Thursday, January 22, 2009

A link to examine

Through a comment on our last army lists, I found this link. Well worth a look, very informative and fun.
Rick, he has some painted Swordmasters of Hoeth you might enjoy checking out. Excellent painter. Also a Gyrocoptor lower down if you decide to stick with the Dwarfs instead.

More painting on his High Elf army under older posts. Well worth looking at to see how people who know what they are doing do it.


He does some fun battle reports, too. The Warmachine of course we would not know the rules on, but you can always get a feel for tactics. Also, they have some pics much like we do.

I went ahead and put it in the links, I encourage you all to stop by and check it out. 

Sunday, January 18, 2009

The Armies

Just thought it might be interesting down the line to look back and see what was played.


WOOD ELVES

                                                         M  WS  BS  S  T  W  I  A  LD
Wild Rider Kindred General         5     6     6   4  3    2  7  3    9
     Elven Steed                                9     3     0   3  3    1  4  1    5
Light Armor, Shield: Save 4+
Talismanic Tattoos: Magic Resistance 1
Fury of Kournos: +1 Attack in each round he did NOT charge; rulebook misprint?
Forest Spirit: Immune to Psychology, 5+ Ward Save, not good versus Magic
Sword of Might: +1 Strength
1 Dispel Magic Scroll
Cost: 167 points

Army Standard Bearer, mounted: Same stats as General, light armor, shield
Cost:104 points
                                                       M  WS   BS  S  T  W  I  A  LD
Spellsinger                                     5    4      4    3   3  2   5  1   8
Level 2 Wizard, Lore of Athel Loren
Glamourweave:4+ Ward Save versus shootnig and Magic Missiles; in close combat, opponent must pass Leadership test or only hit on 6s
Ranus Heartstone; Once per game, re-roll 1 die when casting or dis-spelling; can cause irresistible force or prevent mis-cast. Pretty funny that I forgot to use it when I miscast and wounded myself!
Cost: 175

                                                 M  WS  BS  S   T   W   I   A   LD
(12) Glade Guard                    5   4      4   3    3   1    5   1     8  
                w/Lord's Bowman   5  4      5   3     3   1   5    1     8
Standard Bearer, Musician, Glade Guard Longbow
Cost:168 points
 
                                                           M   WS   BS   S   T   W   I   A   LD 
(12) GLADE GUARD SCOUTS      as above, including Lord's Bowman
Skirmish, Scout, Standard Bearer, Musician, Longbow
Cost: 228 points

(20)  GLADE GUARD   stats as above
 Musician, Lord's Bowman, Standard Bearer w/ Aech, the Banner of Spring: Can ALWAYS Stand & Shoot, even if opponent is within 1/2 of charge range
COST; 289 points


                                        M   WS   BS   S   T   W   I   A   LD 
(12)  DRYADS                5     4      0    4    4    1    6   2    8
  Branch Nymph             5     4     0    4    4     1   6   3    8   
Skirmish, Fear, Forest Spirit:5+ Ward Save (no effect verse magic), Immune to Psychology, Attacks count as Magical
COST:156 points

                                        M  WS   BS   S   T   W   I   A   LD
(8) GLADE RIDERS      5    4      4    3    3    1    5   1    8  
       HORSEMASTER    5     4     5    3    3     1   5    1    8
       ELVEN STEED       9     3      0   3    3     1   4    1    5
Fast Cavalry, Spear, Long Bow, Musician, Standard Bearer, Horsemaster
COST: 216 points

TOTAL; 1503 POINTS


DWARF ARMY

                         M  WS BS  S   T   W   I   A   LD
Thane               3    6    4    4   5    2    3   3    9
Gromril Armor, Master Rune of Gromril: 1+ Save
Rune of Cleaving: +1 Strength
Rune of Might: Attacks verse T5+, Thane's S is doubled
Dwarf Handgun
Hate Orcs & Goblins
COST:145 points

