WARlords of Erehwon Campaign Supplement
WARlords of Erehwon Campaign Supplement
WARlords of Erehwon Campaign Supplement
Oct. 2019
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parts necessary to set up, run, and conclude an ongoing war campaign for
combined to form a narrative story for play with multiple people. This at
times requires in addition for all things necessary to play the game an
discretion.
of pages of material a bulleted list format seemed too difficult to read and
manage as a whole, thus for the sake of ease and editing it had been
cohesive a manner as possible, yet some of those bullet list format ideas
narrative play, but also a consequence campaign. Following along the lines
SPQR, each game played will leave its player with perpetual changes
based on each outcome. To do this, each player will make a starting army
list in compliance with the usual standards per a typical Erehwon game.
This list will belong to the player throughout the campaign with options to
make slight adjustments over time. Unit death will mean removing it from
the list, survival lets it remain. Prior to each game following the first, a
player may spend any rewards earned to purchase new units, allowing
The war system of campaign simply means that the setting for this
with the idea in mind that players will have the most agency available
during the campaign to make their own choices and impact the outcome
not only for themselves but for every other player involved. These
Table of Contents
4. Appendix .......................................................................................... 32
5. Scenarios ......................................................................................... 51
I. Player Setup
To begin, at least 6 players must be consigned to the campaign. More
are welcome if available or if your organizational skills need a challenge.
Reading this document should be completed before beginning or signing
up in order to familiarize players with the concept and format. In addition,
one player or separate individual should be set as the organizer, one who
will greatly manage the on-goings of the campaign.
Each player will need at minimum the pieces required to play a standard
game of Warlords of Erehwon. Tape measure, dice, and of course models
are key components here. Ideally, each player should have the models
necessary to field an army of over 1,000 points, as special conditions may
allow point costs to change and thus more figures may be needed.
Each player must construct a 1,000-point army list using any of the army
lists from the book or officially released by Warlord Games or Rick
Priestley. All typical list building rules apply, such as units with a max of 1
restriction. Players should be restricted to take no more than one
monstrosity unit.
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The map should have distinct regions, one for each player. These can
vary by creator’s whim but should be some cliché biomes that fade into
each other in some way over distance. In the center (or at least deep
within) is each region’s capital city.
the available list for that battlefield, or rather let the list of scenarios in its
entirety be available. The scenarios themselves are in the main WoE
rulebook, more are written and included in this doc, a table of scenarios is
listed in the Appendix (See Pg. 51 Table 9). For the Basic system let the
scenario selection be from the full table of scenarios for each battlefield. To
determine the scenario played for a particular battle remove the two
scenarios most recently played by both players from the table and then roll
a D20 on the table.
The central Capital of each city should sufficiently embody its cliché. A
desert town for example would be very tan and full of adobe like structures.
With each locale and Capital City, there should be some form of “gimmick”,
its niche, what sets it and its people apart from each other clan in the land.
The aesthetics here are relatively optional, only to be reflected by your
tabletop terrain, but the special effects of these areas are a bit more real. A
table of these can be found in the Appendix (See Pg. 33 Table 5). This
typically grants a warband particular boons while within their own territory.
Or perhaps it enables some tactics the other inhabitants of the land haven’t
seen before.
This example map gives a good look at each layout in a base form with
all positions marked and labeled. Be wary, this map does put some locals
in tricky positions, for example the lower right has only one border in and
out, but there are sneaky ways out of corners like this! Such is war!
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Think of it like an armory, the camp, the vault, the bank, etc., etc., the
pool is a player’s available pile of resources to pull from for any given fight
as well as their army as a whole. The pool can include points (think of them
now more like money to buy train and equip units), units themselves, even
at times abstract things such as abilities may be collected in pools given
certain circumstances. Each player has a pool of their own to use.
Additionally, any combination of players forming an alliance may open a
new pool (like opening a new bank account), but more on these later. Any
and all pools must be tracked through the organizer, so players must be
sure to track what they take out and put in lest they be punished by the
immortal banker!
Withdrawing and depositing from pools can be done before and after
battles, but not during. Depositing/withdrawing into a player’s own pool is
easy. Rewards gained after each battle may be deposited, units purchased
at any point outside of battle may be left in the pool, and when preparing for
battle, points and units can be taken out as players wish. Exchanges in a
player’s own pool occur at a 100% exchange rate (1:1, no loss, no tax to
put in or take out).
Pools shared by multiple players operate the same way but with a tax
dependent on the size of the pool (i.e. the number of players in it). To
deposit into a shared pool is free. To withdraw from a shared pool costs a
player a tax of 10% of the point value of the withdrawal times the number of
additional players in the pool. For example, two allies share a pool. Player
one puts in 100 points from his recent victory to support their ally. Player
two in order to withdraw those points must pay 10% of the total value times
1 for his one allied friend in the pool, thus 10 points worth of tax. This can
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be paid from the pool total, it can be paid from the withdrawal amount, or
from a player’s personal pool. So long as the banker is paid it does not
matter.
Notice that since points, units and all such things that have a taxable
value can be placed in pools it is very possible for armies to be comprised
of mixed units! This is very on purpose, allowing diversity to flourish and
strengthen an army through alliances.
And with that everything is set. All the preparatory materials, setup
requirements, basic hoop-a-doop and shenanigans are in place to have a
proper war! With that it is time to move on to how to progress the
campaign.
2. Progressing a War
We have our map, we have our players, and if all is right, they are on the
map placed around and ready to tear their enemies apart. With them is an
army now broken apart from a list into a conglomerate force held in their
pool ready to be thrown to war! But how do we progress from here? This
section should outline all the necessary steps in ensuring nothing short of a
progressive, thoughtful, and appropriately bloody war!
