Post by wstevens on Feb 28, 2010 16:32:48 GMT
Round 7 Desperate Defending (the Revenge?)
On this occasion the Europa League will have to attack and the Byzantine Coalition will defend. The rules are exactly the same as in Round Three – except that the roles have changed.
Bonuses are exactly the same for General’s table and for spies etc…
Round seven – Desperate Defending - The REVENGE.
The same as Round 3!! This is a mix between the Last Stand and Flank Attack Scenarios.
Here the teams are again drawn out of the hat. For fairness – if two people that fought each other in the last round are drawn again then an amicable swap should be made to give the game a little variety.
This particular Scenario is vastly unfair to the defender and its supposed to be. However there are little bonuses to be won here. “The Europa League” will defend and the “Byzantine Coalition” will attack.
Armies: The attacker will have their 1500 pts core army (plus any bonus troops gained from previous rounds). The defender will only have their 750pts skirmishing army acting as a garrison. However for this game only the New hero (if gained) from the last round will be visiting the garrison. The defender also has a 500pts reserve force that will come on in the third round – this is where the new hero will be. He suddenly finds the garrison under attack and tries in vain to help. If you didn’t get a hero – then I’m afraid that’s a little hard cheese. Also bonus troops gained from previous rounds are permitted.
The new 200pts (infantry or cav) can be added to the attacking 1500pts army and deployed as normal. For the defenders they must come on in the same area as the reserve army; however this unit is a late arrival and must roll a D6 to get onto the board. If the bonus 200pts rolls a 4+ they come on, if they don't they are delayed. Subsequent rounds would bring the D6 roll down by 1 each time so 3+, 2+ etc for them to come on.
The bonus warmachine gained from the "find the Engineer" can be added to the defending skirmish army or the 1500pts attackers. This is to at least make use of the bonus in the closing rounds. Please also remember that special "general Killing" unit that has +1 to its leadership. If that unit still has not lost a combat round then they are still fine to use this... however if they did in any other rounds or in this then they take leadership tests as normal. To be clear on this (as questions will be asked) if this unit is asked to do a break test it is clear that they have lost combat but may use their +1 leadership if the number of models in the unit permits it. If they fail this and break then lose it forever - no-one likes a coward.
Deployment: This is on a 6 x 4 table, which will be set up prior to the defender’s garrison build. Note that no terrain should be initially set up within 12 inches of the centre of the table. Hopefully we should have enough walls, fence, hills and small camp terrain (tents). The defender will roll for D3+1 fences/ hedges, D3+1 walls, D3 tents or other small terrain and will be allowed one hill to make a defensive position if he/she so wishes one. The defender can decline the hill. The defender in the centre of the battlefield can arrange all of this, as he/she so desires within an area of 18 x18 inches (9 inches all around the centre). After all it is his /her defence!
Once the defender has “set his stall” – he /she will have to deploy all his /her defending troops, which will be his 750pts skirmishing army, he / she had in the first round. He / she will then secretly draw on paper which edge his reserve troops will enter. Once this is done the attacker is allowed to deploy his 1500pt (and any extras from previous rounds) army anywhere on the battlefield not within 12 inches of the defender’s set up area.
Special rules: All defenders increase their leadership scores by +1 up to a maximum of 10.
Rules for cover behind walls, hedges and fences will still be in effect. For the sake of the game these are all counted as soft cover if shot at. Also they become defended objects / obstacles and the rules for hand-to-hand combat will be applied here. A defender can only be hit on a 6+ - if he loses combat then the enemy can hit him as normal in subsequent rounds. Such obstacles will lose a warrior half of its movement if it moves over it.
Defenders that are 12 inches from the centre of the defended garrison receive a re-roll to all break tests as if the Battle standard bearer was there – this applies to skirmishers as well! All defending troops within the garrison / defended walls etc are stubborn.
On the second round the defender will bring on all of his reserve force of 500pts (including the hero if gained in the last round). They are free to move but cannot charge, however they can shoot using a –1 modifier for moving unless they are skirmishers and have not marched moved.
Victory: Victory points count as normal – only that the defender will gain a bonus of 50 Vps if he has at least one unit of troops with five or more models within the garrison. Remember in this game that the attacker has more points to lose! Table quarters do not count here everything else does. Use the WFB Victory Chart for 1500pts. If the defender wins he gains a bonus battle point (4 battle points in total), a win for the attackers is 3 BPs, a draw is 2 BPs each, and a loss is 1 BP.
