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Age of Sigmar Escalation League Scenarios

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Scenario One: Shelter from the Storm

 

Your legions land upon the burning landscape of the Realm of Fire.  The air is hot and dry as the wind draws all the moisture from your skin.  The broken and baked ground upon the Brimstone Peninsula hisses steam as boots crush the blasted earth beneath.  The red sun beats down upon the land mercilessly, serving as yet another opponent seeking to crush all beneath it's burning gaze.  As a huge gout of flame bursts from the broken, blackened earth a clarion call of battle rings forth over the blasted landscape.  The enemy is visible from across the blasted Brimstone Peninsula, the battle chants filling the air with a cacophony of howls and cheers.  

 

As your armies get into formation the sky above darkens and the black and grey clouds swell and roil.  Lightning bursts forth from the heavens striking the battlefield before you sending thousands of obsidian shards hurling in all directions.  You see one of the enemies outriders struck the obsidian shards, the shattered stone shredding armor and bone and reducing the outrider to cooling meat in a second.  

 

After a moment the clouds have filled the sky, blotting out the burning sun.  Hundreds of bolts of lightning begin to slam into the blasted landscape hurling debris and obsidian shards everywhere.  You know that if you do not seek shelter before the storm breaks your army will be destroyed before you even cross blades with the enemy.  The hot wind rips through your troops, tearing banners and standards off their poles.  You know that your Battle Standard must not be destroyed for it will serve as the rallying point for your army once battle is joined.  

 

A massive ziggurat looms to the west, the red brick pyramid offers shelter from the oncoming hellstorm brewing above.  As your eyes are drawn back to the battlefield you lock gazes with the enemy commander and the two of you both realize at the same time that the pyramid is the only respite.  You bark orders to your legion to advance upon the ziggurat as your enemy does the same, which one of you will reach the shelter first and survive the storm?

 

The Armies:

Each player will field between 4 and 8 warscrolls.  

 

Scenario Objectives:
1.  Get the model designated as the Battle Standard Bearer (or if you are not using a BSB then designate one model to be the Battle Standard) into the terrain piece designated as the Ziggurat*. - 5 points

2.  Destroy the enemy Battle Standard Bearer - 2 points

3.  Each surviving unit at the end of the game - 1 point per unit.

4.  Slay the enemy general - 1 point

 

 

Sudden Death will not be used this scenario.

 

 

The Battlefield:

 

The game field will be played upon a 6' x 4' gaming surface.  There will be several hills in each 2x2' section and a single structure designated as the "Ziggurat" placed on the table edge opposite of the deployment zones for the players.  

 

AoS Escalation League Scenario 1 Deployment

 

Players will deploy in their deployment zones as normal.  They may set up no closer than 12" from the enemy territory and no closer than 36" from the Ziggurat.

 

Game Length - This scenario will last 6 Battle Rounds or until the first player gets his battle standard bearer into the Ziggurat.  The game immediately ends and objective points are determined.

 

Scenario Special Rules:

 

Fireball - 

Wizards - in the Brimstone Peninsula know the Fireball spell in addition to other spells they know.  Fireball has a casting value of 5.  If successfully cast, select a target unit within 18" of the caster.  If the target unit consists of 1 model it suffers 1 mortal wound.   If the target unit consists of 2-9 models it suffers 1d3 mortal wounds.  If the target unit consists of 10 or more models it suffers d6 mortal wounds.

 

Raging Tempest -

At the beginning of every Battle Round (not player turn) roll a D6 for every unit and consult the following table.

D6 Roll:

 

1 - The unit has been struck by a bolt of lightning from the raging tempest above.  The unit may not move or act this turn and suffers D6 mortal wounds.

 

2 - A bolt of lightning struck near the unit sending shards of razor sharp obsidian into its ranks.  The unit suffers D3 mortal wounds.

 

3-5 - Nothing happens, but you still look to the sky fearfully.

 

6 - A bolt of lightning struck the unit but someone bravely leaped ahead giving his companions time to react.  The unit suffers 1 mortal wound but the act of heroism inspires the unit and they gain +1 Attack for the duration of the Battle Round.

 

Wounds suffered from the Raging Tempest still count towards Battle Shock.

 

 

Victory Conditions:

 

The player with the greater number of Objective points at the end of the game wins.

 

A player that has no models left on the board loses the scenario but will retain their scenario points.

