Village Defense - September 2004 Scenario
I. Forces
Players should bring 2000 points of figures to the event. No figure may be more than 400pts.
II. Map
The village map should be used from Map Set I. The 3 huts are the objectives. If it is not available the defender chooses the map and picks 3 objective hexes at least 5 hexes away from each other.
III. Setup
Roll to determine attacker/defender as normal. The defender then sets up 1000 points of figures anywhere on the map (the rest are not used).
The attacker splits his 2000pts of forces in as many groups as they like, no group may be more than 400 points.
At the beginning of the attackers 1st turn designate each map edge as 1,2,3, and 4. Roll a die at the beginning of the every turn to determine if reinforcements enter the board.
On a 1-4 the group enters on the corresponding edge. On the 5-6 they do not enter this turn.
Groups must be rolled for individually and must take their movement onto the board BEFORE the next group is rolled for and placed on the map.
Each figure must enter from the same hex as the first figure brought on to the board from their group.
IV. Objective
No initiative rolls are made after the sides are determined. The game is played for 10 turns or 50 minutes whichever comes first.
Defender always gets their full last turn. The Attacker must clear all figures from at least 2 buildings to win. The game does not end unless one force is destroyed, the turn limit is reached, or the time limit is reached.
V. Special Rules
Weather rules are in effect for this scenario. See downloadable chart on website. The One RingTM rule is NOT in effect.
The attacker plays first every turn and the Defender plays second. 50% rule is NOT in effect. Defenders in huts are -1 to hit (This does not apply if both figures are in the hut.)
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