Last Updated 12 Dec, 2001
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Winter League Rules
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2001 Winter Chronopia League
Last Stand Scenario
    
Situation
Two large armies have clashed and fought a long and bloody battle.  The battle lasted long into the day with neither side gaining the upper hand.  Finally, one side began to lose ground.  This appeared to be the beginning of the end as shortly thereafter the hard press army�s frontlines broke allowing the bloodthirsty enemy to pour into their midst.  The battle degenerated into countless small battles as the victors mercilessly sought out all survivors in an effort to exterminated them. 

Then darkness fell and the sounds of battle faded with the setting sun.  The victors where told by their commanders that night that the enemy had to sought out the next day and annihilated.   Seek them out no matter where hide.  Overturn every rock and beat every bush.

The vanquished army came together during the night in small pockets for mutual protection.  One such group found an abandoned watchtower in an area that looked defensible.  They decided that this looked as good a place as any to make their last stand.

    
Game board
Board is 4� x 4�

Center of the board will have a watchtower.  Defender may place walls and/or ruins as desired (may not unreasonably impede movement) within an ten-inch circle centered in the center of the board.  The purpose of this terrain is to give the defender whatever cover he wants.  The terrain around the tower is not to provide a �bunker� that the enemy must crack in order to enter, and the tower itself must have at least one open doorway for normal size models to enter through.  The remainder of the board is populated with terrain as normal, but no Jungle, Forest, or mountain terrain may be within 14� of the center of the board unless the both players approve it.

   
Sample Board layout:


    
Forces
Attacker may have an army that does not exceed 1500 points.  Defender�s forces may not be valued over 800 points.
    
Deployment
Defender deploys all troops first.  Deployment zone is a ten-inch circle centered in the center of the board.  Attacker does not deploy at start of game.  Attacker automatically gets initiative on the first turn.

The Attacker brings on troops from any or all of the table edges.  When activated, the attacker moves the activated unit starting from any point on the table�s edge.  This means that the first action of every model in the attackers army coming onto the board must be a move.  Attacker may not choose to hold units in reserve to come on in a later turn unless a special ability allows him to do so.

    
Special Rules
     � There may not be any summoned troops in this scenario.
     � Pre-game spells may not be used in this scenario.
     � Defender may have up to four �bys� each turn.  This means that instead of activating a unit,
       the player may use one of his �bys�.  �Bys� are not required to be used.
     � When the Attacker wins the initiative, attacker must activate one of his own units.  He does
       not get the option of forcing a defender unit to activate as in normal rules.
     � Size one and size two models may not enter the tower (though they may be on the outside
       and on top of it).

     Victory Conditions

Game stops at the end of turn 6.

Attackers Points:
In addition to kills, if at the end of the game the attacker has a living unpanicked foot model (one that is not a flyer or mounted) in or on the watchtower, then the attacker gains 2 point.  If the attacker has more points of living unpanicked models in the tower than the defender, then the attacker gains an additional 2 points.  If all defending models have been killed, then attacker gets 2 additional points.

Attacker point Summary:
Model in or on tower 2 points
Outnumber Enemy in tower 2 points
Enemy wiped out 2 points
Kills 0-3 points

Defender�s Points:
In addition to kills, if at the end of the game the attacker has no living unpanicked foot models (one that is not a flyer or mounted) in or on the watchtower, then the defender gains 1 point.  If the Defender has more points of living unpanicked models in the defenders deployment zone than the attacker, then the defender gains an additional 2 points. 

Defender point Summary:
No attackers in or on tower 1 point
Outnumber Enemy in Deployment zone  2 points
Kills 0-6 points
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