 

League Scenario Reportings:

 

Victory Points:

Win -   3 points

Tie -    2 points

Loss - 1 point

 

Victory Points + Objective Points = Final Scenario Score

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Had a fun time with the scenario!

 

AoS really shines when there is objectives to be worked toward and having the running type battle in this one was lots of fun even though the side with the fastest standard had a distinct advantage,hehe.

 

Having the instant win when the objective is occupied is probably a but too easy to attain when one side has a fast flyer or,especially a deep striking formation army.

 

Some suggestions to minimize the speed advantage;

 

-Enhance the Raging Tempest table to include movement debuffs

-Not allow running to enter the Ziggurat

-Have a debuff to running for everyone..-2 or something like that.

-Perhaps add a door/gate segment on the terrain feature that has HP`s that need to be taken down before entering.

-Don't allow off board models to be placed within 24" of the Ziggurat.

 

Looking forward to running this one again!

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Guest Mr. Bigglesworth

Yeah I agree movement needs to be curbed.

 

I don't think we need more random debuffs.

 

We can say a wind blows from ziggurat push the standard barrier. But all movement debuffs should be to the bsb.

 

Should not be able to fly with it so terrain plays a factor. I agree no running or debuffs to running. Or give bsb a random speed of d6 or 2d6.

 

I felt the battles meant nothing and the bsb just did the push and came down to who won the roll off.

 

The rest of your army needs to be able to keep up with your opponents bsb.

 

Good stuff look forward to next match.

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Scenario Two:  Dreams of Rust

 

The sound of crunching boots echo across the battle plain as heels send clouds of choking rust particles into the air.  The sound of a thousand furnaces can be heard as their bellows pound deep within the mountains of Chamon, the Plane of Metal.  A river of molten copper blazes to the east, it's metallic surface glimmering in the rays of the midday sun.  Sweat rolls down your neck and disappears beneath your armor as you survey the field before you.  The scroll gripped tightly in your hands gives orders to secure the pools of gold that are bubbling up from beneath the surface so that reinforcements may collect it and make use of it in another realm.  One of the auxiliary units approach the nearest pool of gold only to have a slight tremor beneath the surface cause a geyser of gold to erupt from the pool.  The screams of your men are cut abruptly short when the molten gold sears the lungs and transforms them into macabre golden statues frozen in the final moments of an agonizing death.  

 

As a stream of curses escape your lips, your scouts return and point to the west.  Your foray into Chamon to claim the bounty from these pools was apparently a popular decision as the enemy's forces crown the hills to the west.  As you bark your orders to get into formation, the first drops of rain fall from the sky.  The rain begins to pit your armor and a grey-green steam begins to rise from your equipment as an acidic and caustic smell fills your nostrils.  After a moment you realize the clouds are loosing sheet upon sheet of acid rain upon your armies, the corrosion is noticeable and you bark orders to your soldiers to cover their weapons but it is too late, the damage has been done.  

 

The sudden rainstorm has reduced the field of rust to a sludge filled red-brown mire that prohibits quick movement.  Before you can act you see the enemy sending his forces to secure the pools of gold.  Rage fills your vision as you begin to bark orders of your own...

 

 

The Armies:


Each player will field between 4 and 8 warscrolls.  

 

Scenario Objectives:
1.  Get a unit to a "Golden Pool" Objective marker and claim it. - 1-3 points per Objective.

2   Slay the enemy General - 2 points.

3.  Each surviving unit at the end of the game - 1 point per unit.

4.  Have more models "Turned to Gold" (suffered Mortal Wounds from volatile objective markers) than your opponent. - 5 points.

 

Sudden Death will not be used this scenario.

 

 

The Battlefield:

 

The game field will be played upon a 4' x 4' gaming surface.  There will be several hills in each 2x2' section and there will be 8 Objective markers (4 real 4 volatile) placed on the field before deployment.

 

Deployment:

 

Players will line their forces along the board edge opposite one another no closer than 12" from the board edge. 

 

Game Length - This scenario will last 6 Battle Rounds or until all four Objective markers have been uncovered and claimed.  Once all four markers have been discovered and claimed the game immediately ends and scenario points are tallied.
 

Scenario Special Rules:

 

Searing Doom - 

Wizards - in the Fields of Rust know the Searing Doom spell in addition to other spells they know.  Searing Doom has a casting value of 5.  If successfully cast, select a target unit within 18" of the caster.  If the target unit consists of 1 model it suffers 1 mortal wound.   If the target unit consists of 2-9 models it suffers 1d3 mortal wounds.  If the target unit consists of 10 or more models it suffers d6 mortal wounds. 