Other bonuses. If the defenders win – News has got back to the main army who are now quite angry that the enemy had the audacity to attack one of your garrisons. All troops have hatred for any enemy in round 8 in their first combat only.
If the attackers win they gain a small foothold in the enemy territory and gain the services of a spy – roll on the spy table to see what afflicts your next opponent just before your next deployment in round 4. This Spy is only offering his services this one time as he has another pressing job to do elsewhere. In addition the attacking general can roll on the Victorious General’s table for the next battle only (page 95).
Spy Table:
D6 - Spy Effects:
1 - Spy Uncovered. The spy has been discovered and slain.
2 – Steals Maps. The spy has stolen a map and reveals your next opponent’s movements. So important is this to the enemy general that he nominates one unit to stay behind to lucklessly look for it.
3 – Assassin at large. The spy turns out to be a nifty assassin. Randomly pick an enemy character. Roll a D6 to get past the bodyguards. On a 1-2 the assassin is discovered and killed. On a 3-6 you reach the target. If the target is a general then –1 from each of these dice rolls as he is better protected. The assassin strikes D3 automatic hits at strength D6. If killed he is removed from the next battle. One battle point is awarded even before the match. This army will have no general (a new general will be afforded in the one after). However if he is just wounded he will start the battle with this many wounds.
4 – Sabotage! The spy has hamstringed the enemy horses and set fire to the war machines. Roll a D6 for each cavalry model and war machine. On a 6 the cavalry model is removed and for the same result the war machine is destroyed.
5 – Bribery! Nominate one enemy unit before deployment – secretly write this down. You may reveal which unit you have bribed at the start of any of the opponent’s rounds. The enemy must roll a D6 – on a roll of 1-3 the unit will refuse to do anything for that whole round – however if attacked or in combat they will defend themselves. On a 4-6 the gold coins were not nearly enough to tempt them and they carry on as normal – they really do love their general!! If the first result is gained then they have to repeat this for the start of every round until they finally realise its not worth the money. For the next round the wagon and skirmishers on top of this are not effected by this.
6 – Poison the Wells! At the start of his first turn the enemy rolls a D6 for each of his units. On a roll of a one the enemy unit cannot move or shoot in the first turn as they are suffering from the ill effects of the poison. In subsequent rounds they have overcome the poison and fight as normal.
Please note that any losses to units, character heroes, war machines will be redressed, built again or will be to full strength in Round eight!
The draw will be done shortly.
On this occasion the Europa League will have to attack and the Byzantine Coalition will defend. The rules are exactly the same as in Round Three – except that the roles have changed.
Bonuses are exactly the same for General’s table and for spies etc…
Round seven – Desperate Defending - The REVENGE.
The same as Round 3!! This is a mix between the Last Stand and Flank Attack Scenarios.
Here the teams are again drawn out of the hat. For fairness – if two people that fought each other in the last round are drawn again then an amicable swap should be made to give the game a little variety.
This particular Scenario is vastly unfair to the defender and its supposed to be. However there are little bonuses to be won here. “The Europa League” will defend and the “Byzantine Coalition” will attack.
Armies: The attacker will have their 1500 pts core army (plus any bonus troops gained from previous rounds). The defender will only have their 750pts skirmishing army acting as a garrison. However for this game only the New hero (if gained) from the last round will be visiting the garrison. The defender also has a 500pts reserve force that will come on in the third round – this is where the new hero will be. He suddenly finds the garrison under attack and tries in vain to help. If you didn’t get a hero – then I’m afraid that’s a little hard cheese. Also bonus troops gained from previous rounds are permitted.
The new 200pts (infantry or cav) can be added to the attacking 1500pts army and deployed as normal. For the defenders they must come on in the same area as the reserve army; however this unit is a late arrival and must roll a D6 to get onto the board. If the bonus 200pts rolls a 4+ they come on, if they don't they are delayed. Subsequent rounds would bring the D6 roll down by 1 each time so 3+, 2+ etc for them to come on.
The bonus warmachine gained from the "find the Engineer" can be added to the defending skirmish army or the 1500pts attackers. This is to at least make use of the bonus in the closing rounds. Please also remember that special "general Killing" unit that has +1 to its leadership. If that unit still has not lost a combat round then they are still fine to use this... however if they did in any other rounds or in this then they take leadership tests as normal. To be clear on this (as questions will be asked) if this unit is asked to do a break test it is clear that they have lost combat but may use their +1 leadership if the number of models in the unit permits it. If they fail this and break then lose it forever - no-one likes a coward.
