Games Workshop Evenimente Parteneri Comunitate Locatii {LANG_CONTACT}
Games Workshop
       
  #1  
Vechi 29 septembrie 2010, 18:10
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit Winter over Kislev

Starting with next week i will be holding a fantasy campaign in the land of Kislev (as the title says).
The armies taking part in this campaign will be:
1 Empire
2 Warriors of chaos
3 Daemons of chaos
4 Dwarfs
5 High Elves
6 Orcs and Goblins
7 Dark Elves
8 Beastmen
9 Skaven
10 Vampire counts

Each player that wants to participate should chose and army from those above, there will be no two players playing the same army.

This will be the rough map of the area we will be playing:


Uploaded with ImageShack.us
Reply With Quote
  #2  
Vechi 29 septembrie 2010, 18:19
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

Objectives for each army.

Empire: Defend the land at the end of the campaign hold 1 Fortress and 12 settlements.

Warriors of Chaos: Destroy all the Large cities

Daemons of Chaos: Destroy all the Major cities

Dwarfs: Destroy the Orc and Goblins Fortress in the second year.

High elves: Stop the Dark elf raids (prevent 6 raids from beeing succesfull)

Orcs and goblins: Destroy the Empire fortress before The Orcs and goblins fortress is destroyed

Dark elves: succesfully raid 12 settlemets

Beastmen: Destroy the Empire Fortress

Skaven: Find 12 warpstones ( roll a D6 after each fight in a city on a 4+ a warpstone has been found)

Vampire Counts: Corupt the human Large cities ( spend turns equal to the defence value to corupt the city, or massacre all the defenders before the city is sacked by others)

Force composition will be: max 25% Lords max 25% Heroes at least 25% core unit. Special and rare choices will be given by holding certain teritories.
Reply With Quote
  #3  
Vechi 29 septembrie 2010, 18:37
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

The map will have 40 main teritories over wich we will be fighting

Mining village 5 ( 1 dwarfs 2 empire 2 free) defence value 0

Castle 1 Dark elves defence value 2

River ford 4 defence value 0

Market town 6 (3 empire 3 free) defence value 0

Mercenary Bazar 1 free defence value 1

Large town 5 (1 empire) defence value 0

Vital crossroads 2 free defence value 0

Major city 4 (2 empire 2 free) defence value 1

Farming Village 3 (3 empire) Defence value 0

Fortress 9 1 for each army Defence value 4

What do these teritories do:
Mining village : for each mining village one unit in the army can have its comand group, armour and weapon upgrades given for no point cost.

Castle: If an army retreats to the castle it can rebuild on a roll of 5+ without spending campaign points, also it confers to the controller special troops ( 20% of the army total)

River Ford: if it is uncontrolled the army can pass the ford without spending an campaign point, while in the controll of another player it must spend 1 campaign point to pass

Market Town: Roll a D6 for each amrket town on a 6+ you get and extra campaign point, also one core unit in the army can have its comand group armour and wepon upgrades given for no point cost.

Mercenary Bazar: You can filed up to one dogs of war unit as a core choice in your army at the end of each season roll a d6 on a 6+ the mercenary bazar reverts to neutral unless it is garisoned.

Large town: roll a D6 for each large town on a roll of 5+ you get an extra campaign point, also you get 10% more special troops for your army.

Vital crossroads: same as river ford

Major City: roll a D6 for each major city on a roll of 4+ you get an extra campaign point, also you get 10% more special troops and 5% more rare troops.

Farming village: as long as you control a farming village you can field a unit with scout special rule free of cost.

Fortress: If an army retreats to a fortress it can rebuild on D6 roll of 4+ without spending a campaign point, also it confers to the controller 20% special troops and 10% rare troops.
Reply With Quote
  #4  
Vechi 29 septembrie 2010, 19:00
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

In each teritory you will have to chose beetwen two missions to control the teritory:

Mining village: raid or if it is fortified blood and glory

Castle: Siege

River ford: if it is uncontrolled or the controlling army is more than one region away play scouts and pickets otherwise play pitched battle.