Players form their armies to whatever size and composition they wish
out of resources from their available pools. This is their last chance to make
their withdrawals and make their force. This includes unit changes and
upgrades. The IMMORTAL BANKER must be updated on all withdrawals.
Special conditions may limit a player’s deployment or purchasing ability, so
take careful note of that here.
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Players follow the scenario for game setup, victory conditions, and
proceed to play the game. Once the game is done, the results are
determined, and the following conditions are imposed:
1. All destroyed units are gone. They do not return or return points
or value to the player. They are dead.
4. The loser receives 40% of the total value of the opposing players
force as a reward. These points can then be immediately
deposited or spent then remaining units and points deposited.
With that the battle is settled, the armies are arranged and ready to go for
next time, and the new territory is settled.
Note “Take an Enemy Capital” replaces the typical 1VP for winning
the battle, they do not combine for 4. Also, a Capital is not a battlefield.
These points do confusingly share a name with the points one earns in
many scenarios to determine winners there. While these are not the same
points it is a nice comparison to draw, as if a war is just one long scenario
itself.
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When players receive points, both as the initial lump sum to begin the
series or as rewards of some sort, think of it as money: once spent it is
gone and you have in exchange whatever goodie you spent it on. When
points are spent, they are spent permanently and cannot be converted
back out.
Points are typically spent on things like units, but these have a tendency
to bleed when poked by opponents and often don't come home after a
battle. A unit that is fully destroyed during a battle (either all models are
removed, it is routed, any condition the confers all the units order dice to
the opponent) is destroyed permanently. They do not return but may be
repurchased later. Any equipment, upgrades, bonuses, etc. the unit held
are lost with no return.
A unit that is not destroyed at the end of the game will return to its status
when it entered the battle at no cost. Small wounds heal with time and a
few troops can be replaced here and there. A large part of this comes for
ease of accounting as well. Regardless the reason, that one halfling leader
who just lost 9 lads returns to camp, sips some tea, then finds 9 new
suckers to lead to a similar fate.
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VII. Politics
This campaign is a war but is more than just slapping each other across
a pretty landscape. It is a socio-political interaction amongst players with
power, who can freely interact with each other as they see fit. Players are
not only free to interact with each other, but encouraged to make friends,
enemies, allies, strategies, do some backstabbing, anything and everything
goes.
often include 1) does the action suit the party’s desire to win and survive 2)
does it progress the state of the war 3) does it shatter any game mechanic
in a previously unforeseen way. If the organizer/immortal banker approves
of player actions, then they are otherwise legal. If disapproved, then the
action or interaction may not take place. Failure to comply will result in
repossession of player territory by the national bank of stop doing that.
VIII. Alliances
Any number or combination of players may form an alliance at any time.
There are no restrictions placed on how many alliances a player may be in,
who they may be in them with, the arrangements they form or break them
with, etc. The only deciding factors here are the willingness of the players
involved.
Once an Alliance group is formed it may open a joined pool amongst the
members. Moving assets to and from allied pools follows multiplayer pools
as described in Chapter 1 Part 4 where deposition of funds, units, etc. is
free, but withdrawal of anything from the pool costs a tax of 10% times the
number of additional players sharing the pool. For example, a 6-player pool
suffers a 50% value tax on anything withdrawn by an individual player. This
tax can be paid from value in the pool or the withdrawing player’s individual
pool, OR any other pool they may draw from.
For example, on our sample map if Players 4 and 6 were allied with
each other and a battle were to commence between Player 4 and 5. Player
5 shares battlefield positions with both of those members of the opposing
alliance. Therefore, when making a force from his pool, player 5 must leave
at least 10% of his total pool behind (10% times the one alliance player with
a shared border not in the fight)
Lastly, Allies may allow other armies to pass through their territory or to
fight for them by proxy. A player in an alliance may move troops through an
allied territory and engage another player so long as they have the
permission of that Ally. Land gained this way may go to either player
afterwards, this being determined in the agreement to let the player pass
through before the battle. This can create interesting geometries as players
may have isolated territories or be able to take complete nations, they do
not fully border themselves. This should be no harder to work out, treat it
just as any other territory, and remember in the end any questionable
results or rulings may and must be settled by the organizer.
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Once a player has lost their Capital, they are not allowed to fight any
battles. Their force has been destroyed or taken prisoner (this does not
empty their pool however). However, they may still fully interact as a player,
making alliances and pools, etc. A player is never removed from the series.
If an allied player retakes the Capital, then they can elect to give it back
to the overtaken player (along with however much territory they see fit).
Additionally, the freed player receives the same battle rewards as the
freeing player. If a neutral player retakes the Capital, then they can elect to
give it back to the overtaken player (along with however much territory they
see fit). No rewards are conferred to the freed player in this case.
If the enemy player agrees to form an alliance with the captured player,
that player becomes their subject. Obviously being the captor, they control
most of the power in decisions concerning the alliance formation, pool
formation rules, etc. It may be best not to anger your new business daddy,
but rebellions plotted over time are always fun.
hero when purchasing a unit with the Hero special rule (may not be added
later). Players may not have more than one named hero at a time.
When a player has a Hero character active, a new resource now must
be kept track of: experience. Experience enters and exits pools just like
points or any other resource but is only gained under the following
conditions when the Hero is in a battle.
Requirement: Reward:
Spending experience works just like spending points and can be taken in
and out of pools and spent at the same times as points can be. The
following are ways experience can be spent to strengthen your Hero.