Models without an armor save are unaffected by this spell.

 

Rain of Ruin

The heavy acid rain has damaged the army's armor, all units suffer -1 to armor save (An armor save of 4 is now a 5 and if the armor save was 6 then the unit loses it's armor save).

The heavy acid rain has damaged the army's weapons, all units now suffer -1 to wound, no to wound roll may be made worse than a 6.

 

Ruinous Sludge!

The heavy acid rain has turned the rust filled plain into a sludge, all units that have a movement statistic of 5 or greater have their movement reduced to for this battle (this includes fliers and other ethereal units).

 

Pools of Gold!

The 8 pools of gold upon the battlefield bubble and roil as they are heated by the volcanic channels beneath the surface.  The seismic activity in this region makes the pools very volatile.  Four of the pools will be Objective Markers worth 1 to 3 Scenario Points that will be discovered and determined once a unit makes contact with it.  Four of the pools will be volatile and may erupt causing death and panic, those pools will not be worth Scenario Points but instead will deal a number of Mortal Wounds equivalent to the number written on the marker (1d3, 1d6, 2d6, 3d6).

 

Wounds suffered from the Pools of Gold still count towards Battle Shock.

 

Victory Conditions:

 

The player with the greater number of Objective points at the end of the game wins.

 

A player that has no models left on the board loses the scenario but will retain their scenario points.

 

League Scenario Reportings:

 

Victory Points:

Win -   3 points

Tie -    2 points

Loss - 1 point

 

Victory Points + Objective Points = Final Scenario Score

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Scenario Three: The Rotwater Blight

 

The emerald waters of the Brightwater falls crash down from thousands of feet above. The deafening roar of the triple falls echo through out the valley as thousands of rainbows wink in and out of existence as the fall's mist dissipates in the summer wind of the Realm of Life. The beauty of the valley is almost overpowering, flora and fauna are abundant everywhere. Snapdragons and Daffodils the size of an ogre spring from the ground forming gigantic fields of flowers and dragonflies the size of horses skim over the crystal clear waters of the lake. Life is abundant in the realm of Allarielle, the Incarnate of Life. To the far east, one of the great forests of the Brightwater Peninsula rises majestically, the ancient treelords can be seen patrolling the forest edges. To the west the green plains and rolling hills burst with color as thousands of flowers fill the landscape.

 

To the south however is where the paradise is marred by rot and decay. The one beautiful Brightwater Delta is now blackened and befouled by the struggles against the Grandfather of Disease, Nurgle. The Rotlords forces have turned the Brightwater Delta into the Rotwater Blight. Once beautiful patches of land are now blackened sludge and bubbling mounds of corruption. The very air is thick with miasma and sickness, as the denizens of the Rotwater Blight howl and giggle with glee as they watch the crystal waters turn black once it rushes into their roost.

 

The Brightwater Delta has a seed that Lady Allarielle's exarch has gifted to your general. This seed will allow a great oak to grow and spread roots deep within other realms and one day serve as conduit between realms. For now however, it is in danger of being claimed by the enemy. You must claim the seedling that has finally burst from the soil and rush back to your realm as quickly as possible.

 

The Armies

 

Each player may field 4-8 warscrolls (or 30 points for OrdoComp)

 

Scenario Objectives

 

1. Obtain the Ream Oak Seedling and escape the battlefield - 5 points.

2. Defeat the Enemy General- 3 points.

3. Every unit of the enemy's forces destroyed - 1 point.

4. Every unit of yours alive at the end of the battle. - 1 point.

 

Sudden Death will not be used in this scenario.

 

The Battlefield

 

The gaming field will be played on a 4' x '4 surface. There will be a single objective marker placed in the center of the battlefield to represent the Ream Oak Seedling.

 

Deployment

 

Players will deploy their forces along the board edge opposite one another no closer than 6" from the board edge.

 

Game Length

 

The game will last for 6 Battle Rounds or until one player is able to reach the board edge with the Realm Oak Seedling which then immediately ends the game.

 

Scenario Special Rules

 

Barkskin -

Wizards - in the treacherous waters of the Rotwater Blight know the spell Barkskin in addition to other spells they know. Barkskin has a casting value of 8. If successfully cast, select a target unit with 18" of the caster. The target unit gains +2 to their armor save (maximum of 2+) but suffers -2 to their movement as the Barkskin has hardened their flesh.