Market town: raid or if it is fortified blood and glory

Mercenary bazar: if it is uncontrolled play capture and control otherwise play pitched battle

Major city: battle in the streets or if it is fortified break the city gates

Large Town: desperation defense or if it is fortified blood and glory

Vital Crossroads: same as river ford

Farming village: raid or if it is fortified blood and glory

Fortress: Siege

Bagage train: Cut the supply lines
Reply With Quote
  #5  
Vechi 29 septembrie 2010, 19:03
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

the missions
blood and glory see warhammer manual page 148
pitched battle see warhammer manual page 144
capture and control see warhammer manual page 150
Reply With Quote
  #6  
Vechi 30 septembrie 2010, 13:14
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

Raid



Uploaded with ImageShack.us

Objectives
The attacking player's objective is to loot and destroy as many of the enemy's buildings as he can, while slaying as many of the defenders as posible.

The defender player's objective is to prevent his side's buildings from beeing looted and destoyed, while slaying as many attackers as possible

The battlefield
The most important features on the battlefield are the five structures. At least one strcture must be placed in zones A B C adn buildings cannot be within 12" of each other
The rest of the battlefield has a scattering of terrain appropiate for the theme of the table.

The forces
Both armies are chosen from the warhammer armies lists and the defender has a total army points equal to 75% of the attackers points.

Deployment
The defender deploys his army first on his table edge

Who has the first turn
The attacker goes first

Special rules
The five structures are classified as timber, brick or log buildings and have T7 and 5 damage points.
The looting, burning and destruction and quenching the flames rules are in effect
All appropiate attacking units are equipped with torches (no monsters and swarms). Missile armed troops and war machines have flaming missiles for this game
Special deployment rules, such as those for scouts may be used only by the attacker
Looting is represented by a unit spending a full turn adjacent to any unnocupied structure that contains loot. Monsters, cavalary, swarms and non humanoid units may not loot.The looting unit may not rally, move cast spells shoot, fight ar anything else during the turn it loots. The unit must be at least 5 models strong and the loot is treated like a captured banner. Once it drops bellow 5 models the imediately drop the loot.
Burning:
any attack the normaly uses flame to do damage will do so on a building on a roll of 4+
war machines that dont normaly do fire damage, after applying damage will set the building ablaze on a roll f 5+
each flaming arrow will set the building on fire on a roll of 6+
a torch armed model will set the building aflame on a roll of 6+
any model inside a building on fire will take a St 4 hit with no armour save on each player shooting phase
Quenching the flames: treated the same as burning but with the following exceptions only humanoid infatry models may attempt to quench the flames and only in base to abse with the building. Count the models in the unit and divide by 5. Roll a number of D6 equal with the quotient. If u roll any 6's the fire is put out.

How long does the scenario last
The scenario lasts for 6 turns or until one side is entirely wiped out or has fled off the table.

Determining victory
The attackers get 1 vitory point for each loot in their possesion and 1 point for every building on fire.
The defender get 1 victory point for each loot still on the table and not in the possesion of the attacker and 1 vitory point for every building that is not burning.
Reply With Quote
  #7  
Vechi 30 septembrie 2010, 13:33
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

Batlle in the streets



Uploaded with ImageShack.us

Objectives
The attacking players objective is to destroy as much of the enemy and the enemy's city as posible. The defending player must attempt to drive off his foes and slay as many of them as possible.

