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The Misty Mountains
PITTING THE FORCES OF GOOD AGAINST THE GOBLINS

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SCENARIO 2: PILLAGE!

As the forces of Evil attack, so the Men of Gondor rally to push back the Goblin tide.
As the forces of Evil attack, so the Men of Gondor rally to push back the Goblin tide.

A peaceful settlement has come under attack by one of Azghûr's raiding parties. The defenders must fight for their lives and their homes, as the Goblin raiders are seeking not only to steal their belongings, but also to raze their settlement to the ground. Can the desperate defenders hold the line and thwart the Goblins?

Starting Positions. The Good player deploys three buildings at least 12"/28cm from any board edge. He then deploys all the models in his force so that they are in base contact with any building. Once done, the Evil player splits his force into two numerically equal groups. He deploys one within 12"/28cm of the northern board edge, and the other within 12"/28cm of the southern board edge.

OBJECTIVES

Scenario MapThe Good force is attempting to defeat the Evil force and so save their homes. The game ends when all Evil models are slain or have left the board.

Major Good Victory/Evil Defeat
The game ends and no buildings have been destroyed.

Minor Good Victory/Evil Defeat
The game ends and one building has been destroyed.

Minor Evil Victory/Good Defeat
The game ends and two buildings have been destroyed.

Major Evil Victory/Good Defeat
The game ends and three buildings have been destroyed.

SPECIAL RULES

Burn it Down! Attackers may attempt to set fire to a building during the Fight phase, providing that they are in base contact and have performed no action other than moving that turn. The attacking player may roll a D6 for each of his models that are trying to set fire to a building. For every roll of a 5 or 6, the fire catches hold – indicate this with a suitable marker. At the start of each turn, before priority is rolled, add an additional marker to the building as the fire rages through its structure. If the winning roll for priority is lower than the number of Fire counters on a building, the structure collapses – replace it with a pile of rubble. Any models inside the building suffer a single Strength 10 hit (as well as any falling damage) and are knocked to the ground. Defending models may attempt to douse the flames on a building in the Fight phase, providing that they are in base contact and have performed no action other than moving that turn. The defending player may roll a D6 for each of his models that are trying to douse the flames. For each roll of a 6, they have been partially successful – remove a marker.

Loot. A Goblin may claim a single Loot counter by moving into base contact with a building – place a counter in base contact with the Goblin. A Goblin can also seize an unclaimed counter by moving into base contact with it during the Move phase. The counters are otherwise treated as light items, as described in the main rules manual. A counter is considered to have been stolen only when the Goblin carrying it moves off the board.

Next: Scenario 3 - Plunder!
Previous: Scenario 1 - Loot!

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