Round 2 battles:
Gather intelligence (The winner of the previous round is the Defender. The loser of the previous round is the Attacker) Defender: Your warlord needs to know more of what is happening before he commits major forces. A scouting force has been sent out to ascertain battlefield conditions and enemy strength. Unfortunately, the enemy has spotted your vanguard, and now you must rush forces into a battle you weren’t fully prepared for. Attacker: You are regrouping and reforming from the previous defeat, when your force spots an enemy feeling scouting for a foothold in your zone. You must crush them before they can assemble in force. Set up: Defender Divide your force into two separate forces of roughly equal size. The first is your scouting force, the second your reaction force. Your scout force deploys in a box whose boundaries are: 18” from your table edge, 12" from either side edge, and 18” from the opponents table edge. This deployment box MUST contain at least one piece of terrain for cover. You may infiltrate and/or scout. Your reaction force starts the game in reserve. However, you begin rolling for reserves on TURN 1, and these reserves show up on a 4+. You may pick ONE unit who receives +1 to its reserve rolls (thus showing up on turn 1 on a roll of 3+ on a d6, turn 2 on a 2+ etc.) Attacker: You receive the first turn and each of your units enters play from your table edge on turn one. Move them as if they started the game with their front base edge touching the outside edge of the table. You may use any deep strike or reserve rules, but may not scout or infiltrate. Special rules/Victory points There is no seize the initiative. Fog of War. During the first PLAYER’s turn, the exact location of the scouting force is unknown. For this reason, all troops can only “see” a total of 2d6+ their initiative in inches. When determining the psychic and or shooting phase, choose a unit, roll the dice, and then choose targets within the distance rolled. The second player is unaffected by this. No charges are allowed on turn one. No one may exit the table on turn one. Victory points: Defender: You receive 1 victory point for each unit in your scouting force alive at the end of the game. You receive 2 victory points for each unit in your scouting force alive and within 12” of your opponent’s table edge at the end of the game. You receive 1 VP for each unit from your relief force on the attacker's half of the table at the end of the game. Attacker: You receive one victory point for each unit in the enemy’s scout force destroyed. You receive an additional victory point if you destroyed one of the enemy’s scouting force units in CC (as this means prisoners and information) You receive 1 victory point for slaying the enemy warlord. You receive TWO victory points if there are no enemy units left on your half of the table at the end of the game. |