animosity: arcadia falls
DESCRIPTION
Narrative campaign pack for Warhammer 30k, set during the Great Crusade.TRANSCRIPT
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An Introduction to
Animosity
Animosity Events aim to bring together the
Warhammer 40,000 and Fantasy Battle gaming
communities for exciting, narrative based gaming
events. The objectives of Animosity Events is to
al low players to play in non-competitive story
driven encounters, in which the power of the
narrative is more important than the power of the
army bui ld . Gamers with al l levels of experience are
welcome to join us at the events, and we hope that
al l players that attend can enjoy the campaigns.
Whi lst there are obvious elements of winning and
losing, we are not running tournaments, we hope
that players wi l l play the miniatures they want to
use because they want to use them, not because
they want to win. Some of our most memorable
moments in war-gaming have been mid-
annihi lation, when a standalone hero dies hard and
makes that game, the game in which we took a
beating, more memorable than any of our victories.
Sportsmanship is preferable to gamesmanship,
and whether winning or losing please remember,
even in defeat, at a narrative campaign your story
is not over and from the jaws of defeat you can
snatch the cake of victory!
The Venerable Dread [aka geordie09 aka Scott]
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So, who enjoys a good Black Library book? Or an
action movie, fi rst-person shooter or video games
with intense strategies and engrossing storyl ines,
for that matter? I think its pretty safe to say that
we al l love a good story and, as gamers of
Warhammer 40,000, we al l love big stories of epic
confl ict, dramatic battlescapes and heroic
characters. Now, if only we could re-enact or even
create our own epic campaigns set in the war torn
galaxy of the 41 st mi l lennium
Wel l , with narrative campaigns you can!
Rare is the war that is won with but a single battle -
most become gruel l ing, brutal campaigns fought
over weeks, months, years or even l ifetimes.
Heroes are made and legends born in these epic
crusades. A narrative campaign is both an exciting
and immersive way for players to engage in a
series of l inked games where the narrative steers
the course of events. Whereas a single game
provides a tactical chal lenge, a series of games
where victory and defeat affects each subsequent
game in positive and sometimes catastrophic
ways - brings the gaming experience to a whole
new level .
A narrative campaign can be very simple, or i t can
be incredibly involved, depending upon how the
players and organisers want to play it. There are
many ways that it can be run and organised; i t's al l
down to how you want to play it and what you
want to get out of it. Organised events can include
detai led background stories, unique characters,
rules, maps, charts and more. A couple of friends
wanting to add a new dimension to their regular
games might write short, simple narrative
campaigns that can be played over an evening or
two.
Depending on how you want to do it, organisation
of such a campaign can be extremely loose, relying
purely on the results and the players creating
much of the narrative as they go along. Others
might want to spend weeks or months careful ly
planning the campaign in meticulous detai l , so as
to ensure that they leave no stone unturned; no
eventual i ty unforeseen.
There are several different types of campaign
system that can be incorporated into a narrative
campaign, using tree or ladder sequences that
form a structure for your games. I t is important to
mention that there are no set rules in how you
design your own campaigns, but there wi l l be rules
to adhere to if you are playing in a narrative event
organised by others.
Conclusion
There are a multi tude of different possibi l i ties in
narrative campaigns. Whether you want a quick
ladder campaign for two players, or an ongoing
intergalactic event involving dozens of players,
with narrative campaigns you can design and play
an enjoyable series of l inked games with evolving
storyl ines that wi l l hopeful ly l ive long in the players
memories.
When al l is said and done, i ts al l about creating an
enjoyable and memorable experience for everyone.
I ts al l about having fun!
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What you see is what you get! Animosity weekends
are fun, non-competetive events which players
attend to enjoy fair, good-spiri ted play. WYSIWYG
has been introduced to encourage fair play and
avoid ambiguous miniature selections. Infantry
miniatures and stock models should always be
model led WYSIWYG.
I t is not our intention to l imit players; the Rule of
Cool sti l l dominates. Conversions are great fun and
make the hobby al l the more entertaining.
Therefore, i f i t has been impossible or aesthetical ly
chal lenging to model an item within a conversion,
that is acceptable. Many miniatures have multiple
weapon options and some simply have no
model l ing option to represent the additions. This is
also understood. Common sense is key to
successful ly managing WYSIWYG. I f you have any
concerns find us on the forum and ask away in the
General Gaming Chat section. Alternatively make a
note on your army l ist prior to submission.