                                           M   WS   BS   S   T   W   I   A   LD
DRAGON SLAYER          3     6       3    4   5     2   4    3    10
Master Rune of Swiftness: Always strikes First
Rune of Fury: +1 Attack
Rune of Snorri Spangelhelm: +1 to hit
COST:125

                            M   WS   BS   S   T   W   I   A   LD
RANGERS          3     4       3    3   4     1   2   1     9
   veteran            3     4       3    3   4     1   2    2    9
Heavy Armor, save 5+
Great Weapon, +2 Strength, always strike last
Musician, Standard Bearer
Scout
COST:157

                          M  WS  BS  S  T  W  I  A  LD
(8) MINERS    3     4     3   3   4   1   2  1   9
PROSPECTOR3     4     3   3   4   1   2  2   9
Musician, Standard Bearer, Prospector, Great Weapons:+2 S, strike last
Underground Advance; Don't have to deploy, arrive turn 2 on 4+, turn 3 on 3+, etc.
Blasting Charges: Stand & Shoot, 4" range, D6 Flaming Hits at S^
Steam drill: re-roll arrival dice, add S3 instead of S2
COST:168

                                          M  WS  BS  S  T  W  I  A  LD
(10)  THUNDERERS     3      4    3    3   4   1  2  1    9
Dwarf Handgun, 24", S4, Move or Fire, Armor Piercing (-2 to save), +1 to hit
Hand Weapon, Light Armor, Shield: Save 5+
hate orcs & goblins
COST:150

2 IDENTICAL UNITS OF THUNDERERS, 300 total

4 CANNONS
cost:105 each
420 points total

Total Dwarf Points: 1315

I totally pulled a Russ, giving myself a 188 point advantage. Grr. Even worse, we had the models to make up the difference if only I had remembered Phillips models.

Truth to be told, I tried to tool each army up as much as possible to make them as even as possible. I was trying to get every army up to 1500. Not sure where the Goblins ended up.

Wednesday, January 14, 2009

Wood Elf vs. Dwarf







Bro'k'ien L'eafblower nodded as he listened to his scout. "Return to your unit, Toom 'uch Sno'thisyear. I will gather forces to relieve you."

His scout nodded and departed. The news he had brought was exciting indeed. The small scouting party had discovered a lost temple, possibly even one belonging to the Slann. It would be great if L'eafblower could lead his forces there, check out the ziggurat, and perhaps bring home some great lore for the Wood Elves of Nomoresnowforafewyearsplease.

Quickly he gathered together a small but potent force. Ishov'le'd Wayto Muchsnow would carry his flag, riding alongside the well mounted L'eafblower.  Magi'cofth'eskies would come along to provide some magical ability. 

With the 10 scouts already on the field, he could only muster 8 Glade Riders, a 20 man unit of Glade Guard, a 10 man unit of Glade Guard, and a dozen dryads. Still, he should be able to get there unopposed, even though there were rumors of a massive Goblin horde in the area, not to mention some Dark Elves out looking for slaves and even some Dwarfs on some random mission or other. 

With Too'much and his scouts holding the ground, L'eafblower had little worry. However, he was in for a surprise.

When he arrived at the ziggurat, he saw this worst fears were realized. The dwarf army proved to be more that just a rumor. They were approaching the ziggurat!

Quickly he sprung into action. Throwing a line of Glade Guard in the front of his lines, he put the Skirmishing Dryads behind them. He noticed the Dwarf army had some Rangers skulking about a hill to his left, so he put the smaller unit of Glade Guard on his left to protect his flank against them. Then he noticed the Dwarf general had a couple of their feared cannons and ten thunderers where they could threaten his beloved dryads so he sent the Glade Riders off to deal with them.

(setup): We had 4 armies; the Dark Elves Kenneth just got the day before and had not had time to paint, the Goblin army, the Dwarf army, and the debut of my Wood Elves. We pondered a couple ideas; some sort of 2 sides/allies, maybe the Dark Elves/Goblins against the Dwarf/Wood Elf alliance, or a four-way battle where each force had restrictions that would ensure nobody got ganged up on. Ultimately, we decided to fight 2 separate battles. 

