Their celebration was quickly snuffed out when a hulking creature exploded from the shelter of the forest carrying a mighty log bridge on its broad back! The Elves hadn't considered the possibility of facing down a Minotaur... |
Using a space of about 36" x 30", arrange a river across the width of the space. In the centre of the river is a ford about 6" wide. On the northern table edge, there are four evenly spaced forests. On the southern table edge, there are two hills. See the map below for details.
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The side with the most Victory Points at the end of the game wins.
The Attackers are trying to get across the table. They may do this by risking the dangerous ford or by building crude wooden bridges or a combination of both. They gain the Victory Points cost of each model which makes it off the southern edge.
The Defenders are trying to prevent the Attackers from crossing the river. They get 10 points for surviving each turn as they delay the Attackers. These points continue to stack up as long as there is a surviving Defender on the table.
The game ends when all of the Attackers have left the board, or the last Defender is slain.
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The Attackers start on the northern table edge.
The Defenders start anywhere on the southern side of the river. No troops may be set up within 12" of the river.
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The Attackers get the first turn.
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This scenario uses the special rules detailed below:
Crossing the Ford
Half move going across the river and for every model crossing at the ford
roll a D6. On a roll of a 4+, the model has sucscessfully negotiated the ford.
On a roll of 1-3, the model has slipped and fallen and is either drowned or
washed far downstream and is considered lost for this game.
Making
Bridges
To cross the river the Attacker can choose to make some hastily improvised
bridges. These basically involve hacking down a tree to bridge the river or
to hack down many trees and lash them together with vines. Whichever type of
bridge is selected, one model must be in base-to-base with a wooded area, and
any other models grouped together helping must be within 1" of each other.
This represents all the hacking, hauling and lashing!
A model may move up to half its normal move rate and still help make bridges (no marching or charging). Log bridges are completed in the last phase (after Close Combat). For example, on Turn 1 the Attacker moves a model next to the woods to begin. After the Close Combat phase a die is put next to the models making the bridge to denote Turn 1. Simply move it to the number 2 next turn (if they are not disturbed by missile fire or counter-attacks). Once a bridge is under construction none of the workers may move and still count as labour for that turn.
Single Log Bridge
Takes 1 model three turns. Helper models reduce the number of turns by 1
(although it always takes at least one turn). For example, three models together
may make a single log bridge in one turn.
Multi-Log Bridges
Takes one model six turns. Helper models reduce the number of turns by 1 (although
it always takes at least one turn). So four models working together may make
a multi-log bridge in three turns.
NOTE: The turn you start working on the bridge counts, so six models (none moving over their base movement rate) that start making a multi-log bridge in Turn 1 will finish the construction at the end of the first turn!
Carrying Bridges
If you think trees aren't heavy, we dare you to go carry a mid-sized one right
now! The rules for lugging these logs are as follows:
Single Log
Requires a minimum of two models to carry. While carrying the log, the models
move at half rate. Models carrying the log gain 1" of movement for every
helper beyond the minimum, up to the maximum march rate of the slowest model.
Multi-Log Bridges
Requires a minimum of four models to carry. While carrying the log, the models
move at half rate. Models carrying the log gain 1" of movement for every
two helpers beyond the minimum (a single extra helper just wont help enough),
up to the maximum march rate of the slowest model.
NOTE: When carrying a bridge, a monstrous creature (Minotaur, Troll, Ogre, etc.) counts as two models.
Throwing
the Bridge Across the Gap
This expends no extra movement but the player must roll a D6 once the models
carrying a bridge has reached the rivers edge. On a roll of 2-6 the player
may place the log across both banks and move models across. On a roll of 1,
however, the bridge is heaved awkwardly and smashes end-first into the opposite
bank of the river. The result is that it may not be crossed, having been reduced
to splinters or even worse - sitting entirely on the wrong side!
Crossing Bridges
Once the gap has been successfully bridged, any remaining movement may be spent
crossing the bridge. While Multi-Log Bridges are no challenge to cross, the
Single Log variety is a bit more difficult to traverse. Each model that moves
onto, all the way across or completes movement off of a Single Log bridge must
roll a die. On a roll of one, the model has lost its footing and fallen to the
water below and is lost for the game.
Monstrous creatures, cavalry, or anything with a base larger than 25mm square may only cross using a Multi-Log Bridge.
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While this scenario is acceptable for any Warhammer army, here are some great match-ups:
Beastmen attempting to invade further into the island home of the High
Elves.
A small incursion of Chaos Warriors and Marauders heading southwards
to pillage the Empire!
Dwarfs defending their territory against encroaching Undead hordes of
a nearby Vampire Count.
Special note on war machines
Some armies are not regularly allowed war machines in their army lists. For
this scenario any army NOT regularly allowed devices of mass destruction may
either choose a single catapult (100 pts), or up two bolt throwers (75 pts each).
Full rules for these war machines can be found in the Warhammer Rulebook on
pages 120-125. Each machine is crewed by three regularly equipped troops of
that particular army (for example, Skeletons for Undead, Glade Guard for Wood
Elves, etc.).
The nature of this scenario fits perfectly into a larger campaign. Either slipping across a river to launch lightning raids or to start a full-scale invasion. Here are some ways the skirmish can affect a larger battle:
If the Defenders win by less than 30 points, the only result is that in the larger battle the Attackers must set up first and go second. If the Defenders win by more than 30 points the same applies, but also every unit in the Attackers army must roll. On a 1 or 2, the Attacker cannot turn up on the battlefield until Turn 2.
If the Attackers win by less than 30 points, the only result is that in the larger battle the Defender must set up first and the Attackers get the first turn. If the Attackers win by more than 30 points the same applies, but also the Attackers may choose two units that may be brought into the battle on Turn 2 on either flank, or on Turn 4 in the rear of the Defender. It is the Attacker's option!
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Terrain
Project: You can find an article on how to make log bridges for this
scenario, here.
Warhammer Skirmish - Bridging The Gap: [Download PDF - 97 Kb]
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he
massive bolt found its mark in chest of another Beastman. The foul creature
fell into the swiftly flowing river with a horrible braying cry, its death
rattle cut short by deep water. The High Elves protecting the other bank
allowed themselves a quick smile before they reloaded their elegant bolt
thrower.