We hope to encourage our players to field ful ly
painted armies. A ful ly painted army not only looks
good, but helps to add a l i ttle extra enjoyment to
the games. We understand that not al l Animosity
players have the same time as others to commit to
the hobby. Hopeful ly a 3 colour minimum helps
players to take a step further to completing their
hobby goals in the bui ld up to events.
At Animosity weekends we aim to encourage a
3CM by awarding a single point per game to each
player who fields an army that is painted to a 3CM
standard per round.
I t is sometimes necessary to set time l imits at
Animosity weekends in order to ensure that
organised weekends run smoothly. The need to
al locate time to games is balanced with the need
for refreshment breaks and lunch sessions on both
days. Please take note of the timings al located to
each round, i t is our hope that al l games reach a
natural conclusion but sometimes this is not
possible despite best intentions and games must
be cal led for the benefit of al l .
Each round of gaming at an Animosity Wargaming
weekend is preceded by a short narrative briefing
in which games are detai led and opponents
al located. In order to maintain the schedule it is
necessary to begin al l briefings and battles on
time. Any tardiness wi l l be reflected in the players
deployment.
A delayed start to any battle wi l l incur a delayed
unit. Up to 1 0 minutes delayed wi l l result in a unit
(selected at random) being held in reserve or as
reinforcement unti l the start of player turn 3. Every
further 5 minutes wi l l result in a further unit being
held up unti l turn 3. As an Example, a 26 minute
delay wi l l result in 4 units being held back unti l the
players third turn.
A delay of over 30 minutes wi l l result in your
opponent being awarded the win for the round and
any gaming undertaken by the players is then at
their discretion.
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Animosity Events are narrative gaming weekends.
Smart play, tactical acumen and a strong l ist alone
wi l l not be enough to take the title of Champion at
an Animosity event. I t is our goal to reward
creativi ty and sportsmanship across the weekend.
As such the narrative result of the weekend wi l l be
borne out by the results of a narrative faction or
al l iance rather than the in game achievements of
an individual .
The narrative wi l l be driven by events but results
are an important factor in est-abl ishing and
advancing any story in either the Old World or the
41 st Mi l len-nium. As such a points system is in
place to keep track of the faction or al l iance score.
Points are scored using the fol lowing system:
Victory = 4 Points
Tie = 2 Points
Defeat = 1 Point
Painted Army = 1 Point (attributed
per game, using 3
Colour Minimum)
MotM = 3 Points (not
al located to narrative
result)
Bio = 3 Points (a creative
biography or heritage
tale for your army)
Scrol ls = 5 Points
(achievement of your
Scrol l Mission)
Animositys narrative gaming aims to maintain the
element of story-tel l ing as a campaign unfolds by
restricting named characters in order to prevent
multiple versions of prominent characters battl ing
on the same team or even against each other.
Cal l ing Shotgun on a Character wi l l reserve the use
of that named Character for your army, and is
based on a first come first served basis on the
forum thread for the event in question. Simply post
a request to Shotgun the named character on
the forum or get in touch and request via PM.
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I t had been some time since the treacherous events at Isstvan and the horrors of the Dropsite Massacre. Civi l
war now raged unabated across the galaxy as those loyal to the Emperor fought val iantly to hold back the
debased hordes of the twisted Warmaster Horus as they marched inexorably onwards to Terra.
Warmaster. I t was such a grand title. Once he had felt the unimaginable weight of that ti tle as it was
bestowed upon him by his father at Ul lanor, and he had struggled to come to terms with the unexpected and
unwanted appointment. Now he chuckled at the almost precognisant irony in the name. I t had new meaning
now, and he wore the mantle wel l . He truly was the Master of War.
Horus Lupercal , the Warmaster, sat brooding in his private sanctum; a large, wel l -appointed chamber
constructed below the wel l of audience gal leries on the port side of the Vengeful Spiri t. One entire wal l was
glass, open to the stars, and it was here that Horus sat in his throne, gazing out at distant nebulae through
the panoramic viewport, lost in thought. H is brow was furrowed and his eyes were sunken, betraying to the
observer an unimaginable weariness.
A muted electronic chime sounded, rousing Horus from his reverie. He pressed a stud on the armrest of his
throne. Enter, he said.
