we all like to play special scenarios (well i do at least, i know some people who would like every game to be battle line so they don't have to muddy their meta build with break points and such) but none of the basic ones, the ones to be found at the back of the rule book, really tell a story. in the old army books (were looking at 5th-6th edition here) many of the army books themselves would have special scenarios to tell a story, like the wood elf ambush and the beastmen raid. well about a month ago Herman and i were chatting at the local gaming group, rueing the loss of these story driven scenarios. we decided we would make our own special scenario for a one off battle. after a week of back and forth deliberation on the final rules we have devised "In the darkness of the night", a Dark Elf Hackseer raid on an unsuspecting empire township, which will be played out this Thursday night at the Kapiti Wargaming Club.
here is the rules set that will be used:
In the
darkness of the night
The empires coastline is vulnerable to
attack at any time from raider’s intent on enslaving its population. Hargendorf
is just one of the small towns along the northern coast that must be prepared
for an attack at any time, but with the recent invasion of chaos by Archaon any
able bodied troops are being shepherded to Middenheim for the defense. In the
middle of a dark and misty night a Hackseer cruise, the rite of passage for all
highborn Dark Elves, has tried to exploit this fact to make a raid on what
should have been an undefended township; ready to take its entire population
prisoner. As they move off the beach towards the township a piercing horns wail
sounds from the old watchtower, rending the still night. The town is defended
after all, as troops passing through on the road to Middenheim have decided to
billet themselves in the town overnight. Cursing themselves fiercely and too
far from their ships, the Highborn decides to try to take advantage of the
defenders disarray. If he succeeds he
will have plenty of slaves and much prestige to bank on his return. If he
fails, well he just hoped he could get to the boats again in time…
Terrain
setup
Set up terrain as displayed in the scenario
picture (see above) with the sea taking up 12” of the right hand side of the
field.
Armies
The game is set up as a Dark Elves Vs
Empire raid; armies should be no more than 2000 points. (2400 points)
Deployment
Neither army deploys any troops at the
start of the game, bar the lookouts the empire player deploys in the watchtower.
First
turn
The attacking player (in this case the Dark
Elves) will always have the first turn.
Victory
conditions
Victory points are used to calculate the
winner with the following change, the general is not worth 100, but 300
additional victory points, either representing the loss of the Highborn or the
capture of an exceptional slave.
Special
rules
The
Watchtower:
one unit of up to 20 archers or ten
crossbowmen or hand gunners may be deployed in the watchtower before the game
starts.
Scouting
the land:
units of shades do not enter play at the waters edge. instead they enter play as reinforcements from the short table edge when the rest of the force deploys on the sea shore
Water
borne assault:
none of the dark elves are deployed
on the board; (other than the shades) instead
they will automatically enter play as reinforcements from the edge of the sea.
This means no charges can be declared in the first turn of the game. If a Dark
Elf unit is forced to flee for whatever reason it must do so directly towards
the sea board edge. Bolt-throwers are deployed folded up for transport, and cannot be fired in the first round after entering.. This depicts their being set up and readied for fighting. They can be moved from the point of (folded) deployment, but the crew are at -1 to their movement for being encumbered. If a units flee move would take it over the sea area, it is
deemed to have escaped to the ships and is destroyed. (This does not apply to
feigned flight from fast cavalry as a charge or shooting reaction), who may
attempt to recover from such flight. If a
unit pursues into the sea it is instead stopped one inch from the edge of the
water.
Awoken
to slaughter:
from turn two on-wards the Empire
player may start to role for reserves. Role a dice for each unit and character
not yet deployed on the field. On turn two the unit enters play from its
billets on a 4+, on a 3+ on turn three, and automatically on turn 4 (see the
billets special rule below for instructions on where you may deploy troops
from). Artillery crews must move as quickly as possible towards their machines
when they enter play. As they are unattended any artillery piece contacted by
an enemy when there is no crewman attached is instantly destroyed. You must
role separately for all characters, and these may not be deployed in units as
they come into play.
Billets:
the empire army has been caught off guard, so are
still in their billets as the dark elves attack. Specific units will always be
billeted in certain buildings as follows:
-
All infantry, baring warrior
priests and flagellants, may enter play from any building but the keep and
watchtower
-
All cavalry must enter play
from the keep
-
Warrior priests, arch lectors
and flagellants must enter play from the Sigmarite shrine
-
Artillery crews must be
billeted in the Blacksmiths building, their artillery pieces are to be placed
anywhere within 4” of the building.
Restrictions:
because of the unexpected nature of the attack, and
the problems of transporting weapons of war on small attack craft, there are a few
restrictions on both armies:
Dark
Elves: no Supreme Sorceress’s, Cold One Chariots,
Cauldrons of Blood, Hydras, Cold One Knights, or
Dark Pegasus may be used. shades are a 0-2 choice and Dark Riders are 0-1. This is because raids are either
below their station (supreme sorceress’s), or too hard or dangerous to
transport and deploy from small attack craft in numbers (or at all). in addition, all units of Corsairs may be upgraded to have grapling hooks and climbing spikes. this is a 1pt upgrade and grants the wall crawler special rule to the unit
Empire: no Demigryph knights, Reiksgaurd Knights, Wizard Lords, luminarcs, celestial
hurricanum, war altars or steam tanks may be taken in the army, and Knightly
Orders, Inner Circle Knights, Pistoleirs and Outriders are at 0-1.
What a great game it turned out to be!
ReplyDeleteI think we should dream up some more scenarios!
Looking forward to your battle report, Nick
I've written a brief report on the club website:
http://www.kapitiwargamesclub.blogspot.co.nz/