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Seize the High Ground Scenario

Where we discuss existing and new scenarios

Seize the High Ground Scenario

Postby ant_s » Fri Apr 13, 2012 10:16 pm

Guys,

This a scenario we played last night, so I thought I would write it up for the forum. I hope it makes sense?

Ant

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.

Layout
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.

Deployment
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.

Victory Conditions
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.
ant_s
 
Posts: 70
Joined: Fri Mar 09, 2012 1:40 pm
Location: Poynton, Cheshire, UK

Re: Seize the High Ground Scenario

Postby hithero » Sat Apr 14, 2012 6:59 am

Looks ok but the victory conditions need tweaking and expanding. As the rule stands I could have 8 hearthguard on the hill and at the end of turn 8 the other side could move 1 levy onto the hill and claim it. Why not just use the standards pts system for VC's? i.e. 1 Hearthguard, 2 warriors of 3 levy counts as 1VP.
Dave
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Re: Seize the High Ground Scenario

Postby ant_s » Sat Apr 14, 2012 8:58 am

Hithero,

Thanks I do need to tweak the hill control rules as I have omitted some bits. See what happens when you do something late at night!

Ant
ant_s
 
Posts: 70
Joined: Fri Mar 09, 2012 1:40 pm
Location: Poynton, Cheshire, UK


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