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Eric Sarlin of the US Studio wrote this new scenario to coincide
with the release of Warhammer Armies: Beasts of Chaos.This
is a full-fledged battle for which youll need an entire
Beasts of Chaos army (and an opponent to fight!).
Overview
Herdstones play many important roles in the culture of the
Beasts of Chaos. The stones, sometimes known as Chaos Hearts,
serve as gathering places, festival grounds, religious altars,
and feasting sites. Herdstones are sometimes protected by
powerful Minotaurs, who make it their duty to defend the sacred
sites with their lives.
In this scenario, the Beasts of Chaos must defend their herdstone
from an Attacking army. The Attackers could be traditional
Beastmen enemies who seek to destroy the herdstone and diminish
the power base of the local tribe. Alternatively, the Attackers
could be another Beasts of Chaos force that seeks to challenge
the authority of the Defending tribe and seize control of
the herdstone.
Armies
Both armies are chosen from the Warhammer Army lists to an
agreed points value. The Beasts of Chaos force is always the
Defender. If both armies are Beasts of Chaos forces, the players
may either decide who will play the roles of Attacker and
Defender or dice off to determine who will attack and defend.
Battlefield
Set up an area of at least 4' x 6'. The herdstone is placed
in the centre of the Beasts of Chaos Deployment Zone, 6"
from the table edge. The rest of the board should represent
a forested area. Much of the table should be covered with
trees, rock piles, small hills, brush, and the like. This
forest terrain should be set up in any mutually agreeable
manner.
Deployment
1. Both players roll a die. The higher scoring player may
choose whether to start deploying first or second.
2. Taking it in turns, each player deploys one unit at a time,
at least 24" from the opposing Deployment Zone.
3. All war machines in a players army are deployed at
the same time, though they can be deployed in different parts
of the battlefield.
4. One Defending unit of Minotaurs, if deployed within 8"
of the herdstone, may be nominated Herdstone Defenders (see
below).
5. Champions are deployed with their units. All other characters
are deployed after all other units, all at the same time.
6. Attacking units with special deployment rules such as Scouts,
Ambush, and the like may be deployed (or, where applicable,
held in reserve) per their usual rules. The Defenders may
NOT take advantage of any special deployment rules, as they
have been taken by surprise and also will not abandon the
herdstone, even for a tactical advantage.
Who Goes First?
The Attackers get the 1st turn.
Length of Game
The game lasts 6 turns or until the herdstone is destroyed.
- Special Rules -
Power of the Herdstone: During the Defender Magic
Phase, Beastmen Shamans can summon the power of the herdstone
to attack those who would destroy it. As long as at least
one Defending Wizard is on the table, alive, not fleeing,
and able to cast spells, the herdstone will strike the Attackers
with Uranons Thunder Bolt (see Warhammer rulebook, p.
148), which acts as a bound spell with a power level of 7.
The Defending player may nominate the Attacking unit or model
targeted by the spell.
Herdstone Defenders: If a unit of Defending Minotaurs
is deployed within 8" of the herdstone, the unit and
any characters associated with it are Stubborn as long as
they remain within 12" of the stone. If the unit moves
further than 12" from the herdstone, the Minotaurs lose
this advantage and cannot regain it.
Controlling the Herdstone: At the end of the battle,
the side with a unit closer to the herdstone controls it.
Fleeing units, monsters, and characters cannot control the
herdstone. If both armies have units equidistant from the
herdstone (round off to the nearest inch), the unit with the
higher current points value controls the herdstone (to determine
current points value, add up the points of all surviving models
plus their equipment, options, and magic items).
Attacking the Herdstone: The Attacking army may also
attempt to destroy the Chaos Heart. The herdstone has T8 and
5 Damage Points and may be attacked just as one attacks a
building. Beasts of Chaos armies, whether they are the Attackers
or Defenders in this scenario, may never deliberately attack
or target the herdstone, as it is a sacred object to them.
Victory Conditions
Victory conditions for this game are very simple. If the Attackers
have destroyed or captured the herdstone, they are victorious
(though remember that Attacking Beasts of Chaos armies may
only attempt to capture the herdstone). Any other result is
a Defender Victory.
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