We rolled to see who would face who. We went with low 2 rolls would fight on the 2 card-table set-up and the 2 high rolls would fight on the 4x4 plywood table. Josh rolled a 1 for the goblins, Phillip rolled a massive 2 for the Goblins, I equaled his roll, and then Ken rolled a sad 1. It would be his Dark Elves against Chris, Josh and Kevin playing the goblins while I played my Wood Elves against Phillip and Rick as the Dwarf army.

Due to our excitement to see as much of Ken's new army as possible, we "bent" a couple rules trying to build up army points; The Goblins goblins were bolstered by a Saurus unit and 2 skink units. The Dwarf army had a whopping four cannons. Had they fought the goblin masses, it could have gotten ugly quickly. 

We had a small hill to the left, the ziggurat in the middle, and the ever-present woods on the right (cleverly disguised as a hill...but played as trees).

I won the roll to set up first. I put my 20 model unit of glade guard in the trees to the right of the ziggurat, giving them a good field of fire. The second unit, 10 models strong, went directly behind the ziggurat to keep them out of the line of fire, planning to climb it and shoot his left wing. Then I put the Glade Riders off on the right to get across the field and go cannon hunting. Finally, I put my Dryads behind the big Glade Guard unit. My scouts seized the backside of the ziggurat. 

Meanwhile, the Dwarf army (Rick and Phillip) placed 2 cannons on either side of the ziggurat, controlling nice lines of fire. One 10 man unit of Thunderers was on their left (my right) alongside the cannon while the other was directly behind the ziggurat. Finally, their scouts went behind a hill on my left flank. 

Looking back, I should have done a couple things differently. By placing my Dryads behind the Glade Guard, I gave him very tempting targets for his cannons. I would have done better to place them as close to the ziggurat as possible. They could have moved onto it without taking any fire, leaving him to pick off individual models instead of having multiple lines to shoot at.  Second, the Glade Riders were set up to get across the field and charge. Dumb, dumb, dumb. They suck in close combat but are good at moving and shooting.  *sigh*.

Fortunately, they made an error or two as well. By placing 10 thunderers behind the ziggurat, they basically took them out of the game for some time. Later they said the plan was to climb the ziggurat and shoot from there. The problem with that is it would have been 3 - 4 turns before they could get in position and stop moving. The slowness of the Dwarf army would cripple that plan. Thunderers need to be in position to start shooting on the first turn whenever possible and never later than the second turn. 

Second, both my early deployments were on my right flank. They were trying to keep their units separate, so they put a couple cannons on their right. I never did place a unit over there, so essentially for the first few turns they had half their cannons and half their Thunderers doing nothing. Meanwhile, their Rangers going behind the hill did a good job of threatening my flank...but without support, they really had little chance of doing enough damage. 

I also would have liked to see them keep the Miners off the table and roll in rather than supporting their right flank (my left). But that is personal choice. Certainly trying to control the ziggurat was also a good plan so really that may have been their best option. Certainly that was their deadliest unit...

WOOD ELF TURN 1
"Forward!" shouted L'eafblower. He smiled as Too'much led his scouts around the crest of the ziggurat even as the Glade Riders, Glade Guard, Dryads and so forth moved forward.
Magi'cofth'eskies cast " gave protection to the otherwise exposed scouts even as the Wood Elf army unleashed a hail of arrows.

The Thunderers, thinking they were safe behind the ziggurat, watched in pain as 4 of their number fell to the accurate fire of the scouts. Meanwhile, the Glade Riders rained arrows on the cannon, but all their shots bounced off the cannon and did no harm. The Glade guard also fired, but could slay only one Thunderer.