War Steed 2 Exp Add Warhorse Mount, gives Fast 8, 1xHtH SV1, Res +1,
may only take once, cannot take if hero already mounted
War Beast 5 Exp Add Beast Mount, gives Fast 8, 3xHtH SV3, Res +1, may
only take once, if already a mounted hero this replaces
previous mount and ignore the +1 Res
Imbue Weapon 3 Exp Apply the Magic Weapon Effect of a selection from the
book to any of the bearer’s weapons. Profiles do not have
to match the basic described profile (ex. Helm cleaver can
be imbued upon a lance for SV5 on charge). May only take
once.
Table 3. – Hero Upgrade Options
Or, your hero could undergo rigorous training to learn a feat, sacrificing
their experience for a particular set of skills. To take skills, 3 Exp must be
spent to unlock a particular path, with each path allowing options for
particular skills Each skill then taken costs 3 Exp. Skills come in a skill tree
form, where the lower level of a skill must be taken before the next level in
that skill tree can be taken. Any number of branches in unlocked paths may
be taken at the same time. A summary of these skills can be found in the
appendix (see pg. 35 Table 8), otherwise they are as below.
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Path of Resolve
At the end of a game in which a named hero unit was destroyed, the
owning player rolls a D10. Add 1 to this roll for each flesh wound the Hero
has suffered previously. On a 5 or less the Hero has survived and will
return to the player’s pool but will sustain one flesh wound. On a 6 or
greater the unit is fully destroyed. If taking a flesh wound, roll one more
D10 and consult the following table. These effects are permanent. Each
battle with this hero will include any wounded effects from then on.
Additionally, at the start of the game, Named Heroes receive 1 pin for each
flesh wound they have taken.
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XIII. Titles
Titles are a unique moniker to identify those that have accomplished
great deeds. They act as slight bonuses, conferring the great experience
needed to make such greatness occur. They operate just like points or
units in that they can be moved within pools, however they can never be
placed in an Allied pool. Titles are gained by completing select Hidden
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Given this series is to run over a period of time with a set end date, we
can't have deadlocked regions due to inactive battlefields, thus
consequences come into play again as dull leaders often pay. The time
periods here are marked for the 16-week series this was written for but
could easily be adjusted.
For each 3 weeks without a battle, a player’s territory will recess by one
battlefield position on all fronts, granting the territory to the bordering
player. Each border position regresses by one granting that land to the
opposing side. Where multiple players each have a route into a region, they
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each get one position inward. Where multiple players share one route into
a players region (for example player 6’s territory on our sample map), that
battlefield will recess one position and both players will move forward,
splitting the territory taken down the middle, effectively making a three way
border intersection on the next battlefield. This recession will stop at the
player’s capital city.
4. Appendix
To this point we now should have all the necessary tools to trade blows
and spill blood upon the soil of this land and wage the greatest war ever
known to small soldiers everywhere! What follows from here will be the
supplementary materials for reference. The scenarios to play out,
appendices full of useful references, essentially the portion of this wordy
nonsense that will be read ad nauseum.
Each player is given a regional trait at the start of the game. These
never change and only apply to units purchasable in that players army
(units from their home region). These can be offensive boons or a great
defensive force the opponent isn't prepared for when diving into their
territory. These traits are public knowledge, all other players may know
which trait someone has.
1 The Roughest Ground Battles fought on locations originally owned by this player
Around give the enemy -2 Ag
2 Dangers Around Every Battles fought on locations originally owned by this player
Corner force their opponent to leave 10% of their army value in their
pool
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3 Ancient Tribe of Terror At the beginning of a game, if any units from this army are
from the Ancient Land of setup on the table, enemy units of 3 or more models on the
Terror table start the game with one pin.
4 Winds of the Lands Battles fought on locations originally owned by this player
force enemy flying units to go down after each action.
5 Warriors of the Trap Units from this army that start the game on the table can start
Door the game in ambush.
6 Founded on a Holy Site The Warlord and Guard unit of this army has the Divine
Intervention special rule for free. When fighting in their own
capital, all units have the Divine Intervention Rule.
7 Land of Unopposed Sun Battles fought on locations originally owned by this player
give opposing units 2 pins for failed sprint checks rather than
1 and force the unit down afterwards.
8 Cities of Grand Design Units in this army have +1 Init. Battles fought on locations
originally owned by this player give all units +1 Co.
9 Backwater Traders Earn 10% of this player’s total battle reward in additional
points at the end of each battle.
10 Affluent Traders and Purchase unrestricted units from other army lists (any unit
Seekers of Sellswords without a max of one restriction) at 2x the cost.
11 Sons of the Swamp Battles fought on locations originally owned by this player
force opponents to make Ag checks for run orders, and failed
checks on Sprint orders cause 2 pins.
12 Frozen Mountaintops The Warlord and Guard unit of this army have the Deathly
Chill rule for all HtH attacks.
14 Desert Dwellers Units in this army ignore the SV and additional pins from Fire
attacks.
16 Grand Forests Add an additional +1 to any cover bonus a unit in this army
receives.
Table 5. – Regional Traits Table
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4 Grudge of our Take the Capital of *Player Named by 3VP, Title: “Avenger”
Forefathers Organizer (DX roll)*
6 The Traitorous Take the Capital of a player you were 3VP, Title:
Dream in an Alliance with “Backstabber”
8 A Divy to the In a pool you have not withdrawn 5VP, Title: “Devout”
Poor from, deposit 500 points. You may not
take from this pool for the rest of the
campaign.
9 Reclaimer Ally with a player’s whose Capital has 3VP, Title: “Liberator”
been taken.
