Gallows Crossroad/Blood Swamp/Hellfurnace
Mar 8, 2010 14:09:57 GMT -5
Post by Dr Carnivean on Mar 8, 2010 14:09:57 GMT -5
I want to try to start scheduling these three battles so that we can get them done in the next couple of weeks and be able to do the Skullcrusher Pass skirmish on Friday 3/26.
Bob and Arlin - if you two wanted to do this one on your own time, I could give you some of the crag terrain which would work well if you want to use it. That mountain piece I had given you guys would probably work nice for that battle as well.
Rod and Brian: I'll give Rod the Gallows Crossroad terrain so that he has it for whenever you guys can get together to do that battle. Since there's also going to be a three way battle coming up with both of you guys and myself, I'm thinking that if you wanted to, Brian, Rod and I could both come to you one day and we could knock out both of those battles at once.
Evan: I could do our fight at the Blood Swamp next Monday or next Friday if you like. I should be able to get there early and have the table and terrain all set up for when you get there.
Below are the details on each of the battles:
Battle at the Gallows Crossroad(Rod & Brian)
On the warpath against their treacherous former allies, Trakatra Waaagh!!! marches west into Sons of Thunder territory. The forces of Munnin marshal at the Gallows Crossroad to meet the greenskin horde and attempt to halt their advance.If the Orcs win, they will control the main road spanning the Forsaken Vale and be able to channel troops quicker into the western side of the valley. If Chaos wins, they will retain control of the road and choke off the orc supply lines somewhat, forcing them to march through more difficult terrain
Army Points: 2250 per side
Deployment: As normal
Terrain: Crossroads with road sections and gallows, other smaller terrain features as appropriate (woods, hills, walls or hedges)
Special Rules: Gallows do not affect gameplay. Units beginning and ending their movement on a road section may add D6 inches to their movement for that turn.
Victory Conditions: As described in the Warhammer rulebook
Battle at Blood Swamp (Jason & Evan)
While engaging the armies of Lucavi and Oozedrool in the Weeping Woods region, another larger Elven battleforce moves northward through the dense forest to the east and marches into Blood Swamp, attempting to seal the evil at its heart. They find the army of Daemon Prince Velluous at the center of Blood Swamp defending Grady Manor.If Chaos wins, they will be able to harness the demonic power of Grady Manor to aid them in the future conflict. If the High Elves win, they will be able to seal the evil of the Manor and the Swamp to help turn the tide of the war
Army Points: 2250 per side
Deployment: As normal
Terrain: Swamplands. Grady Manor is set up equal distance between both deployment zones (but 12” away from the table center)
Special Rules: Swamps are difficult terrain, provide soft cover, and are considered water features. Grady Manor is treated as a building per the section on buildings in the Warhammer Rulebook.
The Curse of Blood Swamp: During the compulsory movement phase, players must roll a d6 for any unit that is within 12" of the Grady Manor terrain piece. Large Targets and characters riding them are immune. If a ‘1’ is rolled, a random model is removed from the game, as it is sucked beneath the swamp by the ghosts of Grady and his victims. If there is more than one model in the unit, the controlling player may choose the model to be removed from the game.
Dark Power/Dark Insanity: While a side controls Grady Manor (has a unit within the building) any mages within the building may add +3 to all casting attempts. This comes at a consequence: Any time a miscast is rolled for that wizard, rather than rolling on the chart, the miscasting wizard instead casts the spell against his own army, as directed by the opposing player. If the spell being cast cannot really aid the other army in any way, the opposing player chooses another spell from that mage’s list and casts that instead. Such miscasts may not be dispelled. For the rest of the game, twos are considered to be ones for the purposes of miscasts, as the mage continues to descend into madness.
Victory Conditions: The winner is the side which controls Grady Manor at the end of the game. If neither side controls the manor, the game is a draw.
Battle at Hellfurnace (Arlin & Bob)
Having moved rapidly along the riverbank, unconcerned by the devastating plague that flows through its waters, the undead forces of El Duque Azul march on Hellfurnace while Los Temerarios prepare for the siege. While the Imperial engineers have rigged the mountain tunnels to collapse so as not to fall into enemy hands should their position be overtaken, the soldiers still pray to Sigmar to give them the strength to hold off the undead scourge.
If the Empire can hold off the undead attack, they will be able to utilize the forges of Hellfurnace for the future battles. If the vampires overwhelm the empire position, the Empire will be forced to scuttle the forges to keep them out of enemy hands, and the vampires will have fresh new bodies to add to their army for the defense of their city
Army Points: 2250
Deployment: As normal.
