29 Aug 2012
I've been working on a Forest scenario that a friend and I will use in our story driven campaign.
Keep in mind while reading this is for as much FUN as possible, it is not meant to be balanced.
Ghoul Woods Scenario:
Terrain Special Rules:
Battlefield:
The entire battlefield is treated as a forest, where forests are placed represents dense thickets*.
On the battlefield all charge bonuses are lost (Lances, +1 combat res, etc.) and all mounted models (except monsters) treat open ground as dangerous terrain when charging or marching.
There needs to be 3 Ancient trees placed randomly on the battlefield, they must be at least 8 from the side and 18 from each other. Scatter their placement from the centre of the battlefield when setting up terrain. Each Ancient tree scatters 4D6 in a random direction, if this scatter should bring it within 8 of the side or within 18 from another tree, simply move it the shortest distance away until it is legally placed. (You can move around previously placed trees for this purpose as long as both players are happy with it)
The Battlefield has a road running through it from one deployment zone to the other. The road is treated as normal open terrain for movement and shooting.
There is a river* crossing the road (under a bridge) from one end of the table to the other. The river is shallow enough for units to move through it on any point.
*River: The river is more a stream of sludge, mud and blood than anything else. Any unit who wants to move through the sludge may not march, and if charging through/into the river the charging units suffers -2 on total charge distance rolled.
A unit standing on the river bank/in the river is not among the trees and so cannot gain the soft cover offered on the rest of the table (this is only valid if the shooting unit is also on the river bank with no trees between them and their target).
*Dense Thickets:
Dense Thickets block line of sight, and no unit can march through it. A unit ending its move partially within a thicket suffers D6 S2 hits as the magical properties of the forest drag unlucky victims to their unmarked graves.
Ghoul Woods Rules:
The Ghoul Wood is a dense forest and it is difficult for anyone fighting within it to remain disciplined. Inspiring presence and BSB range are both reduced to 8.
Ancient Trees:
There are 3 Ancient trees placed on the battlefield. Whenever a unit comes within 8 of an Ancient tree roll a D6 on the Ancient tree table to see what kind of Ancient tree it is. NOTE: There can only be 1 of each kind of ancient tree on the battlefield so in the end there will be 3 different ancient trees.
Ancient Tree Table:
1-2: Ancient Tree of Guardians
3-4: Ancient Tree of Blessings
5-6: Ancient Tree of Curses
ANCIENT TREE OF GUARDIANS:
Whenever a unit discovers the Ancient Tree of Guardians the tree starts to bend and swell, then suddenly 4 Treemen bursts from the tree and start heading in each direction from the tree (up/down/left/right). They will keep moving in these Directions, in a straight line at full speed until they move into contact with a unit or until they move off the table edge. If they move into a unit, it counts as a charge and is followed by close combat as usual. If they move from the table edge they are removed as casualties as they head into another part of the forest.
ANCIENT TREE OF BLESSINGS:
At the start of each magic phase the Ancient tree of blessings bestows its blessings on any unit within range. Roll a D6 and check the Blessings table to see what blessing is bestowed on whoever is in reach. Each unit can only have 1 blessing on it at a time; if a second blessing would be placed on a unit it replaces the first.
Blessings Table:
1: Flesh to Stone All units within 8 of the tree gets +2 T until the start of the next magic phase, but lose 1 movement.
2: Hardened Armour All units within 8 of the tree gets scaly skin 5+ for the rest of the game, but lose the ability to parry.
3: Speed of Light A random unit within 8 Gains ASF for the rest of the game.
4: Nimble feet A random unit within 8 Gains swiftstride for the rest of the game
5: Ajas Protection A random unit within 8 Gains a 5+ ward save for the rest of the game.
6: Gaias Guidance A random unit within 8 Gains +1WS, +1Ini, +1A and +1Ld for the rest of game.
ANCIENT TREE OF CURSES:
At the start of each magic phase the Ancient tree of Curses bestows its Curses on any unit within range. Roll a D6 and check the Curses table to see which Curse is bestowed on whoever is in reach. Each unit can only have 1 curse on it at a time; if a second curse would be placed on a unit it replaces the first.
Curses Table:
1: Life Drain All units within 8 of the tree suffer -1T for the rest of the game
2: Curse of Stone All units within 8 turns to stone and lose half their movement for rest of game, but gain +1T.
3: Curse of Ages Spirits of ages past ravage a random unit within 8. Roll for each model in the unit, on a 4+ the model suffer a S3 hit with multiple wounds (2).
4: Curse of the Living All living units within 8 suffer -1S for the rest of the game
5: Curse of the Dead All undead units within 8 suffer -1S for the rest of the game
6: Curse of the two moons A random unit within 8 is hit by a beam of light, roll for each RnF model, on a 4+ the model is disintegrated and removed as a casualty, but the surviving RnF models gain ASF and I10 for the rest of the game. Ward saves may be taken against this Curse.
The feedback I'm looking for is possible changes I can make to streamline it, possible problems that might arise with certain armies (Empire/skaven etc. NOT gunline/magic heavy) with the exception of bretts.
This scenario is suppose to be fun and easy to follow special rules, it's not meant to be tedious administration and arguing.
