Busting through the city walls
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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.