 

Pits of Doom

The waters of the Rotwater Blight are treacherous. Every time a unit moves, runs or charges; roll a D6 and consult the following table:

 

1 - There is a wet sucking sound as the model steps into a blackened pit of sludge and disappears beneath the blight's surface. The model is removed from play and is considered killed.

 

2 - 5 - Nothing Happens

 

6 - One of the warriors in your unit trips, they fall face first into the Rotwater Blight's befouled waters and causes disruption in the unit. The unit suffers -1 to their movement statistic this turn.

 

Fountains of Life

The gifts of the Everqueen still are strong in this region despite the corruption. At the beginning of each Battle Round, roll a D6 for each unit and consult the following table.

1: Rot, Glorious Rot - Consult the Geyser of Corruption table.

2-4: Nothing happens

5: Renewed vigor - the unit heals 1d3 wounds.*

6: Regrowth and Renewal - the unit heals 1d6+2 wounds and is empowered by the gift of life. The unit has +1 to movement this turn.*

*Models with the Keyword: Daemon suffer 1 Mortal wound.

*Models with the Keyword: Nurgle suffer 1d6 Mortal wounds.

 

Geyser of Corruption

Not everything is kept pure by the Everqueen, Nurgle has a way of getting his "gifts" bestowed upon everyone. Consult the following table:

1: Glory of Nurgle - Target unit suffers 2d6 Mortal Wounds from Nurgle's Rot.*

2-5: Rotting Nuisance - Target unit suffers 1d3 Mortal Wounds.*

6: Blessed are the Sick - Target unit suffers 1d6 Mortal Wounds and select another unit within 6" and that unit suffers 1d3 Mortal Wounds from the sickness.*

*Models with the Keyword: Nurgle heal 2d6 wounds and may add 1d6 additional models to the unit.

 

Realm Oak Seedling

The seedling is a massive seedling and as a result requires a huge amount of effort to move. As a result the seedling may only be moved a maximum of 8" per turn and the unit escorting the seedling may not Run. The seedling may be claimed by a unit making contact with it, however another unit may steal the seedling by one of two methods:

1. Destroying the unit by spells, shooting or close combat and being within 3" of the seedling marker at the end of the turn (and not in combat).

2. Making a desperate grab for the seedling. Both players must be in close combat and one player be in control of the seedling. Each player rolls a D6 and the player who rolls higher manages to steal or keep the seedling. This action is performed during the Consolidation movement sub-phase.

 

Wounds suffered from scenario special rules count towards battleshock.

 

Victory Conditions

 

The player with the most objective points wins the scenario.

 

Victory Points:

 

Win - 3 points

Tie - 2 points

Loss - 1 point

 

Victory Points + Scenario Objective Points = Final Scenario Score.

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Sounds like another fun one!

 

One thing though,if the seed starts the game in the middle of the board,that would place it at least 20" from the board edge(depending on how huge the seed marker is) and with only 4" per turn of movement with no running I don't see how anyone could ever get it off the board.Even if it gets claimed turn one I don't think that player would be able to move it as the unit claiming would either need to Port in to get it or be summoned,both methods don't allow further movement.

 

 

*mod edit - Good call, changed to 8" Thanks!

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  Battle report: Scenario 3

Dark elves vs Nurgle warriors of chaos
 
Went with 8 was scrolls, min unit size.
 
DE list:
Dreadlord on Dragon
Dark riders(5)
Dark riders(5)
Dark riders (5)
Doom fire warlocks(5)
Cold one knights (5)
Cold one Knights (5)
War hydra
 
Nurgle list:
Daemon Prince of Nurgle
Orghotts darmonspew 
Chaos Sorcerer
Warhounds (10)
Warriors of chaos(12)
Marauder Horsemen(5)
Chaos knights(5)
 Putrid blightkings 
 
Turn 1
NUGLE 1
Nurgle got the first turn and ran like mad for the seed!  The bog though did not see fit to favor Nurgle today, swallowing whole both the daemon prince and sorcerer.  Orghotts took two wounds from the fountain waters and dissolved two Nurgle Knights.  The Nurgle war horde ended their turn within inches of the seed.
 
