Fortnight 2: Wine and dash

The Bretonnian Prince tuned out the voice of his treasurer. He knew what the state of his finances were without listening to the numbers. The peasants in his domain of Pontenne were mostly drunk on cheap fire wine coming in from other 'Empire' influenced principalities. Not only were the peasants trading whatever they had for gutrot but they also worked the fields less. He thought it was a shrewd move to put a heavy tax on this wine, but yet the fire wine was still coming in under his nose.

Faustman crouched low. He had his men gathered behind him. He heard it through the grapevine that smuggling wine into the Bretonnian principality was lucrative but it did require investment. The mercenary captain was going to skip the investment and go straight to the payday by swiping the smuggler's goods. Since the area was occasionally combed, the barrels were not kept together. He turned to his men. They all looked him in the eye waiting on his word to go.


Scenario: Wine and dash

Overview

One warband is attempting to part another warband from a barrel or two of wine. The defending warband is nearby but have a couple of sentries watching their stashes.

Terrain

Setup in an area that is roughly 4' x 4'.

Set-up

The defending warband has 3 wine barrels. The defending player sets up 3 markers representing barrels of wine 12" or more from table edges and 12" or more from other barrels. The barrels must be at ground level and cannot be inside or on top another piece of terrain. The attacking player then sets up 3 intruder markers (represented by 30mm bases) on 3 different board edges representing  some portion of the attacking warband. The attacking player splits his warband into 3 groups marking them 1, 2 and 3. The groups can contain 0 to 10 warriors. The defender is aware of the size of the groups and what number represents them.

The defender then places 2 warriors from his warband with the lowest experience within 2" of any barrels (may be a different barrel) and the rest of his warband in reserve. If the lowest experience warband members are tied then the defender may choose from them.

Revealing Intruder markers

The intruder markers are marked 1, 2 or 3 on the underside. Only the attacker is aware of these numbers. If the marker moves into contact with a wine barrel, immediately reveal the number on the underside. If the defender moves a warrior within initiative distance of a marker, immediately reveal the number on the underside.

When an intruder marker number is revealed, place the corresponding group from the attacker's warband within 2" of the marker (this includes vertical distance). They maybe not be placed in contact with an enemy model. If revealed in the attackers turn then the models have no more movement but may shoot and cast spells in the rest of the turn. After the attacker replaces the marker with a group of warriors, the defender may place the same number of warriors of his choice from reserve onto any table edge. They may not move this turn but can shoot and cast spells.

If all the intruder markers have been revealed, the defender may deploy the remainder of warriors still in reserve on any table edge.

Moving Intruder markers

As long as the attacker has unrevealed intruder markers, he may roll 6 d6 at the start of his movement phase. Allocate exactly 2 dice from this pool to each unrevealed marker. This represents how far the intruder markers move. The intruder marker moves can ignore difficult terrain but follow rules as normal for impassable terrain. The markers pass any initiative check they are required to make. Markers cannot shoot or cast spells or be shot at.

Wine barrels

A wine barrel can be picked up by an attacking warrior. After picking it up, the warrior moves at half speed. If a friendly warrior is in base contact with the barrel carrier then they may move together at regular speed. Intruder markers revealing warriors may immediately pick up a barrel.

Starting the game

The attacker starts first.

Ending the game

The game ends if the attacking warband manages to move a barrel off the board or if a warband routs. The attackers win if they move a barrel off the board or rout the defenders. Otherwise the defenders win.

Experience

+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winning warband gains +1 Experience.

+1 per Barrel carried. If a Hero or Henchman is carries a barrel or is one of 2 models carrying a barrel then he gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

Rewards

The winning warband rolls a rewards of the Tavern (1 1 1) on the exploration table. This is separate from the natural roll they get on the exploration table which they get in addition to this reward.


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