Thank you
Keep in mind while reading this is for as much FUN as possible, it is not meant to be balanced.
Ghoul Woods Scenario:
Terrain Special Rules:
Battlefield:
The entire battlefield is treated as a forest, where forests are placed represents dense thickets*.
On the battlefield all charge bonuses are lost (Lances, +1 combat res, etc.) and all mounted models (except monsters) treat open ground as dangerous terrain when charging or marching.
There needs to be 3 Ancient trees placed randomly on the battlefield, they must be at least 8 from the side and 18 from each other. Scatter their placement from the centre of the battlefield when setting up terrain. Each Ancient tree scatters 4D6 in a random direction, if this scatter should bring it within 8 of the side or within 18 from another tree, simply move it the shortest distance away until it is legally placed. (You can move around previously placed trees for this purpose as long as both players are happy with it)
The Battlefield has a road running through it from one deployment zone to the other. The road is treated as normal open terrain for movement and shooting.
There is a river* crossing the road (under a bridge) from one end of the table to the other. The river is shallow enough for units to move through it on any point.
*River: The river is more a stream of sludge, mud and blood than anything else. Any unit who wants to move through the sludge may not march, and if charging through/into the river the charging units suffers -2 on total charge distance rolled.
A unit standing on the river bank/in the river is not among the trees and so cannot gain the soft cover offered on the rest of the table (this is only valid if the shooting unit is also on the river bank with no trees between them and their target).
*Dense Thickets:
Dense Thickets block line of sight, and no unit can march through it. A unit ending its move partially within a thicket suffers D6 S2 hits as the magical properties of the forest drag unlucky victims to their unmarked graves.
Ghoul Woods Rules:
The Ghoul Wood is a dense forest and it is difficult for anyone fighting within it to remain disciplined. Inspiring presence and BSB range are both reduced to 8.
Ancient Trees:
There are 3 Ancient trees placed on the battlefield. Whenever a unit comes within 8 of an Ancient tree roll a D6 on the Ancient tree table to see what kind of Ancient tree it is. NOTE: There can only be 1 of each kind of ancient tree on the battlefield so in the end there will be 3 different ancient trees.
Ancient Tree Table:
1-2: Ancient Tree of Guardians
3-4: Ancient Tree of Blessings
5-6: Ancient Tree of Curses
ANCIENT TREE OF GUARDIANS:
Whenever a unit discovers the Ancient Tree of Guardians the tree starts to bend and swell, then suddenly 4 Treemen bursts from the tree and start heading in each direction from the tree (up/down/left/right). They will keep moving in these Directions, in a straight line at full speed until they move into contact with a unit or until they move off the table edge. If they move into a unit, it counts as a charge and is followed by close combat as usual. If they move from the table edge they are removed as casualties as they head into another part of the forest.
ANCIENT TREE OF BLESSINGS:
At the start of each magic phase the Ancient tree of blessings bestows its blessings on any unit within range. Roll a D6 and check the Blessings table to see what blessing is bestowed on whoever is in reach. Each unit can only have 1 blessing on it at a time; if a second blessing would be placed on a unit it replaces the first.
Blessings Table:
1: Flesh to Stone All units within 8 of the tree gets +2 T until the start of the next magic phase, but lose 1 movement.
2: Hardened Armour All units within 8 of the tree gets scaly skin 5+ for the rest of the game, but lose the ability to parry.
3: Speed of Light A random unit within 8 Gains ASF for the rest of the game.
4: Nimble feet A random unit within 8 Gains swiftstride for the rest of the game
5: Ajas Protection A random unit within 8 Gains a 5+ ward save for the rest of the game.
6: Gaias Guidance A random unit within 8 Gains +1WS, +1Ini, +1A and +1Ld for the rest of game.
ANCIENT TREE OF CURSES:
At the start of each magic phase the Ancient tree of Curses bestows its Curses on any unit within range. Roll a D6 and check the Curses table to see which Curse is bestowed on whoever is in reach. Each unit can only have 1 curse on it at a time; if a second curse would be placed on a unit it replaces the first.
Curses Table:
1: Life Drain All units within 8 of the tree suffer -1T for the rest of the game
2: Curse of Stone All units within 8 turns to stone and lose half their movement for rest of game, but gain +1T.
3: Curse of Ages Spirits of ages past ravage a random unit within 8. Roll for each model in the unit, on a 4+ the model suffer a S3 hit with multiple wounds (2).
4: Curse of the Living All living units within 8 suffer -1S for the rest of the game
5: Curse of the Dead All undead units within 8 suffer -1S for the rest of the game
6: Curse of the two moons A random unit within 8 is hit by a beam of light, roll for each RnF model, on a 4+ the model is disintegrated and removed as a casualty, but the surviving RnF models gain ASF and I10 for the rest of the game. Ward saves may be taken against this Curse.
The feedback I'm looking for is possible changes I can make to streamline it, possible problems that might arise with certain armies (Empire/skaven etc. NOT gunline/magic heavy) with the exception of bretts.

This scenario is suppose to be fun and easy to follow special rules, it's not meant to be tedious administration and arguing.
Thank you
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