RED ELF

SCENARIO TWO
The Fens

Led by a Truthsayer/Dark Emissary, a small attacking army is trying to break through an enemy force and make its way inland.

ARMIES

Both armies are chosen using the Warhammer army lists. The Defender has twice as many points as the Attacker. Eg, 1,500 points of Attackers would face 3,000 points of Defenders.

BATTLEFIELD

Use the Albion Terrain generator. The table should have at least a piece of terrain for each 2' x 2' section.

DEPLOYMENT

Both players roll a dice. The one that rolled the highest can choose on which side he will play. The Defender sets up his army anywhere within 12" of his table edge. His scouting units must be deployed now, anywhere on the table, providing that they are in cover and within 10" of the opponent's table edge. The Attacker does not deploy any of his troops.

WHO GOES FIRST?

The Attacker goes first. His forces move in from his own table edge in the same way as troops that have pursued the opponent off the table in a previous turn. Any troops in the Attacker's army that have special deployment rules (such as Scouts, Dwarf Miners, etc) cannot use them in this scenario.

LENGTH OF GAME

The game ends at the end of the player's turn in which there are no Attacker's units left on the table.

VICTORY CONDITIONS

The player that scores the most Victory points is the winner.

SPECIAL RULES

Victory Points: In this scenario Victory points are assigned for each model separately. Each model is worth a number of Victory points equal to its points cost.

The Defender scores Victory points for each Attacker's model that is killed or who has fled off the table from the Attacker's table edge or from one of the short table edges. Monsters/chariots and characters riding them are considered separate models for this purpose.

The Attacker scores Victory points for each Defender's model killed, that has fled off the table or that is fleeing when the game ends. In addition, he scores Victory points for each of his own models that leaves the table from the Defender's table edge (even fleeing). Attacking units can voluntarily leave the table from the Defender's table edge by moving at least one model off the Defender's table edge. Once they leave the table from the Defender's table edge, Attacking units cannot return for the rest of the game.