12 Seeker of Destroy a unit equipped with a Magic 1VP, May take that
Artifacts Weapon *May be repeated* magic weapon on an
applicable unit for free
13 Seeker of Return from battle with 25% or less 3VP, point value equal
Doom (in point value) of the force deployed. to the surviving force
*May be repeated*
XVII. Titles
The legends accrued from those of experience and glory often amass in
one word of power, signifying their achievements, identifying them to all
around.
1 Wordsmith Spend this title in your pool at any time. Spend this title to receive
100 points times the number of players currently allied with.
2 Strategist Equip this title to a unit. Equipped unit does not count toward army
deployment restrictions (such as an amount of points that must be
left in pool vs deployed or the number of units on table vs reserve).
When this unit is destroyed return its point value to your pool.
3 Avenger Equip this title to a unit. When this unit is destroyed, return it to your
pool at the end of the battle with +1 Str and +1 Acc. The title does
not return with it.
4 Backstabber Equip this title to a unit. At the beginning of each turn, before any
order dice are pulled, pick one of the following effects for this unit for
the turn: +1 Str, +1 Acc, +1 Res, +1” Movement profile, +1 Ag, or +1
Co. When an effect is selected roll a D10, on a 1 the effect last for
the remainder of the game.
5 Uniter Equip this title to a unit. This title is active while equipped to a unit,
whether the unit is in your pool or deployed. When an Ally wins a
battle, receive points equivalent to 10% of their total rewards.
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6 Devout Equip this title to a wizard unit only. The equipped unit may know
the Aura of Courage Spell at all times for free. At the beginning of
the game, add D3 to the equipped unit’s Magic Level. This effect
ends at the end of the game.
7 Liberator Equip this title to a unit. Any battle in a Capital that this unit is
deployed to gives x2 rewards.
8 Dictator Equip this title to a warlord unit only. This title’s effects continue
while it is in a player’s pool. Purchasing units costs 1% times the
number of Battlefields this player fully controls more to purchase. In
battles this unit is deployed to, opponents must leave 2% times the
number of Battlefields this player fully controls of their total army
value in reserve.
9 Abused This title is in effect while in a player’s pool. All unit, equipment, and
other purchases involving points cost half the total, rounding up. If
an alliance is made with another player while this title is in a player’s
possession, destroy this title.
Table 7. – Titles Table
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Once Again! Gain an additional Ranged Woodsman Gain the Woodsman Special
attack Rule
Stealthy Gain the Stealthy Special Rule Rogue The Stealthy Special Rule now
applies to hits in HtH
Stubborn Gain the Stubborn Special Guilty by Friendly units within 10” of a
Rule Association model with this ability gain the
Stubborn Special Rule
Disciplined Gain the Disciplined Special Elite After completing a Rally order,
Rule this unit may make a 1M
advance move
Shield Wall Gain the Shield Wall Special Testudo The Shield Wall to hit penalty is
Rule now -2
Feather Step Terrain features do not impede Launch Unit may make a 1M advance
movement move as if it were a flying unit.
Can use this to charge and
enter HtH.
Critical Strike HtH to hit rolls of 1 create an Improved HtH to hit rolls of 1 have +1 SV
additional hit Critical
Disengaging Model may make 1x HtH attack Winged Beast Gain the Flying Special Rule.
Strike when breaking away from Lose any mount.
combat unless routing
Improved Increase movement profile by Become Gain the Undead Special Rule
Flying 3” (does not grant Fast Special Undead
Rule)
Become Gain the Spectral Undead Regenerate Gain the Regenerate Special
Spectral Special Rule Rule (adds to tough rolls)
Undead
Perfected If a Regeneration roll is failed, Dread Gain the Dread Special Rule
Regeneration you may reroll the result once.
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Baleful Glare Gain the Baleful Glare Special Terror Gain the Terror Special Rule
Rule
Vengeful Gain the Vengeful Special Rule Juggernaut Gain the Slow Special Rule,
does not change movement
profile, gain +2 natural res
Reckless Reduce Wounds by 1, increase All In Lose -2 natural res, HtH attacks
HtH attacks by 1 gain the Chocking Special Rule
Bloodlust Once per game, when an Blood for If a Bloodlust action destroyed
enemy unit activates, this unit Blood an enemy unit, remove one
may take an Init test. If wound from this model and
successful immediately replace it with one pin instead.
allocate 1 wound to this model,
then take 1 free full action as if
the unit had received an order
dice before the opposing unit
activates.
Divine Strike Attacks may have the Fire Strike True This unit may reroll any to hit
Special Rule (attacking player rolls of 10
chooses whether to have fire
or not before rolling to hits)
Bulwark of Friendly units within 10” of this True Faith Friendly units within 10” of this
Faith model receive +1 armored res model receive +1 natural res
Deny False If an enemy unit uses the Practiced Increase the Casting Value of
Prophet Divine Intervention Special Mage spells known by this wizard by
Rule, this unit may “counter 1
spell” it. Roll a D10. The
intervention is countered if the
D10 rule is less than the
command test roll made for the
Divine Intervention. Failing this
check gives the unit one pin
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No Conjurer If a spell this unit casts is Prepare Spell Once per game this unit can
of Cheap countered, this unit may make a command test. If
Tricks immediately try to cast it again. successful do not cast a spell
The value used to counter the this turn. Next turn this unit may
spell is the new Casting Value. attempt to cast 2 spells.
If failed to recast, the caster
takes 2 pins. This second
attempt can be countered by
the opponent again.
Old Faithful Gain a “Magic Missile” (always
hits) ranged weapon attack.
Range 10”, SV2, can be fire in
exchange of missiles.
Table 8. – Skill Tree Abilities
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XIX. Scenarios
Each Battlefield Position will lay out the possible scenarios to be played
there. In order to organize the total list of scenarios, they are combined in
table format here. Scenarios 1-7 are from the main WoE book. Scenarios
8-30 are new scenarios added for this supplement.