Great adamantine-plated glass doors parted, pneumatic pistons hidden within the wal ls hissing quietly with
mechanical effort, and Abaddon, Captain of 1 st Company, stepped across the threshold and into the
sanctum. The Warmaster turned from the viewport, his eyes gl inting in the darkness of the chamber. Those
eyes, once fi l led with warmth, were cold now.
Ezekyle. H is voice was a whisper, yet i t carried with it a deep and menacing tone. You disturb my
meditation. What news do you bring of our enemies?
The First Captain bent his knee and brought his right arm across his chest, thumping an armoured fist over
his primary heart. My lord, we have received word from our agents on Arcadia Prime. An Imperial war fleet
gathers at the edge of the system.
Horus let out a dark chuckle and shook his head in disbel ief. Dorn has sent a fleet into Arcadian space? I am
disappointed in my brother I did not think he would fal l into my trap so easi ly.
Abaddon clambered to his feet; a crazed look of anticipation in his eyes. Do we attack, my Warmaster? I t has
been too long since I have drawn astartes blood.
Patience, my son. We wi l l engage with my father's deluded servants soon enough. But first I must speak with
my brothers. Horus rose from his throne to tower over the First Captain. Contact the primarchs and have
them meet me on my strategium in one hour. We must discuss how best to i l luminate my brother Dorn as to
his tactical error.
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More than six months journey through the
Empyrean from Terra, far out in the deeps of
Ultima Segmentum, l ies the strategical ly important
Imperial mining world of Arcadia Prime. The rul ing
Arcadian hegemony pledged al legiance to the
Emperor eighteen years ago when its compl iance
was won by the Ultramarines after a brief but
bloody war. To this day, the Arcadian hegemony
forms something of a puppet government, with the
true power being wielded by the various sons and
daughters of Terran high lords who run the
obscenely-profitable mining concerns in this region
of the Arcades sub-sector.
The Arcadian Compl iance, as it is known,
comprises of a smal l interplanetary state in the
Arcades sub-sector, with its heart in the Arcadian
System; eleven planets orbiting a young, bright
star, with four of these being inhabited by a
mixture of Imperial colonists, native humans and
servants of the Mechanicum. The Mechanicum
has a significant presence in the sub-sector, with
the fourth planet, Herakl ion, being in fact a smal l
forge world , responsible for processing the vast
mineral wealth to be found in this region of space,
before shipping it off-world by the megaton on
board gargantuan mass conveyors.
The first humans arrived sometime in the 21 st
mi l lennium; their void arks casting massive
shadows across the continents of Arcadia Prime.
They found that the world was already inhabited by
an intel l igent, apparently peaceful race of xenos
cal led the Nori . The Nori were indigenous to this
system, tracing their race back to its origins many
hundreds of thousands of years ago and, being a
curious and highly peaceable species, they sent a
smal l floti l la of sleek craft to welcome their visi tors
with open arms. The visitors soon became settlers,
real ising that four planets in the system were not
only l i fe-supporting but bountiful in their natural
resources. Not only that, but the Terran leaders
decided they could learn much from an exchange
and assimi lation of technology.
INTRODUCTION
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Decades passed by, and the Terrans and Nori
forged a mutual ly beneficial relationship together,
and they l ived in relative peace. There were
occasional scuffles, and even a short-l ived war
between the two races, as malcontents from both
sides sought change for the al leged betterment of
their respective peoples. But there would be peace
talks and agreements signed, with the Nori
government always keen to make compromises if
i t meant peace. The decades turned into centuries,
and over time the Terrans became the dominant of
the two species, due to the combination of a
prol i fic breeding programme and the al l -too-human
need for a larger sl ice of the cake. Eventual ly, by
the late 22nd mi l lennia, the Nori had become
second class citizens in their own dominion. But
things would change again, as they always do.
The Terrans who now cal led themselves
Arcadians began to send expeditions to nearby
systems, looking for resources and further worlds
to colonise, expanding their empire and increasing
their influence over neighbouring xenos planets.
This was achieved through uncompromising trade
agreements or, where this strategy fai led, outright
conquest. As they expanded, they met with al l
manner of xenos, including vicious orks and even a
horrifying undead machine race, lying dormant on
si lent tomb worlds unti l roused by the clumsy
footfal ls of Arcadian conquistadors.
