I. Forces
Players should bring 750 points of minions (no heroes) to the event. The initial dice roll winner will choose to be the Cart Protector (“Protector”) or the Cart Destroyer (“Destroyer”).
Three 2-hex tokens need to be created to represent the supply carts of the Protector. Supply carts have a movement of 5, toughness of 4, and wounds of 3. They are invulnerable to ranged attacks. They have solid black lines around them, blocking LOS and movement through them.
Carts must stop when they enter enemy kill zones and are subject to free attacks while disengaging. They are subject to Stalwart.
One 3 hex token should be created as well to represent a roadblock for the Destroyer. The roadblock has a toughness of 3 and wounds of 3. It is also invulnerable to ranged attacks.
It has a dashed black line at its front and sides to prevent movement and combat through it, but ranged attacks can be conducted from either side. Figures from either faction may occupy the hexes on which the roadblock is placed. The roadblock can never be moved after it is set up.
A matched set of six Hidden Deployment Tokens, numbered 1 to 6, should be made to represent placement of hidden ambushing troops for the Destroyer.
II. Map
The road map from the starter set is used.
III. Setup
First, the Protector designates one end of the road to enter the game; the other end will become the exit point.
Next, the Destroyer divides his forces up into six separate groups, with 2 to 7 figures in each group. Each group will be represented by a specific numbered Hidden Deployment Token (HDT). The Destroyer should first turn over and shuffle the tokens so their identifying numbers are not visible.
Then he places his HDT’s and the road block token on the board, with the following restrictions: Only one HDT may be placed on the road and that token must be deployed on the opposite side of the roadblock token facing the Protector’s entry hexes.
All tokens must be at least 7 hexes from the Protector’s entry hexes, at least 5 hexes from one another, and at least 5 hexes from the road. The roadblock token must be placed at least 7 hexes from the entry hexes.
The Protector then brings his forces in using normal movement from the road end he is entering. The first cart may be placed up to 6 spaces down the road from the map edge; the second cart may be placed up to 4 hexes, and the third 2 hexes.
Other figures are brought onto the board using their normal movement distance; these figures must start on the road as they enter but then may leave the road immediately if they choose, paying a +1 movement cost for leaving the road. Carts must stay on the road at all times.
IV. Turn Procedure
Each turn includes a strategy roll, including the first turn after set-up. The winner of the strategy roll chooses to be attacker or defender for that turn, and play proceeds as normal. Figures killed during the strategy or action phases are removed from the map before combat as normal.
During his turn, the Destroyer may move any of his already-activated figures.
In each action phase, the Destroyer may choose one inverted HDT to activate. The Destroyer may not touch or move an HDT to determine where a specific numbered token is placed. Place the Destroyer’s figures that are represented by that HDT first on the token hex, then adjacent to the token as needed. The token is then removed from the map.
Then the Destroyer may attempt to activate one additional HDT within 6 hexes of the HDT just activated by rolling a die. If the number rolled is 5 or a 6, the additional HDT is not activated this turn.
If the additional HDT is activated, place the figures on the map as described above. (This additional activation attempt simulates one group on watch duty in a camp trying to wake up troops in neighboring tents.)
Once activated, figures within an HDT group may move their full movement during the Destroyer’s action phase.
V. Objective
The Cart Protector must exit at least one out of three supply carts off the opposite end of the road by the end of the game. The game is 10 rounds or 50 minutes or the complete elimination of the one player’s force.
If both players’ forces are eliminated in the same round, the Cart Protector loses if he has not exited a cart off the end of the road.
VI. Special Rules
It is a foggy night. (That means that LOS is limited to 6. Normal night weather restrictions do not apply in this scenario.)
The combat chain rule does not apply when a figure is attacking either a cart or the roadblock. A figure attacking a cart/roadblock does not add his dice to a combat chain that he is in, but he may be killed as a result of that combat.
If he is so killed, he still may take his attack against the cart or roadblock before being removed from the map. When attacking a cart/roadblock, a figure may not add his dice to those of any other attacking figure; each attack on a cart/roadblock is resolved separately.
Special abilities (such as Fast Strike, Berserker, Assassin, Spearman, Dirty Fighting, Aggressive Strategy, etc.) cannot be used in attacks on carts/roadblocks, nor does an attacker get flanking or elevation bonuses against cart/roadblocks.
Special Abilities that affect movement of the carts or figures interacting with the carts (such as Stalwart and Sneak) may be used. Movement on the road and terrain is normal, except that as a figure moves on or off the road, it pays one extra movement point. For example, movement off of the road onto clear terrain would cost 2 (instead of one) and across a red/orange line adjacent to the road would cost 3 (instead of two). Figures that are sneaking pay 2 movement points for leaving or entering the road, regardless of terrain crossed.
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