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Objective
Have the most units within 12 of the Karak Kadar Gate by the end of last turn.
Deployment
The game is to played on three tables, set up in an "I" or "H" pattern. Two parallel tables, with a perpendicular table centered between them, and touching both. There will be two sections of wall and a gate at both ends of the perpendicular table. The walls are 6" thick, and 48" wide. They will be place on the parallel tables, touching the edge of the perpendicular one. The gates are 12" wide, and centered in the walls. The forces of order may deploy in the center, perpendicular table, and within 6" of the walls and gates. The Forces of Destruction may deploy up to 18" away from their wide table edges.
Special Reserve Deployment: Reserves can only come onto the "wide" tables. The forces of order can chose which side on each "wide" table their reserves, if any, are coming from. Their reserves can only come from that side for the rest of the game. The forces of destruction get to use the other side, and only the other side as well. The exception to this would be, for example, Wulfric the Wanderer's special Rule: SeaFang. Walls and Gates, Siege and Razing: Walls and gates can be destroyed (designated prior to deployment). Walls have Toughness 10, wounds 10. The gates have Toughness 6, Wounds 6. The forces of Order can open or close the gates at their discretion. Only war machines, monsters, monstrous infantry, or monstrous cavalry may attack the walls and gates.
Line of Retreat
Unit that are forced to flee must move towards their nearest deployment edge.
Calculating Victory
The most units from each team within 12 is the victor. If there is a tie, team with the most victory points wins.