This process of expansion, trade and conquest
lasted for thousands of years, unti l the year
71 7.M30 when an almighty Ork Waaagh stomped
its way across the Arcades sub-sector, obl i terating
several outlying worlds of the Compl iance before a
war fleet could be marshal led. The Waaagh raged
for forty years, laying waste to the Arcadian
Compl iance, resulting in bi l l ions dead on a dozen
burning worlds. Eventual ly the Waaagh itself burnt
out and the Compl iance were victorious, although
in victory they had lost much.
They spent the next hundred years slowly
rebui ld ing the shattered core planets of the.
Arcadian System, with contact now lost with most
distant worlds. Al l along they were subject to
regular raids from ork pirates from the Deff Star
clan who had survived the Waaagh, operating from
the looted ruins of former Compl iance worlds. The
Arcadians and the few surviving Nori turned to
pirates from the Blood Axe clan for mi l i tary aid ,
paying the ork mercenaries in salvaged weaponry
and damaged war machines. The Blood Axes didnt
care; their mek boys would happi ly repair and
konvert anything they could get their grubby, oi l -
stained mitts on, including Nori battle-suits. But
then, just when Arcadian society was on the brink
of col lapse their war-ravaged people teetering on
the edge of anarchy and barbarism that was
when the Corsair Prince came.
A large, ramshackle but extremely deadly Deff Star
fleet led by Warboss Deff Dred appeared above
the semi-ruined world of Arcadia Prime, promising
annihi lation to the planets remaining inhabitants.
The Blood Axes had refused to help, since the
avai lable tech used to pay the merc-enaries had
long since dried up, and the orks were never going
to work for free. Weary Arcadians picked up what
weapons they could find; desperate men, women
and chi ldren ready to sel l their l ives dearly.
Greenskin doom had come to visit i tself upon
them. This was plainly the end.
And then from nowhere, soaring into the system in
a hundred sleek, fast-moving vessels, eldar
corsairs tore through the orbiting ork ki l lkroozas
l ike shoals of l ightning quick piranhas eviscerating
the hulking carcasses of slow-witted whales. Giant
vessels began to fal l from the skies, plummeting
through the atmosphere to explode in bl inding
nuclear conflagrations. There were no ork
survivors. Arcadia Prime had been saved.
The exhausted defenders hai led their mysterious
saviours, dropping weari ly to their knees in rel ief
and gratitude. The eldar landed on the surface of
Arcadia Prime to be mobbed by weeping humans
and Nori . The leader of this fey, space-faring race
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was the Corsair Prince Vi i r; an enigmatic and
sometimes cruel eldar, recently fled from what was
now the Eye of Terror. Prince Vi i r and his
l ieutenants in recognition of their valour and the
salvation of the Arcadian Compl iance were
immediately offered seats in the Senate. However,
over the coming decades, as the Arcadians rebui l t
their shattered worlds, the unknowable and fickle
eldar plotted and schemed, so that one day Prince
Vi i r might rule them al l
That was more than two hundred years ago. The
eldar left inexpl icably and as mysteriously as they
had arrived, the citizens of Arcadia Prime waking
up one morn to find them gone, leaving practical ly
no trace that they had ever been there. From the
dust of war, the Arcadians rebui l t their Compl iance,
although it was merely a shadow of its former
glory. In time an Imperial expeditionary fleet, led by
the Ultramarines, arrived in system and swiftly
brought the Compl iance to its knees, bringing true
compl iance and the Imperial Truth in its place. The
pitiful ly smal l enclave of Nori , who had survived so
much through the centuries, were merci lessly put
down. The ruthlessly efficient Ultramarines
commander suffered not the xenos to l ive.
I t is now 01 1 .M31 . The Emperor of Mans Great
Crusade is no more. The debased hordes of the
Warmaster Horus, in servitude to the Ruinous
Powers, have spread throughout the galaxy l ike an
unstoppable canker, devouring or exterminating
any loyal ist worlds in their path, spreading fear and
rebel l ion throughout a shattered Imperium. Every
world that fal ls brings Horus that much closer to
his ultimate goal : Terra.
