Bloody Elves – coming over here ruining games!
The Dark Elf enclave of Nagronath has become a haven for the race since the near destructions of Naggaroth. Malekith is the new Phoenix King of the now united eleven races has out lawed the Cult of Khaine.
However with the Ulthuan lost to the ocean, Malektih efforts are to reverse this and maintain the Kingdom of Athel Loren. Leaving the cult of khaine to maintain it old ways for now….
Game 2: THE CONVOY
The Attacker needs to escort a small convoy of carts or animals from the borders of his lord’s lands to the main city. En route, an enemy forces lies in wait to ambush them… they really want to get their
hands on those sheep!
The Attacker must move the convoy safely off of the opposite edge of the board. The Defenders must prevent this from happening.
SET-UP
The Attacker deploys in the SW deployment zone and the Defenders deploy in the SE,NW and NE deployment zones. Play this scenario on as large a table as you are able to.
SPECIAL RULES
The Attacking player must add three convoy markers to his retinue; more than one marker may be appointed to each unit. The rules for the convoy markers are as follows:
• The convoy markers must remain with the same escorting units throughout the game.
• A unit escorting a convoy has a maximum movement of 6”. It may not enter rough terrain or cross obstacles.
• Units with a convoy marker must deploy before any other units in the Attacker’s retinue.
• Units with a convoy marker may test for and make one Move order before the game begins.
• Escorting units may not be given Attack orders and must ignore Wild Charges (if applicable).
• If the escorting unit is wiped out or routs, the convoy markers with the unit are captured and removed from the game. The convoy markers may not be captured in any other way.
• If the escorting unit moves into contact with the opposite table edge (the NE deployment zone), that unit moves off the table with the convoy marker.
• Each convoy model is simply a token: move them out of the way of other models when required, and they do not count as part of the unit for measuring distances, cover or during battle/shooting.
• The Attacker ignores the following Courage test trigger: ‘Unit becomes your only unit remaining on the table’.
ENDING THE SCENARIO
Play continues until all three convoy markers have been removed from the game.
VICTORY CONDITIONS
The Attacker must safely exit the convoy from the NE deployment zone. Each marker removed in this way earns him 2 Glory. The Defender must prevent this by capturing the convoy markers and taking back to they deployment. Each captured marker earns him 2 Glory. Both players gain/lose Glory for Boasts.
The locals caravan moving into view
Midure Delthlnor overlooks the road ready to give the signal!
The dark elves hiding along side the road
The Caravan move deeper into the trap
The dark elves spring the table and block the road
As the Dark elves move to assault the caravan, the natives scouts and vanguard spot and engage the elves before they can assault the wagons! With the aid of the forest and bowman the vanguard quickly ambush the attacked themselves and break the trap!
Midure Delthlnor seeing trap failing, leads the attack to the front of the convey
The natives repulse his initial assault and formed up a battle line. This obviously wasn't a regular supply train, the guard easily broke blockade and moved on too they original destination!
Midure Delthlnor may have failed to capture this convey but they had enough loot to return Nagronath with. The great forest of Darling was nearby and the natives seemed to refuse to entry it for any reason....Surely nothing the Druchii could not handle!