Deployment: This is on a 6 x 4 table, which will be set up prior to the defender’s garrison build. Note that no terrain should be initially set up within 12 inches of the centre of the table. Hopefully we should have enough walls, fence, hills and small camp terrain (tents). The defender will roll for D3+1 fences/ hedges, D3+1 walls, D3 tents or other small terrain and will be allowed one hill to make a defensive position if he/she so wishes one. The defender can decline the hill. The defender in the centre of the battlefield can arrange all of this, as he/she so desires within an area of 18 x18 inches (9 inches all around the centre). After all it is his /her defence!
Once the defender has “set his stall” – he /she will have to deploy all his /her defending troops, which will be his 750pts skirmishing army, he / she had in the first round. He / she will then secretly draw on paper which edge his reserve troops will enter. Once this is done the attacker is allowed to deploy his 1500pt (and any extras from previous rounds) army anywhere on the battlefield not within 12 inches of the defender’s set up area.
Special rules: All defenders increase their leadership scores by +1 up to a maximum of 10.
Rules for cover behind walls, hedges and fences will still be in effect. For the sake of the game these are all counted as soft cover if shot at. Also they become defended objects / obstacles and the rules for hand-to-hand combat will be applied here. A defender can only be hit on a 6+ - if he loses combat then the enemy can hit him as normal in subsequent rounds. Such obstacles will lose a warrior half of its movement if it moves over it.
Defenders that are 12 inches from the centre of the defended garrison receive a re-roll to all break tests as if the Battle standard bearer was there – this applies to skirmishers as well! All defending troops within the garrison / defended walls etc are stubborn.
On the second round the defender will bring on all of his reserve force of 500pts (including the hero if gained in the last round). They are free to move but cannot charge, however they can shoot using a –1 modifier for moving unless they are skirmishers and have not marched moved.
Victory: Victory points count as normal – only that the defender will gain a bonus of 50 Vps if he has at least one unit of troops with five or more models within the garrison. Remember in this game that the attacker has more points to lose! Table quarters do not count here everything else does. Use the WFB Victory Chart for 1500pts. If the defender wins he gains a bonus battle point (4 battle points in total), a win for the attackers is 3 BPs, a draw is 2 BPs each, and a loss is 1 BP.
Other bonuses. If the defenders win – News has got back to the main army who are now quite angry that the enemy had the audacity to attack one of your garrisons. All troops have hatred for any enemy in round 8 in their first combat only.
If the attackers win they gain a small foothold in the enemy territory and gain the services of a spy – roll on the spy table to see what afflicts your next opponent just before your next deployment in round 4. This Spy is only offering his services this one time as he has another pressing job to do elsewhere. In addition the attacking general can roll on the Victorious General’s table for the next battle only (page 95).
Spy Table:
D6 - Spy Effects:
1 - Spy Uncovered. The spy has been discovered and slain.
2 – Steals Maps. The spy has stolen a map and reveals your next opponent’s movements. So important is this to the enemy general that he nominates one unit to stay behind to lucklessly look for it.
3 – Assassin at large. The spy turns out to be a nifty assassin. Randomly pick an enemy character. Roll a D6 to get past the bodyguards. On a 1-2 the assassin is discovered and killed. On a 3-6 you reach the target. If the target is a general then –1 from each of these dice rolls as he is better protected. The assassin strikes D3 automatic hits at strength D6. If killed he is removed from the next battle. One battle point is awarded even before the match. This army will have no general (a new general will be afforded in the one after). However if he is just wounded he will start the battle with this many wounds.
4 – Sabotage! The spy has hamstringed the enemy horses and set fire to the war machines. Roll a D6 for each cavalry model and war machine. On a 6 the cavalry model is removed and for the same result the war machine is destroyed.
5 – Bribery! Nominate one enemy unit before deployment – secretly write this down. You may reveal which unit you have bribed at the start of any of the opponent’s rounds. The enemy must roll a D6 – on a roll of 1-3 the unit will refuse to do anything for that whole round – however if attacked or in combat they will defend themselves. On a 4-6 the gold coins were not nearly enough to tempt them and they carry on as normal – they really do love their general!! If the first result is gained then they have to repeat this for the start of every round until they finally realise its not worth the money. For the next round the wagon and skirmishers on top of this are not effected by this.
6 – Poison the Wells! At the start of his first turn the enemy rolls a D6 for each of his units. On a roll of a one the enemy unit cannot move or shoot in the first turn as they are suffering from the ill effects of the poison. In subsequent rounds they have overcome the poison and fight as normal.
Please note that any losses to units, character heroes, war machines will be redressed, built again or will be to full strength in Round eight!
The draw will be done shortly.