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Scenario 1: Nightfall

Deep within the Great Forest, dangerous creatures prowl after dark. Each human settlement protects itself by erecting a stout wall around its perimeter, the gates of which are locked shut at night.
It may happen that a warband becomes delayed until after nightfall. Should this happen, the only way for them to access the sanctuary of the village is by scaling the wall.
Other, more sinister bands may attempt to climb the walls in order to loot and pillage the village while it sleeps.

terrain

The scenario should be played on a 2’ x 4’ board. On the board, place trees, ruins, rocks, and any other terrain you wish.
One of the board’s short edges represents the only reasonably accessible section of the village’s protective wall. You may wish to place wall sections along this edge, although they will have no real effect on the game.

deployment

Divide the board into imaginary quarters.
Both players roll D6, the player with the higher result deploying first within one of the board quarters furthest from the town wall. His opponent sets up within the remaining board quarter that lies furthest from the town wall, but not within 8” of enemy models.

starting the game

The warband whose troops move slower takes the first turn. Undead’s troops are classed as having M4.
Where each warband has the same movement, each player rolls D6, with the higher number taking the first turn.

special rules

To break into the village, models must first scale the wall. The wall is 4” high. Remember that to begin climbing, a model must first be within base contact with the wall. A model who fails his second climbing roll is assumed to fall 2" to the ground.
Mounted warriors must dismount before attempting to climb.
Once upon the wall, the models are assumed to climb down the ladders on the other side and enter the village safely. These models may not return to the board.

winning the game

Due to the importance of entering the town, there are no rout tests.
As night falls, the forest becomes too dark to see anything. At this point, the game ends. From the end of game turn six, roll on the following table to determine when this happens.

End Game TurnRoll
End of Turn six6+
End of Turn seven4+
End of all subsequent turns2+

The winner is the warband with the most models in the village.

experience

  • +1 survives: If a Hero or Henchman group survives, they gain +1 Experience.
  • +1 winning leader: The leader of the winning warband gains +1 Experience.
  • +1 wall scaler: Any Hero successfully scaling the wall gains +1 Experience.