Astropaths in the City of Light have picked up an
urgent distress cal l from Arcadia Prime the world
is under attack by a ramshackle but powerful
pirate fleet of xenos abominations. Being that the
Arcadian worlds are deemed to be of high strategic
and material value to the Imperium in the war
against the traitorous Horus, Rogal Dorn orders
the nearest Imperial fleets to rendezvous at the
edge of the Arcadian System and launch a
counter-offensive against the xenos invaders. I t
takes more than a month before the first Imperial
battleships arrive at systems edge and precious
days unti l a large enough force has been gathered
that can defeat the al ien raiders. Little does Dorn
know that this is al l part Horus Lupercal s devious
plan. The Warmaster has coerced xenos
mercenaries into attacking Arcadia Prime with the
promise of wealth and power. But Horus plans to
attack the Imperial fleet whi lst i t is engaged with
the xenos, destroying them and in doing so
removing yet more Imperial defenders from his
path as he marches onwards to Terra.
So it is that a mighty war fleet translates from the
empyrean at the outskirts of Compl iance space.
The Imperial fleet is already engaged with swarms
of xenos ships, and astartes, imperial army and
Mechanicum titans have made planetfal l and fight
a bitter war against the occupying al ien forces. Al l
attention is focussed on Arcadia Prime. The
Warmasters dread fleet is not detected unti l i t is
too late.
And so Arcadia Falls.
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"IF IT BLEEDS,
WE CAN KILL
IT!"
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GAMES: DAY ONE
The fol lowing missions are to be played on the first
day of the campaign, but how each mission is
played wi l l depend on the results of the previous
round which wi l l be combined to determine which
faction is ahead at the start of each game.
The loyalists have infiltrated the Arcadian System in
order to gather important information on the forces of
the traitor-xeno alliance. To do this theymust capture
the buildings which the High Command has
determined hold the enemies strategically sensitive
data. The traitors and their alien allies must prevent
this data from being taken.
This is a doubles game with 500 pts per player.
Battlefield Terrain
Various planetary surface scenery.
Deployment
Select a deployment from the chart at the back of
this pack, and then mark a bui ld ing as the objective
and place it on the centrel ine of the board.
Primary Objective
A bui ld ing/objective placed on the centre- l ine of
the board.
Secondary Objective
First Blood.
Scoring
3 VP for control l ing the primary objective at the
end of the game, 1 VP for the player who scored
First Blood.
This battle uses the standard FOC with the
fol lowing restriction no single HQ model may
have more than 2 wounds.
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> Units may not select Dedicated
Transport options
> No unit may have a starting size greater
than 1 5 models before being joined by
Independent Characters
> Vehicles other than Walkers may not be
chosen unless their models are no more
than 4" wide. Flyers may not be selected
> Monstrous Creatures needing more
than a 60mm round base may not be
chosen
Warlords
Each Warlord chooses their Warlord Trait as
normal .
Battlefield Terrain
Zone Mortal is.
Deployment
The defenders deploy first with 50% of their forces
fol lowed by the attackers with 50% of their forces.
The remainder arrive via reserves from the
locations noted on the map.
Primary Objective
Objective marker (3VP), which also counts as
bonus for the second day of the campaign, placed
as per the map.
Secondary Objective
Ki l l Points.
Scoring - Zone Mortalis
> 3 VP for control l ing the objective at the
end of the game (this also gives a bonus
for day two's play)
> 2 VP for having more ki l l points than
your opponent
> 1 VP for having the same ki l l points tal ly
as your opponent
The loyalists seek to exploit the gains ofthe previous
intelligence gathering raid, and so they launch further
pinpoint strikes on strategically important locations
around the Arcadian System.
Or. . .
Having fended offthe first advances ofthe loyalists,
the traitors and their xenos allies seek to consolidate
their defences before further enemy forces arrive.
This is a doubles game with 1 000 pts per player.
Some of Mission 2's games wi l l be Zone Mortal is,
and the rest wi l l be regular 40k.
I f the loyal ists won or drew round one, they are
considered the attackers and the traitors are the
defenders.
Deployment
The defenders deploy first with 50% of their forces
and then attackers 50% of their forces. The
remainder arrive via reserves from the locations
noted on the map. Place the objective marker as
marked on the map.
Force Selection
Each force should be selected according to the
fol lowing Force Organisation Chart (FOC) for Zone
Mortal is battles, with one FOC avai lable up to 1 000
points a side of play.
Forces selected for fighting in a Zone Mortal is
action should be chosen from their Codex as
normal with the fol lowing exceptions.
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Scoring - Planetside
> 1 VP for achieving Linebreaker
> 1 VP for Slaying the Warlord
> 2 VP for having more ki l l points than
your opponent
> 1 VP for having the same ki l l points tal ly
as your opponent
Unstable
At the start of each defender's turn, both players
rol l a dice, add the totals and consult the fol lowing
Catastrophic Damage Table:
Result Effect
2-5 Stable: No effect
6-7 Look out! : The players rol l off
and the winner may place a
single Large Blast (5") template
anywhere on the table to
represent a sudden deadfal l .
