The Patrol
The small column of soldiers trudged along the narrow track as snow fell through the trees and slowly obscured the sign of their passing in the fading afternoon light. Axl's patrol had been charged with guarding this stretch of the border for almost two years; long enough for him to know that the unshakable chill in his feet and hands was a welcome price to pay for snow that helped his men track marauding beastmen and orcs. Raiders were never careful hiding their footprints. In the summer marauders sometimes caught patrols completely by surprise. Axl had seen the results of ambushes and even though there had been no sightings for weeks, the memory of that carnage made him glad to know that he had reliable men scouting ahead and to the flanks of his column.
While scanning the woods, Axl let his mind wander to another cold wintry day twenty years before. Back then, Chaos marauders swarmed across the land burning everything that lay in their path. The forces of evil were nearly upon the gates of Bel Sham Haroth when the great leaders of the civilized world met at the Council of Bak-San and rallied the forces of Order. Even with all civilization united, the invaders nearly defiled the Wellspring and with it any hope at maintaining the magical barriers that guarded reality against the Dungeon Dimensions. On that icy day twenty years ago, Axl's mother told him that their men had won the battle and that Chaos was vanquished. She also told him that his father was dead and would never return home.
The patrol came to a small clearing in the trees where their trail met with others snaking down from the ridges on either side of the narrow valley. Droplets of blood stained the ground leading from the right track to where a young man sat slumped against a tree. "Martin!" Axl gasped as he dismounted. Martin's ashen face turned to Axl and Axl noticed the missing hand and bloody gashes across the scout's chest. "Ambush," Martin whispered, "So many of them...me and Sparrow got away, but Sparrow...too much blood to go for more than a mile...left him to the...the..." "The what?!" demanded Axl crouching before the dying man. Martin lifted his face, grimacing. He opened his mouth to speak, but as he did, Axl saw a flicker of movement down the path behind Martin and froze. "Daemons," Martin croaked.
As if on cue, the peeling bray of horns sounded from the woods. Axl leapt to his feet already running to the quiver of arrows when he saw hundreds of shapes careening down from the heights on the north side of the trail. "Heinrich!" Axl shouted, "Get word to the Captain that we're under attack! We must alert the garrison at Grim Keep. Go!" The horseman turned and galloped back down the trail retracing the patrol's route at top speed. "If only we can hold them off long enough for Heinrich to warn the Captain," Axl thought. His heart sank as he saw the daemonic light glow brighter and brighter through the trees. "STEADY MEN!" he shouted, ready to meet his doom.
From the Wastes
Overview: In this scenario, the defenders must hold out against a never-ending horde of attackers
Battlefield: Arrange the terrain in any mutually acceptable manner. The defender may place one wall in their deployment zone and a hill touching the back edge of their deployment zone.
Army size: Generals may field an army worth up to 2,000 points
Board dimensions = 36" x 48" with the players' deployment zones located along the short side
Deployment
The defender chooses the side of the table to deploy their forces on. The attacking player may choose whether to start deploying first or second.
Taking it in turns, each player deploys one unit at a time, at least 24” from the opposing deployment zone.
All war machines in a player’s army are deployed at the same time, though they can be deployed in different parts of the battlefield.
Champions are deployed with their unit, all other characters in the army are deployed after all other units, all at the same time.
Scouting units are not deployed with the rest of the units. Instead they are placed on the table after all units in both armies have been deployed.
Who Goes First? The attacker goes first.
Length of Game: The game lasts until the defending army has no scoring units left in their deployment zone at the end of their turn.
Special Rules: Any attacking unit that is wiped out or flees off the table (including monsters and characters) may be recycled to enter the battle again. These units may move onto the battlefield from a table edge within the attacker’s deployment zone during the attacker’s next Movement phase as if they had pursued off the table in a previous turn. Fleeing units that are below 25% starting size (and therefore cannot rally) may be removed at the start of any attacker turn - they can return on the same turn they are removed. If the warlord, army general, or any character in the attacking army is killed, replace them with an equivalent character without Special Items, Magic Runes, or Daemonic Manifestations.
Victory Conditions: The game ends when the Attacker has one or more scoring units partially within the Defender's deployment zone while the Defender has no scoring units partially within the Defender's deployment zone. Refer to the table below to determine the victor. A Massacre is worth 3 Battle Points, a Major Victory is worth 2 Battle Points, and a Minor Victory is worth 1 Battle Point.
Turns Played | Result