I moved the Glade Riders toward the cannon, hoping to shoot the cannoneers before they could unleash their lightning. My shooting was quite ineffective, however. The scouts had to choose between cannon and thunderers. With the protection of the "Hidden Ways" spell, I knew he could not touch them this turn so I elected to shoot at the thunderers. I got some nice rolls and killed 4. The large unit of Glade Guard killed just one of the other Thunderer unit. Ouch.

Dwarf Turn 1
His smile fell as he watched the Dwarf army react. unperturbed, the Thane-led Miners moved towards the ziggurat, grimly planning to attack the lightly armored scouts atop it. The disciplined Rangers started coming over the hill, threatening his flank, and then the Dwarf weapons unleashed. The Thunderers saw the threat of the Glade Riders and dispatched 5 of them into mulch. At least that would help the trees grow...that thought was ripped from his mind as the cannon ball ripped through the ranks of the Glade Guard, killing 2.

Phillip moved on cannon out towards the flank to get a better angle at my mass of Glade Guard and Dryads as Rick marched his miners towards the ziggurat and Phillip marched his Rangers up over the hill. I had nothing on that flank, so it was a very real threat to roll up my flank. 

The shooting phase started poorly for me as the first cannon was able to tear through both my Glade Guard units do to some poor movement on my part. Each unit lost a guy. Not so bad yet, and I was less worried when both of Rick's cannons had no shot at all.

Then the Thunderers showed why they are such a great value, killing a whopping 5 of my 8 Glade Riders. That hurt quite badly.

If his shooting was that effective every round, I was in deep, deep trouble.

Wood Elf turn 2
L'eafblower had not become a general by failing to respond to threats. He quickly moved his smaller unit of Glade Guard into position to shoot at the Rangers and began moving the fearsome Dryads over to back them up. Meanwhile, the large unit of Glade Guard and the Glade Riders forward.  Magi'cofth'eskies was unable to protect the scouts. This time the shooting was much deadlier as the Glade Riders took their vengeance on the hapless cannoneers. He smiled as the Dwarfs thought about their response.

The 9 man Glade Guard would have to take on the Rangers. A simple wheel movement gave them their target. The larger Glade Guard unit and Glade Riders moved forward as the Dryads shifted over to prepare for a charge at the Rangers. 

They dispelled my Hidden Path attempt and, as it would all game, my attempt to cast my secondary spell failed. Actually, I would not again cast any spell successfully. On one turn I rolled a 12 and they equaled my 12. Magic was not kind to me after the first, crucial turn.

Shooting, however, was very kind. The Glade Riders killed 2 cannoneers. the large unit of Glade Guard killed 4 thunderers, the scouts killed a Miner, and even the small unit of Glade Guard was able to kill 4 of the Rangers. The Dwarf army was shrinking precipitously.

Dwarf Turn 2
The Miners continued their inexorable, albeit slow, advance, the Rangers completed their journey over the hill, and they were in position to charge. 
Meanwhile, all three cannons overshot badly. The Thunderers did manage to kill 2 more Glade Riders, leaving just one! and 2 of the Scouts were shot off the ziggurat by the deadly Thunderers. 

Elf Turn 3
The last remaining Glade Rider (foolishly) charged the single cannoneer, the Dryads continued moving towards the Rangers, and I did not move my large unit of Glade Guard as I was within 15" and did not need to. 

Magic was unkind as I mis-cast and took a wound. My shooting was decent; my large Glade Guard unit unleashed their arrows on his 5 man unit of Thunderers. 4 of them went down like bowling pins to a well-thrown bowling ball and the other decided he had enough, taking to his heels. The Scouts killed just one Miner and the smaller unit of Glade Guard could only kill one Ranger this turn.

Meanwhile, the charge into the cannoneer was pointless as neither side could harm the other.

DWARF TURN 3
The fleeing Thunderer rallied. The Miners finally were able to charge the Scouts. Kevin the Dragon Slayer moved around the Ziggurat and headed for the Elven Standard Bearer. The Rangers made a nice march move, coming real close to the Glade Guard. The cannons unloaded, killing one Glade Guard from the large unit and one dryad.  

