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venom_x51
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The first of two reports on our upcoming Warriros of Chaos battle.
Firstly, here's the scenario;
Scenario 1: Invasion
isruption
The Chaos forces push into the jungle towards the temple city, out to destroy a Lizardmen relic threatening to close a chaos rift. A small scouting party of skinks encounter the army as it marches and must disrupt them as much as possible while messengers are sent out to bring reinforcements.
Forces
Lizardmen - 1000pts: Skink units only. No rare choices. Max 1 unit of Chameleon Skinks. Max 10 units (including characters)
Warriors of Chaos - 3000pts. Normal army list restrictions apply
Deployment
The Chaos side deploys first on the short edge of the table no more than 18" from the edge of the table
The lizardmen army deploys second and must deploy no closer than 9" and no further away than 15" from the Warriors of Chaos force.
Chameleon Skink units may be deployed at the start of any Lizardmen turn (Lizardmen players choice) after the first and can be deployed anywhere on the board using the normal scout deployment rules
Special Rules
Any Warriors of Chaos army that takes a casualty may be delayed in the next mission (see next mission for details)
For each Lizardmen unit that exits the table on the opposite short edge, one Lizardmen unit may arrive early in the next mission (see next mission for details)
Scenario 2: The Last Stand
The Slann and his Temple Guard unit are guarding the relic. The Warriors of Chaos must destroy the Slann and his Temple Guard in order to claim a victory. After turn 5 roll 2D6 at the end of each player turn and subtract the turn number. If the total is 0 or less then the Lizardmen have managed to hold long enough for the Relic to close the rift resulting in a Lizardmen victory.
Forces
Lizardmen - 3000pts. Normal army list restrictions apply
Detachment 1 - 1000pts. This detachment must contain the Slann and Temple Guard unit
Detachment 2 - Reinforcements. The remainder of the army
Warriors of Chaos - All units from Invasion
isruption. All unit casualties are carried over form the first mission, however all characters start The Last Stand mission with a full compliment of wounds.
Deployment
The Lizardmen deploy Detachment 1 first. The detachment must be deployed in a 12" deployment square in the middle of the board with one edge of the deployment zone touching one of the long edges of the table.
The Chaos side then deploy in along the opposite edge of the board, but 12" away from each short table edge.
Before deploying the Warriors of Chaos side must roll a dice for each unit and subtract the number of casualties the unit has taken. If the result is 1 or less the unit has been delayed and may not deploy with the rest of the army. A natural roll of a 6 is always a success.
From turn 3 onwards the Lizardmen army reinforcements begin to arrive. Roll a dice for each unit and add the turn number. If the result is 5 or more the unit may deploy as per a unit that has persued off the table. The unit may be deployed on any table edge except the edge that the Slann has been deployed on.
Special Rules
During the remaining moves section of each Warriors of Chaos movement phase, roll a dice for each un-deployed unit. As before subtract the number of casualties suffered from the dice roll but add the turn number to the result. A result of 2 or more the unit can enter play as per a unit that has persued off the table. A natural roll of a 6 is always a success.
For every unit that escaped the board on the previous mission, the Lizardmen player may attempt to bring on a unit in turn 2. Pick a unit for each escaped unit and roll a D6. On a 4 or more the unit can deploy as above. If the unit fails to deploy in Turn 2 it automatically deploys in Turn 3.
Any Lizardmen units that are wiped out may be able to redeploy in the following phase as per the rules above to represent more reinforcements arriving to protect the Slann.
Firstly, here's the scenario;
Scenario 1: Invasion
The Chaos forces push into the jungle towards the temple city, out to destroy a Lizardmen relic threatening to close a chaos rift. A small scouting party of skinks encounter the army as it marches and must disrupt them as much as possible while messengers are sent out to bring reinforcements.
Forces
Lizardmen - 1000pts: Skink units only. No rare choices. Max 1 unit of Chameleon Skinks. Max 10 units (including characters)
Warriors of Chaos - 3000pts. Normal army list restrictions apply
Deployment
The Chaos side deploys first on the short edge of the table no more than 18" from the edge of the table
The lizardmen army deploys second and must deploy no closer than 9" and no further away than 15" from the Warriors of Chaos force.
Chameleon Skink units may be deployed at the start of any Lizardmen turn (Lizardmen players choice) after the first and can be deployed anywhere on the board using the normal scout deployment rules
Special Rules
Any Warriors of Chaos army that takes a casualty may be delayed in the next mission (see next mission for details)
For each Lizardmen unit that exits the table on the opposite short edge, one Lizardmen unit may arrive early in the next mission (see next mission for details)
Scenario 2: The Last Stand
The Slann and his Temple Guard unit are guarding the relic. The Warriors of Chaos must destroy the Slann and his Temple Guard in order to claim a victory. After turn 5 roll 2D6 at the end of each player turn and subtract the turn number. If the total is 0 or less then the Lizardmen have managed to hold long enough for the Relic to close the rift resulting in a Lizardmen victory.
Forces
Lizardmen - 3000pts. Normal army list restrictions apply
Detachment 1 - 1000pts. This detachment must contain the Slann and Temple Guard unit
Detachment 2 - Reinforcements. The remainder of the army
Warriors of Chaos - All units from Invasion
Deployment
The Lizardmen deploy Detachment 1 first. The detachment must be deployed in a 12" deployment square in the middle of the board with one edge of the deployment zone touching one of the long edges of the table.
The Chaos side then deploy in along the opposite edge of the board, but 12" away from each short table edge.
Before deploying the Warriors of Chaos side must roll a dice for each unit and subtract the number of casualties the unit has taken. If the result is 1 or less the unit has been delayed and may not deploy with the rest of the army. A natural roll of a 6 is always a success.
From turn 3 onwards the Lizardmen army reinforcements begin to arrive. Roll a dice for each unit and add the turn number. If the result is 5 or more the unit may deploy as per a unit that has persued off the table. The unit may be deployed on any table edge except the edge that the Slann has been deployed on.
Special Rules
During the remaining moves section of each Warriors of Chaos movement phase, roll a dice for each un-deployed unit. As before subtract the number of casualties suffered from the dice roll but add the turn number to the result. A result of 2 or more the unit can enter play as per a unit that has persued off the table. A natural roll of a 6 is always a success.
For every unit that escaped the board on the previous mission, the Lizardmen player may attempt to bring on a unit in turn 2. Pick a unit for each escaped unit and roll a D6. On a 4 or more the unit can deploy as above. If the unit fails to deploy in Turn 2 it automatically deploys in Turn 3.
Any Lizardmen units that are wiped out may be able to redeploy in the following phase as per the rules above to represent more reinforcements arriving to protect the Slann.