28 Dec 2014
So i am putting together a narrative campaign with some custom scenarios and would really appreciate your feedback on the opening game if you care to weigh in. The game will be 1500 points Dark Elves as the attackers and Ogres as the defenders
Quick outline of the story so far: Having scouted the island ahead of their main attack the Dreadlord Uniev Stormseeker has identified his foes weak point in their lines. He orders an Assassin to take out the garrison in the watchtower before a small landing party secures the area before the main force arrives. If this is successful the defending warlord will not know about the upcoming invasion until it is well underway. During the mission a routine patrol stumbles upon the landing party coming in from the coast to secure the area and quickly mobilises and rushes towards the aid of the already dead tower garrison
Scenario: The Pagoda of Muroto
The battlefield: Set up the watchtower as described below, and then set up the remaining terrain using the method described on page 142 of the Warhammer rulebook. The watchtower counts as the first of the D6+4 terrain pieces that must be set up.
The Pagoda: For all intents and purposes the Pagoda counts as a Warhammer Watchtower. The Pagoda must be placed after the attacker has determined what half of the table they will deploy in. The Pagoda will be placed 6 inches away from the centre of the attacker’s deployment zone
Deployment: After all terrain has been placed barring the Pagoda the attacker must decide what half of the table they will like to deploy in
The attackers begin the game in control of the Pagoda place an appropriate assassin model inside the Pagoda. The assassin is not allowed to voluntarily leave the Pagoda until after the first game turn of the battle has been complete.
Players then take it in turn to place units of the table, starting with the defending player, using the alternating units method of deployment outlined on page 142 of the Warhammer rulebook. Before the attacker deploys each unit, roll a D6 and consult the table below to see where the unit is restricted to deploying – this represents the storm making it difficult for the landing craft from reaching their desired assault points. Units with the Scouts special rule do not roll on the table, and deploy using their own special rules after normal deployment is complete. Characters may either deploy on their own, rolling on the table like any other unit , or deploy as part of a unit they are allowed to join (state that the character will join the unit before rolling to see where the unit and character will deploy.
D6 Result
1 Left Flank: The entire unit must be placed in the attackers half more than 12 inches away from the centre line, and within 18 inches of the narrow table edge on the player’s left
2 Right Flank: The entire unit must be placed in the attackers half more than 12 inches away from the centre line, and within 18 inches of the narrow table edge on the player’s right
3-5 Centre: The entire unit must be placed in the attackers half more than 12 inches away from the centre line, and further than 18 inches from either table edge
6 Choose: The entire unit must be placed in the attacking players half, anywhere more than 12” from the centre line
First Turn: The Defending player receives the first turn
Game Length: Rolla D6 at the end of each game turn, starting with the end of game turn 4. Add the turn number to the dice roll. If the score is 10 or more, then the battle ends immediately. If the total is less than 10 then the battle continues for at least one more turn.
Victory Conditions: At the end of the battle, the side that controls the Pagoda is the winner. The Pagoda is controlled by the unit inside or, if it is unoccupied, then the closest unit that is not fleeing. In the unlikely event that neither player can claim to control the Pagoda, use victory points to determine the winner of the battle, as described on page 143 of the Warhammer rulebook.
Victory Effects: Glory awaits!
The Attacker: In game six, one unit chosen by the player after deployment but before the game has begun may be given one veteran ability (See game 6).
The Defender: The defending forces have been gifted a longer time to prepare against the foe in the final confrontation, thanks to their courageous comrades. The defending army in game six add +1 to their roll to determine who has the first turn.
Quick outline of the story so far: Having scouted the island ahead of their main attack the Dreadlord Uniev Stormseeker has identified his foes weak point in their lines. He orders an Assassin to take out the garrison in the watchtower before a small landing party secures the area before the main force arrives. If this is successful the defending warlord will not know about the upcoming invasion until it is well underway. During the mission a routine patrol stumbles upon the landing party coming in from the coast to secure the area and quickly mobilises and rushes towards the aid of the already dead tower garrison
Scenario: The Pagoda of Muroto
The battlefield: Set up the watchtower as described below, and then set up the remaining terrain using the method described on page 142 of the Warhammer rulebook. The watchtower counts as the first of the D6+4 terrain pieces that must be set up.
The Pagoda: For all intents and purposes the Pagoda counts as a Warhammer Watchtower. The Pagoda must be placed after the attacker has determined what half of the table they will deploy in. The Pagoda will be placed 6 inches away from the centre of the attacker’s deployment zone
Deployment: After all terrain has been placed barring the Pagoda the attacker must decide what half of the table they will like to deploy in
The attackers begin the game in control of the Pagoda place an appropriate assassin model inside the Pagoda. The assassin is not allowed to voluntarily leave the Pagoda until after the first game turn of the battle has been complete.
Players then take it in turn to place units of the table, starting with the defending player, using the alternating units method of deployment outlined on page 142 of the Warhammer rulebook. Before the attacker deploys each unit, roll a D6 and consult the table below to see where the unit is restricted to deploying – this represents the storm making it difficult for the landing craft from reaching their desired assault points. Units with the Scouts special rule do not roll on the table, and deploy using their own special rules after normal deployment is complete. Characters may either deploy on their own, rolling on the table like any other unit , or deploy as part of a unit they are allowed to join (state that the character will join the unit before rolling to see where the unit and character will deploy.
D6 Result
1 Left Flank: The entire unit must be placed in the attackers half more than 12 inches away from the centre line, and within 18 inches of the narrow table edge on the player’s left
2 Right Flank: The entire unit must be placed in the attackers half more than 12 inches away from the centre line, and within 18 inches of the narrow table edge on the player’s right
3-5 Centre: The entire unit must be placed in the attackers half more than 12 inches away from the centre line, and further than 18 inches from either table edge
6 Choose: The entire unit must be placed in the attacking players half, anywhere more than 12” from the centre line

First Turn: The Defending player receives the first turn
Game Length: Rolla D6 at the end of each game turn, starting with the end of game turn 4. Add the turn number to the dice roll. If the score is 10 or more, then the battle ends immediately. If the total is less than 10 then the battle continues for at least one more turn.
Victory Conditions: At the end of the battle, the side that controls the Pagoda is the winner. The Pagoda is controlled by the unit inside or, if it is unoccupied, then the closest unit that is not fleeing. In the unlikely event that neither player can claim to control the Pagoda, use victory points to determine the winner of the battle, as described on page 143 of the Warhammer rulebook.
Victory Effects: Glory awaits!
The Attacker: In game six, one unit chosen by the player after deployment but before the game has begun may be given one veteran ability (See game 6).
The Defender: The defending forces have been gifted a longer time to prepare against the foe in the final confrontation, thanks to their courageous comrades. The defending army in game six add +1 to their roll to determine who has the first turn.
Samurai Ogres of Nippon