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Scenario 12: The Horde Approaches

This scenarios can only be used if a warband is allowed to play them through achievements in their objective or other explicit circumstances that arise in the campaign.

One of the Chieftains has gathered his tribe’s warriors to lay siege to the border town where one of the fabled Chaos artefacts has reportedly been concealed. On their march to the town they come across one of the Cathayan’s fortified outposts, the Crimson Tower. From this decadent watchtower disciplined soldiers complete their protectorate duties. Enacting daily drills in preparation for a woeful time when they must defend their lives and warn the town militia of a threatening encroachment.

Terrain

Place a building roughly 10” x 10” in the middle of the board. This represents the Crimson Tower. Then each player takes it in turn to place a piece of terrain. We suggest that the terrain is set up within an area roughly 4’ x 4’.

Warbands

The warband which chose to play this scenario is the attacking warband. The defending warband is placed inside the tower. Determine a random table edge where the message can be sent to the border town militia. Then the attacker may place his models anywhere on the board but at least 15” away from the tower.

The defender in this scenario is always the Battle Monks of Cathay or another warband which has chosen the Celestial Protectorate objective. If there are no warbands with this objective then randomly select another warband as the defender.

Starting the Game

The attacking player takes the first turn.

Special Rules

The soldiers of the watchtower send a mounted messenger off to the border town to inform the town militia. Place the messenger next to the tower. He is controlled by the defending player.

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Warhorse830331317

Weapons/Armour: Sword, light armour and shield. The messenger rides a warhorse and wears a lucky charm.

Ending the Game

If the messenger is taken out of action before he can escape, the attacker wins the game. The defending warband wins the game by moving the messenger off of the table edge designated before the battle.

In addition, the first warband to fail its Rout test loses the game.

Experience

  • +1 Survives: If a Hero or a Henchman group survives the battle they gain +1 Experience.
  • +1 Winning Leader: The leader of a winning warband gains +1 Experience.
  • +1 Per Enemy Out of Action: Any Hero earns +1 Experience for each enemy he puts out of action.
  • +1 Shooting the Messenger: Any Hero earns an additional +1 Experience if he puts the messenger out of action.

Campaign Progress Points

  • +1 Tower raided: The attacking player gets +1 campaign point, if the defender routs or the messenger is taken out of action.
  • +D3 Border town alerted: The defending player gets +D3 campaign points, if he manages to bring the messenger safely off the table.

On to the Border Town!

A player with the Scion of Chaos objective automatically plays the “Siege!” special scenario as their next battle if he won this scenario. Otherwise, he may now choose when to play the siege.

If a player with the Scion of Chaos objective won this special scenario he leads his horde against the border town while they are still unprepared. All players with the Celestial Protectorate objective subtract –1 Raging Peasant for every four campaign points the Scion of Chaos has from the number of peasants granted though the Divine Retribution achievement.