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This scenario requires an area 24" x 24". The terrain is open, with only a few trees, rocky outcroppings, and hills to block line of sight. Players should take turns placing these on the table, but NOT within 6" of each other.
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The pursuing forces must capture or slay as many of the fleeing troops as possible - the enemy must pay a high toll for their transgressions! The pursuers win if they destroy more than 50% of the fleeing forces.
The fleeing side must try to escape off the northern table edge with as many troops as possible. They win if 50% or more of their models make it off the northern table edge.
As the sun is rapidly setting, the pursuing forces have 8 turns to wipe out as many of the fleeing force as possible. After 8 turns, any fleeing models not engaged in combat but still on the board are considered to have made it off the battlefield, slinking away under the cover of darkness.

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The fleeing side sets up all their models first. Up to half the fleeing models may be placed within 3" of the centre of the table. This group may not include any cavalry models. The remainder of the force starts anywhere on the southern table edge.
The pursuing side sets up all their models last. Two models are deployed anywhere on the northern table edge. The remainder are deployed evenly along the other three edges. Models that start on the southern edge actually start just off the table edge and enter in the pursuers' first turn. They may march or charge on the first turn, if they are within range. No pursuing model may be deployed with 8" of a fleeing model.
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The fleeing troops get the first move.
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This scenario uses the special rules detailed below:
Rout Tests
Once the fleeing troops have lost a quarter (25%) of their number, they will
have to make a Rout test at the start of each turn. If that test is failed the
fleeing troops do not automatically lose - but instead move each model 2D6"
with the following conditions:
- If in combat - move 2D6" directly away, receiving one automatic hit from their opponent (as per breaking from combat under the All Alone heading).
- If not in combat, but within 2" of an enemy model (that is on its feet) move 2D6" directly away from the nearest enemy model.
- Otherwise move 2D6" towards the northern table edge, avoiding coming within 2" of any enemy model if at all possible.
Once routing, the fleeing force will follow the above rules for movement and may not charge into combat.
It is still important for the pursuing force to hunt or shoot down any of the fleeing force before they get off table and regroup. If the pursuing force loses a quarter (25%) of their number, they must make a Rout test as normal. Failure results in all the remaining fleeing forces escaping off the northern table edge.
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Here
are just a few ideas on how to use this scenario:
- A broken raiding party fleeing from pursuing Lizardmen
- A mercenary Dogs of War army fleeing from the losing side
This is a great scenario to plan after a large battle! The winning army becomes the pursuer, hunting down those cowardly enough to avoid a warrior's defeat. Both forces should be chosen from the models that managed to survive the large battle.


attle
has raged for days, and the seesaw action has seen the tides of war ebb
and flow. Something had to give, and finally a small break turned into
a gaping hole, and now a full-scale rout is ensuing. This scenario represents
the scene just after all discipline has broken down and units have broken
and scattered to the four winds while the victors give chase, hacking
down as many as they can.