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So last weekend my local TO was organizing a tournament for Saturday and he always likes to write a couple of his own wacky scenarios. Last Wednesday we play
tested this scenario and thought that it was fine and this weekend we played it in a small local tournament with good success. So I thought I would share it with
you all and see what you think and see if there are any opinions on the mission. I especially wanted to post this after reading the third ard boyz scenario.
Glory of the Gods
Deployment
A terrain piece must be set up at the center of the table. Regardless of the piece used, it counts as The Well of Eternity.
Roll off to see which player picks the half of the table they will deploy in. Then begin placing units, using the alternating units' method. All units must be at least 12' away from the center line.
First Turn
Roll off after the deployment to see who receives the first turn. The player that finished placement first adds +1 to his roll.
Game Length
6 turns or until time is called.
Victory Conditions
Victory Points
Scenario Special Rules
The Well of Eternity; The Well of Eternity was made by a mad monk attempting to harness the power and blessings of the worlds' gods. It worked...for about five seconds before he and the well exploded.
The ruins of The Well still allow the brave and foolish to attempt to call the gods, but one never knows who will answer.
If a unit is sitting in contact with The Well at the beginning of its players turn, he can roll a D6 to bless the unit. Only one blessing can be given out per player turn and a unit can only be blessed once per game.
A character joined to a unit that becomes blessed receives the same blessing. The forces of order have their own chart as do the forces of destruction. neutral armies (Ogres and Tomb Kings) can choose which chart to roll on each time a blessing sought.
Forces of Order
1- THE CHAOS GODS answer your plea for help by granting the nearest enemy unit champion +1 to all stats and 3+armor save if he doesn't already have a better save.
2- Your Prayers go unanswered.
3- GRIMNIR fills the unit with his fearless nature; the unit becomes Stubborn. If the unit is already Stubborn it gains +1 Leadership.
4- ASURYAN grants the unit unmatched speed; the unit gains the Always Strike First Rule. If the unit is already ASF the gain +1 Initiative.
5- THE OLD ONES fill the unit with wisdom. The unit becomes a level 1 caster with a randomly chosen spell from one of the 8 lore.
6- SIGMAR grants you the power to face down any foe. The unit becomes Unbreakable. If the unit is already unbreakable it gains hatred.
Forces of Destruction
1- SIGMAR banishes you from The Well. Roll a scatter die and 4D6. The unit moves in the indicated direction (even if a hit is rolled) ignoring all units and terrain features.
The unit maintains its original facing, takes D6 S-4 hits as if from a magic missile and cannot take any action during this movement phase.
2- Your Prayers go unanswered.
3- THE GREAT HORNED RAT makes D6 S-5 attacks against your unit as if from a magic missile. The survivors flee madly for their lives mowing down all in the way of their safety.
Pivot the unit in any direction and move them 3D6" charging any enemy unit they come in contact with.
4- NAGASH grants the unit his "blessing" of undeath. The unit gains the undead special rule. The unit now causes fear (or terror if it already caused fear) and is unbreakable.
However the unit cannot march and if it loses a combat it will suffer a casualty for every point it lost by. Units who are already undead who receive this blessing will cease to take crumble damage due to combat resolution.
5- KHAINE fuels you with his lust for murder. The unit gains Hatred, Devastating Charge, and Frenzy that can't be lost.
However Khaine demands a sacrifice; the unit suffers 1D6 wounds as from a magic missiles with no armor saves allowed and every turn the unit is not in combat with the enemy each model will levy a single attack against the rest of the unit.
6- THE CHAOS GODS grant you their might. The unit is gains a +1 to any Ward save it has and becomes Stubborn..but becomes subject to Stupidity even if it is normally immune.
If the unit has no ward save it gains 6+ward.
Bonus Points
Your general is still alive: +1
Seek no blessings from The Well: +2
Destroy your opponents highest point unit: +1
And there it is. The point behind the blessings was to just add and interesting element to the game. You may notice that the majority of the destruction blessings are stronger than those of order,
but the idea was the the destruction ones also come with a negative effect to them. And while most people didn't think that the great horned rat one was very good,
it changed a game by itself when a unit of chaos chosen managed to turn right around and charge a unit of Pegasus knights that managed to fly behind the enemy game.
This game was also done in the third round of the tournament so we found that the blessing were a real debate by some people to take because of the bonus points. Anyway opinions please.
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