DARK ELVES 1
The bog saw fit to punish the dark elf raiders as well, swallowing a unit of dark riders and a unit of cold ones;  leaving wide gaps in the battle formation.  The Exiles pushed forward despite losing 1/4th of their warscrolls in seconds.  The dragon took the seed after charging into the dogs,  leaving only one brave hound holding his ground. The war hydra charged up parallel her lord, eating the marauders and breaking them. The dark riders took down one chaos knight with shooting while the cold ones fell over themselves on the hill.
 
Turn 2
 
NURGLE 2
The bog this turn took down a few warriors in their advance.  With short jabs and thrusts of his bloated arms Orghotts motioned for the lot to pile in.  But one Orghotts made the charge,  making combat with the dragon and dragging in the war hydra.  The ensuing combat lead to Orgotts taking 6 wounds and him causing a few to the dragon lord.  The chaos Knights pushed forward and engaged the weakened dark riders(from the bog),  only to have one of their own taken down in combat.
 
DARK ELVES 2
With the bog staying in remission the dragon lord motioned for his dark riders to screen him as he turned and quite the field as fast as he could with the burden of the seed.  The hydra wept at her lord leaving and did nothing in combat. The cold ones advanced to cover the dragons retreat but their eyes were full of tears as well, making them useless in combat.
 
Turn 3
 
NURGLE 3
Yet again Nurgle won the roll and finally made combat with the center of his force.  The blightkings easily pushed the dark riders aside and the Warriors made good work of the cold ones. But the hydra, regaining her calm and rage, tore Orghotts apart.
 
DARK ELVES 3
The game came down to one roll to see if the dragon lord could move without the bog swallowing him.  He made the roll and was off the field.  Ending the game
 
The dark elves may of made off with the seed and killed the enemy general but at a staggering cost to troops and trust of leadership (as is the Dark Elf way).
 
The scenario was fun to play but was brutal at times.  Looking forward to next weeks scenario and another match.

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Sounds like you guys had a great time:)

 

Seems as though you guys were taking entire units out when they rolled a one on the Pit of Doom table,we should have clarified that with you when you started that if the unit is multimodel,it only looses one model.

 

Catch ya all Friday!

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Scenario Four: The Winds of Death

As the last tendrils of the Baleful Realmgate’s green eldritch energy dissipates from the edges of your armor, the bone-chilling grip of Shylish; the Realm of Death seizes your body and instantly saps the warmth from your flesh.   The grey realm is suspended in a time of eternal twilight, where the ever present gloom and shadow melt seamlessly into the horizon.  A dark and roiling mist creeps along the cracked surface of the Realm of Death. The grey, sickly mist clings to the earth like a blanket and occasionally seeps into a large fissure or crack that emanates a sickly, green glow. 

As the last member of the army arrives through the portal, the emerald light that illuminated the area goes dark, plunging the entire area into darkness until eyes are able to adjust.  Nothing seems to move in the Realm of Death.  Silence hangs in the air like a wet fog, clinging and oppressive. It isn’t until you turn and bark orders to your battalion is the silence shattered and the army leaps into motion.  A chilling wind blows through the army, pushing the fog back along to the forest edge.  To the far east a shattered monument rises high into the twilight sky.  The shattered monument bears the markings and matches the description of the building under which the portalglyph resides.

To the far north, the twilight sky is suddenly rent and bleeds red, unholy light.  The sound of a thousand voices screaming in agony fills the air and the red light pulses from the tear.  As quickly as the tear appeared; it closes and the cacophony of screams is abruptly silenced.  The fog roils again revealing a massive detachment of the Blood God’s warriors standing upon the cracked earth of Shylish.  At the head of the host looms a massive red skinned fiend; it’s wings spread wide as it’s cloven hooves crush the earth beneath and cause the ground to smolder.  The massive axe in the fiend’s grip burns with an unholy red radiance casting a hellish hue upon the legions beneath it.  As flames erupt from all around the hell-titan, a roar of challenge is torn from the beasts throat as it’s glowing eyes settle upon your army. 

As one, the horde lurches forward into a full run.  The echo of hundreds of voices shatters the silence and fills the air with promises of blood and murder.  As the horde approaches, a series of emerald green portals open before you and hundreds of skeletal warriors pour out.  Huge, winged skeletal gargoyles emerge from the portal, each wielding a massive axe that glows with a purple, fel light.  The two armies crash into one another within seconds and the battle is joined.  The red-skinned demon titan sweeps down into the thick of the battle smashing aside dozens of skeletal warriors.  A corona of flame flashes around the demon as it fully commits itself to the slaughter.  The huge gargoyles move forward to engage the demon and the heavily armored units of the chaos army. 