The close combat was all Dwarf as they slew 6 of the scouts who therefore had nobody who could attack back. The last 4 fled and the Dwarfs were to slow to catch them, rolling a sad 3. 

ELF TURN 4
The fleeing scouts rallied. The Dryads charged into the Rangers as the Glade Guard moved out of their way. However, the Rangers were overcome by fear and fled, only to be run down by the Dryads and killed.

 The Glade Guard then unleashed the full might of their arrows on Kevin the Dragon Slayer who went down to their massed fire. The recovered scouts fired at the cannon but hit only the cannon, doing no damage. 

The Glade Rider finally killed the lone cannoneer. I tried to overrun off the table, needing an 8 on 3d6... and rolling a 7.

DWARF TURN 4
The Thane and Miners moved along the face of the ziggurat, trying to get close enough to charge the Glade Guard. Cannon Fire killed one of the last 4 scouts and a Dryad while the other cannon overshot. The Thunderer shot at the Glade Rider, hitting him but no wound inflicted.The large unit of Thunderers then shot down one of the large unit of Glade Guard.

ELF TURN 5
The army moved forward. The Glade Rider shot point-blank at the lone Thunderer but missed. The large unit of Glade Guard shot at the 6 man Thunderer unit and killed 3 of them. Needing a nine because of Thane proximity, they rolled  9. No Thane, they run...

Meanwhile, the small unit of Glade Guard killed a Miner.

DWARF TURN 5
The Thane and his last 3 Miners continued their advance. The cannons then roared...well, whimpered. 
The first one mis-fired. On the first roll, it would have only been unable to fire the next turn. Using the Engineer ability, they re-rolled...and the cannon blew up. The second cannon hit dead center on one Glade Guard and was prepared to tear through several ranks of Dryads...but rolled a mis-fire for bounce and stuck in the mud. 

The solo Thunderer missed the Glade Rider in their solo battle, while the larger unit killed one more Glade Guard member.

ELF TURN 6
The Dryads had no real target, so they moved towards the ziggurat, putting it between them and the last cannon, and getting ready to fight the Thane's unit should the battle extend. The Glade Rider finally shot down the Lone Thunderer.


 The three Miners fell to the smaller Glade Guard unit fire, and the last three thunderers, seeing one of their number fall, had enough. The last 2 fled the field. Only the Thane remained alive.

DWARF TURN 6
The Thane, though alone, had no fear. He charged the Glade Guard, taking one wound from their stand and fire reaction. The cannon overshot. 

In the combat, the Wood Elf champion challenged the Thane to one-on-one. The Thane easily disposed of him, but outnumbered, seeing the standard, he chose to flee. 

We elected to play to last man standing.

ELF TURN 7
The Glade Guard managed to hit the cannoneers, killing 2, the other fleeing off the table. Meanwhile, the rest of the army chose to see if the Thane would come fight again.

DWARF TURN 7
The Thane did recover but could do nothing constructive.

ELF TURN 8
The general charged. He could not wound the Thane. The Thane killed his horse to dismount him.

DWARF TURN 8
This time, the general slew the Thane. Only Wood Elves remained.


POST-MORTEM
This one came down to a few small details; initial set-up meant a great deal; I was able to employ virtually all of my forces except the Dryads from the first turn while minimizing the damage his cannons could do. Conversely, it took him several turns to get the bulk of his army into position to do much damage.

Successfully getting "Hidden Paths" gave my Scouts on the Ziggurat a protected first turn. Their shooting was effective, which negated a large part of the effectiveness of his Thunderers. 

Meanwhile, the Dwarf units were separated far enough that I was able to take them on a little at a time, hitting them with massed fire. Their shooting was divided too much so while they did a lot of damage, it was too separated to cause me to take break tests. With the number of tests I forced them to take, some were bound to fail...and a lot of them did. I only had to take maybe three tests in the entire game.

