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NEW SCENARIO: Hunters or hunted
One warband has been shadowing the other for
some time. The hunters have now split off some of
their band to surround and ambush their prey. The
hunted however, are aware of their hunters and
are themselves planning a trap. On reaching a
large hall they too have sent out flanking forces
and make ready to turn the tables. It remains to
be seen who are truly the hunters and who the
hunted, in the dark of Karak Azgals corridors
anything could happen.
Terrain
As normal except
there should be a large room (at least
12"x6") in the centre of the defenders
half of the table, with at least one exit on each
wall. The central room should contain a
reasonable amount of rubble, low walls etc to
provide some cover. Also there should be several
entrance tunnels on each table edge.
Warbands
Each player should
roll a die, the highest roll is allowed to decide
to be the attackers or defenders.
Each side should
split out two flanking forces from their band and
write them on a hidden piece of paper. It should
be noted which force is flanking from the players
right and which the left. Flanking forces are
expected to come on to the table from a tunnel
mouth in the appropriate table quarter of the
table opposite the player. There must be at least
two members in each flanking force, drawn as the
player sees fit from heroes and henchmen. At
least 50% of the band must be in the main force.
Deployment
The defender
places all his warband in the central room
and up to 2" into any adjacent corridors.
The attacker then places his warband but not his
flankers, within 8" of his table edge.
Finally the defender removes his flankers from
the table.
Starting the
game
The attacker has
the first turn
Flankers:
From a players
second turn he must roll a die for each flanking
force. On the second turn a roll of 6 indicates
the force arrives on the table, each subsequent
turn the roll required decreases by one. If the
force arrives it is placed in a tunnel mouth at
the edge of the table as follows:
| 1d6
roll |
Description |
Placement |
| 1 |
Missed |
In a
tunnel mouth on the players own table
edge |
| 2 |
Confused |
By
opponent in the expected table quarter |
| 3-4 |
On target |
In a
random tunnel mouth in the expected
quarter |
| 5 |
Well led |
In the
expected quarter, but a tunnel of the
players choice |
| 6 |
Inspired |
In any
tunnel mouth on any table edge. |
Ending the game
When one warband
fails its rout test, the game ends. The routing
warband loses and their opponents win.
Experience awards
are as for normal skirmishes.
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