This a scenario we played last night, so I thought I would write it up for the forum. I hope it makes sense?
Seize the High Ground
A rival Warlord is advancing his warband to seize two hills that dominate a major trade route and the surrounding countryside. This aggression cannot be allowed so you summon your men and set out to deny the enemy possession of the hills.
The game is played on a 48" x 36" table.
A track runs across the centre of the table from one short table edge to the other.
Players each roll a D6, the player with the highest score places a hill within M of the track but no closer than M to a short table edge. The other player now places his hill as above but not within L of the first hill. These hills are the objectives for the battle.
The players now deploy additional scenery in accordance with page 60 of the rulebook. If more hills are placed on the table they cannot be placed within L of the track.
Length Of The Game
The game lasts for 8 complete game turns.
Roll a D6 to see who goes first, in the event of draw re-roll. The highest scoring player deploys his first unit within M of the long table edge that is on the same side of the table where he placed his objective hill.
The other player now deploys one unit within M of the opposite table edge.
Players continue to deploy units one at a time until all units from the rival warbands have been deployed.
Players roll a D6 again, the player with the highest score moves first.
To win the battle a player must control both of the hills that are the objective of the game.
A player takes control of a hill when he moves a unit(s) onto it and his opponent does not have any units on the hill. If an enemy unit is on the hill then it must be defeated and retreat from the hill first unless it is moved away by the owning player. A unit will need to be remain on the hill for a player to maintain control of it.
Last edited by ant_s
on Sat Apr 14, 2012 8:59 pm, edited 1 time in total.