Don't think too much about your orders ...a Harper may hear what you're thinking. |
Only the foolish march against the Morueme!
Still, the foolhardy push toward our centers of command. If you value your lives, you will halt them here! The war grinds their pathetic armies to dust, so keep these Strongholds defended and functioning in order to avoid...disciplinary action.
Soon the Northern alliance will break, and our armies will overrun the fertile lands they cling to. A tyranny of dragons will hold sway over the north! Succeed in holding off their feckless attacks, and you shall be richly rewarded. Fail and...well, you would do well to not consider the alternative.
Tier 3 - Strongholds of Evil
A Zhentarim operation in the mountains, these caverns provide a convenient barracks to house many soldiers near the base of the Morueme's power.
- Scenario 1 - Forward Patrol
- D&D Attack Wing, 150 Legion Points
- Setup: Divide the board into four quarters. The Good player decides which corner he wants to deploy from. Players may deploy up to range 1 on either edge of the table in their corner. Each player chooses 1 unit to deploy on the board at the start of the game. At the end of each round after the first, each player may place a new model / unit touching one of their board edges that will act as normal the next round.
- Objectives: Destroy the enemy's Legion.
- Resolution: When either player's last miniature is destroyed the game is over. For each remaining model / unit in the Good player's Legion, the Good Player gets an Momentum Token in Scenario 3. The Good player must secure at least 2 Momentum tokens in order to win, as well as wiping out the enemy Legion.
- Scenario 2 - Blood in the Wood
- D&D Miniatures, 120 Point Skirmish
- Stragglers
- Scenario 3 - Hold the Line!
- D&D Attack Wing, 200 Legion Points
- Setup: Place one Objective Token in the center of the board, and another at Range 1 from the Evil player's board edge. The Evil player may deploy half his units up to Range 3, while the rest of his units and the Good player may only deploy up to Range 1. The Good player will have a number of Momentum Tokens allocated from Scenario 1.
- Objectives: The Evil force must be routed so the Good Legions may secure the area and push them back. To do this, players earn victory points for each model / unit within Range 2 of the Objectives at the end of the game.
- Resolution: Each player receives 1 Victory Point at the end of the game for each model / unit contesting the Objective closest to their board edge and 2 Victory Points for each model / unit contesting the Objective closest to their opponent's board edge.
- Momentum Tokens: The Good player will have Momentum Tokens granted from Scenario 1.
- A Momentum Token can be spent immediately after a model moves to move an additional [1] Maneuver. This is a continuance of the model's normal movement.
- Scenario 4 - Estuary Cavern
- D&D Miniatures, 150 Point Skirmish
- Shattered Ruins
When this base is cleared, the following boons are granted in the next scenarios:
- D&D Attack Wing - Each model / unit the Good player deployed on the board at the start of the game can make a [1] or [2] Maneuver before the first turn.
- D&D Miniatures - The Good Player receives 3 Onslaught Tokens at the beginning of the game. An Onslaught Token can be used during a models' activation to generate a normal attack in addition to any other actions taken by that model. Only one Onslaught Token can be used by any single model in a turn.
The Cult of the Dragon maintain a large command camp at the base of the mountain near one of the Morueme's lairs in the foothills.
- Scenario 1 - Interlopers!
- D&D Attack Wing, 150 Legion Points
- Setup: The Good Legion has been outmaneuvered. Place an Objective Token in the Center of the Board. The Good player must deploy his units within Range 2 of this marker. The Evil player deploys his army in two halves, up to Range 1 from two opposite board edges.
- Objectives: Destroy the Enemy Legion.
- Resolution: The battle is over when one side loses models / units equal to 150 Legion Points. For each unit within Range 1 of the Objective Token at the end of the game, the Good Player gains 1 Conviction Token in Scenario 3.
- Scenario 2 - The Dragon's Gate
- D&D Miniatures, 120 Point Skirmish
- Tide of Battle
- Scenario 3 - Fury in the Skies
- D&D Attack Wing, 200 Legion Points
- Setup: Only ground units can be deployed on the table at the beginning of the game, and each Legion must contain at least 1 ground unit. At the end of the 2nd turn and every turn thereafter, players can place 2 models / units from their Legion touching any board edge they like. Both of these units will move normally in the next turn. Players can't deploy again on the same edge in subsequent turns until all their units have deployed, and can't deploy on the same edge an opponent has units touching in this fashion.
- Objectives: Destroy enemy flying units. Ground units attacking flying units add 1 Attack Die.
- Resolution: A player loses the game when they lose all their units capable of flight.
- Conviction Tokens: The Good player will have Conviction Tokens granted from Scenario 1.
- A Conviction Token may be spent to re-roll any number of Attack Dice when Attacking. Only ONE Conviction Token can be spent in this manner per turn.
- Scenario 4 - The Dragon's Lair
- D&D Miniatures, 150 Point Skirmish
- Split Warbands
- The Evil player must include at least one Blue Dragon of any type in his warband.
When this base is cleared, the following boons are granted in the next scenarios:
- D&D Attack Wing - At the beginning of the next scenario, the Good Player can choose one type of upgrade category. For the next game, that category's upgrades cost half the listed price (rounded down) for the Good player's Legion.
- D&D Miniatures - Dragons have a 20% points cost reduction in the Good Player's Warband for the next scenario.
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