Hero Name:
Unit Type: Points Value:
Special: You may include only one named hero in your force at a time
Unit: Hero Ag Acc Str Res Init Co Special
Base Stats _ _ _ _( ) _ _
Weapons/Armor:
Stat Modifications ( )
Hero Name:
Unit Type: Points Value:
Special: You may include only one named hero in your force at a time
Unit: Hero Ag Acc Str Res Init Co Special
Base Stats _ _ _ _( ) _ _
Weapons/Armor:
Stat Modifications ( )
• Note that the initial layout here gives a bit of ambiguity in terms of
when players assign the forces they will deploy to the fight. We
allow the numbers of forces incoming to be known but who must
declare their force first and when? This occurs in step 2 listed in
battle progression above, see Chapter 2’s introductory numbered
section. Let the rule of thumb be this: if no player willingly
prescribes their force first before their opponent, it is in all proper
honor for the challenger on the battlefield to be the one to
announce his forces first. This will oftentimes be the attacker, he
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• It is written in the rulebook for WoE that each unit may have only
one melee weapon and one ranged weapon. With units persisting
from game to game players may wish to change upgrades
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• Named Heroes take 1 pin per flesh wound they have suffered at
the start of each game they are deployed to. These pins are not
permanent like those allocated from wounds and may be removed
at any time (a turn one rally may be them gathering their strength
to fight through the pain). These units take these initial pins
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regardless of whether they start the game on the table or not, thus
making them slightly more difficult to bring on if in reserve.
• As one reads through the scenarios in the book and the scenarios
in this supplement and looks at the progression system, it may
become apparent that a draw throws a proverbial wrench into the
system. No winner and no loser, then how are rewards allocated
afterwards? If playing these scenarios outside of the war
campaign, then draws are fine and welcome. For the war
campaign series specifically, treat a draw as follows: If a game
results in an unclear result or a draw, either in a tied amount of VP
or the scenario is unclear on a particular result situation, a tie is
first broken by which player has claimed more point value as
causality. For example, if Player one destroyed 200 points of value
from his opponent’s army, and Player 2 only destroyed 100 points
worth, then Player 1 would win the tiebreaker and be declared the
victor for progression purposes. If these values are somehow
equal, then let the second tie breaker be whomever deployed
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fewer points to the battle. FOR TIED RESULTS, do not shift the
battlefield position, simply award the necessary results and
rewards following the battle and maintain the battlefield position.
• Scenarios that allow units to enter as reserves let them come onto
the table measuring from designated edges or areas, if that unit
passes a command test. Players may choose what turn to bring a
unit on after the designated turn reserves may start coming on. If a
unit fails a command test to enter the table, it may try again next
turn. A reserve unit that never enters the table is counted as
destroyed.
• An army is required to always have any units with the required tag
in their pool. This is typically (and I believe exclusively) each
army’s warlord unit. If a warlord unit is killed that player must have
another in their pool before they can purchase any other units.
5. Scenarios
With seven spectacular scenarios already included in the main book, it is
hard to follow up with much more of anything, but that won’t stop us from
trying. Included here are 15 new scenarios crafted for Erehwon. While they
are doubtful to be perfect in any way the may turn out to be a nice
expansion to the original 7 and allow for some new games to occur, and
thus in the spirit of WoE as a whole allow for more people to make
scenarios of their own as well. Some of these are made from scratch, some
take ideas from other game systems and attempt to adapt them, regardless
they should all result in some brutal fighting.
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109, keeping
things relatively symmetric across both sides. The center point of the table
should be kept clear of terrain and a movable objective marker placed at
the center. This is the rugby ball.
Deployment
Each player deploys their full force within 10” of their table edge. This
is done one unit at a time, alternating, starting with the player that selected
their table edge.
Objective
Each player has the same objective, to take the ball and run it to their
opponents end zone (off the opposing table edge).
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Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113) or until one side scores the ball, whichever comes
first. The army break condition is ignored for this battle.
Victory
If one side scores the ball, they are the winner. If the game ends and
no side has scored, count up the point value of all units destroyed by each
side. The side that has lost the least is the victor.
Notes
The ball here is an objective marker and behaves very similarly to the
beast’s heart marker in Scenario 7. Any warrior type model that is not
flying may claim the objective by ending its movement touching it. That
model now possesses it and will take the marker with it as it moves from
then on. If that model is slain another model in the unit may pick the marker
up. If the whole unit is destroyed, then the marker is granted to the attacker
in HtH or dropped on the spot if destroyed otherwise.
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. At one end
of the table, on the center line 12” from the short edge, place a target
terrain feature, ideally something round and about 3” in diameter. On the
opposite end in the mirrored position place an objective marker. This
marker will be the jolf ball.
24” 24”
Deployment
Each player deploys their full force within 10” of their table edge. This
is done one unit at a time, alternating, starting with the player that selected
their table edge.
Objective
Each player has the same objective, hit the jolf ball into the hole.
Weakening the opposing army may also prove to be helpful, but really, we
are all here for Jolf.
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113) or until one side scores the ball, whichever comes
first. The army break condition is ignored for this battle.
Victory
If one side scores the ball, they are the winner. If the game ends and
no side has scored, count up the point value of all units destroyed by each
side. The side that has lost the least is the victor.
Notes
To appropriately play Jolf, we must introduce how to hit the ball. Any
unit within 3” of the ball marker at the start of the turn may hit it. If both
sides have units within range, the closest may hit. If both are identical
distance, roll a D10 and the high roll may hit it.
