Specialist Arms Forum
Warmaster => [WM] Warmaster Fantasy Discussion => Topic started by: pw on December 06, 2010, 10:48:41 AM
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Hi All, as I put the finishing touches to my (mini) Storm of Chaos campaign rules, I'm in need of a good scenario to represent an army's valiant last stand. Basically, I'm using rules adapted from the Lustria campaign rules which mean thatif an army is caught while defeated/broken it has to fight a final battle and if it loses/draws it's destroyed, if it wins it survives. The Lustria rules direct you to a Warhammer battle in which one army is half the size of the other. To replace the Warhammer scenario I'm trying to find a scenario that puts the defender at a disadvantage but which allows for a decent game and a chance of victory for both sides (say a minimum 1/3 chance that the defender will win). Any ideas?
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I suppose you could keep the points spread the same, but give the defenders' units 'die-hard' (+1 to hits, either whole game, or first battle).
And/or, give them stakes, or a (war)wagon laager.
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What I'd find appropriate is that the "Last Standing Army" has no breakpoint - as it has no chance to break anyway. But even half the points and no breakpoint is quite powerful. Would be worth a test game. I'd estimate it better than 1/3 chance.
And I guess it would result in a lot of draws.
Greetings,
Gerald
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I think the defender not breaking is exactly what is called for
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That sounds good to me, thanks:
I'll go with - the defender has half points but cannot break (unless the general is killed).
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Limited set-up zone, and consider adding an objective for the attackers to "capture" which would result in a win too.
Level the playing field by
1) allowing the defenders to "set-up" in defended or even (partialy) fortified positions
2) allowing the defenders to function normaly even when units suffer losses
3) all of the above
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I like to give the defender a hope of survival. Something to make him stand up.
For example, boats are seen at the horizon when battle began. After the X turn, they came on a 6 on D6. The following turn with a 1 or 2 on D6, etc.
Give the defender the will to survive.