Scenario 1 - Through the Woods
The company is journeying through Mirkwood on their way to the Emyn-nu-fuin and the lost
dwarven hold. This part of the forest is wild and unfriendly, and the howls of wargs and the
chittering of spiders can be heard from the gloom beneath the trees.
dwarven hold. This part of the forest is wild and unfriendly, and the howls of wargs and the
chittering of spiders can be heard from the gloom beneath the trees.
Layout-
The board should feature lots of trees and rough terrain (boulders, hills, etc.) representing
Mirkwood. Trees and clusters of rocks also serve as “lairs” for the beasts of the wood. There
should be at least four to six lairs on the board.
Mirkwood. Trees and clusters of rocks also serve as “lairs” for the beasts of the wood. There
should be at least four to six lairs on the board.
Starting positions-
The player controlling the battle company deploys his company anywhere within 6” of the western
board edge. The player controlling the Beasts of Mirkwood rolls 1d6 for each lair and receives
the following models based on the die rolls:
board edge. The player controlling the Beasts of Mirkwood rolls 1d6 for each lair and receives
the following models based on the die rolls:
1-2 Spider (Roll again, 1-4 Giant Spider, 5-6 Mirkwood Spider)
3-4 Wild Warg
5-6 Bat Swarm
The beasts are deployed in base contact with a Lair, though not more than one per lair.
Objectives-
The Battle Company must move as many models as possible off the eastern board edge while
the other player, controlling the beasts, tries to stop them.
the other player, controlling the beasts, tries to stop them.
The game continues until the Battle Company has no more models on the board, either due to
casualties or models exiting the board
casualties or models exiting the board
Special Rules-
Lairs: Each cluster of trees or grouping of rocks is considered a “lair”. At the end of any turn in
which a beast is removed from play, the controlling player rolls 1d6 and deploys the replacement
beast in base contact with an unoccupied lair.
which a beast is removed from play, the controlling player rolls 1d6 and deploys the replacement
beast in base contact with an unoccupied lair.
Beast Tamer: The battle company can earn extra Influence Points based on the number of
beasts they slay
beasts they slay
2-3 +1
4-5 +2
6 or more +3
Victory Conditions-
Victory: the company is unbroken and moves remaining models off the board
Draw: the company is broken, but some models exit the board
Defeat: no models exit the board
So, first thoughts after playing through with both companies. This thing is lethal, much more so than I had anticipated. We were trying to think of things that might make it somewhat less so. Some thoughts included limiting lairs to four, adding a delay of at least a turn for slain beasts to return and possibly adding a roll to determine if, in fact, they do return. I think the orcs did slightly better mainly due to their numbers, though I think in some instances they had some better luck with the dice. In the end though, they got rolled over like mice under a lawn mower.
ReplyDeleteI think for starters, I would limit it to 4 lairs, add a one turn delay before the beast returns and perhaps add some element of randomness to which lair the beast appears in.