an accident. The victor of these encounters gain a distinct strategical advantage as the buffer is lost, and the battle may come at any point along the column of march.
Special Rules
For games less than 500 points, use Mordheim/skirmish rules. Anything from 500 to 1,000 use warband rules, and anything higher than 1,000 use regular rules.
Only cavalry is permitted in this scenario. No artillery is allowed, unless it is drawn by horses.
Set Up
Standard.
Deployment: Standard
Who goes first?
Both players roll a D6. The player who finished deploying his units (not including scouts) first may add +1 to the result. The player who scores highest may choose to go first or second.
Length of Game
Standard game length of six turns.
Victory Conditions
Standard victory conditions.
Alternate Versions
- One cavalry force may be screening the movements of their army. If so, they count as the defenders and must not allow the attacker to breech their lines. If a single attacking unit breaks the line and reaches the defenders table edge, the attacker wins. Game lasts for 6 turns and the attacker as ¾ the points the defender has.
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Raid
Overview
Times are hard in the lands of Sigmar. With the blockade enacted by Marienburg, many are starving. Marienburg’s virtually untouched populace will undoubtedly feel the wrath of invading armies who are hungry and out for vengeance.
Special Rules
Use Mordheim/skirmish rules for this scenario.
Maximum point total for this game is 250 points for the attacker and 125 points for the defender. This denotes a small raiding force attacking an unsuspecting village.
The attacking force may be only cavalry, and can be lead by a single hero level character but no wizards. Pistoliers and light cavalry are the most suitable choices for this scenario, but heavy cavalry or knights may be used.
The defender rolls a D6 before the game starts. The result is multiplied by 10 (If a 6 is rolled, the player gains 60 additional points), and that many points are given to a 'relief force' which will arrive on turn 5 - 10 (roll a D6, on a result of 6+ force arrives on turn 5, on turn 6 roll a D6 and on a roll a 5+ the force arrives, on turn 7 - 10 a roll of 4+ will bring in the relief force. The relief force can arrive from any table edge the defender chooses.) The defending force may not have cavalry or characters. Up to two sergeants may be selected. Half of the points must be spent on free company which counts as normal citizens who have taken up arms to defend their village.
Capturing Goods: The attackers must be in contact with the building that houses the desired goods and not be in combat for a single turn. The attacker may then ride out of the village in any direction to escape. Once an attacker has exited the field, they may return on the next turn, moving as normal.
No panic checks are needed in this scenario. The attackers realize the importance of their mission and the defenders are intent on defending their homes.
Set Up
Use a 4’ x 4’ and place several houses, barns, shops, etc. in a rough pattern in the middle of the table: this represents the village. Other terrain may be set up on the fringes of the table. Before the start of the game, the players should agree upon one (or more) building that houses food and other goods. This will be the target for the attackers.
Deployment: Attacker chooses one side to enter from (12" deployment zone from back of table). The defender must place half of their force within 6" of the target building(s). The rest of the force may be located in no more than two groupings on any table edge besides that of the attacker's deployment. This denotes a work party off in the fields/woods.
Who goes first?
The attacker goes first.
Length of Game
Ten turns.
Victory Conditions
Twenty points are awarded for every attacker that captures items and safely escapes the table edge. If the attacker gains 140 points or kills all defenders, they win the game.
The defender wins if the attacker captures less than 140 points worth of items or kills all of the attackers.
Alternate Versions
- Cattle Raid: Instead of using crops and other goods as the target, the attacker may be after cattle. Place a fenced in field next to the village with gate access to all four sides. This will be the target of the attackers. Place ten cows within the field (each cow is worth 30 points). The gates count as open terrain and may be passed through freely, but to jump the fence the attacker must take a leadership test to ensure the jump is successful. If a roll of 3 or less occurs, the horse topples to the ground and throws the rider rendering him out of action. If a roll of 4 or more is rolled (up to the point where the test is passed), the horse will not jump the fence and stops 1 inch short of the obstacle.
-Raze the Village: The goal in this scenario is no longer to capture items, but to burn the village to the ground, a way to enact fear and retribution.
An attacker must be in contact with a building for a turn without being in combat to light the building on fire.
Citizens may try to put out the fire, but it will take twice the amount of time to put out as the building has been on fire (if a building has been ablaze for two turns, it will take 4 to put out). The model must be in contact with the building and not in combat. This denotes the individual fighting the fire. If multiple models are touching the building and not in combat, the time is sped up by 1 turn for every extra model in contact with the building.
A building is considered destroyed if it has been on fire for 5 turns. If a model is in contact with a building as it is considered destroyed, the model must take a leadership test. If failed, the model is killed.
Each building is worth 10 points. For every building that is saved by the end of the game, the defenders receive 10 points. For every building that remains on fire, or is destroyed by the end of the game, the attacker receives 10 points. The side with more points at the end of the game, wins.
For a truly frantic game, try all three scenarios at the same time!
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Take the Fortifications
Overview
Forts are vital components of any kingdom. They project authority as well as providing a safe refuge. As long as men stand safely behind their walls, enemy armies must always be fearful of quick strikes. Sometimes fortresses are not the only means of protection, however. In times of need, roughly built palisades or baricades can be erected in haste to provide an area of strength. These areas may not be as well defended, but offer a great tactical advantage.