To hit the ball, declare which unit is hitting it and then designate a 90-
degree arc in the direction they are trying to hit it. That unit may then roll
56
2D10 and add their strength to the result. That is how far the ball will go.
Roll an additional D10 in the designated 90-degree arc to get randomized
direction for line of flight of the ball. Given the possibility of the top facing
point of the D10 to not be facing in the direction of the firing arc, use
whatever angled point is lined down range. If multiple or none, reroll.
Alternatively, the unit may take their order dice out of the bag and
place it on a rally order. This allows the player to decide either the exact
line the ball will fly or the exact number of the 2D10 roll (strength must still
be added). This will allow for more accurate shots to score the ball but at
the cost of that unit’s action for the turn.
Finally, a note on out of bounds shots, hazards, etc. With the hitting
unit placing the 90-degree arc of target each hit it should be rather hard to
hit the ball off the table or out of bounds. Regardless, should a ball be
unreachable at its landing spot, place it at the nearest playable location and
allocate 1 pin to the hitting unit as a stroke penalty.
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Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one short table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. The beast
will be placed in the center of the table.
Deployment
Each player deploys at least half of their force within 10” of their
table edge. This is done one unit at a time, alternating, starting with the
player that selected their table edge.
Objective
Each player has the same objective, destroy this beast at all costs.
Thinning out the enemy army that happened to come for the same goal
may also prove helpful, however.
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches it’s break point.
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Victory
At the end of the game if one side is broken and the other is not, the
shattered force is the loser. If both sides are broken or neither are, count up
Victory Points as follows, the side with the most VP will be the victor.
Notes
Your mission is not simply to kill the beast but to capture it if possible.
To do so your warlord has equipped your army today with monster catching
nets. Each unit in both player’s army is equipped with the monster catching
net for free. This item is added to any equipment, does not force weapon
replacements, and operates like the Bolas item from the Reptilian Army.
These items may only be used against the wild monster in the scenario.
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling an opposing 24”x24” corner
of the table. Roll a D10, high roll may choose which corner they control.
Terrain can be any form of setup, following guidelines in the WoE main
book on pg. 109. Plenty of light cover such as bushes and trees are
recommended. The center area contains a region of rough ground,
anything will do so long as it is not terrain feature that benefits a racial rule
(such as woodsman or aquatic). Place an objective marker in this rough
ground at the center of the table. In each players corner there is a
crumbling stone tower (any towering terrain piece will work). These towers
are 45” apart diagonally, sitting about 18”x18” into the players corner. In
each tower there is a small cannon mounted to the top facing the opposing
tower.
Deployment
Objective
Each player has the same objective, take the objective in the center
and bring it back to their fortified position for further research.
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is ignored for this
battle.
Victory
At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor.
Reserve
tower
Entry
Edges
Player 2’s Area
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Notes
The towers should be placed far enough apart on the table to prevent
firing upon each other and destroying it with the opposing mounted cannon,
regardless let us identify these as stone towers of res +5 status.
Additionally, for simplicity’s sake we can say these towers regardless of our
terrain abilities are large enough to hold any number of models but only has
one room on the top, no cramming hordes of lads around the stairs. Lastly,
for ease of rule and movement, a unit that starts a move at the bottom of
the tower may use a sprint action to get to the top and vice versa.
Otherwise its too scalable to handle within a reasonable timeframe.
Now the cannons. These towers are equipped with small cannons
bracketed to the floor of the top of each tower. With them is 3 rounds worth
of powder and ammunition. A cannon may be fired by any unit within 3” of it
as if they were to crew it. They use their order dice for the turn on a fire
order, using their Acc stat to fire the cannon like a typical ranged shot. No
unit cannot fire any other weapons the same turn it is firing the cannon it is
manning.
If you are lucky enough to bring the powder keg back to your tower and
fend off the opposing army along the way, your nation’s engineer’s may be
able to reverse engineer something from the plans and powder. By reverse
engineer I mean you’re ripping that cannon off its hinges and bringing that
keg home with you cause that’s a lot easier. If a player successfully brings
the keg back to their tower, at the end of the game add one small cannon
to their pool. It follows the typical weapon profile of small cannon found in
the back of the WoE book (Quick Reference Guide), however it must be
crewed. The player may purchase a crew of 3-5 models using the stat
block and purchase value of any artillery crew available in their army list. If
no artillery units are normally available to them, they may do the same with
the bodyguard stat block and purchase value from their warlord unit.
64
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. On the
table middle line place 3 objectives, one at the center, the others 18” from
each short table edge, then move each D10 inches in a random direction
from their origin point.
Deployment
Each player deploys at least half of their force within 10” of their table
edge. This is done one unit at a time, alternating, starting with the player
that selected their table edge. Remaining units may come on as reserves
beginning with turn 2.
Objective
Each player has the same objective, control as many of these falling
objectives as possible at the end of the game.
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches its break point.
65
Victory
For each objective held at the end of the game, a player may break
open that meteor. Roll a D6 and consult the following table:
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose whether to be the attacker or defender. Terrain
can be any form of setup, following guidelines in the WoE main book on pg.
109. In the middle of the table place a large hill. Around the base should be
plenty of shrubbery, cover, etc., but up the slopes should be bare. On top
one to two cover positions. For terrain purposes ascending the hill halves
movement. Charging down the hill gives an additional +1 Str.
Deployment
The defender will be holding the hill, the attacker trying to take it. At
least half of the defending player’s army starts the game on the table. Up to
half of the attacking player’s army may start the game on the table. Other
units are left as reserves and may come on to the table beginning with turn
2. Deployment is done one unit at a time, alternating, starting with the
67
defending player. The defender deploys on the hill or within 10” of it. The
attacker may deploy within 10” of any table edge for their starting force. For
this scenario, reserves for both sides may enter the table from any edge
that an enemy unit did not enter from during the same turn.
