Summer Campaign Map Preview #8
Jun 17, 2009 11:58:15 GMT -5
Post by Dr Carnivean on Jun 17, 2009 11:58:15 GMT -5
Here is the second to last territory to be written up and posted.
This one was pretty much taken right from the General's Compendium, where it was called Geistermund Hills. Like some of the others recently posted, I've got no terrain to show pics of, but the barrow mounds have been something seemingly quick and easy that I've wanted to take a stab at ever since White Dwarf had them in a scenery workshop (yeah, remember those?) for the LOTR scenario for the encounter with the Barrow Wights.
THE BARROW HILLS[/u]
The Barrow Hills are home to ancient barrows where some long-forgotten people were purportedly laid to rest. When the Forsaken Vale was defiled by the plague of Phagius, the ground of the barrows was soured, and since then, the restless dead have begun to rise from their ancient tombs. To this day, odd sounds can be heard from the hills on the darkest of nights, and the area is shrouded in constant fog.
In this forboding landscape, rumors of hauntings are enough to deter most from entering the area, and even armies on the march generally give the whole area a wide berth.
Fear of the Living Dead
When a banner is given orders to move into the Barrow Hills, roll a D6. On a roll of 3+, the banner may move normally. On a roll of 1-2, the troops are too frightened to enter and act as though they were given Hold orders instead. Tomb King, Vampire Counts, and Daemon banners are immune to this effect.
The Restless Dead
Tomb King and Vampire Counts armies entering the Barrow Hills may roll on the following chart, to see if they might gain aid from the restless dead in the vicinity.
1 The dead are silent – nothing happens.
2-5 Raise the Dead – The banner receives 2d6x10 bonus points towards its next battle.
6 Undead Horde – The banner receives 2d6x20 bonus points towards its next battle
Razing the Barrow Hills: The vast number of barrows in the area makes a complete purge of the undead who reside there impossible. All of the special rules for this territory function even if it is Razed.
Battles in the Barrow Hills
Two armies meet among the barrows and burial mounds at twilight in the Barrow Hills, an oft-avoided region of the Forsaken Vale that is rumored to be haunted. As the generals complete their orders for deployment, strange sounds are heard emanating from the barrows. Can the rumors be true? Do the dead walk in the Barrow Hills?
Battlefield Set-Up:
There are four barrows or burial mounds on the battlefield. The center of each barrow should be located 12+d6” from each corner of the table. In the center of the table is a large terrain piece: a stone circle, a steep hill, or a bog. There is no other terrain on the table.
Special Rules:
The Barrows: At the start of each player turn, roll a D6. On a 4+ the undead have come to life and left their resting places. Roll on the table below. Note that the undead will not come to life in two consecutive turns.
1-2: A unit of 2d6+2 Barrow Zombies emerges from one randomly determined burial mound.
3-4: a unit of 2d6 Barrow Skeletons armed with hand weapons and shields emerges from one randomly determined burial mound
5: A unit of 1d3+4 Barrow Ghouls leaves their hiding place in the center terrain piece.
6: Eruption of the Dead. A unit of 2d3+3 Barrow Skeletons armed with hand weapons and shields emerges from one randomly determined barrow. Also, a unit of 2d3+4 Barrow Zombies emerges from the barrow in the opposite corner. Finally, a unit of D3+4 Barrow Ghouls emerges from hiding near the center terrain piece.
Deploying the Barrow Undead: When the Barrow Undead emerge, the player whose turn it is deploys them within 6” of their scenery piece. The new unit can do nothing on the turn it appears other than deploy.
Moving the Barrow Undead: After their initial deployment turn, unengaged Barrow Undead will move full movement distance toward the closest unit (not including Barrow Undead units) during the Compulsory Movement phase of each player turn (effectively they move twice each turn – once each player turn). Barrow Undead will charge if within range. Remember that the Barrow Undead can do nothing, including moving or charging, on the turn they emerge from the barrows.
Controlling the Barrow Undead: During the Compulsory Movement Phase, Tomb Kings and Vampire Counts players may attempt to control the Barrow Undead units on the board. For each Barrow Undead unit on the board, the general of the Tomb Kings or Vampire Counts player must make a leadership test at -2. If successful, the player may move the Barrow Undead unit as he wishes and may charge them into combat if in range. If two Undead banners are fighting the battle and both generals successfully test to control a particular unit, then dice of to determine who controls the unit that turn. Control of the Barrow Undead unit lasts 1 turn only. Remember that the Barrow Undead can do nothing, including moving or charging, on the turn they emerge from the barrows.
Victory Conditions
Unless one player concedes, use the victory points chart to determine the winner for the battle. Players receive no victory points for destroying Barrow Undead units. However, players DO still receive victory points for ENEMY units and characters that are destroyed or reduced to half strength by the Barrow Undead, as well as for any enemy units caused by the Barrow Undead to flee off the board or to be fleeing at the end of the game.