Terrain: Should be a mountainous theme (hills, rocks). There should be something on the Empire’s starting side to represent the gates of Hellfurnace; possibly a space between large formations of hills or rocks.
Special Rules: None
Victory Conditions: As described in the Warhammer rulebook
Bob and Arlin - if you two wanted to do this one on your own time, I could give you some of the crag terrain which would work well if you want to use it. That mountain piece I had given you guys would probably work nice for that battle as well.
Rod and Brian: I'll give Rod the Gallows Crossroad terrain so that he has it for whenever you guys can get together to do that battle. Since there's also going to be a three way battle coming up with both of you guys and myself, I'm thinking that if you wanted to, Brian, Rod and I could both come to you one day and we could knock out both of those battles at once.
Evan: I could do our fight at the Blood Swamp next Monday or next Friday if you like. I should be able to get there early and have the table and terrain all set up for when you get there.
Below are the details on each of the battles:
Battle at the Gallows Crossroad(Rod & Brian)
On the warpath against their treacherous former allies, Trakatra Waaagh!!! marches west into Sons of Thunder territory. The forces of Munnin marshal at the Gallows Crossroad to meet the greenskin horde and attempt to halt their advance.If the Orcs win, they will control the main road spanning the Forsaken Vale and be able to channel troops quicker into the western side of the valley. If Chaos wins, they will retain control of the road and choke off the orc supply lines somewhat, forcing them to march through more difficult terrain
Army Points: 2250 per side
Deployment: As normal
Terrain: Crossroads with road sections and gallows, other smaller terrain features as appropriate (woods, hills, walls or hedges)
Special Rules: Gallows do not affect gameplay. Units beginning and ending their movement on a road section may add D6 inches to their movement for that turn.
Victory Conditions: As described in the Warhammer rulebook
Battle at Blood Swamp (Jason & Evan)
While engaging the armies of Lucavi and Oozedrool in the Weeping Woods region, another larger Elven battleforce moves northward through the dense forest to the east and marches into Blood Swamp, attempting to seal the evil at its heart. They find the army of Daemon Prince Velluous at the center of Blood Swamp defending Grady Manor.If Chaos wins, they will be able to harness the demonic power of Grady Manor to aid them in the future conflict. If the High Elves win, they will be able to seal the evil of the Manor and the Swamp to help turn the tide of the war
Army Points: 2250 per side
Deployment: As normal
Terrain: Swamplands. Grady Manor is set up equal distance between both deployment zones (but 12” away from the table center)
Special Rules: Swamps are difficult terrain, provide soft cover, and are considered water features. Grady Manor is treated as a building per the section on buildings in the Warhammer Rulebook.
The Curse of Blood Swamp: During the compulsory movement phase, players must roll a d6 for any unit that is within 12" of the Grady Manor terrain piece. Large Targets and characters riding them are immune. If a ‘1’ is rolled, a random model is removed from the game, as it is sucked beneath the swamp by the ghosts of Grady and his victims. If there is more than one model in the unit, the controlling player may choose the model to be removed from the game.
Dark Power/Dark Insanity: While a side controls Grady Manor (has a unit within the building) any mages within the building may add +3 to all casting attempts. This comes at a consequence: Any time a miscast is rolled for that wizard, rather than rolling on the chart, the miscasting wizard instead casts the spell against his own army, as directed by the opposing player. If the spell being cast cannot really aid the other army in any way, the opposing player chooses another spell from that mage’s list and casts that instead. Such miscasts may not be dispelled. For the rest of the game, twos are considered to be ones for the purposes of miscasts, as the mage continues to descend into madness.
Victory Conditions: The winner is the side which controls Grady Manor at the end of the game. If neither side controls the manor, the game is a draw.
Battle at Hellfurnace (Arlin & Bob)
Having moved rapidly along the riverbank, unconcerned by the devastating plague that flows through its waters, the undead forces of El Duque Azul march on Hellfurnace while Los Temerarios prepare for the siege. While the Imperial engineers have rigged the mountain tunnels to collapse so as not to fall into enemy hands should their position be overtaken, the soldiers still pray to Sigmar to give them the strength to hold off the undead scourge.
If the Empire can hold off the undead attack, they will be able to utilize the forges of Hellfurnace for the future battles. If the vampires overwhelm the empire position, the Empire will be forced to scuttle the forges to keep them out of enemy hands, and the vampires will have fresh new bodies to add to their army for the defense of their city
Army Points: 2250
Deployment: As normal.
Terrain: Should be a mountainous theme (hills, rocks). There should be something on the Empire’s starting side to represent the gates of Hellfurnace; possibly a space between large formations of hills or rocks.
Special Rules: None
Victory Conditions: As described in the Warhammer rulebook