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ARMIES Players must decide who will play as the Defender (the Empire) and who will play as the Attacker. Then, they should choose their armies to an agreed points total and use Warhammer army lists. However, the Defender can use two-thirds the number of points as the Attacker. For example, 3,000 points of Attackers would face 2,000 points of Defenders. BATTLEFIELD Players should use the standard battlefield setup (p. 2 of the Warhammer rulebook).
Use the standard deployment (as described on p. 2 of the Warhammer rulebook). WHO GOES FIRST? The Defender goes first. LENGTH OF GAME This game lasts 6 turns, or until one side surrenders. SPECIAL RULES Guns of the Walls. Despite being outnumbered in troops, the Defenders have the advantage of artillery support from the walls of their settlement. On the walls of their settlement (just off the Defender's table edge) is one Great Cannon for every full 600 points of Attackers. For example, if 3,000 points of Attackers are storming Nuln, the Defender gets 5 Great Cannons on his walls. These weapons work just like Great Cannons on the battlefield, with the exception that they are inaccessible by the enemy, and they measure from the Defender's table edge to determine range. Ready, aim, fire! VICTORY CONDITIONS Victory Points are awarded as normal. The Dread Woods || Ambush in the Vaults || The Guns of Nuln || Battle in the Forest || The River War |
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