The battlefield
The battlefield represents the insides of a city. In this scenario all the buildings have the same stattistics( T7 and 5 damage points), and all of them have the same level of importance. You will need a lot of them, as 15 or more buildings should be laid out. Make sure to leave some unobstructed pathways and/or streets

The forces
Both armies are chose form the warhammer army lists to a max value of 2000 points

Depoyment
First the attacker places 4 of his units (not war machines ) in his deployment zone.
Next the defending player places any four units anywhere on the table that is not in attacker deployment zone, not within 8" of an enemy unit, and not in line of sight of an enemy unit
The game than begins. At the start of each player's turn he may bring on a single unit of troops. The attacker's models must come along any board edge in his deployment zone and the defender's models mau come from any baord edge that is not in the attackers deployment zone. Units entering from table edges may march, cast magic, or fire missles but they may not charge.
If a player forgets to bring additional troops onto the baord or simply runs out of turns in wich to do so the models are assumed to be rampaging or defending some other part of the city, and the troops will not take part in the game

Who has the first turn
The attacker has the first turn.

Special rules
Burning and destruction, quenching the flames. Buildings that are destoyed may be moved across but count as dangerous terrain for all units. No rules for special deployment scuh as those for scouts or underground advance may be used.

How long the scenario lasts
Unless one side capitulates or is wiped out the scenario will last 8 turns.

Determening victory
Use victory points, board quarters count double victory points,
Attacker only: each building that has been destroyed or is on fire is worth 200 victory points
Defenders only: each enemy unit destroyed is woth 50% more victory points.
Reply With Quote
  #8  
Vechi 30 septembrie 2010, 14:30
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

Busting through the city walls



Uploaded with ImageShack.us

Objectives
The attacking player's objective is to destroy or set fire to as much of the city as possible, particulary the key buildings that the defenders are using to gather and rally their defense. In order to save the city from destruction, the defenders must try and eliminate the attacker

The battlefield
the battlefield is made up of a formidable city wall with several gaping holes ( at least 4' wide) behind wich are streets and lanes that aer packed with various buildings. All buildings have the same statistics ( T7 and 5 damage points). The defender will aslo nominate some buidings to represent key points.

The forces
Both armies are chosen form the warhammer army lists. The attacker may slect 2500 points of troops and the defender will have 2000 points of troops but will get additional reinforcements as long as their special buildings are in play.

Deployment
First the attacking player places up to 3 units (not warmachines) either on the city walls or in the gaps beetween the walls
Next the defender palces any five units anywhere on the table but not within 18' of the attacker. No defending models may use specila deployment rules
Up to one unit of attacking scouts may be then set up per normal rules
The game than begins. At the start of each player's turn he may bring additonal troops as long as he has troops remaining on his army list. The attacker may bring up to two units a turn and measure their movement from the baord edge with the city wall. Units entering the table may march, cast spells, shoot but may not charge an enemy on the turn they enter the table.

Who has the first turn
The attacker has the first turn

Special rules
Burning and destruction, quenching the flames. Buildings that are destroyed may be crossed over but count as dangerous terrain for all units. All attacking units are equipped with torches and all missle armed units and war machines have flaming attacks for this scenario.
The defender may use city battle key buildings to select two military key buildings and three rally point key buildings. These buildings must be nominated once per battlefield. Key buildings must not be within 12" of each other.

How long the scenarios lasts
Unless one side capitulates or is wiped out, the scenario will last for 10 turns.

Determening victory
Use victory points.
board quarters are worth double points.
Attackers only: each building that is on fire or has been destroyed adds 200 victory points, any key buildings are woth an extra 100 victory points.
Defenders only: each enemy unit destroyed is worth 50% more points. Key buildings that are not detroyed or not on fire at the end of the agmes score 100 victory points for the defender.

Key military buildings:
Stables: Every 3 turns the defender may bring up to 200 points of new cavalry models
Barracks every 3 turns the defender may bring up to 200 points of new core infantry models
City watch building: Every turn the defender may bring up to 100 points of new core infantry models
The keep: Every 3 turns the defender may bring up to 200 points of specila choices
Warehous: The defending player may use the contents of the warehouse to bribe mercenaries to fight for his side. Every 4 turns the defender may generate a new 200 points unit from the dogs of war army list

