Dieter's Last Stand
THIS SCENERIO IS THE SECOND IN A TWO-PART BATTLE. SEE "DELAYING THE
REINFORCEMENTS" FOR PART I. YOU MUST HAVE PLAYED PART I IN ORDER TO
PLAY THIS BATTLE.
With a loud crash the gate of the Undead castle gave way, followed by even louder cheers from the Ostland soldiers who were responsible for this feat. All the units which had been busy trying to defend themselves from the ongoing hail of arrows and rocks, raining down from the castle walls, quickly prepared to storm through the gate.
"CHARGE!!!" bellowed their commander "let's send those things back to their graves!".
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Dieter watched grimly as the Empire troops started pouring through the gates of his castle. If only his forces could stand their ground long enough to allow the other half of his army, which was rushing back at full speed, to attack the Empire in the rear...
Netcampaign scenario:
Empire vs. Undead
Ratio: 1 to 1.4 in favour of the Empire
This ratio is used to decide initial points. Set the amount of troops that the Undead player will have for the fight, and then multiply that figure for the Empire. Use the same base point value for the Undead force in this battle as was used in the previous "Delaying the Reinforcements" battle.
Empire forces:
* May be led by standard Empire Lord of Valmir von Raukov. If Valmir is not your general, he may still be included.
* May only take 1 lord level mage.
Undead forces:
* Must be led by Dieter Helsnicht, atop his Manticore (this Manticore does not have to take Enraged Bound Monster tests)
* May not include any mummies
Scenario rules:
The Website version of this scenerio has a tenative map you can use to get a better idea of the scenerio layout. Otherwise, simply put several buildings on the table in the middle of a 4x4 section of the standard 4x6 table (representing the interior of the immense castle). The Empire deploys outside the castle (the empty 2' of the table), and up to 6" into the castle. This includes the Empire side Castle Wall. The Undead deploy in the back 18" of the castle (opposite short table side).
All four sides of the castle consist of walls. The Empire side of the castle's wall has been shattered in many places, leaving only three 6" segments intact (the remainder is difficult terrain). Fleeing the table is impossible by all except flying troops on all but the Empire side of the table (after exiting through the gaps in the Empire wall). There is a small sally-gate in the rear of the castle, as well as a rope ladder tied to the battlements in back, should Dieter be forced to retreat on foot.
Note...these are not standard "6 to hit" walls...they're tall castle walls.
The reinforcements from "Delaying the Reinforcements" will arrive on the Empire table edge at the start of the turn after which they had left the previous battle. Units arriving on the battlefield may behave normally immediately that turn. Units arriving on the battlefield from "flying high" are considered to be "flying high" this turn, and may come down from "flying high" as normal the turn they arrive.
The battle will run for 7 turns, or until the "sudden death" conditions are met.
Victory conditions:
The scenario can end in any of three ways:
* All Empire troops are either dead or fleeing. In this case the Undead have won the battle.
* Dieter is killed. In this case the battle ends immediately, and the Empire wins the day.
* Dieter flees. If Dieter flees the table, the battle ends immediately, and the Empire wins the battle. Alternatively, if the battle is showing to become a disaster for the Undead, Dieter may choose to flee voluntarily, conceding the battle, allowing himself to return with a new force some day.
If Dieter flees voluntarily, he can choose to use one last spell; "destruction". This spell cannot be countered and is cast out of normal order in the Undead Movement Phase (he speaks it just as he flies off). The spell causes the castle to collapse on the forces inside. Any forces present in the castle (Undead or Empire) suffer 1 S4 hit, without any armour save allowed, when this spell is cast.
No magic items above 75 points may be used.
The Executioner's Axe, Forbidden Rod, and Book of Ashur may be used, but the rules stated in the White Dwarf FAQ do apply (WD 216 for the Book, WD222 for the Axe and Rod). They are repeated here for your convenience:
Executioner's Axe: Dark Elf Only. Thus cannot be taken for this battle.
Book of Ashur: Adds one level, and allows ACCESS ONLY to another magic deck. NO special abilities of the deck chosen are conferred. If HighMagic is chosen, you may NOT draw an extra card, may NOT use powers as dispels, and do NOT count as higher level in dispels. If Necromancy is chosen, you may NOT choose your spells, and may NOT recast. Etc.
Forbidden Rod: When used, on a 4+, inflicts D3 wounds on the wielder and quits working for the rest of the battle.
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Please report on any characters slain, victory points (important for determining the losses on both sides) and report which side won thebattle. If being reported separately from "Delaying the einforcements", please list the reinforcements, and when they arrived.
Feel free to write a full battle report, but please summarise the above
information at the end.
Date due: August 31st, 1998.
Send results to: [email protected], and/or post them to the
Netcampaign mailing list.