LEGENDARY BATTLE SCENARIO RULES

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LEGENDARY BATTLE SCENARIO RULES

Post  Ironwoulf on Thu Oct 07, 2010 11:52 am

These scenario rules as set out by Carson for the event (all praise be to Carson, may you bask in his glory and feel the wrath of his hand)

Legendary Battles event Sat. Oct.30
Plan to arrive 10:30 sharp for setup and rules run down
11:00 start
5$ entry fee (all money collected used for the masters trophy and prize)

1500pts per player

Game event special rules:
Good alliance deploys first, relief force deploys as reinforcements pre game. Good alliance is free to deploy however they see fit within thier assigned deployment areas.
Evil alliance deploys next in thier designated deployment area.

Both special characters Chancellor Gothberg and Lord Lucifix have a 18" inspiring presence rule which can affect all units from its own alliance. Bsb's can only affect units from each players own army. Each players general unit has a 12" inspiring presence rule and can only use this for units within its own army.

Magic dice are generated by 3d6 roll, top two as dispel. All magic items granting additional dice work as normal with no maximum dice limit.

Victory is determined by holding the most objective points

Objective 1 &2: Ferlangon Gates 5pts. Good alliance gains 5 pts by holding both gates. Evil side gains 5pts by destroying a gate. A gate is destroyed by the seige tower in base contact for 1 full turn. Seige tower stats T10 W15. Seige tower movement 4+d6 inches per turn.
Gates can be destoyed from evil units from the rear that make it inside, ie base contact for 1 full turn.
3: barbican "the redoutable" 3points
4: barbican "fort Lawson" 3points
5: silverwood heights 2points. Evil side is awarded one free hellcanon shot per turn if the silverwood heights are in theier control
6: Monument of heros 2 points
7 & 8: collapsed wall sections 2pts each. defended obstacles, evil side can cross either section into the city if they are undefended but have to take a dangerous terrain test.
10&11: evill alliance supply points 2 pts each.
12: killing the enemy marshal, ie. Gothberg or Lucifix 5points

*******Masters points

Each player will start the game with 2 masters markers (coins). these are placed with his units much like a standard. During the game players can capture or loose these in the same way as standards. At the end of the game each player will be awarded masters points by how many coins he retains.



Castle
- no magical folding fortress may be erected with in castle walls – municipal bylaw 3992-B requires 28 days prior notice for building permit
- chariots, cavalry, large targets, swarms may not man walls
- war machines may be placed on towers and gate sections, 1 per section
- walls provide 5+ ward save against war machine damage except those using flame template
- missile troops fire in 1 rank only
- tunneling units can come up inside walls
- flying units cannot cross walls, must fight their way over
Sally Forth
- D3 units can march out of gate, measure form gate
- 1 unit can charge out of gate
- units leaving thru gates can be no wider than 7 2cm bases, 5 2.5cm bases, 5 cavalry, or 3 monsterous
- each time gate is opened it will fail to close on a roll of a 1 and remain stuck open for D3 turns

Barbican
A barbican was a small fortified position outside the castle. It was used to slow down or blunt the assault on the main walls to buy time for the defenders to better ready themselves for the initial onslaught. Often these small forts were linked to the castle by tunnels so that wounded could be moved out and fresh troops and supplies moved in. These tunnels would be constructed so that they could be collapsed by retreating defenders to prevent attackers from coming in under the walls. Historically the defenders of these small redoubts usually died to the man.
-basic rules as for a building
- 2 units can be in barbican
- 2 units can attack barbican
- tunnel - there is a tunnel connecting barbican to castle
- defenders can choose to move or flee thru tunnel to castle 1 unit per turn, if both defender units flee at same time 1 is auto destroyed
- attacker or defender can move an infantry unit into an unoccupied barbican
- if attacker can force defenders out of barbican they can move 1 unit thru tunnel into castle next turn
- no pursuit thru tunnel, if fleeing unit rolls double 1’s they are destroyed
- tunnel can be collapsed by any unit with at least 1 rank not fleeing on a 4+
- collapsing tunnel will do 2D6 WDs no saves of any kind on unit collapsing tunnel
- special rules - when 2 defenders present 1 attacker per unit
- each unit has 10 attackers
- if only 1 lone unit defending barbican then 2nd attacking adds 10 attacks
- defender can choose to flee by tunnel or overland
- each defending unit can fire up to 10 missile weapons
- 1 defending unit may be a war machine, if placed on top floor treat 2nd defender as a lone defender




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LEGENDARY TABLR SET UP

Post  Ironwoulf on Thu Oct 07, 2010 12:57 pm

Having trouble putting the map on the site. email me at ironwoulf@yahoo.ca and I will get it to you. If one of you techie types can post it then my thanks to you


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LEGENADY UNITS

Post  Ironwoulf on Thu Oct 07, 2010 1:10 pm

These units will be on the table

For the evil side these are the preset units that will be fielded.

1. The Soulcrushers........The personal guard of Lord Lucifix. 50 chaos warriors with full command armed with halberds and shields......pushing a seige tower. The soulcrushers are led by Volgore, an exalted champion with a halberd, shield and the armour of damnation ****unit gets a roll on the eye of the gods table before the battle starts.

2. The Goredrinkers........50 bloodletters with full command led by Plauk, a herald of khorne on Juggernaught with armour of khorne, collar of khorne, and the firestorm blade.

3. The Reapers..........15 chaos knights with full command carrying the banner of rage, armed with ensorcelled weapons led by Varaush the vile, an exalted champion with flail, chaos armour, barded chaos steed, collar of khorne, and bloodcurdling roar.