Objective
The attacker is trying to take the hill from the defender. The defender
is trying to hold them off.
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches its break point.
Victory
At the end of the game, count the number of non-routing units each
player has on the hill. A unit is on or capturing the hill if at least half of the
models in the unit are touching the terrain feature. A broken army may still
have units capturing the hill. Whoever has the most units on the hill wins. If
both players have the same number of units capturing the hill, then
whichever side has destroyed the greater value of points of their
opponent’s army will win.
68
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. The central
area of the table should be left nearly blank, spare a few shrubs or
whatever light cover you wish you grant sparsely here and there. The
edges of the table should be more densely covered in trees, area terrain, a
few LOS blocking features, etc. Each long table edge should have a
selection of hard cover of better ranked embattlements for the entrenched
armies to hide behind in the first 10” (+2 and/or+3 res).
Deployment
Both players deploy at least half their army in the first 10”, alternating
deployments starting with the player that selected their table side. Any units
not deployed are left in reserve and may enter the table beginning with turn
2. Reserve units may enter from a players own table edge or from their half
of either short table edge.
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Objective
Both players have the same objective, weaken the enemy line
through destruction and punch through if possible, to make a weak point.
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches its break point.
Victory
At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor. A broken army may still score VP.
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control, as well as whether to be
attacker or defender. Terrain can be any form of setup, following guidelines
in the WoE main book on pg. 109. The central area of the table should
resemble some sort of camp. Fortifications are optional but obstacles, etc.
that can provide cover should be plentiful. This camp should be a
rectangular area in the center of the table, 20” from both long edges, 18”
from both short edges. The defender must place 3 objective markers in the
camp area at least 6” from each other.
Deployment
The defending player deploys first. They must deploy half their army
in the camp area. The rest is in reserve. The attacker does not start the
game with any units on the table. Any portion of the attacker’s force may be
a first wave coming on in turn one or may be put in reserve. First wave
units do not need a Co test to come onto the table. Reserves may enter
from a players table edge starting with turn 2.
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Objective
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches its break point.
Victory
At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor. A broken army may still score VP.
Notes
Camp objectives are destroyed by the attacker if they end the turn in
contact with them. Attacking units may leave the table at any point from any
table side, however, these units will only count towards points if two camp
objectives have been destroyed. It does not matter if a unit left the table
before or after any camp objectives were destroyed. A unit left in reserve
that never came onto the table does not count as having left the table and
is destroyed at the end of the game.
72
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control, as well as whether to be
attacker or defender. Terrain can be any form of setup, following guidelines
in the WoE main book on pg. 109. Be sure to include a decent amount of
terrain in the center area of the table.
Deployment
The defending player deploys first. They must deploy half their army
in the center of the table, 12” radially from the center point. This must
include their Warlord unit. The rest is in reserve. The attacker does not start
the game with any units on the table. Any portion of the attacker’s force
may be a first wave coming on in turn one or may be put in reserve. First
wave units do not need a Co test to come onto the table. Reserves may
enter from a players table edge starting with turn 2.
Objective
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is ignored for this
battle.
Victory
At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor.
Notes
If able to take the enemy Warlord hostage, you are then able to drag
them back to your camp and interrogate them before throwing them into the
river or something. In your next battle against this player you may choose
the scenario to be played rather than allow one to be selected randomly.
74
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. The table
should represent some sort of village, with a scattering of buildings mostly
towards the middle line of the table. For this scenario fewer buildings may
prove to be better than many. These should be relatively symmetric, no
buildings being drastically closer to one player than another. These
buildings will spawn objective markers, so be sure to have a few around.
Deployment
Neither player deploys on the table. Each layer may nominate any
portion of their force to be in the first wave coming onto the table in turn 1,
the rest being left in reserve. First wave units do not need a Co test to
come onto the table. Reserves may enter from a players table edge starting
with turn 2.
Objective
Both players are attempting to ransack the buildings in the village for
supplies and bring them back to their camp.
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Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is ignored for this
battle.
Victory
At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor.
Notes
The two armies here are ransacking these villager’s houses for food
and other supplies and then run these back to camp. When a unit ends its
movement within 3” of an entrance to one of the village buildings, that
player rolls a D10. On a 5 or less that unit is now carrying an objective
marker to identify the supplies taken. These operate like other objective
markers carried by units, see scenario 7, 8, and 11. Each building can only
be ransacked once the entire game, regardless of whether it creates an
objective or not, therefore there are only as many objectives possible as
there are buildings.
Once carrying a marker, a unit may run back off its player’s table
edge with it to score points. Once off table that unit may not return during
the game.
76
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. An open
field is ideal here.
Deployment
Each player deploys their full force within 10” of their table edge. This is
done one unit at a time, alternating, starting with the player that selected
their table edge.
Objective
DESTROY. ENEMY.
Game Duration
The game lasts 9 turns with a possible 10th (see game duration in the
WoE main book pg. 113). The army break condition is ignored for this
battle.
Victory
77
At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor.
Notes
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one short table edge and
the associated half of the table (this includes the halves of the long table
edges of each side). Roll a D10, high roll may choose which side they
control, as well as whether to be attacker or defender. Terrain can be any
form of setup, following guidelines in the WoE main book on pg. 109. Along
the middle table line from short end to short end there should be a road or
clearing of some sort, about 6” wide. On both sides a good spattering of
light cover positions such as bushes, trees, etc.