This one was pretty much taken right from the General's Compendium, where it was called Geistermund Hills. Like some of the others recently posted, I've got no terrain to show pics of, but the barrow mounds have been something seemingly quick and easy that I've wanted to take a stab at ever since White Dwarf had them in a scenery workshop (yeah, remember those?) for the LOTR scenario for the encounter with the Barrow Wights.
THE BARROW HILLS[/u]
The Barrow Hills are home to ancient barrows where some long-forgotten people were purportedly laid to rest. When the Forsaken Vale was defiled by the plague of Phagius, the ground of the barrows was soured, and since then, the restless dead have begun to rise from their ancient tombs. To this day, odd sounds can be heard from the hills on the darkest of nights, and the area is shrouded in constant fog.
In this forboding landscape, rumors of hauntings are enough to deter most from entering the area, and even armies on the march generally give the whole area a wide berth.
Fear of the Living Dead
When a banner is given orders to move into the Barrow Hills, roll a D6. On a roll of 3+, the banner may move normally. On a roll of 1-2, the troops are too frightened to enter and act as though they were given Hold orders instead. Tomb King, Vampire Counts, and Daemon banners are immune to this effect.
The Restless Dead
Tomb King and Vampire Counts armies entering the Barrow Hills may roll on the following chart, to see if they might gain aid from the restless dead in the vicinity.
1 The dead are silent – nothing happens.
2-5 Raise the Dead – The banner receives 2d6x10 bonus points towards its next battle.
6 Undead Horde – The banner receives 2d6x20 bonus points towards its next battle
Razing the Barrow Hills: The vast number of barrows in the area makes a complete purge of the undead who reside there impossible. All of the special rules for this territory function even if it is Razed.
Battles in the Barrow Hills
Two armies meet among the barrows and burial mounds at twilight in the Barrow Hills, an oft-avoided region of the Forsaken Vale that is rumored to be haunted. As the generals complete their orders for deployment, strange sounds are heard emanating from the barrows. Can the rumors be true? Do the dead walk in the Barrow Hills?
Battlefield Set-Up:
There are four barrows or burial mounds on the battlefield. The center of each barrow should be located 12+d6” from each corner of the table. In the center of the table is a large terrain piece: a stone circle, a steep hill, or a bog. There is no other terrain on the table.
Special Rules:
The Barrows: At the start of each player turn, roll a D6. On a 4+ the undead have come to life and left their resting places. Roll on the table below. Note that the undead will not come to life in two consecutive turns.
1-2: A unit of 2d6+2 Barrow Zombies emerges from one randomly determined burial mound.
3-4: a unit of 2d6 Barrow Skeletons armed with hand weapons and shields emerges from one randomly determined burial mound
5: A unit of 1d3+4 Barrow Ghouls leaves their hiding place in the center terrain piece.
6: Eruption of the Dead. A unit of 2d3+3 Barrow Skeletons armed with hand weapons and shields emerges from one randomly determined barrow. Also, a unit of 2d3+4 Barrow Zombies emerges from the barrow in the opposite corner. Finally, a unit of D3+4 Barrow Ghouls emerges from hiding near the center terrain piece.
Deploying the Barrow Undead: When the Barrow Undead emerge, the player whose turn it is deploys them within 6” of their scenery piece. The new unit can do nothing on the turn it appears other than deploy.
Moving the Barrow Undead: After their initial deployment turn, unengaged Barrow Undead will move full movement distance toward the closest unit (not including Barrow Undead units) during the Compulsory Movement phase of each player turn (effectively they move twice each turn – once each player turn). Barrow Undead will charge if within range. Remember that the Barrow Undead can do nothing, including moving or charging, on the turn they emerge from the barrows.
Controlling the Barrow Undead: During the Compulsory Movement Phase, Tomb Kings and Vampire Counts players may attempt to control the Barrow Undead units on the board. For each Barrow Undead unit on the board, the general of the Tomb Kings or Vampire Counts player must make a leadership test at -2. If successful, the player may move the Barrow Undead unit as he wishes and may charge them into combat if in range. If two Undead banners are fighting the battle and both generals successfully test to control a particular unit, then dice of to determine who controls the unit that turn. Control of the Barrow Undead unit lasts 1 turn only. Remember that the Barrow Undead can do nothing, including moving or charging, on the turn they emerge from the barrows.
Victory Conditions
Unless one player concedes, use the victory points chart to determine the winner for the battle. Players receive no victory points for destroying Barrow Undead units. However, players DO still receive victory points for ENEMY units and characters that are destroyed or reduced to half strength by the Barrow Undead, as well as for any enemy units caused by the Barrow Undead to flee off the board or to be fleeing at the end of the game.