All in all, a fun, entertaining battle. A few lessons learned;

1) Always have plenty of tape measures available

2) Always have a hard copy of the rulebook on hand

3) Reference sheets RULE!

Monday, January 12, 2009

Random Thoughts on Goblins versus Dark Elves

My philosophy in adding Kevin to the Goblin army was the huge number of figures to move would be easier with multiple players. Unfortunately, as Ken pointed out, there were a few issues; 

1) they were unfamiliar with the rules

2) there should have been one overall general

3) they don't really have a grasp of proper troop usage.

I did not really design any of the armies with a specific strategy, I just  put out the available models and put together whatever units there were. With that said, here is a look at the opening set-ups.

This battle has more or less been  decided already and it was decided by the set-up. Kenneth, playing the Dark Elves, has an army built around...well, I would explain it this way.

"If it moves, it is probably dangerous. Shoot it a lot. If it doesn't move, it is probably dangerous. Shoot it a lot. If you already shot it and can still see it, shoot it. A lot."

And he set up for that. He has Crossbowmen surrounding Repeater Bolt Throwers set up to control the center of the table. To protect his flanks he has fast-moving troops and backing up his crossbowmen he has good close combat troops. 

In other words, he will get plenty of shooting in as they come across the field, then attack weakened units that manage to get through.

The 25 man skink unit (the orange ones) meanwhile, instead of providing a screen to absorb that shooting while the hand-to-hand Goblin troops move forward is located on the extreme edge of the field in a compact unit. They should be the front line and skirmishing, covering about 30" of frontage to keep those Repeater Crossbows and Repeater bolt throwers from chewing up key units.

I like the archers being the full 20 across, but they should be A) in skirmish formation, B) behind the skinks, and C) have the hand-to-hand units behind them. This would give a second layer of protection. That would provide a minimum of 2 turns of marching towards the Elves without getting shot at for the Hand to Hand troops...possibly even 3 or 4 turns if a couple break tests are passes.

The Goblin army really should be concentrated rather than spread out over maximum distance. Also, I really don't like marching up the middle when that is where the Dark Elves set up their firepower. 

In short, great set-up for the Dark Elves, poor set-up for the Goblins means the Elves will do lots of shooting at selected targets and run lots of Goblins off the table before the Goblins can lock them up in close combat.


It did not help that the Spider Riders failed 2 Animosity tests in three turns. The Dark Elves shot the Goblin archers up pretty badly. The center of the field was theirs. At this point, the Goblin/Lizardman army should ignore the center and swing wide, trying to roll up the flanks.



Well set-up by the Dark Elves and a great field for their shooting-reliant army. 

But we do need to make sure the other players know what the options are for their army. Good learning experience for all of us I think.

Saturday, January 10, 2009

Rules for firing at war machines

We were doing the rules for firing at war machine slightly incorrectly.

Firing at a war machine is done normally. After the number of hits are determined, a die is rolled for each hit to determine what each shot hits. On a 1-4, the War Machine is hit, on a 5-6 the crew is hit.

If the crew is hit and there are special crew attached to the War Machine, roll a d6 to determine who is hit. 1-2 hits crewman a, 2-4 hits crewman b, 5-6 hits a character.

After the hits are distributed, roll to wound normally.

Friday, January 2, 2009

Campaign Rules First Draft

The goal is to control 18+ supply centers from the Diplomacy game map. The beginning locations will be London, Berlin, Paris, Moscow, Rome, or Constantinople. They will be chosen by random roll; highest roller chooses first, second chooses second, etc.

That location will be the player's capitol. It generates 1500 points of troops. However, 1000 of them must remain in the capitol. In addition, the Capitol has a castle which can be used whenever the Capitol is attacked. 

Once your Capitol is chosen, roll three times on the Territory Chart for extras it produces. One roll may be re-rolled if desired.

