RED ELF

SCENARIO SIX
The Plains of Battles

The final battle! Led by Truthsayers and Dark Emissaries, the armies have finally come to the mythical Plain of Battles. Here, under the constant storm flaying this miserable place, hosts clash in their final confrontation. Steel rings against steel as warriors struggle desperately in the mud, their blood tainting it dark red. Here fate and valour will decide who lives and conquers, and who dies.

BATTLE!

This scenario is a 'Pitched Battle' and follows all the rules on page 199-200 of the Warhammer rulebook, with the following exceptions:

OBJECTIVES

The only objective in this game is to wipe out the enemy altogether. No retreat! No mercy! The last man standing is the winner.

ARMIES

Armies of equal size are chosen using the Warhammer army lists to an agreed points value. You must include a Truthsayer and a Dark Emissary. You may want to agree with your opponent to include more than one Truthsayer/Dark Emissary per side, but be careful as this will escalate the power of magic in the game.

BATTLEFIELD

The Plain of Battles is a featureless waste. Leave the tabletop completely empty.

DEPLOYMENT

As a normal Pitched Battle, except that Scouts and other units with special deployment rules cannot use them in this scenario.

GAME LENGTH

To the death!

SPECIAL RULES

Deluge! Number Seven on the Albion Weather Table applies for the entire game. Black clouds smother the sky as the rains batter the struggling armies. Streaks of lightning arc furiously across the skies as the gods themselves war in the heavens. Flying creatures cannot take off and must use their ground movement rate instead. All missile fire is at -2 to hit. Any war machine that does not use BS to hit may only shoot on a 6+ on 1D6. Roll each turn to see if it may shoot. In addition, all rally attempts are at -1. Treat fens as foetid swamps, and foetid swamps as morasses. Treat fast streams as rivers. On top of all this, at the start of each player's turn that a Thunderstorm is raging, one or more units will be struck by lightning. Each player rolls 1D6. The player that rolls the lowest nominates one of his own units to be struck by lightning. If the roll is a tie, both players nominate one of their own units. Each unit that is struck by lightning takes D6 Strength 5 hits. Have fun!

No retreat! In this scenario, units cannot leave the table. Fleeing units are stopped as soon as they reach the table edge and in their next rallying phase rally automatically, even if below 25% of their initial strength.

Pursuing units are stopped at the edge of the table as well. Note that this could lead to situations where a pursuer can reach and destroy a broken unit which has actually rolled more on its flee distance than the pursuers have rolled for their pursuit movement. This is quite alright and the fleeing unit is destroyed as normal.