Deployment
The defending player deploys first. They must deploy their entire
army to begin the game. This is done all at once in equal thirds, one third
along the road/path on their half of the table, each other third on each side
of the path on their half of the table. The attacker deploys their full army on
their half on the table anywhere they choose so long as it is not in the
road/path and starts in cover. Any number of the attacker’s units may start
the game on Ambush.
79
Objective
The Defender is trying to escape off their opponent’s table edge. The
Attacker is trying to stop them.
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is in effect for this
battle.
Victory
At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor. A broken army can still score VP
Notes
The key here for the defender is escape. How they do that will
determine whether they can call today a victory or not. Staying to fight the
enemy, unlikely the way out. For the attacker utilizing ambush orders can
prove to be a sneaky way to guide your opponent along whatever path you
chose for them.
80
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control, as well as whether to be
attacker or defender. Terrain can be any form of setup, following guidelines
in the WoE main book on pg. 109. The setup zones the setup zones are
slightly different for attacker and defender here. The defender’s side is like
normal, full long table side. The attacker’s side however stops 36” short of
one short table edge (does not matter which, its half regardless). In the
corner they do not control place some sort of suitable model 5” from both
the long and short table edge in the corner. This is the escaping spy.
Deployment
Neither player begins with any units on the table. Any portion of each
player’s force may be a first wave coming on in turn one or may be put in
reserve. First wave units do not need a Co test to come onto the table.
Reserves may enter from a players table edge starting with turn 2.
Objective
The attacker is trying to destroy the enemy spy, the defender is trying
to keep them alive,
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Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is in effect for this
battle.
Victory
At the end of the game if the spy is still alive, the defender is the
winner. If they have been slain in any way, the attacker is victorious.
Notes
The spy gets a distinct order dice to be put in the bag for the game.
When the spy’s order dice is drawn it will immediately make a sprint move
towards the defending player’s warlord unit. If the warlord is not on the
table, it will sprint towards the center of the defender’s table edge. It must
make a Co check to do any of these actions if pinned in any way. The spy
is unable to ever leave the table unless routing. The defending player may
interact with the spy as if it were a member of their army, casting friendly
effect spells and routing rally orders to it if necessary, but may not control it.
82
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one short table edge. Roll a
D10, high roll may choose whether to be attacker or defender. Terrain can
be any form of setup, following guidelines in the WoE main book on pg.
109. On one side of the table, running from long edge to long edge, 24”
from one short edge is a tall wall or some other form of fortifications to
represent the fortress. This short edge will be the defender’s edge.
Segment the wall (if not already by the terrain pieces used) into individual
segments 6” long. Each segment will represent a Res+4, 25 health stone
building. The center of the wall should have some sort of gate or entrance,
4”-6” wide. The rest of the table should be well covered.
Deployment
The defender deploys their entire army in their setup zone, between
the defensive wall and their short edge. Up to 25% of their force may start
the game on the wall itself. The attacker must nominate at least half of their
force to be first wave, the rest may be eft in reserve. First wave units do not
need a Co test to come onto the table. Reserves may enter from the
attacker’s short edge or their half of either long edge starting with turn 2.
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Objective
The attacker is trying to break into the enemy fortress, the defender is
trying to repel them.
Game Duration
The game lasts 8 turns with a possible 9th (see game duration in the
WoE main book pg. 113). The army break condition is in effect for this
battle.
Victory
At the end of the game count the number of non-routing units each
player controls within the fortress. A broken army may still count units
inside the area. The player with the most units inside the fortress wins. If
equal, then the side that has destroyed the greater value of their
opponent’s army has won.
Notes
These walls are meant to be the difficult part of the assault for the
attacker, allowing only one entry point unless portions of the wall are
broken down. A few special rules for these walls should be used, such as
they are unscalable from the attacker’s side, but scalable from the
defender’s side with a run order. They are unburnable (stone), but
breakable with an unbalanced res bonus compared to their overall health
per segment. Attackers may try to break down any given segment of the
wall, taking from that one portion’s health but no other portions, and if
broken down makes a gap the size of that segment for them to enter
through. Flying units may of course go over and ignore the walls.
84
Setup
Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one short table edge. Roll a
D10, high roll may choose whether to be attacker or defender. Terrain can
be any form of setup, following guidelines in the WoE main book on pg.
109. On one side of the table, running from long edge to long edge, 24”
from one short edge is a tall wall or some other form of fortifications to
represent the fortress. This short edge will be the attacker’s edge. Segment
the wall (if not already by the terrain pieces used) into individual segments
6” long. Each segment will represent a Res+4, 25 health stone building.
The center of the wall should have some sort of gate or entrance, 4”-6”
wide. The rest of the table should be decently sparse and represent the
interior of a fortress or camp like area.
Deployment
Divide the table into thirds, each 24” long and 48” wide (one on each
player’s short edge and one neutral zone in the middle). These thirds will
be the setup zones and scoring areas. Each player deploys half their force
in their starting third, the rest is left in reserves. First wave units do not
need a Co test to come onto the table. Reserves may enter from the
attacker’s short edge or their third of either long edge starting with turn 2.
85
Objective
The attacker is trying to break into the enemy fortress, the defender is
trying to repel them.
Game Duration
The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is in effect for this
battle.
Victory
At the end of the game count the number of non-routing units each
player controls within each third of the table. A broken army may still count
units inside the area. The player with the most units inside each area
controls that section. The player controlling the most sections at the end of
the game is the winner.
Notes
These walls are exact copies of the walls in Scenario 21 (go figure).
See Scenario 21 for special Characteristics of the fort walls.
For Scoring, each unit may only occupy one third. A unit occupies
whichever third the most of its models are in. If unsure roll a dice for it.