Scenario Summary
Control the centre of the battlefield, no matter the cost
armies
The players choose their army, which must have the same number of points as that of the opponent, according to the rules on the previous pages.
Terrain and Scenery
Once the battlefield has been set up, an Objective Marker is placed in the centre of the battlefield. Players must also agree which direction is north – this is important for determining where and when Reinforcements arrive from
Terrain and Scenery
At the battle’s start, the Armies are yet to arrive – models are not deployed at the start of the game, but will enter as the game continues (see Special Rules later).
First Initiative
Roll 1D6, the player with the highest number goes first. In case of a tie, reroll the dice.
Goals
Once one Army has been Broken, the game might suddenly end. At the end of each turn, after this condition has been met, roll a D6. On a 1-2, the game ends – otherwise, the battle continues for another turn.
At the end of the game, the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw
Victory Points
You score 4 Victory Points if you have more models within 6" of the objective than your opponent. If you have twice as many models within 6" of the objective than your opponent, then you instead score 8 Victory Points. If you have three times as many models within 6" of the objective than your opponent, or you are the only player to have models within 6" of the objective, then you instead score 12 Victory Points.
You score 1 Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points.
You score 1 Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points.
You score 2 Victory Points if your opponent has no banners remaining at the end of the game (if they didn’t have a banner to start with, you automatically score this).
Règles spéciales
Maelstrom of Battle :
à la fin de votre phase de mouvement, lancez 1D6 pour chacune de vos troupes qui n’est pas encore déployée (le capitaine de la troupe peut utiliser des points de puissance pour modifier le résultat d’un dé, au supérieur ou à l’inférieur). Les figurines ne peuvent pas charger le tour où elles sont déployées, mais peuvent agir normalement. Les figurines qui ne sont pas encore déployées comptent comme étant sur le champ de bataille pour déterminer si une armée est démoralisée ou non.
Résultat Effet
- La troupe ne se déploie pas.
- L’adversaire choisit un point sur le bord de table nord ou sud, à 6’’ minimum d’un coin de table. Votre troupe se déploie à partir de ce point.
- L’adversaire choisit un point sur le bord de table ouest ou est, à 6’’ minimum d’un coin de table. Votre troupe se déploie à partir de ce point.
- Vous choisissez un point sur le bord de table nord ou sud, à 6’’ minimum d’un coin de table. Votre troupe se déploie à partir de ce point.
- Vous choisissez un point sur le bord de table ouest ou est, à 6’’ minimum d’un coin de table. Votre troupe se déploie à partir de ce point.
- Vous choisissez un point sur n’importe quel bord de table, à 6’’ minimum d’un coin de table. Votre troupe se déploie à partir de ce point.