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Jason Clarks Scenarios












Have you ever thought that Warhammer fantasy has too few scenarios. It seems the powers that be are beset by paralysis of the imagination when it comes to interesting fantasy scenarios.
With this in mind we felt it would be fun to try some of our own scenarios. Then Jason stopped by with his own examples. We have playtested all of these but would be interested in other peoples imput.



Loot and Pillage

Overview:
In this scenario a force of evil marauders tries to loot an pillage a defended village.

Armies: Both armies are choosen using the warhammer list with the attacker having 25% more points than the defender. (I recommend 2000 for the defender and 2500 for the attacker)

Battlefield: This scenario uses table quarters. The defender sets up five buildings at least six inches from any table edge in one table quarter. The attacker the deploys d3 pieces of terrain in each of the remaining 3 table quarters. Deploy one human peasant d6 inches from each building door. These peasants move as fanatics in the defenders compulsory phase but rebound off terrain features. Peasants do not fight but have a WS2 T3 W1 with no save. Peasants stop on contact with a friendly defender unit but if they move into an attacking unit they cause one wound on a 4+ and then are removed as casualties. The attacker may charge peasants but may not move through them.

Deployment:

1. The defender sets up in the table quarter with the village.

2. The attacker then sets up in the diagonal table quarter at least 12 inches form the center.

3. The attacker then sets up scouts followed by the defender.

4. The attacker goes first.

Game Length: Six Turns.

Fire the buildings! Each building may be torched if an unengaged and unbroken unit of at least 5 models(not combat strength) is touching a building at the end of the defenders turn. Each burned building is worth 100 VP for the attacker while each remaining building is worth 100VP to the defender.

Save the Peasants!Each living peasant is worth 50 VP at the end of the game for the defender.

Victory Conditions: Besides the above bonuses use the standard victory conditions.





Wild Horses

Overview:
In this scenario, a defending army tries desperately to save its herd..

Armies: Both armies are choosen using the warhammer list to an agreed upon point value.

Battlefield: This scenario uses the standard set up. Both armies may deploy up to 12 inches in and 12 inches from the short edges. Set up terrain in a mutually agreed upon manner.

Deployment:

1. the players alternate setting up units.

2. Both players may deploy scouts.

3. The defender goes first.

Game Length: Five Turns.

Special Rules: Wild Horses! The defender gets a herd of ten wild horses. The horses enter the board from either short side choosen by the attacker. The herd can move up to 16 inches a turn like skirmishers. Each horse is immune to pyschology and counts as an independent character. The horses use a standard profile but must remain within 2 inches of each other unless a horse is ingaged in combat. Missile fire, charges and spells may only target one horse at a time.
Victory Conditions: The standard victory conditions are used and the defender gets 100Vp for each horse it gets off the board while the attacker gets 25VP for each horse slain.





The Hills are Alive with the Sound of Battle

Overview:
In this scenario, the defender is desperately trying to hold a ridgeline against an attacking army.

Armies: Both armies are choosen using the warhammer list to an agreed upon point total.

Battlefield: This scenario uses the standard set up. Both armies deploy up to 12 inches in. Set up a series of hills along the length of the defenders deployment zone. Set up d3pieces of terrain on the remainder of the battlefield. Alternate picking a spot starting with the attacker and scattering each piece of terrain 4d6 inches from that spot. A hit indicates the terrain stays on the spot.

Deployment:

1. the players alternate setting up units.

2. Both players may deploy scouts.

3. Both player roll to see who goes first with the attakcer receiving a +1 to the die roll.

Game Length: Six Turns.

Special Rules: Units completely on the Hills in the defenders deployment zone at the end of the game are worth their value in victory points. Units at half strength are worth half their victory points. Characters, fliers, and war machines are worth 50VP each.

Victory Conditions: The standard victory conditions are used but all these points are divided by 2 and the above points are not.





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