All other Supply Center spaces on the map generate 1000 points of troops. To control a supply centers, 500 points of troops must stay in that location.

All non-Supply Center spaces generate 500 points of troops. To control a non-supply center requires 200 points of troops.

Armies can move one space per turn. If it is just a replacement Cavalry Unit, it can move 2 spaces per turn. Enemy Armies moving into the same space or past each other will end up fighting a battle.

The battle will be fought using whatever points value of army is moving into the space. As a result, the battles will not always be between even points values of armies. 

On the day of the battle, roll d8

1) Pitched Battle
   Length:6 turns, normal battle.

2) Secret Dispositions
    Length:6 turns. Special:Set-up is first done on map without seeing where enemy has set up.
    Map is made of battlefield. If neither army has scouts, they get map only of their deployment zone. f armies have scouts, they  get map of entire field. Dispositions are placed on the map and then revealed simultaneously. Then battle is fought as normal.

3) Meeting Engagement
   Length:Varies. Once last unit has entered battlefield, 6 turns.
    Prior to the game, each player lists the units in their army in marching order, units at the top being in front of the column and units at the bottom of the list being the back of the column. War machines, chariots, steam tanks, etc. cannot be first on the list. All characters are listed as one entry. Scouts must be placed first.

Units enter the field in from the edge of their deployment zone in the order listed on the card. They can make a march move on the first turn. The deployment zone is 24" wide.

Once the last unit enters the field, the game lasts 6 turns from that point.

4) Surprise Attack
    Length:6 turns
    Standard deployment with following exceptions; Scouts cannot use their special rule. Second, first army to complete deployment gets a free move; every time opponent places a unit after the first army completes deploying their units, the first army may move a deployed unit 4" further onto battlefield. Units that normally move less than 3" may also move 4" but units who typically move further are limited to 4". This movement can be repeated with either the same or other units each time the opponent makes a deployment after the first player has completed set-up.

5) Flank Attack
 Length:6 Turns
  Scenery: No scenery placed within 12" of short sides of table edge except a river may run off the table edge. 
 Deployment: One army is deployed as normal. The other army is divided into three approximately even forces. One is deployed as normal. Flanking units are placed on flanking zones on turn 3, up to 4" onto table edge. 

If one army is moving and the other one isn't, the stationary army is considered to be the flanking army. If both armies are moving and one has Scouts but the other doesn't, the army with Scouts is considered the Flanking army. In all other cases, both players roll a die. High roll chooses whether to Flank or not.

6) Break Through
   Length:6 turns
  Setup: Defender sets up entire army first. Army attempting to break through sets up second. Special deployment troops can deploy as normal once all other deployments have taken place. 

If the army attempting to break through wins outright if he gets 3 units of 5+ models off board through opponent's deployment zone unbroken. If that doesn't happen, standard victory conditions apply.

7) Treasure Hunt
 Length:6 Turns
 To determine who reaches the treasure first, secretly record a number between 2 and 11. The player who writes the higher speed automatically reaches the treasure first and captures it. If they reach it at the same time (both write the same number), roll a dice to see who reaches it first.

Roll 2d6 for each unit. If the score is greater than the march speed, the unit arrives safely. If it is equal to or less than the march speed, they got lost and cannot participate in the battle. Once stragglers have been determined, check difference in march speeds.

0 - 1: Deploy as for Meeting Engagement. Army that did not get the Treasure takes the first turn.
2 - 3: Deploy as for Pitched battle with army with treasure taking first deployment turn and army without the treasure taking the first turn.
4+ Army with treasure thought they were shook off slower army and is marching on with the treasure.  Army with treasure deploys entire army in column, then opponent deploys to ambush them and takes the first turn.

Special Treasure Rules: General carries the treasure (Use the Doom Wagon to illustrate the treasure). It always moves with the General. He can charge only at his normal move rate, no marching or flying allowed. 
Normal victory points except no points for occupied table quarters; side which ends game in possession of the Treasure has victory points multiplied by 2.