Rol l for scatter: any model
caught under the template
suffers a Strength 5 AP 4 hit.
Units with an Armour Value are
struck on their rear armour
8-9 Dust Fall : Clouds of dust fi l l the
area with a choking, bl inding
fog. For this turn only al l models
have their Bal l istic Ski l l and
Initiative reduced by -1 (to a
minimum of 1 )
1 0 Tremor: The ground heaves as
cracks rip open cei l ings and
wal ls unleash debris upon those
near them. Al l clear terrain
counts as difficult terrain for
this turn only
1 1 Cave-in : The players rol l off and
the winner may place D3 Large
Blast (5") template anywhere on
the table to represent a cave-in.
Rol l for scatter: any model
caught under the template
suffers a Strength 5 AP 4 hit
and must take a Barrage
Pinning Check. Units with an
armour value are struck on their rear
armour
1 2+ Quake! : Every model on the
table must pass a Strength test
or be removed as a casualty.
Models without a Strength
score are automatical ly dest-
royed (buried under tonnes of
rubble) . I ndependent
Characters may re-rol l this test
if fai led. I f a 1 2+ is rol led again,
treat this as having no effect
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This is a doubles game with 2500 pts per player.
Battlefield Terrain
Dense urban terrain/Dense fol iage terrain with
Ewoks.
Deployment
Randomly selected from the deployments l isted in
this pack, with each player marking two terrain
pieces in their enemy's deployment zone as
objectives.
Primary Objective
Linebreaker (5VP).
Secondary Objective
Seize 2 terrain pieces (chosen before the games
starts) in the enemy's deployment zone, worth 1 VP
each.
Scoring
> 3 VP for achieving Linebreaker
> 1 VP for each of the 2 objectives you
control
Winner takes it all
The side that is currently ahead in the scoring
deploys second, the losing side first, but they may
attempt to steal the initiative.
Break out the big guns
I n this game Lords of War are al lowed, but they
may not cost more than 25% of your force. Also
factions may only contain one of each named
character, i .e. 3 players can't field Angron. To
shotgun a character, post on the appropriate
thread on the Animosity forum and stake your
claim!
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GAMES: DAY TWO
For the second day of gaming, the side which was
ahead at the end of Game 3 is considered to be the
attacker.
This is a doubles game with 1 000 pts per player.
Battlefield Terrain
Ruined urban terrain.
Deployment
Randomly selected from the deployments l isted in
this pack, with the special rule l isted below. In
addition d3+2 objectives should be placed on the
board, as per the 40k rulebook.
Primary Objective
D3+2 objectives (3 VP each).
Secondary Objective
Slay the Warlord, First Blood.
Scoring
> 1 VP for Slaying the Warlord
> 1 VP for obtaining First Blood
> 3 VP for each objective held at the end
of the game
Reserves
Only Deep striking units and fl iers may enter from
reserve, other units that would normal ly arrive from
reserve are deployed at the start of the game.
Raging Inferno
At the start of each shooting phase the control l ing
player places a large blast template (5") on the
board and scatters it
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3d6. Any model within 6 of the marker is hit with a
Strength 5 AP - hit. Vehicles are hit on rear armour.
Should the marker touch a terrain piece, i t
becomes danger-ous and difficult terrain and
blocks al l l ine of sight. Al l markers remain in play
once places on the table.
Winner takes it all
The side that is currently ahead in the scoring
deploys second, the losing side first, but they may
attempt to steal the initiative.
This is a doubles game with 2999 pts per player.
Battlefield Terrain
Ruined urban terrain.
Deployment
Randomly selected from the deployments l isted in
this pack.
Scoring
See below:
The enemy forces must be exterminated; targeting
the most tactical ly valuable targets is Critical !
Units Type VPs
Lords of War 5
HQ 3
Heavy Support 2
El i tes 2
Troops 1
Fast attack 1
Fortifications 2
(captured or destroyed)
Martial Temper
The first time a unit charges, i t gains the Furious
Charge USR for the remainder of that combat only.
Units that fai l their fi rst charge have squandered
this benefit.
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++DEPLOYMENT MAPS++