Week 3: Regroup
Steiner sat in the Sigmarhaven tavern apart from his men. They laughed heartily at the exploits of their halfing companion Hungry Hamish who was pretending to conduct an orchestra with a turkey leg in one hand and a mug of mead in the other.
Steiner had been sat around for weeks now. A mysterious plague had afflicted warbands who had ventured into the city. However things were looking up as the Apothecary’s Guild had arrived and were aiding adventurers for coin. He stared deep into his empty mug. The barman, wiping a spill nearby cheerily said “something ails you sir?”
Steiner said nothing.
“If nothing ails you in this dark world then you’d be a fool, and you sir look no mans fool.”
Steiner stirred and looked at the barman coldly.
The barman smiled, “trust me I’ve known many fools. In fact one was sat in your seat just yesterday. Had only one companion and was braving that ruined city.”
Steiner snorted and wiped the ale from his lips. “Just the two of them?”
The barman, pleased that he got a reaction leaned closer. “Aye, said they were looking for a band from Marienburg, said they’d not heard from them in a while.”
Steiner’s eyes narrowed. He sensed opportunity here.
_______________________________________________________________________________________
Dirty Dirk ran back towards Steiner who was crouched in a ruined building with a third of the warband. The berjaeger caught his breath. “I think I found the fool, Captain.”
Steiner slapped Dirk on the shoulder. “Good job Dirk, lets gather the rest of the men.”
Dirk interrupted “but sir, there is a warband nearby. I think they maybe be between us and the others.”
Steiner drew back his crossbow. “Do not stand and fight. Clear a path back to the others. With our full strength we can crush them and move on.”
Scenario: Regroup
Overview
Searching the ruins is sometimes more effective split into smaller groups. This scenario represents one of the groups gathering up the rest of warband. However an opposing faction is also in the same position and will inevitably cross paths.
Terrain
In an area that is roughly 4’ x 4’ each player can take it in turns to setup buildings.
Split Warband into Groups
Split your warband into 3 groups of equal size to the nearest whole model.
Randomly determine which group will be your ‘active’ group. This group will be deployed first and activate the other groups. The remaining 2 groups will be represented randomly by 2 inactive group counters
Set-up
Both players roll a D6 and whoever rolls highest chooses which active group sets up first. This active group is deployed within 8" of any table edge the player chooses and the models in the group must be setup clumped together. Each model can be no more than 6” from every other model in the group. The opponent will also setup his active group similarly clumped (no more than 6”) together within 8” of the opposite table edge. The players will then take it in turns to setup counters representing the opponent’s inactive groups within their half of the table. These counters have to be more than 8” from a table edge and more than 16” from another counter or active group.
Activating Inactive Group Counters
Any model (including enemy models) moving into base contact with a counter will activate a group from the warband the counter represents. Randomly determine which undeployed group and then immediately place all models from that group within 3” of the counter. The models in the group are now active and may move, shoot, or cast spells in the controlling players next turn as they are being roused to action.
Example setup
Starting the game
Both players roll a D6. The highest scoring player takes the first turn.
Ending the game
The game ends when one warband fails its Rout test or all active warband members have been taken out of action. It is possible all active models are taken out of action leaving inactive group counters. This is an automatic loss. Failing a rout test is also an automatic loss. Rout tests are taken using warband size regardless of groups active or inactive.
Experience
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 Experience.
+1 per Group Activated. If a Hero rouses an inactive group to action, that Hero gains +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
Rewards
No extra rewards for this scenario.
Comments
Post a Comment