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| June 1st, the Sacking of Doomspike Manor |
Turn 2 Scenario - The Sacking of Doomspike Manor
After clearing Lubrecht, the armies marched to Smallhof. Clearing these areas will be key in the final assault on the Lion's Keep, now renamed Charon's Hold, and the final cleansing of Ostland. A key objective, Doomspike Manor, rests on a large hill overlooking the village of Smallhof. Capture of this manor is key as there are tunnels leading to enemy war supplies and also will prevent troop movement from occuring in the area. The forces of Destruction have been dealt a harsh blow with the loss of Lubrecht, a second loss here at the manor will remove supply lines and additional troops at Charon's Hold. The forces of Order must take this hold to further cripple Destruction's hold on the area. Main ScenarioThis scenario details the capture of Doomspike Manor The scenario is a take and hold of the manor itself. It sits on a hill dominating the center of the table. Armies are deployed per the standard pitched battle (see graphic below). If possible, set a large hill in the center of the table and a manor house on top of the hill. No terrain should be within 18" of the hill on any side.
Both players agree a maximum points value for the battle and choose their armies from the appropriate army list. At this stage, they may also detach one or more units to form a Vanguard or a Rearguard. This can become important depending on the Engagement type the armies fight. Depending on the size of the game being played, there are maximum sizes to the Vanguard and Rearguard, and a minimum number of units that must be kept in the Main Force (see table below). War machines can never be part of a Vanguard or Rearguard. An army does not have to have a Vanguard or Rearguard, but it is usually advisable. If characters are to start a battle inside a unit, then this must be noted on the army list (and which unit they are leading), and they are deployed within the unit when it is placed on the table. For the purposes of Vanguards and Rearguards, characters within a unit do not count as an additional unit in the Vanguard or Rearguard, nor do they count towards the minimum number of units required for the Main Force. However, characters deployed on their own do count towards this limit. The attacker may send his Vanguard to be a flanking force. Before deployment begins, nominate whether each unit will be attacking from the left flank or the right flank. Roll a D6 at the start of the attacker's 2nd and subsequent turns. On a roll of a 4+, the Vanguard arrives and moves on from the table edge as if it had pursued an enemy off the table in a previous turn. Scenario Length: random (at the end of turn 4 roll a D6. On the roll of a 2+ the game continues. At the end of turn 5, the game continues on a roll of 3+. At the end of turn 6 the game continues on 4+. At the end of turn 7 the game continues on 5+. At the end of turn 8 the game continues on 6+. After the 8th turn, the game is over regardless. Scoring: This battle does NOT use victory points at all to score the victor. The victor is the side who at the end of the game has the highest unit strength on the objective (the manor). If at the end of the game no one is on the manor, the game may continue *1* more turn and if by that time no units have claimed the manor it is deemed a draw. Victory rewards the side with +4 battle points. A draw is worth +1 battle point. |