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Destroying the DragonA Scenario In King Arthur's Time ca. 460 A.D.by Robert Hofrichter and Richard Wareing
The SituationThe enemies of Artorius, have finally decided to combine forces to destroy the Dragon of the Britons. They hope to surprise the British leader as he tours his northern possessions. A Saxon force sailed north to meet with their erstwhile allies, the Scots-Irish and the Picts. The Saxons arrived at the agreed place early, and set up camp. The Scots arrived next. Unbeknownst to all of them, Artorius knows about the alliance, and has mustered his forces to crush all of his (foreign) enemies. It is now late morning, and the Picts are finally seen to be approaching. The Terrain and SetupA wooded ridge line and a river separated by mostly open grassy plain is the setting. A road runs across the river and through a pass in the ridge line. There are small patches of forest scattered throughout the area. The river runs generally southeast to northwest, and the road runs approximately north to south. This is a Roman military road and not just some dirt path. The Saxons have a camp on the ridge-side bank of the river and setup in that vicinity with the Scots. The Picts start on the opposite side of the river. Arthur's forces start along the ridge crest, except that one or two commands may stay off-board and enter the game on turns 2 or 3 anywhere on the western or eastern board edge south of the river. Any units of Britons that start on-board may have field obstacles (plashing, stakes, pits, or the like) to their front. These obstacles give a +2 combat factor adjustment to attacking units. ![]() VictoryThe Pict/Scot/Saxon side gets victory points for destroying (either completely wiping out or forcing to rout off the board) their opponents and victory points for exiting units on the road off the southern board edge. The Britons get victory points for destroying (either completely wiping out or forcing to route off the board) enemy units. In addition, they get 200 victory points for capturing the Saxon camp (to capture the camp, they must have at least one unit within the camp and no enemies within the camp for at least one complete turn). Finally, the Britons get 100 additional victory points if they completely destroy one entire enemy command. Compare each side's victory points to determine the winner. If Artorius is killed or captured, the Britons lose, no matter what the point comparison shows! |
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