Tuesday, September 23, 2014

Battle for the Warpstone

Background and scenario information for an upcoming Empire vs High Elf 3000pt battle.

After the Skaven raided the Empire town of Lietzburg and captured a large chunk of warpstone, the High Elves were concerned that there was more warpstone remaining in the town and the ignorant humands wouldn't realize it. The sophomore class of mages at the White Tower were tasked with searching the town and recovering any remaining warpstone. The Loremaster of the White Tower hopes to further his studies of Skaven Clan Skyre and the Lore of Ruin.   Because of the potential for conflict, they are to be escorted by Prince Althran Stormrider and his army.

Meanwhile, Edmund, Baron of Lietzburg, still hasn't returned from his ill-advised attempt to chase down the Skaven.  Emperor Karl Franz got wind of the approaching High Elf army and has decided to deal with the matter himself, bringing along a small detachment of his trusted Rieksguard Knights to bolster the numbers of the town's standing army, "Lietzburg's First".

We'll be playing a modified version of the Breakthrough scenario #2 on page 201.
Setup with have additional rules as follows:
-Deployment zones for both attack/defender extend to the far edges of each table side.
-High Elves are Attackers, Empire are Defenders.
-Empire will set up first, with High Elves setting up afterwards.
-Both sides roll to see who chooses to go first
-"The Town" is defined as the area of Empire Deployment zone originally described in Breakthrough scenario map on page 201.

Terrain Map:


Victory conditions:
-The game can be won with the discovery of warpstone. Starting on turn 5, High Elves roll a D6 for each scoring unit (as per breakthrough scenario page 202) that is 50% within the Empire "town zone". On a roll of a 6 means warpstone was discovered and the High Elves win.  If no warpstone is found, follow the rules for victory as defined by Breakthrough page 202.

Other Special Rules:
The presence of so much warpstone affects it's surroundings in mysterious ways. Starting on Turn 2 at the beginning of each players turn, roll 2D6 for each unit (both players units!) with at least 50% models within the Empire "town zone".  Rolls of 2 or 3 the unit loses 1 from its toughness.  Rolls of 11 or 12 the unit adds 1 to its toughness.  The effects last for the remainder the current players turn.



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