As the two armies engage, you note that there is a path clear to the portalglyph tower.  You look back to the Baleful Realmsgate and then to the tower.  Right as you move your army towards the tower, yet another army arrives on the other side of the battlefield.  The news of the portalglyph’s discovery must have travelled far and wide. Your bark your orders for your units to race to the tower.  The race is on…

 

The Armies

Each player will field between four and eight warscrolls. 

Scenario Objectives

  1. Get to the Portalglyph and successfully activate it on the following turn. – 5 points

  2. Destroy the enemy General – 2 points.

  3. Successfully unbind the Portalglyph spell when cast by the opposing player. – 3 points

  4. Each surviving unit at the end of the game – 1 point.

     

    Sudden Death will not be used this scenario.

     

    The Battlefield:

     

    The game field will be played upon a 6’x4’ surface.  There will be various terrain features each being determined to be “Deadly” as per the Mysterious Terrain rules in the basic rules.  There will be a single objective place in the center of the opposite short table edge.  This objective marker will represent the Portalglyph. 


    Players deploy along the short table edge opposite of the objective.  Each player will be given a corner  and a 18” (long table edge) x 1’ (short table edge) deployment zone.  They may not set up closer than 12” from enemy territory or units and no closer than 54” from objective. 

     

    Units may not Deepstrike in this scenario closer than 48” from the objective.

     

    Game Length

    This scenario will last 6 Battle Rounds or until the first player gets a hold of the Portal Glyph and successfully activates it, teleporting their army off the battlefield and ending the game.

     

    Scenario Special Rules

     

    The Portalglyph

    Wizards – a Wizard in possession of the Portalglyph know the spell Open Portalglyph in addition to any other spells they know.  The Open Portalglyph has a casting value of 8. If successfully cast, the entire player’s army is teleported back to their Realm and the game is over.

     

    Caress of Shylish

    Wizards – upon the field of battle know Caress of Shylish.  Caress of Shylish has a casting value of 7.  If successfully cast, select a target unit within 18” of the caster.  The unit will suffer 1d3 Mortal Wounds and be weakened so badly they will be unable to act in their next activation (they can not do anything for a turn). 

     

    Death is All Around

    You are trying to navigate your way through a raging battle between the forces of the Blood God and the denizens of the Lord of Death.  On occasion you may find yourself battling your way through both forces to get to your objective. 

     

    During the player turn, during the Hero phase roll a D6 for every unit and consult the table below:

     

    1 – The unit is swept up in the tide of battle between the two opposing armies.  The unit may do nothing this player turn (the unit may act if it is attacked or is swept into battle due to the 3” consolidation rule but otherwise is unable to act).

     

    2-5 - The unit manages to successfully navigate the battlefield and avoids getting tangled in any skirmishes.

     

    6 – The unit crosses over a glowing crevasse of eldritch energy emanating from Nagash’s realm.  The unit is followed by a newly summoned Wraith.  The Wraith will follow the unit the rest of the game.  If the unit rolls a “1” during the “Death if All Around” in a subsequent phase the player may sacrifice the Wraith to ignore the effect.  Otherwise the Wraith functions as a marker and has no further game effect.  Undead units (Vampire Counts or Tomb Kings warscrolls) please consult “Nagash is Absolute!” as well.

     

    Nagash is Absolute!

    All Vampire Counts or Tomb King warscrolls gain +1 to hit and +1 to wound for 1 turn.  The unit also gains 1d6+4 wounds (or 1d3 models if a multi-wound models, or if a single model it gains 1d3 wounds) from the deathly vigor(?) bestowed upon them by their Lord.

     

    The Power of Death Compels You!

    All summoning spells of undead units gain +1 to cast on the Realm of Death.

     

    Victory Conditions

     

    The player with the greater number of Objective points at the end of the game wins.

     

    League Scenario Reportings:

     

    Victory Points:

    Win -   3 points

    Tie -    2 points

    Loss - 1 point

     

    Victory Points + Objective Points = Final Scenario Score

     

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Sweet. I'll be there for this one.

 

Also, Sylvos- I tried the Dreams of Rust match - it was fun. I like the across the board nerfs to armor and movement- but taking 3d6 mortal wounds on one unit and 2d6 on another basically lost me the game on turn 1. I'd scale those down a bit so the game isn't decided so quickly. I think I was hit for 22 mortal wounds in the first movement phase.

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