Post by commissardanno on May 17, 2013 16:54:52 GMT -5
A 5K mega battle for up to 8 players.
Back Story: In the old world to travel from country to country and even town to town is fraught with danger. Bandits, beastmen, mutants and other perils await the traveler. Should the wanderer survive then he would face the harsh realities of travel, taking months, years and yes even decades to reach his destination. Then he would have to repeat this all again on the return journey.
This has always been true for thousands of years… until now. A series of portals have opened across the world linking far off lands to each other, cutting the time of travel between far off lands to nothing. Those with armies see an opportunity, an opportunity to make gold, to conqueror or to create havoc in an enemies nation.
Whatever the reason for the bloodshead, there will always be the laughing of dark gods.
Army Selection: All players are required to fill out an army list that is at most 5K worth of points. If you do not have an army at 5K points, you are allowed to take additional units of the same Alignment, but maybe not army (good, evil and any one can bring neutral)
Allied units are considered suspicious allies as described on page 138-139 of the main rule book.
Broad set up:the locations that the battles will be taking place the boards are set up as follows.
The four boards are pressed against each other long ways.
The Frozen North- A portal has opened up in the Northern wastes. Here the polar winter has created icy hills and frozen forests with an arcane temple to a forgotten god being where the portal originates.
Terrain- Set up on ice board, snow hills and snow covered trees spaced fairly far apart with an arcane temple in the middle.
The Jungles of Lustria- A portal has opened in the dense jungles of Lustria. Here putrid ponds and thick vegetation grows to the sides of well-trod trails leading to a pond where a portal lays.
Terrain- Set up one board like a jungle with several lakes, densely put together with one lake in the center with the portal in it.
The Plains of Zarr- A portal has opened along a well-known trade route called the Silk Path, it is flanked by hills, the portal in the middle of the trade route.
Terrain- Set up board with hills 12” away from a center line of the board going long ways with the portal set up in the center of the board.
The Town of Glumhoff- A portal has opened in this Empire town at a base of a holy statue, causing the citizens to wisely flee their city for fear of the destruction it would bring on their community.
Terrain- Set up the city so that there is space for units to travel between buildings. There is a 24” by 24” box in the middle of the town where the portal is set up in the middle of the town square.
Battle Set Up: Before the battle each player is paired off with another player. Each player-team then rolls a D6, the players with the highest value for their dice roll decide what table they which to set up on. The teams are considered enemies.
The players then set up on the short ends of the board, 12" in.
If the players are unable to get all units onto the board while setting up, they may instead hold the units in reserve.
Scenario Special Rules-
Mysterious Terrian in Effect in this game.
Thank you for asking those questions Kobhal, I wouldn't of thought of them otherwise.
Winds of Magic: At the start of the controling players magic phase the controling player rolls 3D6, the highest result of 2D6's goes into the controling players casting pool, the highest D6 goes into his origenal oppoents Dispell pool and the lowest D6 goes into the second oppents dispell pool. For each additinonal player that arrives on board add another D6, with them using the lowest result.
The Portals: To represent the power of the gateways each table has a terrain piece that serves as a portal to another table. If a unit comes into contact with this terrain piece then it is transported to another table. The unit re-appears onto the battle field in the players next movement phase, on the new battle field after the other players have finished their turns. They may not enter the portal again. If the controlling player has a unit in contact with a portal roll a D3 and consult the table below.
The Frozen North-Results
1-2: Lustrian jungle
3-4: The Plains of Zarr
5-6: Glumhoff
Lustrain Jungle-Results
1-2: Forzen North
3-4: The Plains of Zarr
5-6: Glumhoff
The Plains of Zarr-Results
1-2: Forzen North
3-4: Lustrian Jungle
5-6: Glumhoff
Glumhoff-Results
1-2: Forzen North
3-4: Lustrian Jungle
5-6: Plains of Zarr
Number of Turns: 8
Victory Conditions: The player who controls the portal on the table he was deployed on will receive 500VP. Anyplayer with atleast one or more units that have passed though the portal gains as many victory points as that unit it worth, but only if it survives at the end of the game. The winner is determined by VP."