Lord Lucifix.........Chaos Lord with the mark of Khorne on Deamonic mount armed with the hellfire sword, enchanted shield, and the ring of chaos (3+ward
)


Here are the forces of good. May holy Sigmar bless them and keep them.

1. 3rd Company Imperial Artillery Engineers, Nuln
Led by Capt. of Arillery Hans Jagermun, the 3rd company are an elite unit that only a week ago were back in Nuln for repair and refit. Now they are called upon to once again defend hearth and home
2 great cannon, 2 mortars, 2 hellblasters
20 handgunners with Standard and Musician, unit has BS 3
Master Engineer, long rifle
Capt. of Artillery, full plate and shield, sword of righteous steel, repeater pistol
- while Capt Jagermun is alive all elements of the company can use his leadership if within 8”, handgunners can always stand and shoot and the cannons can use grape shot if chargers are more than 8” away at start of charge, . (they are elite in ability, not the parade ground)
- when deployed the artillery will always be put behind earthworks, walls etc. that give hard cover

2. Mazdamundi’s Gift
A powerful Slann, Mazdamundi has found the lost plaques of the Old Ones that tell of the Great Plan, and for it to proceed all corrupting elements of the world must be removed, Chaos most of all. To this end Mazdamundi has divined that Ferlangden must not fall. Hard pressed by Chaos in Lustria Mazdamundi has sent what aid he can.
40 saurus warriors, with full command
Korak-gar, old blood with burning blade, maiming shield, lite armour, and riding a carnasaur

- the lizardman contingent has been brought to Ferlangdon by powerful magics of Mazdzmundi. The Lizardmen enter on turn 2 in remaining moves,pick a spot along the Good table edge and move on as normal. Lizards cannot charge on turn arrives, Enemy cannot charge unit first turn after arriving such is the surprise of their arrival. Korak-gar must remain within 12” of saurus unit unless charging takes them farther apart

3. Crusade of the Blessed
Caught off guard by the Chaos flanking move the Empire forces are in disarray. The province has been stripped of almost all men able to weild a sword from 15 to 50 years of age. All that are left in the province are a very depleted home guard and those units returned for rest and refit before returning to the fray that will be the siege of Middenheim. Chancellor Gothberg has dispatched riders on the road to Ferlangdon , asking any and all able to swing a sword or notch an arrow to join with him in a last ditch defense at the ruins.
At dawn the Chancellor leaves for Ferlangdon. Along the way he joined by his old brother in arms Ferrous Kreigshund Grandmaster of the Knights Azure. Not only are the Knights Azure with him but knights from a score of orders gathered into a holy crusade against Chaos. As they make their way they are joined by small contingents of brave defenders. Though the numbers are never enough they know that they are blessed by Sigmar, and will be baptized by blood of their enemies.

25 Inner circle knights with full command and the Razor banner. Led by Grandmaster Kreigshund who has the Ogre Blade, and potion of speed

Chancellor Gothberg General of the Defense of Ferlangdon.

The Chancellor ride the griffon Blade Beak, has the sword of power, and holy relic. He has a vial of Cheetahs Blood , a one use potion that gives +3 Initiative for 1 turn, taken at start of combat. This potion can be taken by Chancellor or given to his griffon Blade Beak.


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Re: LEGENDARY BATTLE SCENARIO RULES

Post  nathanr on Thu Oct 07, 2010 2:57 pm

Cool, I e-mailed you Bob and once I get the map I can post it here.

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  Lord_Stash on Thu Oct 07, 2010 8:23 pm

What about toughness and wounds for the castle and gates?

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  Carson on Thu Oct 07, 2010 9:31 pm

check out the objective rules......

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  Lord_Stash on Fri Oct 08, 2010 1:53 am

Carson wrote:check out the objective rules......

they are not in the objective rules

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  nathanr on Fri Oct 08, 2010 8:02 am

The gates can be destroyed by having the siege tower in base contact for a full turn or if an enemy gets inside the castle by another means they can destroy the gates from the inside by being in base contact for an entire turn.

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  nathanr on Fri Oct 08, 2010 10:46 am

Here is the map:


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Re: LEGENDARY BATTLE SCENARIO RULES

Post  TheWade on Fri Oct 08, 2010 11:09 am

Question: How will table edges be resolved in regards to Beastman ambushes?

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  nathanr on Fri Oct 08, 2010 11:25 am

The siege tower moves 4+D6" per turn, does that mean that it could move up to 10" in a turn or are they limited to the speed of the Chaos warriors pushing it? What happens when the unit charges? Are they still limited to a maximum charge range of 4+D6"? Also, what happens if the unit pushing it flees?

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  Carson on Fri Oct 08, 2010 8:47 pm

Obviously beastmen will not be able to ambush in the castle but other than that its fair game.

Up to 10 per turn, can't charge, leaves it behind if flees


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Re: LEGENDARY BATTLE SCENARIO RULES

Post  Lord_Stash on Sat Oct 09, 2010 2:37 am

nathanr wrote:The gates can be destroyed by having the siege tower in base contact for a full turn or if an enemy gets inside the castle by another means they can destroy the gates from the inside by being in base contact for an entire turn.


nathanr wrote:Here is the map:


*Parts 7 and 8

My point is it would be fun if we could make our own 'parts' 7 and 8 Wink

You guys are making the evil team have to jump through hoops like some nintendo game rather than allowing us to unleash our brute force!!

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  nathanr on Mon Oct 11, 2010 9:19 am

Where/what is objective 9?

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Re: LEGENDARY BATTLE SCENARIO RULES

Post  Ironwoulf on Mon Oct 11, 2010 12:36 pm

nathanr wrote:Where/what is objective 9?

It's a secret objective in case we need to tweek the scenario game day.

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Re: LEGENDARY BATTLE SCENARIO RULES

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