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33.

Gate Crashers Warbands


Defending Force
Summary 500 pts, a minimum of 12 models, one leader
The attackers have tunneled into the castle courtyard with plans to In a campaign, use your campaign warband, supplemented with 200 pts
open the gate for their invading comrades beyond the walls. or models to get up to the 12 model goal.

A battle where actions must be split between killing the enemy and
raising the gate.
Attacking Force
Description Usual 300 pts, one leader
A battle surrounding the mechanism that opens the gate. Each In a campaign, use your campaign warband.
warband tries to destroy the other while the Attackers attempt to open
the gate, and the Defenders try and lower it.

This scenario is not really meant for campaign play. The Defender
warband is meant to be a swarm of weaker models. In a campaign
warband, the model strength is typically higher and will unbalance the
scenario.

Deployment
Defending Force
The defenders are caught unaware, and only four models may start on
the table; they must be at least Long distance away from the attackers.

Who Goes First?


Attacking Force
The attackers pop up in the courtyard having tunneled under the wall.
Attackers take the first turn, it’s a surprise attack! See Special Rules for the attacker deployment.

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Battlefield Objectives
The battle takes place inside the castle in a courtyard where the Miners have The attackers must reach the gate mechanism and destroy it to win.
emerged. The gate mechanism must be placed on the Bretonnian side of the The defenders must stop them!
battlefield. The entire playable surface area measures 24”x24”. The game last 8 turns, at which time overwhelming defender
reinforcements arrive to stop the attackers.

Special Rules
Options/Variations The Gate Mechanism Dig Dug
---------- The gate mechanism that the Attackers The attackers have dug under the castle
must open takes 6 actions in a single wall and emerge in the courtyard.
turn - its a wheel crank. If less than 6 Place the leader in the center of the
actions have happened, the gate isn’t table.
locked open and starts closing again.
Use the scatter dice to find the exact lo-
Use a dice to mark how many actions cation for each of the invaders, placing
have been allocated to the Gate. Each them short distance from the leader
action used to open the gate makes
the dice count up. Every action used Defender Reinforcements
for anything else makes the dice count During every defender activation

Map Layout
down. phase, three additional Defenders can
enter the battlefield through the door
Example: Model 1 uses 2 actions on at the Southern end.
the Gate - the dice reads “2.” Model 2
must use 1 action to move within range The defending player decides which of
- the dice drops to “1.” Model 2 uses it’s his models (from those still available)
second and third action to raise the gate will enter on any given turn.
- the dice raises to “3.”
Recycling dead troops is allowed,
If the Dice reaches “6,” the gate is but once all models listed have been
Open. deployed, reinforcements stop coming
until more defender casualties occur.
The attackers can allocate their ac-
tions to this apparatus even if they are
engaged in combat, but receive a free
hack per action allocated (you can
fight or turn the wheel). The Gate must
be opened! Using this device will open
the castle gates and allow the entire
attacking army to swarm inside.
Defenders can spend actions to lower
the gate the same way.

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