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Empire In Flames Beastmen Scenario One: The Ambush

Ambushes by Beastmen warbands upon unwary travellers in the wilderness across the Old World are common. They strike without warning, leaping from the dense and twisted trees and brutally attacking those unfortunate enough to be treading the dark forgotten paths of the Empire.

Terrain

Each player takes it in turn to place a piece of terrain, either a wood, forest, swamp, rocky outcrop or other piece of similar terrain to create a dense patch of wilderness. There should be a clear area about 4” wide cutting through the middle of the board, from one board edge to the opposite side, to represent a road. The battle is fought in an area roughly 4’ by 4’.

Warbands

The non-Beastmen warband should be set up first. The warband is strung out along the road, unaware at first of the impending attack. The members of this warband is placed anywhere along the road. Each warband member must be placed at least 4” away from another warband member. Note that no model in this warband is allowed to use any special deployment rules (like Skaven Infiltration). After the defending warband has been completely set up, the ambushing Beastmen warband is set up. The Beastmen are allowed to be set up anywhere on the board that is out of sight of a defender, and at least 16” away from any enemy model.

Special Rules

The defending warband knows that to run into the forest will almost certainly spell their doom. To represent this, the defending warband does not need to take a Rout Test until 50% of their warband is Out of Action rather than 25%.

Starting the Game

Sometimes a Beastman warband strikes their prey fully unaware. Other times, the prey will become aware of an ambush just before it is launched. Roll a D6 to see who has the first turn, though the Beastmen player gets to add +1 to his dice roll (unless he has a minotaur in his warband!)

Ending the Game

The game ends when one warband fails its Rout test. The routers automatically lose.

Experience

-+1 Survives: If a Hero or Henchman group survives the battle they gain +1 Experience.
-+1 Winning Leader: The leader of the winning warband gains +1 Experience. If the Beastmen win the scenario, their leader gains an additional +1 Experience (so, +2), because of the respect he gains for leading a successful ambush.
-+1 Per Enemy Out of Action: Any Hero earns +1 experience for each enemy he puts Out of Action.