Key rallying points:
Tavern or pub: All defending units within 6" of the pub are imune to panic fear and terror.
Armory: Any unit (defending or attacking) that spends a full turn within 3" of the building not doing anything may add to their equipment by taking one item from the arms or armor list
Arms additional hand weapons, spears halberds or greatweapons
Armor shield or light armor. One unit may take heavy armor but than the supplies run out. Note that you can equip troops with items from the list even if the troop type isn't normaly allowed to be equipped as such.
Temple: Any fleeing defending units automatically pas their rally test of they pass within 6" of the structure. Also any defended character or multi wound creature that spends an entire unnocupied turn within 6" of the temple will heal a single wound ona die roll of 4+
Monument: Treat the monument as an Army standard bearer with the same 12" range
Comfort station: A defending unit within 6" of this building that spends and entire round not doing anything may either regroup and reform back to its original number or add +1 on all its to hit rolls as long as it remains within 6" of the building.
Town center: Any unit that spends a full unocupied turn within 6" of this building may attempt to increase its unit size once per game. Roll a d6 and consult the chart
1 none. bad luck
2-3 a single model
4-5 d6 new models
6 25% more troops.
Reply With Quote
  #9  
Vechi 30 septembrie 2010, 14:48
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

Desperation defense

Armies
Both armies are chosen from the warhammer army lists

Battlefield
Set up the terrain in any mutually agreeable manner.

Deployment
1 Both players roll a D6. The higher scoring player may select the side of the table wich he will deploy his forces
2 Both players roll another D6. The higher scoring player may chose whether to start deploying first or second
3 Taking in turns, each player deploys one unit at a time, at least 24" away from the opposing deployment zone
4 All warmachines in a player;s army are deployed at the same tome, though they can be deployed in different parts of the battlefield
5 Characters are deployed after all other units, all at the same time
6 Scouts are not deployed with the rest of the units. Instead they are placed on the table after all units in both armies have been deployed.

Who goes first
Both player roll a D6.The player who finished deployment first may add +1 to his die roll. The higher-scoring player may choose whether to take the 1st or 2nd turn

Length of game
The games last 9 turns

Special rules
Countless numbers: The attacker may recycle some of his units after they are destroyed, are fleeing or have fled the battlefield. Recycled units are brought back into play to represent the almost limitless supply of troops or reinforcements
Any Core choice may be recycled and will move onto the board edge of the attcker deployment zone and may amrch cast spells fire missle but may not charge on the turn it enters the battlefiled. core units that are both fleeing and below half their initial models may be removed and recycled.

Victory conditions
If the defender has any troops left on the battlefield at the end of the 9 turns he is victorious, otherwise the attacker wins
Reply With Quote
  #10  
Vechi 30 septembrie 2010, 15:30
sarpecuochelari sarpecuochelari e offline
Administrator
 
Data inscrierii: aprilie 2007
Posturi: 378
Trimite mesaj via Yahoo la sarpecuochelari
Implicit

Cut the supply lines



Uploaded with ImageShack.us

Armies
Both armies are chosen using the warhammer armies lists

Battlefield
The battlefield should be set up in a manner agreable to both players

Deployment
The defender deploys D3+1 treasure counters within the area shown on the map. No counter may be placed within 12" of a board edge or within 12" of another counter
The defender deploys his army. every unit and character must be at least partially within 6" of a tresure counter.
The attacker then deploys his army in the area shown on the map
The attacker sets up his scouts.
The defender may not deploy scouts any models with this ability must set up with the rest of his force

Who goes first
Roll a D6 to determine wich player goes first. The player that rolls higher may choose.

Lenght of game
The games lasts 6 turns.

Victory conditions
At the end of the agme, total up the satrting points value of all your units with at least one mode within 6" of a tresure counter. Units at or above half their original number of models are worth theri entire starting points; units below half number are worth half their starting value. The side with the highest total is the winer.
Reply With Quote
Reply

Thread Tools
Moduri de Afisare

Reguli de Postare
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies sunt On
[IMG] code este On
HTML code este Off

Forum Jump


Fus orar: GMT +3. Acum este 02:01.

 

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
C-Logic SEO 1.0.3 by Computer-Logic.org