Special Rules
The attacker has double the points amount as the defender (if the attacker has 2,000 points the defender has 1,000 points).
Sighted Range: Since the defenders have spent time fortifying the area, they have already calculated the range for artillery. To represent this, if a misfire is rolled on a war machine in the range guessing phase, a reroll may be used.
Set Up
Place a series of walls/barricades in a circular pattern in the center of the table. This represents a hastily erected defense. No terrain can be placed within 18" of the makeshift fortress. This indicates the defenders choosing a suitable location to defend.
The defender deploys his entire force first (except for scouts). Attacker cannot place units closer than 24” to defended obstacles.
Who goes first?
Defender goes first.
Length of Game
Standard game length of six turns
Victory Conditions
The attacker must take the fortified barricade and the defender must make sure that does not happen. Standard victory conditions apply.
Alternate Versions
Use castle structures in place of the barricade. Use siege appendix in the 6th edition BRB, if available.
Another way of playing is to place the barricade or fort along the table edge instead of setting up the fort in the middle of the table, the defender may have a ‘half fort’ section on his side of the board.
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The Hills are Alive…
Overview
Hills are the perfect area to set ambushes. Often generals must risk perils to get troops to the front quicker, or get supplies to the men who need them, before it is to late…
Special Rules
Border Patrol rules with the maximum size game being 1,000 points.
Set Up
This scenario takes place in a very hilly area. Set up as many hills as possible, leaving a 6 inch gap through the center of the board (may be twisty), indicating a road or some other suitable transit route. There may be other terrain pieces, such as woods or ponds but they must not be predominant features on the board.
The defender picks a table edge and lines up in column formation upon the road, nearest their starting table edge. The defender may choose 1 unit as a skirmishing unit, and can be deployed up to 6” outside of their normal deployment zone. The skirmishers are deployed with the rest of the army. Scouts retain their special rule.
The attacker sets up all around the road no closer than 6” of any enemy unit and must be out of sight at deployment.
Who goes first?
The attacker goes first.
Length of Game
Until one side is destroyed, or the defenders make their way out of the hills.
Victory Conditions
Victory points awarded as normal, with the following additions:
For every defending unit that escapes: 25 points to the defender.
For every defending unit destroyed: 25 points to the attacker.
Alternate Versions
Baggage Train: This is the perfect time for a small force to attack a baggage train. Defenders must protect the supplies at all costs. Have one wagon for every 200 points of troops the defender fields. For every wagon that escapes the hills, the defender receives 50 points, for every wagon the attacker destroys or captures they receive 50 points. Only wagons count for victory points. To capture a wagon, one model must be in contact with the wagon and not in combat for a single turn.
The Trees are Alive: Replace hills with trees. Keep 6 inch pathway, but allow 3 to 10 inches between groves of trees to allow some free movement of troops.
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Hold the Crossroads
Overview
In the Marienburg area, much of the land is covered with swamps and bogs. Any roadway is vital for easy movement, which makes crossroads that much more important. To hold one of these intersections gives the general in command a tactical edge over his counterparts that cannot go unchecked.
Special Rules
Swampland: The ground around the roads is swampy and causes difficulty for movement purposes. Depending upon recent weather conditions and the time of year, the ground will be very different, and often varies from day to day and place to place.
At the start of the movement phase, any unit that is fully on terrain that is not a road, roll a D6. On a roll of:
1: Can’t Move! Movement is impossible as the ground beneath the unit is muck and mud and clings to the unit’s feet. No movement this turn.
2: Difficult going. Movement is difficult, but still possible. The unit loses half of its normal move (so if a unit has a movement of 4 it now becomes a movement of 2). The unit loses the ability to march.
3 – 5: Keep goin’! The unit loses an inch to its normal movement. Does not negate march movements.
6: No issues. The ground, though soggy and smelly, provides no hindrance to movement. Proceed as normal.
Fleeing in swampland: Normal flee reaction, but -1 inch of movement (Dwarfs confer an extra -1 inch flee which means they have 2 inches negated from their flee reaction). Pursuing enemies also receive a -1 to their pursue roll.
Artillery: Unless on high ground, any artillery piece may not move, the weight of the machine sinks into the mud and renders it so. If a warmachine is on 'dry land' but then moves to swampland it may no longer move afterwards.
Set Up
Must have a road intersection placed directly in the middle of the table. There must not be any other terrain pieces within 12” of the intersection.
Other terrain is allowed (no woodlands), but any hill or cliff will not have the swampland special rule attached to it (this ground is higher and water will run off to the lower lands).
Deployment zones as normal.
Who goes first?
Both players roll a D6. The player who finished deploying his units (not including scouts) first may add +1 to the result. The player who scores highest may choose to go first or second.
Length of Game
Standard game length.
Victory Conditions
The intersection is the vital landmark in the area and confers an extra 250 points for every 1,000 points played per side (If the game is between [2] 2,000 point armies the intersection will be worth 500 points, if [2] 3,000 point armies are fighting it then becomes worth 750 points).