Note: This territory subsequently adds the "Treasure Hoard" result in addition to its normal Characteristics.

8) Ambush
 Length:6 Turns
Scenery: As normal except a 12" clear path extends on right side of the defenders' side of the field. 

Deployment: Ambushed army is deployed along the clear path, up to 12"  from all three edges. He deploys his entire army first. Units must be columns no more than 3 models wide unless this would not allow them to legally deploy in which case they can add 1 model.  They are heading left to right across the board (or vice versa). 
Once the ambushed player has finished deploying the ambusher sets up no closer than 18" to defender's set-up area and no closer to 12" from edges. No special deployments for either side.

Victory per points as normal except no points for controlling table quarters.

After the battle, Roll d6 for each casualty. On 1-3, they were actually killed. Replacements must be built from the original location they were generated. On a 4-6, the models were simply wounded and recover in time for the next game turn.

Units which capture an enemy standard become elite. 1 time per game they may re-roll all their to-hit dice. If they gain a second elite status, they can do this twice per game and so forth to a maximum of 3 times per game. If the unit is ever broken or reduced to less than half strength, they lose all bonuses.

Characters who are with a unit that captures a standard or who kill enemy standard bearer in hand-to-hand combat or who kill an equal or greater character in hand to hand combat roll d6 and gain the noted ability:

1) Elite once per game may re-roll all to hit dice
2) Leader: Add +1 to any Leadership test once per game, must be declared before rolling the dice.
3) Attack: Once per game may add 1 attack to profile, must be declared before dice are rolled.
4) Strength: As above, except strength.
5) Toughness: As above, except Toughness.
6) Choose any of the above

Generals who win the game  and survive roll d6 and gain the following benefit for the ensuing battle.

1) Beloved Commander: Units within 12" add +1 to Combat Results until a combat within 12" is lost.
2) Leadership: Re-roll any one Leadership Test
3) Mad Dog General: General adds +1 to his to-hit rolls until he is wounded or flees.
4) Inspiring Standard: roll d6. Army Standard adds this to their standard range for duration of battle.
5) Famous General: One time per game, a leadership test within 12" is automatically passed.
6) Victorious troops: Once per battle add +1 to combat result, must be declared prior to combat.


SPECIAL
Any time one or more armies move into a formerly unoccupied territory, they will also encounter a random army. This army is determined randomly and who plays it is determined randomly.

Size: 1-2 = 500 point army
         3-4 = 1000 point army
         5-6 = 1500 point army

Example: Drew's Wood Elves move into a formerly unoccupied territory. Kenneth rolls d6; he scores a 4 so Drew will face a 1000 point army. Kenneth, Rick, Phillip and Josh then roll d6. Josh scores highest so he will play the army. He then rolls d6, eliminating the goblins since that is who he normally plays.
1-2 he will play Dark Elves (Kenneth's normal army)
3-4 He will play Dwarfs (Rick's Normal Army)
5-6 He will Play Bretonnians (Phillip's normal army)

If two or more players move into the territory, roll as above, removing the additional armies. In that case, the extra army arrives on a random field edge: On turn 1 they arrive on a roll of 5+. On turn 2 they arrive on 4+. Turn 3 they arrive on 3+ Turn 4 they arrive on 3+ and turn 5 they arrive automatically. They may march, declare charges, or move normally. 

If the extra army wins the battle, they are considered to have defended the territory and all invaders must retreat. Otherwise, the surviving extra army fades away and is not a factor again.


STARTING ARMIES
Starting armies have the following limitations:
Only characters allowed are one General and 1 level one Wizard.
Only 1 War Machine
Total of 50 points of Magic Items

ALLIANCES
Alliances are allowed and even encouraged. To suggest an alliance, an army must fore go its move to propose the alliance and the army being proposed to can be no further than two spaces away. The answer will come the following turn. Players who skip an army turn may still defend as normal.