Those who could fight gathered together what weapons they could: fishing spears, gaffs and bare fists, but the Elven invaders were too strong, too skilled in the arts of warfare and fear. If only the men from the nearby town could get here in time... |
Using a 24" x 24" space, set up a small coastal village. You will need 10 small fishing huts. Split the board into four 12" x 12" quarters. Place one building in the centre of the board and then take turns placing 3 buildings in each table quarter except for the southwest quarter of the table. Now take turns putting a single villager counter or model next to each hut.
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The Dark Elves are attempting to set up a perimeter, find villagers, kidnap as many as possible, and get out before local forces become too strong. The game ends when either all the Dark Elves have been slain or routed, or there are no more villagers left on the table.
| 7+ |
Villagers captured: Victory |
| 5-6 |
Villagers captured: Draw |
| 1-4 |
Villagers captured: Loss |
The defending player is trying to stop the evil Dark Elves from performing this dastardly act!
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The defending player places his first group of models within 2" of the centre building. This first group will be the one out of the three that cost the least amount of points.
The attackers set up anywhere in their deployment zone. (See map)
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The Dark Elves move swiftly and take the first turn.

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This scenario uses the special rules detailed below:
Defender Reinforcements
As time passes, more and more defenders will come to fend off the attack. On
Turn 4 the defender may bring in his Group Two models. Then on Turn 7, Group
Three appears. All reinforcements move in from the northeastern corner edge
of the table.
Capturing Villagers
To kidnap a villager, an unengaged attacking model simply has to move over a
villager counter during their Movement phase. That's it! This does not further
effect the Dark Elf's movement in any way. (They are really good at this kind
of thing!) You may only carry one villager at a time.
If a Dark Elf is forced to fight in close combat while in possession of a villager, all of his attacks are at -1 to hit. If the Dark Elf is wounded for whatever reason, the villager will Break Free.
Breaking Free
When a villager Breaks Free, they will run for safety! At the start of each
defending player's turn move each villager 2D6 inches toward the north or east
table edge, whichever is closest. Please note that you do not roll to move villagers
that have yet to be kidnapped from their building! The counters next to the
buildings are merely there to keep track of which house has been raided so far.
Only roll to move villagers that have Broken Free!
Taking Villagers back to the Boat
Once a Dark Elf with a villager moves off any table edge within the Dark Elf
deployment zone, the villager is gone. However the Dark Elf can return for more
at the start of the player's next turn!
Rout Tests
The Dark Elves are determined to get the job done so don't begin taking Rout
tests until they are at 50% of their starting numbers. The defenders however,
can ignore the Rout test completely!
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There are a number of different armies that this scenario would be particularly
fitting for:
Orcs and Goblins raiding a Dwarf or Elven outpost.
A Chaos warband attacking an Empire village.
Skaven infiltrate a Bretonnian town for unthinkable purposes.
An civil war where both players use Empire, Skaven or Chaos forces!
To
fit this scenario into a larger battle, try having the outcome affect the points
used in the next game.
If the Raiders are successful, have the defenders lose 50 points of their main force as they have been stationed back home to keep further attacks from happening!
If the Raiders are thwarted, they will be down 50 points, and must set up first during the big battle. News of their arrival has alerted the defenders and they are quite ready for them!
This scenario also works as a great set up for the scenario Slave Train.


