Here is a scenario I have cooked up for the campaign day - wanted something with the feel of a 'raid' without using the 'Homeland' scenario which I didn't want to use on the day.
Grab
Dusk draws near as two Warlords descend on the village, both intent on pillage. Villagers, run, no time to hide their worldly goods, only time to save their bodies. The cost of a country being invaded.
Be it silver coin, food for the hungry troops or even the search for religious relics the warbands want to grab as much as they can before nightfall… A shame that someone else had the same idea.
Layout
The game is played on a 48” x 36” table. The scenery is arranged according to the rules described in the core rules. It is usual for the table to include livestock fields or buildings.
Length of the game
The game takes place at dusk and only lasts until the end of turn 6.
Deployment
Once the terrain is set up the players roll a d6. The player who rolls the highest (reroll ties) places one of 9 markers, not within a Long of the long table edges. The opponent then places a marker not within a Long of any table edge or within a short of any other marker. This process is repeated until all 9 markers are deployed on the table.
Roll to pick table edge, player who chooses then starts the deployment.
Players then take it in turns to place a unit at a time within a medium of their chosen long edge.
Roll to see who goes first.
Plundering
A plunder marker can be gathered by a unit if it ends the activation touching the marker and have NOT moved more than a Short (or Very Short if the marker is in hindering terrain), fired, been in melee or ‘Rested’ during that activation. In other words they must have activated and only made a movement action. The marker is then placed with the unit. If the unit is wiped out in melee the marker passes to the unit that destroyed them. If destroyed by ranged combat the marker is placed where the last figure was removed, it can there after be collected again.
Victory Conditions
At the end of turn six it is deemed that both sides head back to camp to tot up the worth of the goods they have plundered. Each marker the warband is in possession of can be worth a varying amount of game victory points. This would depend exactly what was in plunder and sometimes its relative worth to the warband. Each player decides in secret (we put the markers in one hand and reveal at the same time) how many markers they want to ‘bank’ and how many they want to ‘gamble’ with. Each marker that is banked is worth 3 points. For each marker that is ‘gambled’ the player rolls a d6. The overall victory points for the game is the total of the banked dice plus the total of any dice thrown.
Example: Player A has collected 4 markers and Player B 5 markers. A decides to bank 3 markers and gamble one. Player B banks 2 markers and gambles 3.
Player A – 3x3 points for the banked markers = 9 and rolls a 6 for a total of 15 points.
Player B – 2x3 points for the banked markers = 6 and rolls, 2, 4 and 5 for a total of 16 points.
In this example Player B has just sneaked a victory.
On the campaign day the winner will get 2 Campaign Victory Points for a win of only 1 or 2 points more than the opponent and 3 CVP for any greater victory,
One additional CVP will be awarded if the opposing Warlord has been defeated.