Unless the army goes through a portal, it cannot leave the board it entered on.
Back Story: In the old world to travel from country to country and even town to town is fraught with danger. Bandits, beastmen, mutants and other perils await the traveler. Should the wanderer survive then he would face the harsh realities of travel, taking months, years and yes even decades to reach his destination. Then he would have to repeat this all again on the return journey.
This has always been true for thousands of years… until now. A series of portals have opened across the world linking far off lands to each other, cutting the time of travel between far off lands to nothing. Those with armies see an opportunity, an opportunity to make gold, to conqueror or to create havoc in an enemies nation.
Whatever the reason for the bloodshead, there will always be the laughing of dark gods.
Army Selection: All players are required to fill out an army list that is at most 5K worth of points. If you do not have an army at 5K points, you are allowed to take additional units of the same Alignment, but maybe not army (good, evil and any one can bring neutral)
Allied units are considered suspicious allies as described on page 138-139 of the main rule book.
Broad set up:the locations that the battles will be taking place the boards are set up as follows.
The four boards are pressed against each other long ways.
The Frozen North- A portal has opened up in the Northern wastes. Here the polar winter has created icy hills and frozen forests with an arcane temple to a forgotten god being where the portal originates.
Terrain- Set up on ice board, snow hills and snow covered trees spaced fairly far apart with an arcane temple in the middle.
The Jungles of Lustria- A portal has opened in the dense jungles of Lustria. Here putrid ponds and thick vegetation grows to the sides of well-trod trails leading to a pond where a portal lays.
Terrain- Set up one board like a jungle with several lakes, densely put together with one lake in the center with the portal in it.
The Plains of Zarr- A portal has opened along a well-known trade route called the Silk Path, it is flanked by hills, the portal in the middle of the trade route.
Terrain- Set up board with hills 12” away from a center line of the board going long ways with the portal set up in the center of the board.
The Town of Glumhoff- A portal has opened in this Empire town at a base of a holy statue, causing the citizens to wisely flee their city for fear of the destruction it would bring on their community.
Terrain- Set up the city so that there is space for units to travel between buildings. There is a 24” by 24” box in the middle of the town where the portal is set up in the middle of the town square.
Battle Set Up: Before the battle each player is paired off with another player. Each player-team then rolls a D6, the players with the highest value for their dice roll decide what table they which to set up on. The teams are considered enemies.
The players then set up on the short ends of the board, 12" in.
If the players are unable to get all units onto the board while setting up, they may instead hold the units in reserve.
Scenario Special Rules-
Mysterious Terrian in Effect in this game.
Thank you for asking those questions Kobhal, I wouldn't of thought of them otherwise.
Winds of Magic: At the start of the controling players magic phase the controling player rolls 3D6, the highest result of 2D6's goes into the controling players casting pool, the highest D6 goes into his origenal oppoents Dispell pool and the lowest D6 goes into the second oppents dispell pool. For each additinonal player that arrives on board add another D6, with them using the lowest result.
The Portals: To represent the power of the gateways each table has a terrain piece that serves as a portal to another table. If a unit comes into contact with this terrain piece then it is transported to another table. The unit re-appears onto the battle field in the players next movement phase, on the new battle field after the other players have finished their turns. They may not enter the portal again. If the controlling player has a unit in contact with a portal roll a D3 and consult the table below.
The Frozen North-Results
1-2: Lustrian jungle
3-4: The Plains of Zarr
5-6: Glumhoff
Lustrain Jungle-Results
1-2: Forzen North
3-4: The Plains of Zarr
5-6: Glumhoff
The Plains of Zarr-Results
1-2: Forzen North
3-4: Lustrian Jungle
5-6: Glumhoff
Glumhoff-Results
1-2: Forzen North
3-4: Lustrian Jungle
5-6: Plains of Zarr
Number of Turns: 8
Victory Conditions: The player who controls the portal on the table he was deployed on will receive 500VP. Anyplayer with atleast one or more units that have passed though the portal gains as many victory points as that unit it worth, but only if it survives at the end of the game. The winner is determined by VP."
Unless the army goes through a portal, it cannot leave the board it entered on.